[WIP]Triple M - Alpha 0.3 (5/16/2022)

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DoomThing445
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by DoomThing445 »

I'll have to test something again before I report the bug, but it has to do with the TNT explosion causing the game to VM abort.
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Major Cooke
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by Major Cooke »

Oh that one, yeah. I remember it causing an abort with me too. I'm going to push out some emergency bug fixes. Something to do with standing directly at the center of explosion will do that.
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by Major Cooke »

Actually, the fix is already in the github version which you can download now. There may be a few other issues but it shouldn't crash anymore.
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by DoomThing445 »

Alright, cool! Thought I should let you know that Bullet time X doesn't slow down the monsters though-
There's also the fact that GunBonsai does not detect the Minecraft monsters as a source of XP or something to use its various features on.
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by Major Cooke »

I'm still waiting on the author to help me out with Gun Bonsai. However I think they're taking time off so you'll be waiting for a while.

But to be fair, TM drops health/items/guns/dynamite, so in all honesty it balances out perfectly by not giving any XP. You want XP? Kill normal mobs. You want refreshments? Kill TM mobs. If I were to give them any XP, I'd probably just give them 1 point at a very minimum and nothing else. So you're in for a slog of a farm to encourage progression, if I ever add it.

Again though, the author seems to be MIA so you'll be waiting a while on it.
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by DoomThing445 »

That's a fair point for balance, I like the idea. I just think that maybe the various effects Gun Bonsai applies to monsters should also apply to them at the very least- stuff like shock, venom and corrosive damage/effects.
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by Major Cooke »

They should, but if they don't, I'll have to look into it. Again though, still waiting on the author to tell me how to properly do this.
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Re: [WIP]Triple M - Alpha 0.3 (5/16/2022)

Post by Major Cooke »

Bad news is, Gun Bonsai support is currently on hold for the time being since I'm still trying to dissect the code. The author appears to have gone on a hiatus too, but worst case scenario I'll reach out to ToxicFrog directly and just ask for some ideas.

Good news is, development has picked up again. I'm working on fine tuning some systems and giving a face lift to some interactions, making things easier. JSON support will become integral so you can add support on your own end whenever you want, to any mod.
  • Map Banning/Whitelisting
    This involves restricting sections of maps to prevent enemy spawns in, which is useful for preventing enemies being placed in unreachable areas. The next release will come with Winter's Fury and Insanity Edged as examples on how to add it.
  • New Mobs
    • Piglins
      The whole gang is coming! Wielding swords, crossbows or a golden axe, these guys don't hit as hard as Ziglins, but they're quite annoying to put up with. Generally they'll try and avoid you, but they'll smack you about if you get too close, a warning sign to stay away. These light warnings won't ever kill you, even if you only have 1 health. They only hit you for 5 damage.

      Ignore their warning for too long, and they're angry. Hurt any of them, and they're angry. Kill any of them, and they run away in fear for a short time to regroup.

      They fear undead mobs, rarely hunt Hoglins, and hate wither skeletons.
    • Hoglins
      Mean bean tussling machines! The angriest pork you'll ever encounter. Hungry for meat? Well you'll have to work for it. These angry pigs knock you into the air and perform a charge, are resilient to knockback and are almost unstoppable, hitting like a truck. But that's not even the worst part about them...
  • Mini-bosses
    These guys are really rare. On average, if you're not hindered by TM mobs, you'll likely encounter them once or twice each through a full 32 megawad playthrough (adjustable of course, these are just the default settings). These guys can bend the rules, such as targeting the untargetable (toggleable). Downing them, however, is usually worth the risk.
    • Brutelins
      The big badasses of the Piglins, these guys are capable of bending Barons of Hell in half and twisting them into a damn pretzel. Their axes serve as both a ranged and melee weapon, enchanted to fly like a boomerang and return to the Brutelin, and dealing a lot of damage upon impact. The axe goes through all enemies, and is capable of hitting twice - once going out and back in - doubling its damage. Don't stand in its way. One hit is bad enough. They're strong enough to rip the armor off your chest easily, just as a show of force. They don't wear armor themselves, just to prove how strong they are. Completely fearless, they will fight until they've run out of blood.
    • Zoglins
      When only one hoglin in a group stands after all the others have died, there is a tiny chance that the last one, standing in horror, will gradually become filled with fiery rage. You have one chance to kill it before it explodes and becomes a Zoglin, the most chaotic mob that attacks everything except hoglins. They don't have as much health as Brutelins, but their melee attacks are ridiculous. Should the stars align and you kill it though, it'll have a nasty surprise for you, so stay far away from it.
And much more, coming soon!

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