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This mod can be currently considered on hiatus. I just don't feel like working on it right now.
Screenshot: mod used is Final Doomer and the map is TNT: Evilution MAP01
Minibosses is a universal monster mod, that toughens enemies from a temporary problem to something you'll be wearing down for a longer time - hence, minibosses!
This mod was made and tested for GZDoom 3.2.5, but later versions should work completely fine... maybe.
WARNING: THIS MOD CURRENTLY USES DOOM 2 IWAD RESOURCES AS PLACEHOLDER SPRITES. YOU WILL BE MISSING SPRITES IF YOU RUN IT WITH DOOM 1, HERETIC, ETC.
How does this mod work?
Spoiler:
Random enemies are chosen as minibosses. These monsters get some life stacks - these are the orbs that rotate around them. They'll shrink as you deal damage to the miniboss, and then explode and turn them invulnerable. You'll know they're invulnerable because of the flames. Destroy all of the miniboss's life orbs, and they'll die.
However, there's more! Minibosses will pick thralls - you can recognize this if a monster has a line from it to the miniboss and an orb floating over its head. The more living thralls, the less damage their master will take - If all of them are alive at once, the miniboss will only take 20% damage! As if your life wasn't hard enough, these thralls will also resurrect when the miniboss's invulnerability period ends. Finally, the more thralls a miniboss chose, the longer its invulnerability period will be.
Stuff I plan on doing in the near future
Spoiler:
item drop tables (SOON TM)
special legendoom compatibility
tweaking some values
effect sprites (if you have any that work well with it feel free to post 'em and i might add them)
Known bugs
Spoiler:
None right now!
Changelog
Spoiler:
v0.1.1
Thrall picking improved a LOT. Earlier code was really horrible and wrong.
More options.
v0.1.0
It existeth
Credits
Spoiler:
All code by me
Special thanks to the Hideous Destructor server for helping me out!
Last edited by Tartlman on Wed Dec 04, 2019 8:13 am, edited 9 times in total.
This mod is super cool and I really dig the idea of the extra lives and the thrall mechanics.
That said, how thralls are picked is kinda wacky. Its weird going into a level and you just see the thrall lines going across the level and into monster closest and stuff. Also, some kind of control over the monster's invincibility period between lives would be nice.
Neat mod, but it could use a bit more control with how some things work, like maybe control over the range for monsters to become thralls (So you don't have enemies across the map as thralls for instance.), and like Brohnesorge said, control over the length of the temporary invincibility between lives would be nice.
Brohnesorge wrote:This mod is super cool and I really dig the idea of the extra lives and the thrall mechanics.
That said, how thralls are picked is kinda wacky. Its weird going into a level and you just see the thrall lines going across the level and into monster closest and stuff. Also, some kind of control over the monster's invincibility period between lives would be nice.
I'm working on that. 0.1.1 will just be some value tweaks.
Also, i fixed the invincible with thralls bug. Turns out I was getting my damage resist multiplier by dividing the total thralls by the amount of living thralls, meaning the more you killed, the tougher it got till all of them died. Whoops.
I like this idea, maybe you could also possibly add a special colorful hell compatibly so the higher colors (say red) have a greater chance of getting thralls than a lower color (say green). Maybe also make it so black and white monsters don't get to be thralls, since having to fight them once is enough
Updated to v0.1.1! hopefully i've fixed thrall chossing...
Sir Strange wrote:I like this idea, maybe you could also possibly add a special colorful hell compatibly so the higher colors (say red) have a greater chance of getting thralls than a lower color (say green). Maybe also make it so black and white monsters don't get to be thralls, since having to fight them once is enough
That will be addressed later. Higher health monsters will get their health bumped down, if that makes any sense, to compensate.