[5.5] Corruption Cards - 200+ Gameplay warping cards!

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Daedalus
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Found a possible bug with Weave Augment on Revenants, could possibly happen with other monsters also.
Spoiler:
They can basically one shot without actually hitting the player, also, I've seen them sliding on walls if the path they're weaving in is too narrow, not sure if thats intentional either?
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Dan_The_Noob
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

Daedalus wrote: Tue Oct 25, 2022 10:26 am
They can basically one shot without actually hitting the player, also, I've seen them sliding on walls if the path they're weaving in is too narrow, not sure if thats intentional either?
that rev rocket did hit you, not sure how it did 85 through blue armor though. i always thought rev rocket was up to 80.
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Daedalus
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Dan_The_Noob wrote: Tue Oct 25, 2022 4:07 pmthat rev rocket did hit you, not sure how it did 85 through blue armor though. i always thought rev rocket was up to 80.
Ignore the ones that are hitting me, was just trying to replicate it. It's the ones that aren't but are still doing damage from just being near them almost as if they have the RIPPER flag, the last one did 200 (possibly more if I had 200HP as well) damage as it flew past me. This is not always the case either, they still sometimes do much more damage even when hitting directly which I also have footage of here @22:29
Spoiler:
It also happened on Map31 of the same run, a single Rev tracer did 120 damage on direct hit, 60 HP/60 Blue Armor, no damage buff cards on Revenant, just Weave Augment.
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Dan_The_Noob
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

Dan_The_Noob wrote: Thu Oct 20, 2022 11:30 pm having a desync issue with the Night Totem card in co-op. is there a command to remove a card from the current cards?
still wondering about this, but also is it possible to make it so player 1 (the host) gets to choose the game mode and deck?
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Cutmanmike
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

Daedalus wrote: Tue Oct 25, 2022 10:26 am Found a possible bug with Weave Augment on Revenants, could possibly happen with other monsters also.
Spoiler:
They can basically one shot without actually hitting the player, also, I've seen them sliding on walls if the path they're weaving in is too narrow, not sure if thats intentional either?
It does look like some kind of RIPPER is being also attached to the actor that controls the weaving but it shouldn't be CC causing that. What other mods are being used here?
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Daedalus
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Cutmanmike wrote: Thu Oct 27, 2022 5:41 amWhat other mods are being used here?
Spoiler:
I would have tested it with CCards alone but I'm not sure how to pick Weave Augment card only and have it roll on Revenant again.

EDIT: I've noticed when the projectile doesn't have room to weave and instead is a normal vanilla attack it doesn't do any additional damage, even the ghost Revenants from the Haunting card don't have any weirdness to them (the ghosts seem unaffected by Weave Augment, anyway), its only once they start weaving if that helps.
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Dan_The_Noob
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

found a bug for 4.2 ( I think? )

the chicken wild card (the zelda-ish one) is appearing in normal picks (showing up without attaining wild cards of any kind and also being selected by Parasite card)

--EDIT--
is there a console command to remove active cards at all?
would like to be able to recover some of my bricked co-op saves instead of restarting some of the wads.

--EDIT--
would it be possible to add actual health/damage to things like hauntings and nests for compatibility with GunBonsai?
along with any other "added" things which aren't registering for some reason as damage.
Deluge96
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Deluge96 »

Hi, new user here and very keen to try out this Corruption Cards mod.

May I know how I can get it to work? I'm running GZDoom v4.8.2 and have placed the ccv4.2 pk3 file in the main GZDoom folder but it doesn't seem to be working.

Thanks in advance!
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by wildweasel »

Deluge96 wrote: Sat Oct 29, 2022 10:55 am Hi, new user here and very keen to try out this Corruption Cards mod.

May I know how I can get it to work? I'm running GZDoom v4.8.2 and have placed the ccv4.2 pk3 file in the main GZDoom folder but it doesn't seem to be working.

Thanks in advance!
Hello! I recommend installing and setting up a Launcher to ease loading of add-ons and mods with GZDoom. Simply having a mod in the same folder as GZDoom is not enough for the game to load it. There's a few other ways you can do this, but a launcher is the best long-term solution, in my opinion.
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Dan_The_Noob
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

wildweasel wrote: Sat Oct 29, 2022 11:04 am
Deluge96 wrote: Sat Oct 29, 2022 10:55 am Hi, new user here and very keen to try out this Corruption Cards mod.

May I know how I can get it to work? I'm running GZDoom v4.8.2 and have placed the ccv4.2 pk3 file in the main GZDoom folder but it doesn't seem to be working.

Thanks in advance!
Hello! I recommend installing and setting up a Launcher to ease loading of add-ons and mods with GZDoom. Simply having a mod in the same folder as GZDoom is not enough for the game to load it. There's a few other ways you can do this, but a launcher is the best long-term solution, in my opinion.
+1 I recommend DoomRunner, personally.
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Dan_The_Noob
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

I haven't managed to get TwitchyDoom to read the txt file yet, but have you considered adding a "DrawCard" or "RemoveCard" command to Corruption Cards and TwitchyDoom as a cross-compat option?
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Daedalus
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Not a bug but a bit of an issue with Slimming Enchantment @1:24:
Spoiler:
Autoaim is now extremely unreliable and it seems to let Viles target players who are in full cover against a wall, directly below them as seen at @1:29. I rolled this card on Zombieman on Map01 and noticed it was almost impossible to shotgun them with freelook disabled if they were either high above or low below.

Direct BFG blasts (not shown) are now a dice roll because tracers will mostly miss, while this would be understandable and balanced to the card buff at midrange, I do not think it should punish so harshly at point blank.

EDIT: I noticed small grammar error on The Masquerade description: "Only monsters that ambush players can be given an disguise."

EDIT2: Nukes can sometimes kill players via voodoo dolls outside maps.
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Dan_The_Noob
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

Daedalus wrote: Sun Oct 30, 2022 1:30 pm Not a bug but a bit of an issue with Slimming Enchantment @1:24:
Spoiler:
i feel like this is the intended effect, but maybe it should be widened just a touch.
it's super funny spraying chaingun and hitting nothing though.
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Daedalus
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Dan_The_Noob wrote: Sun Oct 30, 2022 4:57 pmi feel like this is the intended effect, but maybe it should be widened just a touch.
It for sure is, but I feel the effect is a little too much.
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Re: [4.2] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

found another card that can cause desyncs in co-op (just guessing it is this card as it was 40 or so cards deep)

but its the Frankenstein card.
is it possible that this card would generate different results in a multiplayer situation? I haven't seen the card in single player to see what it's meant to do.
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