batos2 wrote:Great Update 2.1 there you added new weapons although you forgot to include the Serpent Staff, okay, there is already a weapon that is used similarly to the Serpent Staff.![]()
Talking about the new monsters, do I think that these monsters called Antler Goblins give me nightmares when they move and are invisible.
Captain J wrote:I'm absolutely loving this mod!! The random encounters, various enemy variants, powerful weapons, and that cute lil' purple trader makes me happy. And of course there's Level System too, which is a lot useful.
And i think i should show you my feedback!:
a) I think torch props are way too close to the wall.
b) Quartz Flask just heals you and nothing else. Kinda getting overwhelmed by a lot of good items and counter parts. Perhaps make it heal even more?
c) Fiery Crystal is fairly strong, but for some reason i often get damaged by it and it's just finicky to use. Reduce the damage to the player?
d) Is there a critical hit? Because i sometimes does big deal of damage and i would like to visually see if i did the big hit.
e) Corvus now jumping like he's in the moon. Platforming might be hard with this one, though!
f) If i get the speed boost, the footstep noise amplifies... A lot.
g) The particles dropped by dead enemies tend to waste a good amount of time. Because i shouldn't touch them or i get damaged otherwise!
Good mod overall. And am i seeing enemies disguised as a prop? Very clever! Would be hardcore if there's a severed head prop that turns into lost soul or some sort of.
LowEndPCGamer100 wrote:As I've stated many times before, this is THE way to play heretic, whether youre using oblige, a custom wad, or just the original episodes, this mod adds so much spice to the gameplay, i mean, i know its basically HXRTC but translated to Heretic, but you sir have made some of the best, most packed-to the brim randomizes ive seen, all without making them so difficult that it takes 20 map restarts for a good run, even though that stuff is fun in it's own way lol. Ill probably continue complimenting your work over time, but it sure deserves every good word!
Huh, is that so? I'm pretty sure that some hits deal serious amount of damage. Even when i use my default weapon. Again, would be nice if critical hit effect is implemented, but it's your call!d) No, there are not critical hits implemented, all damage is calculated internally by GZDoom's engine. It's more a matter of how precise the attacks are; the more focused the shot, the more damage it will cause to enemy.
Ehhhhh actchually, when i run diagonally with no speed boost powerup, he literally, naturally does make a lot of footstep noises. I just don't know why.f) It is an expected behaviour. If footsteps didn't sound at all, that would mean that you would literally be flying over the ground!
Captain J wrote:Huh, is that so? I'm pretty sure that some hits deal serious amount of damage. Even when i use my default weapon. Again, would be nice if critical hit effect is implemented, but it's your call!
Captain J wrote:Ehhhhh actchually, when i run diagonally with no speed boost powerup, he literally, naturally does make a lot of footstep noises. I just don't know why.
Captain J wrote:About double footstep making glitch, are you using A_SpawnItemEx for making footstep sound and added it to the player's state or just ACS? If that's latter, might worth checking it out.
Sage009 wrote:Every once in a while, I get a monster or 2-3 with messed up textures. Not sure what causes this, as I managed to play all the way through E6 with no issues earlier today in the same version of the mod (Latest).
Not using any other mods, either.
Sage009 wrote:Every once in a while, I get a monster or 2-3 with messed up textures. Not sure what causes this, as I managed to play all the way through E6 with no issues earlier today in the same version of the mod (Latest).
Not using any other mods, either.
Hexereticdoom wrote:I see.. In fact, this is just related to GZDoom/LZDoom rendering, because it seems that for an unknown reason, the 'Subtract' renderstyle mode aplied to some actors -like enemies or projectiles- looks strangely distorted when there is not a tonemap in use (switched to 'off' in OpenGL Postprocessing options). I don't know if it's just a rendering bug or if it works as originally intended...![]()
To fix it for now, please just activate in GZDoom options a tonemap mode, like 'Lineal' -which I personally prefer- or any other one you like. Optionally, you can enable Bloom effect to make the H-Fantasy's ghostly monsters having a murkier appearance.
Sage009 wrote:The Topaz Scepter has an accuracy problem and it's really messing with my head when trying to shoot enemies.
All my shots are a few pixels below my actual crosshair.
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