Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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nax
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#221

Post by nax » Thu Dec 21, 2017 4:41 am

i joined the descent into pandemonium hardcore server, loaded a recently dead character, and i spawned without fists or pistol.

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Ivan
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#222

Post by Ivan » Thu Dec 21, 2017 4:48 am

nax wrote:
Thu Dec 21, 2017 4:41 am
i joined the descent into pandemonium hardcore server, loaded a recently dead character, and i spawned without fists or pistol.
What slot was it?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#223

Post by EpicCrafter1 » Thu Dec 21, 2017 4:23 pm

I don't know if you already know this, you probably do, but I wanna go ahead and mention the fact that something in this mod is causing intense server lag. It makes the mod very uncomfortable to play.

Another thing, lag-outs in multiplayer hardcore can be solved by doing "cl_ping_unlagged true". Still, should make an effort to optimize code and fix this lag.

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EnsaladaDeTomate
 
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#224

Post by EnsaladaDeTomate » Thu Dec 21, 2017 5:41 pm

Yeah, this is basically 99% of the times unplayable for me, and i know for sure that for other users aswell, since it always will lag out us or just desync us to the point that we are forced to reconnect, losing all our progress/characters.

It seems that when more players are present in the server, the chances to lag out are increased.
EpicCrafter1 wrote:
Thu Dec 21, 2017 4:23 pm
Another thing, lag-outs in multiplayer hardcore can be solved by doing "cl_ping_unlagged true". Still, should make an effort to optimize code and fix this lag.
Saddly, even with cl_ping_unlagged , the lag outs are still happening :(

Konda
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#225

Post by Konda » Thu Dec 21, 2017 9:17 pm

The mod works fine online for me, and I was in the same server as other people who were complaining about lag (12-in1 hardcore server).

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#226

Post by EpicCrafter1 » Thu Dec 21, 2017 11:47 pm

Konda wrote:
Thu Dec 21, 2017 9:17 pm
The mod works fine online for me, and I was in the same server as other people who were complaining about lag (12-in1 hardcore server).
That's good for you, truly. But just because you don't experience the problem doesn't mean it doesn't exist.

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nax
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#227

Post by nax » Fri Dec 22, 2017 2:11 am

Ivan wrote:
Thu Dec 21, 2017 4:48 am
nax wrote:
Thu Dec 21, 2017 4:41 am
i joined the descent into pandemonium hardcore server, loaded a recently dead character, and i spawned without fists or pistol.
What slot was it?
actually i found out that if you rcon changemap the next level will result in a 0 monster count where your character may not spawn with weapons, and it may have been that the map was "rcon changemap"'ed before i had joined.

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#228

Post by Konda » Fri Dec 22, 2017 1:30 pm

EpicCrafter1 wrote:
Thu Dec 21, 2017 11:47 pm
Konda wrote:
Thu Dec 21, 2017 9:17 pm
The mod works fine online for me, and I was in the same server as other people who were complaining about lag (12-in1 hardcore server).
That's good for you, truly. But just because you don't experience the problem doesn't mean it doesn't exist.
The point I was trying to make was that the lag, which people say is caused by the mod, doesn't affect everyone. Mod induced lags usually affect the entire server, not just some people.

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#229

Post by EpicCrafter1 » Fri Dec 22, 2017 6:04 pm

Konda wrote:
Fri Dec 22, 2017 1:30 pm
The point I was trying to make was that the lag, which people say is caused by the mod, doesn't affect everyone. Mod induced lags usually affect the entire server, not just some people.
Well considering its dropped packets and not frame rate, I honestly don't know what kind of lag it could be if it isn't server lag. I heard that zandronum servers can throttle shit if too much happens at once. I am no expert on zandronum's server architecture, but is it possible that some people's connections are being throttled while others aren't?

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#230

Post by Ivan » Sat Dec 23, 2017 6:56 am

I have set up a discord server for the mod. Help make the mod better by joining! https://discord.gg/JjTB3Gm

I'll be posting irregular patch note updates as well as call for private test sessions there. If you want to participate, it's a good idea to be there!
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#231

Post by Psycho » Sun Jan 14, 2018 11:18 pm

Just wondering if we could have each class start with a pre built attribute points, like most RPG's have, and MAYBE a different starter pistol?

Just a small flavour touch, so classes actually feel different. Shouldn't be too difficult to implement.

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Ivan
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#232

Post by Ivan » Mon Jan 15, 2018 2:14 pm

That's definitely possible but there are a couple complications that can arise. Namely:

1. There's no way to reliably restrict someone to a certain class in any way once they start playing. So, the initial advantage you got from class A would then transfer if you used another class B. You'd be a class B with advantages of A... That'd create more confusion than anything.

