[0.10.6] Gun Bonsai -- everything-compatible weapon upgrading

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ToxicFrog
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgra

Post by ToxicFrog »

Starman the Blaziken wrote: Sun Aug 07, 2022 4:39 pmYeah, it is not the HUD size I am talking about, that I scaled which still has the small text. Everything else is normal for GZDoom menus, the Gun Bonsai gun menu, and the options are all scaled properly. Just what is not scaled is the black and white tooltip box for the Gun Bonsai options menu and the text for the HUD itself.
Alright, that clarifies it a lot, thanks -- I'll look into it. I doubt I'll have it fixed tonight considering how much trouble that code has given me in the past though. :(
DarkkOne wrote: Sun Aug 07, 2022 4:42 pm Okay, did a tiny bit of testing. Serpent Staff seems to bounce. Piercing doesn't work on Frost Shards. Didn't get Bounce to show up after a couple dozen tests. The "shoots out a burst of hitscans" worked for Frost Shards though. So like... some effects do and some don't on the same weapon. Couldn't seem to get "Homing" shots to have a noticeable effect on Sapphire Staff, Frost Shards, or Serpent Staff, though I don't know if 1 level of it is just too subtle, since I don't know what it looks like.

Any chance you could throw a build my way that like... disabled the elemental effects and damage, or even just makes all the (valid for the weapon) effects visible so I can test everything? It takes a pretty decent amount of time to like, start a new game, cheat in a weapon, then do enough damage to get the first level and hope it's right over and over, but I'd love to give you a list of each of the Hexen weapons and which work/don't with which upgrades.
It has builtin debugging commands for that, added back in 0.8.1 and documented here in the manual; no need for a special build. E.g. to give yourself five levels of Bouncing on your current weapon, just open the console and netevent bonsai-debug,w-up,::BouncyShots 5.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by DarkkOne »

Okay:
Bounce doesn't work on:
Cleric 3 (Firestorm)
Mage 1 (Sapphire Staff)
Mage 2 (Frost Shards)

It does work on all of the other projectile weapons (Warrior 3, Warrior 4, Mage 4). I'm not sure what I'd expect from Mage 3, the weird lightning storm isn't really a projectile, and I'm not sure any of the upgrades would make sense for it.

Bounce is weird on Cleric 4 (Wraithverge) - the projectile sometimes doesn't seem to bounce, sometimes bounces and almost immediately erupts into ghosts.


Piercing Shots doesn't work on:
Warrior 4
Cleric 3
Mage 2

I'm not sure if it works on Mage 1 since that has infinite pierce already. Wraithverge seems to work (the shot punctures, then explode a little ways afterward, rather than exploding on impact). Lightning storm is... lightning storm. Pierce wouldn't make sense on this one either, and I don't even know how I'd interpret "works" or "doesn't work." Mage 4 is another "already has piercing" situation.

Homing Shots doesn't work on:
Cleric 3
Mage 2

Weirdly, Mage 3, the lightning storm, is affected by homing shots.
Mage 4 is unknown, the shots already home.

Fragmentation Shots seems to work on everything just fine.

Fast Shots doesn't work on:
Cleric 3
Mage 2
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by Starman the Blaziken »

Oh, I forgot one thing I would also like is an option to toggle homing shots on projectiles (and maybe a suggestion as a toggle for any possible upgrades in the future maybe wink wink nudge nudge) since I know having homing especially in the early levels sometimes can prove to be a bit janky to use even on single targets and even more so when there are monsters with some distance from one another.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by DarkkOne »

