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AvzinElkein wrote:I don't see which skill gives you extra ammo.
It was refuel/scavenger, but that does something else now. So yeah, there's no skill that gives you ammo in 203. Arguably the ATK stat and the attack/bomb minions save you ammo, though.
The compats from the previous version should still work as-is, except for the Strife one, which'll require you to delete LOADACS from the old patch and then run both of them on top of each other. (Pk3 files are just renamed zip files.) Run the Hexen ones on top of each other too if you're going that route; should work ok.
Hi, thank you for updating the mod @Ixcuazl (and monkeybtm6 for creating it in the first place!) - I've always been on the lookout for an alternative to DRPG since I play on mobile (Delta-Touch) and leave heavier mods to my laptop instead.
Any way to get DRLA health pickups to be proportional to the player's maximum health? Also would like to ask - do monsters also still receive stat tweaks relative to the player's level? (since I noticed this option is no longer available on your build)
Since a few people ask me to release this, here it is:
Doom Rogue RPG-Lite Arsenal: An addon for DoomRL Arsenal. Mostly a HUD overhaul for RPG LITE. Highly recommend using this with Zeta Shop. Make a solid but lite RPG experience.
All credits goes to the original authors(I don't take any credit for this, do as you please with it)
Spoiler:
monkeybtm6 for RPG-lite.
Ixcuazl for the new version.
Yholl and his band for DoomRLA.
MsrSgtShooterPerson wrote:
Any way to get DRLA health pickups to be proportional to the player's maximum health?
That was pestering me for a while now. I think proportional max health for medkit would be overpower, but as they were, they didn't heal you over 100HP which was very wrong. I kinda half fix the problem. Medkit will now heal you over an 100 HP, but you can still pick em up even if you are at Max HP. You gotta be careful.
MsrSgtShooterPerson wrote:
Also would like to ask - do monsters also still receive stat tweaks relative to the player's level? (since I noticed this option is no longer available on your build)
Did they ever did that ? I could be wrong but I don't remember that effect implemented. I may be wrong though, its been a long time. I'm using so much monsters mods that I'm not really sure if I want that anyway.
I actually made a sort of mini patch based on ZScript to fix health and monster scaling a bit - for DRLA particularly, I ended up just deleting the DRLA health items so my script can run over to modify default heal values for some vanilla health items...
MsrSgtShooterPerson wrote:I actually made a sort of mini patch based on ZScript to fix health and monster scaling a bit - for DRLA particularly, I ended up just deleting the DRLA health items so my script can run over to modify default heal values for some vanilla health items...
By deleting DRLA health items, doesn't that break armor bonuses ?
I've attached my take on a fix for the DoomRLA healing item issue. From what I've tested, this will let healing items heal you for over 100hp (up to your max as determined by Vitality), while still leaving stimpacks/medpacks on the ground if you are at max health. I bumped it up to version 1.1 just to differentiate it, even though nothing else has been changed.
I had to write the ACS as a separate module because I couldn't get the existing *.acs files to compile (tried different versions of ACC, but I'll keep poking at it).
On the GitHub there's a RPG-Lite and RPG-Lite Redux, anyone know the difference?
Edit: Dunno if the mod's author is still around, but killing one wendigo in Hexen causes the level up script to become runaway, causing GZDoom to terminate it and giving you max level, skill and stat points instantly.
Edit 2: Realized there's a semi-official 2.0.3 in the comments :P
Here's what I'm going to call Doom Rogue RPG-Lite Arsenal v1.2.
I've added some patches for the DoomRLA silenced pistol/rifle that weren't giving the stealth damage multiplier after casting invisibility. Hopefully this will make stealth a more viable playstyle between finding blur spheres. I haven't played enough DoomRLA to know if there are other silenced weapons besides the two basic assemblies, so let me know and I can try to fix those up too.
I don't think I've posted enough yet to be able to directly message people, but if anyone who has contributed thus far sees this, are there any objections to me forking Monkeybtm6's repo and adding the unofficial updates from this thread? I would of course give credit/link this thread for Solid-Head and Ixcuazl as well.
dasho wrote:I don't think I've posted enough yet to be able to directly message people, but if anyone who has contributed thus far sees this, are there any objections to me forking Monkeybtm6's repo and adding the unofficial updates from this thread? I would of course give credit/link this thread for Solid-Head and Ixcuazl as well.
Hey man ! Thanks for fixing the health bug. Never about the stealth thing either. I haven't look into it in quite some time now. Nice to see someone taking it from there and enjoy it. I don't think Monkeybtm6 mind that we fiddle with his work. I ask him personally and he was very ok with it. He's a very nice dude. But if you want to fork the github directly, I suggest posting more and asking him first.
The redux version is very interesting on the Github. It cut out the spells entirely and tbh that was my next step because I don't think they particularity fit the ''lite'' RPG experience. More statistical would be better instead.
Solid-Head wrote:
Hey man ! Thanks for fixing the health bug. Never about the stealth thing either. I haven't look into it in quite some time now. Nice to see someone taking it from there and enjoy it. I don't think Monkeybtm6 mind that we fiddle with his work. I ask him personally and he was very ok with it. He's a very nice dude. But if you want to fork the github directly, I suggest posting more and asking him first.
The redux version is very interesting on the Github. It cut out the spells entirely and tbh that was my next step because I don't think they particularity fit the ''lite'' RPG experience. More statistical would be better instead.
Thanks for the quick reply and the GDCC heads up as well; I'll try to find places to post until I can start messaging directly. I'll have to check out the redux version, but my hope was to flesh out the spells to be game-appropriate, i.e. Hexen would perhaps summon a creature instead of an orb, etc, so that I could use it with mods like Walpurgis which are mostly weapon modifications.
I am wondering, where is the redux github of the mod (Besides what Head might use)? Because I cannot find it seemingly, even though I do prefer some spells (and add new ones), but just because I feel like it could have went somewhere if it was not left behind in particular by the original developer as I think it could still be used in some good fashion but also optional if wanted.