[3.8] Corruption Cards - Choose cards that alter your game!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
flames4002
Posts: 1
Joined: Tue Dec 28, 2021 9:12 pm
Operating System: Windows 10/8.1/8/201x 64-bit

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by flames4002 »

getting this error when playing the 3.1

Script error, "CorruptionCards-v3.1.pk3:gldefs.txt" line 1:
Expected '{' but got identifier 'beforebloom' instead.
User avatar
DarkQuill
Posts: 72
Joined: Thu Dec 04, 2008 5:43 am
Location: Australia, MAYTE

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by DarkQuill »

Are there any console commands that can be used to remove a card you've selected previously? Using Colourful Hell and picking one of the "Lost Soul and its Variants will always be focused on the player" cards but it's instead applying to almost everything in the map.
Additionally, is there any way to check the seed of the current run? I could swear it appears somewhere beyond the initial setup screen but I'm very dumb.
User avatar
Dan_The_Noob
Posts: 496
Joined: Tue May 07, 2019 12:24 pm
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

would it be possible to have a slider to set what % of completion is needed to trigger the wild cards? some maps are not 100%-able and it could also be fun to just have them thrown in.
vokar
Posts: 16
Joined: Wed Feb 09, 2022 9:38 am

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by vokar »

When I load CorruptionCards-v3.1.pk3, no cards pop up in game. I'm using questzdoom, which I think is gzdoom 4.3.3, is that version too old to properly run the mod? If so, is there a version that would work with 4.3.3?
User avatar
Dan_The_Noob
Posts: 496
Joined: Tue May 07, 2019 12:24 pm
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

vokar wrote:When I load CorruptionCards-v3.1.pk3, no cards pop up in game. I'm using questzdoom, which I think is gzdoom 4.3.3, is that version too old to properly run the mod? If so, is there a version that would work with 4.3.3?
Cutmanmike wrote: Requires GZDoom 4.4.0 or higher!
vokar
Posts: 16
Joined: Wed Feb 09, 2022 9:38 am

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by vokar »

.....Yea... I saw that after I posted but didn't have time to reply. :roll:
User avatar
Dan_The_Noob
Posts: 496
Joined: Tue May 07, 2019 12:24 pm
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

vokar wrote:.....Yea... I saw that after I posted but didn't have time to reply. :roll:
I thought GZDoom has native VR support, maybe try that?
lzoli18
Posts: 1
Joined: Sat Feb 12, 2022 12:29 pm

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by lzoli18 »

Apologies if this was asked before, I looked for an answer. Is there a cheat code, or some method to let me choose the specific cards I WANT to play with, instead of them being randomizing.

I end up restarting a level a million times until I get the cards I would like, instead it would be more fun to let me choose what sort of combination works for me.
darnn
Posts: 1
Joined: Sun Feb 13, 2022 4:48 am

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by darnn »

Hi. I'm playing through Doom 2 with the mod, and it seems that while in a previous update it was stated that Grace of Lilith no longer breaks stair builder sequences, it seems to still do so for me. I'm also playing with several mods, so it's entirely possible it's some interaction with them, and I'd be happy to test it without them, but I'm not sure how to just start a level with Grace of Lilith. For the record, it's broken a stair builder that leads to a secret in... I believe map13, and now it's happened again in map15, with a progression-critical thing (right after you get a key in an area with a BFG and barons and pain elementals.
For the record, the mods I'm using are Supercharge 2.8, Universal Gibs, JP's Secret Finder and Sound Bulb. And it's GZDoom 4.5.0.
Generally speaking, if I want to transfer my, uh, card build? However you would phrase that, to, e.g., the latest GZDoom version to see if it would resolve this, is that possible? I realize actual saves wouldn't work, but at least starting the last level I was on with the same cards already chosen.
User avatar
Cutmanmike
Posts: 11253
Joined: Mon Oct 06, 2003 3:41 pm
Discord: https://discord.gg/Whts7Bj
Operating System: Windows Vista/7/2008 64-bit
Location: United Kingdom

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

lzoli18 wrote:I end up restarting a level a million times until I get the cards I would like, instead it would be more fun to let me choose what sort of combination works for me.
Spoiler:
There's also the CCARDS lump that you can add to a mod if you want to set up your own assortment of cards, and clear out the rest that you don't want to show up.

And just to keep everyone in the loop, I have an update coming soon with lots of fixes and balance changes. And of course, over 10 new cards :)
darnn wrote:Hi. I'm playing through Doom 2 with the mod, and it seems that while in a previous update it was stated that Grace of Lilith no longer breaks stair builder sequences, it seems to still do so for me.
Might have missed something, I'll check it out.
User avatar
Dan_The_Noob
Posts: 496
Joined: Tue May 07, 2019 12:24 pm
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [3.1] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

Cutmanmike wrote: And just to keep everyone in the loop, I have an update coming soon with lots of fixes and balance changes. And of course, over 10 new cards :)
hey, i sent you a message the other day about some compatibility stuff.
still been enjoying the mod but just one issue that breaks a couple maps when used in combination.
User avatar
Cutmanmike
Posts: 11253
Joined: Mon Oct 06, 2003 3:41 pm
Discord: https://discord.gg/Whts7Bj
Operating System: Windows Vista/7/2008 64-bit
Location: United Kingdom

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

3.2 is here! Lots of fixes and changes, so I'm expecting something to go wrong :).