Starman the Blaziken wrote: Mon Aug 08, 2022 6:49 am Oh, I forgot one thing I would also like is an option to toggle homing shots on projectiles (and maybe a suggestion as a toggle for any possible upgrades in the future maybe wink wink nudge nudge) since I know having homing especially in the early levels sometimes can prove to be a bit janky to use even on single targets and even more so when there are monsters with some distance from one another.
Would definitely enjoy being able to turn off upgrades I've bought. Like the tier 2 lightning one. Having an enemy show back up and absorb ammo and generally get in the way isn't an upgrade for me personally, but I still want to play with chain lightning sometimes. It's a cool thematic ability, and I'd definitely enjoy like... ranking it up quite high on a minor weapon as a tool for situational use, but having it a mandatory effect just generally makes me less likely to choose lightning. Or Burning terror, or paralysis. Like, it'd be a way to mitigate their strange interactions - if you could buy upgrades but toggle them on/off in the upgrade menu. Or maybe even set their level to lower levels (high levels of projectile speed can interfere with how some weapons work, level designs may change where splash damage is no longer wanted, fragmentation is a lot of fun but can get laggy with some weapons, etc). Sometimes you upgrade a weapon one way, realize one of your upgrades just doesn't feed well into how you're using it now, and just want that effect to stop, temporarily or permanently.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

Toggleable upgrades is not something I'd ever thought of, but I don't actually think it would be that hard to implement -- the UpgradeBag can check if an upgrade is live before activating it, and most of the menu code I'd need is already present in the Legendoom integration feature.

I think the current roadmap is looking something like this:

This week:
- libtooltipmenu 0.2.0: fix for the small tooltip text issue
- gb 0.8.x: bugfixes only; fix for small HUD text, Hexen fixes if they're not too gnarly

Next weekend, probably:
- gb 0.9.0: BONSAIRC lump support (which brings with it stuff like "disable upgrades that don't work with certain mods if that mod is loaded" and "carry over upgrades between weapons and their upgraded forms"), death exit support; this will invalidate existing save files
- gb 0.9.x: Hexen fixes that turned out to be gnarly, selective disabling of upgrades, tome of power support
Starman the Blaziken wrote: Sun Aug 07, 2022 4:39 pm Yeah, it is not the HUD size I am talking about, that I scaled which still has the small text. Everything else is normal for GZDoom menus, the Gun Bonsai gun menu, and the options are all scaled properly. Just what is not scaled is the black and white tooltip box for the Gun Bonsai options menu and the text for the HUD itself.
I think I've got this fixed for the tooltips now, just need to test it at a bunch of different screen resolutions to make sure it works as expected. If that works I should be able to adapt most of that solution to the HUD.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by AvzinElkein »

ToxicFrog wrote: Mon Aug 08, 2022 8:19 am Toggleable upgrades is not something I'd ever thought of, but I don't actually think it would be that hard to implement -- the UpgradeBag can check if an upgrade is live before activating it, and most of the menu code I'd need is already present in the Legendoom integration feature.

I think the current roadmap is looking something like this:

This week:
- libtooltipmenu 0.2.0: fix for the small tooltip text issue
- gb 0.8.x: bugfixes only; fix for small HUD text, Hexen fixes if they're not too gnarly

Next weekend, probably:
- gb 0.9.0: BONSAIRC lump support (which brings with it stuff like "disable upgrades that don't work with certain mods if that mod is loaded" and "carry over upgrades between weapons and their upgraded forms"), death exit support; this will invalidate existing save files
- gb 0.9.x: Hexen fixes that turned out to be gnarly, selective disabling of upgrades, tome of power support
Starman the Blaziken wrote: Sun Aug 07, 2022 4:39 pm Yeah, it is not the HUD size I am talking about, that I scaled which still has the small text. Everything else is normal for GZDoom menus, the Gun Bonsai gun menu, and the options are all scaled properly. Just what is not scaled is the black and white tooltip box for the Gun Bonsai options menu and the text for the HUD itself.
I think I've got this fixed for the tooltips now, just need to test it at a bunch of different screen resolutions to make sure it works as expected. If that works I should be able to adapt most of that solution to the HUD.
...huh; you didn't mention Heretic, I think.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by DarkkOne »

AvzinElkein wrote: Mon Aug 08, 2022 9:32 am ...huh; you didn't mention Heretic, I think.
I think while listed under Hexen, the Tome of Power fix is likely to be the same issue for both games - two different "weapons" (as far as the code is actually concerned) actually being forms of the same one weapon in different modes, and needing to share experience / upgrades.




