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New release is here. Added progression to the game menu (as a game class selection). Armors are now reworked, we now have a new armor type and 12 new affixes. I hope the new affixes are not too gimmick-y.
I tried to make all armors viable.
Spoiler: Armor rework and the new armor type
Green armor now has 50 more durability than the blue one (as well as having much more max affix-based durability possible) whilst still offering worse protection.
Blue armor now has only 100 base durability, so it's not as long-lasting as before.
The new armor type is Energy Armor, which is Borderlands-like recharging shield. It offers extremely high damage absorption (75% is the base value. Unlike classic armor, its affixes allow the absorption to be 100% if you're lucky enough!) and extremely low durability (base value is only 15). Low-level shields are somewhat underwhelming, but high level ones can be recharged very quickly.
Have fun!
I'm getting a feedback about the HUD being very bad, so I think it should have higher priority than any new content for the time being. But my problem is that I just can't stop adding new content.
How about Heretic/Hexen support? Those games feel like a perfect target for randomized loot and/or progression mechanics. Especially with HXDD out there now.
DarkkOne wrote: ↑Thu Oct 17, 2024 2:31 pm
How about Heretic/Hexen support? Those games feel like a perfect target for randomized loot and/or progression mechanics. Especially with HXDD out there now.
Actually I wanted to make this mod for Heretic initially. It's my first mod, so I sticked with Doom just because it seemed better documented to me
Thanks for letting me know about HXDD, it seems very interesting.
Btw, I honestly think Hexen is better played with mods that make it more adventure-like (mods like XRpg) than with Diablo-like randomized items.
DarkkOne wrote: ↑Thu Oct 17, 2024 2:31 pm
How about Heretic/Hexen support? Those games feel like a perfect target for randomized loot and/or progression mechanics. Especially with HXDD out there now.
Actually I wanted to make this mod for Heretic initially. It's my first mod, so I sticked with Doom just because it seemed better documented to me
Thanks for letting me know about HXDD, it seems very interesting.
Btw, I honestly think Hexen is better played with mods that make it more adventure-like (mods like XRpg) than with Diablo-like randomized items.
I honestly think XRpg is great for Hexen, but I also just really like experiencing new things and think this would be a good deal of fun there too.
Hello! After playing a bit more, I can still confirm even on 0.5a that chance to poison still causes a freeze - I'm playing on Delta Touch so unfortunately I don't have any logs to recover when this happens, other than that it seems to happen on the very same frame I fire the weapon and the poison procs on an enemy. Otherwise, non-procs let the weapon continue to function as normal. On this 2nd time, it happened on a shotgun with chance to poison.
I feel that maybe sometimes the "cursed" affix version for magazine capacity can get really extreme at times to the point it's difficult to use a weapon that has rolled an extreme version of it - case in point above, a chaingun with only 4 bullets to spare. Despite the insanely fast reload speed, it does far worse overall damage than even normal chaingun. I feel this to be the case for when this negative affix rolls on plasma rifles as well. I rolled a plasma rifle in an earlier playthrough with great stats but the only 13-cell capacity ended up rather making it worse than just a common one.
On that note, I gotta praise the new affixes and items available in 0.5a - I'm already seeing items to synergize (energy armors and energy-regen backpacks) and I'd sure as heck like to see more of those. There's a bunch of affixes floating around in mind I'd like to see but I kind of don't want to burden your creativity on that by having to suggest them.
Definitely a promising start. One helpful feature would be a way to punch items around to account for dense clusters like the MAP07 backpack stack, or the aftermath of the Cyberdemon room in MAP08. I also really miss the BFG and chainsaw. I'm finding a definite trend towards the super shotgun, my current playthrough has one on par with the DoomRL Arsenal MIRV Launcher. Barrel is a fun mod but Torment is probably the ultimate status effect capable of stopping enemies dead in their tracks. Anyway I'm interested to keep an eye on this one, and see what other effects come in over time. Oh and I can not confirm venom is causing problems, maybe it's that source port or some other mod you're using, I'm not running any others and am just using standard IWADs.
