I can't express how good those sprites look. (especially compared to the place holder). Will she have separate sprites for all weapons?
Also testament sometimes makes baron fly away since his dodge reaction stacks from a shotgun blast. This is a bitch since he can fly across a level
EDIT: Archviles dramatic bleeding like a fountain death can be grinded upon for style points, hit until the end of the (very lengthy) death animation. Not quite enough to get slayer, but enough to get behemoth from no points. Intentional?
Not sure if fixable, but the drone of the devil driver that prevents hae lin from getting up close and slashing, ABSOLUTELY DESTROYS the iron maiden shield. The multiple fast explosions mean it can drain it all in a little over a second it seems. Might be intentional but god damn
Not a glitch but you made the blackened revive guys like the arch vile too? fuck you =l
I know cj. Thing is term really ramped difficulty up on many monsters and while offensive capabilities are higher, defensive is not as far as i see (also almost all new attacks require soul, which is mainly gained via sword kills, requiring careful defense to be up that close and not get zapped ) . This is why im a bit bothered by things like doubled sergeant fire speed, double imp attacks, doubled mancubus shots, and something like triple baron attacks. Yes hae lin can kill shit more effectively but her few means of defending weren't boosted any as far as i noticed (slashing shots, and dodging are exactly the same, sheath was made slightly faster but it would be best as instant (was, but had delay re-added? Or am i just tripping? ))
I CAN see BOSSES having insane attack patterns but it sort of feels like legitimate play on higher difficulties simply can't happen now, since some situations you simply cannot avoid damage. Barons, and in certain situations the new mancubus 4 shot spread is notoriously bad about this (but sergeants and imps have moments.)
MAYBE im just a giant wuss but some things just feel off, like sergeant being about an equal threat to chain gunner (same fire speed but sergeant stops after a pretty hefty 5 lasers. Funny since sergeant is supposed to be a joke but is actually pretty dangerous now ) and barons filling screens up with a 3 x 4(i think) shot volley as an alt. Add in mancubi who wall off areas entirely with 4 x 4 shot volleys with projectiles as fat as they are, and some situations its downright impossible to dodge, when before it was merely tricky.
Honestly can't tell if im a terribadumb demonsteele player and whining too much, if im missing a huge defensive strategy, or if the update will just flat out make demonsteele harder. (but im guessing the last one)
mumblemumble wrote:I know cj. Thing is term really ramped difficulty up on many monsters and while offensive capabilities are higher, defensive is not as far as i see (also almost all new attacks require soul, which is mainly gained via sword kills, requiring careful defense to be up that close and not get zapped ) . This is why im a bit bothered by things like doubled sergeant fire speed, double imp attacks, doubled mancubus shots, and something like triple baron attacks. Yes hae lin can kill shit more effectively but her few means of defending weren't boosted any as far as i noticed (slashing shots, and dodging are exactly the same, sheath was made slightly faster but it would be best as instant (was, but had delay re-added? Or am i just tripping? ))
I CAN see BOSSES having insane attack patterns but it sort of feels like legitimate play on higher difficulties simply can't happen now, since some situations you simply cannot avoid damage. Barons, and in certain situations the new mancubus 4 shot spread is notoriously bad about this (but sergeants and imps have moments.)
MAYBE im just a giant wuss but some things just feel off, like sergeant being about an equal threat to chain gunner (same fire speed but sergeant stops after a pretty hefty 5 lasers. Funny since sergeant is supposed to be a joke but is actually pretty dangerous now ) and barons filling screens up with a 3 x 4(i think) shot volley as an alt. Add in mancubi who wall off areas entirely with 4 x 4 shot volleys with projectiles as fat as they are, and some situations its downright impossible to dodge, when before it was merely tricky.