As another idea/suggestion/question: How feasible would it be to track primary fire and altfire on a weapon separately? Both for XP and for Upgrades. There are definitely some situations I've encountered where what would be an upgrade for the primary fire on a gun would ruin the secondary, or vice versa?
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by The Royal Pant »

The flamethrower firemode of the Napalmkraftwerk from Doom Incarnate doesn't appear to grant weapon experience when I kill and damage foes with it. The exploding fireball mode works fine, though...
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

DarkkOne wrote: Mon Aug 08, 2022 11:28 am
AvzinElkein wrote: Mon Aug 08, 2022 9:32 am ...huh; you didn't mention Heretic, I think.
I think while listed under Hexen, the Tome of Power fix is likely to be the same issue for both games - two different "weapons" (as far as the code is actually concerned) actually being forms of the same one weapon in different modes, and needing to share experience / upgrades.
Yeah, that's "hexen fixes AND selective disabling AND tome of power support" -- ToP support should be general to anything that uses the SisterWeapon field, including Heretic.
As another idea/suggestion/question: How feasible would it be to track primary fire and altfire on a weapon separately? Both for XP and for Upgrades. There are definitely some situations I've encountered where what would be an upgrade for the primary fire on a gun would ruin the secondary, or vice versa?
I started to type a reply saying "not possible", but I think it might be possible, if hacky and brittle:
- have each weapon remember if it's in "primary fire mode" or "altfire mode"
- poll the weapon every tic; if it's in Fire state, record that it's in primary fire mode, if in AltFire state, record that it's in altfire mode.
- when the recorded mode changes, load the appropriate WeaponInfo object for it

This comes with a few major caveats, though:
- it won't work at all on weapons with 0-length Fire or AltFire states, which do exist in a number of mods; in particular it's very common to have a 0-frame Fire state that checks installed upgrades, ammo levels, etc and then jumps to RealFire/RealFireWithUpgrades/ReloadWeapon/etc depending on the results
- even on weapons where it does work, it can't track the weapon state through history, so if (say) you alt-fire your underbarrel grenade launcher and then primary-fire your rifle while the grenade is still in flight, all the XP goes to primary fire
- in a lot of weapons it doesn't make sense to treat them as separate, e.g. the alt-fire on the 9mm pistol and sawn-off in Ashes is just a burst fire mode

Points (1) and (3) could be mitigated with some sort of mod-specific configuration that lists, for each weapon, which states are to be considered primary-fire and which ones alt-fire, and that would dovetail well with the work needed to treat offhand melee weapons as their own weapon rather than as appendages of whatever weapon you're wielding at the time. That would require a significant amount of infrastructural work to make possible, though; I'm not ruling it out forever but don't count on it showing up anytime soon. Like, at minimum, bugfixes, BONSAIRC support, ToP, death exit compatibility, selective disabling, and splitting Legendoom integration into its own mod are all significantly higher priority, and some of them are absolutely required before I can even think about starting work on something like this.

And at the moment, I think my attitude is mostly "if your weapon has multiple firing modes, choosing upgrades that complement all of them is part of the challenge". :)
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

The Royal Pant wrote: Mon Aug 08, 2022 11:52 am The flamethrower firemode of the Napalmkraftwerk from Doom Incarnate doesn't appear to grant weapon experience when I kill and damage foes with it. The exploding fireball mode works fine, though...
That's a bug in Doom Incarnate, I think -- looking at the source code, the flamethrower projectiles don't actually do any damage, they spawn fire clouds that do. But they spawn them using A_SpawnItemEx() without SXF_TRANSFERPOINTERS or SXF_SETTARGET, so the game has no way of knowing that they ultimately come from the player, and Bonsai relies on that information to assign XP.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by DarkkOne »

Yeah, "hacky solutions" tend to not work well when your goal is "universal." :)
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by retronutcase »

First off, this is an absolutely solid mod. LOVE IT! There's definitely some things I think it could use, tweak wise, but that's just me, so take anything I say with a grain of salt, these are just my thoughts, I'm not gonna hound you over these ideas or anything.

