AvzinElkein wrote:Tried it with vanilla Heretic. It seems to assume that powered wand and non-powered wand are different weapons, given the XP track changed when I activated the tome.
That's because they are different weapons -- when you activate the tome the game hides the normal versions and replaces them with the powered-up versions.
They're linked via the SisterWeapon field, though, and with some of the internal cleanup I'm doing for 0.9 I should be able to add support for that.
Now that I'm thinking on Treasure Tech
again, my mind went to a different mod called Avarice Coins
, and the reason why is that both feature enemies dropping coins on death. Would said currency drops possibly interact with the "points=EXP" system already in place within Gun Bonsai
? You already have it for the points awarded in MetaDOOM
, and that has treasure pickups, from what I recall.
Doing it for MetaDoom/Reelism/etc points is easy because they use Doom's built in scoring system; it actually has a fully functional mechanism for tracking a score for each player and awarding points to them, it's just not used in normal Doom 2 gameplay. Currency systems generally don't interact with the score system, though, so they'd need mod-specific compatibility code. "Add a more general XP source plugin system" is also on my list of things to do but that's a "someday" thing.
DarkkOne wrote:Yeah, that's about the damage range of the weapon at that point. It's a fairly heavy-hitting melee weapon in that mod.
Oh. Ok, in that case it's working as intended. I'll still fiddle with it a bit; maybe the diminishing returns on the stacking need to be made a bit heavier.
DarkkOne wrote:Another idea: For a leveling mode, an option to have "score" only go toward player levels, while damage goes toward weapon levels.
Also, how does armor interact with Hexen armor? Is it just useless in the case of Hexen, or does it work with Hexen's weird armor system?
Also also, apparently Burning Terror seems to lock Centaurs into their invulnerable state in Hexen.
Implementing that leveling mode would be tricky balance-wise because at the moment player levels are based entirely on how many weapon levels you've gained; they don't really get "XP" at all and they don't get more expensive as you gain more of them (except indirectly, as your weapons get harder to level up). I'm not going to rule it out completely but at the moment I have no plans for more complicated XP splitting arrangements.
In Hexen, armour works fine, although it's displayed oddly: it gives you +6 AC that lasts until you've taken a certain amount of damage. You can't see how much is left without a printinv, but you do see the +6 on the armour display, and properly stacks with stuff like the Falcon Shield.
As for the centaurs, I think what's happening is this:
- Burning Terror, in addition to the fear effect, adds a chance to enter pain state, with more fire damage meaning more pain -- so newly ignited enemies will enter it more often.
- The pain chance is based on the amount of damage fire is trying
to inflict, not the amount of damage actually inflicted.
- centaurs respond to pain by raising their shield, completing negating the fire damage.
- thus, setting a centaur on fire causes it to perma-pain, becoming immobile and harmless, but immortal.
Fixing this will require removing the pain effect from Burning Terror, but I was considering doing that anyways -- that'll be in the next version, which is probably going to be 0.9 unless people find a bunch more issues with 0.8.5.