[6.3b] Corruption Cards - 200+ cards! New Collector mode!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Does this mod work with Heretic, Hexen or Strife? Other Doom-based games, like Hacx, Chex Quest or Harmony?
- Cutmanmike
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Should work with all those except Hexen and Strife as they use a hub system which breaks the mod. A future version will fix this but will most likely be imbalanced as Hexen and especially Strife differ from Doom's gameplay which CC is built around.
- Dutchygamer
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
The card(s) that makes a monster fire other monster's projectiles (doesn't matter which one) doesn't seem to work if the monster's original attack is a hitscan. I've had a couple of times the card should in example effect chaingunners but instead of spamming whatever projectile they were supposed to fire they just keep their original hitscan attack. Could it be possible to exclude monsters with a hitscan attack from these cards? If it is possible to do in the first place obviously 
In addition, I've also run into the strange issue that the curse of a monster effected by a curse card (miniature army, duplicate nearby monsters on death, etc etc) jumps to a different monster upon being killed, while Witching Hour is not in play. This curse-jumping doesn't consistently trigger (I've had runs where they didn't jump, but the next run they did), but I've seen it happen enough of times to know something is off with them. Do note that this was with v5.0, so may be that you've already fixed it.
EDIT: I forgot I had another issue related to another curse card. The Curse of the Rabbit card spawns a lot of eggs on death which in turn can spawn an item, weapon, ammo, monster or some CC specific things. From my understanding CC 'learns' what items / monsters the game (or gameplay mod) has by keeping track of them as they appear in a map and dumping them into some lists for later usage. So far so good.
With my monster randomizer mod I've had the issue that when I've have encountered a specific monster on a map (in my case a Plasmarifle Marine replacer for the WolfensteinSS) then from that point onwards 90% of the eggs will spawn only that specific monster and nothing else. While at first amusing to see a whole army of them bunched up (we're talking about like 50 enemies in the space of a Mancubus), when they somehow can get free it quickly turns into a nightmare.
As with the Curse of the Cat card I've seen this happen in too many different runs to count it as a fluke, but with my (limited) debugging of CC's code I haven't been able to find a valid reason why it should do this. There is no bias towards how often a monster appears on a map vs how often it gets spawned / picked as far as I was able to figure out. Obviously the more different monsters you encounter the more choice CC has in picking them.

In addition, I've also run into the strange issue that the curse of a monster effected by a curse card (miniature army, duplicate nearby monsters on death, etc etc) jumps to a different monster upon being killed, while Witching Hour is not in play. This curse-jumping doesn't consistently trigger (I've had runs where they didn't jump, but the next run they did), but I've seen it happen enough of times to know something is off with them. Do note that this was with v5.0, so may be that you've already fixed it.
EDIT: I forgot I had another issue related to another curse card. The Curse of the Rabbit card spawns a lot of eggs on death which in turn can spawn an item, weapon, ammo, monster or some CC specific things. From my understanding CC 'learns' what items / monsters the game (or gameplay mod) has by keeping track of them as they appear in a map and dumping them into some lists for later usage. So far so good.
With my monster randomizer mod I've had the issue that when I've have encountered a specific monster on a map (in my case a Plasmarifle Marine replacer for the WolfensteinSS) then from that point onwards 90% of the eggs will spawn only that specific monster and nothing else. While at first amusing to see a whole army of them bunched up (we're talking about like 50 enemies in the space of a Mancubus), when they somehow can get free it quickly turns into a nightmare.
As with the Curse of the Cat card I've seen this happen in too many different runs to count it as a fluke, but with my (limited) debugging of CC's code I haven't been able to find a valid reason why it should do this. There is no bias towards how often a monster appears on a map vs how often it gets spawned / picked as far as I was able to figure out. Obviously the more different monsters you encounter the more choice CC has in picking them.
- Cutmanmike
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Fixed for the new version. However if your mod causes your hitscan monsters to fire a legal projectile (a MISSILE actor with damage that doesn't have NOINTERACTION etc), it will be flagged as a projectile thrower and will still be offered these cards.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 am The card(s) that makes a monster fire other monster's projectiles (doesn't matter which one) doesn't seem to work if the monster's original attack is a hitscan. I've had a couple of times the card should in example effect chaingunners but instead of spamming whatever projectile they were supposed to fire they just keep their original hitscan attack. Could it be possible to exclude monsters with a hitscan attack from these cards? If it is possible to do in the first place obviously
There is also the card Hex Mania which could be causing this. If not, what other mods do you run? The curses are actually inventory items. If a mod is somehow transferring inventory items to other monsters, it is possible duplicate curses could be created.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 am In addition, I've also run into the strange issue that the curse of a monster effected by a curse card (miniature army, duplicate nearby monsters on death, etc etc) jumps to a different monster upon being killed, while Witching Hour is not in play. This curse-jumping doesn't consistently trigger (I've had runs where they didn't jump, but the next run they did), but I've seen it happen enough of times to know something is off with them. Do note that this was with v5.0, so may be that you've already fixed it.
