Kyle873's Doom RPG Mod [0.10.0 Beta]

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Tapwave
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tapwave »

edward850 wrote:
terranova wrote:Will my save be fine if i update it though?
Short answer: Noooooooooooooooooooooooooooooooooo-
Okay, exactly what I thought.
(I made a separate folder for multiplaying, but it takes so much room I considered only keeping one version and always keep it updated. Guess it can't do, though :/
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

I think I noticed something unhealthy. If you max absolutely everything related to luck, the game becomes a true cakewalk.I just had 38 armors, 12 spheres and 8 tokens dropped on an average 150ish monsters map.
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TehRealSalt
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by TehRealSalt »

I think that's intended, because it takes forever to get it maxed, and that one stat token raises it by a pitiful amount.
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

TehRealSalt wrote:I think that's intended, because it takes forever to get it maxed, and that one stat token raises it by a pitiful amount.
on AV i think I got it maxed by map07 but i'm not sure
the continues cease to work properly(edit: when hit by cyber), same as kill missions (collect missions work as intended)
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Blue Shadow »

I guess there is a reason why the game gives you the option to distribute your stat points how you see fit. :wink:
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TehRealSalt
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by TehRealSalt »

Tux wrote:on AV i think I got it maxed by map07 but i'm not sure
I normally try for a completely balanced character, so I wouldn't notice how fast you can max something out if you focus only on one stat. Were you using Tiered or Progressive (or that third option I can't name off the top of my head) token requirements, and which difficulty were you on? I just want to see if I can reproduce this and see if it's really bad.
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

TehRealSalt wrote:
Tux wrote:on AV i think I got it maxed by map07 but i'm not sure
I normally try for a completely balanced character, so I wouldn't notice how fast you can max something out if you focus only on one stat. Were you using Tiered or Progressive (or that third option I can't name off the top of my head) token requirements, and which difficulty were you on? I just want to see if I can reproduce this and see if it's really bad.
i think it was normal token requirements and I had normal difficulty to level 10 and nightmare ownwards, needless to say it was still easy
http://prntscr.com/3yd321 that's how bad it can get; cyberdemon drops from every monster? hell yes
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Tux wrote:
TehRealSalt wrote:
Tux wrote:on AV i think I got it maxed by map07 but i'm not sure
I normally try for a completely balanced character, so I wouldn't notice how fast you can max something out if you focus only on one stat. Were you using Tiered or Progressive (or that third option I can't name off the top of my head) token requirements, and which difficulty were you on? I just want to see if I can reproduce this and see if it's really bad.
i think it was normal token requirements and I had normal difficulty to level 10 and nightmare ownwards, needless to say it was still easy
http://prntscr.com/3yd321 that's how bad it can get; cyberdemon drops from every monster? hell yes
This is not a bug and everything is working as it should be. If you stack Luck related things, then you should get stupidly high drop chances.
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

Kyle873 wrote: This is not a bug and everything is working as it should be. If you stack Luck related things, then you should get stupidly high drop chances.
i swear it's a bug this time
http://imgur.com/Xe8tv7v,0ygekys damage taken
it un-bugs when i turn off my shield (on second pic)

edit: forgot to say that inventory stat from capacity stat doesn't limit anything but medikits
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

Tux wrote:
Kyle873 wrote: This is not a bug and everything is working as it should be. If you stack Luck related things, then you should get stupidly high drop chances.
i swear it's a bug this time
http://imgur.com/Xe8tv7v,0ygekys damage taken
it un-bugs when i turn off my shield (on second pic)

edit: forgot to say that inventory stat from capacity stat doesn't limit anything but medikits
This is only partially a bug. The Strength and Defense perks shouldn't activate when the Shield is active, I've fixed that.
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TheGmanID
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by TheGmanID »

What do the yellow tokens do? The ones on the stat menu that say "Number of acquired tokens"/100
Tux
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Tux »

TheGmanID wrote:What do the yellow tokens do? The ones on the stat menu that say "Number of acquired tokens"/100
allow you to raise a stat above 100
two max stat tokens=2 more tokens you can put in any stat
Clusterone666
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Clusterone666 »

What happened to the HUD?
No matter what I do I can't seem to get the HUD to work for Doom RPG.
I can get the menu's and stuff to work, but that's it.
Also i've updated to recent, and updated GZDOOM developer build from june 27th, the july 1st one keeps downloading as corrupted.
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Slax
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Slax »

[17:08] <Kyle873> wonderful
[17:08] <Kyle873> EVERYTHING IS BROKEN

In case anyone's wondering. :P
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Kyle873
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Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]

Post by Kyle873 »

I'm pretty sure in the last 2 days alone I've fixed over 20+ crazy-ass bugs.
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