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Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Fri Mar 13, 2020 3:27 am
by Yebudoom
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!

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sun Mar 15, 2020 5:12 pm
by Marrub
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Mon Mar 16, 2020 7:21 am
by Yebudoom
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Mon Mar 16, 2020 11:28 am
by Marrub
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Mon Mar 16, 2020 12:16 pm
by Yebudoom
Marrub wrote:Edit: Yeah I missed some. Fixing that.

Thanks, appreciated!

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sat Apr 04, 2020 8:53 am
by DYD
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Wed Apr 15, 2020 4:34 pm
by Yebudoom
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?

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Wed Apr 15, 2020 6:19 pm
by Marrub
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Thu Apr 16, 2020 2:32 am
by Yebudoom
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!

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sat Apr 25, 2020 5:04 pm
by sataricon
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sun Apr 26, 2020 1:47 am
by Marrub
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!

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Thu May 21, 2020 1:27 pm
by berry
Oh yeah, a cyber punk style mod! Magnificent work

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Fri May 29, 2020 3:29 pm
by BloodlustQuartet
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sat May 30, 2020 3:46 am
by Marrub
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.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sun May 31, 2020 7:49 pm
by AvzinElkein
Possible bug: Flemoids don't give mana when KO'd by the Cybermage.