[v2.9.1] CHAMPIONS [update 09/03/21]

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Netheritor
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by Netheritor »

Suggestion/question: Can you do this to friendly monster too?
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Mikk-
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by Mikk- »

Netheritor wrote:Suggestion/question: Can you do this to friendly monster too?
sure, I'll add the option in the next update.

I've been doing some pondering lately, I'm not all too happy with how the Silver champions function and I'm looking for suggestions & thoughts in regards how best to modify them, be it tweaking here and there, or straight up giving them a new effect.
The Silver champion has greater health, lower painchance, but can occasionally conjure a magical shield that deflects projectiles. The shield behaviour is quite buggy, and generally I've never been all too keen on them. They're frustrating to fight, much like Hexen's Centaurs. I really don't know what else I could do with the Silver Champ..

Also if anyone has any other suggestions regarding new champions or changes to existing ones I'm all ears.
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Nems
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by Nems »

To be honest I've never been a fan of silver's mechanics either. It's one of the ones I turn off completely alongside green (maybe I just got unlucky but I felt like greens teleported too aggressively for my liking).

I'll do some brainstorming for suggestions on silver. :) I just woke up and getting caffeinated. :v

EDIT: Maybe have it where Silver monsters have a damaging aura to the player the closer they are to it, discouraging melee combat.

EDIT 2: Another one I thought of is having something that does the opposite of light blue, where the monster pulls the player towards them.
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Mikk-
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by Mikk- »

Nems wrote: EDIT 2: Another one I thought of is having something that does the opposite of light blue, where the monster pulls the player towards them.
I quite like this suggestion. I might tinker around with it. A sort of magnetism effect would certainly be interesting!
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Bodhisattva
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by Bodhisattva »

So... What exactly do I do to get rid of random blood color for all monsters in 2.7?
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worldendDominator
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by worldendDominator »

Bodhisattva wrote:So... What exactly do I do to get rid of random blood color for all monsters in 2.7?
For now you can only disable LD compatibility (and it still won't fix your existing saves).
I've made a personal fix and sent it to the author, but I guess they haven't gotten around to updating the mod yet.
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Mikk-
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by Mikk- »

I have 2.8 pretty much ready to release and have done for the past few days, however, in that time I’ve moved house so I haven’t had much time to test it in between unpacking boxes & assembling furniture.

I’ve not got much to do today, so I’ll test 2.8 as much as I can! I aim to get it released by the end of the day. I think you’ll find this update is one of the biggest yet!
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worldendDominator
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Re: [v2.7] CHAMPIONS [update 29/11/20]

Post by worldendDominator »

There's an interesting bug when playing this together with Corruption Cards. If you get a card that makes one type of monsters shoot projectiles of another type, and such monster spawns with titan mutation, it will freeze the game when it attacks.
Titan adds spread shot by duplicating projectiles when they spawn, with a check for loop prevention. CCards' projectile replacement neatly circumvents that check, and voila, infinite projectiles.

Not really something that needs fixing on this side, but keep that in mind if you play these mods together.
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Mikk-
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by Mikk- »

Okay so it's a little sooner than expected, but 2.8 is here!

mk-champions[20201219].pk3 (601kb)

There are a loooot of changes, new features, tweaks and more! I hope you guys enjoy this one.

Code: Select all

	~New Features in v2.8~ The big boi.
		- New Mutation: HYBRID
			- will have a secondary Champion Effect
			- at the moment can spawn with any combination of Champion Effects, including duplicating effects.
				- I've decided to leave it at this "wild west" mode where anything goes for the time being
				- I have plans for a Hybrid blacklist if things are too hectic and/or broken.
		
		- Titans now have much more health
			- this stacks with other health giving champion effects, so watch out!
			- the health boost effects weaker enemies more than stronger enemies
			- enemies in the range of the Titan will be more aggressive
		
		- Pink champions have been reworked
			- They now resurrect fallen monsters for 20% of their health.
				- I felt like Pink Champions were a bit weak, so this makes them a priority target when they spawn
				- Originally they could resurrect infinitely, in testing this is very broken
				- Once below 20% health they will no longer resurrect.
		
