[6.3b] Corruption Cards - 200+ cards! New Collector mode!
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.
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.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
Yes but it requires a wad with a custom CCARDS lump inside it. See the CCARDS lump inside of the corruption cards pk3 for details on what to do with it.
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
would it be "CCard_SealedMonster" ??Cutmanmike wrote:Yes but it requires a wad with a custom CCARDS lump inside it. See the CCARDS lump inside of the corruption cards pk3 for details on what to do with it.
and i can just make a pk3/wad with a txt file saying "removecard CCard_SealedMonster" ?
--EDIT--
Also, I can't find the "levels until add tier" setting anymore?
Re: [2.1c] Corruption Cards - Choose cards that alter your g
Thank you for adding the ability to change the number of cards shown and the amount to draw in custom, I've been having a blast trying to stack as many effects on a single class in a run as I can.
Flying Demons who are faster and more aggressive that can carry enemies while all enemies explode on impact has certainly been an interesting run so far
Flying Demons who are faster and more aggressive that can carry enemies while all enemies explode on impact has certainly been an interesting run so far
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
Dan_The_Noob wrote:would it be "CCard_SealedMonster" ??Cutmanmike wrote:Yes but it requires a wad with a custom CCARDS lump inside it. See the CCARDS lump inside of the corruption cards pk3 for details on what to do with it.
and i can just make a pk3/wad with a txt file saying "removecard CCard_SealedMonster" ?
--EDIT--
Also, I can't find the "levels until add tier" setting anymore?
The card you're after is CCard_MonsterPetrification. Also that option never worked in the first place so I removed it for the time being.
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
are you sure it didn't work? I never noticed tier 3+ cards until map 6 or whatever when using it.Cutmanmike wrote: Also that option never worked in the first place so I removed it for the time being.
maybe it was just the pool getting reduced by picks though...
Re: [2.1c] Corruption Cards - Choose cards that alter your g
This mod is an absolute blast to play. It makes sessions challenging even with Pillowblaster's mods! I was wondering, are you open to suggestions for future cards?
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
Of course! Although I am quite picky when it comes to card mechanics. My criteria is:
- Has to be feasible to work (mostly) with any mod. This is why there are barely any player/weapon altering cards.
- Must not introduce any complicated mechanics. While there are some cards that require a bit of play to understand, I don't want any cards that a player can't understand after interacting with them for a short amount of time. The exception are wild cards, but they're just meant to be fun events and easter eggs. I won't implement too many of these.
- No "Never pick" or flat out unfun cards. While some card effects can be devastating in certain conditions, a lot of them can be good in the right situation or if the right random monster/species is effected. I don't want to create situations where a card will never ever be chosen no matter the circumstances because it's too annoying or difficult.
- Not mandatory but I favour card mechanics that gel well with other cards and possible gameplay elements. I.e Leap enchantment + acid enchantment is scary as monsters will more often be in your face than normal.
- WolVexus
- Posts: 25
- Joined: Tue Aug 06, 2019 12:41 am
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
ohmygod thank you so much for putting in the no damage until the card is picked!!
playing with bd/bd monsters with dox's patch (which btw while the monsters stay alive when the card is picked, they aren't frozen and will attack you if they can see you when you spawn) but now i don't have to worry about that!
playing with bd/bd monsters with dox's patch (which btw while the monsters stay alive when the card is picked, they aren't frozen and will attack you if they can see you when you spawn) but now i don't have to worry about that!
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
like that chicken card that completely screws a whole playthroughCutmanmike wrote: No "Never pick" or flat out unfun cards.
what we need is if we get 2 "blahblahblah has a small companion" it should be like nesting dolls where the smaller one gets an even smaller one. (may require original small one being less small to avoid shooting pixels)
- A_D_M_E_R_A_L
- Posts: 308
- Joined: Sun Apr 16, 2017 2:55 am
- Preferred Pronouns: He/Him
Re: [2.1c] Corruption Cards - Choose cards that alter your g
Or the "Leaking Soul" card where all the bonus health will be drainedDan_The_Noob wrote:like that chicken card that completely screws a whole playthroughCutmanmike wrote: No "Never pick" or flat out unfun cards.
