DoomRL > Releases

Doom : Repercussions of modding

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thelaptop:

--- Quote from: SPTX on September 16, 2014, 13:26 ---Then Kornel was certainly right. I'm at a loss, why does it "work for me"? Code is supposed to be executed in order.

--- End quote ---

You're using code from Chaosforge.  I'm amazed that things are even running, given all the chaos injected into the code!  =D

Tormuse:
Okay, I gave the game a whirl, once as a Lost Soul, and once as a Former Human.  First impressions:  really cool mod!  :)  It's got some nice challenge to it, even at ITYTD, what with all your abilities nerfed like that.  (Thelaptop would approve)  ;)

A couple of questions:  At one point, my lost soul got promoted to imp and I was only able to throw a fireball once and it said I didn't have any ammo.  Is there some trick to reloading so I can fire again?  Does it use shells or something?

I conquered Hell's Arena as the former human, leveled up twice, and got promoted to Former Commando, but then when I passed the level, it prompted me if I wanted to become a Former Human or Lost Soul again and when I selected Former Human, I got bumped back down to pistol again.  (I didn't even get a chance to use the plasma rifle; hmph!)  Is that intended?

Do traits work?  I got a couple of levels of Brute in the Former Human game because I was thinking of getting a Vampyre build, but it still took like ten punches to even kill a lowly former human.

SPTX:

--- Quote from: Tormuse on September 16, 2014, 23:15 ---Okay, I gave the game a whirl, once as a Lost Soul, and once as a Former Human.  First impressions:  really cool mod!  :)  It's got some nice challenge to it, even at ITYTD, what with all your abilities nerfed like that.  (Thelaptop would approve)  ;)
--- End quote ---
I wanted to reproduce a 1:1 of the game's monsters the best I could. I thought playing as the weakest to the strongest would blend well with the linearity of the game's difficulty. Reality is, however, that first monsters are too weak and later too powerful, actually inverting the difficulty curve. It will be balanced in due time, well not due time, but for next version of doomRL for sure.


--- Quote from: Tormuse on September 16, 2014, 23:15 ---A couple of questions:  At one point, my lost soul got promoted to imp and I was only able to throw a fireball once and it said I didn't have any ammo.  Is there some trick to reloading so I can fire again?  Does it use shells or something?
--- End quote ---
Ah, I should have specified in the readme. It's temporary for this version, you get ammo when you kill. The amount depends on the character you play. Ultimately it will be made regenerated on tick and if/when possible directly within the 'magazine' rather than as ammo in the inventory. Right now there is no check on overflowing the inventory.


--- Quote from: Tormuse on September 16, 2014, 23:15 ---I conquered Hell's Arena as the former human, leveled up twice, and got promoted to Former Commando, but then when I passed the level, it prompted me if I wanted to become a Former Human or Lost Soul again and when I selected Former Human, I got bumped back down to pistol again.  (I didn't even get a chance to use the plasma rifle; hmph!)  Is that intended?

--- End quote ---
No that's a stupid mistake on my end. Two like inverted in the script that was supposed to fix the mod. This post contains a fix to the fix.


--- Quote from: Tormuse on September 16, 2014, 23:15 ---Do traits work?  I got a couple of levels of Brute in the Former Human game because I was thinking of getting a Vampyre build, but it still took like ten punches to even kill a lowly former human.

--- End quote ---
Some player values affected by traits are replaced when you change of demon.
These are :
-health
-maxhealth
-flags (particularly environment safety)
-move speed
-melee damage bonus
-armour
-chance to hit for melee

Regarding traits, they may or may not work, I haven't checked them and they are ultimately bound to get changed in the eventual future versions. Brute however should work, since the script handles melee damage as follows

--- Code: ---player.todam = player:get_trait(traits["brute"]) * 3 - 1 (for former human)
--- End code ---

Kornel Kisielewicz:
If you test it extensively, we'll throw it into the mod server.

Tormuse:
I downloaded the new version and the leveling up works much better now, thank you.  :)

I haven't had a chance to thoroughly check traits yet, but Brute definitely doesn't work.  Brute 2 should give +6 damage, which means even if the base damage was zero, I should be able to kill Formers with two hits, not ten.  I tried another melee build game with the Lost Soul tree and even when I was at Demon level, I wasn't doing enough damage to activate the berserk effect of Berserker trait, unless I was already berserk from a berserk pack at the time.  (And speaking of the Demon, it needs a melee attack sound effect)  This is unfortunate for the game as it stands, since killing enemies is the only way to get ammo, which means you're quite heavily reliant on melee.  (Of course, I recognize that this isn't how the final version will be)

I can confirm that Vampyre trait and Intuition trait work, though.  :)

Also, are your "weapons" supposed to be moddable in the Lost Soul tree?  Somehow, it doesn't seem right that I can slap a tech mod on the Lost Soul's "bite" weapon.  (Though it is quite useful to do so)  :)

And on an related note, I like the descriptions you wrote in for your weapons and all the characters you can become.  :D

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