Honestly can't tell if im a terribadumb demonsteele player and whining too much, if im missing a huge defensive strategy, or if the update will just flat out make demonsteele harder. (but im guessing the last one)
The best defensive strategy for all these buffed monsters is:
Spoiler:
To git gud, of course. :^)
But in all seriousness, the changes to difficulty depend on what difficulty level you play on (as far as I can remember.
do not worry friend, uit is essey to win at this metal demon mod
first of, you should use your sword on the demons
step 2: don'ts forget to shot with the guns
mumblemumble wrote:if im missing a huge defensive strategy
Run into monsters while screaming.
Yes, that is a defensive strategy. It works because of mercy invincibility. Yes, there are more shots all around, but remember that once you get hit there is a fairly long amount of time where you are guaranteed to not get hit at all. In other words, 2000 projectiles in your face at once is absolutely identical to 1 projectile in your face. Which is why, to compensate, there are more projectiles and they are harder to dodge.
Sometimes, it is indeed impossible to dodge. In these cases, you do your strategy a 180 and stop dodging, letting your invul carry you through.
The mod does seem to just become simply harder with time, but DemonSteele is already stupidly easy on anything non-slaughterfest.
EDIT: i cant see exact times on github, but term, did you just buff the blackened a bit again right after we started complaining about it
because based on the timing, it sure looks like exactly that
Captain J wrote:FINALLY, she's going to have her own sprite now! anyway is this made by 3d model?
mumblemumble wrote:I can't express how good those sprites look. (especially compared to the place holder). Will she have separate sprites for all weapons?
Thank you. Yeah, they're taken from a 3D model, custom made by Gundere. They still need a little bit of touch and polish to get rid of the obvious "made from a 3D model" aspect, but I'm really quite fond of them.
Unfortunately, no, she won't have separate sprites for all weapons. Like how Doomguy constantly carries that rifle, Hae-Lin's sprites will always be swingin' the Acacia and Kharon.
mumblemumble wrote:Also testament sometimes makes baron fly away since his dodge reaction stacks from a shotgun blast. This is a bitch since he can fly across a level
This is a bit of a complicated matter, I'm not sure if I can take care of this easily. I'll try, though.
mumblemumble wrote:EDIT: Archviles dramatic bleeding like a fountain death can be grinded upon for style points, hit until the end of the (very lengthy) death animation. Not quite enough to get slayer, but enough to get behemoth from no points. Intentional?
Fixed.
mumblemumble wrote:Not sure if fixable, but the drone of the devil driver that prevents hae lin from getting up close and slashing, ABSOLUTELY DESTROYS the iron maiden shield. The multiple fast explosions mean it can drain it all in a little over a second it seems. Might be intentional but god damn
Iron Maiden now has 0.5 resistance to DD attacks instead of 0.75.
mumblemumble wrote:Thing is term really ramped difficulty up on many monsters and while offensive capabilities are higher, defensive is not as far as i see (also almost all new attacks require soul, which is mainly gained via sword kills, requiring careful defense to be up that close and not get zapped ) . [...] Honestly can't tell if im a terribadumb demonsteele player and whining too much, if im missing a huge defensive strategy, or if the update will just flat out make demonsteele harder. (but im guessing the last one)
Actually, Hae-Lin got a MASSIVE defensive boost by fixing a bug that took multiple tokens on single hit. Now she'll only get one token removed from everything. If anything, I need to ramp up the difficulty even further to accommodate this, because now Mancs, the DevilDriver, and the Emperor's big risk got removed.
...that'll be for later versions down the line, though.
For now, though, yes, it is still possible to do runs through mods on higher difficulties. I've been running everything on Facing Hell/Killing Machine, and there's always been an out. Either the dodging, or the sheathe, or Exodus' repulsion, or the projectile blocking of the back special (this is GREAT for clearing out a path!), but there's always an out.
HexaDoken wrote:EDIT: i cant see exact times on github, but term, did you just buff the blackened a bit again right after we started complaining about it
because based on the timing, it sure looks like exactly that
oh well, if we should follow the original way what doom did, i have no words about separate sprites for all weapons. but i hope her sprites can be shaded excellently.