The card should start adding monsters/items into the list as you progress. If you pick the card on a level that only has nazis, eggs only spawning nazis is the intended behavior. However if the eggs are still only spawning nazis several levels later after encountering different monsters, that isn't intended. I've made all egg related cards attempt to fill the arrays at the start of the level in addition to when the first egg hatches, so it should fix any fringe cases where it can't find any new living monsters to add.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 amWith my monster randomizer mod I've had the issue that when I've have encountered a specific monster on a map (in my case a Plasmarifle Marine replacer for the WolfensteinSS) then from that point onwards 90% of the eggs will spawn only that specific monster and nothing else. While at first amusing to see a whole army of them bunched up (we're talking about like 50 enemies in the space of a Mancubus), when they somehow can get free it quickly turns into a nightmare.
- Dutchygamer
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
AlrightCutmanmike wrote: ↑Sun Sep 10, 2023 8:01 amFixed for the new version. However if your mod causes your hitscan monsters to fire a legal projectile (a MISSILE actor with damage that doesn't have NOINTERACTION etc), it will be flagged as a projectile thrower and will still be offered these cards.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 am The card(s) that makes a monster fire other monster's projectiles (doesn't matter which one) doesn't seem to work if the monster's original attack is a hitscan. I've had a couple of times the card should in example effect chaingunners but instead of spamming whatever projectile they were supposed to fire they just keep their original hitscan attack. Could it be possible to exclude monsters with a hitscan attack from these cards? If it is possible to do in the first place obviously

The monster randomizer is DoomKrakken's Monster Randomizer, but the current public available download on this forum is waaaaay outdated to my dev version (dev version can be found here https://github.com/Dutchygamer/DMR/commits/main in case you're curious). However I don't do any creativity with inventory items afaik.Cutmanmike wrote: ↑Sun Sep 10, 2023 8:01 amThere is also the card Hex Mania which could be causing this. If not, what other mods do you run? The curses are actually inventory items. If a mod is somehow transferring inventory items to other monsters, it is possible duplicate curses could be created.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 am In addition, I've also run into the strange issue that the curse of a monster effected by a curse card (miniature army, duplicate nearby monsters on death, etc etc) jumps to a different monster upon being killed, while Witching Hour is not in play. This curse-jumping doesn't consistently trigger (I've had runs where they didn't jump, but the next run they did), but I've seen it happen enough of times to know something is off with them. Do note that this was with v5.0, so may be that you've already fixed it.
Besides that mod I also have LegenDoomLite, Champions, Nashgore and some weapon gameplay mod. Out of those I assume only the former two might influence monsters with inventory items, but I didn't see this behaviour when I run with an earlier version of CC (before v5.0)
The latter behaviour is what I've seen happening sadly. I don't recall if I picked the card on a level where WolfensteinSS spawn, but as soon as I've passed one of those maps (usually Map31/32) with the card active the described behaviour seems to kick in. It is still strange that it happens with just that specific monster replacer.Cutmanmike wrote: ↑Sun Sep 10, 2023 8:01 amThe card should start adding monsters/items into the list as you progress. If you pick the card on a level that only has nazis, eggs only spawning nazis is the intended behavior. However if the eggs are still only spawning nazis several levels later after encountering different monsters, that isn't intended. I've made all egg related cards attempt to fill the arrays at the start of the level in addition to when the first egg hatches, so it should fix any fringe cases where it can't find any new living monsters to add.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 amWith my monster randomizer mod I've had the issue that when I've have encountered a specific monster on a map (in my case a Plasmarifle Marine replacer for the WolfensteinSS) then from that point onwards 90% of the eggs will spawn only that specific monster and nothing else. While at first amusing to see a whole army of them bunched up (we're talking about like 50 enemies in the space of a Mancubus), when they somehow can get free it quickly turns into a nightmare.
I might do some more testing what happens if I don't replace WolfensteinSS, see if it then spawns a ton of those instead.
Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
If an arch-vile resurrects a dead assassin monster, the resurrected monster does not obtain assassin properties. Is it by design?
Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
I've been meaning to ask, how are cards like Cannibalism and Necrokinesis handled if the affected monster is an Archvile? I feel like exceptions would come up since Viles will most likely try to pick up/consume corpses they touch at the same time as resurrecting them.
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Yeah, mainly because it isn't clear who is an assassin or not once they get resurrected.
Whichever Thinker function gets to them first. Though I believe with Necrokinesis if the Archvile starts throwing the corpse then starts a resurrection, it will throw the living monster at you.UTNerd24 wrote: ↑Tue Sep 12, 2023 8:48 pm I've been meaning to ask, how are cards like Cannibalism and Necrokinesis handled if the affected monster is an Archvile? I feel like exceptions would come up since Viles will most likely try to pick up/consume corpses they touch at the same time as resurrecting them.
