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Releases: snowzzrra/DoomEternal-AP-Mod
Release list
0.6.5 - Beta
DOOM Eternal Archipelago v0.6.5
Gameplay and item delivery
- Fixed the Unmaykr check still triggering when inserting a single or more (less than all of them) Empyrean Key. The check waits until you collect the weapon.
- Fixed DeathLink stopping both incoming and outgoing deaths after cancelling a pending death.
- Mission completion checks keep updating if DeathLink encounters an error.
- Prevented leftover mission checks from a previous room from completing missions in a new room.
- Fixed Weapon Upgrade Points blocking later item deliveries when local delivery history was missing. Recovery accounts for points already received without refunding spent points.
- Fixed a Windows item-delivery error affecting drives such as exFAT.
Launcher and save recovery
- Improved recovery for usable AP saves incorrectly reported as corrupted.
- Added an automatic local backup before attempting to resume an existing AP save.
- Added save details and Copy details under AP SAVE, plus an option to back up available local files with the game closed.
- Support reports include more information about missing or inaccessible save files.
- Added SELECT PROTON shortcuts in Session and Help. Saving a valid selection retries preparation for the connected room.
- Improved session startup, communication and shutdown on Linux/Proton, including CachyOS.
APWorld — newly generated rooms only
The APWorld determines mission order, item placements and progression rules when you generate a room. The changes below require a new room generated with APWorld v0.6.5.
- Fixed progression getting stuck with Vanilla Order + Full Saga + Kill the Icon of Sin. Final Sin stays at the end of the campaign.
- Fixed some randomized campaigns placing items needed for their opening missions too late.
- Prevented DLC Only campaigns from starting at The Dark Lord when that start could block progression.
- Fixed progression involving The Crucible with DLC content disabled, including the requirement to complete all mission challenges.
- Removed the obsolete DLC Logic Timing option and its From the Beginning/Late Game choices. DLC missions use their individual equipment and combat requirements.
Existing rooms keep their original mission order, item placements and generation rules. Updating the launcher or installing the new APWorld does not apply these generation fixes to an existing room.
Updating from v0.6.4
Close DOOM and the old launcher, extract the complete v0.6.5 package into a new folder, update to Sentinel Core 1.0.7, and reconnect to the same room and slot. Rebuild the room package when prompted.
You can keep your compatible v0.6.x room and AP save for the gameplay, launcher and recovery fixes. No save reset is required.
0.6.4 - Beta
DOOM Eternal Archipelago v0.6.4
Fixes
- Fixed console command collisions that could prevent paired Extra Life pickups in The Holt and UAC Atlantica from producing both AP checks.
- Fixed command collisions between Taras Nabad’s Mission Complete and campaign-goal events that could block Full Saga progression.
- The Fortress Unmaykr check triggers at the end of acquisition instead of during partial key insertion, preserving the correct six-key requirement, oops!
Launcher
- Fixed the packaged Linux launcher failing to start with “attempted relative import with no known parent package.”
- Inventory Resync reads health, armor and ammo capacity stages independently and selects only confirmed missing stages.
- Unresolved inventory observations identify the affected item IDs (under the hood stuff).
Update to Sentinel Core 1.0.6 and rebuild the room package when prompted. You may keep the same room, slot and AP save.
What's next
Development continues on v0.7: Random Enemies (or the Enemizer).
Check out the official DOOM Eternal thread in the Archipelago After Dark Discord for more info and support.
0.6.3 - Beta
DOOM Eternal Archipelago v0.6.3
Generation and options
- Fixed multiworld generation errors when DOOM Eternal is combined with other games.
- Fortress progression logic respects mission-completion unlocks and physical room access instead of treating later pickups as available from the start.
- Starting loadouts account for the two initially reachable Fortress checks: Flame Belch and Bridge Sentinel Crystal.
Gameplay and progression
- Mars Core no longer grants an unreceived Plasma Rifle during its scripted sequence.
- World Spear no longer grants Sentinel Hammer after Valen’s cinematic before receiving its AP item.
