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DeusDoom: Augmentations is a mod that adds augmentation mechanics from Deus Ex game into Doom. It's universal and works with almost every other mod - even those that change player class!
How it works:
Killing any monster can now drop the following items:
Augmentation cannister gives you a choice between two augmentations. You can view and install them on augmentation screen (P by default).
Augmentations make you stronger in many ways, but most of them consume bioelectric energy.
If augmentation is passive, it works all the time (and it has a green icon). Otherwise, you have to toggle it on (numpad 1-9 by default, but I'd recommend to rebind to F1-F9), or it won't work (and it starts consuming energy when turned on).
Bioelectric cell is an inventory item that can be consumed (O by default, or "Use cell" in augmentations screen) to restore 25 bioelectric energy to a maximum of 100.
Augmentation upgrade cannister allows you to upgrade augmentations (on the same screen) up to level 4 (synthetic heart caps at level 1 though). They get stronger with each level, more details are provided in description on the HUD.
Legendary augmentation upgrade cannister is the most rare item. It can be used on a maximum level augmentation to further boost it's capabilities. Unlike plain upgrades, legendary upgrades focus on adding more features instead of making numbers go up.
Other important notes:
Monsters also get certain augmentations. If you wish to play without this feature (can be VERY laggy with large monster count) or adjust the settings, you can do this in the mod options.
If you don't like the display position of certain UI elements, you can adjust it in the mod options.
If you don't pick up a cannister and exit the level, it will be on your starting point on the next level (if the appropriate setting is enabled; by default, only augmentation and legendary upgrade cannisters are transferred between levels).
There is no going back when installing an augmentation (same goes for legendary upgrades). The slot is permanently occupied. However, if you find an augmentation cannister and use the feature described above, on the next level augmentations in the cannister will be re-rolled (remember that you can drop cannisters by clicking the red arrow button).
Before you play:
Make sure that the latest deusdoom-core is loaded BEFORE deusdoom-augmentations.
Assign keybinds for displaying augmentations menu, toggling augmentation, consuming bioelectric cells and dashing.. Please use the mod's options menu and not Controls menu (for some reason the latter doesn't save the keybinds).
When reporting a bug, please attach a screeshot or a log of a VM abort (if it starts generating the same error message over and over, try to scroll to the top and screenshot the first message) and read the aug description in the post to see if it's an intended behavior or not.
Complete description of all augmentations and legendary upgrades:
Spoiler:
Aggressive Defense System:
Destroys all incoming heat-seeking projectiles and rockets. (Though if the projectile can detonate, it will).
Each level increases the radius of the effect and decreases cooldown.
Legendary upgrades: Reflect projectiles: projectiles get reflected at the attacker with 2x damage. Destroy all projectiles: projectiles of all kind are destroyed, with cooldown increased depending on projectile's speed.
Agility Enhancement:
Provides an ability to dash (ALT by default) and improved deceleration (i.e. how fast do you lose speed when not moving, which improves you ability to control your character).
Each level increases the dash distance and the deceleration, and provides an extra bonus.
Level 2: you can climb walls (+use to engage/disengage climbing). You have to keep facing the wall to keep climbing it. Each level increases the climbing speed.
Level 3: gain 30% damage resistance while dashing.
Level 4: noclip through monsters while dashing.
Legendary upgrades: -90% damage taken while dashing dash in all held directions: by default, you dash only in last held direction. no need to look at a wall to keep climbing: the only way to stop climbing a wall is to press +use again. This allows you to shoot monsters with any weapons from way above.
Ballistic protection:
Provides resistance against "ballistic damage": by default it's against hitscan attacks, both ranged and melee.
Each level increases damage resistance.
Legendary upgrades: Reflect every 2nd bullet: every 2nd damage instance you take also hurts the attacker with 2x damage. Increase resistance when taking damage: with each damage instance you gain +5% resistance, up to a +30% bonus. It decays over time.
Cloak:
When on, every affected monster on the map (non-bosses and non-arachnotrons by default) forgets about you.
Attacking with your weapon breaks the effect for a period of time, decreased by each level of the augmentation.
This aug has an insane energy drain which decreases with each level.
