Dan_The_Noob wrote: ↑Tue Sep 26, 2023 8:24 pm
not sure why anyone would combine gunbonsai and this, they are both RPG mods.
But it's fun!
If you find errors like your unique and onwards weapons losing their upgrades because the gun bonsai upgrades override the guns, then sure
Otherwise, maybe put away gun bonsai this time.
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Wed Sep 27, 2023 2:17 am
by yum13241
And it gets unfun if you get that time freeze thingy on a Nano Super Shotgun. That shit makes the game SUUUPER BORING.
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Wed Sep 27, 2023 6:25 am
by vfunky
The latest GunBonsai update allowed gun upgrades to be disabled, thus only allowing body upgrades. I tested how the unique and above weapons behave with this by leveling and repeatedly dropping and picking the weapons up, and they don't lose their modpacks anymore.
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Wed Sep 27, 2023 4:59 pm
by AliciaPendragon
vfunky wrote: ↑Wed Sep 27, 2023 6:25 am
The latest GunBonsai update allowed gun upgrades to be disabled, thus only allowing body upgrades. I tested how the unique and above weapons behave with this by leveling and repeatedly dropping and picking the weapons up, and they don't lose their modpacks anymore.
Wait shit really?
Well fuck! How do I do that, just disable getting gun upgrades all together and get body ones.
Though theres still an incomptability there, as bandoliers do NOT play nicely with the backpacks.
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Thu Oct 26, 2023 1:05 pm
by Mephistofel_666
Hi! I noticed a bug in the modification. Playing as a trespasser, if you assemble an assault Uzi, then the "scattered shot" perk will not work (although the perk works on the basic Uzi). In general, the character is good
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Thu Nov 09, 2023 6:33 pm
by Shurhp
Is this compatible with VDP monster randomizer? I know the original drla was tweaked to work with it, what about this one? That's a deal breaker for me if it doesn't work correctly.
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Fri Nov 10, 2023 11:25 am
by AliciaPendragon
Shurhp wrote: ↑Thu Nov 09, 2023 6:33 pm
Is this compatible with VDP monster randomizer? I know the original drla was tweaked to work with it, what about this one? That's a deal breaker for me if it doesn't work correctly.
DRLA has its own monster randomizer you can use and it works well with several others, I dont see why it wouldnt work with VDP
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Sun Feb 04, 2024 8:24 am
by fakemai
So, Doom Altar. Spoilers naturally.
Spoiler:
Give it one of each demonic weapon. This can be done across multiple playthroughs and the new cursed dagger helps acquire them. Fitting the last weapon triggers an optional unique boss, this is NOT enough to unlock the familiar, you have to actually kill it, but you get all the demonic weapons back for doing so and a trophy skull that seems to do nothing. Apparently it doesn't reset afterwards since I got the altar in a later map and got to fight it again, same rewards. I'm not sure it's balanced to have a shot at every single demonic weapon given every one of them is top-tier, and Technician can even instantly max out the power of one via the other three! The skull has a minor bug if you try picking up a second one also.
Also I had some instance of losing all modpacks when I dropped a weapon, not the one related to doing so under a FIREBLU sphere which I already knew about and is in vanilla DRLA. It might be something in Mechanoid specifically as that was the class I was using.
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Tue Jun 04, 2024 8:21 am
by Linz
I really wish Gizmos were more common, cause it feels like they show up in like one or two maps tops and never again
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Sat Jun 15, 2024 12:12 am
by Evil Operative
I am playing with DRLA 1.1.5 and DRLAX 1.1c, and the Phase Sister's mugshots do not seem to change. Is that a bug on the mod's end or is something wrong in my config?
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Tue Jun 18, 2024 3:21 am
by Cutmanmike
Evil Operative wrote: ↑Sat Jun 15, 2024 12:12 am
I am playing with DRLA 1.1.5 and DRLAX 1.1c, and the Phase Sister's mugshots do not seem to change. Is that a bug on the mod's end or is something wrong in my config?
I can't fix this without recoding the SBARINFO as there's no official feature for swapping out mugshots. If you've seen DRLA's SBARINFO's you know why it's not gonna change any time soon
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Tue Jun 18, 2024 3:52 am
by yum13241
ZScript HUDs exist, and they're a lot more portable. (i.e, if and when DRLA updates, you don't need to update the hud if all that was added was a new ammo type)
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
Posted: Mon Sep 23, 2024 9:24 am
by Take One
If this is still being updated, I'm doing another run as the Nomad and noticed that the bonuses from tactical armour and I think grappling boots aren't being removed correctly between maps - I've had permanent immunity to homing projectiles through this run and can't be knocked back by attacks or launched by Arch Viles. Not that I mind it (except for being unable to reach an Arch Vile jump secret), but I kind of feel like I'm cheating because of how useless it makes Revenants.
Edit: Also, I'm noticing that the standard plasma rifle is frequently being replaced through Nomad luck rolls with the combat shotgun, one of the weakest shotguns and a standard-tier weapon. Is that intentional?