Really? Actually masterminds always get stuck on STR34 and STR35, they can't pass through! They are in fact so large they can't fit in 90% of the maps, that's why a smaller mastemind would make much more sense ( at least that they can pass through a large corridor ).Untitled wrote: Masterminds were reduced from Radius 128 to Radius 96 because of that very reason - and actually, they didn't usually get stuck due to never appearing in maps where that was a possibility.
Masterminds don't usually get stuck on map geometry; usually they get stuck on other demons, I've found.
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
STR34 can very very -barely- fit it; at 96/96, they have a very small chance of actually doing so - that's basically the size of the doorways.bruiserdaemon wrote:Really? Actually masterminds always get stuck on STR34 and STR35, they can't pass through! They are in fact so large they can't fit in 90% of the maps, that's why a smaller mastemind would make much more sense ( at least that they can pass through a large corridor ).Untitled wrote: Masterminds were reduced from Radius 128 to Radius 96 because of that very reason - and actually, they didn't usually get stuck due to never appearing in maps where that was a possibility.
Masterminds don't usually get stuck on map geometry; usually they get stuck on other demons, I've found.
STR35 - that's weird - the map is ridiculously wide; that shouldn't be a problem at all - unless it's height that's doing it in and not width. I'll look into this.
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
Where is the tomed dragonclaw's spiked balls dmg value? They are ridicolously OP and when coupled with quad damage they become even more ridicolous.
Anyway, why don't you add Caleb as a playable character? I miss him
Anyway, why don't you add Caleb as a playable character? I miss him
RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
1-8 damage with +RIPPER; so in effect, 1-8 damage for every tic one of those spike balls is on top of some demon, ripping it.bruiserdaemon wrote: Where is the tomed dragonclaw's spiked balls dmg value? They are ridicolously OP and when coupled with quad damage they become even more ridicolous.
Anyway, why don't you add Caleb as a playable character? I miss him
Yeah, it's pretty crazy with quad.
Still not as bad as the wraithverge though
But the nature of the Wraiths mean I can't do a thing about that period
EDIT: Will answer legitimately why I'm not doing Caleb later when I have time; it's a longish response
Last edited by Untitled on Tue Mar 24, 2015 2:54 am, edited 1 time in total.
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
The tome is 90 secs of pure carnage using the dragon claw, with the quad it will make tabula rasa of any demon. Anyway i noted there are some unused specimens on a text file like the cacolantern, abaddon, belphegor etc... are they usable or just there as a text?
RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
1. Yeah, the Tomed Dragon Claw - as well as the Tomed Phoenix Rod and Tomed Hellstaff, but those are much less severe - is getting a slight nerf to it's spaminess; uses more ammo per shot (in line with other Slot VIIs), projectiles are smaller, faster, and less ripper-crazy (though still pretty damn ripper-crazy). I wouldn't be too crazy but I caught it one-shotting barons, which it shouldn't be.bruiserdaemon wrote: The tome is 90 secs of pure carnage using the dragon claw, with the quad it will make tabula rasa of any demon. Anyway i noted there are some unused specimens on a text file like the cacolantern, abaddon, belphegor etc... are they usable or just there as a text?
2. Those are left over from the original samsara - they are decorate-made replacements for the Skulltag monsters; only two of them are used - Dark Imps are Doomguy's minion (to avoid conflict with the normal imps since they'd be impossible to distinguish due to using the exact same sprites and colors), and Belphegors are Doomguy's Super-minion (again, to make it so you can distinguish them from Barons). Dark Imps, Belphegors, Blood Demons and Hectebi are unusable due to the conflict - Blood Demons and Hectebi are both monsters in Stronghold. The Cacolanterns and Abaddons do not have their attacks (using the normal cacodemon ball instead), don't have their corpse disappear (unlike normal monsters now), and don't give you money for the kill (that needs to be defined in the death state), but they CAN be used - not recommended, but they do exist, I think - I'll check that this evening.
Caleb - Again, Samsarahold is based of Stronghold and SAMSARA. Samsara does not have Caleb. Hence, no Caleb. And if you are wondering why I don't add him myself, then you very very very very much underestimate how hard adding new heroes is - it's pretty much the hardest thing for me to add, period - I don't have access to any of the resources needed to put Caleb in, and even if I did, I never played blood - I don't know what the weapons are like, aside from video evidence and from people telling me - and that's not entirely reliable, if I'm trying to gather specific statistics.
That's the short version.
Last edited by Untitled on Tue Mar 24, 2015 12:57 pm, edited 1 time in total.