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O
Posted: Mon Mar 23, 2015 9:58 pm
by TerminusEst13
This is actually a little early, but a friend's having a birthday today--so in honor of his birthday, I'm releasing today. Happy birthday, Pres!
There's still a few things that aren't polished and still need a few touches, but this upate has been too long in the making. There's been a whole ton of new features added, polish done, and more. Please enjoy.
FROM 0.74 TO 0.8:
=======================================
- Players are now able to rocketjump with the shotgun because reasons.
- The accuracy of the Testament has been tightened up dramatically, from 12 to 6. No weapon should be competing with the Kharon for close-range.
- Some players had sensitive ears that were hurt by the low health beeping. It's been replaced with a more standard heartbeat.
- Explosions assisting with jumping no longer cause blood splatters.
- The charge-up rate for the Legion has gone from 35 tics to 25.
- The weapon decorate files have been re-organized and renamed.
- Barrels no longer have a SpawnStimpack error and now, well, spawn stimpacks properly.
- Thanks to ShiftyAxel, there is now an option to be able to acquire souls from gun kills. ds_gunsouls will make the souls come to you on gun death as well.
- Kharon's launcher attack is now easier to do, no longer throws you forward, and is quicker to recover from.
- The Blind Guardian and Sentinel can no longer be telefragged.
- Exodus can no longer cause infighting on enemies.
- The "ghost barrel" bug has (hopefully) been fixed.
- Exodus' explosive damage has been reduced from 192 to 160.
- Chaingunners and Hell Knights no longer die multiple times on one death.
- Hell Knights no longer suddenly switch directions when they collapse over.
- Mancubi second shots no longer fire inwards.
- Thanks to ShiftyAxel, there is now an option for typical Doom-style health play--ds_doomhealth will replace the token-based health system with a traditional health system.
- Dying or exiting a level with over 100% Hammer charge should no longer cause wonkiness.
- Respawning no longer triggers one-liners. Like, for real this time.
- The Blind Guardian, Sentinel, and Majestic Vanguard are now considered "big"/"super" powerups and require sv_respawnsuper to respawn.
- TechPillars now have a destructable replacement.
- All decorations now force Y billboarding.
- The smoke off of bulletpuffs is now a little bit smaller and a little bit more transparent.
- The Exodus now takes four tics longer to fire.
- The first damage half of the Exodus' explosions now force gibbing.
- Fortune Cookies now give an over-life token instead of a life token, and now are always picked up no matter what.
- Hell Noble decapitations are now properly sized.
- The Sentinel now checks multiple times to see if its target is a Blind Guardian.
- More Fortune Cookie quotes, because everyone likes those.
- There were a few frames where the Kharon by itself mid-raise couldn't be used. This has been fixed.
- It is now possible to "dash" down in mid-air, for the sake of more air control or lower-gravity maps. As like the usual dashing, hold Run and then hit Crouch.
- The Iron Maiden's holy rockets now force extreme death, as does the punchsplosion.
- A new cvar has been included, ds_2brutal, for those who want to be pursued by skeletons.
- As the uppercut was not a vital move to include, but with an extremely clunky execution, it has been moved over to Optional Keys, for people to trigger at will.
- The uppercut can now be triggered at more areas--instead of just being held, now it can be done while at rest, after firing, or while holding.
- Destructable objects can now be triggered by the uppercut.
- Lost Souls are now slightly smaller graphically because reasons. Their hitbox remains the same.
- ds_omenstart and ds_backpackstart have been implemented for maps that don't have chainsaw or backpack spawns, or those who simply want a boost in starting ability.
- The Sentinel no longer triggers the Baron of Hell's retreat.
- It's now possible to swap away from the sheathe's attack much faster.
- There are now unique talking and connecting sounds.
- The Black Souls that the Blackened shoots out are now -Solid. In exchange, he now has the ability to drain the soul meter from players when they get in range.
- The Omen's inventory-based flashing no longer appears in the invbar.
- The Kharon's uppercut, when used on projectiles, now reflects the shots back to the enemy. It's finnicky and based on Doom "physics", but it's neat nonetheless.
