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Author Topic: Evolustuff (1.0.3)  (Read 39339 times)

SPTX

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Evolustuff (1.0.3)
« on: May 01, 2013, 06:34 »

Each time you kill something that grants you XP, one of your equipped item (weapon, armor, boots) will strengthen with 1 of the following :

Weapon :
fire speed
reload speed
magazine size
accuracy
damage dice
damage side
number of shots
ammunition cost of shots
damage type
explosion size (only for weapons already having splash damage)
special (flags, ie : regenerating ammo)

Armor/boots :
durability
resistances
armor rating
speed bonus
knockback resistance
special (flags again, such as no durability, no breaking...)

note on automated mode :
Automated mode will always (randomly) choose for you what will upgrade. Denying automated mode will give you a small chance (7%) to choose by yourself what item you wish to see upgraded. However it slows the gameplay down a bit since you have to go through a confirmation process.

Due to the inherently imbalanced nature of such a mod, I put most of my efforts to keep it balanced (early version made me steamroll the game at any difficulty)
Actually, I think I put more hours playtesting and tweaking than actually writing stuff.

The mod is RAW (how do I maek wad?)

download mirror [1.0.2]
« Last Edit: August 01, 2013, 16:48 by SPTX »
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Re: Evolustuff [1.0.0]
« Reply #1 on: May 01, 2013, 12:23 »

nice!

imbalanced indeed. Starting pistol becomes overpowered at dlevel 3 - no any other weapon needed anymore, with this 15d8, accuracy 15, firetime 0.1s pistol!

maybe need cap damage and accuracy for weapon group.

armor gain near nothing. +1% resist something not a big boost. +1 durability is mistake maybe - you add durability but not durability_max.

but it funny enough, thanks for module!
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yaflhdztioxo

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Re: Evolustuff [1.0.0]
« Reply #2 on: May 01, 2013, 18:45 »

Impressive.  Although it crashes in console mode :/

I'll try to figure out why later.
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Re: Evolustuff [1.0.0]
« Reply #3 on: May 02, 2013, 02:39 »

Sounds fun. Have to try it later. BTW, maybe it could be balanced so that when you kill an enemy, all future enemies of that type get evolved the same way your equipment does? Might be impossible though.
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Re: Evolustuff [1.0.0]
« Reply #4 on: May 02, 2013, 04:19 »

Nice work.  Balancing is needed, but great work.  Got fraged in hell because I let myself loose focus.
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Re: Evolustuff [1.0.0]
« Reply #5 on: May 02, 2013, 12:58 »

What difficulty are you guys playing on btw? I gave the enemies a health boost in hurt me plenty and a bigger one in UV and nightmare all depending of the highest damage values your weapons achieved.
Lower difficulties have their health unchanged.
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Re: Evolustuff [1.0.0]
« Reply #6 on: May 02, 2013, 13:52 »

Playing on HMP.
5d5 pistol with 0.1s attack speed and +15 acc. nerf please.
4 AC steel boots with infinite durability +14% move speed -11% knockback +4 acid res +4 fire res holy crap nerf plz

I love how ridiculous and random the armor and boots boosts are.
I guess the higher difficulty you play on, the more ridiculous it gets, since you're getting more bonuses because you're killing more monsters. Maybe I'll try it on N! later just for giggles...

Edit: Was it intended for only weapons in the primary slot to get bonuses, regardless of cases like Dualgunner, where the pistol in the prepared slot does not get a bonus?
« Last Edit: May 02, 2013, 14:00 by White Rider »
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Re: Evolustuff [1.0.0]
« Reply #7 on: May 02, 2013, 14:04 »

Yes, it was intended... by laziness I guess. Whenever I thought about doing it, I saw how it would complicate the code.
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Re: Evolustuff [1.0.0]
« Reply #8 on: May 03, 2013, 15:49 »

Totally unbalanced now... I like it! The feeling of IDDQD...

Maybe evolving once in 50 kills would be more balanced. And only on xp-giving kills, not from N! respawns or spawned lost souls - otherwise it's too tempting to farm them.

My mortem. Somewhy, despite insane weapon stats (15d15 pistol), somewhere around Hell level 3-4, the enemies stopped dying from a single shot, even lost souls. Is this intended?

Attaching some error in the end, after nuking JC.

