[6.3b] Corruption Cards - 200+ cards! New Collector mode!

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Dan_The_Noob
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Re: [1.1] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

Cutmanmike wrote:
The way the engine "learns" what monsters exist and what projectiles they throw as the game plays out unfortunately means a feature like that would result in a whole bunch of cards not being obtainable at the start. I.e if MAP01 only had imps and zombies, you'd only get basic imp and zombie cards. I did have a plan for a multi-card game mode but I still haven't fleshed the idea out in my head yet.
maybe ramp up multiple choices the same way mystery cards etc work?
X amount of levels adds an extra choice.
i don't think buffing the same creature or getting multiple mapwide mods would be too unwelcome.

also an idea for new cards

1. species have extra health (25% per card copy?)
2. species A gains all buffs from species B
3. rain card which makes enemies faster
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Cutmanmike
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Dan_The_Noob wrote:2. species A gains all buffs from species B
3. rain card which makes enemies faster
I don't think anyone would want to copy 2 or more buffs from one monster on to another, though I have thought about cards like this. As for the rain, the new Blood Rain does something like this ;)
AstartesCitizen wrote:I would like to see more card buffs and debuffs for the player and the weapons as it has been mentioned
It is very difficult to come up with player debuffs that could potentially work across all mods that aren't unfun and are mechanically possible in the engine. Here's my philosophy when trying to come up with a new card:

1. Will it work with most Doom mods? This is the trickiest one. If it effects a monster, would it work for every custom monster and not just vanilla Doom 2 monsters? Player/weapon effects are the hardest, as there's no telling what powers a custom player class will have or what kinds of jank the weapons are using to function. If you understand what's possible in the engine you'll know how limiting things can be if you try to cover as many Doom mods as possible. Things like "Your x weapon fires more slowly" or "Monsters resist plasma weapons" just aren't feasible given how many variables exist for custom weapons/classes.
2. Is it fun to play against? Try to imagine the card being forcibly picked for you in chaos mode. Does it make the gameplay more challenging or just plain miserable? This can vary depending on the effect, but an idea that comes up a lot is "x monster has more health". This effect isn't that fun in practice, making monsters extra spongy isn't that interesting. However, spawning an additional monster which is basically doubling the monster health is interesting because that second portion of the health now has its own body, moves around and can be dodged.
3. Does this effect already exist in some way? I try not to make filler cards that essentially do the same thing mechanically, mainly because I want the card choices to always feel like an interesting decision (or if you're playing chaos mode, not getting practically the same effect over and over). This is why I haven't added like 10 different debuffing effects to monster projectiles, because they all equate to the same thing: Getting hit by x = more bad.

Having said that though, you could disagree with all these and make your own cards. If you know a little zscript (or are a zscript upstart!), it's pretty easy to add new cards. If you're making cards with a specific mod in mind, you could go absolutely nuts with ideas. :) I am happy to keep taking ideas though, as I'm running out of them myself. I like the idea of adding new mechanics/actors that aren't too complex to mix up the gameplay, but don't have many ideas at the moment.
Stephen312312
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Stephen312312 »

For some reason, I am hearing sound effects cut off by silence for monsters with a Silent Card when they should be completely silent.
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Cutmanmike
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Stephen312312 wrote:For some reason, I am hearing sound effects cut off by silence for monsters with a Silent Card when they should be completely silent.
I don't know if I can fix this, I'm calling a function to stop all sounds every tic but some sounds caused by monster states (such as arachnotrons walking) still get through for a tic. The only other option is to just let them play the sounds and don't cut them off, but it makes this card worse for monsters like these.
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MrRumbleRoses
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by MrRumbleRoses »

it would be funny if this mod was possible to make compatible with Chex Quest 3 somehow. though i doubt it'll happen anytime soon
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

MrRumbleRoses wrote:it would be funny if this mod was possible to make compatible with Chex Quest 3 somehow. though i doubt it'll happen anytime soon
does it not work when you try it?
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MrRumbleRoses
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by MrRumbleRoses »

hardly. i think a good chunk of stuff from the mod doesn't really work to well with Chex 3
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by ZikShadow »

MrRumbleRoses wrote:hardly. i think a good chunk of stuff from the mod doesn't really work to well with Chex 3
I dunno, a quick try shows it working just fine for me.


