Hexercise v0.0.6: The coldest of the fixes

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Hexercise v0.0.6: The coldest of the fixes

Postby le_L » Thu Aug 16, 2012 2:39 pm

LOL SO RANDUM XD
A(n?) HeXercise
v0.0.6
In Bringing Back Something That Wasn't There In The First Place
Spoiler:
What's in there
-Reworked Weapons (Bet you didn't see that one coming)
-Unrandomized Damage The hell with that, random damage is back.
-Class-Specific Abilities
-Reworked Enemy Balance
-A Sprite (But what a sprite it is!)
-Absolutely Nothing Else


The Stuff
Spoiler: Who and what you kill things with
Spoiler: The things that you kill
Spoiler: Screenies (like THAT'll help)
Attachments
l_hexercise.zip
You might want to get used to redownloading this over and over
(22.78 KiB) Downloaded 303 times
Last edited by le_L on Fri Nov 08, 2013 1:31 pm, edited 4 times in total.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby Crudux Cruo » Thu Aug 16, 2012 5:56 pm

So you now are doing the project instead of Lloyd? cool beans. so what exactly has changed from .4 to .5?
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby wildweasel » Thu Aug 16, 2012 5:58 pm

You know, Lloyd, if you wanted your name changed, you could easily have contacted QBasicer or Randy to get that done instead of registering another account.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby amv2k9 » Thu Aug 16, 2012 6:03 pm

I've noticed something with the mana conversion items the Mage gets. Dunno if you fixed it yet, but here goes:

The ammo types they give & take don't have +IGNORESKILL on them. So, if you're playing on a difficulty that has ammo multipliers, the player can use the blue->green mana item, then the green->blue item to end up with more of both mana types than they started with.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby le_L » Fri Aug 17, 2012 1:56 am

wildweasel wrote:You know, Lloyd, if you wanted your name changed, you could easily have contacted QBasicer or Randy to get that done instead of registering another account.

AAAAAAAAAAAAAA-
:(

amv2k9 wrote:I've noticed something with the mana conversion items the Mage gets. Dunno if you fixed it yet, but here goes:

The ammo types they give & take don't have +IGNORESKILL on them. So, if you're playing on a difficulty that has ammo multipliers, the player can use the blue->green mana item, then the green->blue item to end up with more of both mana types than they started with.

HA! Called it! Hadn't. Just added +IGNORESKILL to both items in hope of tossing a hotfix this way and...no dice. Glitch is still there despite the flag. Tits.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby Malv Zombie » Mon Aug 27, 2012 1:39 am

I'm not sure if you saw this but I post it just in case.

Played with the fighter and noticed:

Bloodlust: The health boost could be smaller (4hp after every kill maybe), because the combination of Timon's Axe-Fist makes you regen life pretty fast.
Quietus: The primary attack seems to take more blue mana than green mana after few hits on monsters (it also shows the Timon's axe hit effect but not sure if that's intended) and compared to alt attack, it's really underpowered (Takes 4 hits to slash monsters using 32 mana while alt attack uses 15 mana and kills everything that touches).

Using the mage right now and...:

Arc of Death: The alt attack has the same problem as Quietus, it uses green mana but when it hits a monster, blue mana goes down too (then again, not sure if you planned it works that way), making it a really bad choice.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby le_L » Mon Aug 27, 2012 7:14 pm

The former is noted and will be in for a subsequent release (I don't think it alone warrants a full-blown re-release).

The latter two are odd -- I can't seem to reproduce them. Did you load savegames of a previous build, by any chance? Things always end up breaking when I do. One thing I know for sure is that Quietus should not take 32 Mana per swing, but 8.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby DoomRater » Mon Aug 27, 2012 9:39 pm

Actually I was hitting monsters with the axe after cancelling my punch and it was still using blue mana. Your text says it shouldn't be?
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby Malv Zombie » Mon Aug 27, 2012 10:26 pm

le_L wrote:The latter two are odd -- I can't seem to reproduce them. Did you load savegames of a previous build, by any chance? Things always end up breaking when I do. One thing I know for sure is that Quietus should not take 32 Mana per swing, but 8.


Nope, started new game using 0.0.5. Maybe I'm using the Quietus wrong (Because I try slash multiple enemies at a reasonable distance, not face-to-face). Also what I meant is takes 4 slashes to kill something (32 mana), but the mana use of each slash is 8

DoomRater wrote:Actually I was hitting monsters with the axe after cancelling my punch and it was still using blue mana. Your text says it shouldn't be?


That's weird. I hit with Axe (drains 4 mana per hit), then throw a punch (to get the hp regen). No extra mana use of that kind of stuff
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby DoomRater » Mon Aug 27, 2012 10:40 pm

The combo works the other way around... throw the punch and when it connects use axe. Expected behavior says 0, but it seems to use 2.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby le_L » Tue Aug 28, 2012 12:37 am

This just keeps getting weirder and weirder.

DoomRater wrote:The combo works the other way around... throw the punch and when it connects use axe. Expected behavior says 0, but it seems to use 2.

There's the possibility that you aren't actually cancelling your punch (you have to hold primary fire as the punch is connecting) but in that case it should be 4, not 2. What is spawned on hit, a spark or a puff of smoke?

Malv Zombie wrote:Nope, started new game using 0.0.5. Maybe I'm using the Quietus wrong (Because I try slash multiple enemies at a reasonable distance, not face-to-face). Also what I meant is takes 4 slashes to kill something (32 mana), but the mana use of each slash is 8

AHA! You might be overestimating your reach. It's only twice that of the Axe, and you're immune to the splash damage. Dare to get close and you can plow through several monsters in one swing.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby DoomRater » Tue Aug 28, 2012 1:08 am

Saw spark, will double check mana usage next chance I get.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby TheUnbeholden » Fri Aug 31, 2012 3:47 am

So what has changed from v0.4 to 0.5? Or have you not released it yet..

Malv Zombie wrote:I'm not sure if you saw this but I post it just in case.

Played with the fighter and noticed:

Bloodlust: The health boost could be smaller (4hp after every kill maybe), because the combination of Timon's Axe-Fist makes you regen life pretty fast.
[


Yeah, to easy to exploit. Cleric should be the best at healing not a fighter.. tying it to kills by gauntlet rather then per 'alt punch' would be better.
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby KeeperOfWonderland » Wed Sep 19, 2012 7:41 am

Your mod is amazing. I replay Hexen with it, awesome...
Want a version for multiplayer. :grr:
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Re: Hexercise v0.0.5: Now With Less Namco!

Postby Valherran » Tue Dec 11, 2012 10:34 am

Took another whack at this, so much fun. heh

Would you consider making new classes and a Tertiary Fire for all the weapons?
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