Spoiler (click to show/hide)
« Last Edit: May 03, 2013, 15:50 by singalen »
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Re: Evolustuff [1.0.0]
« Reply #9 on: May 03, 2013, 16:36 »

only on xp-giving kills, not from N! respawns or spawned lost souls - otherwise it's too tempting to farm them.
It's already supposed to upgrade on XP giving kills. I'll try changing the code around.
Quote
Despite insane weapon stats (15d15 pistol), somewhere around Hell level 3-4, the enemies stopped dying from a single shot, even lost souls. Is this intended?
Monsters are given a health boost depending on your maximum achieved weapon power. That was a way to balance it a bit.
The problem with this mod is that I kept nerfing and nerfing things around for 3 days straight. I am afraid that pushing the caps lower may make it lose its purpose.
« Last Edit: May 04, 2013, 01:06 by SPTX »
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Re: Evolustuff [1.0.0]
« Reply #10 on: May 03, 2013, 17:23 »

I can vouch for souls being farmable.  I used that to upgrade the BFG without burning through all my ammo...  I also think that the armor resistances, weak as 1% is, aren't actually being added or preserved properly. 

Beyond that, sure it's unbalanced, but who cares?  It's a blast :)
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Re: Evolustuff [1.0.0]
« Reply #11 on: May 03, 2013, 17:40 »

I'm pretty sure I've gotten upgrades from respawned N! enemies as well... In any case, it's a really fun mod.

Oh, btw, would it be possible to disable accuracy upgrades for shotguns? That's a bit useless.
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Re: Evolustuff [1.0.0]
« Reply #12 on: May 04, 2013, 02:02 »

Okay here's a new version.

-only enemies granting XP should make the items evolve now
-removed accuracy bonus for shotguns
-prepared weapon will also evolve now, as a direct result/consequence, your equipped weapon will upgrade less often
-fixed some very small typos
-made the armor resistances ui text prompts require less input to pass


Archive is attached to the OP.
« Last Edit: May 04, 2013, 03:38 by SPTX »
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Re: Evolustuff (1.0.1)
« Reply #13 on: May 05, 2013, 11:11 »

do not see why, but NEVER get a clip-size boost. Accuracy, damage, homing, instant kill (as a Cleaver), fire-speed. Maybe some errors in conditions?
never get changes in:
- reload speed
- magazine size
- number of shots
- ammunition cost of shots
- damage type
Upgrade weapon to 15d15, 0.0 s per shot, get a homing, instant killing, half-knockback, no pump-action and so on special abilities, but not an upgrades from list.
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Re: Evolustuff (1.0.1)
« Reply #14 on: May 05, 2013, 12:09 »

I think this is intended, but just for the record:
The game yells at me if I kill something without anything equipped (armor and boots empty, not just weapons slot)

----------------------------------------------------------------------
Timestamp   : 5/3/2013 20:49:20
Error level : ERROR
Message     : Lua call OnKill caught ELuaException!

Call path     : evolustuff.OnKill
Call params   : (<object>)
Error message : Call(evolustuff.OnKill) Lua error : ...s\doomrl-win-0997\modules\evolustuff.module\main.lua:689: attempt to index field 'weapon' (a nil value)
----------------------------------------------------------------------
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Re: Evolustuff (1.0.1)
« Reply #15 on: May 05, 2013, 12:41 »

I think this is intended, but just for the record:
The game yells at me if I kill something without anything equipped (armor and boots empty, not just weapons slot)

Okay, fixed it.
I changed the resistances message syntax to add commas too.
I noticed a few more things that needed change, I'm doing this and then I'll upload the next version.

EDIT :
uploaded, here are the changes :

-made the mod recognize equipement-less kills
-added commas and "and" to the armor/boots resistances ui message
-the chances to get a dice sides boost over a dice roll are now applied properly (I had inadvertedly inverted the chances, resulting in weapons gathering additional dice rolls too fast)
« Last Edit: May 05, 2013, 13:42 by SPTX »
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Re: Evolustuff
« Reply #16 on: May 06, 2013, 08:10 »

This is so much fun! I'm doing a gun-kata UV run and the anomaly ambush was hilarious - I got the upgrade that gives me free action on kill and MGk gives me free reload on kill, so I just stood in the middle and shoot everything before they could move. I can't wait for the city of skulls.

I am a bit scared of UC though, with brute blocked. I'll have to level up my chainsaw a bit I guess...

Edit: Also, gibbing imps and formers with a pistol is awesome.
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Re: Evolustuff (1.0.2)
« Reply #17 on: May 09, 2013, 10:21 »

If everything you have is fully upgraded and you are not in automatic mode, you get stuck in the select screen. Also the clip and reload upgrades don't work.