- Fortune cookie quotes no longer overlap each other.
- Looping bloodspray enemy deaths now have a PPSSSHHHHHHHHHHHHHHHHHHHHHHHHHHHHH sound effect, using old stock anime sound effects.
- In ZDoom and GZDoom, Read This! now appears no matter whether the game is Doom 1 or Doom 2. It also appears at the top, to emphasize that, yeah, you should read this. Maybe now people will stop asking how to do special attacks!
- The skull icon for the main menu looks 666% edgier and more \m/ hardkore \m/.
- The combo meter no longer stays the same shade of blue as it increases, but instead inches over to purple, pink, and more for the sake of visual distinction.
- A new cvar has been added, ds_nodamagepenalty, that does not penalize one's combo meter when damaged. This setting is for superbad casuals.
- 17 more intro taunts have been added. Chance of saying them has been increased from one-in-four to one-in-three.
- The Skulltag wizards should no longer drop Claw Orbs or Tomes of Power.
- The Iron Maiden's shot impacts are no longer tinged a blue-purple
- The Iron Maiden's holy rocket now travels twice as fast and does 32 more damage.
- Additive translucency is handled in-sprite now for a whole ton of effects, reducing filesize and reducing lag, as well as making them look better in Software.
- DemonSteele scripts now terminate if the player is not actually playing as Hae-Lin.
- On average of every twelve shots, the Sentinel will need to cycle its guns for 22 tics, allowing enemies a chance to retaliate.
- The Sentinel's shot accuracy has been tightened up.
- All special attacks now have A_ClearRefire at the end, for smoother transitioning between special attacks and attacking right after.
- The damage of the forward special has been decreased by 8 per explosion. The radius of the side specials have been increased by 64 units.
- When wielding the Kharon by itself, special attacks now end with a dramatic re-sheathing. Enemies killed with these will not die until the player re-sheathes.
- The armor bar, while in Iron Maiden, has been more cleanly integrated with the HUD.
- The three-digit ammo counters are now properly aligned with the edges of the ammo box.
- The Legion and Frosthammer now have ammo displays.
- All numbered Decorate ACS calls have been named for convenience.
- Thanks to Horrormovieguy, the launch sequence for the Nobles no longer looks so...off.
- Skulltag armor/health bonuses and red armor should be replaced properly now.
- The Sabbath no longer spits out an Idle4 error.
- A new idle animation has been implemented, made by Sgt. Shivers.
- Implemented a new cvar, ds_runmod, which modifies the percentage of the speed the player runs at. 100 is the default, 100% normal speed.
- The main menu font has been tweaked for cleanliness and rephrasing.
- As there are no Cacodemons in DemonSteele, the Dead Cacodemon decoration has bween replaced with a pile of skulls.
- The Soul Prison now gives 100 souls, instead of matching the pepper's 50.
- The Archvile now has a new death sequence, courtesy of Mike12.
- The Mancubi and Baron of Hell now have a new death sequence, courtesy of Sgt. Shivers.
- The Priest now has a unique kubiuti death sequence, courtesy of Sgt. Shivers.
- Freezing Mancs now triggers A_BossDeath.
- Thanks to jpalomo's code, DemonSteele's special moves and dodging now can support joystick and touchscreen movements!
- Transforming into the Iron Maiden from the Omen and untransforming meant the Omen's ammo would not degrade until it was selected. This has been fixed.
- Punching the Lost Souls while in Iron Maiden now gives souls.
- A points system has now been implemented, for that extra arcade-y feel.
- Thanks to Sgt. Shivers, the Iron Maiden's HUD sprites are now significantly better!
- The Iron Maiden's holy rocket is now slightly faster to charge up.
- The Over-Life token cap on Facing Hell is now two, instead of three.
- Much like life, the armor cap now decreases as difficulty rises. On Facing Hell and Killing Machine, max armor tokens is now three. On Angel of Death, max armor tokens is now two.
