[6.3a] Corruption Cards - 200+ cards! New Collector mode!

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Cutmanmike
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

5.0 is here.
  • The Balanced Deck has been altered to remove even more cards that introduce mechanics that may put off vanilla players.
  • Added 4 new cards.
  • Added partial translations for German and Russian.
  • Fixed certain movement related cards preventing monsters from being crushed.
  • Fixed Enchantment Echo giving ALL enchantments instead of an extra enchantment.
  • Fixed Hate Shield being offered when monster infighting is disabled.
  • Turbo Totem raised to tier 5 (from 4).
  • Warring Factions lowered to tier 3 (from 4).
  • Rigged Supplies throw grenades at a slower rate.
  • Improved spawn locations of Blade Traps.
  • Lowered Thorn Totem damage slightly.
  • Carried monsters no longer receive the NOPAIN flag.

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Void Warrior
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Void Warrior »

Higher Powers! Did I really wait for the Russian Translation? We must pay tribute to Cutmanmike and the Translators who are still updating this mod, which only adds a diverse challenge to the Players!

Respect to you Guys! :thumb: 8-) 8-)
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Cutmanmike
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

That reminds me, I do need to properly credit the new translators in the credits file. Will fix next version.
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Ranubis
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Re: [4.6c] Corruption Cards - 200+ Gameplay warping cards!

Post by Ranubis »

Cutmanmike wrote: Wed May 24, 2023 1:47 pm
wertercatt wrote: Sun May 21, 2023 8:21 am Incompatibility report:
The Card selection UI doesn't appear in Beyond Sunset ( viewtopic.php?t=71504 ) and it breaks the ability to damage the enemies in the first level.
As this isn't fully released yet I don't want to try to fix it as systems could always change when the game/mod is actually released.
Ranubis wrote: Wed May 24, 2023 12:49 pm I have a bug to report:

There is an incompability between Gun Bonsai´s elemental damage upgrades and a card that delays damage 1 second. Im 100% sure thats why my game crashed but unfortunely i cant provide a screenshot cause its too heavy.
Which upgrades? I tried the frost, fire and poison upgrades while the card was active and got no crash.
Really? damn...i have no idea then, i was using a gun called "Nuclear Onslaught" with sniper mod (so it change plasma bolts with lasers) and fire elemental upgrades like Burning Terror & Infernal Forge, it didnt crashed while using no elemental upgraded weapons.

Edit: Ok, ive been trying to enable and disable some upgrades on that weapon and it looks like i found the problem. Elemental damage upgrades work fine with delayed damage card, but Piercing shots upgrade doesnt, i dont know if laser shots with that upgrade + delayed damage card cause crashes or if just Piercing upgrade itself with the card are incompatible.
Last edited by Ranubis on Wed May 31, 2023 5:29 am, edited 1 time in total.
JERICHO DREAD
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by JERICHO DREAD »

Hi!
First off, I'm blown away at the work that has gone into this mod. I've been nabbing each update now for a good while and I've continuously been impressed with each addition.

I've been obsessed with finding mods (mostly universal ones in nature) that play well with the Resident Evil Codename Hunk monster pack... and this is easily a staple in that mod setup. Being able to layer it with mods such as Universal Entropy, Champions, and Critical Hits has expanded possibilities with slow, but otherwise very well done monster designs in the pack....

But I've been thinking for a while now, with each mod I add to my load order (now at 31 for a RE experience), it would just be wonderful if a custom deck mode might be possible?? Or perhaps a way for the player to curate their own experience based on the mods they are using maybe by selecting actors to assign cards to or hand picking others to get the environment themed juuuust right for a dangerous trek through a ruined city for example.... It has been fun being able to sometimes get that rare chance to add an ability to a monster that should otherwise have it... like inverting the lickers gravity or allow it to leap at the player... but also increasing mobility of slow zombies with the portal or teleportation abilities...

Anyway, well done... I've rambled enough... but seriously, I'm going to have to record my experience sometime...
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Rowsol
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Rowsol »

Does the spooky pumpkin effect do anything? I see enemies and items being color shifted and I'm wondering if it's just cosmetic.
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Dan_The_Noob
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

Cutmanmike wrote: Sun May 28, 2023 8:51 am
[*] Carried monsters no longer receive the NOPAIN flag.
OHHHHHHHH you motherf-
that's why chaingunners were so crazy on top of other enemies
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Dan_The_Noob
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

JERICHO DREAD wrote: Sun May 28, 2023 6:04 pm But I've been thinking for a while now, with each mod I add to my load order (now at 31 for a RE experience), it would just be wonderful if a custom deck mode might be possible?? Or perhaps a way for the player to curate their own experience based on the mods they are using maybe by selecting actors to assign cards to or hand picking others to get the environment themed juuuust right for a dangerous trek through a ruined city for example.... It has been fun being able to sometimes get that rare chance to add an ability to a monster that should otherwise have it... like inverting the lickers gravity or allow it to leap at the player... but also increasing mobility of slow zombies with the portal or teleportation abilities...
from what i understand, adding cards during play doesn't work because they require initialisation at map start-up.
but you never know.
Gourry
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Gourry »

Having a weird bug with one of the cards: when monsters are hidden as items are shot; they turn invisible and invulnerable.
Was using it with a PB branch mod and Gun Bonsai.