By the way, This is great fun ^.^
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Re: Evolustuff (1.0.2)
« Reply #18 on: May 09, 2013, 12:19 »

Found a bug at Deimos Lab. Thought it was the base game; turns out it's the mod.
And since I'm lazy, here's the link
http://forum.chaosforge.org/index.php/topic,6466.msg56363.html#msg56363

This bug is related to the module.  The issue here is that the module sets all of the exotic mods weight's to 0.  The items that are chosen in those two spots are chosen from the exotic mods.  Because all the weights are 0, nothing is picked, and then the game attempts to place a null item (there's the error).
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Re: Evolustuff (1.0.2)
« Reply #19 on: May 09, 2013, 13:49 »

Just tested the mod... it's terribly fun !

Well, not balanced at all, of course, but I didn't think my pistol would have 5d5 by the 1st level O_o
It makes the tourist module's cosmo blaster a bad weapon :p

My steel boots ended with at least +52% speed and 100% both resists, and the Malek's armor found on level 9 was rather good too :p
I nuked MM, then JC, then rocket-jumped to kil him with the chainsaw during the countdown xD


some feedbacks :
- It seems all weapons are capped at 15d15, right ? It would be better to cap them at something like initial dice&sides * 2, so that bigger weapons might have some use. I didn't bother much giving XP to my scythe in such conditions, since my Chainsaw already had 0.1 AS, 10d14 and Cleave.
- Since the monsters levelup too (1.02 addition ?), it's nearly impossible to level an "old", unused weapon. I tried to level a plasma gun in deimos lab, but after some difficulty to get kills, and at only 2d7 damages, I gave up, since my gun & shotgun were already maxed.
- Too much damages gibs everything -> ammo issues xD !  This somehow forced me to switch to melee (well, I probably had 3 or 4 spare ammo boxes... but they are not meant to be used !).  I think ammo stacks size should be increased.
-Weapons quickly get zillions of damages and 0.1 AS, but never improve clip size and reload speed. Is that intended ???
-Give back a weight to some exotics mods, so that Deimos lab/Armory don't bug on complete. (Hey, makes me realize I found a shockwave in some late cave... are not all exotics supposed to be removed ?)
-Nuking halls of carnage didn't seem to buff my chainsaw. I think it changed from 5d6 to 6d6, something like this... while I had 2.5 pages of improvements logs, including several ones on my weapon. Maybe another bug, related to multiple improvements in a single game turn ?


Overall, I like the concept, but think it would be way better with (a lttle) more balanced improvements, and (WAY) less stuff evolutions. A gun should take at least an episode to max, and unused weapons should just be weak, not useless.
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Re: Evolustuff (1.0.2)
« Reply #20 on: May 09, 2013, 14:41 »

What if weapon upgrades were given every few kills, and not every single kill? Torchlight 2 had it where some weapons were "augmented" and got better stats upon killing a certain number of something. Admittedly though, I've never used any of those weapons so I don't know if it's a one-time improvement or multiple improvements.

And yeah, ammo is a problem when you're gibbing humans with a 12d10 pistol all the time.
But as you progress enemies get stronger, so it's hard to justify using another kind of weapon when you already have a (13d10)x4 chaingun or whatever for the normal (1d7)x6 plasma rifle, which would be superior in a standard game.

Thoughts:
- What if you had an item that could store improvements and then use them as you wish? Make an item that you could equip in your prepared slot to "absorb" improvements and you could apply them onto equipment as you please.

- To prevent equipment from getting too OP, give equipment experience levels? Make improvements happen less frequently as gear has more concurrent improvements?
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Re: Evolustuff (1.0.2)
« Reply #21 on: May 09, 2013, 14:52 »