Re: [2.1c] Corruption Cards - Choose cards that alter your g
I don't mind either of those. For me, the mirror world is the worst, followed by the earthquake. The keys of power would be a distant third.
- Dan_The_Noob
- Posts: 880
- Joined: Tue May 07, 2019 12:24 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
i don't really have an issue with leaking soul, though i wish it leaked slower... maybe half or not less of the current speed, to allow us to use some of the health.A_D_M_E_R_A_L wrote:Or the "Leaking Soul" card where all the bonus health will be drainedDan_The_Noob wrote:like that chicken card that completely screws a whole playthroughCutmanmike wrote: No "Never pick" or flat out unfun cards.
the chicken card literally makes some levels unplayable due to the fact it never ends.Rowsol wrote:I don't mind either of those. For me, the mirror world is the worst, followed by the earthquake. The keys of power would be a distant third.
mirror and earthquake do virtually nothing??? they're maybe a momentary inconvenience
Re: [2.1c] Corruption Cards - Choose cards that alter your g
Alright so here's some suggestions for some cards I had in mind as well as some possible alterations to existing ones:
Peripheral Jumper: [Monster] moves extremely quickly when not observed. Got the idea from the Abhorrent from Legion of Bones.
Poltergeists: Some map props will try to attack you/be thrown at you. Idea from a Realm667 monster of the same name and function.
Stalker: At some point in the map, a monster will spawn behind you, but will not attack until you turn around. It will follow you until you do.
Accuracy Enchantment: [Monster] is more accurate. I imagine that would be limited to formers.
Motivator: If the player has spent a long time in one map, A Motivator will spawn. It is slow moving and only has a melee attack, but it can move through walls, is invulnerable and deals very high damage.
Disorientation Melee: [Monster]'s Melee attacks will distort the players view briefly. Idea from some of the Spiders in Blood. Essentially taking damage should cause the screen to wobble and maybe create some sort of obscuring overlay.
As for changes to existing cards, I would suggest that Paranoia plays mostly roaming sounds, giving the impression that there's still some monsters left you might have missed. And maybe a toggle for Kleptomaniacs being able/unable to pick up keys? I've had a few maps become kinda broken as monsters have picked up keys and hide behind key locked doors.
That's about everything. Hopefully some of these interest you! Looking forward to your response.
Peripheral Jumper: [Monster] moves extremely quickly when not observed. Got the idea from the Abhorrent from Legion of Bones.
Poltergeists: Some map props will try to attack you/be thrown at you. Idea from a Realm667 monster of the same name and function.
Stalker: At some point in the map, a monster will spawn behind you, but will not attack until you turn around. It will follow you until you do.
Accuracy Enchantment: [Monster] is more accurate. I imagine that would be limited to formers.
Motivator: If the player has spent a long time in one map, A Motivator will spawn. It is slow moving and only has a melee attack, but it can move through walls, is invulnerable and deals very high damage.
Disorientation Melee: [Monster]'s Melee attacks will distort the players view briefly. Idea from some of the Spiders in Blood. Essentially taking damage should cause the screen to wobble and maybe create some sort of obscuring overlay.
As for changes to existing cards, I would suggest that Paranoia plays mostly roaming sounds, giving the impression that there's still some monsters left you might have missed. And maybe a toggle for Kleptomaniacs being able/unable to pick up keys? I've had a few maps become kinda broken as monsters have picked up keys and hide behind key locked doors.
That's about everything. Hopefully some of these interest you! Looking forward to your response.
- Cutmanmike
- Posts: 11354
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: [2.1c] Corruption Cards - Choose cards that alter your g
It does nowDan_The_Noob wrote:the chicken card literally makes some levels unplayable due to the fact it never ends.
What mod were you using? This shouldn't be happening.And maybe a toggle for Kleptomaniacs being able/unable to pick up keys? I've had a few maps become kinda broken as monsters have picked up keys and hide behind key locked doors.
Re: [2.1c] Corruption Cards - Choose cards that alter your g
The Trailblazer. It replaces keys with different looking ones. Same goes for Guncaster and I think Russian OverkillCutmanmike wrote:What mod were you using? This shouldn't be happening.