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
I think that some new monsters are mandatory, the usual demons and hell nobles are becoming old. Why don't you add some of them? There is a plethora of demons which will make a nice addition, and improve the game balancement too, like an halfway powerful flying demon between the normal caco and the huge abaddon, the cacolantern would be good. There are so many in fact, that i still don't get why you keep yourself on your idea to not add anything new.
The final boss.... well it's kinda crappy let me say that. The huge horde of skeletons crashes the game, and the boos itself gets stuck often somewhere.
The final boss.... well it's kinda crappy let me say that. The huge horde of skeletons crashes the game, and the boos itself gets stuck often somewhere.
RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
It's less that and more that I don't trust myself to do -properly- so unless I give myself ample time to do so - adding anything stuff takes time, and I simply don't have that time anymore.bruiserdaemon wrote: I think that some new monsters are mandatory, the usual demons and hell nobles are becoming old. Why don't you add some of them? There is a plethora of demons which will make a nice addition, and improve the game balancement too, like an halfway powerful flying demon between the normal caco and the huge abaddon, the cacolantern would be good. There are so many in fact, that i still don't get why you keep yourself on your idea to not add anything new.
Hence why the 0.12 final release is mostly Polishing and bug-fixes - I need a legitimate break from trying to add things, until time frees itself up and I can get back to work to features that take time.
EDIT: Also, unless I make everything out of palette translations and reused sounds (which is frowned upon), adding a lot of new monsters will likely bloat the filesize - and samsarahold's at, what, 73 Megabytes already? Considering my rate of rapid-updating, I'd rather not increase that further.
Last edited by Untitled on Tue Mar 24, 2015 1:30 pm, edited 1 time in total.
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RE: SamsaraHold - 0.12 - Open for dicussion, back in Development!
They say war never changes.
They would be right. The demons, the shooting, the killing. A familiar sense of death.
And yet...
Thanks for TerminusEst13 for creating Samsara, thanks for Tormentor667 for creating Stronghold.
Thanks for everyone who joined me on the servers - thanks for playing, for being the foundation for what might be the best SamsaraHold release yet.
So on that note, SamsaraHold 0.12 is released.
Like always, have fun.
Alright, so at this point, I have a bit of sad news: SamsaraHold's going on a "Developmental Hiatus" for the next couple months - meaning that actual development of SamsaraHold has stopped, due to things relating the topic of real life making me quite busy with things, but feature discussions for 0.15 (which won't get off the ground for another 2-3 months, so we got time) are open, and I will probably respond.
With that in mind, expect:
-SamsaraHold 0.15 to not get truly started for a few months (a few brainstorms, but no implementations).
-Slower response times to questions posted on this thread - I will respond, so go ahead and post, but be patient.
-AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
They would be right. The demons, the shooting, the killing. A familiar sense of death.
And yet...
Thanks for TerminusEst13 for creating Samsara, thanks for Tormentor667 for creating Stronghold.
Thanks for everyone who joined me on the servers - thanks for playing, for being the foundation for what might be the best SamsaraHold release yet.
So on that note, SamsaraHold 0.12 is released.
Like always, have fun.
Alright, so at this point, I have a bit of sad news: SamsaraHold's going on a "Developmental Hiatus" for the next couple months - meaning that actual development of SamsaraHold has stopped, due to things relating the topic of real life making me quite busy with things, but feature discussions for 0.15 (which won't get off the ground for another 2-3 months, so we got time) are open, and I will probably respond.
With that in mind, expect:
-SamsaraHold 0.15 to not get truly started for a few months (a few brainstorms, but no implementations).
-Slower response times to questions posted on this thread - I will respond, so go ahead and post, but be patient.
-AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Last edited by Untitled on Fri Mar 27, 2015 10:45 pm, edited 1 time in total.
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RE: SamsaraHold - 0.12 - The Mission Continues...
Maybe a small changelog could help people know what changed...? Just asking.
Last edited by bruiserdaemon on Sat Apr 08, 2017 3:53 pm, edited 2 times in total.
RE: SamsaraHold - 0.12 - The Mission Continues...
Right! Forgot to mention.bruiserdaemon wrote: Maybe a small changelog could help people know what changed...? Just asking.
Changelog is the OP as always.
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RE: SamsaraHold - 0.12 - The Mission Continues...
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RE: SamsaraHold - 0.12 - The Mission Continues...
