- Added 15 new cards.
- Added 5 new Daily Decks, and altered a few.
- Certain Daily Decks now start the game with specific cards already in play.
- Cards in the Card Compendium now sparkle if their text has not yet been read.
- Players are notified if a Wild Card is in the current level upon hitting 100% kills and secrets.
- Wild Cards will make sounds while hidden (and more frequently if 100% kills and secrets are hit).
- Fixed a crash that could happen with several cards.
- Fixed Accelerated Boost not doing anything.
- Fixed a crash with Mystify Items.
- Fixed potential crashes with empty maps (i.e intermission cutscenes).
- Fixed a crash with Firecracker Enchantment.
- Fixed Rigged Supply items counting for the item total.
- Fixed The Specialists being unable to be harmed by allies.
- Fixed Big Stomach eating friendly monsters.
- Fixed BFG Augment not showing effects when running certain mods.
- Fixed monster gangs very rarely spawning an infinite number of monsters.
- Fixed Curse of the Rabbit not working with Witching Hour.
- Fixed Mirror Curse still getting triggered in multiplayer.
- Fixed Safety Bubble sometimes leaving behind a corpse with no gravity or an incorrect death frame.
- Fixed Swim with Whales not triggering in co-op.
- Fixed Mystery Eggs spawning statues too frequently.
- Fixed Flight Enchantment ruining some monster closets that use scrolling floors.
- Monsters with the Nuclear Curse explode sooner when dying to another Nuclear Curse.
- Tachyon Curse aura changed to white.
- Audio Augment now includes sounds made by the monster.
- Lock-on teleports recoded to be more effective.
- Lock-on Teleports no longer teleport monsters away from players if they are already in close proximity.
- Necrokensis card is now correctly named Necrokensis Enchantment.
- Lowered the minimum damage of Necrokensis.
- Monsters affected by Gravity Enchantment will now drop down from very tall ceilings if they are near players.
- The Specalists can no longer be devoured.
- Increased attack windup for Piloted Mechs.
- Haunted Grounds now only spawns boss ghosts after 8 ghosts have spawned on a single grounds.
[6.3a] Corruption Cards - 200+ cards! New Collector mode!
Forum rules
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.
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!
6.0 is here with a bunch of new cards! Main features are new Daily Challenge decks, a tweak to how players can hunt for the elusive Wild Cards, and the Card Compendium now highlights cards you haven't read about yet. This change is not retroactive, so expect your entire collection to suddenly sparkle
Last edited by Cutmanmike on Tue May 21, 2024 12:23 pm, edited 3 times in total.
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Re: [6.0] Corruption Cards - 200+ Gameplay warping cards!
How do you keep coming up with card ideas? Looking forward to this.
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- Graphics Processor: ATI/AMD with Vulkan/Metal Support
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Re: [6.0a] Corruption Cards - 200+ Gameplay warping cards!
CMM is killing it. One of my favorite mods of all time. Also, thanks for making it easier to find Wild Cards.
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Re: [6.0b] Corruption Cards - 200+ Gameplay warping cards!
Had to do a little hotfix to fix some things!
- Changed some code to allow compatability with older GZDoom verions.
- Fixed a crash with a recent card.
- Fixed a crash with maps excluded with the CCARDS lump.
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Re: [6.0b] Corruption Cards - 200+ Gameplay warping cards!
Game still crashes when BFG attacks are enabled as a card. Selected Cacodemon fires BFG shot.
https://ibb.co/q9y2BgT
https://ibb.co/q9y2BgT
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- Location: United Kingdom
Re: [6.0b] Corruption Cards - 200+ Gameplay warping cards!
That looks like a crash with D64ifier rather than CCCheater87 wrote: ↑Sat May 25, 2024 9:21 am Game still crashes when BFG attacks are enabled as a card. Selected Cacodemon fires BFG shot.
https://ibb.co/q9y2BgT
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- Location: It's Never Worth The Risk
Re: [6.0b] Corruption Cards - 200+ Gameplay warping cards!
Intentional, a reference to the ZDoom mod lillith.pk3
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Re: [6.0b] Corruption Cards - 200+ Gameplay warping cards!
Some more crash fixes.
- Fixed a crash relating to wild card spawning.
- Fixed a crash with Eldrich Becoming.
- Fixed a crash with Firecracker Enchantment.
- Fixed turret colours in Heretic.
