
[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.
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.
- Captain J
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Re: [1.7a] Corruption Cards - Choose cards that alter your g
The curses really don't need to be look visually like a card to make the player look like a card-board 

Re: [1.7a] Corruption Cards - Choose cards that alter your g
The firetrap card is neat. I was playing doom 2 map02 and there were traps every 3 steps. Seems a bit high but it keeps you on your toes.
- Dan_The_Noob
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Re: [1.7a] Corruption Cards - Choose cards that alter your g
GZDoom 4.5.0 crashed when choosing "multiple monsters receive random card buffs" in co-op.
using corruption cards v1.6a
using corruption cards v1.6a
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Re: [1.7a] Corruption Cards - Choose cards that alter your g
Hello again Mike, there is a serious issue about the Monster Gang that I'd like to point out.
I was playing Memento Mori II, map 03. Right at the start there are 3 "cages" with chaingunners inside. For some odd as f**k reason, a full gang of Pinkies spawned in that cage, causing ultra lag and then a GZDoom crash.
I suppose, you should like find a way to make the gang spawn only if there is enough space, maybe?
I was playing Memento Mori II, map 03. Right at the start there are 3 "cages" with chaingunners inside. For some odd as f**k reason, a full gang of Pinkies spawned in that cage, causing ultra lag and then a GZDoom crash.
I suppose, you should like find a way to make the gang spawn only if there is enough space, maybe?
- Cutmanmike
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Re: [1.7a] Corruption Cards - Choose cards that alter your g
Were any other cards in play? The game should be able to handle spawning monsters on top of each other, even if they do end up in silly spots like a cage, and definitely shouldn't be able to crash because of it.TonynUBares wrote:I suppose, you should like find a way to make the gang spawn only if there is enough space, maybe?
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Re: [1.7a] Corruption Cards - Choose cards that alter your g
Yep, "Imp may try to dodge your attacks" and "Zombiemen are imbued with fire". Though I forgot to say that I was playing with a mod called Pandemonia
- Dan_The_Noob
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Re: [1.7a] Corruption Cards - Choose cards that alter your g
whatever happened to the mini-me cards? were they removed entirely or are they just really uncommon with larger numbers of enemy types?
Re: [1.7a] Corruption Cards - Choose cards that alter your g
They're still there.
- Cutmanmike
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Re: [1.7a] Corruption Cards - Choose cards that alter your g

