Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

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Project Shadowcat
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by Project Shadowcat »

It did get harder. Some of the new monster reels make Night of the Shooting Dead and the Hell Nobles reels seem easy in comparison. Combine with the fact that medikits do not spawn as often (more items) the player's going to get murdered so much more...

The added variety is nice but the difficulty cranked to 11 has made getting to a boss practically impossible. :(
Steve1664
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by Steve1664 »

Trying to launch this gets me this fatal error message:

Script error, "reelism-xi.pk7:splot.wad:DW-NRG" line 240: Expected ')', got ",".
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TheDarkArchon
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by TheDarkArchon »

Found a bug: Weapon spawns appear to be kept on completely random after defeating Dog Pope on infinite mode. Unsure about the other bosses.

Edit: Also, Larrys Laser Gun doesn't benefit from Caffeine Time
Last edited by TheDarkArchon on Mon Apr 30, 2012 4:29 pm, edited 1 time in total.
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wildweasel
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by wildweasel »

I always seem to get Famine and a powerful monster spawn on the first round. Really inconvenient...
Ribo Zurai
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by Ribo Zurai »

Steve1664 wrote:Trying to launch this gets me this fatal error message:

Script error, "reelism-xi.pk7:splot.wad:DW-NRG" line 240: Expected ')', got ",".
You require the lastest GZDoom engine.
Gez
 
 
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by Gez »

I found a bug. Yay!
Spoiler:
Monsters that fall onto objects when they die are stuck in this way forever. I guess they never reach their crash state?
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InsanityBringer
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by InsanityBringer »

As a variation of that bug, it seems that monsters that climb and then descend steps will repeat their death frames a few times. I've seen this happen mostly with strife NPCs around the fountain in Gutrot Island. Also, if you have inventory items and morph into another class, the item display will overlap the ammo indicator.

I'm quite enjoying this though, even though I'm dying much more often. I'm still yet to get used to the new mechanics. Also, "Find the antidote" is evil.
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CorSair
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by CorSair »

Wheee.

RNG God is always unfair. Be it you or anyone else. :P


Anyway, loading this now...

.:edit:.
... And done. And masterpiece, as always.
(if not taking account of getting blasted by nade, when crates shows up.)

Also, love those post-game stats. :lol:
Last edited by CorSair on Mon Apr 30, 2012 4:38 pm, edited 1 time in total.
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Gothic
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by Gothic »

this mod is worthy of a cacoward
TheShadsy
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by TheShadsy »

I can't speak for Kinsie, but I definitely think the difficulty is a result of the mechanics/pace being a little different rather than it being any harder. I sucked at the previous version of Reelism, but after getting used to the expansion a little more (and the item spawn rates), I suck at an equal level now.
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InsanityBringer
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by InsanityBringer »

Just a minor question, but was scoring modified slightly? I used to end Reelism rounds with well over 100000 points (I'm picky so I have to kill every monster in the level before touching the boss), but now I'm ending around ~80000 or so. No actual problem, but it's interesting to note.
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Kinsie
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by Kinsie »

Ribo Zurai wrote:This is delicious. The iRealism one made me laugh, so clever. :D

But there's a little glitch there. Killing a Jetpack Larry with a bat gives this error message: "jump target 'CorpseFlying' not found in JetpackLarry". It won't make the game crash though, but just saying.
Doh! Thought I fixed all this stuff.
TheDarkArchon wrote:Found a bug: Weapon spawns appear to be kept on completely random after defeating Dog Pope on infinite mode. Unsure about the other bosses.

Edit: Also, Larrys Laser Gun doesn't benefit from Caffeine Time
Oops, I'll fix those.
Gez wrote:I found a bug. Yay!
Spoiler:
Monsters that fall onto objects when they die are stuck in this way forever. I guess they never reach their crash state?
I'll have to find a workaround for that.
Gothic wrote:this mod is worthy of a cacoward
Better get nominating, then. :P
InsanityBringer wrote:Just a minor question, but was scoring modified slightly? I used to end Reelism rounds with well over 100000 points (I'm picky so I have to kill every monster in the level before touching the boss), but now I'm ending around ~80000 or so. No actual problem, but it's interesting to note.
The only changes to scoring I can think of...
- Under most circumstances, individual kills with Barkblast get far less points than normal.
- You lose 2000 points when you die in co-op mode
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CorSair
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by CorSair »

Don't know is it Transpo map, or new GZDoom release, but it runs quite smoothly on my cheap laptop.
And not sure, but when I got NRG and dogs spawning, and I was still mopping up remnants of Shooting Dead, some dogs seem to be invisible. Or so I think.

Few rounds done, but stopped into wall. Shapeshifter's rockets in my ass. :blergh:
Also, jerk is now Real Jerk. Especially when you haven't found good place. And it is around the corner.

Now, lets throw out some bad reels what you people had...

My worst reel currently happened: 10, 12, 12.
I finally stopped moving, when I sled directly to DF Guard. And I had no means to avoid, not even pogo stick to hop over...
Also, I can sense some fun when you got 10 and you're trying to get away from Jerk.
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InsanityBringer
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by InsanityBringer »

Hmm, the scoring thing may have been just some bad luck. I finally broke 100000 again, though I only made it to just over 110000, when with good rolls you can reach 150000
TheShadsy wrote:I can't speak for Kinsie, but I definitely think the difficulty is a result of the mechanics/pace being a little different rather than it being any harder. I sucked at the previous version of Reelism, but after getting used to the expansion a little more (and the item spawn rates), I suck at an equal level now.
I think it's this. I just won off three games of Reelism in a row, some even with the harder reels (such as the one featuring the archers).
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wildweasel
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Re: [p.20 UPDATE!] Reelism X1.0 released!

Post by wildweasel »

Worst reel ever: Bloody Screen So Real, Famine, and Renaissance Unfair. Can't dodge the archers, can't fight the guards with just the pistol.
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