Bitter Heretic: Melee combat emphasise

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kalensar
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Re: Bitter Heretic: Melee combat emphasise

Post by kalensar »

RIght. I was meaning so that you didn't stun every monster in a 360* whenever you use the block feature of the weapons.
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Lagi
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

i play few levels (sold soul) and 360 block is not an issue, its even a feature. There are time gaps when you block (except constant blocking with staff).

----------------------------------

update [ its minor change, not worth downloading IMO]:
- wand block upgraded (try to keeping reload for constants block. there is new animation).
- new block logic - you might be confused by monsters doing almost full melee attack animation, because monster are stun from block just before they land the strike
-reduce warrior block chance and hp
-increase all monsters gib threshold
- on hard difficulties monster have +50% hp, instead 2x.
- ice shard (grenade) is doing 50% less damage - it was too effective compare to others
- alt xbox (3x bolts) are dealing more damage
- hammer missibe is doing more damage
- .... rest is some minor stats tweak that i forgot myself ( and i change them there and back after each upload :D ).

========================
i notice sword and hammer are very good as areal attack, to quickly clear the room.
i think i would make mace areal (like sword) as well just with lower damage, and lower radius. Currently mace is doing lots of damage, and its sometimes feels off.
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kalensar
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Re: Bitter Heretic: Melee combat emphasise

Post by kalensar »

Also I was going to add. I have an older version of Bitter Heretic where the monsters are mainly the Heretic monsters but reworked with the extra animations. I absolutely love those monsters and want to use them for Vanilla Heretic style. Could you make a monster pack only out of this, or especially the older version monsters where the Golems aren't replaced by the Legionairre? They're literally the best heretic monsters out there for the brutal style animations. The imps falling to the floor when hit is just awesome.
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Lagi
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

kalensar wrote:Also I was going to add. I have an older version of Bitter Heretic where the monsters are mainly the Heretic monsters but reworked with the extra animations. I absolutely love those monsters and want to use them for Vanilla Heretic style. Could you make a monster pack only out of this, or especially the older version monsters where the Golems aren't replaced by the Legionairre? They're literally the best heretic monsters out there for the brutal style animations. The imps falling to the floor when hit is just awesome.
you want bitter heretic without legionaire?
http://www.mediafire.com/file/8o8szpyf7 ... ion%29.pk3

i make monster pack some times ago: mellow heretic(but it also have legionairre, sorry - you would have to edit decorate with Slade yourself).
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kalensar
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Re: Bitter Heretic: Melee combat emphasise

Post by kalensar »

Lagi wrote:
kalensar wrote:Also I was going to add. I have an older version of Bitter Heretic where the monsters are mainly the Heretic monsters but reworked with the extra animations. I absolutely love those monsters and want to use them for Vanilla Heretic style. Could you make a monster pack only out of this, or especially the older version monsters where the Golems aren't replaced by the Legionairre? They're literally the best heretic monsters out there for the brutal style animations. The imps falling to the floor when hit is just awesome.
you want bitter heretic without legionaire?
http://www.mediafire.com/file/8o8szpyf7 ... ion%29.pk3

i make monster pack some times ago: mellow heretic(but it also have legionairre, sorry - you would have to edit decorate with Slade yourself).
YES! YES!. Thank you so much !

I've used the Realm667 Legionairre in my own mods, so I know how to do the editing. But very much awesome that you have that as a monster pack!
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Re: Bitter Heretic: Melee combat emphasise

Post by Pale_Navigator »

This is an awesome mod. I hope that the Obsidian map generator gets some more love in the Heretic Dept.
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Lagi
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

pale navigator your avatar is awesome, from where did you take it?

is it a game? a comics?
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Re: Bitter Heretic: Melee combat emphasise

Post by Pale_Navigator »

Lagi wrote:pale navigator your avatar is awesome, from where did you take it?

is it a game? a comics?
I have no clue honestly. I think I googled something about futurism or art deco. Maybe a combo of both?
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Re: Bitter Heretic: Melee combat emphasise

Post by primaris82 »

could you please tell me how to change the player back speed to normal??
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Lagi
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

you are familiar with Slade?

in test.acs

delete script 8467 and compile the ACS again`
=========================
edit

i update the bitter heretic with damage bug fix - before due to poor code, player take very little damage because he was constatly on power protection.
not anymore

too bad the damage balance is completely broken now (to high damage side), and all monster are very deadly
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Re: Bitter Heretic: Melee combat emphasise

Post by combolynch »

How can I start with Mace too? I think it's removed in current version because in some gameplay videos, I see that the player starts with the mace also.
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Lagi
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

Made is now pick up weapons. You can either find gauntlets of necromancer or mace, it's randomize.

Mace is too strong as starting weapon.
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

I uploaded new version

there is no new assets. Only stats tweak.

