DoomRLA EXTENDED [0.9be] - New class, the Sarge!

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Cutmanmike
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Re: DoomRLA EXTENDED [0.8be] - New class, the Sarge!

Post by Cutmanmike »

I've had a few reports of the Spectre familiar doing that, oops. Will be fixed!
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Cutmanmike
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Cutmanmike »

Updated to fix the Spectre familiar crash and other reported issues. Also Sarge gets a fancy new mug sprite thanks to Craneo!

DRLA Extended 0.9 (beta)
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SiFi270
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by SiFi270 »

I'd like to suggest the following additions to Checksums.zscript to ensure players still unlock familiars if they beat slightly different versions of IWADs.
Spoiler:
I still haven't done a thorough check to see if the Xbox/BFG IWADs have any further differences to either 1.9 or each other, but I did check TNT's maps and it seems the checksum for Map27 (603032BBF28C9347784536022B3C5CBE) isn't included. Also, does it matter if the checksums are in all-caps?
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Cutmanmike
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Cutmanmike »

I will have to acquire these IWADs to confirm these checksums, I don't have them currently.
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SiFi270
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by SiFi270 »

No need, I did it all myself.
Spoiler:
Again, sorry if capital letters make a difference and they have to be weeded out. I may also compare the BTSX episodes to their Unity addon counterparts and share any differences I find there.

EDIT: Turns out the only different map in the Unity versions of BTSX is E2M14, so I've added it to the above.
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Cutmanmike
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Cutmanmike »

Ok added. Also changed my code to accept case differences in checksums.
quarterpipe
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by quarterpipe »

I've noticed the arachnotron familiar tends to vanish near the beginning of most maps. It looks like after target re-acquisition it tries to jump to the ReMissile label, which doesn't exist, so it dies. Changing that to Missile seems to fix it.

Great mod, by the way.
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by quarterpipe »

It also looks like the nomad familiar's passive applies once for each nomad, plus one, so one nomad gives a 30% damage increase per fancy weapon, two nomads give 45%, three give 60%, etc. The increase is certainly welcome, but I'm guessing it's not intended to work that way.

EDIT: It looks like the nomad initially gives +15% per weapon, but after changing maps the first time it increments to +30%. Dunno why that is.
Last edited by quarterpipe on Fri Aug 12, 2022 1:26 pm, edited 2 times in total.
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SiFi270
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by SiFi270 »

What is ROM3R-0.666? I thought it referred to the Technophobia difficulty's Icon of Sin replacement, but beating that didn't get me the achievement.

I also thought "encounter a dog" had something to do with playing a map that happened to feature the MBF helper dog, like this one, but it seems I was mistaken there too.
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Cutmanmike
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by Cutmanmike »

ROM3R-0.666 is from the Corruption Cards mod I made (seems If forgot to mention that in the achievement, oops). The dog is something you can encounter in DRLA via a certain weapon.
quarterpipe
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by quarterpipe »

A few more things I've noticed:
-I can't find any way to unlock the chaingun guy and pain elemental familiars. The feed-me-a-weapon machine won't give them out, and I don't see anything that unlocks them.
-The hell knight familiar passive works on non-cooldown powerups, like the phase armor effect, and the mysterious magnum infinite ammo effect. I added c.Mid(c.Length()-8, 8) == "Cooldown" as a prerequisite because that seems to be the naming convention DRLA uses
-The passive also works on every tic instead of every tenth tic, so instead of reducing cooldowns by 33% it cuts them by 83%. This seems unintentional, because 1/6 armor ability cooldowns is pretty nuts.
DarkkOne
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by DarkkOne »

Is there a way to banish familiars? Or, ideally, turn off their attacks and visibility, but keep their passive effect. I find the familiars really distracting, and usually try not to get one, but every now and then I accidentally use the wrong item or similar.
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fakemai
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Re: DoomRLA EXTENDED [0.9be] - New class, the Sarge!

Post by fakemai »

I would at least like some way to toggle or for them to be either time-limited or map-limited. They're occasionally detrimental (Mancubus in tight corridors, generally with LegenDoom Lite if they set off enemies at bad times). Also their green sparkles are a bit too close to those of the instagib Pain Elemental. Stacking too many gets pretty powerful too like those old wyvern idols in Guncaster.

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