Lithium 1.6.3 (Mar. 15, 2020)

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Re: Lithium 1.6.2 (Feb. 29, 2020)

Postby Yebudoom » Fri Mar 13, 2020 3:27 am

Marrub wrote:Rampancy support has been added in 1.6.3. I'll add support for Cyberpack as well. In 1.6.2 they're not supported so you won't gain EXP, Score or Mana for killing things.

Excellent! Thank you!
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Marrub » Sun Mar 15, 2020 5:12 pm

Version 1.6.3 (Trilithionite Red) has been released! Check the OP for change log and download.

I've improved the consistency and stability of the mod significantly, finishing systems meant to be finished years ago. Primarily, the inventory has been re-done, and the vanilla bosses and endings have been expanded. I've also refactored a whole lot, again, so now it's more in tune with modern GZDoom.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Yebudoom » Mon Mar 16, 2020 7:21 am

1.6.3 seems to work great, thank you. It's full of little changes/improvements, but mostly behind the scenes stuff. At any rate, it continues to be one of my favourites. Great job as usual.

As for the aforementioned Rampancy and Cyberpack compatibility, it's there, too. Rampancy's robots certainly give me mana, score and exp. Cyberpack's monsters do too, though I could've sworn not EVERY enemy type gives me score. Most do. It's a randomizer, so it's all a bit fuzzy. It mostly works, though, so no biggie.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Marrub » Mon Mar 16, 2020 11:28 am

Yebudoom wrote:1.6.3 seems to work great, thank you. It's full of little changes/improvements, but mostly behind the scenes stuff. At any rate, it continues to be one of my favourites. Great job as usual.

As for the aforementioned Rampancy and Cyberpack compatibility, it's there, too. Rampancy's robots certainly give me mana, score and exp. Cyberpack's monsters do too, though I could've sworn not EVERY enemy type gives me score. Most do. It's a randomizer, so it's all a bit fuzzy. It mostly works, though, so no biggie.

I played through a bit with it and it seemed that it worked quite fine without adjusting Lithium at all, checked the source and there didn't appear to be any monsters it couldn't already detect. I'll double check to make sure they're all supported.

Edit: Yeah I missed some. Fixing that.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Yebudoom » Mon Mar 16, 2020 12:16 pm

Marrub wrote:Edit: Yeah I missed some. Fixing that.

Thanks, appreciated!
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby DYD » Sat Apr 04, 2020 8:53 am

Playing this after a lot of time and oh god it's gone a long way. It's still good old Lithium... but EVEN BETTER! The Dark Lord is looking unique as far as I've seen, but since it's WIP I just picked the Marine.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Yebudoom » Wed Apr 15, 2020 4:34 pm

Hi, Marrub. A quick question: is 1.6.3 compatible with the new version of DRLA Monsters (beta 7.3) out of the box, or is some patching needed? Upon quick testing it seems to work alright.

Also, for future reference: what's the optimal load order for monster mods? Lithium first and then the monster mod, or the other way around?
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Marrub » Wed Apr 15, 2020 6:19 pm

Yebudoom wrote:Hi, Marrub. A quick question: is 1.6.3 compatible with the new version of DRLA Monsters (beta 7.3) out of the box, or is some patching needed? Upon quick testing it seems to work alright.

Should work fine.

Also, for future reference: what's the optimal load order for monster mods? Lithium first and then the monster mod, or the other way around?

Lithium first. Since it has its own monsters doing it the other way would do nothing.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Yebudoom » Thu Apr 16, 2020 2:32 am

Marrub wrote:
Yebudoom wrote:Hi, Marrub. A quick question: is 1.6.3 compatible with the new version of DRLA Monsters (beta 7.3) out of the box, or is some patching needed? Upon quick testing it seems to work alright.

Should work fine.

Also, for future reference: what's the optimal load order for monster mods? Lithium first and then the monster mod, or the other way around?

Lithium first. Since it has its own monsters doing it the other way would do nothing.

Cool, thanks! Stay safe!
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby sataricon » Sat Apr 25, 2020 5:04 pm

Thank you for the mod i've to say i love this idea.. who know i would be playing cyberpunk before it's release.

Now being new to the entire doom modding what kind of say megawad to go with this.
Thank you for the amazing effort.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Marrub » Sun Apr 26, 2020 1:47 am

sataricon wrote:Thank you for the mod i've to say i love this idea.. who know i would be playing cyberpunk before it's release.

Now being new to the entire doom modding what kind of say megawad to go with this.
Thank you for the amazing effort.

This page has a list of recommended map sets. Thanks for playing!
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby berry » Thu May 21, 2020 1:27 pm

Oh yeah, a cyber punk style mod! Magnificent work
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby BloodlustQuartet » Fri May 29, 2020 3:29 pm

I've already downloaded the mod and enjoyed it, but is there a way to get just the option to make it 'rainy night' outside so I can use that with other mods? Please and thank you.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby Marrub » Sat May 30, 2020 3:46 am

BloodlustQuartet wrote:I've already downloaded the mod and enjoyed it, but is there a way to get just the option to make it 'rainy night' outside so I can use that with other mods? Please and thank you.

No, it's too complex.
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Re: Lithium 1.6.3 (Mar. 15, 2020)

Postby AvzinElkein » Sun May 31, 2020 7:49 pm

Possible bug: Flemoids don't give mana when KO'd by the Cybermage.
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