Legendary upgrades: increase energy drain instead of losing cloak: does what it says. The extra energy drain has no upper limit, and decays over time. attacking when cloaked does more damage: when losing cloak due to attacking, gain a very brief 2x damage bonus. 5 seconds cooldown.
Combat strength:
Increases your damage with melee weapons. Each level increases damage bonus.
Legendary upgrades: one much stronger attack on cooldown: the next melee damage instance you deal inflicts additional 400% more damage. 10 seconds cooldown. cleave damage on attack: deals the original amount of damage (not boosted by basic aug) in a cone behind the enemy you attacked. No cooldown! stacking damage against one target: damaging the same target over and over increases your melee damage with diminishing returns. one-shots sprees increase damage: every time you one-shot an enemy, you gain a damage bonus. If you don't one-shot an enemy, the extra damage is applied before being reset.
Energy shield:
Provides resistance against "energy damage": against projectile-inflicted damage and arch-vile fires by default.
Each level increases damage resistance.
Legendary upgrades: absorbing damage creates flaming aura: the damage you absorb (i.e. negate with the aug), up to 100, creates an aura around you that ignites monsters in the area.
The more damage you absorb, the more damage the fire inflicts. The aura decays over time, and much faster if the augmentation is off. more resistance when not taking damage: gain up to +44% resistance (amounts to 100% when summed with basic resistance).
With each damage instance and damage point taken, the resistance decreases, up to 0. It regenerates slowly over time, when augmentation is on.
Environmental resistance:
Provides resistance against damage from hurtfloors (and basically anything that doesn't come from a monster or a projectiles).
Each level increases damage resistance, up to 100%.
Legendary upgrades: augmentation works passively heal on top of hurtfloors: healing depends on the amount of damage that hurtfloor inflicts. The healing is slow, but much more efficient than of regeneration aug.
Gravitational field:
Creates an aura around you that slows down incoming projectiles. Each level increases the radius and slowdown effect.
Legendary upgrades: almost halt projectiles up to a certain sum of speeds: If the sum of original speeds of projectiles that player is holding is bigger than 30, every new projectile gets only the basic slowdown effect. repulse projectiles in 30 degree FOV: repulses projectiles to the side of player's aim.
Microfibral muscle:
Improves your basic ability (added by core mod) to pick up and throw objects. Now you also inflict damage with throwing objects, and you can lift heavier objects. Their "mass" depends on height and radius of the objects, and also it's spawn health (if it's a monster corpse).
It also allows you to hold and subdue live monsters up to a certain health (holding +use). You can drag them around with you. You can kill them (+attack) or throw them forward (+altattack), dealing almost the same damage as when throwing an object.
Each level increases the health threshold as well as damage you inflict when throwing objects.
Legendary upgrades: subdue health +400, subdue damage x3 x2 throw damage, x2 throw distance
Power recirculator:
Decreases the amount of energy your augs drain by a certain percentage. Drain decreases even more with levels. Works passively.
Legendary upgrades: regain 1/3rd of healing as energy: Regeneration aug doesn't count! slow energy regeneration: regain low amounts of bioelectric energy over time. +20% power drain reduction
Radar transparency:
Same as cloak, but hides you from "cybernetic" (Arachnotrons and bosses by default) monsters.
Legendary upgrades: turn cybernetic enemies to your side when invisible: "cybernetic" monsters become friendly when the aug is on and you haven't lost it by attacking. attacking when invisible stuns the victim: stun is very brief and cooldown is 10 seconds, but stunned targets take 2x damage.
Regeneration:
Regain up to 100 health. Each level decreases delays between healing, making it more effective. Automatically toggled off when not healing.
Legendary upgrades: consume corpses to regain more health: standing near corpses "consumes" them, providing additional healing, decoupled from basic aug. Higher hp monsters heal more and faster. "Consumed" corpses become pools of blood. regenerate up to 200 hp, less effective >=100 hp: regenerates only 3 hp per healing cycle when health is bigger than 100, not 5 hp. regenerate current armor up to 120: keeps current armor level (blue armor stays blue). Regenerates only 3 armor per healing cycle.
Speed enhancement:
Increases your speed and jump height, also improves deceleration (see Agility Enhancement for more details).
Each levels improves said properties.
Legendary upgrades: almost instant deceleration slow down enemies around you: slows by 70%.
