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Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Sun Dec 29, 2013 5:32 am
by Triple S
Yholl wrote:Super cool ideas, but you misunderstood how I was going to implement them. These are organic mods, in that they modify organics. So, stuff like hardened skin, or regenerative tissue. You can't inject super soldier serum into a combat knife, but the hand that wields it can be altered. The Unmaker and any other fleshy weapons can also be altered with them. The main thing I'm trying to work out is types of effects that have uses on both yourself and ranged weapons.
I kind of expected that, but... dunno if something that can make such broad changes should come in Berserk packs, given how their rarity in even the most balanced of mapsets is pretty everywhere across megawads. Then again, I can't think of anything else to replace them with, aside from making them rarely pop out of supply crates... but that makes no sense either.
If the game had an EXP system I'd suggest working off of that, but that would be a massive pain in the ass to implement.
All in all it's not my mod, so you know more about what works best with what IMO. Do what works! Only thing that concerns me is how berserk pack usage in megawads tends to be; outside of secrets I usually see one given when players have little to defend themselves with or when ammo is scarce.
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Sun Dec 29, 2013 5:41 am
by Yholl
Triple S wrote:Yholl wrote:Super cool ideas, but you misunderstood how I was going to implement them. These are organic mods, in that they modify organics. So, stuff like hardened skin, or regenerative tissue. You can't inject super soldier serum into a combat knife, but the hand that wields it can be altered. The Unmaker and any other fleshy weapons can also be altered with them. The main thing I'm trying to work out is types of effects that have uses on both yourself and ranged weapons.
I kind of expected that, but... dunno if something that can make such broad changes should come in Berserk packs, given how their rarity in even the most balanced of mapsets is pretty everywhere across megawads. Then again, I can't think of anything else to replace them with, aside from making them rarely pop out of supply crates... but that makes no sense either.
If the game had an EXP system I'd suggest working off of that, but that would be a massive pain in the ass to implement.
All in all it's not my mod, so you know more about what works best with what IMO. Do what works! Only thing that concerns me is how berserk pack usage in megawads tends to be; outside of secrets I usually see one given when players have little to defend themselves with or when ammo is scarce.
I already mentioned before that I decided to make a very rare medikit that provides health like normal and also puts an organic mod into your inventory, you must've missed that. Berserk packs won't be touched.
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Sun Dec 29, 2013 4:34 pm
by SoloSpaghetti
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Sun Dec 29, 2013 5:19 pm
by Yholl
HYPE REACHING CRITICAL LEVELS///VENTING DRIVE PLASMA AT NEARBY ORGANICS
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Sun Dec 29, 2013 5:58 pm
by Ribo Zurai
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Sun Dec 29, 2013 6:16 pm
by Yholl
Ribo Zurai wrote:
HOLY SHIT YES
...wuzzat
That's the twin brother of the new Nightmare! difficulty in the Monster Pack.
Nightmare!, instead of being Fast Monsters + Respawn Monsters, replaces all normal enemies with Nightmare enemies.
Technophobia! is the same, but Cybernetic enemies instead of Nightmare ones.
These difficulties will be for those that find DoomRL Arsenal too easy/want to die. Because I guarantee these things will
end you.
Prepare to face Commandos armed with miniguns, Barons that organise their underlings into attacking you in volleys, Pain Elementals that fill levels with floating proximity mines, Arachnotrons armed with dual hyperblasters...
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Mon Dec 30, 2013 7:12 am
by TheLightBad96
Yholl wrote:Ribo Zurai wrote:
HOLY SHIT YES
...wuzzat
That's the twin brother of the new Nightmare! difficulty in the Monster Pack.
Nightmare!, instead of being Fast Monsters + Respawn Monsters, replaces all normal enemies with Nightmare enemies.
Technophobia! is the same, but Cybernetic enemies instead of Nightmare ones.
These difficulties will be for those that find DoomRL Arsenal too easy/want to die. Because I guarantee these things will
end you.
Prepare to face Commandos armed with miniguns, Barons that organise their underlings into attacking you in volleys, Pain Elementals that fill levels with floating proximity mines, Arachnotrons armed with dual hyperblasters...
Will the Deadlier enemy variants drop better stuff and the supply boxes have trapped variants?
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Mon Dec 30, 2013 10:34 am
by Ethril
Yholl wrote:I already mentioned before that I decided to make a very rare medikit that provides health like normal and also puts an organic mod into your inventory, you must've missed that. Berserk packs won't be touched.
Why not
also have a rare berserk pack that provides health and strength like normal and also puts an "exotic" organic mod into your inventory? :V
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Mon Dec 30, 2013 1:01 pm
by Tux
Hey, a random question: what does the nanofiber skin combat armor do and how do I remove it? I went through all the code and I haven't found any clue..

Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Mon Dec 30, 2013 4:51 pm
by Yholl
The Thing Thing wrote:Will the Deadlier enemy variants drop better stuff and the supply boxes have trapped variants?
Elite zombies will have a chance of dropping their weapon, and I have no plans to make trapped supply boxes.
Ethril wrote:Why not also have a rare berserk pack that provides health and strength like normal and also puts an "exotic" organic mod into your inventory? :V
Oh yeah.
I'll do that then.
Tux wrote:Hey, a random question: what does the nanofiber skin combat armor do and how do I remove it? I went through all the code and I haven't found any clue..

Nanofiber Skin Combat Armor gives 20% damage reduction, 25% resistance to Bullet, Melee and Fire damage, and 45% resistance to Plasma damage.
It cannot be taken off when worn, as stated in the message before you wore it.

Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Mon Dec 30, 2013 6:40 pm
by Triple S
Yholl wrote:
Nanofiber Skin Combat Armor gives 20% damage reduction, 25% resistance to Bullet, Melee and Fire damage, and 45% resistance to Plasma damage.
It cannot be taken off when worn, as stated in the message before you wore it.

You should be able to after like six or seven warnings that it'll kill you.
So you gib yourself.
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Mon Dec 30, 2013 6:46 pm
by VicRattlehead
-Unable to scrap Overcharged Plasma Shotgun and Nano Plasma Shotgun for mod packs
-High Power Blaster displays bullet ammo count
-Mod counters for Sniper and Firestorm mods overlap in seemingly all exotic and assembly weapons that can accept both mods
-Nanomachic Blaster HUD text is colored as an exotic rather than an assembly
Re: [WIP] DoomRL Arsenal - Beta 5 HF9
Posted: Tue Dec 31, 2013 10:26 pm
by Vict
Has the way Computer Maps work been changed? I noticed that you can't savescum them anymore and they will always give the same assembly, it also doesn't matter what weapon you are holding.
Re: [WIP] DoomRL Arsenal - Beta 5 HF10
Posted: Wed Jan 01, 2014 2:20 am
by Yholl
VicRattlehead wrote:-Unable to scrap Overcharged Plasma Shotgun and Nano Plasma Shotgun for mod packs
-High Power Blaster displays bullet ammo count
-Nanomachic Blaster HUD text is colored as an exotic rather than an assembly
Fixed 'em all, thanks for that!
VicRattlehead wrote:-Mod counters for Sniper and Firestorm mods overlap in seemingly all exotic and assembly weapons that can accept both mods
I'm not sure what could be going on for you there, some resolution trouble or something. They work fine on my end.
Vict wrote:Has the way Computer Maps work been changed? I noticed that you can't savescum them anymore and they will always give the same assembly, it also doesn't matter what weapon you are holding.
Computer Maps work fine on my end, I don't recall changing them, apart from adding new weapons to the Tracking Map.
Anyway, Hotfix #10 is up, got some fixes, new sprites, and a new Legendary weapon, thanks to Zero X. Diamond.
Re: [WIP] DoomRL Arsenal - Beta 5 HF10
Posted: Wed Jan 01, 2014 6:13 pm
by Spoose
Just signed up to say this, mod looks amazing and I really hope you continue working on it.