Legion of Bones [1.05]

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Re: Legion of Bones [1.02]

Postby Brohnesorge » Tue Aug 13, 2019 3:01 pm

Hmmm. Thought I did have LoB after SZ but I very well could be an idiot. I'll have to double check when I get home later.

E: So the option is there it's just invisible.

E2: So the option was invisible because compendium. Fonts

E3: Ignore all of this I wasn't on latest LOB and it isnt a problem now.
Last edited by Brohnesorge on Mon Aug 19, 2019 1:36 pm, edited 3 times in total.
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Re: Legion of Bones [1.02]

Postby AvzinElkein » Tue Aug 13, 2019 4:24 pm

I noticed the Guncaster thing; from what I can tell, you have to design the monsters to specifically work with it.
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Re: Legion of Bones [1.02]

Postby Yebudoom » Wed Aug 14, 2019 1:55 am

Oh God, this is why I love the Doom modding scene to bits. Thank you for this, it's really cool. I haven't noticed any bugs so far, but I also played with this for a short while only. Anyway, the skeletal Pinky stole my heart and doesn't want to give it back :<
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Re: Legion of Bones [1.02]

Postby EddieMann » Wed Aug 14, 2019 4:06 pm

Tried this with Project Babel, I doubt that the fear system is working correctly with it.
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Re: Legion of Bones [1.02]

Postby Doctrine Gamer » Mon Aug 19, 2019 12:10 pm

The idea of ​​Double Death is very good but I noticed that happen that old common bug of the enemy die and fail to pass phase for exemple E1M8: Phobos Anomaly (Doom I), MAP07: Dead Simple (Doom II) but the good news is that only happens in these double difficulties, in others it works perfectly. Very fun mod, the monsters fit the doom theme better than the original monsters.
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Re: Legion of Bones [1.02]

Postby SpacemanStrife » Mon Aug 19, 2019 12:24 pm

Thanks! Yeah, this is most likely because of the unique death state that vanilla monsters have on DD, so they don't actually die until the respawn begins and their corpse is removed. Theoretically, this should mean that it would properly activate after all of the vanilla monsters spawn in as undead, but that seems to not be the case.
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Re: Legion of Bones [1.02]

Postby Doctrine Gamer » Mon Aug 19, 2019 5:35 pm

SpacemanStrife wrote:Thanks! Yeah, this is most likely because of the unique death state that vanilla monsters have on DD, so they don't actually die until the respawn begins and their corpse is removed. Theoretically, this should mean that it would properly activate after all of the vanilla monsters spawn in as undead, but that seems to not be the case.


With me it didn't work and it happened on Doom I and II but as the other modes worked well I leave double death only for maps whose enemies don't need to activate anything after they die.
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Re: Legion of Bones [1.02]

Postby Gourry » Tue Aug 20, 2019 3:52 pm

Works well with Lt. Typhon.
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Re: Legion of Bones [1.02]

Postby Darkrune » Thu Aug 22, 2019 4:08 am

I've encountered a minor glitch multiple times in double death mode.
If a large group of monsters die at the same time and in the same general space they won't res and they'll block the player, unless you crouch.
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Re: Legion of Bones [1.02]

Postby Alptraum » Fri Aug 23, 2019 8:35 pm

In hell, they consume their calcium.

Such a nice mod. Imagine playing it with skull related maps and guns ^^
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Re: Legion of Bones [1.02]

Postby ValeriePalerie » Fri Aug 23, 2019 10:41 pm

Works like a charm with High Noon Drifter, thematically and mechanically; the extra ammoless attacks you get are kinda perfect for dealing with extra monsters in DD mode.
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Re: Legion of Bones [1.02]

Postby hornbuckle0wns » Fri Aug 30, 2019 1:36 pm

Been playing with this as my dedicated monster mod while playing through all the mapsets final doomer has made weapons for (except for hellbound and AA but I put this on eviternity so it balances out?). I love the theme and the new monster behaviors, plays amazing. I've been switching inbetween normal and DD difficulties through episodes and mapsets to get a good impression of both. I'd say this functions totally fine as a monster replacement, but I feel like DD is what this mod should be, I love the idea so much. However, the 10 second respawn time can be kinda crippling. Sure it works fine and adds a nice obstacle when you're playing a more run n gun way, but if you're actively trying to clear out rooms and monsters, having to stand still and wait 10 seconds for them to respawn is kinda lame. So, I'd recommend what I hope is an easy solution, adjustable respawn times. Just a slider that goes from like, instant respawn to 25 seconds or something, idk. A few other little ideas I have, I love how terrifying the mancubus and arachnotrons are, maybe give the mancubus spookier sounds? Like making the alert sound a good amount louder and more distinct, and maybe some sounds while it fires. The revenant could totally use the chaos revenant sprites from GMOTA, current one is just grey revenant. Great mod, looking forward to updates!
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Re: Legion of Bones [1.02]

Postby SpacemanStrife » Fri Aug 30, 2019 9:47 pm

Thanks for the feedback!

I considered using Amuscaria's excellent Hell-Forged monster sprites for the Revenant (which GMOTA's Chaos Revenant originates from) and Arachnotron, but I felt like I wanted to try and sprite something on my own first. Perhaps I can tweak the Draugr sprites a little so that it's more befitting of the soul/ghostly theme that LOB's Revenant has.

In the meantime, 1.03 is up! Here's the changes:

- Added a settings menu for Legion of Bones that's accessible through the standard options menu. This allows you to change the respawn delay as well as the effect of the Balrog's hellfire (even disabling it altogether).
- Balrog's hellfire effect radius reduced from 600 to 500.
- Balrogs are now resistant to fire damage.
- Reworked hellfire's effect so that instead of preventing all forms of infighting, it prevents monsters from being targeted by other monsters. This allows Balrogs to properly retaliate against monsters outside of their command radius instead of immediately attacking the player.
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Re: Legion of Bones [1.03]

Postby hornbuckle0wns » Sat Aug 31, 2019 5:56 pm

Whoa, great timing! Gonna run through alien vendetta with it now. Also your spritework on everything else is fantastic, great job! I especially love the mancubus and arachnotron out of this set, they're so cool and terrifying, which is kinda why I want the mancubus to be as loud and harsh as the arachnotron, but still keep that kinda low howl/roar intact. The revenant sprite is fine, it's just pretty vanilla for my tastes and I am in love with the look of the chaos revenant lol. I'm also looking forward to what you're gonna do with the cyber, I don't really have any ideas other than maybe make it a skeleton-like creature with all of its organs kinda hovering inside it, and give it really spooky levitating eyeballs that pierce through you with their gaze. Thanks for responding so quickly, and great work!

EDIT: Goddamn, it's hard as hell, but Final Doomer alien vendetta on DD "easy" is soo fun, this mod benefits great from having quick-fire or crowd control weapons on DD. Too slow to reload or fire and you'll get swarmed easily on harder mapsets.
Last edited by hornbuckle0wns on Sun Sep 01, 2019 12:13 pm, edited 1 time in total.
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Re: Legion of Bones [1.03]

Postby dddxdu » Sun Sep 01, 2019 2:10 am

Hey, I've just developed a compat patch for DoomRL Arsenal that makes zombie infantry drop battle rifle, okay if I post the link of it?

Though, I didnt alter what retro skeletons will drop
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