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I knew that I proposed a plasma shield a while back... well, I hope it proves useful . My rationale for it was as follows: seeing that Immolation is already a melee spell (because its effect comes to existence right in front of you, as it is not a typical projectile and a energy burst of little range instead), and The Baron lacks a bit in the defence department as compared to his offence, that is why I refreshed my old idea, for Immolation SS.
Personally, I found Quad Rocket Launcher's firing modes perfectly balanced. Napalm rockets can do much more damage, but they are subject to gravity and can screw up if they hit a wall (their hitboxes are big) and bounce back into your face. The napalm may not be lethal to yourself anymore, but nevertheless standing in a firefield that obscures your vision to large degree can impede you somewhat when trying to aim at monsters you cannot treat to Napalm for some reason. Anyway, Napalm rockets are a marvellous tool for crowd control, whereas Krak missiles - thanks to their better accuracy - are ideal for disposing of aerial threats, and work better on single targets as well (especially on the bosses, since Cyber and Spider have NullSplash armour by default, if you know what I mean )
I will edit/respond again once I had tested the latest update.
That's not a bug. I mentioned it back when the sphere was released that it doesn't buff your HP total. To make up for it I made the bruiser selectable. Mostly because the sphere is still incomplete, but works.
Edit now that I'm at my computer and not on my phone: Okay, so my motivation has hit absolute zero. I'm not putting the mod on hold or anything but RL is really stressful and draining right now (changing from part time 3rd shift to full time 1st shift is one of many things on my plate right now), so working on the mod for a substantial amount of time just isn't in the cards right now and won't be for a few week potentially. It'll be awhile before I have any major updates, like the Boosted Bruiser, or Immolation Spell Shield, but I can still hammer out small tweaks and bugfixes, so if there is anything like that you would like to point out, please do. I will be adding in more of the features of the Bruiser Sphere, as those are relatively small things.
No need to hurry. The mod is already much bigger than I expected it to be! Just develop the mod at your own rate. I sure can wait
As promised, new comments incoming:
- As I expected, I prefer the old Naplam missiles, but I can deal with the nerf. They are still very useful.
- Azazel's offhand Fireball is also handy. It allows for a higher rate of fire than standard Fireball even.
- Groundslam can still be done while in the air.
On closer examination, I've decided that the napalm was a little over nerfed as I didn't take its low ammo into consideration. I'll roll back the nerf a little bit when I get home. It won't be as strong as before, but still. As well as finally fix the ground slam thing. Its as simple as a A_CheckFloor jump so it'll take less then 5 minutes to do. Laziness is the only reason it hasn't been done yet tbh.
As for AZ, yeah that's generally the idea. Its quite a bit weaker to make up for increased speed. Except the bruiser version. Its the same speed (or should be) and power as if you had cast it normally.
-Napalm damage raised slightly. It was 10, nerfed to 5, now its 7.
-Napalm from Bruiser Groundslam spreads out further.
-Can no longer Groundslam in the air.
Woah, hey double post and an actual update. Right here!
Spoiler: Log of Changes
Weapons
-Immolation Spell Strike added! Summons a wall of Baron Fire. Prevents passage, blocks attacks and burns nearby enemies.
-Slot 5 M202 Flash main fire napalm flame spread increased. Same applies to Enchanted.
-Slot 6 M61 Vulcan ammo consumption and rate of fire down. What was done is that it used to fire two bullets at once to simulate a super high firerate. Now it only fires one.
-Slot 6 M61 Vulcan enchanted mode mana consumption greatly reduced, from 8 per shot down to 2.
-Slot 7 Devastation Boosted main fire secondary shots no longer fly into the air uselessly.
-Slot 7 Devastation explosions no longer do full damage at it's full radius.
Graphics
-Updated VFX on Lvl 4/Max Baron Ball.
-Groundslam shockwave is actually on the ground now.
-Updated decal for Azazel auto-fire bullet.
Kinda a double-ish update with it having the first wave of Vulcan changes and the Immolation Spell Strike. But there it is. Got a random wave of motivation over the last few hours before going to bed.
-It would be nice if the baron ball spell strike also changed depending on the ball level, to not make it too useless when you have other stuff. While it's more designed to be a powerful early game option, I'm not opposed to this idea. It's quite a bit of work, though, so it would be a few updates before I made it so. Also, the FB SS is kinda already a better version of it, and FB Tomes aren't exactly rare, unless the WAD is an asshole or you're unlucky (Both of which are very real possibilities)
- A way to change spells when you have your claws out or a way to change spell strikes while with it? Simple put, no, because it'd be even more buttons and the claws are kinda already clunkier then I'd like. Maybe as another alt-fire, but switching to Magic and switching doesn't take that long already.