- Fixed missing hands and a floor-level camera after reloading a checkpoint with empty weapons.
- Paired Extra Life pickups in UAC Atlantica and The Holt award both AP checks.
- Campaign goals recognize server-confirmed location checks when reconnecting and when completion updates arrive.
HUD and Mission Select
- Added AP automap markers to Secret Encounters, with cleanup after completion.
- ARC Complex’s four Elena Richardson log pickups have AP automap markers that disappear after collection.
- Corrected ARC Complex’s Secret Encounter names to match Generator Room and Building On Fire Across Gap.
- Separated the overlapping AP pickup visuals and markers for paired Extra Lives in UAC Atlantica and The Holt.
Launcher and recovery
- Inventory Resync recognizes all permanent weapons.
- Automatic inventory recovery verifies restored items before reporting completion.
- Ammo Refill waits up to 30 seconds for unpaused gameplay without spending a refill while waiting. Changing the room, save or level cancels the request.
- Fixed launcher errors and repeated interruption warnings during automatic room reconnection.
- Fixed room connection errors caused by a conflicting local Archipelago source installation.
- Linux/Proton launcher includes missing display libraries needed for startup and writes a startup log for troubleshooting.
Generation and Fortress logic fixes apply to newly generated seeds using the updated APWORLD.
What's next
Development now (hopefully) moves on to v0.7: Random Enemies (or the Enemizer).
Check out the official DOOM Eternal thread in the Archipelago After Dark Discord for more info and support.
0.6.2 - Beta
DOOM Eternal Archipelago v0.6.2
Generation and options
- Exultia’s first Sentinel Battery is always randomized as an AP location. Removed its randomization toggle.
- Additional Victory Requirements default to off.
- Added Include Slayer Gates and Include Secret Encounters, both enabled by default.
- Disabling Slayer Gates removes their completion checks and keys from the item pool. The Unmaykr goal requires Slayer Gates enabled.
- Progressive health, armor and ammo upgrades count as Progression, including at least one required Blood Punch acquisition.
- Random Mission Order prioritizes less demanding missions in its first four slots.
- Mission Access as Items offers more varied starting missions among equally viable choices.
- Taras Nabad and Urdak include additional sustained-combat requirements in generation logic.
Gameplay and progression
- Weapon mastery effects follow the selected mod, keeping Sticky Bombs, Full Auto, Precision Bolt and Micro Missiles effects separate.
- Frag Grenade upgrades received before the base grenade wait for it without blocking other item deliveries.
- DeathLink now actually applies the selected mode: Soft uses one lethal hit with normal protections; Hardcore causes direct death, bypassing Extra Lives and Saving Throw.
- Taras Nabad awards Mission Complete through its final portal back to the Fortress.
- ARC Complex’s four Elena Richardson logs use ordinary AP pickups.
- Starting an AP campaign displays its available missions and initial Fortress pickups.
HUD and Mission Select
- ITEMS FOUND displays throughout the supported maps and pause screens.
- The AP gameplay HUD hides both the Demonic Presence label and bar.
- Mission Select displays a separate SLAYER GATE row. The key turns green when received; the Gate turns green when completed.
- All Challenges appears in Mission Select before entering applicable missions, with an orange heading after claiming its AP reward.
Launcher and recovery
- Inventory Resync waits up to 30 seconds for unpaused gameplay and reports waiting, timeout or cancellation.
- Closed-session recovery supports installations where DOOM and launcher data reside on different drives.
- Session preparation failures appear under AP Session and direct players to AP SAVE recovery.
- Linux/Proton adds a Proton Executable selector under Join a Room.
Updating from v0.6.1
Close DOOM and the old launcher, extract the complete package into a new folder, update to Sentinel Core 1.0.4, and reconnect to the same room and slot. Update the room package when prompted.
Existing rooms and AP saves are preserved if you don't update the APWORLD. New option defaults and generation changes apply to newly generated seeds.
