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lightning6 wrote: ↑Sat Aug 19, 2023 6:45 am
the "one monster is cursed, it must be killed 9 times card" is bugged since on one level there were THREE different monsters that I had to kill those 9 times
I'm not sure if you can redo this or you have a savegame on that level, but there is a card that basically transfers a curse from a slain foe to a random surviving monster [Witching Hour], so killing the original monster with Curse of the Cat doesn't guarantee the curse itself is removed for the rest of the map. We recently encountered this with Curse of the Rabbit on a friend's stream Thursday night, and he also had just chosen Witching Hour as a permanent card [having Rabbit as permenant card for some time before this].
If Witching Hour wasn't involved though, THEN that could be a bug, unless there's another card that also does a similar effect to Witching Hour. V:
Witching Hour is a very rare pick, if ever for permanent cards.
if you get the wrong curse it can turn a map horrible real fast.
Hey, I can translate the mod into Russian. The translation that exists now contains mistakes, sometimes even semantic ones, describing the card incorrectly and the text does not fit or overlaps the design elements. I can fix it without losing the meaning of the text.
What do you say? Yes, Russian is my native language, I know what I'm talking about.
Umbra_KEEPER wrote: ↑Wed Aug 23, 2023 8:37 am
Hey, I can translate the mod into Russian. The translation that exists now contains mistakes, sometimes even semantic ones, describing the card incorrectly and the text does not fit or overlaps the design elements. I can fix it without losing the meaning of the text.
What do you say? Yes, Russian is my native language, I know what I'm talking about.
Sure, follow the link in the first post to the google doc and request permissions. If you could make a new column with the fixed Russian texts that would be great (call it Russian 2.0 or something).
Here is version 5.1, which contains new cards and a major rework to how projectile cards are handled. The main reason is to fix certain augments would cancel each other out. Now they should stack correctly. For example, Railgun Augment and Triple Augment now stack, so you can have your triple railgun shots. Please let me know if there are any issues with these as it's a pretty big change under the hood. I've also added a bunch of new cards, so expect explosions.
Projectile spawning rework implemented. This is a big change under the hood, mod stability may be decreased. Let me know of any problems!
Attack altering cards can now work correctly togehter.
Added 17 new cards.
Fixed Rescue Mission giving out random enchantments to each monster instead of a set enchantments to all monsters.
Fixed Repeat Augment bugs with Last Word/Pre-emptive Strike.
Fixed a crash with Ally Marines losing a target.
Fixed a visual bug with Firecracker Enchantment.
Fixed Cherubs getting stuck in ceilings.
Fixed Armageddon not triggering with certain mods.
Streamer layout now displays if a card has not been collected yet.
Petrified monsters and ghost Monsters death logic changed, should fix crashes with certain mods.
Petrified monsters now inherit any enchantment card effects that also affect that monster type!
Users of Hate Shield can damage other Hate Shield users if their Hate Shield is active.
The Specialsts can now have different selections of buffs/attacks.
Frankenstien monsters now change their projectile to the one that was fired by the other monster.
Adrenaline Enchantment now triggers at a higher % health.
Blade Traps can no longer teleport.
Reduced the maximum number of Blade Traps per level to 15 (per card).
Frightened Monsters with Leap Enchantment will now leap away from their target instead.
Monsters spawned by Hand of Baphomet are no longer part of the map monster count.
[quote=Cutmanmike post_id=1244167 time=1693074673 user_id=231]
Sure, follow the link in the first post to the google doc and request permissions. If you could make a new column with the fixed Russian texts that would be great (call it Russian 2.0 or something).
[/quote]
OK, I've sent a request. I think I can make a column.
I've been meaning to ask. How are kills handled with monsters effected by Casali's Watchers? I assume the first kill is counted only? I also just realized how bad a combination of Curse of Attention and Forbidden Gaze would be.
UTNerd24 wrote: ↑Wed Aug 30, 2023 1:51 am
I've been meaning to ask. How are kills handled with monsters effected by Casali's Watchers? I assume the first kill is counted only? I also just realized how bad a combination of Curse of Attention and Forbidden Gaze would be.
I believe casali watchers don't count as kills, period.
its funny to get the thing where resurrected enemies get a random enchant and kill them a ton until they become gods though haha, also makes strategically using them as ammo farms an interesting mechanic because they get increasingly more risky.
I discovered a VM_Abort involving the Berserker Augment. I was using Gun Bonsai though, so that might be more of an issue with that mod. Also, Some Monsters are STILL able to survive with 1HP under some circumstances. An Archvile with Nightphase and Petrification was invincible when Armageddon was in effect.
Speaking of, how does the counter for Armageddon work once it has been triggered once? Does it start at zero next map or what?
Anywho, I've got some more ideas to share.
Backwards Compatibility: Monsters with this effect should still face frontways imo. That way their attacks visually make more sense.
Engineer: Some monsters may construct Turrets. The effected monster should, at some point during combat, stop to build a turret that functions either like a wrath sentry or Captain Toenail's item. If the former, perhaps the projectiles coming from the turret can depend on the monster. There should also be a slightly higher chance for construction to be done whilst a monster is asleep.
reHACK: One monster is secretly cursed. Killing it will temporarily scramble your HUD. When the effected monster is killed, Hud elements should become scrambled. Ranging from the automap being wiped, ammo counts displaying wrong values, health and armor values showing random numbers or being hidden altogether, and even showing incorrect messages. I'm not too sure how frustrating the effect could potentially be, so that's why I suggested a temporary effect.
The Devil Himself:
Spoiler:
At one point in your run, Terry may appear. Essentially a boss that will appear only once or twice in a playthrough. He should be designed to be unfair, but still possible in some cases. Maybe have the ability to spawn Archviles and move extremely erratically.
Gale Force: A strong wind may blow through the map. At some point, a Gale will pass through the map, slowly pushing things in a pre-defined direction. Should not effect monsters on the sides of dropoffs.
Economy-Class Curse: One monster is cursed. Killing it will replace all map textures with a single texture. Except the Skybox is circumstances I guess.
Heresy Augment: A portion of some of the effected monsters will become transparent and ignore projectiles. In Heretic, there are variants of monsters that are ghosts. They behave the same in most cases, but most projectiles will phase through them completely. This will mean the player will need to dispatch them with hitscan weapons. While that sounds unfair, the BFG uses tracers, so it sort of evens out.
UTNerd24 wrote: ↑Sat Sep 02, 2023 11:05 pm
Backwards Compatibility: Monsters with this effect should still face frontways imo. That way their attacks visually make more sense.
VM execution aborted: array access out of bounds. Size = 8, current index = 8.
Called from CCard_MutatingCard.Operation at ... cards/general.zscript, Line 289
... main.zscript, Line 409
... selector.zscript, Line 208
... selector.zscript, Line 83
What can I do to continue?
Doom II, MAP23, GZDOOM 4.11, Corruption Cards 5.1c.
PS, this error is related to the Parasitic Card when it's taken permanently. I returned to MAP22, selected a different card and quicksaved, then completed MAP22 again, now I'm able to proceed further.