[6.3b] Corruption Cards - 200+ cards! New Collector mode!

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Josko
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Josko »

TonynUBares wrote:Tiny issue: it seems that the card "Revealing a secret spawns a monster" works only on the map where you choose it, even if it's supposed to be permanent.
I have noticed this too! Works only on the map you choose the card, after that it dosnt work. I always play on Hardcore mode so all cards are permanent.
Josko
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Josko »

Would also be very nice if Cards could be disabled in Options, that way if it is a card you really dislike you can disable it for the next playthrough, or even enable cards that are not included like the Mystery cards!
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celulamp
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by celulamp »

I'm pretty sure that's why there's the custom gamemode that you can edit with options. I haven't really messed around with the mod that much but I enjoy playing slapping it on for extra difficulty.
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celulamp
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by celulamp »

Quick Suggestion: Maybe make cards that could edit weapons like it could lower your fire rate or make ammo harder to get
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Cutmanmike
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Dan_The_Noob wrote:would is be possible to add a Hardcore mode to the Zandronum version which doesn't implement mystery cards? mystery cards can result in unfun cards on longer wads.
or maybe point me at the line that controls how many levels before more mystery are added?
A CVAR exists in that version to stop them appearing: ccards_nomystery 1
Dan_The_Noob wrote:I spent all day adding species but random enemies still pop up alone in the card selections.
This is working correctly for me with your mod. I tried both imps and demon variants and they all received the effects.



There are however certain cards that ignore species for balancing reasons.
celulamp wrote:Quick Suggestion: Maybe make cards that could edit weapons like it could lower your fire rate or make ammo harder to get
As this is meant to be as dynamic as possible, altering those values could be unsafe for certain modded weapons. Best to create your own cards for specific mods if you want effects that mess with weapons.
electrodragon554
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by electrodragon554 »

Somehow, Corruption Cards crashed my session.
Active mods:
m8f's Autoautosave
Corruption Cards 1.0
Super Mario Agilites (nothing funnier than Doomguy jumping 2x height, spelling error, I know)
Legendoom 2.8

I'm playing on Ascent of Titan
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Cutmanmike
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

I don't suppose you recall what cards you had active at the time? I tried the same mods but didn't get a crash. I've fixed what could cause it to crash, but I'd like to know how exactly the code got there. Also was that directly from exiting the previous level or did you load a save?
electrodragon554
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by electrodragon554 »

the active cards were: "Lost Soul and its species will steal items of the ground", "Arachnotron and its species are more aggressive".
I loaded a save after a boss's defeat, and exited the level.
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Dan_The_Noob
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

Cutmanmike wrote: A CVAR exists in that version to stop them appearing: ccards_nomystery 1
OHHH cheers! that'll be good
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Cutmanmike
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Try as I might I can't get that crash in 1.0, but it shouldn't happen going forward.
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Cutmanmike
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Re: [1.0] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Now the dust has settled and I've had a lot of public feedback, let's get the updates rolling again. A lot changed internally in this one so I expect a few hiccups (but hopefully get none :) ).