0.6.1 - Beta
DOOM Eternal Archipelago v0.6.1 — Beta Corrective
- Fixed Core compatibility checks that could block DeathLink and other native commands.
- Verified DeathLink sending, receiving, death application and echo suppression in-game.
- Added separate Core management with verified downloads, offline cache and rollback.
- Added launcher actions to repair Core, recover a session and restore the previous Core.
- Improved stale prelaunch recovery and fixed repair UI actions.
- Reused verified room installations during session recovery, avoiding unnecessary reinjection.
Updating from v0.6.0
Close DOOM and the old launcher, extract the complete new package, then reconnect to the same room and slot. Update the room package when prompted.
Your existing seed and AP save are preserved. No new seed or save reset is required.
0.6.0 - Beta
DOOM Eternal Archipelago v0.6.0 — Sentinel Core & Unified Campaign
v0.6.0 brings the Base Campaign and both parts of The Ancient Gods into one Archipelago campaign, with the Fortress of Doom as its hub, a dedicated AP save, randomized mission progression, and native menus that show your Archipelago progress.
The game integration now uses Sentinel Core 1.0.0 instead of a separate Meathook installation.
Updating from v0.5.3
- Generate a new seed with the v0.6.0 APWorld. v0.5.x rooms and campaign saves are not migrated into the new campaign system.
- Use the v0.6.0 launcher and matching
doometernal.apworldtogether. - Extract the release into a new, empty folder rather than overwriting an older installation.
- Connect to your room and use the launcher to prepare the room package, install the game integration, and start the AP campaign.
- Your vanilla campaign saves are separate from the new AP campaign.
One campaign, three ways to progress
- Added a unified campaign covering Base Campaign, TAG1, and TAG2 missions without switching between separate campaign inventories and save slots.
- Made the Fortress of Doom the universal hub, including for campaigns that mix Base and DLC missions or use DLC missions only.
- Added a unified Mission Select in the game menu and at the Fortress mission-selection orb.
- Added Random Mission Order: the seed determines the mission sequence, and completing a mission reveals the next one.
- Added Mission Access as Items: individual mission-access items unlock the corresponding missions through Archipelago.
- Mission access opens travel; the checks inside the mission still follow their traversal and combat requirements.
- Added Vanilla Order within the unified campaign for chronological progression.
- Set Random Mission Order as the default mission-order option.
- Completed missions stay available for replay. Replaying a mission does not remove its completion or advance progression a second time.
- Mission exits return through the Fortress instead of relying on the next mission in the original campaign script.
- Unrevealed missions appear as
???, with their previews and details hidden. The selected final objective has its own identifiable locked entry. - Mission Select distinguishes locked, available, completed, and goal missions.
Mission pool, campaign length, and victory options
- Replaced the simple DLC-mission inclusion switch with Mission Pool:
- Base: the 13 Base Campaign missions.
- Full Saga: the 19 campaign missions across Base, TAG1, and TAG2, plus The Dark Lord.
- DLC Only: the six TAG1/TAG2 missions, plus The Dark Lord.
- Custom: choose the candidate missions and whether The Dark Lord is included.
- Added Mission Count for Random Mission Order and Mission Access as Items: select 3–19 normal missions, or All. The Dark Lord is handled separately from that count.
- Vanilla Order uses all eligible missions in chronological order rather than applying the shortened-campaign count.
- Added Starting Missions for Mission Access as Items, allowing one to three initially available missions.
- Added Full Saga Final Boss: choose Icon of Sin, Davoth / The Dark Lord, or let the seed choose. Chronological Full Saga ends with Davoth.
- Added Goal Mission as Item for Mission Access as Items. Receiving the selected boss's access item can open its mission before all other missions are completed; selected additional victory requirements still apply.
- Updated Complete the Full Saga to use the generated campaign and its selected final boss rather than one fixed full-length route.
- Updated Complete All Included Missions and the other additional victory requirements to follow the actual missions and checks included in the seed.
- Accepted the older Complete All Enabled Missions spelling as an alias for Complete All Included Missions when reading options.
