Added new cards bringing the total to 140. Watch the skies!
Added a game type selector to make it easier to choose your preferred way to play.
Added ccards_customgame CVAR. If not enabled, the other CVARs will be ignored and the game type selector will be used instead.
Added individual highest streak scores for each game type.
Improved card selection code to be faster and smarter. As there are more monster specific cards, non-monster specific cards are now weighted to show up more frequently.
Certain cards are now stackable, and can be offered multiple times in a single run.
Removed even more Rocket monsters.
Rocket monsters gain splash damage immunity.
Spawned barrels when telefragged now remove nearby barrels and don't harm the player.
The "Monsters deal extra damage when wounded" effect now triggers as soon as the monster takes *any* damage.
The "God Monster" card will attempt to pick stronger monsters before resorting to weaker ones.
Reflective monsters now have a particle effect.
And finally here are images showing the game type selector:
Spoiler:
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Wed Apr 22, 2020 10:56 pm
by Captain J
PINKIES WITH WINGS? The curses are getting a lot more drastically different than usual!
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Wed Jul 29, 2020 8:25 am
by Cutmanmike
ULTRA BUMP
I've started learning zscript, and my first project is to update this mod. My plan is to make it as more mod friendly, so it can be ran with custom weapon/monster packs. But I'm going a step further to allow Corruption Cards to generate new cards based on new monsters it has no information on. For example, here is a screenshot of it generating cards for DRLA monsters with no additional patch wads to tell the mod they exist:
In addition I've made it so it's very easy to set up new cards with a little bit of zscript knowledge. More on that later. I'm still using ACS for the selector for now as I don't want to delve into UI related zscript craziness yet. Some other new features include adding the custom game mode into the game selector (values are changed in the options menu), and you can now specify a random seed for cards. This means as long as you're running the same wads, you can share the seed with a friend and they will get offered the same cards you do as you progress.
With zscript I can pretty much do anything now, so any suggestions are welcome
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Wed Jul 29, 2020 9:30 am
by Captain J
Mod-friendly, you say? Why yes, it's gonna be amazing especially if you're playing this addon with other content-heavy mods like aeons of death.
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Fri Jul 31, 2020 8:05 am
by Mr Masker
I'll say that this is a very fun mod and im very happy with how it plays. I'd say it could also work really well with some sort of permadeath thing like a sort of card picking doom rougelike or something idk
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Sun Aug 02, 2020 6:18 pm
by MrRumbleRoses
i've been playing this mod on my Twitch channel for some streams, and i gotta say it's been pretty cool to play this mod, even if it's vanilla for the time being. i do think it would be cool for the mod friendly version to have it work with Doom 64 Retribution. it would be cool to have some kinda way to combine this with Doom 64 in some fashion. i know of other mod ideas to, but i guess we'll have to wait & see if anything happens with this mod
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Tue Aug 04, 2020 4:26 am
by Solaela
Cutmanmike wrote:ULTRA BUMP
I've started learning zscript, and my first project is to update this mod. My plan is to make it as more mod friendly, so it can be ran with custom weapon/monster packs. But I'm going a step further to allow Corruption Cards to generate new cards based on new monsters it has no information on. For example, here is a screenshot of it generating cards for DRLA monsters with no additional patch wads to tell the mod they exist:
In addition I've made it so it's very easy to set up new cards with a little bit of zscript knowledge. More on that later. I'm still using ACS for the selector for now as I don't want to delve into UI related zscript craziness yet. Some other new features include adding the custom game mode into the game selector (values are changed in the options menu), and you can now specify a random seed for cards. This means as long as you're running the same wads, you can share the seed with a friend and they will get offered the same cards you do as you progress.
With zscript I can pretty much do anything now, so any suggestions are welcome
Omg yes. I mean I tend to run embers of armagedon/trailblazer/quake champions doom edition and MAYBE final doomer? Oh and combined arms so being able to have these could be FUN to have just cause merry hell with a run. Especially with more balanced stuff like final doomer or if I run QCDE with more monster packs/DoomKraken's randomizer Oh man... THe GLORIOUS CHAOS! So hyped for when this works!
The one thing i'd reccomend for say... Ultimate doom? Have the 'enemies hide as items' only work for items on that episode if possible. During a trial run I had a zombieman hide as a Plasma pack in E1M2. Which I KNOW doesn't show in Episode 1 cause you don't get the plasma gun till episode 2
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Tue Aug 04, 2020 4:56 am
by Cutmanmike
I would say that's just your knowledge of the Doom levels overcoming the difficulty of the card in play... buuuut now that card now looks for health, weapons and ammo in the current map and chooses one of them to hide as
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Tue Aug 04, 2020 5:36 am
by Captain J
A Discord channel dedicated to this mod, eh? Sounds good! I'm sure the community would help ya improving this mod.
And it's like off-topic, but do you happen to make another server dedicated to Mega Man 8-bit Deathmatch?
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Tue Aug 04, 2020 6:00 am
by Cutmanmike
I don't have a (public) official one but there's plenty made by fans.
Re: [v3!]Corruption Cards - Vanilla, but with twists you cho
Posted: Wed Aug 05, 2020 5:33 am
by Solaela
Did a attempt with a video.
Sound is a bit loud I know. But yeah...
Though one question comes up. After the actual run I do a 'screw around cheat run' where one of the cards was the cyberdemon card but one failed to show up in e1m8. Any reason why?
Outside of that? Had a blast. Never thought a PINKY would be the most terrifying thing but there we were!