Thanks for your feedback and help. Crosshair and crash are now fixed. The saves should not be broken at all.
Now, about the other stuff:
Darkbeetlebot wrote: ↑Sat Jan 11, 2025 8:40 pm
1. Buff rocket launcher accuracy. They have a small clip size and take a while to reload, so it's important that those rockets land when they fire. I think making the rocket launcher be a high accuracy weapon makes the most sense of any of them, save for the pistol.
A good suggestion. I think I'll raise the accuracy in a later update. I'm also thinking about adding "homing projectiles" affix for RL as well.
Darkbeetlebot wrote: ↑Sat Jan 11, 2025 8:40 pm
2. Butt the beta BFG's damage to be similar to the plasma rifle. It consumes 1 ammo per shot if I'm measuring it correctly, feel free to correct me if I'm wrong. If it is, it's dealing about half as much damage as the plasma rifle.
Yeah, but it should still have much higher DPS. Hasn't it? I'll check what can be done there anyway.
Darkbeetlebot wrote: ↑Sat Jan 11, 2025 8:40 pm
3. Maybe nerf the summon affix, or just prevent it from spawning specifically on archviles. I had a point in map 2 or 3 where there's an archvile that aggros early and it spawned as a summoner, so when it entered the arena there were like 20 archviles in one room and they instantly killed me. Most enemies are fine with it, it's literally just the archviles that become ten times more bullshit. Or maybe you could also make it so they only summon while the player is in line of sight.
Oh that's a good one. But the problem is that I can't determine if the current monster is a summoner when giving the affixes, so if I restrict archvile only, it won't prevent modded archviles from being summoners...
My current idea is to change the summoner affix logic. Instead of making the monster summon monsters of the same class, summoners will summon some low level monsters only (selected by their HP value). No archviles this way. It's currently in the works, but I'm having some technical issues with implementation.
I also think the "Horde" affix should work the same way as well.
Darkbeetlebot wrote: ↑Sat Jan 11, 2025 8:40 pm
4. I don't remember how accurate the normal shotgun is in doom, but it feels like it's less accurate in this mod than usual. Either way, I'd suggest buffing its accuracy so that it has a clearer role. That or maybe have an affix that gives it slugs? It would just be nice to have a really accurate shotgun type that doesn't use the slow moving homing flechettes.
What would you think if I double accuracy affix effect if it's applied to shotgun?
About flechettes: I think they should be made either faster or smarter, or even both. Will do that for the next release.
Darkbeetlebot wrote: ↑Sat Jan 11, 2025 8:40 pm
And as another thought, the way the player level curve feels now is that it starts off being faster to gain than inferno levels, but then around player level 50 the two level types seem to converge in progression speed and the leveling slows down quite a bit. What kind of curve are you using for both them?
Inferno levels is simple: it's just how many inferno items you collect. Each level the game tries to spawn at least 2 and no more than 4 inferno items. This way for 32-map WAD you'll be at inferno 100 by the game end, plus 28 some extra items to spare, just in case you couldn't collect all of them on some levels.
Formula for levels is the following:
expForNextLevel = (baseAmount + A * currLevel) * M ^ (currLevel/K)
baseAmount is XP required for first level you gain (level 2), it's 500.
A is additional required XP each level, it's 200 currently.
M is exponent base, it's 1.275 now.
K means "each this many levels the required amount is multiplied by M", and is 6 now.
Stats scaling (damage and monster HP) uses very similar formula but with other constants.
So, the list for the very next release is:
- Make flechettes better;
- Scale monsters' infighting damage, as some maps really rely on that;
- Rework summoner and horde.
I'm considering adding a new affixable item, and currently my main idea is to add reusable health potion, which can be bound to a hotkey. Hello, PoE2. Maybe I should rename the mod to "Doom of Exile".
So, the idea is the following. You can pick up a multi-use potion. It is refilled by killing monsters.
Potion has the following base stats:
- Restored HP
- The time, across which the HP will be restored
- Max charges
- Charges spent by single consumption
- Usage cooldown (?)
The affixes will alter those stats, as well as add some tiny mechanics there, like:
- X HP will be healed instantly
- Applies Poison to you
- Gives some minor ammo amount on usage
etc.
But this idea may be not as good as I think of it (I'm playing poe2 too much lol). What do you think? Would it make the mod better?