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Author Topic: Evolustuff (1.0.3)  (Read 39531 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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Equality

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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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Klear

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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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Shinji_Ikari_9th

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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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SPTX

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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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White Rider

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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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SPTX

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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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singalen

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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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SPTX

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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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yaflhdztioxo

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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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Klear

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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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SPTX

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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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Equality

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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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White Rider

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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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