- Groundslam is costing mana when you have infinite mana powerup on! Intentional. It's not really a spell as much as it is The Baron funneling off Mana. I might make it cheaper and a tad bit weaker, though.
15 Mana is kinda steep for what it is.
Also, Have a nice workday!
Speaking of workday, I'm about...6092.36587135486% through the next update, which will be the Boosted modes for Bruiser Mode. Expect it tomorrow at the earliest, Tuesday night/Wednesday morning (yay, 3rd shift) at the latest.
Immolation's shield should dissipate over time (half a minute is plenty enough). It also causes hefty lag.
Speaking of lag, Devastation's boosted version tanks my performance, but not as hard as it used to be (which meant around a minute of softlock; now it is only about 10 seconds ). Its power is awesome! I killed Benellus with a single boosted cast!
M202 and especially M61 nerfs are noticeable. Vulcan is still a grim reaper of weapons, only significantly slower.
I'll try switching around the sprites and effects and stuff to see if I can make the shield less intense. It's one of those things where it only slightly lags my crappy laptop but makes no impact on my desktop, unless I'm like inside of it so I didn't think much of it. And strangely, it DID fade over time in testing, but now I've noticed , too, that suddenly it doesn't. Without me changing anything. I'll get on that right away.
Devastation, I'm pretty sure, lags because of lights, maybe because of sheer amount of actors. I might end up removing the lights, or at least lowering the amount of STUFF that get's spawned. I've lowered it (the impact by making it bloodless) previously because it would, in certain conditions (cough cough Brutal Doom Monsters cough cough) crash my laptop.
The Vulcan is in transition, so I'm not really happy with it's current power, either. I mean, it's DPS was cut in over half. I keep going back and tweaking with it. Though right now it's secondary; currently I'm working on some sound and VFX stuff, but I'll mess with it some before the next release. Granted, its still super strong and the enchantment mode is still super OP and actually usable now, so maybe I'll just get used to it. We shall see. I'll test the M202 a little bit, but I'm generally happy with where it's at now.
Side note, but still kinda related for all in the audience: I don't know when the bouncing shots will come out, because I'm having a harder time then expected getting it working. So it'll still have piercing shots for an unknown period. I figure it won't be too big a deal, though, as that's the number two in the poll.
EDIT: Found a rather...interesting...bug: If you are playing with DoomKraken's Monster Randomizer, it'll spawn a player Bruiser Baron. As in, a second player with no player. It's not a Voodoo; you can hurt and kill it with no drawback, and it doesn't move or react, but its very odd. Will fix before next update.
Weapons
-Boost mode for Bruiser Baron Ball, Fireball and Immolation main fire.
--Baron Ball is a rapid fire barrage.
--Fireball is a double ten ball burst of smaller fireballs that burst into flames.
--Immolation is a huge gout of plasma.
-Immolation Spell Strike isn't so resource intensive.
-Immolation Spell Strike now fades after a time.
-Base Baron Ball size waaaay down.
-Bruiser Fireball Alt-fire explodes a little sooner.
-Slot 6 M61 Vulcan damage buffed slightly.
-Slot 7 Devastation flame behavior altered.
-Slot 7 Devastation main fire flame spawn amount lowered.
Sounds
-Bullet impact sounds added.
-Explode sound for Azazel explosive shots.
-New sounds for Lvl 4/Max Baron Ball.
-Sound cutoff altered for Bruiser Fireball.
-Sounds for Bruiser Baron Ball.
Graphics
-Bulletpuff VFX updated.
-Bruiser Fireball alt-fire explosion larger and slower.
-Devstation GL lights removed. Should make it much friendlier to toasters.
Misc.
-Fixed bug allowing you to cast Fireball while out of mana and in Bruiser Mode.
-Converted sounds from WAV to OGG. Cuts the filesize down.
This is the first of 2 or 3 Bruiser Boost related updates. Honestly, I feel like it's super SUPER powerful, and that it should have some additional cost to it, like it drains health or something. Test it out and tell me what you all think. It lacks Alt-fire right now, but that'll be coming next update. Whenever that is. I'll also be working more on the Vulcan and Belial as well. And some more under the hood stuff.
I'm starting to seriously look at the Belial. I don't want to revert it back to just being a strong shotgun, but will if I can't find a better solution. First I'm going to try making it a 3 round burst with some spread. Each canister and each shard would be weaker, but the weapon would be stronger over all, and the ammo capacity would go up a bit.
Lastly, a poll about the Azazel will be coming up. I know you're probably thinking : Why do you keep coming back to the Azazel when other things are still so borked? Because...uh...I like it.
As always, keep me posted.
