Wrath of Cronos RPG V3A

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Doctrine Gamer
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Self-distribute experience points

Post by Doctrine Gamer »

One suggestion, could put it to self-distribute experience points to do not need is by opening the Skills all the time to level up. :P
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twinkieman93
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Re: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

Post by twinkieman93 »

commander wrote:Maybe the slot 1 weapons should have more effects as you level up (like Hexen 2). A duel blade wielding Rogue would be nice. That will give people more reason to increase Blade mastery.
Maybe instead of giving out dual machetes, you simply learn more combos as you get higher levels of blade mastery. More damaging ones, faster ones, and eventually you'll learn something that'll have the announcer going ULTRACOMBOOOOOOOOOO! or something like that.
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Doctrine Gamer
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Re: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

Post by Doctrine Gamer »

Is something wrong my character, i upgrade the agility but he not jump.
i set the standard key but still does not work. this is normal :?:
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commander
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Re: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

Post by commander »

twinkieman93 wrote:
commander wrote:Maybe the slot 1 weapons should have more effects as you level up (like Hexen 2). A duel blade wielding Rogue would be nice. That will give people more reason to increase Blade mastery.
Maybe instead of giving out dual machetes, you simply learn more combos as you get higher levels of blade mastery. More damaging ones, faster ones, and eventually you'll learn something that'll have the announcer going ULTRACOMBOOOOOOOOOO! or something like that.
Well, that's fine too. Oh and I don't know how to get that rapid-stabbing attack with the machete.
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twinkieman93
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Re: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

Post by twinkieman93 »

commander wrote:
twinkieman93 wrote:
commander wrote:Maybe the slot 1 weapons should have more effects as you level up (like Hexen 2). A duel blade wielding Rogue would be nice. That will give people more reason to increase Blade mastery.
Maybe instead of giving out dual machetes, you simply learn more combos as you get higher levels of blade mastery. More damaging ones, faster ones, and eventually you'll learn something that'll have the announcer going ULTRACOMBOOOOOOOOOO! or something like that.
Well, that's fine too. Oh and I don't know how to get that rapid-stabbing attack with the machete.
It's slash slash *long pause* stabstabstabstabstabstabSTAB. If I remember correctly.
Doctrine Dark wrote:Is something wrong my character, i upgrade the agility but he not jump.
i set the standard key but still does not work. this is normal :?:
If you're playing in Heretic then jumping and crouching should be turned off by default. Go into your gameplay options and set Allow Jumping to "On", and also do the same for Allow Crouching if that's your fancy. I should mention that in Heretic, neither jumping or crouching were things, so do try to not break the game? I can't tell you what to do but it makes me sad when people do that. :(
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Thetis
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Re: Wrath of Cronos RPG 1.5B now w/ Strife! (Hotfixed)

Post by Thetis »

After a long time, I went and updated Wrath of Cronos. This update contains balance fixes with a big change to how players gain new abilities, now based on skill points spent instead of levels. Also, slaughterfest maps should be a bit more stable after this.

Get Wrath Of Cronos R1_5C Here!

Edit: Oops, forgot the compat patches.

Wrath of Cronos RPG Mod Heretic Patch 1.5C (Load after 1.5C if you are playing on Heretic)

Wrath of Cronos RPG Mod Doom Patch 1.5C (Load after 1.5C if you are playing on Doom)

Wrath of Cronos RPG Mod Strife Patch 1.5C (Load after 1.5C if you are playing on Strife)
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commander
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Re: Wrath of Cronos RPG 1.5C

Post by commander »

IDK why but every time you start a new map, every inventory items will have only 1 charge, despite how much you got from the previous map. This only happens in Doom.
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Patriot1776
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Re: Wrath of Cronos RPG 1.5C

Post by Patriot1776 »

commander wrote:IDK why but every time you start a new map, every inventory items will have only 1 charge, despite how much you got from the previous map. This only happens in Doom.
This is has been a consistent gripe I've been having too about this mod. Think I may start digging through the code and seeing if the +HUBPOWER flag has been added to all the new inventory items and if in the DooM compat patch the Ultimate DooM episodes and the DooM II level numbers have been defined as 'hubs' too. The +HUBPOWER flag should allow brand-new items to be retained in DooM as long as the level you picked them up in is considered part of a 'hub'. Thetis have you tried this?
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Thetis
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Re: Wrath of Cronos RPG 1.5C

Post by Thetis »

The problem is that Zandronum lacks the functions needed to keep more than one of each item through decorate and I would like to keep it Zandronum compatible.
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Patriot1776
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Re: Wrath of Cronos RPG 1.5C

Post by Patriot1776 »

If you'd like, I could try coding you up a separate, inventory patch fix that would allow us GZDoom/ZDoom users to keep inventory between levels. Just point me to the DECORATE functions needed, if they are the ones I mentioned or something different. This would remain a separate, ZDoom-only patch that would be loaded separately and after the DooM-compatibility patch.

