Vigilante wrote:I'll be careful to not load games from older mod version now.
Would it be possible to include a high xp-giving item that can be spawned from the console (never created by the game) ? It would help a lot for playtesting the balance after the starting part.
Maybe I miss something, but it seems the player can never increase rank without levelling, or level without gaining ranks, so the rank number seems redundant to me - but the idea of showing "military ranks" is still very good for immersion.
About the shop, one option would be that the "payday" event additionally gives the player a charge of a stackable inventory item that performs a "warp to outpost". It means the player could visit the shop at most once per cumulated 5 minutes of play, and using the inventory so it no longer requires a specific menu or key.
About shop discount and money growth in general, I feel this should rather be related to a player stat (or passive skill), so it adds a development choice : character who invests in it can buy more (human) equipment vs being physically stronger/thougher, and the balance should be tuned to try make them equally viable options.
My preference would be that no equippable item should affect this stat, so as to avoid a situation that I always dislike in RPG : "Before shopping, equip all items that lower prices".
Use "pukename AddXP <Amount>" in the console.
Well, finding secrets will increase rank but not XP. Rank also takes longer to level, the rank cap is quite a bit higher then the XP cap.
Not a bad idea, but that'll happen once the Outpost has reached a more complete state.
I don't think this'll really be possible without re-doing the entire money drop system. Having Rank give you a discount was my main stopgap to this issue, at least, for now. If you really need money, you can let monsters respawn, or, whenever I get to it, there will be some sort of Arena in the Outpost where you can win money and prizes.
karmakazi wrote:Two quick notes, I started using totally unfiltered gfx to evoke that old school feel, and its awesome, but the black enemies are nigh invisible. Im sure that may be a concern for those using zdoom. A less dire and more cosmetic issue is that the cool ass glowing eyes are not present in the unique monsters, imagine how cool that would be with the black ones?
Second, the game is now treating dropped items as part of the overall count, and its fairly popular to put enemies behind bars, or in otherwise making their drops out of reach, making 100% completion technically impossible without noclip.
The strange thing is, I noticed this too, and by all accounts, the glowmaps SHOULD be getting applied to the variant monsters as well. Maybe the issue is that the self-lighting from the Auras they have is making it unnoticeable.
I'll see what I can do about this, AFAIK ZDoom only supports the Fuzzy RenderStyle, which I'm already using in he first place.
Which items in particular? I haven't added the +COUNTITEM flag to anything that I'd think would drop in a place you couldn't get to.
Frozenwolf150 wrote:Vigilante wrote:"Shop anywhere" is useful for example on Plutonia, I've started a game on "hard" and depending on luck, sometimes there's just not enough ammo in the map to kill the boosted monsters. Buying ammo becomes vital to press forward. If it does not seem to make sense, you can imagine they warp items to you by using the teleport technology.
Yes, I can see the reasoning behind that. I've only been playtesting this in Ultimate Doom, the first two episodes of which are ridiculously easy compared to Final Doom.
I have a stupid question. How exactly do you access the rest of the shop? I can only see the weapons page for some reason, and none of the scroll or movement keys will take me to the pages for ammo, runes, items, etc. I know a "quick ammo" key was implemented in a very recent update, but I know I'm missing something.
Another unrelated observation, but the skill levels don't seem to be implemented yet either. Putting another level into "Repair Armor" for example only raises the EP cost, but not the benefits.
There's also a weird glitch in the stats menu. It's possible to select an invisible stat above "Defense" AND waste points on it. I don't think this was supposed to happen.

Strange. Sure you didn't load an old save?
I'm redoing those skills to heal/repair based on stats and not fixed amounts.
oh god, I thought I caught all of those issues before I updated, thanks.
Interesting, I'll check this out. Thanks.