ARACNOCIDE 2.8 (Updated 06/AUG/24)

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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Updated 03/Sep/23)

Post by Dr_Cosmobyte »

I don't think it's on my reach, sorry.
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Announcement)

Post by Dr_Cosmobyte »

Hey there!

It's been a long time i don't post here.

I've been working in the shadows, making new mods for the future and making more things for Aracnocide, nothing more than that.
You might be wondering what's else to add to this mod. The answer is, a lot, when you have ADHD, like this numbnuts here who speaks.

In short, i've revised some accuracy and damage tables and discovered some characters were dealing more damage than they should, some less, and some had worse accuracy than they should. These things are fixed now, so in the next update you might notice the difference. Or not.

But the big part of this dev diary is about the next thing being added to the mod: Weapon statuses!
(i'm really torn if i should call these statuses, perks, peculiarities, effects, skills or abilities :s)
Check the spoiler below for more information:
Spoiler: Weapon Statuses
There's a lot for the upcoming update, such as new player sprites, balance revisions as i said previously, removed some unused stuff, added some effects here and there... but there's also this:
Spoiler: MAGACC-93 Sparta
And that's about that for now! Stay around for more informations, leave your suggestions and i do hope you enjoy the next update, because i'm planning this to be one of the last! Aracnocide is more than EIGHT years old by now, so i have to let it go some day.

Tell me what you think! And ask any doubts you might have about the next features!

Peace!
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Carrotear
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Re: ARACNOCIDE 2.7 (Announcement page 39)

Post by Carrotear »

I couldn't tell if anon was semi-serious or not.
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Announcement page 39)

Post by Dr_Cosmobyte »

Considering how crappy the gun was, i think he meant it.
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Matt Eldrydge
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Re: ARACNOCIDE 2.7 (Announcement page 39)

Post by Matt Eldrydge »

Yeah, anon had a point. The magnetic accelerator was pretty miserable to use. Happy to hear that'll be adjusted in the next update. :P
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.7 (Announcement page 39)

Post by Dr_Cosmobyte »

¯\_(ツ)_/¯

I'm still working a bit on it, but i have a policy of not having any kind of good sense to balance energy weapons, as long as they are overpowered enough to blast anything in their way.
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.8 (RELEASED!)

Post by Dr_Cosmobyte »

aaaaaand it's done!

I'll need to travel wednesday because i got some days off from my job.
So it would be better to throw this your way and you tell me what you think.

There's a lot of good changes here, new sprites, the status effects, accuracy and damage corrections, some weapons became better, fixed tons of oversights, new player sprites, added the option to rebind the melee and zoom in the Extra Stuff, your helping dog doesn't bleed nor does he dies, he just faints...

Changelog is big and i split it into characters and general stuff for better reading.

Have fun!
Spoiler: Changelog 2.8
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BLSZDOOM
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by BLSZDOOM »

hey doctor cosmobyte,all characters save for Derrick Wolfe have weapon switch animations,when playing as him weapons imediately apear in your hand no sound as well.
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Felix_Margarita »

Looking forward to seeing the changes!
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

BLSZDOOM wrote: Wed Aug 07, 2024 10:03 am hey doctor cosmobyte,all characters save for Derrick Wolfe have weapon switch animations,when playing as him weapons imediately apear in your hand no sound as well.
Yes, completely intentional. Think of him like the renegade from DRLA.
Felix_Margarita wrote: Wed Aug 07, 2024 1:34 pm Looking forward to seeing the changes!
Mod is already updated! There's a changelog up here! Have fun!
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BLSZDOOM
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by BLSZDOOM »

i understand i was afraid he was merely forgotten,thanks for the reply man i am loving the mod.
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

Since I'm not doing anything regarding mods, i was bored and read all through the 39 pages again, and discovered the version count up was all screwed.

If i count from the very first release in 2016 as v1.0, we are now on v4.3. I won't change it for now, but my plan is to start gathering everything to finish development around the next two updates, and say goodbye to the mod unless bugfixes are needed.

Problem is, i ate my words EVERYTIME i said that.

Eh, guess I'll need time to figure that out.

Anyways, I'm eager to see feedback on the new status mechanics. I've received some feedback here and there, but i guess i need to wait a move here first.

I'll update this thread once i have enough content for a dev diary.
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Yokoreta »

Pretty good update, the removal of the melee camera swing allows me to spam it more freely because I don't have to readjust my aim everytime (although the quick melee button still has the camera swing), and perhaps adding a little camera shake would make it feel more powerful.

Also the new weapons stats are very fun and make pistols more useful, but I think the ricochet could bounce in a specific direction to make some plays with it because right now bullets go wherever they want (and once killed myself with my own revolver but that's on me).
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Dr_Cosmobyte
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Dr_Cosmobyte »

Yokoreta wrote: Fri Aug 16, 2024 6:41 pm (and once killed myself with my own revolver but that's on me).
Uhhhhh... you shouldn't be able to kill yourself with your own bullets, since the ZScript code is meant to chase the nearest monsters for a quick time (that's why your shots hit most of the time, so you don't count only with luck).

What GZDoom version are you using?
Yokoreta
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Re: ARACNOCIDE 2.8 (Updated 06/AUG/24)

Post by Yokoreta »

Dr_Cosmobyte wrote: Sat Aug 17, 2024 11:41 am
Yokoreta wrote: Fri Aug 16, 2024 6:41 pm (and once killed myself with my own revolver but that's on me).
Uhhhhh... you shouldn't be able to kill yourself with your own bullets, since the ZScript code is meant to chase the nearest monsters for a quick time (that's why your shots hit most of the time, so you don't count only with luck).

What GZDoom version are you using?
Oh I'm using lzdoom 3.88b, if I shoot too close to a wall the bullets can hit me
It's happening on my current run with Marion's revolver
You can try facing a wall and then aiming a little lower to test

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