DRL released!

11 February 2011

DRL has been released!

The new version fixes all known bugs, adds a lot of flavor, and expands the game with not yet seen content! A new animation system has been introduced, you can play around with Assemblies, and several of the special levels became truly special!

Grab it while it’s hot in the downloads section! Both Windows and Linux 32-bit versions are available — Linux 64-bit and hopefully a Mac OS X version will come soon!

ChaosForge is growing! I’d like to use this moment to announce a lot tighter release schedule from now on — the first Beta of should be available to Supporters no later than in one month, and the official release is going to be no later than in 4 months. Please be sure to check out the ChaosForge treasury and if you think that ChaosForge games gave you something, then why not give something back :).

Check out the official announcement or read more about the release…

· · ·

Most noticeable change in this release is the asynchronous animation system — many things happen in DRL at the same time, strongly reinforcing the dynamic feel of the game! This is a side effect of the concurrently developed graphics version, which a few of the Chaos crew are already testing.

Second major change, not immediately visible is the presence of Assemblies. Specific combinations of mods applied to an item may trigger an Assembly possibility — sometimes completely transforming an item into a more powerful version! Known Assemblies with their receipts are gathered in the player info screen — the names of the basic ones are already revealed.

Final major change are major changes to some of the special levels. There’s even a presence of a semi-plot that binds three special levels together. Following that we have three new boss monsters, fighting which is truly no joke!

To celebrate the enhanced levels there are three DRL dedicated MIDI tracks for some of them, possible thanks to the artistic talent of Simon Volpert. Be sure to check out the forum for a lot better sounding MP3 renditions!

Minor changes include a completely new config system, new exotics and uniques, new config options and several tweaks and flavor enhancements!

[add] -- TR#---: Asynchronous animation system!
[add] -- TR#---: Assemblies! Play around with different combinations of mods to create new equipment!
[add] -- TR#---: Hell Armory revisited! Now with a special prize!
[add] -- TR#---: Lava Pits now have a guardian and special reward!
[add] -- TR#---: The Vaults are now openable!
[add] -- TR#---: New powerful configuration system!
[add] -- TR#---: advanced error recovery mechanism (error.log and recovery)
[add] -- TR#---: Command line switch -config filename.lua
[add] -- TR#---: JC level and Unholy Cathedral MIDI track added (by Simon Volpert)
[add] -- TR#---: 15 new medals (most of them hidden) and 20 new badges!
[add] -- TR#---: alternative reward for Cathedral... sometimes...
[add] -- TR#---: two new options for Config -- IntuitionColor and IntuitionChar
[add] -- TR#---: Single monster level type added! (Xander)
[add] -- TR#---: 3 more exciting exotics and 2 unique items!
[add] -- TR#---: the ultimate ending...
[add] -- TR#---: new more powerful Lua API
[mod] -- TR#---: Finesse works now on melee attacks
[mod] -- TR#---: Ao100 badges rebalanced -- Platinum requires UV and Diamond requires N!
[mod] -- TR#---: more arena-type level layouts
[mod] -- TR#---: only wider mazes will generate now
[mod] -- TR#152: durability of armor is no longer limited to 255
[mod] -- TR#165: finished special levels are also marked blue
[mod] -- TR#153: more varied death reasons
[mod] -- TR#164: Proper demon melee sound
[mod] -- TR#117: Uniques can now be fully soundbinded
[mod] -- TR#173: You can now change colors of tiles in colors.lua
[fix] -- TR#---: Conqueror/Explorer fix
[fix] -- TR#---: Typos and grammar fixed (Tavana)
[fix] -- TR#147: Berserker damage reduction bug fixed
[fix] -- TR#118: Shotgun unique sounds fixed
[fix] -- TR#166: Nightmare! may now be autochosen
[fix] -- TR#117: "CENTER" can be used in ini-file (by default means wait)
[fix] -- TR#---: on challenge info fixed
[fix] -- TR#148: item generation glitch fixed
[fix] -- TR#---: blood eating walls in vaults fixed
[fix] -- TR#167: enemy telefrag bug fixed
[fix] -- TR#149: sniper mod fixed
[fix] -- TR#160: N! mortuary AA multispawn fixed
[fix] -- TR#155: unique mods on AoI fixed

Compatibility note: Player and Score files are compatible (and always will be), ini files are not, as there’s a completely new configuration system.


  1. e · 12 February 2011, 09:49

    “Each common weapon and armor can hold 2 mods (without traits),
    so choose wisely.”
    But they can’t! (Or I do something wrong.)

  2. thelaptop · 12 February 2011, 10:25

    Even though the player and score files are compatible, it is highly recommended to start afresh because the badges themselves have been rearranged a little, which makes some of the old badge gains a little less meaningful in the new game.

  3. Glu Petrovan · 12 February 2011, 20:46

    I see a bug in way to use bulk mod on minigun.

    Timestamp : 12.02.2011 22:10:50
    Error level : ERROR
    Message : Lua hook OnUse failed!

    Hook name : items[mod_bulk].OnUse
    Error message : Range error

  4. moniker · 13 February 2011, 10:31

    @e –

    Without traits, you can only have more than one mod per weapon/armor in certain combinations…

  5. e · 14 February 2011, 15:57

    moniker, thank you.

  6. Chainsaw · 16 February 2011, 07:57

    After so much time, I check in to a new version! Yes! I can’t wait to try it later, Im off to kungfu training now! kicks demon ass

    (p.s. the forum password recovery link it sends me doesn’t reset my password)