eharper256 wrote:On the contrary; EVERYTHING in Walpurgis is actually DECORATE except the statusbar, which is by 3saster and NightFright.
And this is EXACTLY what I was referring to after looking inside your code, heh.
Unfortunately, DECORATE is extremely limited, so most tend to switch to acs and zscript.
eharper256 wrote:I like D4D, but I expect it to be wholly ZScript; slamming a fragment of it in there is asking for trouble; and I don't really want to use anyone else's code much (even all of 4page's code from HexArcana is now gone or heavily modified EXCEPT the Throwing Axe Code which I couldn't do any better for in any case).
Didn't exactly said to use the exact code, rather than look it up and learn from it. A similar, or even better mechanic could be created using a similar code, like lightning that actually seeks targets on it's own rather than hits anything within the radius to the player which would allow the lightning to target foes behind cover, something that Marisa have done to one of his energy weapons.
eharper256 wrote:I've got the chain lightning working now in any case.
Yeah I saw that, you got it quite interesting way but imho it's one of the attacks that can be improved\polished endlessly to achieve it's maximum resemblence of the lightning.
eharper256 wrote:>> How do people feel about the ultimates getting upgrades as well?
Yes.
eharper256 wrote:>> My current plan for the 0.89/0.9 version is that the ultimate weapon upgrades will cost 2x upgrade items so as to make the lower upgrades more tempting.
As long as they provide a much greater power than the upgrades for the rest weapons, that be fair. And so long there will be enough of these upgrades to spend for all of the weapons and their attack as well.
eharper256 wrote:>> Finally, a random ask~ do people like the new Vis sound primary sound effects or did you prefer the old ones?
I haven't noticed any diffrence to be honest, but it does sound great for what it sound. There a couple of other problems with Vis as far i can tell.
eharper256 wrote:Suddenly a release!
All of non-ultimate weapon upgrades are done!
That's sure a great news, but there are a few important things I'd like to give as a feedback. Been a few days already since I started playing it.
First, the upgraded tertiary attack of Vis is really fun to use. Leaves mage vulnerable, but kills anything regardless of range.
However, it's pretty bugged. If you accidentally aim in the sky and shoot, the hand animation is stuck forever, and no matter what I did, this doesn't stop remain bugged. The only way to fix it is by restarting the game or changing the map, then it gets unstuck.
Second, I'd like to address a few of issues with the Vis overall. The primary fire, regardless upgraded or not, tends to lags after every shot, the lag last like 1-2 frames, but it still annoying after a while.
There is also one issue that been bother me for a while with Vis is that it inconsistently moves enemies around, sometimes kick them in the orbit. This is especially annoying when you fighting hordes of afrits over distance on Archmage difficulty, and on random they get pushed in to the ceiling or in to the sky for no reason, which makes aiming even harder than it is. I'd assume they'd do the same on Warlock difficulty, but I tend to give commentary while playing on harder difficulty.
The eyes also start hurts after a few seconds of using this attack, because every time you shot it just flashes the white-grey screen for no reason and this just gets you to epileptic level. Funny thing though, when you use Vis primary and look straight down under your legs or straight up, the flash effect disappears, yet it's the most vivid when you're using it in straight line in front of you without any angle toward up or down. Something need to be done about it as it's physically painful.
The same issue I had with Algor idle animation, when you're idle the weapon constantly generates random white clouds in random location throughout the whole time, which blocks the vision and tires your eyes. I'd suggest to shrink it a lot so it doesn't interfere with your aiming or make it possible to get rid of it through CVAR command.
I do enjoy the secondary of the Vis though, no issues with it whatsoever.
Now just a normal feedback:
Speaking of algor. The primary upgrade looks neat, although I don't understand what it does aside from making the point blank range damage even more powerful, despite being the stronger of all mage's weapons.
The second attack, however, feel underwhelming when upgraded, almost useless in comparison to nonupgraded version. The non-upgraded version could unleash 4 spikes of death instantly, good for ambush and killing tough enemies in a single burst damage. The upgraded one just inconsistently shoots slow ice shards like one per second that aren't even that good and waste ammo insanely quick for something that even Vis's upgraded primary could give a good competition. Imho it's a huge waste of a upgrade, and attack overall.
