DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
AliciaPendragon
Posts: 138
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo

Re: DoomRLA EXTENDED [1.0beta] - Fixes galore!

Post by AliciaPendragon »

Hey uh, due to my gzdoom config file corrupting, I lost all my achievements. Any way I could earn them back quickly, like through messing with the GZDoom INI?

Also how do you 'encounter a dog' exactly?
MisteRipper
Posts: 1
Joined: Wed Jul 05, 2023 2:28 pm

Re: DoomRLA EXTENDED [1.0beta] - Fixes galore!

Post by MisteRipper »

Hey just finishing up a playthrough of Sarge on Alien Vendetta+Corruption Cards and came across some issues:

- The Lost Souls shield from the Pain Elemental Familiar seems to miss up the seeking from the |S|Anti-Freak Jackel as it keep trying to hit the friendly Lost Souls instead of the monsters. It also blocks some of your shots as well, most disastrously is blocking the |F|Particle Beam Cannon shot and suffer a facenuke in the process (And yet it doesn't seem to block rockets as I have yet to receive a facerocket from the Direct Hit and the Mother-in-Law)
- Speaking of Direct Hit, I had a |N|Direct Hit mounted on Sarge from a previous level and then finished that level. Then on the next level, the |N|Direct Hit had suddenly changed to a |S|Direct Hit instead, which I admit this is more of a good bug as |S| is the better mod for it anyway. Also the Direct Hit doesn't seem to get its random crits if you fire it from the shoulder
- Kinda wish there is more to the drop pool for the Sarge corpse stomping outside of the free armor repairs, anti-Archie tactics and a rare supply crate here and there, maybe add a rare change of a radar device drops in the pool. I don't know if there is any added benefit to stomping higher tier monsters or bosses to the drop pool.
- The Pinky Familiar seem quite weak as the bite seem to have trouble landing on enemies.

Overall I enjoy what this mod adds to DRLA. Good work.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: DoomRLA EXTENDED [1.0beta] - Fixes galore!

Post by Cutmanmike »

Thanks for the feedback. I have many bugfixes and two new classes on the way.
Also how do you 'encounter a dog' exactly?
There's a certain unique weapon that can help you with this. :)
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: DoomRLA EXTENDED [1.1] - Two new classes! More stuff!

Post by Cutmanmike »



New version finally here, with two new classes: Trespasser and Bunker! One a sneaky rogue, the other a tank shield user.

Trespasser

The Trespasser is a stealthy class who specialists in repositioning and blasting unaware enemies. Her passive ability drops a smoke bomb whenever you make a kill with a melee attack (fists, chainsaws etc), which renders you invisible and causes monsters to attack the smoke cloud you leave behind. This allows you to get out of sticky situations or take advantage of a trap that would otherwise cause you problems.

Her perk, scattershot, turns your pistols into devastating piercing weapons. Shooting an enemy with a pistol causes the shot to spread out in a cone shape behind them, dealing the same amount of damage to multiple enemies. This gives you a way to punish the grouped up enemies surrounding your smoke cloud, and in general boosts your damage output when dealing with crowds of monsters.

Finally she starts with an inventory item, the Loot Tracker. Always on the look for loot, this allows you to target a weapon, a set of armor or a pair of boots on the ground. While scanned in, that type of gear has an extra chance of appearing in supply crates. Handy to always have a backup of breakable armors, or help your co-op buddy get a duplicate of your rare find!

Bunker

The Bunker is the ultimate turtle class, relying on his incredible forward facing shield to protect himself from dangers. The shield will automatically raise when firing chaingun or minigun type weapons, and will drain cells while active. With a little bit of preparation, Bunker can be set up to mow down enemies without the need to dodge and hide. Bunker's shield also receives extra bonuses and unique abilities for each Onyx Armor you have in your inventory (worn or otherwise), making use of those precious Onyx Mods.

The final trick under his sleeve is the Ricochet Rockets. This causes all Rockets fired by your weapons to behave like bouncing grenades. Great for tricky areas where facing enemies head on is out of the question. This ability can be disabled with an inventory item Bunker starts with.

