namsan wrote:I was thinking, an ability of Pink enemies is too insufficient to be an actual threat to players.
Healing 8 hp per second won't change things much.
I have some ideas to make pink enemies more interesting.
1: Give an ability that can heal nearby enemies to pink enemies.
2: Buff their healing ability more (like 24hp/sec), But their regeneration will stop for seconds if they received damage.
So Player still can kill them with weak weapons like pistols.
~New Features in v2.2~ The Performance Update!
- New options settings
- Projectile/Blood inherits Champion Colour
- New Ice translation
- All setting modifications will take change AFTER map change.
- Pink champions now heal more HP/s and will heal nearby enemies
- Violet champions have 2 new patterns to attack with
- Bundles have had an overhaul, will now drop better items
- Drops are split into 6 tiers. Tiers are based on the dropping monster's StartHealth
- Currently bundles are only available for DOOM based games. Raven, Strife, Chex and Square to come later!
Issues Resolved
- Performance - the previous versions made extensive use of expensive CVAR checks
- I have reduced the amount of calls per tic on each champion and icon class
- This has greatly reduced the numbers reported in the "stat vm" ccmd
- One small caveat is that all CVar changes will only take effect after a map change.
Rowsol wrote:The performance difference is night and day. Tested on a 900 monster map.
No champs = 60 fps
100% champs = 40
Old version = 10
The blood color was much needed. Well, time to play it!
Oh, almost forgot. When I tried it with legendoomlite I noticed the legendary monsters health and damage boosts would overwrite this mod's, such as with red/black and titan. Is this still an issue?
Bug report: the indigo babies don't share the blood color.
Rowsol wrote:Red champ seems to have an issue when you're using a non-standard monsterhealth in mapinfo. Rather than trying to explain I just made a video showing it. https://youtu.be/qivBRqeCZzc
Previous version didn't do this, but that version also didn't work with legendoom either so I assume that compatibility is the culprit.
e: turns out it's not being red that does it, it just does it regardless of what champion it is.
e2: I can't get guys to mutate anymore. I set the thing to 256 and nothing.
e3: not that it matters because load order can fix it, but loading nash blood before this causes some crazy blood spots to occur.
Mikk- wrote:Rowsol wrote:Red champ seems to have an issue when you're using a non-standard monsterhealth in mapinfo. Rather than trying to explain I just made a video showing it. https://youtu.be/qivBRqeCZzc
Previous version didn't do this, but that version also didn't work with legendoom either so I assume that compatibility is the culprit.
e: turns out it's not being red that does it, it just does it regardless of what champion it is.
e2: I can't get guys to mutate anymore. I set the thing to 256 and nothing.
e3: not that it matters because load order can fix it, but loading nash blood before this causes some crazy blood spots to occur.
There seems to be some strangeness going on with the StartHealth variable and MonsterHealth setting in MAPINFO, I've fixed this now (just had to set champion.StartHealth to champion.Health / MonsterHealth)
I'll take a look at mutations, they were working previously, perhaps something in the BaseController rewrite screwed up..
Mikk- wrote:I'm sorry but you'll have to excuse me here as I don't know what AoS is
Mikk- wrote:Oh yes! It works with Square too!! This mod should work with virtually anything
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