DemonbaneSol wrote:So about the distance counter to the nearest loot in "Dergovision", is it because of me using GZDoom 4.1.3 and something with it prevents that from displaying like it should, or is it gone entirely and only the arrow is still there?
Check if you can spot it in some default map. It could be that the arrow is pointing at some really distant money pickup, and it moves away from you the further the thing it points at is.
Gourry wrote:For some reason, my game keeps freezing when playing ultimate doom while using colorful hell. Any ideas?
This mod ain't supporting monster packs.
Rowsol wrote:Okay, after playing a bit here's my take.
• When using the Longhorn strat you aren't able to fire quicker by pressing the button. I personally thought it fired fast enough before but eh, I'll take it.
• Mana Shield costs the same as it did before even though it was nerfed.
• I don't like the Ironblast shooting through stuff. It's too strong and the gun just isn't as fun to use since the projectiles explode on the wall instead of in their face. It behaves more like a railgun now. I find myself shooting at their feet...
• Brimstone sadly enough does nothing for me. I actually removed it from the spawner. It's far too slow and clunky for my liking. I think I could dig it if it was a rare chainsaw spawn and it swung twice as fast.
• The HUD effects are very nice, like with the spellbook switching. Good job with that.
• The Ironblast spirit could use a valium. I don't want to mute him but I would like to see his chatter cut by half.
• PurpleBonus is missing it's Bright frames
• I'd like to see the rejuv caps added to the autohealing script as a fallback if you are out of medbags or it's on cooldown.
• My mouse sensitivity is wonky in the shop. Up/down move much faster than left/right. In 'mouse settings' I have turning speed set to 2.0 and the rest on 1.0 so I maybe that's the cause.
• I'd like to see the Hardmode extended with some nerfs to the Draugh/Suit/Mask because as it stands now they make the content trivial.
• Hopefully in the next and final patch we can get some effects touched up. This mod is full of fancy graphics and then you have the vanilla imp fireballs, a contrast indeed. Improve the monster projectiles and TeleportFog and we'll be talking then.
Well, I guess that's it.
-Intentional. (This also gives you bigger incentive to use default mode at times either.)
-Intentional. (Plus if you get all three you'd also get less money for dupes, so gotta think about it both ways~)
-It still turns monsters into chunks upon contacting first few targets in the line, plus it only penetrates up to maybe three monsters per projectile. I think it's more neat when it just shreds through, so every man to his taste~
-The moment I make sword swing half times faster is the moment you'll end up not using regular melee or most of the guns bar anything past slot 4 (Not counting Sandman though).
-Can praise Keks for that one again. (He is WORTHY OF KANE~)
-I didn't think he chatters that much. Will see about it.
-Weird. Will fix.
-I feel rejuvenation capsules are different enough to warrant them being kept separate from the business, hence why they aren't there the first place, but will think about it.
-I didn't feel anything's particularly odd in the shop with the mouse, but guess it might be.
-That's their point. And I am yet to decide if I wanna expand upon it, I added it to see if I'll have a drive to do more there, but so far... not feeling it. Will see.
-Not touching that. I already did a wrong by tweaking projectile actors. Plus the moment I fancy up common monsters' projectiles is when people's computers die. I'd rather leave it to separate mods than default game.