Spy drone:
When active, deploys a drone that you can control by using movement keys. +jump to fly up, +crouch to fly down. +attack to explode in regular explosion, +altattack to explode in EMP explosion (stuns "cybernetic" enemies: see Radar Transparency. Doesn't provide 2x damage, but stun duration is quite high).
Drone can also trigger switches and doors by pressing +use.
When destroyed or toggled off, drone has a 10 second "reconstruction" cooldown.
Legendary upgrades: pick up items on +use: press +use to attach the inventory item the drone is currently looking at, to the drone. no reconstruction cooldown
Synthetic heart:
Has only 1 level. Boosts all your augmentation by a level up to level 4 when toggled on.
Legendary upgrades allow it to boost past level 4, but each level past 4 actually counts as 0.5 levels (so +2 levels in practice means +1): +1 level past level 4, works passively +2 levels past level 4
Targeting:
Provides you with info about the object you are targeting (or were targeting), and provides a small damage bonus against the target.
Level 1 provides current health. Level 2 provides max health and active augs. Level 3 provides all augs. Level 4 provides augmentation levels.
Legendary upgrades: increase damage against any enemy: same bonus is applied to any enemy you damage. +20% damage increase
Vision enhancement:
Level 1 projects a light around you. Level 2 provides night vision. Level 3 allows you to see enemies and items through walls as white silhouettes. Level 4 increases the range of it.
(The effect is not ideal and doesn't work with 3D models).
Legendary upgrades: remove night vision tint: it's not green anymore, just full brightness. display objects in full color: no white silhouettes, regular monster sprites instead.
For developers:
Spoiler:
If you wish to make your mod compatible with DeusDoom, either write to me or use a special lump format : DDRGLIST.<any extension if needed>
This lump allows you to configure many things linked to balance. It follows a very simple format:
# This is a comment; It extends to an end of a line.
# These lumps consist of "statements" which change the behavior of specified augmentations with certain actors.
# First part of each statement is an actor name, then followed by properties.
# Exclamation sign "!" before a property specifies that property will be inverted (blacklisted).
# Some properties accept floating-point numbers after them, preceeded with dollar sign "$".
Rocket projCanBeDestroyed $2.5;
Arachnotron isFooledByRadarTransparency !isFooledByCloak;
List of properties:
Specify whether a projectile should be destroyed by Aggressive Defense System augmentation or not
Soulsphere !canBePickedUp;
# Can't be picked up in any case, also not highlighted
ExplosiveBarrel canBePickedUp $0.0;
# Can be picked up, ignoring mass threshold.
Barrel canBePickedUp $2.0;
# Can be picked up, but mass threshold is two times bigger (object virtually has 2x mass)
By default, any non-monster actor can be picked up according to weight restricions (inventory items have no weight restrictions).
Make attacks of certain monsters drain player's energy.
Arachnotron drainsEnergy_Source $5.0;
# Any of arachnotron's attacks drain 5 bioelectric energy units worth of energy from player.
RevenantTracer drainsEnergy_Inflictor $10.5;
# Revenant tracer missiles drain 10.5 bioelectric energy units from player. Keep in mind that these units have integer nature, and any number in fractional part is accumulated until they form an integer number.
PlasmaBall drainsEnergy_Inflictor $-2.5;
# Gives player 2.5 bioelectric energy units upon inflicting damage.
By default, no attacks drain any amount of energy from player.
Make certain actors not be displayed by Vision Enhancement augmentation (or force them to do so).
This looks extremely fun despite having never played the DeusEx games. Downloading and will report any bugs if I find any.
Edit: Play tested it a little bit and it was interesting. Felt like I was fighting the menu and the mod itself more than the Doom monsters. The rate at which your bio-cell depletes seems too fast. Also, bi-cell packs were far too abundant. I think lowering the chance of them dropping and lowering the rate at which energy is reduced would fit it more into Doom's pace of gameplay. I don't know what Deus Ex is normally like, but even with a fully upgraded drain rate mitigation implant, I was still consuming 2 cells per engagement, with only about 3 augments active.