Edit: now effecting all monsters, except bosses
TimeGuardian
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by TimeGuardian »

Are there any console commands for this mod? I'm using it with doom RPG but because of the way the hub map works i can never get any permanent cards, but at the same time if it did work properly i would probably get too many permanent cards, so im wondering if there is a console command to force a permanent card when the player chooses to.
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Dan_The_Noob
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

you can set the permanent cards rate in the settings...?
i believe hub maps are detected by the mod and don't offer you cards, so you should be fine to have all permanent etc.
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UnknownMaster21
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UnknownMaster21 »

Hello! First of all! What an awesome mod!

I have currently played with custom setting, which I must choose 2 permanent cards from 8, best shot I have gone in Doom II is Map 17 ( Map 18 happened to be impossible after 100 attempts, I gave up ).

I will give a more proper feedback later!

EDIT: Are you open for suggestions/requests? This mod has extremely big potential.
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Cutmanmike
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

UnknownMaster21 wrote: Sun Jun 04, 2023 4:02 pmEDIT: Are you open for suggestions/requests? This mod has extremely big potential.
Of course, just post em'. I've also added a section to the first post of this thread for some guidance when it comes to requesting new card effects :)
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UnknownMaster21
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by UnknownMaster21 »

Cutmanmike wrote: Wed Jun 07, 2023 3:05 pm
UnknownMaster21 wrote: Sun Jun 04, 2023 4:02 pmEDIT: Are you open for suggestions/requests? This mod has extremely big potential.
Of course, just post em'. I've also added a section to the first post of this thread for some guidance when it comes to requesting new card effects :)
Excellent! Because this feedback is strongly leading into that.

So, I have played it several different settings, but I found most interesting one to be Custom one with wild cards on and everything as permanent. Selection is two cards from eight each level. My focus is not only on myself, as I will give a more wider perspective, which may or may not fit into everyone's thoughts. After all, it is just an opinion as anyone else's. Corruption Cards is a brilliant mod, full of potential, definitely it will last several more years if not even beyond of that. I also play as UV-Max ( but not speedrunning it, not that much skill, simply put )

Suggestions/Requests:

Wild Cards:
I am not sure, if I am just missed out, but Wild Cards should have a chance to offer into selection ( those which are already found of course ). Just because already insane game is not insane enough. An absolute madness. Of course, that should be as Custom and Optional. So, allow wild cards to select.

Custom probabilities to certain card types:
I am quite interested to 2 certain card types: New Friends and Treacherous World. Sometimes I wish I could select only those two. While i believe some may look into different types. I am looking for setting to regular gameplay, where every card is on play and giving those probabilities to spawn on selection.

Show statistics of how many times that card is selected:
Because I like stats.

There's few what I thought... now... some cards isuggestions:

Splash Damage Immunity: Certain monster is immune to any splash damage
Backpack contains double amount of ammo, but any extra gets depleted from time to time
Player can no longer wear an armor: Funky! No idea how it works on Armor piercing though:
Monster Curse: One of the monsters has health ten-fold
Weapon Enchantments: All Melee/Pistol/Shotgun/Rocket/Plasma deals more damage ( including monsters ), although yet another one perhaps conflicting too much, perhaps.
Nukage Sector: Some floors are changed into nukage ( Map/Environment curse, similar to Monster curse, but without curse )
Monster Curse: Killing a monster freezes player for several seconds
Monster Curse: One of the monsters has infinite rebounds on it's projectile.
Splash Damage is dealing double damage
Player weapons make double damage, but consumes four times the ammo ( individual weapon, cannot be melee )
Melee damage may deal zero damage ( all instances )
Monsters may drop beneficial items on death, but all beneficial items on map are gone.
Trap: Crushers ( generally )
Curse: Doors can now crush any entities.


EDIT: i typed wrongly, fixed for preventing misunderstanding.
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Rowsol
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Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Post by Rowsol »

Some things.
1. I sometimes can't pick up the item the monster drops (stealing items card). I have no way to reproduce it but it's been happening for multiple versions, dating back at least a year.
2. Please make the haunting ghosts attackable as soon as they start to form. It's annoying having to wait.
3. The bowls of soup could use a decent pickup sound.
4. Reflection really needs a nerf. The mods that I play all make this enchant unbearable, killing me with a single reflect.
5. Firecracker doesn't seem to work with EVP monsters.

On a side note, rigged supplies is bugged while using Intelligent Supplies; just mentioning.

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