Well even among the Elite Reinf there are those OP and those average. The Ranger's vores do a ton of damage with their energy balls, and it is splash dmg too. BJ's Schutzstaffeln are tough but deal nowhere the same damage as the vores. Duke's battlelord's granades are OP ( each granade does 50 splash dmg amd they throw 3 every time ), while their chaingun is extremely inaccurate ( but powerful ).
The doomguy, parias, corvus and SO elite reinf are ok.
The doomguy, parias, corvus and SO elite reinf are ok.
Last edited by bruiserdaemon on Sun Mar 29, 2015 4:56 pm, edited 1 time in total.
RE: SamsaraHold - 0.12 - The Mission Continues...
That's why I said "Given what it does for balance" - I'm saying that as bad as *those* are, it could've been a lot worse. Imagine - ally cyberdemons!bruiserdaemon wrote: Well even among the Elite Reinf there are those OP and those average. The Ranger's vores do a ton of damage with their energy balls, and it is splash dmg too. BJ's Schutzstaffeln are tough but deal nowhere the same damage as the vores. Duke's battlelord's granades are OP ( each granade does 50 splash dmg amd they throw 3 every time ), while their chaingun is extremely inaccurate.
The doomguy, parias, corvus and SO elite reinf are ok.
Again, samsarahold's on developmental hiatus, but I'll file the request under "Fix Balance".
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RE: SamsaraHold - 0.12 - The Mission Continues...
Well, remember that developmental hiatus I mentioned?
well SCREW ALL THAT.
Zandronum 2.0 is out, so I'm going to be rapidly trying to fix everything!
So yeah, uh expect lots of crashes
Alright so get this: SamsaraHold, with Zandronum 2.0, doesn't actually run.
As soon as I changemap to MAP99, I get this:
Yeah, samsarahold is down, probably for a long time.
well SCREW ALL THAT.
Zandronum 2.0 is out, so I'm going to be rapidly trying to fix everything!
So yeah, uh expect lots of crashes
Alright so get this: SamsaraHold, with Zandronum 2.0, doesn't actually run.
As soon as I changemap to MAP99, I get this:
Code: Select all
2015-Mar-29 18:39:18 *** Fatal Error ***
2015-Mar-29 18:39:18 Address not mapped to object (signal 11)
2015-Mar-29 18:39:18 Address: (nil)
2015-Mar-29 18:39:18
2015-Mar-29 18:39:18 Generating zandronum-crash.log and killing process 16421, please wait...
2015-Mar-29 18:39:18 Server stopped! Uptime was 0 days 0 hours 0 minutes and 37 seconds.
Last edited by Untitled on Sun Mar 29, 2015 10:45 pm, edited 1 time in total.
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RE: SamsaraHold - 0.12 - The Mission Continues...
And yeah, it's increasingly clear to me that cleaning this up is going to be a MASSIVE process, that will take probably next summer to finish.
Sorry.
Sorry.
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RE: SamsaraHold - 0.12 - The Mission is Finished.
My opinion remains that the nr.1 issue with this mod is the abuse of camping by players. I know you like camping because everything in samsarahold is about camping ( more sentries, strong reinforcements, players can enter the spawn zones ) but frankly i don't think every doom player is of the same opinion here. Anyway keep updating your mod, new things are always appreciated.
RE: SamsaraHold - 0.12 - The Mission is Finished.
The number 1 issue with this mod is that it doesn't actually run with Zandronum 2.0.bruiserdaemon wrote: My opinion remains that the nr.1 issue with this mod is the abuse of camping by players. I know you like camping because everything in samsarahold is about camping ( more sentries, strong reinforcements, players can enter the spawn zones ) but frankly i don't think every doom player is of the same opinion here. Anyway keep updating your mod, new things are always appreciated.
That issue has to get fixed before literally anything else.
Unfortunately, it's going to take probably months to fix.
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RE: SamsaraHold - 0.12 - The Mission is Finished.
Hope you fix that problem with missin spawning too. A cyberdemon not spawning because of congestion is lame to say the least.
RE: SamsaraHold - 0.12 - The Mission is Finished.
To be fair, that's only hard mode monsters (ones specified by normal missions always spawn), and yeah, due to me completely reworking the hard mode stuff (don't worry, this is easy for me to fix), it should be fixed for 0.15.bruiserdaemon wrote: Hope you fix that problem with missin spawning too. A cyberdemon not spawning because of congestion is lame to say the least.
Also, a new monster joins the beastiary...
For progress on the next version, well
um
er
uh.
Well, let's just say that it still doesn't actually freaking run so
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