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Exeor wrote:Try to open the wrathofcronosr1_8a2.pk3 and change the values of the PLAYERS.txt for every class as you wish, I guess that is the right file.
Already tried to look there but haven't found anything that would be related to increase hp per level up\constitution points.
FROM 1.7B TO 1.8A
Classes:
- Necromancer
* Drain reworked into Life Tap, killing monsters tagged with Life Tap will heal its killer and nearby players.
OH SHI~
That's very hard nerf, Imho as far as Drain Life turned into a curse I think it should be mass-skill at least. Somebody a managed playthrough by Necro in massacre wads like as "sunder" now?
I just played this online after an hour or two single player. My biggest problems:
With so many items, monsters, and general chaos, most items need to be entirely ignored. I bind a key to the big item that gives a lot of everything and the big item that gives a lot of health. The gameplay is too hectic for anything else, and these huge items are plentiful.
I like to play as a support character, so I played as cleric. The healing was pointless. My teammates were flying around and blowing things up to fast to get close enough to heal them. Besides, they're spamming health potions. Switching to the aura spells helps, but I suprised I could only use 2 at a time and not all 3. The projectile wall was very useful when my teammates noticed it. Basically, the fast pace and endless items of multiplayer makes support spells pointless, as well as most items themselves.
There definitely needs to be some explaination about the weapons. Alchemy looks like a waste of time but I'm not sure, and so I've just ignored it. So, many, items.
I love magic in doom, and this is becoming my favorite mod behind Guncaster. It has the chance to become a great coop mod... but with doom's natural chaos, I think it will be hard to encourage teamplay.
JJAP wrote:I just played this online after an hour or two single player. My biggest problems:
With so many items, monsters, and general chaos, most items need to be entirely ignored. I bind a key to the big item that gives a lot of everything and the big item that gives a lot of health. The gameplay is too hectic for anything else, and these huge items are plentiful.
I like to play as a support character, so I played as cleric. The healing was pointless. My teammates were flying around and blowing things up to fast to get close enough to heal them. Besides, they're spamming health potions. Switching to the aura spells helps, but I suprised I could only use 2 at a time and not all 3. The projectile wall was very useful when my teammates noticed it. Basically, the fast pace and endless items of multiplayer makes support spells pointless, as well as most items themselves.
There definitely needs to be some explaination about the weapons. Alchemy looks like a waste of time but I'm not sure, and so I've just ignored it. So, many, items.
I love magic in doom, and this is becoming my favorite mod behind Guncaster. It has the chance to become a great coop mod... but with doom's natural chaos, I think it will be hard to encourage teamplay.
I guess it's meaningless expect a teamwork of a mod like this. A lot of people being a demigods and kill things solo anyway. By the way, Cleric is insanely overpowered, and have more powerful combat magic than the Mage. All you have to do is simply level up divine punishment to 10 and click button once, and whole room full of enemies even chillax become all empty literally in seconds, so the healing mostly used for self and hardly anyone do care about teammates unfortunatelly.
Accidentally deleted my old post. Basically, been having problems running this with Viscerus. As the Cleric, any weapons I pick up do not count as the versions of the weapons from this mod, meaning I can't switch back to them if I switch away. When I got the Serpent Staff, for example, WOC did not recognize it, and I could not equip it even if I used the "next weapon" key. The same happened with the Firestorm, though oddly it did not happen with the flail. I ended up having to console both weapons in.
I haven't played Viscerus but if the weapons there have it's own version of the original weapons and they have different actor names maybe that's the reason why the weapons aren't working properly.
I keep getting another glitch as well. Sometimes when I start a new game (this has happened in both Heretic and Hexen) and start killing monsters, I get absolutely no XP. Other times, it works just fine. It seems to have something to do with the monster alert states, as hitting monsters before they become aware of you yields no XP.
I had all the patches in the right order, so I'm not sure what's going on.
Frozenwolf150 wrote:I keep getting another glitch as well. Sometimes when I start a new game (this has happened in both Heretic and Hexen) and start killing monsters, I get absolutely no XP. Other times, it works just fine. It seems to have something to do with the monster alert states, as hitting monsters before they become aware of you yields no XP.
I had all the patches in the right order, so I'm not sure what's going on.
Maybe the MOD needs to catch up to the latest GZDoom builds? It has been a very long time since an update for this MOD was released.