I highly prefer the old attack that is both ammo effecient and useful due to the fact that you can charge it up and release to do a huge damage instantly. I also noticed that now when you hold them up, they slowly drain ammo as you hold them, something I don't like for sure and disagree with, but that get me to the nice idea. I remember you had a huge
fetish love toward old Bloodscourge's droids-nunchucks (or whatever you called these) that spin around the player and automatically shoot the targets that are in your vision, as long droids-nunchucks are in front of your vision as well. What if we remain the old attack of shards that you can charge up and hold to maximize damage, but the upgraded shards, as you hold them, automatically shoots smaller shards toward enemies in your vision, just like that one blooscourge's attack? That way at least it would be justifiable to drain your ammo so quick, and it could be used for a long range combat too unlike the old blooscourge's attack which had limited range. So far the new shards are just give you a WORSE attack than the non-upgraded one while as well drain your ammo real quick. If you think that "automatically shooting" is too much, you could just remain them as 4 machineguns shooting in straight line constantly, either way would work just fine.
As for tertiary attack, I don't quite understand it's usefulness. It doesn't trap enemies, and it's barriers aren't that useful to block the incoming projectiles as non-upgraded version, and as for combat I'd use other weapons and their anyway. Well, at least you can spawn it over distance, so there is that.
The fulgur's primary upgrade is actually pretty neat. It finally lets the lightning function like lightning and automatically magnets to the foes on it's own; the upgrade also slightly increase it's range, which is good thing too. The fact that it "chains" from the sky also allows the lightning to actually zap foes behind the corner, which is a great way to use the weapon strategically. The downside is that, no matter how I tried, I couldn't get lightning to chain from enemy to enemy. Maybe rename the upgrade in to lightning attraction, or simple - smart lightning?
The secondary is... well, I don't find it that useful since most of the damage came from the lightning itself that emerging from the ball, most of the droplets miss foes, even when I shoot it in horde, so they were kinda useless for the most part. Still doesn't feel right that the ball just bounces around rather than flying in straight line, and then just ricochet off the walls.

Tertiary while didn't get that much better, at least get more ammo efficient, as the extra lightnings do extra support to clean more foes around. My only complaint is that it still can't hit airborne targets, which comes often as a waste of the whole attack.
Now speaking about the rest of classes.
The cleric's mace upgrade... Honestly, the whole holy attack lost all of it's charm once it's AoE is greatly reduced to almost nothing. It was really fun to use back in the pre-shield update. As an a random and inconsistent attack that appears on it's own, it's no longer fun as you no longer feel to be the
master of it. I can't find it's use either as it just pushes enemies around rather than do extra damage to them, or hit all enemies at once. As you said, it used to be as "panic button" that just pushed everyone away from you, and since it appears on random and after some time, it's no longer useful, especially with given overnerfed range. In all honesty, I found the upgrade provides more harm than it does gives the good, as it constantly pushing foes that I'm actually hitting rather than everyone around, forcing me getting close to them every time which provides more risk of getting hit myself.
The tertiary shield bash is while unique, is quite useless as well. Every time I tried to aim precisely with it, I always miss and pass through enemy. Even when I'm about to hit the enemy and the GZDoom's engine trying to help me with it's built-in aim assist system, I often somehow miss the hits. All it's good for is to get insanely overpowered running speed by spamming it endlessly and retreat like coward. Personally I'd rather have a return of the holy attack with a big AoE and replace the current tertiary attack, at least it was fun to use and was useful. Especially useful in first levels to hit annoying afrits by smashing floors.
Nothing much I can say about secondary, although the way it hits foes and stun\push them away, reminds me shield gameplay mechanics from Pirates, Vikings and Knights 2. Were you inspired by that?
Fighter got pretty damn overpowered kick now, I'd say it's literally gamebreaking considering that you can do insane high "rocket-jumping" with it and pass a lot of parts of the map where you're not even supposed to be, potentially breaking the game. The AoE is also HUGE, I'd even say it's bigger than the one that the holy mace bash had, and it seem to stun enemies all around you by sending them in air while also seem to instakill at point blank.
At least the quietus primary finally feels less brokenly overpowered so you no longer can W+M1 throughout whole game without even ever use ammo at all. At least it feels like it's range been greatly reduced, or that it's green wave finally function as visual. Maybe I just didn't rush with that weapon by hold W+M1 like previous time, rather than used it now mostly at it's maximum reach range.