Changelog:
  • Added 2 new classes: Trespasser and Bunker!
  • Added 7 new familiars attached to new achievements.
  • Added several new inventory items to find.
  • Added new gizmos to find and interact with in the world.
  • Added a slider for Familiar translucency and sound volume.
  • Girls/robots no longer have hairy arms.
  • Fixed several online co-op desync issues with familiars and items.
  • Fixed Nomad not removing certain inventory items and keeping certain armor effects after completing a level.
  • Nomad now keeps familiars (instead of demonic artifacts) after completing a level.
  • Nomad can no longer encounter gizmos that require progression.
  • Sarge no longer converts Nano Mods into Sniper Mods when dropping a Nano Modded weapon.
  • Shoulder mounted Mini-Missile Pistol now uses ammo correctly (sorta).
  • You can now view what familiars do in the Achievements menu by clicking on them.
  • Familiars can now be put back into their ball by holding use on them.
  • Pain Elemental Shield no longer blocks friendly projectiles (Still may have issues with non-piercing railgun type attacks).
  • Demolitionist familiar no longer hurts players.
  • Archvile familiar ghosts no longer count towards the level's kill count.
  • Fixed Lost Soul familiar going out of bounds.
  • Mod Pack reviser gizmo changed: Now takes any 4 Mod Packs to receive an item which transforms into a random Exotic Mod Pack at the start of the next level.
  • Radar Device changed: Now instead reveals the map and permanently marks secrets, gizmos and supply crates.
  • Secret levels are now guaranteed to spawn a Gizmo (if possible).
  • Quest Gizmos (Gizmos that usually require finding multiple times throughout a run) have an increased spawn chance until they are fully complete.
  • Several other balancing tweaks.
Notes: Bunker's mugshot is temporary, will be changed in the future. Brightmaps will probably be added to new sprites too. I couldn't find the source for Bunker's class sprite, it has been fixed up by Craneo however.

Download: DRLA Extended 1.1b
Last edited by Cutmanmike on Wed Aug 09, 2023 4:56 am, edited 2 times in total.
User avatar
AliciaPendragon
Posts: 138
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo

Re: DoomRLA EXTENDED [1.1] - Two new classes! More stuff!

Post by AliciaPendragon »

Cutmanmike wrote: Mon Aug 07, 2023 2:02 pm

New version finally here, with two new classes: Trespasser and Bunker! One a sneaky rogue, the other a tank shield user.

Trespasser

The Trespasser is a stealthy class who specialists in repositioning and blasting unaware enemies. Her passive ability drops a smoke bomb whenever you make a kill with a melee attack (fists, chainsaws etc), which renders you invisible and causes monsters to attack the smoke cloud you leave behind. This allows you to get out of sticky situations or take advantage of a trap that would otherwise cause you problems.

Her perk, scattershot, turns your pistols into devastating piercing weapons. Shooting an enemy with a pistol causes the shot to spread out in a cone shape behind them, dealing the same amount of damage to multiple enemies. This gives you a way to punish the grouped up enemies surrounding your smoke cloud, and in general boosts your damage output when dealing with crowds of monsters.

Finally she starts with an inventory item, the Loot Tracker. Always on the look for loot, this allows you to target a weapon, a set of armor or a pair of boots on the ground. While scanned in, that type of gear has an extra chance of appearing in supply crates. Handy to always have a backup of breakable armors, or help your co-op buddy get a duplicate of your rare find!

Bunker

The Bunker is the ultimate turtle class, relying on his incredible forward facing shield to protect himself from dangers. The shield will automatically raise when firing chaingun or minigun type weapons, and will drain cells while active. With a little bit of preparation, Bunker can be set up to mow down enemies without the need to dodge and hide. Bunker's shield also receives extra bonuses and unique abilities for each Onyx Armor you have in your inventory (worn or otherwise), making use of those precious Onyx Mods.

The final trick under his sleeve is the Ricochet Rockets. This causes all Rockets fired by your weapons to behave like bouncing grenades. Great for tricky areas where facing enemies head on is out of the question. This ability can be disabled with an inventory item Bunker starts with.