Well, it looks like I have quite a few things to do still.
- It seems all weapons are capped at 15d15, right ? It would be better to cap them at something like initial dice&sides * 2, so that bigger weapons might have some use. I didn't bother much giving XP to my scythe in such conditions, since my Chainsaw already had 0.1 AS, 10d14 and Cleave.
- Since the monsters levelup too (1.02 addition ?), it's nearly impossible to level an "old", unused weapon. I tried to level a plasma gun in deimos lab, but after some difficulty to get kills, and at only 2d7 damages, I gave up, since my gun & shotgun were already maxed.
- Too much damages gibs everything -> ammo issues xD !  This somehow forced me to switch to melee (well, I probably had 3 or 4 spare ammo boxes... but they are not meant to be used !).  I think ammo stacks size should be increased.
-Weapons quickly get zillions of damages and 0.1 AS, but never improve clip size and reload speed. Is that intended ???
-Give back a weight to some exotics mods, so that Deimos lab/Armory don't bug on complete. (Hey, makes me realize I found a shockwave in some late cave... are not all exotics supposed to be removed ?)
-Nuking halls of carnage didn't seem to buff my chainsaw. I think it changed from 5d6 to 6d6, something like this... while I had 2.5 pages of improvements logs, including several ones on my weapon. Maybe another bug, related to multiple improvements in a single game turn ?
Overall, I like the concept, but think it would be way better with (a lttle) more balanced improvements, and (WAY) less stuff evolutions. A gun should take at least an episode to max, and unused weapons should just be weak, not useless.
Capping the damage at 15d15 was initially meant to give a chance to the cyberdemon and other bosses to survive at least one shot (man, had you see the mod when it was uncapped, I had a nuclear BFG that split fired 3 balls... like ten times by shot, which exploded the whole level size, which in turn ultimately made the game freeze for half a minute), anyway, now I am a bit more nimble with manipulating prototypes, so I should be able to get something more sophisticated in place.
Monster health is quite a big problem, whatever I attempted to do, it always end up to high or too low, I think to balance it I'll have to find something radically different. Right now they are getting some silly formula made with base health, maximum achieved weapon dice and sides as well as number of shots.
Apparently I somehow managed to break the clip size and reload speed upgrades, they were previously working.
I didn't remove all exotics, I removed the mods (I remember applying some of them would reset the items' stats). I'll think of a way to fix that issue that happens in special level.

What if weapon upgrades were given every few kills, and not every single kill? Torchlight 2 had it where some weapons were "augmented" and got better stats upon killing a certain number of something. Admittedly though, I've never used any of those weapons so I don't know if it's a one-time improvement or multiple improvements.
- To prevent equipment from getting too OP, give equipment experience levels? Make improvements happen less frequently as gear has more concurrent improvements?
Ultimately, I thought about making the items upgrade with experience rather than plain kills. But I am not sure how to make it work (technically speaking I mean) yet.

Quote
And yeah, ammo is a problem when you're gibbing humans with a 12d10 pistol all the time.
But as you progress enemies get stronger, so it's hard to justify using another kind of weapon when you already have a (13d10)x4 chaingun or whatever for the normal (1d7)x6 plasma rifle, which would be superior in a standard game.
I thought about that, but I just don't see what I can do about it, deactivating the ammo not dropping on gibbing if it's possible? I have to find how to do it. Or spawn ammo if the enemy is gibbed. Either way I have to find how to manipulate gibbing.
Quote
- What if you had an item that could store improvements and then use them as you wish? Make an item that you could equip in your prepared slot to "absorb" improvements and you could apply them onto equipment as you please.
Rah, don't spoil it, that was for an other mod!
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Re: Evolustuff (1.0.2)
« Reply #22 on: May 09, 2013, 19:23 »

Quote
Ultimately, I thought about making the items upgrade with experience rather than plain kills. But I am not sure how to make it work (technically speaking I mean) yet.
Hackish but doable.  Player experience is a viewable field.  An OnTick or OnKill hook can check the player's experience, see if it's past a threshold, and upgrade if it is.  You'd have to generate your thresholds or have an algorithm that'll do it and you'll have to store a custom attribute on the player for their current 'level'.  There could also be issues if nothing upgradeable is equipped.  But overall there are several ways to make it work.

Quote
I thought about that, but I just don't see what I can do about it, deactivating the ammo not dropping on gibbing if it's possible? I have to find how to do it. Or spawn ammo if the enemy is gibbed. Either way I have to find how to manipulate gibbing.Rah, don't spoil it, that was for an other mod!
The OnDie and OnDieCheck hooks will give you a boolean if the being was gibbed (overkilled).  You can't override the overkill flag but you CAN drop ammo if they were killed manually.  If you do it in the OnDie hook the inventory is already cleared; if you do it in the OnDieCheck hook I believe the inventory is still mutable so you could 'drop' all of those items (see the Elevator for one way, ep's hinted there's a more proper way I don't know about) and then clear the inventory, letting the being get gibbed naturally afterwards.



*This genius advice comes to you untested, but I'm pretty certain it'll work.  For more insight on abusing the engine visit IRC.  It's where the cool people go.
« Last Edit: May 09, 2013, 19:24 by yaflhdztioxo »
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Re: Evolustuff (1.0.2)
« Reply #23 on: May 10, 2013, 08:53 »

Giving upgrades for XP is what I came up with as well... it would be good if you could make it work.