- Fixed turrets not being affected by friendly monster attacks.
- Illusions now spawn fewer effects.
Last edited by Cutmanmike on Sat Jun 15, 2024 3:18 pm, edited 1 time in total.
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!
Curse of Decay has a typo on the compendium. Hate Shield too.
I would like to request a hardcore version without caps. No max of 5 monsters from pods, no max of 20 from the other card. I really don't like these artificial caps and would like a version without them.
Change the barrels to a spawner that spawns a barrel. This way you can get barrels relevant to the mod you're currently playing instead of the generic barrel. Please and thank you.
The long standing bug of being unable to pickup items dropped by kleptos is still there. It seems completely random.
The Santa card shows up even with wild cards turned off.
I would like to request a hardcore version without caps. No max of 5 monsters from pods, no max of 20 from the other card. I really don't like these artificial caps and would like a version without them.
Change the barrels to a spawner that spawns a barrel. This way you can get barrels relevant to the mod you're currently playing instead of the generic barrel. Please and thank you.
The long standing bug of being unable to pickup items dropped by kleptos is still there. It seems completely random.
The Santa card shows up even with wild cards turned off.
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!
As someone doing a New Friends deck hardcore run, I am both curious and terrified of this. Would definitely enjoy the presence of a choice though.
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!
I need version 5.1c and can't find a working link anywhere online. Yes it's for Doom RPG compatibility. ModDb only has the .0 editions listed for download.
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!
Here you goDoomguy914 wrote: ↑Tue Jun 25, 2024 6:35 pm I need version 5.1c and can't find a working link anywhere online. Yes it's for Doom RPG compatibility. ModDb only has the .0 editions listed for download.
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!
Thank you so much! Tried to reply yesterday, but I could not access my account for some reason.Cutmanmike wrote: ↑Wed Jun 26, 2024 3:05 amHere you goDoomguy914 wrote: ↑Tue Jun 25, 2024 6:35 pm I need version 5.1c and can't find a working link anywhere online. Yes it's for Doom RPG compatibility. ModDb only has the .0 editions listed for download.
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!
Been loving the mod so far, I can't help but draw some parallels between this and, say, The Binding of Isaac for example.
I don't know exactly when the feature was introduced, but being able to see newly added cards to the compendium with the little shining mark on it is such a big quality of life adjustment, awesome !
I have some questions about Wildcards, and haven't been able to find a lot of information regarding them and how to obtain them online. Every once in a while I stumble across a random linedef that shows up on the automap as having an action / trigger assigned to it, and activating it makes one of those cards spawn. I feel like I have probably missed a lot of them in the past, could someone tell me at what approximate frequency they show up? Is there any way to tell at the beginning of the level if one of those cards spawned inside the level or do I just have to get lucky? My compendium is getting pretty close to completion but I'm still missing cards that don't show up in the regular rotation, I'm guessing I'm missing some of those wildcards?
I have attempted looking at the documentation and tried reading the source to figure out what's happening, but unfortunately the documentation makes no mention of it and my understanding of the code is pretty poor. If I knew what the code was doing when it decides to spawn a wildcard then I could insert a console print statement which lets me know there's a wildcard spawning in the current map, probably making it a bit harder to miss one. Any thoughts regarding the wildcard situation are welcome.
I don't know exactly when the feature was introduced, but being able to see newly added cards to the compendium with the little shining mark on it is such a big quality of life adjustment, awesome !
I have some questions about Wildcards, and haven't been able to find a lot of information regarding them and how to obtain them online. Every once in a while I stumble across a random linedef that shows up on the automap as having an action / trigger assigned to it, and activating it makes one of those cards spawn. I feel like I have probably missed a lot of them in the past, could someone tell me at what approximate frequency they show up? Is there any way to tell at the beginning of the level if one of those cards spawned inside the level or do I just have to get lucky? My compendium is getting pretty close to completion but I'm still missing cards that don't show up in the regular rotation, I'm guessing I'm missing some of those wildcards?
I have attempted looking at the documentation and tried reading the source to figure out what's happening, but unfortunately the documentation makes no mention of it and my understanding of the code is pretty poor. If I knew what the code was doing when it decides to spawn a wildcard then I could insert a console print statement which lets me know there's a wildcard spawning in the current map, probably making it a bit harder to miss one. Any thoughts regarding the wildcard situation are welcome.