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Thank you, the Quietus bug was the one thing that kept me from enjoying this mod(or even playing it at all, really), as I mostly play Fighter.
I especially like how it just fixes problems without adding too many things to the game on top of the fixes, which may just actually make NEW problems.
At least it's not Heretic level randomization, which was so obscene you named that particular trait of Corvus "Roll d20 for Damage".
I for one think a little randomization is good, because it stops combat from being too predictable, because predictability leads to doing what works best, and doing what works best over and over gets boring pretty damn quick.
Also it's... well, it's kind of realistic. If you took two dudes who are a match for each other physiologically speaking, and struck both of them an equal amount of times with strikes that on their own aren't necessarily fatal, there's a chance one of them will die but the other won't. I imagine things that aren't humans are the same in that regard, like ettins, centaurs and the like.
This mod would be so awesome (it already is, but) if it used the widescreen stuff from this.
As it is now, it looks weird when that widescreen patch is used in conjunction with this.
zrrion the insect wrote:This mod would be so awesome (it already is, but) if it used the widescreen stuff from this.
As it is now, it looks weird when that widescreen patch is used in conjunction with this.
Mhmm, I tried it, and left-handed punches look like you're smacking them with a disembodied stumpy arm instead of a fist. Any chance of a future version utilizing these sprites? Sure, you could no longer claim your mod has a single sprite, but, widescreen players would love you forever. Not that I don't already.
EDIT: The manaless axe swing no longer appears to be manaless. Personally I wouldn't mind if it was an intentional change, because as it stands, if I were able to pull it off reliably and it didn't take mana, I wouldn't use any blue mana, ever. It's fairly easy to just punch-axe-punch ettins and centaurs into oblivion.
Also, dropping the hammer is incredibly enjoyable, but a bit of special effects may be cool, like a ring of fire emanating from the landing point ala the effect of the Firestorm's primary fire?
Last edited by twinkieman93 on Wed Nov 06, 2013 9:39 pm, edited 1 time in total.
and hammer combo. The axe taking mana on weak hits was definitely not intended. Has been hotfixed, let me know if anything else is wonky.
I'm somewhat satisfied with the game as it is, so new classes and tertiary fire modes are nowhere to be found in any of my plans. I hadn't considered widescreen, but because Hexercise is almost entirely built on TEXTUREx hacks, fixing the game up for widescreen may or may not be beyond my patience. On my 16:10, I personally just do my best not to mind it.
TerminusEst13 wrote:why would you do this, you monster
While working on another mod, I learned that the unpredictability of it was a large part of why Doom was so replayable. Thanks to it, you never know exactly how the game is going to react and so you're constantly reacting and making split-second decisions based on the feedback you get. At the very least it's how I perceived it.
If you fancy some unrandomised fun, though, I've found that Heretic keeps this unpredictability nearly intact without random damage. (Shameless self-plugging, ho!)
Last edited by le_L on Thu Nov 07, 2013 1:17 am, edited 1 time in total.
Oh! I just remembered, sorry for doing so AFTER you posted a fix, but the Mage's projectile reflecting altfire is kinda weird: it will reflect the projectiles, sure, but it still hurts the Mage before bouncing back. Whether this was intended as a balancing feature for the fact that he has the easiest time reflecting projectiles, I dunno, but given my last bug report was in fact a bug, I'm going to say that it wasn't.
So using the altfire of the arc of death depletes blue mana on hit. What? And honestly it feels like the frost shards are way too weak compared to the starting weapon. It's taking longer to kill them with ice than it is to kill them with the wand. This is making it so the only point of using these weapons is to get the passive mana regen.
Okay, I have a handful of custom puffs inheriting from each other and there's something about the puff code in the later versions that messes it all up. I've hotfixed the lightning issue away, but expect wonkiness to recur and don't hesitate to report it.
The frost shards...I had assumed I'd left it balanced when de-unrandomising it, but I went back to (re-)discover that the base damage was 1, so yeah. The joys of long hiata. I still don't know if I can go and buff them without breaking something, but the issue of pointlessness vs. the wand is a very real one. In the meantime, the damage is now 4.