Changelog:
  • Added 2 new classes: Trespasser and Bunker!
  • Added 7 new familiars attached to new achievements.
  • Added several new inventory items to find.
  • Added new gizmos to find and interact with in the world.
  • Added a slider for Familiar translucency and sound volume.
  • Girls/robots no longer have hairy arms.
  • Fixed several online co-op desync issues with familiars and items.
  • Fixed Nomad not removing certain inventory items and keeping certain armor effects after completing a level.
  • Nomad now keeps familiars (instead of demonic artifacts) after completing a level.
  • Nomad can no longer encounter gizmos that require progression.
  • Sarge no longer converts Nano Mods into Sniper Mods when dropping a Nano Modded weapon.
  • Shoulder mounted Mini-Missile Pistol now uses ammo correctly (sorta).
  • You can now view what familiars do in the Achievements menu by clicking on them.
  • Familiars can now be put back into their ball by holding use on them.
  • Pain Elemental Shield no longer blocks friendly projectiles (Still may have issues with non-piercing railgun type attacks).
  • Demolitionist familiar no longer hurts players.
  • Archvile familiar ghosts no longer count towards the level's kill count.
  • Fixed Lost Soul familiar going out of bounds.
  • Mod Pack reviser gizmo changed: Now takes any 4 Mod Packs to receive an item which transforms into a random Exotic Mod Pack at the start of the next level.
  • Radar Device changed: Now instead reveals the map and permanently marks secrets, gizmos and supply crates.
  • Secret levels are now guaranteed to spawn a Gizmo (if possible).
  • Quest Gizmos (Gizmos that usually require finding multiple times throughout a run) have an increased spawn chance until they are fully complete.
  • Several other balancing tweaks.
Notes: Bunker's mugshot is temporary, will be changed in the future. Brightmaps will probably be added to new sprites too. I couldn't find the source for Bunker's class sprite, it has been fixed up by Craneo however.

Download: DRLA Extended 1.0 (beta)
Sick! Also dunno if its my laptop screen or not but the two new classes go off the screen, and I additionally cant see how difficult they are.
User avatar
RevanGarcia
Posts: 89
Joined: Sat Oct 17, 2015 4:57 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Location: UberHECK

Re: DoomRLA EXTENDED [1.1] - Two new classes! More stuff!

Post by RevanGarcia »

My body is ready.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: DoomRLA EXTENDED [1.1] - Two new classes! More stuff!

Post by Cutmanmike »

AliciaPendragon wrote: Mon Aug 07, 2023 6:55 pmSick! Also dunno if its my laptop screen or not but the two new classes go off the screen, and I additionally cant see how difficult they are.
Damn, I may have to redesign the class select screen later.
User avatar
Take One
Posts: 47
Joined: Tue Jul 03, 2012 3:09 pm

Re: DoomRLA EXTENDED [1.1a] - Two new classes! More stuff!

Post by Take One »

I've got a good way into Epic 2 with Tresspasser and her abilities are incredibly fun. Things get hilarious if you manage to get a good melee weapon and a silenced pistol and start gibbing about five Hell Knights with every bullet. I was disappointed that the invisibility had a cooldown, at first, but that made me realise that it was probably a good idea.

I'm also loving that it gives the uzi weapons much more utility.
User avatar
Eggs
Posts: 58
Joined: Mon Jan 09, 2017 10:13 pm
Location: "I see nothing, I was not here, I did not even get up this morning!"

Re: DoomRLA EXTENDED [1.1a] - Two new classes! More stuff!

Post by Eggs »

I just got a VM abort, i had the crafting kit with the requirement for a burst laser rifle and the assualt plasma rifle, and while i crafted the burst laser rifle, it VM abort, i had previously crafted a quad shotgun with a kit, and was in multiplayer at the time, i think it was the beam cannon crafting kit (like the one the nightmare cyberdemon has)

The only information i got from the crash log was
Called from DRLAX_BaseInventory.Tick at DRLAX_1.1.pk3 zscript/drlax/items.zscript, line 128
User avatar
fakemai
Posts: 342
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: DoomRLA EXTENDED [1.1a] - Two new classes! More stuff!

Post by fakemai »

Renegade in Maps of Chaos Overkill episode 1, fairly major issue of the teleport battery not giving me back a weapon slot when I got to use it. I also got to see an uncharged modpack, on the final level. Neat idea at least. Shield class is next.
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: DoomRLA EXTENDED [1.1a] - Two new classes! More stuff!

Post by Cutmanmike »

Yikes, I consider both of these big issues. Will post a fix soon.

Edit: Fixed, please redownload. This shouldn't affect save games so if you have a game in progress you can still load it.

Download: DRLA Extended 1.1b
User avatar
SiFi270
Posts: 451
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by SiFi270 »

So I just did an Adaptive run with the Nomad. I didn't get the achievement for it, but I think that's more to do with some of the other wads I had loaded. What I really found strange was how I only saw gizmos on maps 2 and 3. I did every map 100% as usual, they just didn't appear.

