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Great work, Mikk-! This is a lot of fun to play.Mikk- wrote:Here's a quick v1.3 update...
Yeah, I noticed that as well; I'd think the pile would retain *all* the traits of its parent monster classKarolineDianne wrote:I just ran into a small issue regarding the dark-red reviver champions. They don't drop anything. They don't drop bundles, they don't even drop their normal items if they're supposed to (like shotgunguys and chaingunners dropping their respective weapons, or zombiemen dropping clips).
This is probably because they don't 'die' normally, they transform into a gib pile and *that's* what you kill, but as such they skip whatever drop-item step they were supposed to have.
Cool! That will fix the issue. I was hoping for some extra visual stuff, like light or particles. Some custom monsters are very difficult to identify as champions, such as when a Profane One from Realm667 spawns as a red champion.Mikk- wrote:I was thinking of automatically modifying the spectre's render style to be something other than fuzzy, to at least make their Champion Colourisation apparent.
Looking forward to it!Mikk- wrote:I've been working hard these last few days on v1.4 with several new features, fixes and Legendoom-exclusive compatibility. I'll hopefully have an update out by the end of today (Friday)
Untitled wrote:Hey, I played this thing. Cool mod, but I have a few suggestions:
1. White enemies go intangible quite a bit before they become fully invisible. Checking the code reveals that they cannot be shot while they have an alpha lower than 0.5. I recommend 0.25, which is far less visible.
---Technically white enemies are intangible one-third of the time. VISIBILITYPULSE phases between 0.25 and 1.0 alpha, and the champ changes state at 0.5 - I could lower it to 0.33 to make it even more lenient.
2. Green enemies can teleport into places they can't actually teleport out of. This is because they gain +DROPOFF and MaxStepHeight 512 while teleporting. Maybe don't do that?
---This is changed in the next version, green enemies have the +JUMPDOWN flag instead of +DROPOFF which creates less undesirable behaviour.
3. The extra projectiles from blue enemies dying and from purple enemies seem to be affected by gravity. Intentional?
---Yes, this is intentional.
Mikk- wrote:---Technically white enemies are intangible one-third of the time. VISIBILITYPULSE phases between 0.25 and 1.0 alpha, and the champ changes state at 0.5 - I could lower it to 0.33 to make it even more lenient.
Enemies being intangible 1/3rd of the time is manageable in most cases, but the description implies that they are "nearly invisible", while 0.5 alpha is pretty evidently visible. I wonder if there's a way to get the pulse without the flag...Opening Post wrote:WHITE - Attacks will pass through the enemy when nearly invisible