EDIT:

Figured out this little gripe, and it may even work in Zandronum. Just gotta try it. All that was required was the addition of one SIMPLE thing to 'GameDefaults' for MAPINFO in the DooM patch for this:

Code: Select all

KeepFullInventory
Question is will this work in Zandronum...

EDIT2: YES IT DOES!!! It does work in Zandronum 1.1!! Up to you Thetis whether you want to implement this. Just add 'KeepFullInventory' to 'GameDefaults' in SETPROP for the Doom patch.
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commander
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Re: Wrath of Cronos RPG 1.5C

Post by commander »

Patriot1776 wrote:If you'd like, I could try coding you up a separate, inventory patch fix that would allow us GZDoom/ZDoom users to keep inventory between levels. Just point me to the DECORATE functions needed, if they are the ones I mentioned or something different. This would remain a separate, ZDoom-only patch that would be loaded separately and after the DooM-compatibility patch.

EDIT:

Figured out this little gripe, and it may even work in Zandronum. Just gotta try it. All that was required was the addition of one SIMPLE thing to 'GameDefaults' for MAPINFO in the DooM patch for this:

Code: Select all

KeepFullInventory
Question is will this work in Zandronum...

EDIT2: YES IT DOES!!! It does work in Zandronum 1.1!! Up to you Thetis whether you want to implement this. Just add 'KeepFullInventory' to 'GameDefaults' in SETPROP for the Doom patch.
That's some good news. I'll try to add that and see if it works. :)
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twinkieman93
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Re: Wrath of Cronos RPG 1.5C

Post by twinkieman93 »

The Heresiarch needs a nerf, or the Hunter needs a buff, I'm not entirely sure which. But I'm fighting the Heresiarch as the Hunter and he is completely unkillable. He heals faster than I can hurt him, and most of the time I can't hurt him because of a combination of invulnerability and robed meat shields. I don't think the healing ability was in the base game, why did you add something so spectacularly annoying? The Heresiarch is tedious enough as it is. AND you removed the ability to stunlock him with gas. As it stands, that would be the only way I could kill him as a Hunter specializing in traps, but nope.

Speaking of robed meat shields, one variant of the dark bishop, the disciple I think it is, which ever one is red and black, is actually friendly to you. He'll attack other dark bishop variants and in all cases will refuse to attack you, at least on purpose. Someone accidentally slipped a friendly flag into its code, hm? :P
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SallazarSpellcaster
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Re: Wrath of Cronos RPG 1.5C

Post by SallazarSpellcaster »

At Mr. Twinkie.

The Acolyte, the red robed variant of the Bishop actually heals the monsters he attacks.

I thought that he was "friendly" as well, as it would appear to be the case since you can see him "attacking" other creatures, however his attacks actually restore health to any baddy you find. I had the same problem while fighting the Heresiarch with the Hunter, I thought he was too tough and just couldn't bring him down; this of course is not the case, thing is that if you leave Acolytes around they will massively heal him, making him near impossible to kill, also their healing bolts go through his magic shield.

I would suggest you try the fight against the Heresiarch and have Acolytes as a high priority target, in order to make it shorter. Also, you could try using the damage and health indicators so you have an idea of how much health it has left; in my experience it helps a lot.

I hope this makes it more enjoyable for you to obliterate that red pusboil into Oblivion.

Cheers.
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twinkieman93
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Re: Wrath of Cronos RPG 1.5C

Post by twinkieman93 »

Oh... OHHHHH. Okay, that explains a lot then. Thanks. There is another bug, however, the acolyte does not count towards 100% kills. I've gotten the bonus before with one still alive.
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SallazarSpellcaster
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Re: Wrath of Cronos RPG 1.5C

Post by SallazarSpellcaster »

There is an explanation for that.

Thing is that you get the bonus once you kill 100% monsters and it doesn't count monsters that spawn afterwards; let's use the first map, Winnowing Halls as an example. It begins with 42 monsters in all, you go about and kill the 42 -BEFORE- hitting the bell in the tower and you get the bonus. After that, you hit the bell and other 5 monsters spawn, since you already have the 100% kills bonus, killing these won't net any more experience than their basic yield. However if you hit the bell before killing the original 42 and the next 5 monsters appear, you'll have to kill all the 47 in order to receive extra experience.

Something similar happens with items, if you kill a monster that drops something like a Force Cube or a Krater of Might, the total item count increases, and if you have acquired the 100% bonus before this happens, the new items won't add any more experience. I guess this has to do with how the game manages kills and items or some such.
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