- Added generation checks for the six Base Campaign Slayer Gates required by Unmaykr objectives, including when a shortened campaign is requested.
Combat Readiness and seed generation
- Added Combat Readiness, a loadout-based progression system that evaluates weapons, usable mods, upgrades, runes, equipment, mobility, and resource sustain instead of treating every weapon as interchangeable preparation.
- Added Campaign Difficulty to generation: I'm Too Young to Die, Hurt Me Plenty, Ultra-Violence, or Nightmare. The chosen difficulty is used throughout the AP campaign, including DLC missions.
- Combat Readiness uses difficulty-specific allowances. Higher difficulty settings also assume a player who can manage a less forgiving loadout.
- Kept mechanical requirements separate from the readiness score: a high score does not substitute for equipment required to traverse a mission or perform a required action.
- Weapon mods and masteries contribute through their usable weapon families. Owning a mod without its weapon does not count as having that weapon-and-mod combination.
- Added dependency-aware selection of upgrades and equipment for shortened campaigns, including health, armor, ammo capacity, and rune preparation.
- Added extra readiness requirements at Spirit encounters when the player lacks Plasma Rifle + Microwave Beam, and for The Dark Lord without an effective Sentinel Hammer.
- Accounted for the demands of later DLC missions, including The World Spear's traversal and sustained combat.
- Preserved DLC Logic Timing as a progression choice while separating that choice from a mission's intrinsic difficulty. Allowing DLC early does not make it an easy starting mission.
- Starting-mission selection considers intrinsic mission difficulty and the starting equipment, including when DLC paths are allowed from the beginning.
- Unified readiness evaluation across the campaign planner and access rules so their decisions use the same equipment requirements.
- Updated fixed Dash acquisition for randomized campaigns: a route no longer has to wait for an omitted or late Exultia. The generated plan places the fixed acquisition at the appropriate opening completion or supplies it in the starting equipment when required.
- Added matching Chainsaw starting-equipment handling for routes that do not begin in Hell on Earth when Chainsaw randomization is disabled.
- Required effective Super Shotgun + Meat Hook traversal in the relevant TAG2 routes, rather than treating the Meat Hook item alone as a usable traversal tool.
- Required Blood Punch for the applicable Urdak and Dark Lord progression checks, including its new progressive form.
- Made item progression classifications depend on the selected campaign and its readiness needs instead of assigning the same role to every item in every seed.
Weapon Upgrade Points and the Arsenal
- Added Weapon Upgrade Points (3) as an Archipelago item.
- Normal weapon-mod upgrades are now purchased with AP-delivered points in the native Arsenal.
- Full-length campaigns include 39 point items, worth 117 points. Short campaigns scale their point budget with the selected weapon-mastery content.
- Full-length campaigns keep their normal-upgrade point budget even when Weapon Mastery Challenge locations are disabled.
- Removed the automatic vanilla weapon-point rewards that would bypass the AP point economy.
- Added native point accounting so inventory resynchronization does not award already-received points again or restore points already spent.
- Separated mod ownership, purchased normal upgrades, and mastery ownership in the Arsenal presentation.
- Mastery items apply their gameplay effect and display the corresponding mastery state without pretending that unrelated normal upgrades were purchased.
- Mastery Challenge progress stays visible independently of receiving the mastery item.
Meat Hook, Blood Punch, and special weapons
- Added Meat Hook as an independent Archipelago item, separate from the Super Shotgun. Receiving the Super Shotgun alone does not grant the hook.
- Added Progressive Blood Punch, with four cumulative acquisitions: the ability, its area-of-effect upgrade, its charge-rate upgrade, and its increased charge capacity.
- Added support for 0–4 Progressive Blood Punch copies in starting inventory.
- Removed boss-triggered Blood Punch upgrades that bypass the new progressive item, along with their misleading upgrade notifications.
- Made Crucible and Sentinel Hammer usable across the unified campaign, rather than tying their availability to the original Base/TAG2 campaign split.