Doomguy914 wrote:
Edit: Play tested it a little bit and it was interesting. Felt like I was fighting the menu and the mod itself more than the Doom monsters. The rate at which your bio-cell depletes seems too fast. Also, bi-cell packs were far too abundant. I think lowering the chance of them dropping and lowering the rate at which energy is reduced would fit it more into Doom's pace of gameplay. I don't know what Deus Ex is normally like, but even with a fully upgraded drain rate mitigation implant, I was still consuming 2 cells per engagement, with only about 3 augments active.
Also, found a typo in the PDA.
I fixed the typo you mentioned. Also, thanks for the review. I think I went too hard on increasing energy costs, and you're indeed right. For now, I decreased energy drain and drop rate of cells a bit, and also added a hotkey for using a cell so you don't have to constantly go to the menu. I am also planning on adding a display for current amount of energy you have.
Also, original Deus Ex mostly went hard on bioelectric cells which were really rare (but had repair bots that could refill your whole energy supply).
JohnnyTheWolf wrote:Deus Ex augmentations with actually fun combat? Colour me interested!
But is this mod inspired by Lithium?
I've played Lithium and found it a very enjoyable and great mod, but no, this is inspired solely by Deus Ex. I think that Lithium is inspired by Deus Ex, too, but DeusDoom just straight up adopts the whole augmentation system properties (like all the augmentations being active and requiring energy to function).
I've only recently tried the first Deus Ex, or any Deus Ex game for that matter for the first time, and I regret having missed out on it for so long, and now this! Keep up the good work, can't wait for the final release!
Surveillance drone gave me some Perfect Dark vibes aswell.
Btw found a bug with Plutonia after completing first map, no other mods just this one.
GZDoom 4.5.0
Spoiler:
MAP02 - Well of Souls
VM execution aborted: division by zero.
Called from DD_ProgressionTracker.Travelled at C:/Users/User/Desktop/deusdoom-master/:zscript/spawn_handler.zs, line 15
Correct me if I'm wrong but I think this may happen after maps with 0 items and 0 secrets.
Kneight wrote:
Btw found a bug with Plutonia after completing first map, no other mods just this one.
GZDoom 4.5.0
Spoiler:
MAP02 - Well of Souls
VM execution aborted: division by zero.
Called from DD_ProgressionTracker.Travelled at C:/Users/User/Desktop/deusdoom-master/:zscript/spawn_handler.zs, line 15
Correct me if I'm wrong but I think this may happen after maps with 0 items and 0 secrets.
Thank you for reporting this bug, you're totally right. Got it fixed.
Kinsie wrote:Very cool. That wallhack effect isn't perfect, but it still looks fantastic and works way better than I expected.
Thanks. It was done in kinda hacky way where I projected actor sprites onto player's screen and scaled their size based on distance to player, and mirrored sprites do not get mirrored when doing that.
Ever since the beginning i wanted to add upgrades to guns (or anything related to body modifications) to Kriegsland II: Untergrund, which is one of my mods i am most proud of, but i feel that i could add so much.
About Deus Ex itself, i've played some of Human Revolution on the PS3, started playing good guy, stealth builds, eventually gave up to start Fallout 3, then Borderlands 2, then Wolfenstein: The New Order... and i haven't seen Deus Ex since.
I'll be sure to try to make both these mods collide, or ask your help to do so, hahaha.
Thanks for this! This is a high accomplishment in Doom modding!
Very splendid and great mod! The augmentation system and upgrade of it are something i really wanted to make happen during plan my next mod. The detail of this mod is very neat.
Rebinding the aug UI key will occasionally leave it unable to close the menu, (for example, to X, G, KP0) leaving you softlocked as console and menu keys become non-functional. Regardless of however this is addressed, could I ask that escape be considered a global close key for that menu, regardless of binds?
Also, maybe it shouldn't eat the console key, either...
Somagu wrote:Rebinding the aug UI key will occasionally leave it unable to close the menu, (for example, to X, G, KP0) leaving you softlocked as console and menu keys become non-functional. Regardless of however this is addressed, could I ask that escape be considered a global close key for that menu, regardless of binds?
Also, maybe it shouldn't eat the console key, either...
I am not entirely sure how GZDoom handles this, but apparently I can't prevent an event handler from eating any kind of keys if uiProcess == true, so I added Esc as a global key for closing augmentations screen.