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Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Mon Sep 21, 2020 6:35 am
by Leglock
jazzmaster9 wrote:Beta v2.2 Uploaded
This will hopefully be the final beta version before full release
- Changed player view height from 41 to 46 to have him be visually the same height as the NPCs.
- Changed the Weapon and Spell Projectile Spawn heights to match the new view height.
- Correct Weapon Offset for the Repeater to have it centered.

Leglock wrote:Are you planning to add some classes after some balance?


Adding new content is always a possibility, though this most likely be added long after the full release.


Quick and obvious (sometimes not so obvious), the saves are no longer compatible right?
I need to try out the alchemist anyway (wich was my first character but I scrapped the idea and picked the mage).

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Mon Sep 21, 2020 3:57 pm
by jazzmaster9
Leglock wrote:Quick and obvious (sometimes not so obvious), the saves are no longer compatible right?
.

N0, the saves will no longer be compatible.

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Mon Sep 21, 2020 4:08 pm
by Leglock
Well, alchemist then :D

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Tue Sep 22, 2020 10:22 pm
by jazzmaster9
Minor Update Uploaded:
- Change geometry on the overworld map to enhance visuals.
- Added Ambient Sounds in the overworld.

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Wed Sep 23, 2020 10:57 am
by yaboi
Created an account because of this (and a few other mods). I absolutely adore it; great atmosphere and integration of various different doom engine-based monsters.

A lot of the performance issues I had around 2.1 have now been worked out, and I've enjoyed replaying it with the mage loadout after initially playing with the hunter kit.

In terms of content suggestions, I think it would be cool to have some more robust melee mechanics. The weapons are good and powerful, but it would be nice to be able to have maybe a few more melee weapons or different attacks for the existing ones. Also, I found it quite clunky using offensive spells with the current inventory system. A quickspell button could be really helpful when trying to use the soul arrows or the bombs (if this already exists, I'm not seeing it when I try to customise my binds)

edit: removed the walkthrough request, learned how to access the grave of kings so I'm pretty sure i've completed everything now

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Thu Sep 24, 2020 8:08 am
by jazzmaster9
yaboi wrote:Created an account because of this (and a few other mods). I absolutely adore it; great atmosphere and integration of various different doom engine-based

Thank you So much for Playing the mod, im glad you enjoyed it.

yaboi wrote:A quickspell button could be really helpful when trying to use the soul arrows or the bombs (if this already exists, I'm not seeing it when I try to customise my binds)

I did implement something like this early on, but there were so many Spells and Items that were added that It would have been an insane amount of binds to configure.

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Thu Sep 24, 2020 9:07 am
by Leglock
jazzmaster9 wrote:
yaboi wrote:Created an account because of this (and a few other mods). I absolutely adore it; great atmosphere and integration of various different doom engine-based

Thank you So much for Playing the mod, im glad you enjoyed it.

yaboi wrote:A quickspell button could be really helpful when trying to use the soul arrows or the bombs (if this already exists, I'm not seeing it when I try to customise my binds)

I did implement something like this early on, but there were so many Spells and Items that were added that It would have been an insane amount of binds to configure.


It would be simple if you make 3 or 4 quick cast slots, you choose what to put on them. MAYBE you can implement a wheel like in Guncaster. There are a few mods that use the wheel system and I have to say that I love it.

Re: Abysm 2: Infernal Contract - Beta v.2.2 Action RPG - TC

PostPosted: Thu Sep 24, 2020 3:34 pm
by yaboi
jazzmaster9 wrote:
yaboi wrote:Created an account because of this (and a few other mods). I absolutely adore it; great atmosphere and integration of various different doom engine-based

Thank you So much for Playing the mod, im glad you enjoyed it.


I couldn't reply to your PM, but thank you for reaching out! I'm a big fan of this, as well as DOI. Keep up the good work!

Re: Abysm 2: Infernal Contract - Beta v.2.3 Action RPG - TC

PostPosted: Fri Sep 25, 2020 4:35 am
by jazzmaster9
Uploaded Beta v2.3
- Added Hot Key binds for Apples, Healing Potions and Mana Potions for quick access.
Image

Re: Abysm 2: Infernal Contract - Beta v.2.3 Action RPG - TC

PostPosted: Sat Sep 26, 2020 8:01 pm
by jazzmaster9
Major Update Uploaded: Beta V.2.3 will be considered the Release Candidate for Version 1.0
- Added compat_explode1 which removes Vertical Thrusts from Splash Damage.
- New Cursor Graphic.
- Aesthetic Changes to the overworld
Changing the Sail textures for the Ships and Making the Wheel on the ships a 3d Model (Thank you to TheMisterCat for making those)
Image

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

PostPosted: Thu Oct 01, 2020 7:47 pm
by jazzmaster9
The Final release is Here!
After a month long open beta and internal testing, the Final release of Abysm 2: Infernal Contract is finally here.

Thank you so much to all who participated in the beta and who were able to give their feedback and suggestions.
Your input have helped greatly in making this a polished and better balanced product.

Various changes have been made since the first beta version came out more than month ago and all of it was possible with your help and support

Again, Thank you So much :D

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

PostPosted: Thu Oct 01, 2020 10:15 pm
by Leglock
jazzmaster9 wrote:The Final release is Here!
After a month long open beta and internal testing, the Final release of Abysm 2: Infernal Contract is finally here.

Thank you so much to all who participated in the beta and who were able to give their feedback and suggestions.
Your input have helped greatly in making this a polished and better balanced product.

Various changes have been made since the first beta version came out more than month ago and all of it was possible with your help and support

Again, Thank you So much :D


Hot news! Gotta check this out!

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

PostPosted: Fri Oct 02, 2020 12:35 am
by yaboi
cant wait to check out the final version!

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

PostPosted: Mon Oct 05, 2020 1:45 am
by MObreck
Really liking this mod.

I hope you don't mind: I created a zscript tweaking for the mace/axe weapons that improves their collision detection as well as adds a sound effect when you hit a wall with them. Here is the transplant file:

Abysm2MTOAddon.wad


INSTALLATION:
This file will not work on its own. Its contents need to be transplanted manually to the official mod file. You need to take the new zscript coding inside my wad and overwrite the old NewFist, NewFistPowered, NewFist2, and NewFist2Powered objects in your official zscript file. As well as the new MTOMeleeWeapon parent object listed in there. Should be a quick cut-n-paste.

You also have to transplant the new sound effect and SNDINFO script line obviously.

Re: Abysm 2: Infernal Contract -RELEASED! v1.0 - Action RPG

PostPosted: Mon Oct 05, 2020 10:15 pm
by jazzmaster9
Minor update uploaded:
- Changed the Dialogue for Mystic Helga to show the amount of gold you get for selling rings.
- Corrected the file name to match the version of the mod, v1.0
- Texture Alignment corrections