- Added Special Weapon Toggle for switching between the Crucible and Hammer once the selected item mode grants both.
- Progressive Special Weapon keeps the Crucible available after the Hammer stages are received.
- Completed the upgraded Hammer's Ammo Boost, Fire and Ice Boost, and Extended Daze behavior and presentation.
- Removed the vanilla World Spear Hammer grant that could bypass AP ownership.
- Removed the vanilla Mars Core Plasma Rifle pickup that could give the weapon outside its AP placement.
Runes, capacity upgrades, and inventory synchronization
- Integrated received runes with the native rune menu, including ownership, selection, and their visual state.
- Integrated Support Rune selection with the unified campaign, including Take Back.
- Preserved equipped rune choices when refreshing or repairing inventory instead of replacing them with cached selections.
- Added native handling of the six Sentinel Crystal paired bonuses from the received health, armor, and ammo upgrade tiers: Quickdraw Belch, Loot Magnet, Napalm Belch, Health for Blood, Belch Armor Boost, and Armor for Blood.
- Reworked persistent-item synchronization around the inventory actually...
0.5.3 - Beta
DOOM Eternal Archipelago v0.5.3 — Beta Corrective
v0.5.3 is a small corrective release focused on connection and platform compatibility.
Fixed
- Password-protected Archipelago rooms now authenticate correctly.
- Missing passwords and incorrect passwords now produce distinct, accurate errors.
- Improved Windows diagnostics when
ap_client.exeis quarantined, removed, or blocked by Windows Application Control / Smart App Control. - Updated the Windows EternalModInjector to the September 17 release.
- Updated EternalModInjectorShell on Linux to v6.66-rev3.16 for the September 17 DOOM Eternal update.
- Fixed Linux injector startup failures caused by inherited loader environments, including the
rl_print_keybindingfailure reported on CachyOS.
Compatibility
- Existing v0.5.2 rooms remain compatible.
- No gameplay, item, location, goal, or APWorld schema changes.
- No new seed is required for v0.5.3.
Windows Security note
The v0.5.3 Windows Game Integration helper is currently unsigned.
Some Windows systems may still quarantine or block client/ap_client.exe based on antivirus or application-reputation heuristics. v0.5.3 now detects these cases more clearly and includes the relevant details in Support Reports.
If Windows Security removes the helper, check Protection History when using the official DoomEAP release. Do not disable Windows security globally.
0.5.2 - Beta
DOOM Eternal Archipelago - v0.5.2
v0.5.2 is a small corrective beta release focused on launcher responsiveness, cross-campaign progression, Fast Travel, setup/reporting quality, and several gameplay fixes discovered during extended playtesting.
Updating
Extract v0.5.2 into a new, empty folder instead of overwriting an older release.
Use the v0.5.2 launcher and doometernal.apworld together.
Because some location names and option defaults changed, generate a new seed if you want those changes reflected in the room. Existing generated rooms keep the settings and location data they were created with.
Launcher and support
- Added Help → Report a Problem.
- Creates a sanitized Support Report.
- Opens the GitHub bug form.
- This will eventually be replaced, because needing a GitHub account is not necessarily player-friendly.
- Support Reports now include more useful session and system information.
- Added clearer messages for:
- invalid player names;
- invalid passwords;
- malformed server addresses;
- connection refusal or timeout;
- DNS/TLS failures;
- incompatible rooms or client versions.
- Fixed periodic launcher hitching on Windows.
- Setup repairs now run without blocking the launcher UI.
- Activity updates better preserve your scroll position and selection.
- Restored the RESUME action on the Home screen for saved sessions.
- Starting Weapon and DLC Timing changes now update their launcher presentation immediately.
Installation
- DOOM Eternal installations are no longer rejected just because
base/classicwadsis absent. - Updated the supported Windows EternalModInjector build.
- Improved installer configuration and recovery behavior on Windows and Linux/Proton.
Cross-campaign inventory
Inventory restoration between the Base Campaign, TAG1 and TAG2 has been made substantially more reliable.
