[6.3b] Corruption Cards - 200+ cards! New Collector mode!

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Dan_The_Noob
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

found an infinite spawn loop.

surprise mutation or whatever + vessels.
the vessels dont spawn vessels, but if they mutate the vessel of the target card is active and causes me spawns (obviously very specific niche situation)
thought i'd throw that out there.

also, flea monster hitbox is very hard to actually affect even with rockets.

--EDIT--
OH also, is "Monster Gang" (the one that spawns random monsters) meant to spawn bosses? same with 16th Sin.
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UTNerd24
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by UTNerd24 »

I noticed a weird thing where hitscan/melee only enemies (Former Human and Demons) could be given projectile enchantments. I assume that's not intended?
I also think there should be a way to toggle currently active cards in debug mode if there isn't already. Regarding Witching Hour, does the bell signifying a new curse come from the newly afflicted monster or is it a local sound? Lastly, I feel like there should be some Easter Egg/Bonus for collecting ALL cards. Granted this mod is still being worked on, I can understand why that wouldn't be considered yet.
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Cutmanmike
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

UTNerd24 wrote: Sat Sep 30, 2023 8:32 pm I noticed a weird thing where hitscan/melee only enemies (Former Human and Demons) could be given projectile enchantments. I assume that's not intended?
Any monster mods being run? This shouldn't happen unless a monster is witnessed firing a projectile. Cards could allow this (i.e preemptive strike) but this should be fixed as of the previous version.
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UTNerd24
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by UTNerd24 »

Nope. All Vanilla. I might have accidently clicked something while in debug mode for all I know. By the way, some Frankenstein monsters have sounds missing. Maybe include some sort of check if the resulting monster is a former human or anything that has a firing sound?
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Daedalus
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Daedalus »

UTNerd24 wrote: Sun Oct 01, 2023 11:46 pm By the way, some Frankenstein monsters have sounds missing.
Spoiler: Can confirm this, it's notorious on hitscanners.
Vanilla with cosmetic mods.
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Dan_The_Noob
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

UTNerd24 wrote: Sat Sep 30, 2023 8:32 pm I noticed a weird thing where hitscan/melee only enemies (Former Human and Demons) could be given projectile enchantments. I assume that's not intended?
I also think there should be a way to toggle currently active cards in debug mode if there isn't already. Regarding Witching Hour, does the bell signifying a new curse come from the newly afflicted monster or is it a local sound? Lastly, I feel like there should be some Easter Egg/Bonus for collecting ALL cards. Granted this mod is still being worked on, I can understand why that wouldn't be considered yet.
to add to this - if you get the thing where they fire imp projectiles etc when they die etc, it registers them as projectile throwers... however the projectiles never get replaced.
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Cutmanmike
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

I've tried this with debug mode and they never get registered to be a projectile thrower using last word or preemptive strike. I don't suppose you remember what other cards were in action?
OH also, is "Monster Gang" (the one that spawns random monsters) meant to spawn bosses? same with 16th Sin.
Again no, but I tested both cards again and aren't getting bosses to appear using vanilla doom monsters.
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Dan_The_Noob
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

if it happens again i'll get a capture of the card screen or something, though it's also possible the card list will cut off.

it happens with vanilla though, revenge and last word both were active on the 3 zombie types (the grouping in vanilla) but the projectile mods appeared for individual units... like "Upgrade" for Zombieman, Wide shot came up for ShotgunGuy etc.

maybe something funky happened with your previous update that changed projectile checks to allow stacking effects?
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mamaluigisbagel
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by mamaluigisbagel »

I noticed when playing with Raging Bull that the sparks that come off of walls and floors when shot are different colors only when Corruption Cards is loaded, like the pistol sparks are blue and the shotgun sparks are blue and green. I'm not asking for a specific fix for that mod, but I wasn't sure if this could be an issue that could be fixed for future-proofing. (maybe its a fix CC can do that can prevent it happening with any other mods in the future, that is) If not, it's not a deal breaker. Just an odd quirk I noticed. If this is something the author of that mod should fix, let me know and I'll ask about it.
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Brohnesorge
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Brohnesorge »

What map were you playing on, just to rule it out? That sounds more like map palette translation fuckery than a mod issue.
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mamaluigisbagel
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by mamaluigisbagel »

I've tested with multiple maps, and it happens on every mapset, even the original iWADs.
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Dan_The_Noob
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

its possible it has a matching sprite or something.
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Dan_The_Noob
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

would it be possible to add an options toggle for when you beat map30?

sometimes I play wads that are longer than 30 and it asks if i want to keep my cards or not and restarts from map01.
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Zonky
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Zonky »

I've been playing this a lot recently and got an idea I would like to share. I play with the custom game mode a lot because I have a specific setup that involves gun bonsai, and because of how OP that mod can be, I've decided to make it my goal to fuck myself over as much as possible so keep that in mind.
The way I play is for each map, I pick 1 of 4 cards and each one is permanent, this setup got me thinking, I would love the option for the amount of cards to increase after a certain amount of maps is completed. Say like, after X amount of maps, Y amount of cards is added to the selection and you now have to pick Z amount of cards. So I could set it so after 10 maps the amount of cards I have to choose from is now 6 but I have to pick 2. This is just an example obviously, others would probably use tamer or something even more psychotic.

I think that would be a cool idea to explore, specially with how cards can stack now! I could see this working with wild cards as well, although the thought makes me shudder.
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Cutmanmike
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Re: [5.2] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

When ZForms updates I plan to remake the ui to allow more cards to be shown on screen, and thus allow for more game modes and options. Not sure when that's going to happen though.
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