-The fact things like Submunitions and Fragmentation can proc elemental effects from the get go makes them obscenely powerful for element purposes. I feel like they should require a rare weapon upgrade to be able to proc elemental effects.

-I am not 100% sure on this, but can Submunitions that kill an enemy trigger more submunitions? If so, this feels like it should also require a rare upgrade to actually allow for it. Something like "Chain Reaction: Allows death explosions and submunitions to trigger their effects on enemies they kill."

On another note, maybe to spice things up, offer upgrades that come with upsides and downsides? Some examples of what I mean:

-Superdense: Adds 50% more damage to projectile weapons, but also inflicts a 25% speed penalty in exchange per level.

-HP Ammo: Adds 50% more damage to hitscan weapons, but they now fire projectiles (They cannot gain projectile based upgrades however). Further upgrades increase weapon spread by 25% per level.

-Big Spender: The weapon gains 50% more damage, but its ammo cost is doubled. Both bonuses are doubled on future level ups: 100% more damage and 4x ammo cost, 200% more damage but 8x ammo cost, etc.

Also, I feel like we could use some more common type upgrades to balance out the really strong ones like Submunitions and Fragmentation. I admit, I dunno how feasible these would be for a universal system

-Reduced Spread: Reduces spread of hitscan weapons by 10% per level. Caps at level 5.

-Increased Fire Rate: Increase weapon rate of fire by 10% per level. I admit I dunno how easy this to implement with the universal upgrade style you're aiming for.

-Critical Hit: 10% chance to increase weapon damage by 50% when firing. Unlocks Critical Damage and Critical Chance upgrades which further improve these. Critical chance is +5% chance per level, caps at level 8. Critical Damage increases the damage bonus by 5% per level and caps at level 10.

-Critical Gamble: Reduces non critical damage by by 50%, but boosts Critical Chance by 5% per level, and Critical Damage by 10% per level. Caps at Level 5.

-Suppressor: Reduces weapon noise and distance per level. At level 5, the weapon becomes completely silent.

-Free Shot: 5% chance to not consume ammo per level, caps at level 10.

There's definitely potential for more variety in character upgrades too, I think:

-Better Healing: +1 Health from Health Bonuses, +5 Health from Stimpacks, +10 Health from Medkits per level. Caps at Level 5. Rare upgrade

-Charged Shots: When not firing, the damage of your next shot increases over time. Starts at 50% with a 25% damage gain per second. Upgrades increase max charge and charge rate by 25% per level. Rare uipgrade.

-Stronger Armor: Adds +5% to green armor protection value and +10% blue armor protection value per level. rare upgrade.

-Sneak Attack: Adds 50% damage when striking an unaware enemy. Damage increases by 12.5% per level, caps at level 4. Rare upgrade.

Also, is there any way one could add overrides to the upgrade list for specific weapons? In case a certain weapon just ends up being TOO good with certain upgrades? (Looking at the MetaDoom EKG pistol, which is way too easy to make overpowered for a basic pistol, give this thing some piercing, fragmentation, and submunitions and becomes way too beastly for a low end gun)

Anyway, regardless of if these ideas have any merit and end up being something you can use, I'm looking forward to seeing where this mod goes! :)
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