- Owned persistent progression is automatically restored when entering or reloading DLC missions.
- Directly loading a DLC save no longer requires visiting another campaign first to trigger inventory restoration.
- Weapons, runes, suit/equipment upgrades and other persistent AP progression are restored during the DLC load.
- Randomize Chainsaw OFF: the vanilla Chainsaw now carries into DLC after it has been legitimately obtained in Hell on Earth.
- Randomize Dash OFF: Dash now carries into DLC only after vanilla progression has reached the appropriate point in Exultia.
- Blood Punch upgrades now carry into TAG correctly when Blood Punch is owned.
- Sentinel Hammer upgrades are restored when the corresponding Hammer ownership is present.
- Owned Slayer Gate Keys are restored when entering the gameplay context that uses them.
- Improved save detection when switching between Base Campaign, TAG1 and TAG2 saves.
- Improved the initial DLC inventory resync so sequential item grants are applied reliably.
Item delivery
- Fixed an AP → Game delivery issue that could leave item delivery stuck on Windows systems that had been running for a long time.
- Delivery remains automatic after reconnects and campaign transitions.
Fast Travel
- The Blood Swamps: vanilla Fast Travel no longer unlocks early during the first playthrough.
- The Holt: vanilla Fast Travel no longer unlocks early during the first playthrough.
- Replaying either mission after completing it correctly restores Fast Travel eligibility.
- Fast Travel state is reset more reliably when changing maps or gameplay loads.
The Dark Lord
- Kill the Dark Lord now waits for the actual Dark Lord defeat rather than treating Immora Mission Complete as the boss kill.
- Complete the Full Saga likewise requires the real Dark Lord defeat.
- Dark Lord logic now expects the intended late-game weapon loadout:
- seven normal weapons;
- Sentinel Hammer when required by the selected Special Weapon mode.
Location fixes
- Hell on Earth - Infinite Extra Lives Cheat
- Reduced the AP trigger area so it no longer activates through the nearby wall.
- Taras Nabad - Toy - Cyber Mancubus
- Reduced the oversized AP trigger so the location activates near the actual collectible instead of from nearby geometry.
Corrected location names
The following previously-swapped names now match their actual locations:
Nekravol Part II
Secret Encounter - Dread Knight Wall HallSecret Encounter - Starting Bridge Side Platforms
Urdak
Extra Life - Water-Filled Icon RoomExtra Life - Eighth-Arena Breakable Wall
Balance/default change
Praetor Suit Upgrades in Pool now defaults to 21 instead of 6.
Explicit values and Random remain available.
Next
Development now returns to v0.6.0.
0.5.1 - Beta
DOOM Eternal Archipelago v0.5.1 — Beta Corrective
v0.5.1 is a corrective release for v0.5.0 — The Full Saga.
Fixed
- Fixed room package generation for Base Campaign + DLC Content seeds (
Use DLC Content: ON,Include DLC Missions: OFF). - Excluded TAG1/TAG2 locations are no longer incorrectly included in the generated room package.
- Fixes
packaged location notification lacks placement mappingerrors such as UAC Atlantica Facility Slayer Gate Complete (7770425). - Frozen launchers no longer attempt to access development-only
vanillamaps/files when DLC missions are excluded.
Changes
- Updated the pinned Windows EternalModInjector to the current 2026-09-04 release.
- The Windows launcher no longer hides or temporarily renames
DOOMSandBox64vk.exeduring installation.
Compatibility
- Existing v0.5.0 Archipelago worlds remain compatible.
- No APWorld schema, item ID, location ID, goal, or gameplay changes.
- No new seed is required solely because of this corrective.
Users running v0.5.0 should update to v0.5.1.
0.5.0 - Beta
DOOM Eternal Archipelago v0.5.0 — The Full Saga
The Full Saga is here.
v0.5.0 is big. The Base Campaign, The Ancient Gods Part One and The Ancient Gods Part Two can now exist together in a single Archipelago world, sharing one global inventory and one progression state from Hell on Earth all the way to Davoth.
