Colerx wrote:I vote A as well, for reasons more or less already explained above I agree with

PresBarackbar wrote:I'd prefer inventory filling. Walp feels a lot like a vanilla+ HeXen experience, so I think stuff that's going to dramatically change how the game plays should probably come later. More inventory items keeps that closer to vanilla feel while also giving interesting new toys or ways to approach situations
headlesszombie wrote:My vote goes to A. Love the idea of making inventory items more useful and adding more to class varitey sounds really nice. That being said I like option B too. Always nice to add more depth to gameplay mods with XP and RPG systems. It is especially nice for longer play throughs of megawads and such.
Okay, perhaps it was just the timing before (lol). In various places I now have 6 A's to 1 B, so unless a surge of RPG mode enjoyers comes out of the woodwork, I guess we're going with that. Thanks for votiing everyone
SallazarSpellcaster wrote:A.
Myriad items in these games fall into one of two categories: Rarely used, and completely forgotten}. A slew of new inventory items offering more benefits and ways to approach certain situations would be quite welcome. Further down the line, as more game-altering elements begin to be added, you may even consider having certain items with a cooldown, rather than being fully consumable. In the end, altering the inventory to be more useful and interesting to use, while hopefully minimizing clutter, would be really neat.
Yep, that's the intent with this direction. It's funny you mention cooldown items, I've been playing with the idea for some time, and think I have an idea for making them work in code. I was hoping to get a test item in for the last patch, but didn't have the time.
SallazarSpellcaster wrote:The only thing I "dislike" is the homing in the axe's tertiary upgrade - more than once I hurled the axe at a potential target only to have the projectile say, "Nah man," and sail somewhere entirely unrelated simply because there was a bloody gargoyle stuck behind some wall. True story.
Yeah, its a thing with GZDoom's homing in general; it has a tendancy to always prefer 'close' targets even if you can't see them. You can actually see this same thing happen to me when using the Axe upgrade in one of my videos (lol).
I might see if I can copy over the Spectral Partisan's homing method from the Spear to the Axe and others. I spent ages perfecting that, and it tends to be more reliable.
SallazarSpellcaster wrote:Playing as the Druid, I found her slot-1 upgrade to be excellent. Though its primary fire becomes useless -given that secondary is ranged,- secondary and tertiary are great; secondary feels badass, not to mention that the constant stream of flung daggers really helps with turning alive creatures into unalive abstract painting. Turul also works wonderfully, his presence is really helpful in whittling foes down while finishing them from afar.
Technically, the primary can deliver alot more DPS when the upgrade is applied since it can stack bleeds (!), and deal like 50 a second after a few stabs, which is obviously the balance measure for it being melee. Illitheya's super-speed can be used quite well to dance between targets rather than focus firing one.
SallazarSpellcaster wrote:The upgrades for Dagon's Cane also feel pretty good; the extra damage they provide, especially to its primary attack, make it a pretty versatile weapon. The charm, however, loses some of its luster compared to the cane, as it offers little to compensate for the damage and range of the cane; its secondary, icy projectile works great against crowds, however, but its area damage makes it rather dangerous to use. Regardless, playing with Ilitheya became much more entertaining simply because of her weapon-1 upgrade.
Such was always the danger of having a ranged weapon compete with the wolf transformation. However, if you're stuck up close near a crowd, the ground slam is the way to go rather than the Ice Comet: it has superb AOE and you also get a very tiny window of invincibility (about 4 frames) from it, which had to be added in to prevent Hexen gibbing the player from the velocity of the slam, lol. The wolf form also gains EVEN more speed compared to base Illitheya, so the dodge and weave into claw strikes is something its incredibly good at. Of course, whichever you choose to upgrade will always make the other lose shine in turn.
SallazarSpellcaster wrote:EDIT: Found a bug with the upgraded secondary fire of the Hebiko staff - when upgraded, its secondary, upon missing, RESTORES 3 mana. I.e. if the shot is made with 10 mana, upon missing, the final number is 13 usable mana, effectively making it an infinite source of green mana -not to mention health and infighting- as long as it's usable.
Very confused by this as I couldn't reproduce in testing...
But then suddenly remembered that you always play skill 5. Learnt something new about that; the 50% extra mana given on the highest difficulty ALSO seems to apply to mana given from refunds I've put in the code, as well as from drops. See, it normally costs 12 to hypnotise, but you get 8 refunded if you miss. The upgrade increases the refund to 10. So in Nightmare, that actually means you get a full refund without the upgrade (8*1.5 = 12), and indeed, (10*1.5 = 15) back on miss if its upgraded.

So yeah, this is a bug that's limited to Nightmare difficulty, but I'm not sure what to do about it; I'll have to research a means for refund code to check the current difficulty I guess.