This is some solid feedback, and, especially since I often struggle with ideas, I appreciate it -- and I'm glad you're enjoying the mod. :) Some replies inline.
retronutcase wrote: Tue Aug 09, 2022 1:52 am -The fact things like Submunitions and Fragmentation can proc elemental effects from the get go makes them obscenely powerful for element purposes. I feel like they should require a rare weapon upgrade to be able to proc elemental effects.
They're not as powerful as they look because the amount of element they proc is based on the damage they do; the submunitions are individually not very powerful and the explosions fall off in damage rapidly. So while you can tag a lot of enemies at once with them the effects will usually be pretty weak unless they're really snuggled together.
-I am not 100% sure on this, but can Submunitions that kill an enemy trigger more submunitions? If so, this feels like it should also require a rare upgrade to actually allow for it. Something like "Chain Reaction: Allows death explosions and submunitions to trigger their effects on enemies they kill."
Submunitions used to be able to, but can't in recent versions. Explosive Death still can, but the comparatively small blast radius (and the way the damage is calculated) make it much less likely to trigger chain reactions unless the enemies are both closely packed and already damaged. I do like the idea of adding chain reactions as an upgrade, though.
On another note, maybe to spice things up, offer upgrades that come with upsides and downsides? Some examples of what I mean:

-Superdense: Adds 50% more damage to projectile weapons, but also inflicts a 25% speed penalty in exchange per level.
-HP Ammo: Adds 50% more damage to hitscan weapons, but they now fire projectiles (They cannot gain projectile based upgrades however). Further upgrades increase weapon spread by 25% per level.
-Big Spender: The weapon gains 50% more damage, but its ammo cost is doubled. Both bonuses are doubled on future level ups: 100% more damage and 4x ammo cost, 200% more damage but 8x ammo cost, etc.
Not sure how I feel about these, but I think they'd all be possible to implement, at least; I'll spend a while rotating them in my mind.
-Reduced Spread: Reduces spread of hitscan weapons by 10% per level. Caps at level 5.
-Increased Fire Rate: Increase weapon rate of fire by 10% per level. I admit I dunno how easy this to implement with the universal upgrade style you're aiming for.
-Suppressor: Reduces weapon noise and distance per level. At level 5, the weapon becomes completely silent.
These were all part of my original design doc, but aren't possible to do in a general way -- they need to be implemented specially for each weapon you want to support -- so I scrapped them.
-Critical Hit: 10% chance to increase weapon damage by 50% when firing. Unlocks Critical Damage and Critical Chance upgrades which further improve these. Critical chance is +5% chance per level, caps at level 8. Critical Damage increases the damage bonus by 5% per level and caps at level 10.
-Critical Gamble: Reduces non critical damage by by 50%, but boosts Critical Chance by 5% per level, and Critical Damage by 10% per level. Caps at Level 5.
-Free Shot: 5% chance to not consume ammo per level, caps at level 10.
Also something I'd never thought of -- apart from the selection of upgrades you get on level-up there is very little randomness in this mod. That said, as currently written Critical Hit is strictly worse than the basic Damage upgrade -- the numbers would all need some tweaking. Also, bear in mind that those caps are really high; in my experience it's rare for a weapon to get above level 10 in total over the course of a megawad unless it's a slaughterwad or you're using it very heavily at the expense of the rest of your arsenal!
There's definitely potential for more variety in character upgrades too, I think:

-Better Healing: +1 Health from Health Bonuses, +5 Health from Stimpacks, +10 Health from Medkits per level. Caps at Level 5. Rare upgrade
-Charged Shots: When not firing, the damage of your next shot increases over time. Starts at 50% with a 25% damage gain per second. Upgrades increase max charge and charge rate by 25% per level. Rare uipgrade.
-Stronger Armor: Adds +5% to green armor protection value and +10% blue armor protection value per level. rare upgrade.
-Sneak Attack: Adds 50% damage when striking an unaware enemy. Damage increases by 12.5% per level, caps at level 4. Rare upgrade.
There's no concept of "rare upgrades", but I guess that could be done by (e.g.) rolling a die in IsSuitableForPlayer() and only returning true on some rolls. That said, remember the player upgrades take a lot longer to earn than weapon upgrades; a sufficiently "rare" upgrade may never appear. (For calibration purposes, I just finished a 100% kills playthrough of Ashes Afterglow on Arcade -- the UV equivalent -- and reached the credits with 10 player upgrades in total, one of which I earned during the final boss fight.) If I want an upgrade to be hard to get I prefer adding non-random requirements, like having other upgrades as prerequisites, or making it mutually exclusive with other upgrades.