The complete Full Saga contains 19 missions, 437 locations and 132 item types.
Base Campaign-only games are still supported, including configurations that use DLC gear without adding the DLC missions themselves.
Added
The Ancient Gods Part One
The Ancient Gods Part One is now fully integrated into the Archipelago world:
- UAC Atlantica Facility
- The Blood Swamps
- The Holt
TAG1 includes its physical locations, progression, mission completion, Secret Encounters, Slayer Gate support and campaign-specific logic.
The Ancient Gods Part Two
The Ancient Gods Part Two joins the same world with:
- The World Spear
- Reclaimed Earth
- Immora
TAG2 brings its own physical checks, Escalation Encounters, mission progression and the final Dark Lord encounter.
One global Full Saga inventory
Base Campaign, TAG1 and TAG2 use the same Archipelago inventory.
Weapons, equipment, upgrades and DLC gear received in one campaign remain part of your Archipelago ownership when moving between campaigns.
New campaign options
v0.5 adds three controls for DLC scope:
- Use DLC Content — enables supported DLC gear, Support Runes and Sentinel Hammer progression.
- Include DLC Missions — adds TAG1 and TAG2 missions and locations to the generated world.
- DLC Logic Timing — controls whether DLC mission paths enter logic from the beginning or after the intended late-game combat-readiness threshold.
This allows Base-only, Base-with-DLC-gear and complete Full Saga seeds.
Goals & victory
Four victory goals are supported:
- Acquire the Unmaykr
- Kill the Icon of Sin
- Kill the Dark Lord
- Complete the Full Saga
Additional Victory Requirements
Victory can also require selected sets of optional objectives:
- Enabled Missions
- Slayer Gates
- Escalation Encounters
- Secret Encounters
- Mission Challenges
- Weapon Masteries
- Acquire the Unmaykr
Victory remains monotonic once all selected requirements have been fulfilled.
Slayer Gates
Slayer Gates now have a complete cross-campaign progression model.
- Every supported Slayer Gate uses a mission-specific Slayer Gate Key.
- All Slayer Gates therefore represents all 8 actual Gate Complete checks, rather than indirect progression proxies.
The Unmaykr goal is tied to the actual required Slayer Gate progression and physical Unmaykr ownership.
New items & progression
Support Runes
The TAG Support Runes are now Archipelago items:
- Break Blast
- Desperate Punch
- Take Back
Progressive Special Weapon
The Special Weapon option now supports progression through DOOM Eternal's two campaign-era special weapons:
Crucible → Sentinel Hammer → Fully Upgraded Sentinel Hammer
Each progressive stage replaces the previous special-weapon stage.
Ammo Refill
Ammo Refill is now a persistent Archipelago resource.
Received charges are stored safely and can be consumed during gameplay with a configurable hotkey. Charges survive reconnects and launcher restarts instead of behaving like a one-shot network event.
Enhanced Melee Damage
A new Enhanced Melee Damage option strengthens normal Slayer punches.
This is particularly useful for more aggressive progression settings where Chainsaw or conventional ammo access may be delayed.
Fortress of Doom
The Fortress has received a major presentation pass.
Its 13 two-Battery consumers now display placement-aware in-world text showing the Archipelago item behind each purchase.
The labels:
- use the item's Archipelago classification colors;
- are positioned and oriented for their individual Fortress rooms;
- coexist with AP checked-location cleanup.
Presentation
v0.5 adds more DoomEAP identity directly to the game:
- updated DOOM Eternal Archipelago main-menu branding;
- improved AP location presentation;
- Fortress item labels;
- more consistent checked-location cleanup;
- clearer Archipelago activity and item notifications.
The launcher presentation and activity feed have also received a substantial redesign.
Fixed
This section contains fixes to behavior that existed before v0.5.0. Development-only issues introduced and resolved while building v0.5 are intentionally not listed here.