System and UI:
  • Fixed a rare crash with generating the map monster list.
  • Corrected win streak counters.
  • Changed the fonts for the menus to make them clearer to read.
  • Showcards command also uses new fonts, and displays more information.
  • Changed some old card graphics.
Customization:
  • Added a reminder for the "showcards" command.
  • Added an option to disable card notifications (Such as "A gang of monsters is appearing").
  • Added "addmonster (actorname)" to CCARDS. This allows modders to force the game to consider the specified actor to card effects, ignoring any checks such as COUNTKILL etc.
  • Added "cleardeckmap (mapname)" to CCARDS. This will start players from scratch upon reaching this map, removing all their previous cards.
  • CCARDS "excludemap" now also disables card effects for that map.
Cards:
  • Fixed a bug with custom stacking card effects getting disabled (monsters explode on death etc).
  • Fixed an issue with Sealed Monsters not spawning after map change.
  • Added extra measures to prevent accidental card selecting, especially after autosaves.
  • Added additional effects to reflected projectiles.
  • Respawn Monster card now effects monsters that don't leave corpses.
  • Respawn Monster card now only effects monsters originally placed in the map.
  • Silent monsters now try to mask any movement sounds they play (i.e arachnotron).
  • 16th kill card can no longer spawn Commander Keen or John Romero.
  • 16th kill card now spawns monsters further away from the player.
  • 16th kill card effect now stacks correctly.
  • Keys of Power no longer grant buffs to dead monsters.
  • Blood Rain effect changed from resurrecting monsters to giving them power, defense and speed while under the rain.
  • Rain cards now have a minimum start time of a minute.
  • Monster Duplication and Miniature Army curse now respect bossdeath triggers.
  • Chickens have smaller hitboxes and can now only take player damage. Also more chickens must die to trigger the card effect.
  • Assassins now get stronger each time they are defeated.
  • Added 6 new cards.
Download Corruption Cards 1.1
Frozsoul
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Re: [1.1] Corruption Cards - Choose cards that alter your ga

Post by Frozsoul »

Thanks for this mod, it's super fun!

Gameplay crashed playing with version 1.1 of Corruption Cards and development build of Project Brutality after a couple of minutes on first map with this error :

Code: Select all

Called from CCard_SpawnIllusions.PickRandomMonster at CorruptionCards-v1.1.pk3:zscript/corruptioncards/cards/world.zscript
Called from CCard_SpawnIllusions.OnTick at CorruptionCards-v1.1.pk3:zscript/corruptioncards/cards/world.zscript, line 1124
Called from CCards_BaseThinker.RunCards at CorruptionCards-v1.1.pk3:zscript/corruptioncards/thinkers.zscript, line 48
Called from CCards_WorldThinker.Tick at CorruptionCards-v1.1.pk3:zscript/corruptioncards/thinkers.zscript, line 326
I did not encounter any crashing or errors playing with version 1.0 of Corruption Cards and same development build of Project Brutality.

Also, is there a chance that a future build will allow the option for multiple cards at once in Chaos setting?

Thanks!
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Dan_The_Noob
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Re: [1.1] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

Frozsoul wrote: Also, is there a chance that a future build will allow the option for multiple cards at once in Chaos setting?

Thanks!
multiple cards in general would be great for short wads
or a start with X cards
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Cutmanmike
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Re: [1.1] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Dan_The_Noob wrote:
Frozsoul wrote: Also, is there a chance that a future build will allow the option for multiple cards at once in Chaos setting?

Thanks!
The way the engine "learns" what monsters exist and what projectiles they throw as the game plays out unfortunately means a feature like that would result in a whole bunch of cards not being obtainable at the start. I.e if MAP01 only had imps and zombies, you'd only get basic imp and zombie cards. I did have a plan for a multi-card game mode but I still haven't fleshed the idea out in my head yet.

Anyway here's a new version that balances and fixes some of the new cards:
  • Fixed showcards command not working in Chaos mode.
  • Fixed some cards that were breaking special triggers (MAP07 etc).
  • Fixed a crash with respawning monsters.
  • Fixed a crash with monster illusions.
  • Secret Spawning monster will try to pick different monsters instead of the strongest (still favours healthier monsters though).
  • Ghosts reworked. Ghosts are now killable and spawn less often.
Download Corruption Cards v1.2
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AstartesCitizen
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by AstartesCitizen »

This mod is really fantastic! Truly gives vanilla DOOM a fresh dynamic and revs up the difficulty we are used to. Been playing this since the 1.0 version, mostly with weapon mods and custom enemies and it does get harder and harder if luck isnt in your side, the reflected projectiles card is nasty, the most dreaded card for me so far, I would like to see more card buffs and debuffs for the player and the weapons as it has been mentioned, but is a overall fine mod and has the potential for more growth.
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