[Heretic] Hexercise II: Untomed & Unafraid

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[Heretic] Hexercise II: Untomed & Unafraid

Postby Lioyd_Irving » Sun May 06, 2012 7:53 am

Spoiler: The Fluff
Spoiler: The Pitch
Spoiler: The Rundown
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Last edited by Lioyd_Irving on Sat May 12, 2012 4:14 pm, edited 3 times in total.
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby Matt » Sun May 06, 2012 11:53 am

Nice! (so that's what the "tomed" versions of the weapons do...)

Would you consider setting the damage towards the higher end of the original random curve though? It takes forever to kill anything...
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby SamVision » Sun May 06, 2012 1:59 pm

Great idea. But please increase the damage of the tomed Firemace to bosses, 18 is WAY too low. Most importantly though, replace the tome of power with some more interesting than bags of holding.
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby Lioyd_Irving » Sun May 06, 2012 4:30 pm

Second probably isn't going to happen, I'm afraid. Ammo balance is ridiculously delicate and the fact that mere bags of holding keep the whole thing from crashing down at all is already a borderline miracle.

First is a ton easier, thanks to the way the game handles the tomed Mace. I'm thinking something like 750; that's roughly 10 times the damage (ie 10 times the mean of its original damage range; 18*40=720 as opposed to 18d8) and it'll kill off one Maulotaur in 4 shots. I do hesitate, though. The BOSS flag seems to work specifically so as to discourage players from using the tomed Mace against Maulotaurs, and the ability to one-shot absolutely anything but a Maulotaur is ridiculous enough to warrant an equally-ridiculous ammo cost.
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby TerminusEst13 » Mon May 07, 2012 12:09 am

Getting tag_skullrodp every time I heft up the Hellstaff. Likewise with the Phoenix Rod and Firemace.

Also, might I ask why the Phoenix Rod recoils you downward?
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby Lioyd_Irving » Mon May 07, 2012 5:38 am

Upward didn't look very good. Since the recoil is strong enough to push Corvus back, I'd wager most of the force would hit his midsection. (Plus, I doubt such a "gunnish" thing as muzzle climb would apply to magic wands and staves...)

The Hellstaff, Rod and Mace all inherit from their tomed selves. It's that way because their behavior is hard-coded within functions that are restricted to themselves and inheritors, and are either incredibly messy or outright impossible to fully reproduce in DECORATE. (It's also the reason why the Gauntlets' damage isn't unrandomized.)
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby amv2k9 » Tue May 08, 2012 4:36 pm

Sometimes when I had full ammo with the Hellstaff, it wouldn't let me change weapons (by using weapon_prev & weapon_next anyway; number keys would allow me to change weapons).
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby Zombieguy » Tue May 08, 2012 7:00 pm

YES! I hoped to see this for Heretic.
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby Lioyd_Irving » Sat May 12, 2012 4:07 pm

New build out. Fixes, tweaks, and a surprise.

EDIT: Tits. Thanks, Vae.
Last edited by Lioyd_Irving on Sat May 12, 2012 6:17 pm, edited 1 time in total.
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Re: [Heretic] Hexercise II: Untomed & Unafraid

Postby Matt » Sat May 12, 2012 5:36 pm

That links to Hexercise :S
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