Hell on Earth — Chainsaw tutorial
Fixed the randomized Chainsaw pickup still firing the vanilla Chainsaw tutorial relay.
The AP Chainsaw location now removes that tutorial target instead of allowing the vanilla pickup flow to interfere with randomized ownership.
Doom Hunter Base — Plasma Rifle
Fixed the canonical vanilla Plasma Rifle pickup being able to bypass Archipelago ownership.
The vanilla pickup is now neutralized so Plasma Rifle access continues to follow the generated AP item state.
Item hitboxes - Global
Many locations had their hitboxes reduced so they won't clip through walls anymore.
Other broken locations may still exist.
Changed
Die by the Sword
Nekravol - Mission Challenge - Die by the Sword is no longer an Archipelago Location.
The Sentinel Hammer can legitimately replace the Crucible through Full Saga progression, but the vanilla challenge is hard-coded around Crucible kills. No safe legacy native injector path was found that could make Hammer kills satisfy that stat without risking false progress.
Berserk Powerup
Removed from the game for being too inconsistent in its spawns. Sentinel Core may solve this in the future. Other replacements are being studied.
Filler Pool
The filler pool and Ammo Refill weighting were also rebalanced for the final v0.5 pool.
Launcher & installation
The standalone launcher received a major v0.5 overhaul.
It now provides a more complete room-oriented workflow for both Windows and Linux/Proton:
- connect directly to an Archipelago room;
- validate room and slot identity;
- generate the correct room-specific mod package;
- manage supported runtime dependencies;
- install and verify the room package;
- supervise the Archipelago bridge;
- display Archipelago activity;
- expose setup status and recovery actions;
- generate sanitized Support Reports;
- preserve per-user launcher state.
Room installation is tracked separately from room connection so changing seeds or builds can be detected instead of silently reusing stale generated content.
Windows & Linux releases
v0.5 introduces the finalized cross-platform release pipeline.
Release artifacts contain dedicated:
- Windows x86_64 package
- Linux x86_64 package
- SHA256SUMS
The Windows and Linux launchers are built from the same pinned MOD and APWorld revisions and consume verified room resources.
Under the hood
v0.5 contains a large amount of infrastructure work required to make a 19-mission world maintainable.
Highlights include:
- expanded authorial content packages for TAG1 and TAG2;
- deterministic room-package generation;
- stronger map semantic baselines;
- generated-content and APWorld synchronization checks;
- item/location tombstone validation;
- duplicate-key JSON validation;
- stricter target-policy validation;
- cross-campaign item reconciliation;
- persistent item receipt history;
- native runtime safety gating;
- serialized RPC dispatch and durable queue handling;
- improved runtime and Support Report diagnostics;
- checked-location presentation contracts;
- portable release resources for clean CI builds;
- real Windows and Linux launcher build/self-test coverage;
- hardened Windows dependency caching and file publication;
- canonical DECL handling across operating systems.
The release pipeline validates both source-level contracts and packaged artifacts so a source fix cannot pass while the shipped launcher or room package still contains stale content.
Compatibility
v0.5.0 requires a new seed.
v0.4 rooms should not be continued as v0.5 rooms.
The Full Saga changes the public world substantially, including:
- mission scope;
- locations;
- item pool;
- Slayer Gate progression;
- DLC options;
- victory conditions;
- item classifications;
- runtime contracts.
Old public IDs that were retired remain reserved rather than being recycled for unrelated content.
Known issues
- Rune acquisition and gameplay behavior work, but some Rune UI/presentation remains limited and is planned for further architectural work.
- This remains a beta release. If something behaves unexpectedly, use the launcher's Support Report so the runtime, room, installation and game-link evidence can be inspected together.
Next — v0.6
Before adding another major gameplay system, v0.6 will begin with a behavior-preserving code refactor.
After that foundation, development can move safely toward:
- Sentinel Core
and then - Random Mission Order
Thanks to everyone testing the project, reporting broken checks, running full campaigns, and helping push DoomEAP from the Base Campaign into the complete saga.