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Evolustuff (1.0.3)

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White Rider:
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?

SPTX:
Well, it looks like I have quite a few things to do still.

--- Quote from: Evilpotatoe on May 09, 2013, 13:49 ---- 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.

--- End quote ---
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.


--- Quote from: White Rider 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.
- To prevent equipment from getting too OP, give equipment experience levels? Make improvements happen less frequently as gear has more concurrent improvements?

--- End 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.


--- 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.

--- End 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.

--- 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.

--- End quote ---
Rah, don't spoil it, that was for an other mod!

yaflhdztioxo:

--- 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.

--- End quote ---
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!

--- End quote ---
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.

Klear:
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.

White Rider:
Clearly we need nanomanufacture ammo to be one of the evolution perks.

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