		- Violet Champions projectiles now home slightly
			- I feel like Violets weren't much of a threat, especially if you can position yourself well
				this might combat that weakness a little.
		
		- Blue Champions burst into more projectiles, which are also slightly faster
			- Again Blues were also a bit weak, and it was very easy to dodge their death attack.
			- Projectile spawning is based off of Monster height & radius, and their "Boss" status.
				- Height determines the amount of tiers spawned, taller enemies spawn more tiers
				- Radius determines the amount of fireballs per tier.
		
		- Indigo Champions have been tweaked slightly in multiple ways
			- The clones now have a Damage Multiplier of 0.75 to match their size change.
			- Clone projectiles have also been shrunk & their speed scaled by 25%.
			- Spawning has been cleaned up & turned into an efficient loop, to allow for future tweaks.
			- Now spawn 4 clones when Legendoom Boosted Champions is enabled.
		
		- Silver Champions have been reworked
			- Their new effect is Magnetism
				- will suck players in close with a strong magnetic field
			- They still retain their increased stats, but to a slightly less OP degree
			
		- Dark Green & White Champions have been tweaked slightly
			- Creep has been re-written to a more flexible, inheritable base class
			- Green Creep now deals 5 damage, but can only deal 1 tick of damage every second
			- Dark Green & White champion's projectiles can leave creep 
				- disabled by default, it's a work in progress feature and can be quite intense
				- enabled in under the Experimental Settings menu
				
		- Green champions now have a 3-5 second cooldown after performing a teleport.
		
		- Tweaked bundles slightly
			- They now drop more ammo & bonuses for each "tier"
			
		- Champions resurrected now no longer occasionally shuffle their mutations
			- The mutation system still needs a more thorough implementation outside of the base class.
		
		- Icons have been redesigned, slightly
			- I added a shaded effect & drop shadow to help boost icon visibility for those that use them.
		
		- Option to disable flat sprites for Dark Green & White champion creep.
			- This is based on an older request, and for those that use the software renderer. Sprites are from Hexen.
		
		- Added option to enable friendly Champions
			- A recently requested feature, off by default, but for those that want the option, it is there.
		
		- New under the hood Legendoom Compat changes by worldendDominator
			- Nothing really changes, but this helps to account for Legendoom's "Legendaries Over Time" feature.
			
		- Fixed a minor issue where Monsters would bleed rainbow blood when Legendoom is loaded and compatibility enabled.
		
		- Fixed all orange console warnings.
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worldendDominator
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by worldendDominator »

As an idea for a future update (whenever it comes), can you add armor pieces to champ drops? With or without custom sprites (I love those tiny foods).
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Mikk-
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by Mikk- »

Actually I forgot to add in the changelog: I temporarily disabled the little foods and reintroduced Doom's health bonuses, and armour bonuses have been introduced to the bundles pool.
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namsan
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by namsan »

Hey I tried the new verison(2.8), but weaker champion enemies like Imps or Zombies don't drop any bonus anymore.
Is this intentional?
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Mikk-
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by Mikk- »

Aha, no. It's not intentional. I made a mistake when modifying the bundle code.. Essentially the amount of health bonuses dropped is determined by a tier system. Monsters are given a tier based on their health. The lowest tier is tier 0, for monsters with health totalling less than 150. The code multiplies the current tier by 16 to determine the amount of health & armour bonuses to push to the Bundle. So in the case of tier 0 monsters, it's 16 * 0, which = 0, so no health or armour spawns...
AvzinElkein
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by AvzinElkein »

Mikk- wrote:Aha, no. It's not intentional. I made a mistake when modifying the bundle code.. Essentially the amount of health bonuses dropped is determined by a tier system. Monsters are given a tier based on their health. The lowest tier is tier 0, for monsters with health totalling less than 150. The code multiplies the current tier by 16 to determine the amount of health & armour bonuses to push to the Bundle. So in the case of tier 0 monsters, it's 16 * 0, which = 0, so no health or armour spawns...
Try marking them as tier 0.5, and see if that works.
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Mikk-
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Re: [v2.8] CHAMPIONS [update 19/12/20]

Post by Mikk- »

I've already fixed it in what will be the next version. it's as simple as changing it to 16*(tier+1). Though low level monsters needn't drop so many items anyway.

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