The latest Lithium version is 1.6.3
.
Links
Known Errata
These bugs will be fixed in the next release.
- Health bars have some broken pixels in them.
- Cyberdemon Mk.II gives a ton of score when it shoots rockets.
- Colorful hell is not fully supported.
- Ion Rifle Overloader sometimes makes the gun not make a sound.
- The draw data array can overflow causing a crash.
- The "x" character is slightly too tall in the big font.
- The trace functions for the crosshair and homing RPG are not portal aware.
- The player class menu would crash if you deselected the class.
Recommended Map Sets
- Back to Saturn X
- Disjunction
- Doom 1 vanilla
- Doom 2 Dark World
- Going Down
- Hell on Earth Starter Pack
- Hellcore 2.0
- Scythe 2
- Slaughterfest 2012
- Valiant
Stats
ACC
Multiplies damage
ACC/150
×.DEF
Protects you from damage
DEF/150
×.STR
Increases health and overheal capacity by
STR
.VIT
Multiplies non-bonus health pickups by
1 + VIT/80
×.STM
Increases your health regeneration maximum by
STM
(base 10HP) and speed bySTM
ticks (base 75 tics.)LUK
Multiplies score gained by
1 + Random(0, LUK / 77.7)
.RGE
Adds
RGE * damage / 1000
to a decaying damage multiplier whenever you're hurt.CON
Adds
CON * amount / 1100
to a decaying damage multiplier whenever you gain Mana.
Monsters
Monsters have two properties: level and rank. The notation I use for
these are "lvNNNrN
" i.e. "lv150r5 Archvile
."
Upon spawn, both of these are assigned with a random formula based on the current skill level and difficulty base setting. Leveling up will give a monster more health if their level is above 5, and more random damage type resistances if their rank is more than 1 star. Two resistance points are granted every 10 levels.
A monster's rank scales some factors for them, including health gained per level and base resistances.
Monsters can gain levels by damaging other things, including the player and other monsters. The maximum rank is 5 and the maximum base level is 150. Monsters may level up past 150, but cannot level up in rank.
Monsters with a rank under 5 stars will have a blue colored barrier, which becomes visible at level 20 and increasingly visible with higher level and rank. Monsters with a rank of 5 stars will have a rainbow barrier, or "Heptaura."
Debugging Commands
Dialogues
__lith_runtrm <number>
Runs a numbered terminal.
__lith_rundlg <number>
Runs a numbered dialogue.
Monsters
__lith_giveexptomonster <exp>
Gives an amount of EXP to the monster you're looking at.
__lith_info
Prints information about the monster you're looking at.
__lith_triggerboss <slot> <number> <phase>
Triggers a phantom.
Slot Description 0
Easy bosses 1
Medium bosses 2
Hard bosses Boss No. Difficulty Phases Name 0
Easy 2 James 0
Medium 3 Makarov 0
Hard 3 Isaac
Players
__lith_giveexp <exp>
Gives all players an amount of EXP.
__lith_givescr <score>
Gives all players an amount of score with a random multiplier.
__lith_givediscount
Gives you a shop discount of 10%.
__lith_givemeallofthescore
Gives you one less than the maximum amount of score.
Memory
__lith_dumpmem
Dumps memory allocation information.
Debugging CVars
Most apply on new game only.
__lith_debug_level
A bit field for various debug info. Any value except 0 will change the startup messages. Bits are as follows:
Bit Decimal Description 0
1
general debug info 1
2
prints live stats to the HUD 2
4
info for the boss system 3
8
info for monsters 4
16
more info for monsters 5
32
info for the dialogue compiler 6
64
debug info for the BIP 7
128
shows when major functions run __lith_debug_all
Enables all of the debug givers.
__lith_debug_items
Gives you all weapons and boss rewards.
__lith_debug_bip
Gives you all info pages.
__lith_debug_score
Gives you a lot of score (but not enough to overflow.)
__lith_debug_upgrades
Gives you all upgrades.
__lith_debug_save
Enables debug logging for player data and netfiles.