- The Frosthammer's charged explosive damage is now 160.
- The KubiutiUpper damagetype now properly launches the Steele Beast.
- Iron Maiden's punches, on splattering enemies, now alerts nearby monsters.
- The Iron Maiden's armor has been tweaked slightly. It regenerates slightly faster, but the armor resistance itself is slower--this should make it better for out-and-out brawls, but more susceptible to burst damage.
- The Iron Maiden now has a powerful uppercut for a launcher attack.
- To accomodate Hae-Lin's drastic increase in power, a lot of enemies have been buffed to be nastier in various ways.
^- Demons, Steele Beasts, and Lost Souls are now much faster and more aggressive. These critters are intended to keep the player moving and watch their blind spot or else take damage; as the reduced hitbox and faster speed in DemonSteele makes it easier to ignore their danger, they now fill up spaces to create danger much faster.
^- The Lost Soul now stops after travelling a short distance. The increase in speed makes it incredibly easy to miss the player, defeating its purpose.
^- The Mancubus now takes a much shorter time in between shots. The idea of the Mancubus' attack sequence is to fill a wide spread of an area, shooting left and right instead of just straight at the player. Since the player now has many more options to dodge or nullify the attacks, the Mancubi can now fill up areas more easily.
^- The Zombiemen and Chaingunners take five tics faster to fire. While they're complete non-threats now, lacking hitscans, they should at least get off shots a little bit faster.
^- The Shotgunners take eight tics faster to fire, fire in bursts of four, and take four less tics between shots. See above.
^- The Chaingunguy now has one less tic in his refire loop. Previously, the chaingunner firing rate was balanced around how fast Hae-Lin could swing her sword. Now that she can swing it faster and faster in various ways, they should shoot faster.
^- The Imp now fires two shots in a row and has a higher chance to go right back to firing more. The Imps are supposed to be more threatening than the zombiemen with more damage with a slower projectile--while in DemonSteele they can't have higher damage, they can at least have higher damage potential.
^- Previously, all attacks had a random element to them just in case of loading another wad with them. With the advent of Doomhealth and the Iron Maiden's armor, though, all attacks need their random element removed. Instead, all monsters do static damage.
^- Hell Knights and Barons now have indicators of when they're going to attack. To make up for it, now they attack faster and more frequently.
- The Acacia, Testament, and Sabbath now eject casings because reasons.
- The Acacia, Testament, and Sabbath now also have gun smoke because reasons.
- The Exodus' explosion now has a shockwave emitting from it.
- The transformation sequence to Iron Maiden now takes the currently-wielded weapon last, to prevent scripts from cancelling early.
- The low-health beep no longer plays when the player has over-life tokens.
- Revenants no longer jump to cutting death states when shot.
- The Cyberdemon now has a proper replacement, the DevilDriver. No longer does it pale in comparison to his fellow boss!
- The Hammer's range has been boosted by 16 units.
- The Legion can now be thrown one tic faster, the stacking can go up to 15 knives, and stacked knives bounce slightly more.
- Thanks to Virtue, texture brightmaps have been integrated for the sake of prettiness.
- Thanks to Kyle873, brightmaps have been implemented for the Exodus and the Frosthammer.
- Thanks to MartyKirra, there is now a voice announcer every time you go up a rank! To disable this, please use ds_cl_noannouncer.
- Iron Maiden punches are now four tics faster.
- Armor damage in Iron Maiden now takes a slight bit of combo meter.
- Picking up Arrogant weapons in Iron Maiden no longer breaks the HUD.
- The energy usage of the Iron Maiden has been swapped--the Iron Maiden now burns more fuel when mid-combat, and relaxes up slightly when the player is out of combat.
- The lightning spawned by weapon pickups now goes down even further, to about 900 units.
- A new map, MAPTEST, has been included specifically for streamlined testing, comparing damage values, testing out item functions, etc.
- Barons now have a unique death effect when punched to death with the Iron Maiden. Splat!
