Legion of Bones [1.05]

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.
User avatar
SpaceyStrife
Posts: 41
Joined: Sun Apr 01, 2018 2:08 am

Re: Legion of Bones [1.03]

Post by SpaceyStrife »

Sure, that's no problem! Thanks for asking.
User avatar
memredi
Posts: 58
Joined: Thu Jan 31, 2019 5:18 pm
Location: Galactic Khaghanate

Re: Legion of Bones [1.03]

Post by memredi »

https://drive.google.com/file/d/1--6FSf ... p=drivesdk

Player must NOT include DoomRL monsters to the load order.
User avatar
Alptraum
Posts: 116
Joined: Mon Apr 22, 2019 12:39 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Legion of Bones [1.03]

Post by Alptraum »

User avatar
Matias
Posts: 31
Joined: Thu Jan 24, 2019 7:59 am

Re: Legion of Bones [1.03]

Post by Matias »

Played this with Nash's Gore Mod and Led's Generic Weapon Mod
Now i know what my new favorite doom mod combination is, Absolutely amazing stuff

Here is a gameplay video i recorded


And the other mods if someone wants to play the same combination
viewtopic.php?f=46&t=62641
viewtopic.php?f=43&t=51833
viewtopic.php?f=42&t=65316
User avatar
SpaceyStrife
Posts: 41
Joined: Sun Apr 01, 2018 2:08 am

Re: Legion of Bones [1.03]

Post by SpaceyStrife »

Woohoo, gameplay! The bestiary does lend itself well to library environments. Thanks!

This is a actually pretty solid showcase of what most of the monsters do. (The first Reaper even showed off all four of its attacks.) Mind if I share it on the first post?
AvzinElkein
Posts: 619
Joined: Wed Nov 17, 2010 6:35 pm

Re: Legion of Bones [1.03]

Post by AvzinElkein »

Oh! I found out that Yholl got LegenDoomLite's Legendary enemies to drop Guncaster stuff.
User avatar
Matias
Posts: 31
Joined: Thu Jan 24, 2019 7:59 am

Re: Legion of Bones [1.03]

Post by Matias »

SpacemanStrife wrote:Woohoo, gameplay! The bestiary does lend itself well to library environments. Thanks!

This is a actually pretty solid showcase of what most of the monsters do. (The first Reaper even showed off all four of its attacks.) Mind if I share it on the first post?
Glad you liked it! Yes you can share it in the first post, that would be really awesome!
User avatar
SpaceyStrife
Posts: 41
Joined: Sun Apr 01, 2018 2:08 am

Re: Legion of Bones [1.04]

Post by SpaceyStrife »

I've updated the mod with a minor bugfix to the vanilla Chaingunner's sprites. I haven't played on Double Death in a while so I completely missed it.
Thorogrimm
Posts: 31
Joined: Fri Jun 07, 2019 12:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Legion of Bones [1.04]

Post by Thorogrimm »

Nice! I waas playing this last night, and the new version happens to come out on my birthday. Much love for this mod, I really like the monster replacements and the boney effects :)
User avatar
Tesculpture
Posts: 187
Joined: Sun Feb 07, 2016 3:22 am

Re: Legion of Bones [1.04]

Post by Tesculpture »

I like this, but a couple of bugs:

-Reapers can't create Blood Skulls from basic Former Humans/monsters inheriting from them. The internal code seems to check for the species "ZombieGuy" rather than "ZombieMan".

-Reapers will try to create Blood Skulls from DeadZombieMan/DeadShotguyGuy/DeadDoomImp decorative objects - nothing happens, they just get stuck in an endless loop of performing the Blood Skull ritual.

-Only the first projectile fired by Revenants is aimed vertically - the second is only aimed horizontally (if the second is homing, it will adjust its trajectory accordingly, but is still launched with no vertical aim).

Aside from that, this is an excellent monsterpack - keep it up!
User avatar
SpaceyStrife
Posts: 41
Joined: Sun Apr 01, 2018 2:08 am

Re: Legion of Bones [1.05]

Post by SpaceyStrife »

Thanks for the feedback! I've put out a new version that should solve those specific issues.
AlphaSoraKun
Posts: 409
Joined: Fri Feb 10, 2017 2:17 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

Re: Legion of Bones [1.05]

Post by AlphaSoraKun »

By what I've seen. This is a really impressive spin on the vanilla Doom Monsters.
User avatar
Tesculpture
Posts: 187
Joined: Sun Feb 07, 2016 3:22 am

Re: Legion of Bones [1.05]

Post by Tesculpture »

Sorry but another thing - though this isn't actually your fault since DRLA Monsters does it too; some monsters have a damagefactor for a "C4" damagetype, but the damagetype used by C4 in Final Doomer is actually "C4Explosive".
User avatar
Alptraum
Posts: 116
Joined: Mon Apr 22, 2019 12:39 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Legion of Bones [1.05]

Post by Alptraum »

I finished Hell Ground with Legion of Bones and it was quite entertaining. Reapers are pain in the ass tho :D Can't wait for Cyberdemon replacement ^^
User avatar
42_the_Gamer
Posts: 52
Joined: Mon Dec 02, 2019 8:51 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Slaying mythical creatures.

Re: Legion of Bones [1.05]

Post by 42_the_Gamer »

Legion of Bones + Kriegsland Weapons = Nazi demon summoning gone wrong.
Post Reply

Return to “Gameplay Mods”