Edit: HAHAHAHA I just figured out how to do the Belial thing the way I intended and it was so simple that I feel like a massive idiot, holy crap. HAHAHAHAHA
Edit 6/11: Okay, so I have been working hard on the mod over the last few weeks, and the next update is turning out to be a lot larger then expected. Right now I'm doing some documentation and balance stuff, and have 2 out of 3 of the Boosted Bruiser alt-fires done. So, think of this as a kind of non-bump progress report, if anyone reads this far down. Honestly, I'd release it now, but I want to finish up the Boost Bruiser (Which I'm just going to call Archon from this point on) Fireball Alt before hand...and its taking longer then expected because *see paint.net rant a few pages ago*
Check that OP out lads because I just dropped a big ol' update. also I'm not dead
Spoiler: So big changelog
Gameplay
-Removed NoInfighting and NoPain from Icon of Sin difficulty.
-Icon of Sin difficulty tweaked.
-The Bruiser Baron no longer starts with Enhanced Claw and Carnage.
-Bruiser Sphere now raises max health to 2000.
-Bruiser Sphere now gives proper damage reduction.
-Missile pickups now give 4 missiles instead of 2. To reflect the actual sprite.
-Missile Boxes now give 6 missiles instead of 4.
-Flak Boxes now give 12 Flak Canisters instead of 8.
-Bruiser Flames last longer before fading away.
-Archon Flames last longer.
Weapons
-Groundslam cost to 5. Affects regular, Carnage and Bruiser versions.
-Groundslam damage lowered. Affects regular, Carnage and Bruiser versions.
-Fireball Boosted Alt-Fire explosion damage lowered.
-Bruiser Immolation Spell Strike Added.
-Bruiser Baron Ball does slightly less damage.
-Boosted Bruiser Ball alt-fire added. Homing bounce shots that rapidly gain speed.
-Boosted Bruiser Immolation alt-fire added. Total 360 wave of fire.
-Slot 3 Belial Flak Cannon now properly deploys flak based on the position of the canister.
-Slot 3 Belial Flak Cannon fires 3 canisters in a fan, instead of 1.
-Slot 3 Belial Flak Cannon damage per canister/per flak shard lowered.
-Slot 3 Belial Flak Cannon alt fire shoots 3 spikes, instead of one.
-Slot 3 Belial Flak Cannon alt fire ammo use lowered from 4 to 3.
-Slot 4 Azazal Rapid Autocannon explosive shot explosion damage and radius increased. Full damage radius reduced.
-Slot 4 Azazal Rapid Autocannon explosive shot projectile speed raised.
-Slot 4 Azazal Rapid Autocannon rate of fire lowered slightly.
-Slot 5 M202 Flash main fire spreads Bruiser Flames as well as Napalm flames.
-Slot 6 M61 Vulcan now fires hitscans with tracers.
I know it still lacks Archon Fireball Alt, but I'm starting to slow down again so I figured I would get this out before I slow down to a halt. I might end up hotfixing it in later this week; I don't work at all this week so I have a lot of free time.
Anyway, I'm also thinking about changing the Baron Ball Spell Strike to a toggle buff, where you basically give yourself a Berserk, but each swing costs Mana and you can hit the button again to take it away. Wouldn't stack with actual Berserk.
Anyway, keep me posted.
E: Updated the OP a bit with some more recommended mods
The Bruiser is an absolute lethal machine in melee, not sure if that has changed since first mod version with Bruiser. In addition, the flametrail pretty much disables Pinkies and Spectres that try to jump on you from behind!
As a Bruiser, when you have Immolation equipped, you move slightly slower.
Is it intentional that Bruiser's Boosted Fireball is green?
Boosted Bruiser Immolation is like a train of fire in intensity! How much damage does it exactly inflict? It must rival Devastation's altfire by now...
I take that Devastation will stay unchanged for Bruiser?
Last edited by shotfan on Sun Jun 18, 2017 3:06 pm, edited 1 time in total.
I haven't done anything to the Bruiser's melee directly since it's introduction, but I have increased the duration of the flame trail, so that probably indirectly buffed in melee. And the disabling Pinky ambushes is probably one of my favorite features.
I haven't been able to reproduce the speed drop with Immolation equip. Are you sure it's not just from switching out of melee, because the Bruiser gets a passive speed boost while the melee claws are selected.
All the B0osted Bruiser (Archon's) attacks are green, to reflect it's Archon inspired nature. They're dark green, while The Baron's are a lighter green.
TBH I haven't done a lot of balance testing with the Archon Immolation, and it'll probably end up getting nerfed. I'll have to do a longer play through with it to see, but I haven't been in a Doom mood lately. I want to keep the idea of it the same, but I might have gone overboard with it's execution. IT's probably more effective than Devastation right now, and I don't want that. It's really hard to document the Immolation damage, though because of the nature of the attack.
Bruiser/Archon Devastation are coming. When, I don't know, but they are coming. I'm thinking Main Fire will be a Meteor Shower and Alt-Fire will spawn lava geysers in a huge radius around you. RIP toasters