TonynUBares
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by TonynUBares »

Damn already version 1.2 :( I could have used it for the wad I just started.
By the way I'm having a ton of fun with it. Playing with Project Complexity, the only 3 issues I've found so far are:
- Secrets spawn a monster working only on the map where I chose it (I assume fixed in the 1.2)
- acid blood still crashes the game
- the minion of one particular Imp type go sprite-weird (basically they flicker from the minion to the full size sprite .-.).

A thing I can't comprehend instead is why I don't get to choose the Monster Gang cards :(
I play at Custom difficulty, starting at tier 4, maximum tier 5, all permanent cards. I didn't know that Gangs were low tier, or lower tier than Monster stealing items
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MrRumbleRoses
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by MrRumbleRoses »

ZikShadow wrote:
MrRumbleRoses wrote:hardly. i think a good chunk of stuff from the mod doesn't really work to well with Chex 3
I dunno, a quick try shows it working just fine for me.


well. maybe i'll try it out for a stream one day, and see if every card choices i get will work with Chex Quest 3
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Cutmanmike
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

TonynUBares wrote:- the minion of one particular Imp type go sprite-weird (basically they flicker from the minion to the full size sprite .-.).
Are you using any other mods? This happens when a mod is basically fighting with the scaling of the monster with corruption cards, there's not much I can do about it my end. It's an issue with Beautiful Doom too.
TonynUBares wrote:A thing I can't comprehend instead is why I don't get to choose the Monster Gang cards :(
I play at Custom difficulty, starting at tier 4, maximum tier 5, all permanent cards. I didn't know that Gangs were low tier, or lower tier than Monster stealing items
Monster Gang cards should appear. The tier of monster generated cards scale by their base health, so you should at least be seeing Gang of Baron etc cards.
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Captain J
 
 
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Captain J »

While playing this, i got myself some feedback to share with:
Spoiler:
Netheritor
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Netheritor »

I have another card ideas
Spoiler:
Also, an idea for already existing card
Spoiler:
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Cutmanmike
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Captain J wrote:- Jetpack effect seems just makes the enemies float after walking over the mid air, not really flying around and like what cacodemons do. Also the jetpack does not play the sound effect. Not the Rocket feet effect one, mind you.
In 1.2? The flying monsters card seems to be behaving for me, if imps get flying they adjust their z axis as they get closer to me like cacodemons, fly up ledges etc.
Captain J wrote:- Do mini enemies of small companion effect has damage nerf or just the same as the original counterpart? The mini imps weirdly feel stronger.
They get a slight 0.75 damage nerf.

The other things you mentioned I'll probably do some tweaks.
Netheritor wrote:I have another card ideas
These are pretty good! I'll see about adding some of these. Believe it or not I think buffing the "monsters in your head" card that way is too evil :P Especially players looking for secrets with line triggers etc.
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Re: [1.2] Corruption Cards - Choose cards that alter your ga

Post by MsrSgtShooterPerson »

Just wanted to add: the mini-companions do seem to have a thing where they can't be damaged by anything other than splash damage. This is occurring in Zagemod just in case.

I also want to add that while playing Zagemod, I seem to get an issue with the "monsters get buffs on key pickup" card where any number of buffs are immediately given to them as soon as the card as picked (sometimes they get buffed once, or even twice, right after the game starts after card pick). I'm not sure if it's related, but the maps I play on often have multiple copies of keys but you can technically only pickup one copy since the rest are just part of the map decor.

Thanks for the updates as usual, Mike! The every monster has a buff card has become wildest party I've had so far! Every horde room is now a mosh pit!
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