LegenDoom [3.0] - LDL [4.2]

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Sgt. Shivers
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Re: LegenDoom [1.1]

Post by Sgt. Shivers »

I think boosts vary based on weapon.
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Viscra Maelstrom wrote: also, are you supposed to get 8 second boosts per each kill with a Murderous Chainsaw? i feel like it's intentional but the shotgun doesn't get anywhere near the boost.
It's a lot harder to kill things with the chainsaw than with the shotgun. I don't see the problem.
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

i wasn't calling it a problem; i was just mentioning it because the Murderous Chainsaw gets flat +8 second boosts per kill, while the shotgun gets a random amount of +1-4 or so with each kill.

edit: so uh, i take it that effects like Wrangler and Exorcism aren't compatible with DRLA monsters yet?
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comet1337
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Re: LegenDoom [1.1]

Post by comet1337 »

Viscra Maelstrom wrote: edit: so uh, i take it that effects like Wrangler and Exorcism aren't compatible with DRLA monsters yet?
nup
checked the decorate codes, found no matching damagetypes, was dissapointed
Kaeoschassis
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Re: LegenDoom [1.1]

Post by Kaeoschassis »

comet1338 wrote:
Viscra Maelstrom wrote: edit: so uh, i take it that effects like Wrangler and Exorcism aren't compatible with DRLA monsters yet?
nup
checked the decorate codes, found no matching damagetypes, was dissapointed
In fairness, the current version of the monsterpack is significantly older than Legendoom.
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Doomguy914
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Re: LegenDoom [1.1]

Post by Doomguy914 »

Would be pretty awesome to have this mildly compatible with RLA. Would make finding the same damn weapon over and over less tedious.
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zrrion the insect
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Re: LegenDoom [1.1]

Post by zrrion the insect »

I finally got around to playing this (on Perdition's Gate) and it is fantastic. I quite likelove the mod. It would be nice if screen flash intensity got a slider the same as recoil, and a toggle to turn on/off the sounds that replace vanilla sounds would also be cool but those are very minor things.
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.ex.inferis.
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Re: LegenDoom [1.1]

Post by .ex.inferis. »

Possible bugs: I know you acknowledged it before, Yholl, but it doesn't seem the Persistant RLs actually do place a DoT. I shot a Revenant just once with it and waited around to see but after about a minute he was still kicking. Also, twin shot chainguns don't work as advertised: each shot takes two bullets each.
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Yholl
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Re: LegenDoom [1.1]

Post by Yholl »

.ex.inferis. wrote:Possible bugs: I know you acknowledged it before, Yholl, but it doesn't seem the Persistant RLs actually do place a DoT.
Hmm, looks like they aren't. I'll have a look and see what's up with that. Thanks.
.ex.inferis. wrote:Also, twin shot chainguns don't work as advertised: each shot takes two bullets each.
Oh shit, you're right, looks like I arsed it up when I was fixing the spread, my bad! Fixed now.

I'll try and get the update out after DUMP 2 is finished.
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

whilte we're at it, Twin Shot pistol seems to have the same bug: consuming two ammo for every shot.

edit: why hello there, Mini-Cyberdemons of Super Sonic Doom. perhaps i can convince you to join my cause? ;D
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dljosef
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Re: LegenDoom [1.1]

Post by dljosef »

One question about the wittling weapons: does just the defense-lowering time stack or does the defense-lowering effect stack as well? I noticed with a wittling SSG I've pretty much been one-shottting hell knights at point-blank range with it during my playthrough of Whispers of Satan.

Edit: A little more bit of testing of the wittling ssg, it's powerful enough to even one-shot archviles if all the pellets hit. Barons just barely survive that.
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Hege Cactus
 
 
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Re: LegenDoom [1.1]

Post by Hege Cactus »

as much as it is fun, I find the convincing weapons a tad bit OP.
I think it would be reasonable that when enemy goes all Legen' power, it could clear the mindcontrol and become immune to it, tho I dont know how hard it would be to implement it.
Cause that's kinda the only irk factor on it, as you can make em push overs and with the surprise factor of legends, so it could like also do some fun evil in the style of; "oh ill just mind control this baron and kill it slow and safel- OH SHI"
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dljosef
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Re: LegenDoom [1.1]

Post by dljosef »

Hege Cactus wrote:as much as it is fun, I find the convincing weapons a tad bit OP.
I think it would be reasonable that when enemy goes all Legen' power, it could clear the mindcontrol and become immune to it, tho I dont know how hard it would be to implement it.
Cause that's kinda the only irk factor on it, as you can make em push overs and with the surprise factor of legends, so it could like also do some fun evil in the style of; "oh ill just mind control this baron and kill it slow and safel- OH SHI"
To be fair, I don't really use convincing weapons too much, other than a convincing ssg or chaingun. And even then, they are practically a godsend in those slaughtermap levels. And the convincing weapons are rather useless on bosses. (I definitely see how OP they can be on archviles, though.)
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Viscra Maelstrom
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Re: LegenDoom [1.1]

Post by Viscra Maelstrom »

speaking of Wittling effect, it doesn't seem to affect enemies that bleed bullet-puffs. same with the Persistant effect i think, since Beyond Reality enemies that bleed bullet-puffs shrugged off my Wittling SSG fairly well, while enemies with significantly more hitpoints died in one hit to it.

also, does the speed effect from Killstreaker even do anything? i can rack it up to insane numbers of charge, but it never seems to actually give me any noticable effect to my speed.

also also, is it possible to have certainly effects just not appear at all, aside from disabling incompatible effects in the menu? i'm asking because Super Sonic Doom alters health pickups, making Survivor and Spiritual useless, so i'd like to perhaps make a patch to disable those effects overall for the mod.
KILLER2
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Re: LegenDoom [1.1]

Post by KILLER2 »

Hege Cactus wrote:as much as it is fun, I find the convincing weapons a tad bit OP.
I think it would be reasonable that when enemy goes all Legen' power, it could clear the mindcontrol and become immune to it, tho I dont know how hard it would be to implement it.
Cause that's kinda the only irk factor on it, as you can make em push overs and with the surprise factor of legends, so it could like also do some fun evil in the style of; "oh ill just mind control this baron and kill it slow and safel- OH SHI"
I don't know man...that is the one positive of those weapons. If you take that away they'll just end up being really, really crappy. I don't even use them because relying on Doom AI to clear monsters for me is tedious and unreliable. Also, that's a good trade-off for the time you have to spend convincing (with no pain chance to boot). You end up either having to use ineffective and slow means to convince (melee/low damage weapons) or having to give up an important weapon slot for a clunky weapon that doesn't even do anything to bosses.

EDIT:By the way, I'd suggest wittling be moved up to legendary and heroic and DoT mods be moved down. Wittling is much better than either of those. It will always do more damage than heroic after just a few shots on ANYTHING. As people have said, wittling SSG is oneshotting Archviles left and right...then again I sort of like the tech look of that SSG but I think balance comes first :P As for Dot, I don't know if it does more overall damage but it's really unreliable to wait for the DoT in most fights, especially if you don't know if it's gonna kill your enemy or you'll have to reapply it. Anyways, I've played with both a wittling SSG and plasma rifle and they are completely INSANE in DPS.
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