- Weapons now have their own unique special attacks! When holding down fire, hit alt-fire to charge your currently-held alternate weapon with soul energy and deliver a devastating unique attack. While not always as powerful as the sword attacks, these attacks are cheap on soul and take more ammo instead, which should allow players low on soul to have a viable alternative for heavier hordes.
- Souls now fade out little bit by little bit, vanishing if players don't eventually pick them up.
- FuzzballFox's 170 new text colors have been integrated.
- The Omen now has a Testament-esque delayed-pickup for the Chaingun, like how the Testament has with the regular shotgun. After four levels, it will replace Chaingun pickups.
- When playing in ZDoom, the Customize Controls section of Options now displays all of the relevant DemonSteele controls at the top.
- The Iron Maiden now respects ds_cl_norecoil.
- The ACS call for the pain state has been changed from ACS_ExecuteAlways to ACS_ExecuteWithResult, which means that the invulnerability state will start the very instant it's called rather than the tic after. In short, no more multi-token hits.
- Fortune cookie messages are now logged to the console.
- Every time Hae-Lin double jumps, she temporarily gains ethereal angel wings to thrust her up. Because reasons.
- The No Recoil option now disables the pushback on guns as well.
- Enabling No Recoil and firing the Frosthammer no longer jumps to the charged finish state.
- Thanks to Gundere, Hae-Lin now has a set of appropriate player sprites.
- Double-tapping input now must be done within six tics, instead of eight. The cooldown is now 16 tics instead of 20.
Spoiler: Metal jukebox changelog
FROM V2 TO V3:
===========================
- 75 more songs!
- Judas Priest's Tyrant had a random beep around the 0:56-ish mark. This has been
fixed.
- Dark ambient music has been removed and replaced. This is a pack for jamming to
super-cheesy and tinny music, not getting 2spook'd.
- White Zombie's Temple of the Bull wasn't a song we were able to find any info
on. We're not even sure it's actually a real song. It was replaced with a new
White Zombie song, Black Sunshine.
- It's now possible to change exactly to the song you want. Input "song" and then
a number in the console, like "song 142", and it'll swap to that exact song.
- All song info has been given tan and white coloring for easier differentiation.
- Thanks to Marrub's incredible work, even the song amount now is clientsided.
People are now able to add, remove, and adjust songs as they want without any
issues in joining servers!
- Hitting "Next Song" and manually selecting a song no longer requires the
norandommusic cvar to be set to 0.
- Corrected some mistaken song information:
^- Barathrum's Warmetal is off the album Infernal.
^- Linkin Park's Crawling is off the album Hybrid Theory.
^- Battlelore's Stormmaster was renamed to the proper Swordmaster.
^- Song 186 was credited to Cannical Corpse instead of Cannibal Corpse.
^- Sanctuary's Die for My Sins and Taste Revenge are Thrash Metal.
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O
Posted: Mon Mar 23, 2015 11:04 pm
by Valherran
Nice, DL now!
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O
Posted: Mon Mar 23, 2015 11:10 pm
by Big C
TIME TO HENSHIN-A-GO-GO SOME SHIT.
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O
Posted: Mon Mar 23, 2015 11:57 pm
by Sgt. Shivers
Guess I can post this.
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.8 O SHIT O
This patch is only relevant if you play with doomhealth. It does not do anything if you do not turn doomhealth on. It may actually break something if you do not turn doomhealth on, because I haven't tested it. Avoid using this without turning doomhealth on.
As promised sometime before, this is a patch that reskins all doomhealth items to their DemonSteele equialents. It also makes them give you points on pickup.
On top of that, there are two minor actual gameplay changes here.
1) Health Bonuses are once again removed - they felt a bit off in DSteele. They are now once more replaced with random soul shards.
2) Fortune Cookie now gives 50 overlife, up from DSteele's 25. This is because a number of reasons, some of which are the fact that torches already drop medkits that give 25, so why not have rarer cookies give more, plus this may help counteract the inexistance of health bonuses, yada yada.
The main reason though is SHADOW WARRIOR