I don't exactly know how to make an Error log with GZDoom 4-2-4, but I get a bunch of script Errors on launch. Should I try the Beta?
You can ignore the errors if they dont crash the game,chunk of the error messages are for compatibility checking
Beta version can generally be bit better experience with some of the balancing and such tho
Is it possible we could get an update to the compatibility patch for Guncaster? The old one seems to no longer work.
There should be a version of guncaster called vindicated I think that should make universally compatibility with all monster mods if I recall correctly, could look into that one
I found some kind of glitch with the White Spider. One of the Mini spiders from the White Spider had negative 3 HP, but it was still chasing me. I checked the automap with iddt and found out the one mini spider was identified as an actor rather than a monster. I couldn't kill it with anything, not even explosives. This occurence was super strange, and I have no clue what the problem is or how to fix it.
White arachnotron is on the list of to be overhauled monsters
I'd like it if the B/W enemies were as easy as you say they should be when your on the first or second map or so. If they could progressively gain more health when they spawn depending on your weapons later on, that would be a great way to balance them, but unfortunately due to other weapon packs that can be played with this mod, it would be very complicated, or near impossible to set up a progressive health system.
Id been wanting to make that sort of system for a while actually but it has a lot of issues on how to actually read the player progress as some mappacks are long, others are short, some mods give you slow growth of power, others quick.
Cause this mod is monsters only you really cannot so easily measure the player strength.
@poisoncrab
I recommend using a weapon mod or modifier mod or using the options accordingly, as this is a randomizer mod, a lot of the things are in the hand of RNG, tho you can effect that with the spawn rate tweaker if you want(in first post).
Cyan and Abyss are monsters mostly designed for more modded experience as they are strong and fast, granted, there are some abyssal imbalances where there is gonna be few fixes coming, I generally dont recommend using abyssals if you are not going to have a weapon mod or modifier mod going.
This same goes for the black and white monsters, as they are bosses, they have to be challenging. I aim to make the fights be learn-able so after fighting a boss, you should slowly be able to tell what its gonna do. You could say that the black bosses will punish you if you are not careful, white monsters will likely cause you to have few run ins before you get what they are doing, EX monsters are the type you want to avoid if you're not ready. Depending on the RNG tho, things are very situational.
Making bosses be fair and fun in random factor where you can never fore see where they spawn is hard and while I aim to make them not too frustrating, I dont want them to be easy either, and bluntly speaking, its why black and white tiers are optional like the other tweakable tiers since they can be bit much for vanilla play.
Many enemies are tough and the HP might seem high, but if they were under certain treshholds or didnt move much, many of em would be one to two shot by vanilla BFG, so they need to be either bulky or fast.
Handling lot of colourful hell monsters is up to learning and reactions, sometimes tho, RNG will give you near impossible situations if its feeling cruel
I do appreciate the feedback tho (outside the HP tweaks that is) and Ill say some of the fight behaviors are true and there are changes still in the air for them; bee's are gonna get some behavioral changes to make em less annoying and more interesting, the white arachnotron is gonna be re hauled
Black Arachnotron (not here yet): This guy has yet to exist but I thought I'd help with some suggestions
He does exist and even has an EX form. He is literally the macross missile spammer spider
On the appearance suggestions;
I am always up for tweaking the looks and translations and you've given be some good ideas, tho keep in mind, I also aim to keep their looks and colours as easy to regonize as possible as one of the ideas of this mod is to make sure you know who to shoot first, so I'll probably will have bit more colour but I like idea of giving more weight on their outfit&armors
Many of these sprite suggestions are something Ill look into aswell as variance does give em more spice, but I also have some all out custom ones on the way so who knows whats up a head
Talking of custom sprites, here's a little looksie;