DarkkOne wrote:Just thought that I should mention that this synergizes REALLY well with viewtopic.php?f=43&t=66059
In particular, choosing elements to match the elements of each weapon.
But it also left me thinking - Ice? I realized it's a pretty common element. Heck, Hexen just straight up has Frost Shards as a standard weapon. It'd make a lot of sense if Ice-themed upgrades were available.
For ideas: Chill, slowing enemies, Shatter, causing enemies to shoot a lot of projectiles out when killed kinda like the munitions ones but linear and non-explosive, Frostbite being a sort of inverted fire where the DoT increases the lower the enemy's health, but also wears off quickly and maybe can't be stacked, just refreshed, and Encase, which can freeze an enemy below a certain percentage of health that will distract enemies, so that some attack it instead of you until it's finished off. Kinda see Shatter and Encase as the masteries, though obviously up to you, barring what can actually be programmed and fits your design (if any of this even does).
I actually considered Ice; I wanted one for each of the four classical elements and Ice would have arguably been more natural fit for water than Acid is. In the end I decided against it; slowing enemies turns out to be hard to do reliably, freezing them in place is already covered by the lightning tree, and Encase's "kill enemies below a certain hp level" feature is already in the Acid tree as part of Embrittlement. Also, what you describe for Frostbite is exactly how the Acid effect works.
I do like the aesthetic of ice more than acid, though, so I'm going to keep rotating that in my mind and if can come up with a good way to implement it that's sufficiently differentiated from the existing trees...who knows?
Also, would it be possible to know what *type* of damage a weapon does (for example, if the weapon naturally does Fire or Ice damage, etc) and make only the elements on its primary and secondary fire available for upgrades (or if there's only one element, no other element until the first one's mastery'd, and if no elements then just as it is now). Maybe not necessarily as the default behaviour (though I think it'd make really good default behaviour) but as an option?
I like the whole "locking you into an element" thing, and I think it'd make a lot of sense if naturally elemental weapons were essentially already pre-locked into their element.
Not in the general case, sadly -- DamageType is generally attached to the puff or the projectile, not the weapon, and there's also no guarantee that the damage type used matches up with what I "expect" -- like, a lightning weapon could plausibly use any of Electricity, Lightning, Shock, Zap, etc as the damage type.
That said, 0.9 is going to include a feature where you can write automatically loaded per-mod configurations; it wouldn't be hard to have one that restricts what elements are available on what weapons given knowledge of that mod's elemental affinities.
mamaluigisbagel wrote:Apparently when using scavenge lead, my brother is ALWAYS getting plasma ammo, making the game a complete joke? I'm not sure if its just good luck or an error in the code.
I also like the idea of locking into an element. Kinda further emphasizes certain weapons being useful for certain situations.
Always getting plasma ammo is weird. I know Scavenge Lead is working properly in general, and looking at FD+, the TNT weapons use a variety of ammo types and it should be dropping all of them. Testing it out locally, it seems to be working fine; I'm actually having trouble keeping my maser fed because shells and bullets are more common, but I've seen every ammo type.
As for element lock-in to encourage specialization, that's already in in a different way -- you can't have more than two elements on a weapon, and once you pick the first element you will
only get that element until you choose a mastery for it (which means a minimum of five levels of that element before you can pick a second one).
DarkkOne wrote:So... I'm not sure exactly what's going on, but Acid will do a bunch of 1-2 ticks, and then like... a 1300 tick of damage. This is on an enemy with 3000 life.
I'm playing Heretic with Hexarcana 3.0, and the upgrades I've purchased are in this screenshot.
https://imgur.com/1t6udMT
Embrittlement has a feature (documented in the manual but not in-game, because I couldn't come up with a way to phrase it that would fit) where enemies with enough acid stacks die instantly once their health is low. The threshold increases with amount of acid and levels in both Concentrated Acid and Embrittlement. However, if it's working properly, you'd need over 700 acid stacks on that enemy for instakill to kick in when it still has 1300hp, based on your upgrade levels, which would require you to be routinely landing hits for, idk, 300-400+ damage? More if it's a slower weapon? Maybe that's an easier threshold to reach than I expect; I'll turn on element stack debugging and have another look at it.