Ammo problems - do we really need to make this mod easier? I'd leave it the way it is. At least you'll need to be careful about something.

RE: Levelling "new" weapons - you can simply keep the new weapon in your prepared slot. That's how I levelled my chainsaw.

The question is - what kind of self-imposed challenge would make this less easy? I'm thinking a sunrise iron fist run, though if you can survive the first few levels, you'll probably end up with 100% resistance to everything without weapons to upgrade... I need to try that.
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Re: Evolustuff (1.0.2)
« Reply #24 on: May 10, 2013, 13:55 »

Clearly we need nanomanufacture ammo to be one of the evolution perks.
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Re: Evolustuff (1.0.2)
« Reply #25 on: May 10, 2013, 15:19 »

It already is.
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Re: Evolustuff (1.0.2)
« Reply #26 on: May 10, 2013, 15:23 »

It already is.

You serious? Sheesh.
Haven't seen it myself yet, though I've seen armor and boots replicating Nano and Onyx mod effects.
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Re: Evolustuff (1.0.2)
« Reply #27 on: May 10, 2013, 15:31 »

I made Flags quite are. Around 5% all around, then it chooses one of the possible flags from those applicable/available.
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Re: Evolustuff (1.0.2)
« Reply #28 on: May 11, 2013, 09:16 »

gibbing is a real problem unless you stock ammo on the early levels since both shotgun shells 10mm ammo and cells are abundant on the mod in the phobos base but really a 15d15 handgun doesnt give the Cibye a fair change of battle since it it does max damage he is one shoted xD but I enjoy having a desintegrator ray on nightmare xD
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Equality

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Re: Evolustuff (1.0.2)
« Reply #29 on: May 12, 2013, 05:02 »

gibbing corpses not a problem of mod, you always can find ammo-packs or just ammo, or unload chainguns. When 1-3 shot is enough for everyone, 250 10mm ammo = 100 enemies. 2 ammopacks and no problems
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Once advanced DoomRL player
Find mysterious sword Dragonslayer
Say "Best thing ever found!" and start jumping around...
But he can't get the sword from the ground

singalen

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Re: Evolustuff (1.0.2)
« Reply #30 on: May 16, 2013, 05:56 »

Tried 1.0.2.
15d15 .1s pistol is no longer sufficient for Hell L6-L7, and for Mount Erebus. Neither is 10d15 .1s N1A1 (thanks nano!) plasma rifle.
It was so BORING to try to take Erebus, given lost souls' bullet resistance. The gun was OK only to kick them out of vision. It took more than a full rifle magazine to take down a single skull, and the rifle needed to recharge afterwards...
Wasting all my cell supply with 9d10 BFG took the skulls' health down to "almost unhurt".
I finally left for Dis.
Whoever is going after me, pump your plasma to the maximum in advance, this might help.
« Last Edit: May 16, 2013, 05:57 by singalen »
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GinDiamond

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Re: Evolustuff (1.0.2)
« Reply #31 on: May 16, 2013, 18:33 »

Doesn't seem to work in console mode? Doesn't make sense, should be the other way around...
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Do not muddle in the affairs of Dragons, for thou art crunchy and taste good with ketchup.

SPTX

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Re: Evolustuff (1.0.2)
« Reply #32 on: August 01, 2013, 04:38 »

I haven't made any advancement in a month, so I may as well post what I've done now.
I fixed most of the broken stuff and made a few improvements.
New DL in the OP.

[1.0.3]
-changed armor/boot durability bonus to be durability max making the durability no longer heal a few percents on kill when the upgrade kicks in but allowing them to be repaired past 100%
-fixed console mode crash on mod loading
-made stuff evolution happen based on an experience threshold (currently at 100xp, expected to change for balance purposes, may become dynamic or dependent)
-fixed stats no longer being granted since last version, including damage types that never worked before
-the additional shots upgrade now asks for confirmation, allowing to skip it
-shot cost reducer now reduces shot cost by 25% instead of just -1
-split the always hit flag in two others that remove range penalty and remove out of vision penalty respectively
-nerfed max explosion radius from 20 to 14
-some upgardes won't go past twice the original item's power, giving more chance to exotics and generally powerful weapons found to still be worth using
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VANDAM

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Re: Evolustuff (1.0.2)
« Reply #33 on: August 01, 2013, 14:59 »

I haven't made any advancement in a month, so I may as well post what I've done now.
I fixed most of the broken stuff and made a few improvements.
New DL in the OP.