- Added a new deck: Treacherous World! This deck includes weather effects, traps and other world altering cards.
- Added a new trigger visual effect for the 16th Sin card.
- Fixed Keys of Power giving buffs to illegal actors such as Commander Keen.
- Fixed Revise Strategy card shuffling Commander Keen's position with regular monsters.
- Fixed Summon Illusions spawning real monsters with certain mods.
- Fixed many cards spawning monsters out of bounds with certain mods.
- Fixed a crash with monster illusions.
- Fixed Scent of Blood card to only trigger when taking damage.
- Fixed card descriptions sometimes showing (monster) instead of the monster's name.
- Fixed a crash with Stone Monsters and Ghost Monsters being applied via random enchantment giving cards.
- Fixed death trigger curse cards reactivating upon resurrection.
- Fixed spelling errors.
- Fixed multiple Earthquake! effects stacking earthquakes on top of each other. They will now trigger one at a time.
- Paranoia card is no longer stackable.
- Gravity Enchantment now works with Leap Strike correctly.
- Elite Team names added to LANGUAGE.
- Added the ability for modders to use custom graphics to represent monsters using the "monstercardsprite" feature in the CCARDS lump.
- Added the ability to disable cards with the ccards_disablecard "classname" command mid game. Use with caution, only use as a last resort or for debugging.
- Added 3 new cards.
Last edited by Cutmanmike on Fri Mar 12, 2021 8:34 am, edited 1 time in total.
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Re: [1.8] Corruption Cards - Choose cards that alter your ga
Edit: Two One cards idea
Edit: Can you add rocketter card with no fall damage. An ettin in hexen got that card, fall down and died.
Is it just me or the new card of 'add monster' deck never spawn? Need specific requirements? (I know the >10)
I'm a bit surprised there is no 'surprise cyberdemon' in hexen or heretic. This is my idea;
Hexen: Heresiarch
Heretic: Maulotaur / Iron Lich
Strife (if not yet): Inquisitor
For the Key guardian;
Hexen: Wraiths and Slaughterers
Heretic: Undead skeleton and disciple
Strife: Maybe not.
Spoiler:I think playing this mod with strife is a delicate matter. I think I should group monster to each type. Also barrel spawn card is spawning invisible barrel in strife.
Edit: Can you add rocketter card with no fall damage. An ettin in hexen got that card, fall down and died.
Is it just me or the new card of 'add monster' deck never spawn? Need specific requirements? (I know the >10)
I'm a bit surprised there is no 'surprise cyberdemon' in hexen or heretic. This is my idea;
Hexen: Heresiarch
Heretic: Maulotaur / Iron Lich
Strife (if not yet): Inquisitor
For the Key guardian;
Hexen: Wraiths and Slaughterers
Heretic: Undead skeleton and disciple
Strife: Maybe not.
- WolVexus
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Re: [1.8] Corruption Cards - Choose cards that alter your ga
After seeing the mirror world curse, i started wondering what if there was one that flips movement?
Left becomes right
Right becomes left
Forward become backwards
Backwards becomes forward
And if available
Jump becomes crouch
Crouch becomes jump
Left becomes right
Right becomes left
Forward become backwards
Backwards becomes forward
And if available
Jump becomes crouch
Crouch becomes jump
- Cutmanmike
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Re: [1.8a] Corruption Cards - Choose cards that alter your g
Had to fix a couple of big issues. Please redownload if you have 1.8!
- Fixed a crash with "Revise Strategy" card.
- Monster Shockwaves no longer push keys.
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Re: [1.8a] Corruption Cards - Choose cards that alter your g
Hey, love the mod. I'm a sucker for global difficulty modifiers that are chosen by the player (also a huge roguelike nerd) and figured I'd leave some feedback as I've been basically only playing this for the last 2 weeks.
- Blurry Affliction: I find it strange that this is the only beneficial card in the entire deck.
- Toxic Cadavers:
1. Maybe it's just me, but it's basically impossible to tell if you're in the radius or not of the toxic corpse, for a few reasons.
a. the gas vfx does not match it's area, and
b. there's no pain flash when taking poison damage, which means you have to entirely rely on your audio... which kind of sucks when you have bad hearing problems like I do. Maybe put a green circle on the ground, or make the vfx match the range?
2. The description says it "lasts a short while" but it seemingly lasts minutes, which, combined with the above issue, means you end up waiting around doing nothing.
- Rocketeer Curse: Incredibly funny to watch, but the monster that spawns with this thing is actually way too fast. This thing can end your run depending on where it spawns.
Compatibility issues (OpenGL, Hardware render)
- LegenDoom: when a legendary monster proc occurs, if any of the "Rain" style cards are picked, the game lags into the single digits and becomes a slide show for the rest of the map.
- Shades of Doom (and I assume all mod packs that just add monsters): cards offered target specific monsters of the pack, rather than the family. this means when running something like hardcore science project, you get a ton of dead modifiers that do nothing for the run. would it be possible to have Permanent Cards target the entire monster family (ex: all imps) rather than just one type of imp?
Can't wait to see what other types of cards are in the pipeline.
-Naked Raptor
- Blurry Affliction: I find it strange that this is the only beneficial card in the entire deck.
- Toxic Cadavers:
1. Maybe it's just me, but it's basically impossible to tell if you're in the radius or not of the toxic corpse, for a few reasons.
a. the gas vfx does not match it's area, and
b. there's no pain flash when taking poison damage, which means you have to entirely rely on your audio... which kind of sucks when you have bad hearing problems like I do. Maybe put a green circle on the ground, or make the vfx match the range?
2. The description says it "lasts a short while" but it seemingly lasts minutes, which, combined with the above issue, means you end up waiting around doing nothing.
- Rocketeer Curse: Incredibly funny to watch, but the monster that spawns with this thing is actually way too fast. This thing can end your run depending on where it spawns.
Compatibility issues (OpenGL, Hardware render)
- LegenDoom: when a legendary monster proc occurs, if any of the "Rain" style cards are picked, the game lags into the single digits and becomes a slide show for the rest of the map.
- Shades of Doom (and I assume all mod packs that just add monsters): cards offered target specific monsters of the pack, rather than the family. this means when running something like hardcore science project, you get a ton of dead modifiers that do nothing for the run. would it be possible to have Permanent Cards target the entire monster family (ex: all imps) rather than just one type of imp?
Can't wait to see what other types of cards are in the pipeline.
-Naked Raptor
- Cutmanmike
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Re: [1.8a] Corruption Cards - Choose cards that alter your g
If a mod has not set up monster species, the only way to get around it by creating a custom CCARDS lump. Create a new wad or pk3 with a single lump in it called CCARDS and add the following:nakedraptor wrote:Shades of Doom (and I assume all mod packs that just add monsters): cards offered target specific monsters of the pack, rather than the family. this means when running something like hardcore science project, you get a ton of dead modifiers that do nothing for the run. would it be possible to have Permanent Cards target the entire monster family (ex: all imps) rather than just one type of imp?
Code: Select all
monstergroup "group1", classname, classname, classname

Re: [1.8a] Corruption Cards - Choose cards that alter your g
im actually trying to set up my future mods to be as compatible with the mod as I can, because I absolutely love the progression it provides. Aside from the CCards lump, is there anything else I should account for? I'm already trying to group things with species in particular when present, but if there's anything else universally I can do to help with compat I'd be happy to integrate it to make things easier on your end.Cutmanmike wrote:If a mod has not set up monster species, the only way to get around it by creating a custom CCARDS lump. Create a new wad or pk3 with a single lump in it called CCARDS and add the following:nakedraptor wrote:Shades of Doom (and I assume all mod packs that just add monsters): cards offered target specific monsters of the pack, rather than the family. this means when running something like hardcore science project, you get a ton of dead modifiers that do nothing for the run. would it be possible to have Permanent Cards target the entire monster family (ex: all imps) rather than just one type of imp?
You'll have to know what the monster's class names are to do this though. Check out the CCARDS lump in the Corruption Cards pk3 for more info and other options. Alternatively you can ask the mod creator to add their own CCARDS lump to their mod so it is supported in the futureCode: Select all
monstergroup "group1", classname, classname, classname
Loving the hell out of the mod for helping to balance progression based mods, it makes an amazing counterbalance to mods that feel "too op" when you get deep into a megawad.