EDIT: The modifiers definitely favour SSGs hard, as my recent 1.9x minimissile 29 bulk 8 potent one demonstrated. No other weapon class could hope to match that three-shot Spider Mastermind killing stick! I want to say that % on hit mods are applied per-pellet too. On the other hand, flechette mod is awful, only because it feels like I'm firing dust at enemies. Also a caution, high absorb armor is often worse unless it has modular just because maps tend to have a lot more health lying around. That's noticeable in DRLA with the Renegade class too actually.
Last edited by fakemai on Sun Oct 20, 2024 5:27 am, edited 1 time in total.
Thanks you all for the feedback! I'm currently on a break, will investigate venom asap when I'll return. Also it's definitely possible to reduce the worst-case magazine size negative affix.
SSG was buffed before, and it seems I've "overbuffed" it. I think SSG can be nerfed by either reducing the maximum amount of pellets for pellet affix, or by reducing the damage when increasing the number of pellets. Or maybe I should make minimissiles have increased ammo consumption?
I also think I should finally make randomizable chainsaw. Either way, it seems the HUD rework should come later than another fix/balance patch.
After some more play, it turns out there may be more places where the freeze happens and my discovery so far is that it's just plainly combat-related as at times and not just poison-related, the freeze may happen right on an enemy hitting me or at times when firing a weapon that doesn't have any chance modifiers at all
It may be a combination of certain mods on my end, so I'll try to pin it down too.
3 new weapon affixes
2 new armor affixes
Some (minor) new affix synergy between items
Items dropped too close to each other will now "jump" from each other at random time intervals - experimental change
Fixes and balance changes:
Slightly condensed the UI font
Slightly nerfed the SSG (max base dmg -1)
Nerfed max pellets affix for SSG (applies to high-level affixes only)
Reduced drops rate slightly more (not by much though)
Minor affix rebalance (including bad version of max magazine size affix being too bad)
Internal changes:
WIP on reworking how the affixes are defined. It's a minor yet definite step towards universal compatibility. Is prone to bugs though.
I couldn't reproduce "venom damage freeze" problem, so any help with pinpointing the cause will be appreciated.
There are good and bad news for the project.
The bad: I can't make myself rework the UI properly, because I'm too easily distracted to new ideas.
The good: the changes I'm currently working on have made some new thingies possible.
First of all, I'm moving towards allowing multiple gameplay-altering affixes on a single item. Currently there is only one allowed (with no limits on stat-altering ones). Don't know when I'll do it, but it should be done.
Second, it allows adding some even better feature...
Spoiler: A little teaser for you
What's the best here, it should be universally compatible with most third-party monster packs - at least I'm trying it to be.
It still requires some more time in the oven though, as some mechanics are still bare-bones. Also it will possibly be OP as hell (pun intended) for some time. I'm sure the next release will be interesting.
Excited to see how this mod develops in the future. I didn't notice any bugs for the few maps that I played with this. I tested both of the 2 different game modes, too. Very cool stuff.
The new version is here. Get ready to face new bugsrandomized monsters with their own vile affixes!
Spoiler: Oh my, that's a big one
New things:
Monsters can now be affixed! Should be monster pack compatible. It can be very unfair when playing with disabled progression!
19 possible affixes for monsters, all of them are mostly compatible with each other.
Rare monsters shoul drop better loot.
3 new items affixes to deal with those monstrosities
That increases the total affix count to 96
Added HP bar with monster affixes shown. If you have visual glitches, try changing the scaling in video mode settings.
Random monster name generator (in fact, several of them)
Allowed monsters to (rarely) drop powerups
Fixes and balance changes:
Reduced the map-placed items' quality. The expected way to obtain powerful gear is now by slaying powerful demons.
Rebalanced some affixes
Made damage-increasing affixes better at high qualities
The balance is now completely broken nonetheless. Awaiting the feedback now
Fixed some minor bugs
Added new, never-seen-before bugs which are yet to discover
Internal changes:
Many, mostly regarding random drops mechanics.
As always, report any bugs, let's squish'em together!