[imgur]https://imgur.com/CqWNsRU[/imgur]

Biggest changes (other than brand new cards) are the improved random spawning of actors, and grouping the vanilla Zombies and Hell Nobles together. This means when you would pick a card that effects the vanilla Zombie Men, it will also effect Shotgun Guys and Chaingun Guys. Same for Hell Knights and Barons. While some cards don't apply for this rule, most of them do. This obviously makes the game slightly harder, but I think it will make the effects of the mod shine more for those playing with vanilla doom monsters. Obviously this doesn't apply to custom monsters, but those are handled via "species" (or custom CCARDS lumps) anyway.
  • All former humans (Zombie man, Shotgun guy, Chaingunguy) now all receive abilities from cards that would affect one of these monsters, similarly to how Demon and Spectre cards effect both monsters. Certain cards will still target the individual monsters themselves. This may be reverted in the future if it makes things too difficult.
  • Same above, but also for Hell Knights and Barons of Hell.
  • Improved random spawning for all cards. Spawned things are less likely to be spawned inside of deep pits.
  • When choosing a card, if you have not yet added the card to the compendium yet, a note will be added to the screen.
  • Players now get an additional card choice if a Wild Card is offered in Chaos mode (or custom with 1 card choice).
  • Fixed a crash with the Mutating Card and maps that have been excluded with CCARDS.
  • Fixed a crash with Hot Start.
  • Fixed Blood Shift, Small Companions and Cannibalism not respecting max health alterations done by MAPINFO.
  • Fixed certain boss death triggers not working with RandomSpawner monsters.
  • Fixed Petrification nullifying Casals's Watchers.
  • Fixed certain card descriptions not displaying correctly in the selector after being stacked.
  • Fixed certain cards not respecting mods that alter monster health on the fly i.e health scaling mods.
  • Fixed a crash with The Chosen One.
  • Fixed Shield Enchantment effecting dead monsters.
  • Fixed map exclusions and deck clearing not working together when defined in CCARDS.
  • Fixed friendly monster projectiles sometimes being offered as projectile replacements in certain cards.
  • Fixed Grace of Lilith breaking stairs again.
  • Improved performance of Monster Pet chains slightly.
  • If a monster pet is too far away from its owner, it will now teleport to its owner instead of breaking the chain.
  • The green and blue Specialists now receive a different buff if their attacks can't be replaced.
  • Whenever a random enchantment is chosen to be applied to a monster via a card effect, it will always choose an enchantment the monster has not received yet.
  • Changed how CCARDS lumps are loaded. Now the order of Corruption Cards being loaded does not matter.
  • Altered the tiers of certain cards that weren't impactful enough.
  • Made some optimizations for how certain collision checks were happening (mainly effects the Additional Monster card).
  • High Voltage damage output is now increased.
  • Thrown corpses now do fixed damage of 5 (Doom style damage roll) but now take an extra few tics to be thrown.
  • Slight improvement to Borrowed Time visual effect.
  • Barrels spawned by Barrels of Fun can now be pushed by players.
  • Death Impact is now locked as a tier 1 card for all monster types.
  • Vanilla Demons and Specters can no longer be chosen as Casals's Watchers.
  • 16th Sin is no longer offered on maps with less than 16 monsters (unless chosen as a permanent card).
  • Cards are no longer generated for monsters standing on a death exit sector (i.e e1m8).
  • Made some changes to monster detection to avoid certain monster spawners getting card effects.
  • Monsters flagged with AMBUSH will now continuously flip their gravity while under the Gravity Enchantment effect.
  • Added 10 new cards.
  • Added 1 wildcard.
Download Corruption Cards 3.2
User avatar
RubyEyeShabranigdu
Posts: 70
Joined: Thu Feb 03, 2022 9:03 am
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Modern GZDoom)
Location: Brazil

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by RubyEyeShabranigdu »

New update!
Ohhh Yessss!
vokar
Posts: 16
Joined: Wed Feb 09, 2022 9:38 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by vokar »

Does the brutal doom compatibility patch still work with 3.1/3.2? It doesn't seem to work properly for me after a few tests. Sometimes all of the monsters despawn, other times only some do. It's not really a deal breaker, just a bit weird.
User avatar
Dan_The_Noob
Posts: 496
Joined: Tue May 07, 2019 12:24 pm
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

All former humans (Zombie man, Shotgun guy, Chaingunguy) now all receive abilities from cards that would affect one of these monsters, similarly to how Demon and Spectre cards effect both monsters. Certain cards will still target the individual monsters themselves. This may be reverted in the future if it makes things too difficult.
will this affect the enemies if they have species set? because this will overlap 4 different species in Intensify :o (not that i care if it becomes even more fun)

Return to “Gameplay Mods”