I was playing last 3 weeks tons of obsidian maps and decided to adjust things that annoys me. I dont remember everything but:

-afrit appear more often
-death knight is dealing less damage, he is more in line with Undead Warrior.
-wendigo is appearing more often
- there is less grenades. Mushroom are bit more frequent due to being the weakest.
- there is more ammo for gold wand and crossbow (but its still too little to call this mod a shooter).
- i change units damage (Legionare have a bug where he deal *9 damage instead *3; Weredragon is dealing more damage, and his bite bypass block...)
- you can stop firing sequence of Book weapon after 3x frost ball launched.
- sword is dealing less damage (it was radiculous)
- more monster dropping chainmail (legion, undead warrior, ophidian)
- hammer Reload fire is consuming 2 ammo - was too good
- more Zardaz, less Liches
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Re: Bitter Heretic: Melee combat emphasise

Post by VR49 »

I want to say that this is my fav GZDoom mod from now on. I see where you're going with it and I absolutely love it. I put FantasyMonsters (the _SCHX mix cuz nostalgic childhood of Shadowcaster) and they destroyed me how hard they were so I started tweaking them. I could write an essay on all the things I like about your mod, from the clever usage of various ZScript and DECORATE configuration, to the genius implementation of different styles of weapon attacks, blocks, parries, timing, how the enemies are refined with new features, clever addition of other peoples work (the best of), really the only way for me to Heretic now. I'd love to figure out a way to get that Heretic RPG mod going fully compatible with this and then get it working for multiplayer co-op.

I basically created a ZDoom account to applaud you, I joined the Discord group for ZDoom I don't know if you're in there. I wanted to share an edit I have with goldwand2. I noticed you updated it while back so you can add the staff parry with your parry mechanic on your modified enemies. I amped their damage to make up for how surefire the parry mechanic is, so that when I wiff, it punishes good. I like the Legionnare's ability to call for help when he gets angry. I'm currently editing around for silent melee weapon strikes and am working on a way to make it so that hitting a wall or non-enemy unit produces noise to alert nearby enemies, like Project Brutality weapons do (and other mods I'm sure, but I only really played Guncaster, Bitter Heretic, Project Brutality those are my fav Doom mods).

Anyways, the staff parry is really cool but with the recommended darkdoomz mod for light removal (great idea btw) OBLIGE maps are too scary and hard to play pitch black waiting for a lucky break on start to grab a torch. I need that goldwand2 light on start, so, I modified the script to bring it back while retaining parry. This is how it works now in this script:
1.) Take out the wand
2.) Switch to pokestaff mode
3.) Switch back to wand mode again
4.) Reload. It gives light as long as wand is not completely gray (0 ammo) without using -1 clip.
Wand can no longer parry from wand-side, has to switch to staff-end side to use parry now.

The reload still occurs, as per your original script, when the ammo is low or zero. You can just re-light the wand now if it has enough "light power" to do so, so you can see enough to get around and find that torch+weapon combo. So the wand still reloads with -1 clip (if you got a clip of ammo) if you're flashing gray or completely gray on the wand, as per your original script, but now it can re-light infinitely if you are not gray or flashing gray, without consuming any ammo!

Repeat the process when the weapon is reselect or after sprint mode resets the weapon light; Otherwise, you can re-light when in wand-mode without going through the process again. I still have tweaking to do so it's more dynamic and fluent, easier to use without messing with your other amazing features and gameplay balances (literally learned enough ZScript and DECORATE in 3 days just to be able to pull this off). The golden glow of a full wand currently disappears when switching to staff mode (but retains the light radius you need to see around the map) so I have some states to fix so it looks more natural and in sync since I see you've developed the proper states to keep visual consistency, at least until the weapon swap or sprint resets it.
Attachments
goldwand2.txt
Adds back re-light ability for dark maps, retaining parry (see post for how-to use)
(13.15 KiB) Downloaded 40 times
Last edited by VR49 on Wed Dec 20, 2023 12:21 am, edited 5 times in total.
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Lagi
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Re: Bitter Heretic: Melee combat emphasise

Post by Lagi »

vr49 thank You so much for the post. And understanding what i was trying to achieve. Best gift for Christams!

i just play 3 maps with different Darkdoomz setting - onlly Darkdoom Black is really pitch black... and you need light source or you cannot see anything. I play like that becaue thats what i think was your experience. I was using affrit to light up the corridors :-D !

I tested your code, but this way i have always access to free light, except if you deplete the gold wand. ilumination stop being a problem even on pitch black setting, i stop using enemies projectile to see anything, or launch grenades to light up the room (tar is great for that beacuse also ignite walls for a few second).

hmm... i think playing on pitch black mode need some deeper thought how to neatly make ilumination as gameplay element.

bugs:
Affrit fire balls dont create light
Disciple purple balls dont create light
Undead Warrior red axe dont create light

if i have a torch, and throw it, i often keep the light (without having torch).


would be good if Craneo add dynamic light to his props in heathen maze - that would drastically improve visibility in Obsidian maps. Lots of candle stands dont give lights, or lava pool.

Wand can no longer parry from wand-side, has to switch to staff-end side to use parry now.

i think this is good idea. But each light ups need to cost at least 1 ammo (not clip, just 1shot).

edit
I have add all missing lights. And hopefully fixed torch light bug.

After some plays i decided to remove completly light function from gold wand, but give 1 torch at the start to the player.

Gameplay rocks ! you need to throw torch on the floor to see anything in combat, then pick it up. Often i use other weapons as light source: hammmer just press fire for a sec to light up the room, i shoot ice projectiles from book to see whats in front of me, of cast ice wall for orientating.

also i Love your reduced staff damage!! i now need to change weapon for something else, but staff hit is still very useful, to break frozen corpses, to hit stun enemy after parry which deal ton of damage. Gameplay is much better i think.


For the shadow caster monsters - there is already zardaz in bitter. SC monster have only front attack animation and this is the biggest issue, less sprite frames will look more jarring compare to other monsters. 2nd I like only half of SC monsters, some are quite silly.


I reduce amount of mushrooms a tiny bit.

uploaded new version here
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