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I've been working hard on the new version of CHAMPIONS! So much so that I have decided to skip ahead to version 2.0!! So here it is, without any further delay!!
~Quick Fix 2.1~
- This fixes a bug present in 2.0 in which Undying Champion's hearts
do not alter the Champion if the heart is frozen, this renders
the champion unkillable
- Fixed a few minor visual glitches in Hexen featuring ice deaths
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~New Features in v2.0~
- 4 new champions!
- White - Slows the player down with a trail of white creep
- Light Blue - causes a wind effect pushing away anything nearby
- Bronze - will never flinch and takes reduced damage
- Silver - can generate a reflective shield occasionally
- Gold - will buff other nearby monsters, turning them golden
- Mutations!
- rare variants of champions, each mutation has a different effect
- there are three so far!
- Legendoom Compatibility!
- Only Legendary Monsters become champions!
- Exclusive Legendoom champion behaviour and boosted abilities
- Set the Legendoom Compatibility Toggle in the menu
- Icons and Particles
- new visual effects to identify the champions
- can be toggled on and off in the Champions Option menu
Issues Resolved
- Champion Spectres are no longer un-identifiable
- Dark Red champions now drop items correctly
- Whole champion system ported over to Thinkers
- this should be a more lightweight system compared to the original Actor based solution
EDIT: Version 2.1 is a quick patch to fix a particularly mean bug that could cause Undying Champions to become unbeatable
Nice update!
This mod already consumed tons of time from me.
And thanks for adding icons. They made the game really fair.
Very rarely, enemies with Legendoom pentagram spawn despite I don't load Legendoom, and not using the Legendoom Compatibility option.
Are they buffed by some enemies...? Or, is it a bug? https://imgur.com/nfNhv09
Bronze Silver and Gold used to have the same effect, only the next tier did it better- the flavour text is a carryover from that time. I'll update the text in the next revision
This is definitely a welcome update to the mod, especially the new effects added. It definitely helps when using a mod like Colorful Hell. However, I have encountered a bug while playing.
The mod drastically decreases my fps to the point where playing any map with a large number of champions is a chore. This was not a problem I had back when I was using version 1.3, which never really gave me any noticeable drops. I tried tinkering with the settings and the only thing that improved my fps was decreasing or removing champion spawns entirely.
Hopefully you can find what's causing this to happen. Maybe it's just a problem on my end. I wouldn't know, I know next to nothing about ZScript.
IdiotBitz wrote:This is definitely a welcome update to the mod, especially the new effects added. It definitely helps when using a mod like Colorful Hell. However, I have encountered a bug while playing.
The mod drastically decreases my fps to the point where playing any map with a large number of champions is a chore. This was not a problem I had back when I was using version 1.3, which never really gave me any noticeable drops. I tried tinkering with the settings and the only thing that improved my fps was decreasing or removing champion spawns entirely.
Hopefully you can find what's causing this to happen. Maybe it's just a problem on my end. I wouldn't know, I know next to nothing about ZScript.
i thought it was because of the particles when i loaded counterattack by mechadon but its not
The cooldown on the silver champ doesn't seem to work. It seems like 140 would be 4 seconds and since the shield lasts for 2 you should have a 2 second window after it wears off but you don't.
Oh, and the bundles give out ridiculous amounts of ammo. I'd cut it in half at least.
I noticed what I think it a small bug. When I run this with LegenDoom LITE, the LegenDoom compatibility option doesn't seem to work. I typically have Champion chance set to 100% with LegenDoom Compatibility turned on, so every single Legendary enemy is also a Champion, but nothing else is.
When I use this with LegenDoom LITE, that doesn't work. Every single enemy is a Champion, with some being Legendary, the compatibility option does nothing.
Truth be told I haven't tested this with Legendoom Lite - only Legendoom 1.6. Looking at Legendoom Lite I see that is is a .pk3 - this will cause an issue with how I originally detected Legendoom, it's a flaw in the current implementation that will be fixed with the new version of Champions.
I was thinking, an ability of Pink enemies is too insufficient to be an actual threat to players.
Healing 8 hp per second won't change things much.
I have some ideas to make pink enemies more interesting.
1: Give an ability that can heal nearby enemies to pink enemies.
2: Buff their healing ability more (like 24hp/sec), But their regeneration will stop for seconds if they received damage.
So Player still can kill them with weak weapons like pistols.