[1.0.3]
-changed armor/boot durability bonus to be durability max making the durability no longer heal a few percents on kill when the upgrade kicks in but allowing them to be repaired past 100%
-fixed console mode crash on mod loading
-made stuff evolution happen based on an experience threshold (currently at 100xp, expected to change for balance purposes, may become dynamic or dependent)
-fixed stats no longer being granted since last version, including damage types that never worked before
-the additional shots upgrade now asks for confirmation, allowing to skip it
-shot cost reducer now reduces shot cost by 25% instead of just -1
-split the always hit flag in two others that remove range penalty and remove out of vision penalty respectively
-nerfed max explosion radius from 20 to 14
-some upgardes won't go past twice the original item's power, giving more chance to exotics and generally powerful weapons found to still be worth using
Only had additional shot upgrade on any weapon on 1.0.3
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[4/17] And now I've got AAo666 (hate this challenge very much).

SPTX

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Re: Evolustuff (1.0.2)
« Reply #34 on: August 01, 2013, 16:37 »

baaaah silly mistake. I had let some debugging code on.
It should be fixed now.
« Last Edit: August 01, 2013, 16:45 by SPTX »
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VANDAM

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Re: Evolustuff (1.0.3)
« Reply #35 on: August 01, 2013, 17:00 »

and there is no durability_max
also what happened to damage mods?
« Last Edit: August 01, 2013, 17:03 by VANDAM »
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SPTX

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Re: Evolustuff (1.0.3)
« Reply #36 on: August 02, 2013, 02:20 »

the "durability_max" issue as been fixed alongside the debugging code
mods are prevented from spawning in regular maps but still do in scripted maps.
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VANDAM

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Re: Evolustuff (1.0.3)
« Reply #37 on: August 02, 2013, 09:10 »

Now there are too many armor degrading mods and it always repeats piercing or plasma form (had about 10 on one weapon).
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Tormuse

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Re: Evolustuff (1.0.3)
« Reply #38 on: January 29, 2020, 23:25 »

I just randomly discovered that I had completely overlooked this mod and felt like trying it out.  It's about as silly at the description suggests it is.  :P

I kept my green armour and steel boots I found on level 1 and 2 respectively all the way to the end, and by then, they looked like this:

Spoiler: Armour (click to show/hide)

Spoiler: Boots (click to show/hide)

That's from upgrading themselves 1% bonuses at a time, every few kills, and yes, they spontaneously onyx-modded themselves.  :P  (The armour nano-modded itself during Hell's Arena, and the onyx mod came later;  it's also worth noting that before the onyx got applied, it had a max durability of almost 200%)

Right at the very end, I completed tactical armour and boots assemblies, just to see what would happen.  Interestingly, it reset some stats, but not others, like for the armour, it took away the speed boost and bullet/shrapnel resistances, but it kept the knockback resistance, infinite durability, and all other resistances.  Similarly, when I assembled the double chainsaw, it reset the damage and accuracy, but not the upgraded firing speed.

Obviously, the mod is horribly unbalanced, but it was still kind of fun for a time.  :)  I might give it another try to see what other silly things I can do.  :P

Spoiler: Mortem (click to show/hide)
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
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Tormuse

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Re: Evolustuff (1.0.3)
« Reply #39 on: January 31, 2020, 00:20 »

I played another game, this time, with a Blademaster build at Nightmare difficulty, and just for "fun," I decided to see if I could get the guaranteed Dragonslayer to spawn, and...  it worked!  :D  (I honestly wasn't sure if it would, tbh)  By the time I had gotten to that point, things were already pretty silly, with my energy shielded vest that had spontaneously onyx-modded itself during the Wall, which had enough resistances to bring everything up to 95% whenever I was berserk...  and I was zipping around so fast, I was pretty much always berserk, even before I had DS.

Just to put things in perspective...  here are my stats from just before the end...


(I'm just imagining Doomguy tearing into all the crowds of monsters Tazmanian Devil style)  :P

Note that that was with my 14d15 Dragonslayer.  :P  I was able to one-shot the Lava Elemental, and gib everything else, including Arch-Viles.  Even the Apostle at the end only took two hits.  (The first hit brought him down to severely wounded)  :P  I'm a little disappointed that this mod doesn't track medals or generated levels, because otherwise, I would've gotten Conqueror.  (I was careful to make sure each of the special levels was cleared before I exited them)

Spoiler: Mortem (click to show/hide)
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos
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