- Dan_The_Noob
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
I can partially confirm this.Cutmanmike wrote: ↑Wed Sep 13, 2023 5:03 am
Whichever Thinker function gets to them first. Though I believe with Necrokinesis if the Archvile starts throwing the corpse then starts a resurrection, it will throw the living monster at you.
Ive seen holy water revive a chaingunner as it got picked up then thrown at me. (yes, i died)
Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
A question on the card "Spiderdemon hurts if you look at it for a long time". It sucks health, but not armor. Is this intentional?
- schkorpio
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Basic Hexen support would be amazing! Since there is quite a bit of back tracking through the levels, it sounds be fun to have different card effects each time you visit the same area.
Last edited by schkorpio on Mon Sep 18, 2023 1:55 pm, edited 1 time in total.
- Dan_The_Noob
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
there's a card called last breath or something (enemies chance to survive fatal damage)
it clashes with borrowed time and some enemies can absorb damage multiple times from it (i guess borrowed time absorbs damage in a way that counts as it "Dying" every shot?)
also not really expecting anything to fix this other issue, but GunBonsai elements/effects dont affect borrowed time monsters.
it clashes with borrowed time and some enemies can absorb damage multiple times from it (i guess borrowed time absorbs damage in a way that counts as it "Dying" every shot?)
also not really expecting anything to fix this other issue, but GunBonsai elements/effects dont affect borrowed time monsters.
- Dutchygamer
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Just confirmed that this happened to me again. I've double checked, and I have no Hex Mania or similar cards in play, while my Curse of the Rabbit cards and Resurrection Curse card have jumped to new monsters multiple times in the same map. My card set so far:Cutmanmike wrote: ↑Sun Sep 10, 2023 8:01 amThere is also the card Hex Mania which could be causing this. If not, what other mods do you run? The curses are actually inventory items. If a mod is somehow transferring inventory items to other monsters, it is possible duplicate curses could be created.Dutchygamer wrote: ↑Sun Sep 10, 2023 7:19 am In addition, I've also run into the strange issue that the curse of a monster effected by a curse card (miniature army, duplicate nearby monsters on death, etc etc) jumps to a different monster upon being killed, while Witching Hour is not in play. This curse-jumping doesn't consistently trigger (I've had runs where they didn't jump, but the next run they did), but I've seen it happen enough of times to know something is off with them. Do note that this was with v5.0, so may be that you've already fixed it.
https://imgur.com/a/le789fQ
Yes I am aware that I have 2 Curse of the Rabbit cards active, but they have occurred with 4 monsters so far in this map, while the Resurrection Curse just occurred for the second time.
I am unsure what the trigger is tho, as this only started happening on this map, while I have the mentioned curse cards in play since map 10 or something.
Hope this helps debugging the issue

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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
crash from Big Stomach card.
side note: there was a crapload of enemies spawning in and out of eachother.- Cutmanmike
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Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!
Here's a new release, with some spooky new cards and a ton of tweaks.
- Added 4 new cards.
- Added 1 new Wild Card.
- Added sounds to Zandronum Augment.
- Added new hit hit effects to certain metallic actors spawned by cards.
- Added new effects to Rampart Enchantment.
- Master Mode is now automatically unlocked on multiplayer.
- Monsters that are Missiles (curse you DRLA) will no longer be selected for card effects.
- Pumpkin Bombs that hit players will now frighten monsters for 3 seconds.
- Boss monsters can no longer be selected for Guild of Assassins.
- Fixed a crash with Big Stomach.
- Fixed Earthquake! applying permanent drop off physics to monsters.
- Fixed Last Breath enchantment not working correctly.
- Fixed a certain card not being able to be offered.
- Fixed a crash with Berserker Enchantment.
- Fixed certain projectile cards being offered when they would have no effect (such as hitscanners).
- Fixed Mystery Eggs sometimes spawning certain actors more frequently than others.
- Fixed Polymorph Curse not transforming monsters if the transformed monster could not fit in the old monster's position.
- Fixed Vile Executioner still damaging players after the spell caster died.
- Rampart Enchantment damage protection increased.
- Firecracker Enchantment monsters now drop an exploding firecracker if the the monster's corpse is removed.
- Firecracker Enchantment can now be offered for Lost Souls and Pain Elementals.
- Totem health reduced to 110 (from 150).
- Nightphase Enchantment effect delay reduced slightly
- Trick Switches are now seeded at the start of the level instead of the effect being added upon activation.
- Borrowed Time enchantment can no longer be offered as a permanent card for monsters with less than 300 health (but monsters can still obtain Borrowed Time from random card effects i.e Keys of Power.)
- Vacuum Augment suction reduced slightly.
- Aegis Totem damage resistance changed to 0.35 (was 0.25).
- Upgraded Mystery Eggs to have a higher chance of throwing out random card projectiles (such as Hell Grenades).
- Chaos Augment and Upgrade Augment now will always be tier 4 or 5.
- Nightmare Phasing Enchantment now also gives the SHADOW flag.
- "Daisy Rescued" now appears on the automap after completing a successful Rescue Mission.