Also, the Phase Sisters still have masculine arms when punching.
User avatar
Take One
Posts: 47
Joined: Tue Jul 03, 2012 3:09 pm

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by Take One »

I love the concept of the Nomad, as a chronic pistol starter, but feels like it could use a bit of tweaking for balance. I'm not exactly sure how, though, so I'm not sure how helpful this comment is. Up to about the midpoint of a megawad, it was great and scaled in such a unique way, having tricky map starts but scaling up to much more powerful weapons as you explore each map. That was fun, allowed me to get to try a lot of weapon and assembly combinations that I've never bothered with, before (I completely forgot that Nanomanufacture could apply to missile launchers), and gave me a way to bridge my favourite way of playing Doom with one my favourite Doom mods. Getting to blast through a long secret level with Hell's Reign was really fun without feeling like it was breaking the entire game when I knew that I'd have to find something else afterwards.

However, by ~map20, it felt like the luck modifier was working more against me in a few ways:
  • Mod packs were starting to replace ammo so frequently that I was often barely able to find enough ammo to kill anything.
  • Weapons were very commonly being replaced with weapons of a different ammo type (getting a plasma weapon instead of a shotgun, for example), making it even harder to find ammo because I needed a different kind than the map was accounting for.
  • Rocket launchers were invariably being replaced with missile launchers, which are much stronger by themselves, but only support a couple of difficult master assemblies, whereas the rocket launcher can be made into a lot more things that don't require finding multiple exotic mods. Plus the extended splash radius was making it much more of a danger to myself.
I ended up having to call it quits by map23, because it reached the point where progress was literally impossible because I was having to try to fight ten tech knights, two De-Viles, five Overwatch and several Mechtres in a small room with nothing but ten rockets and my fists. Maybe I should try it without playing on Adaptive, next time, or at least dramatically scale down the DangerLevel, but I don't know if this can be tweaked in any way without having to change how DRLA itself works.

Also a quick and very minor note about Tresspasser: The PDA says that her class perk doesn't apply when looking at the weapon tab for pistols, when they obviously do. (If this is part of the "new content" that you're not able to add to the PDA, feel free to ignore this. >..<)
User avatar
Cutmanmike
Posts: 11335
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by Cutmanmike »

SiFi270 wrote: Wed Aug 09, 2023 7:46 am So I just did an Adaptive run with the Nomad. I didn't get the achievement for it, but I think that's more to do with some of the other wads I had loaded. What I really found strange was how I only saw gizmos on maps 2 and 3. I did every map 100% as usual, they just didn't appear.

Also, the Phase Sisters still have masculine arms when punching.
I'll look into these. I did a nomad run to test this previously and it worked. What other wads were you using? Any that alter map progression?
Take One wrote: Wed Aug 09, 2023 1:30 pmAlso a quick and very minor note about Tresspasser: The PDA says that her class perk doesn't apply when looking at the weapon tab for pistols, when they obviously do. (If this is part of the "new content" that you're not able to add to the PDA, feel free to ignore this. >..<)
Sadly that's a bit of the mod I can't tweak without doing some ugly ACS replacements or remaking the pda entirely (which is slowly becoming my kryptonite when making this mod).

I will take your Nomad woes into consideration. Not gonna lie I don't play him much and I've only ever ran Doom2, probably needs more balancing. I never considered the Rocket Launcher thing either.
User avatar
SiFi270
Posts: 451
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Post by SiFi270 »

Cutmanmike wrote: Wed Aug 09, 2023 2:16 pm What other wads were you using? Any that alter map progression?
Sort of. I was using the Xbox Doom 2 IWAD because I figured another map would mean another chance for achievement-granting items to spawn, but I didn't realize until it was too late that this addon would just have map02's secret exit lead to map03. I imagine that'd only be relevant if the wild assumptions I'm making about how the achievement works are true, namely that it counts how many times you take a map's normal exit to be sure it's a full 30 maps, because if it counted secret exits you might get the achievement a couple maps early, so not taking the normal exit in map02 would mean I got one too few.

I'm well aware I could be completely wrong about any of that. I tried looking inside the .pk3 for a better understanding but I wasn't that sure where to look.

Return to “Gameplay Mods”