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Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Sat Jul 10, 2021 1:36 pm
by Cutmanmike
  • Fixed/hacked custom Keys being effected by cards in certain mods that use the universal key replacement.
  • Improved mouselook while under the effects of the Mirror Curse.
  • Hex Mania now only makes your curse cards effect 1 extra monster instead of 2. Tier scaling adjusted according to how many active curses you have.
  • Assassins no longer gain increased health after the 5th time they've been killed.
  • Assassins now spawn with the Teleport Enchantment.
  • When a player is killed by an Assassin a unique message is now displayed.
  • Teleport Enchantment can now trigger multiple times if the monster is damaged again after teleporting.
  • Fixed Lethality Curse overwriting other invulnerability powerups.
  • Added 2 new cards.
Download: https://cutstuff.net/public/CorruptionCards-v2.1d.pk3

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Sat Jul 10, 2021 5:08 pm
by Dan_The_Noob
Cutmanmike wrote:
  • Hex Mania now only makes your curse cards effect 1 extra monster instead of 2. Tier scaling adjusted according to how many active curses you have.
  • Teleport Enchantment can now trigger multiple times if the monster is damaged again after teleporting.
http://Nooooooooooooooo.com

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Sat Jul 10, 2021 5:10 pm
by Dan_The_Noob
UTNerd24 wrote: Peripheral Jumper: [Monster] moves extremely quickly when not observed. Got the idea from the Abhorrent from Legion of Bones.
Poltergeists: Some map props will try to attack you/be thrown at you. Idea from a Realm667 monster of the same name and function.
Stalker: At some point in the map, a monster will spawn behind you, but will not attack until you turn around. It will follow you until you do.
Accuracy Enchantment: [Monster] is more accurate. I imagine that would be limited to formers.
Motivator: If the player has spent a long time in one map, A Motivator will spawn. It is slow moving and only has a melee attack, but it can move through walls, is invulnerable and deals very high damage.
Disorientation Melee: [Monster]'s Melee attacks will distort the players view briefly. Idea from some of the Spiders in Blood. Essentially taking damage should cause the screen to wobble and maybe create some sort of obscuring overlay.
these all sound like they would just cause death.

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Mon Jul 12, 2021 5:16 am
by UTNerd24
So I just looked through some of the mod's code, and it turns out half of my ideas already exist as unused/discontinued cards. Whoops...

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Mon Jul 12, 2021 8:44 am
by WolVexus
How about a card that increases damaging sector, well, damage? Like by 1.5x
A random weapon in your inventory is taken away rather than all of them
I don't know if this one would even be doable but alerting monsters in sectors that block off sound if you were in a nearby sector? If that even makes sense lol

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Mon Jul 12, 2021 5:31 pm
by Dan_The_Noob
WolVexus wrote:How about a card that increases damaging sector, well, damage? Like by 1.5x
breaks maps, balance issues.
WolVexus wrote:A random weapon in your inventory is taken away rather than all of them
breaks entire playthroughs, balance issues.
WolVexus wrote:I don't know if this one would even be doable but alerting monsters in sectors that block off sound if you were in a nearby sector? If that even makes sense lol
probably a lot of effort for little to no noticeable effect.

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Mon Jul 12, 2021 6:26 pm
by UTNerd24
How about a card that makes one monster really loud? As in, it's sound are played to the client rather than within the actor's radius, like the Cyberdemon's wakeup sound. It can be difficult to hear over that way. Of course, not ear destroying.

Something I've been meaning to ask, how is Daisy's spawning handled if the map has no secrets?
Also I've noticed that monster pets can cause quite a bit of lag if they're teleporting from a monster closet. Heck, sometimes it favors the pet over the actual monster.

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Tue Jul 13, 2021 2:27 am
by Mor'Ladim
Is this intentional? The fact that no one seems to have mentioned it makes me think I am missing something. Of course it's not as if it's some sort of critical bug or anything either!
Image

Also, I have a few card ideas, though I am not sure how feasible some of them are:
X = Monster's name.
Vortex - X periodically pulls nearby players towards them for 2 seconds.
Lingering Disease - X's projectile inflicts a long lasting poison that deals X damage every 12 seconds. Cured by picking up a health item. (I noticed there was a poison card listed as "unfun" so not sure about this one)
Pinball - Slain X dangerously rebound off of walls for a short time and deals impact damage to any target or players they collide with.
Riftwalker - X is invisible and inactive until the player is nearby. (Or also until some time has passed, in case some enemies on ledges or otherwise inaccessible areas are unreachable)
Sentry - Some X can no longer move, but fire at an increased rate.
Raw Sustenance - X can eat corpses to regain some health.

On another note, this mod still appears to be in working order with my own mod, and I am definitely going to try it in conjunction with your recently released Map Order Shuffle mod! Keep up the good work!

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Tue Jul 13, 2021 5:58 am
by Cutmanmike
Mor'Ladim wrote:Sentry - Some X can no longer move, but fire at an increased rate.
Raw Sustenance - X can eat corpses to regain some health.
These two already exist in some form, but some of those ideas sound doable.

Fixed a pretty big multiplayer bug and some other stuff:
  • Fixed(?) a rare crash with acid blood and custom weapons.
  • Fixed a lockup with hub maps (this mod will still not work with hub maps however!)
  • Fixed a multiplayer bug where two different game modes could be selected at once, causing the game to desync.
  • Fixed Monster Pet owners rendering extremely long chains when teleporting.
  • Monster Pets can no longer be targeted by other monsters.
Download: https://cutstuff.net/public/CorruptionCards-v2.1ea.pk3

Re: [2.1c] Corruption Cards - Choose cards that alter your g

Posted: Tue Jul 13, 2021 5:03 pm
by Dan_The_Noob
Can we get an "objectives" card deck? make it spawn only things like keyguardian, find daisy, monster pets etc?
basically stuff that affects the goal/progression more than enemies specifically.
maybe keep curses and miniature army in, since they are easy enough to deal with in most cases.
might need more ideas though.

Re: [2.1e] Corruption Cards - Choose cards that alter your g

Posted: Wed Jul 14, 2021 2:49 pm
by Rexen
It seems version e broke the showcards button as I have it bind to Ctrl and nothing happens but I go back to 2.1d it works. Gzdoom version is 4.6.0.

Re: [2.1e] Corruption Cards - Choose cards that alter your g

Posted: Wed Jul 14, 2021 2:57 pm
by Cutmanmike
Oops, well that's annoying. This fixes it: https://cutstuff.net/public/CorruptionCards-v2.1ea.pk3

Re: [2.1e] Corruption Cards - Choose cards that alter your g

Posted: Wed Jul 14, 2021 4:06 pm
by Rexen
Well that was a quick fix, and it works like a charm

Re: [2.1e] Corruption Cards - Choose cards that alter your g

Posted: Fri Jul 16, 2021 9:28 pm
by UTNerd24
So I just found that the invisibility curse doesn't make the monster COMPLETELY invisible in some cases. If a monster is under the effects of another enchantment such as flight, those effects will still be rendered, giving their position away.

Re: [2.1e] Corruption Cards - Choose cards that alter your g

Posted: Sat Jul 17, 2021 5:14 am
by zx110011
:D :D :D :D :D :D :D :D GOOD