As for the specific ideas -- Better Healing is, I think, weaker than Scavenge Blood in most maps. Stronger Armour might be difficult to implement in a reliable fashion, or even impossible, but I don't understand the armour mechanics as well as I might like, either. Charged Shots and Sneak Attack sound neat, although I'm not sure if they make more sense as player or weapon upgrades -- Charged Shots in particular won't do much on a chaingun or a pistol but would be really spicy on a rocket launcher or SSG.
Also, is there any way one could add overrides to the upgrade list for specific weapons? In case a certain weapon just ends up being TOO good with certain upgrades? (Looking at the MetaDoom EKG pistol, which is way too easy to make overpowered for a basic pistol, give this thing some piercing, fragmentation, and submunitions and becomes way too beastly for a low end gun)
Not yet, but that's one of the features I'm working on for 0.9.0, and it's almost done -- I've been using it locally already to apply some mod-specific patches, and when it's done it'll be used to both ship a set of default compatibility tweaks with Gun Bonsai itself, and provide an easy way for players (and other modders) to tweak things further.

That said, I'm not planning to nerf the EKG. :P I probably should finally make good on my threats to make Piercing mutually exclusive with Bouncy and Fragmentation, though, and probably also have Fast Shots as a prerequisite for it.
Anyway, regardless of if these ideas have any merit and end up being something you can use, I'm looking forward to seeing where this mod goes! :)
I'm glad you're enjoying it, and thanks again for all the feedback!
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by Keldian »

There should be some sort of automatic randomizer for upgrades, because sometimes the player gets a lot of experience abruptly and it takes a long time to buy upgrades manually. As an example, extinguishing fires with an ice cannon in Metroid Doom. I had enough experience for about 50 upgrades after a couple of shots at my settings.
Also, it would be good to make a limit on some upgrades, at least on those that are responsible for the drop of additional ammo, or change their formula. Otherwise, a zombie drops so much ammo that it's enough for a complete wipeout of a small level from the monsters.
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Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

Post by ToxicFrog »

Version 0.8.6 is released! As another release in the 0.8.x series this contains only bugfixes and balance changes; the biggest change is that text now scales with resolution and HUD size so people playing on high-DPI screens should have a better time of it. HUD scale is also now configured as a proportion of screen height, rather than in pixels.
Spoiler: full changelog
Download here or in the OP.

Work on 0.9.x proceeds apace; BONSAIRC support is now almost ready for release, but since I'm going to be invalidating save files with this release anyways I want to get some other save-invalidating changes in there at the same time, like death-exit compatibility.
Keldian wrote: Tue Aug 09, 2022 6:45 pm There should be some sort of automatic randomizer for upgrades, because sometimes the player gets a lot of experience abruptly and it takes a long time to buy upgrades manually. As an example, extinguishing fires with an ice cannon in Metroid Doom. I had enough experience for about 50 upgrades after a couple of shots at my settings.
Also, it would be good to make a limit on some upgrades, at least on those that are responsible for the drop of additional ammo, or change their formula. Otherwise, a zombie drops so much ammo that it's enough for a complete wipeout of a small level from the monsters.
That implies that your XP level cost is way too low for the mod you're playing (or the XP multiplier is way too higher) -- like I said earlier, in a typical (non-slaughter) megawad on UV where you're using all the weapons equally I'd expect them to all be around level 10-15 at the end of the game, and the default settings are tuned for that assuming normal Doom weapons. You definitely shouldn't be gaining 50 levels in a single encounter!
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