2. The above extends to Hardcore and becomes even worse there. How do I decide the stats? I need to save them somehow, and the class type too, but I can't force it.

The problem as you can see isn't the implementation but sticking to it. If Zandronum somehow allowed me to lock someones classes after they had joined with it, that'd pretty much be a go sign for me to do this. I also need a command to force set a class on a player for Hardcore mode compatibility.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#233

Post by Empyre » Mon Jan 15, 2018 6:19 pm

Can you detect when the player changes class and change the attributes to fit the new class?
"For the world is hollow, and I have touched the sky."

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Psycho
 
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#234

Post by Psycho » Mon Jan 22, 2018 8:33 pm

Any chance of adding new monsters and weapons? I suppose some old school shadow warrior (basically anything), and Rise of the triad (evil monks, The NME and El Oscuro) enemies would fit in just fine.

Also I realizaed that for a RPG mod, DnD has a disturbing lack of Holy, Nature and even Arcane/magic stuff (monsters, weapons and modifiers), some themes that could be expanded later on.

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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#235

Post by Ivan » Thu Feb 15, 2018 4:06 pm

Hello everyone, a new version has been released. Felt like posting here as the thread feels a bit lonely now that discord is used.

Links: https://allfearthesentinel.net/zandronu ... hotfix.pk3 | https://allfearthesentinel.net/zandronu ... sv0.7h.pk3

Changelog: https://www.dropbox.com/s/4rfaujg5wjruv ... g.txt?dl=0

Have fun and be sure to join our Discord for updates, suggestions, discussions etc. at here: https://discord.gg/Gffvznu
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Ivan
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#236

Post by Ivan » Thu Apr 12, 2018 6:08 pm

New release! Links: https://allfearthesentinel.net/zandronu ... sv0.7i.pk3 | https://allfearthesentinel.net/zandronu ... dv2.3j.pk3 | https://allfearthesentinel.net/zandronu ... mov2.7.wad
Spoiler: Changelog (Open)
LEGEND:

- Nerf
+ Buff
! New feature
* Bugfix / Tweak

=====================
== DND RPG RELATED ==
=====================

! Added the new experimental "Softcore" mode. It's basically hardcore but with no character loss upon death. To enable, follow similar steps in terms of server flags to hardcore, but instead of "dnd_hardcore" you turn "dnd_softcore" to true.
- Alternatively use "setsoftcore" command.
! Players' dash toggle is now saved.
! Research drops have 2 more sprite variants now.
! Added new accessories: "Celestial Relic", "Hunter's Talisman", "Veil of the Assassin".
! Added loot chests! There are three kinds: Bronze, Silver and Gold. Each requires their own key type to open. They are guarenteed to drop orbs, cash and budget!
! Added some new killing spree labels.
! Added help page for character loading.
! Added "MOVEWITHSECTOR" to most gibs.
! "Necromancer's Sickle" and "Dusk Blade" are now luxury weapons!
! There's a new player attribute now: "Knockback Resistance". "Strength" and "Bulkiness" grant this attribute. They increase the attribute by 50 and 25 per point respectively.
! "Angelic Ankh" can no longer spawn in "Softcore" or "Hardcore" modes. It will instead be replaced by "Celestial Relic", a new accessory.
! Added little arrows on top of menu pages to indicate that there are accessible pages from that page using left/right keys.
* Stat menu experience values will now properly align at higher numbers.
* "dnd_accessory_droprate" Hardcore value is now 3.
* "dnd_accessory_droprate" default value set to 5.
* Killing spree bonus exp can no longer overflow.
- Killing sprees are now limited to 20 multipliers, which makes the maximum multiplier x5.
* Fixed "Special Ammo Double" research not affecting after loading a character.
* You can now reload "Sawedoff" after having fired one chamber.
* "Ever Ice" ammo description now mentions that "Freezer Cannon" also uses it as ammo.
* Loadout menu correctly uses the proper weapon name for "Laser Rifle" now.
* "Stat Reset" now properly resets your "Intellect" stat.
* "Natural Talent" quest now correctly specifies "Intellect" stat for its reward.
* Fixed a high health character load bug in Hardcore.
* Fixed a display bug related to the calculation of the talent bonuses in loadout menu.
* Loadout menu talent percentages are now properly rounded up.
* Fixed a bug with "Knight Armor" where it didn't recognize "Katana" as a melee weapon.
* Fixed "Orb of Sin" and "Orb of Repetance" related issues regarding perks and stat points.
* Fixed a bug that let you buy any weapon after loading in Hardcore mode.
* Fixed map clear heal bonus not working bug.
* Fixed a bug where after map changes, "Hand of Artemis" wouldn't work unless you unequipped and then equipped it again.
* Fixed a bug where special ammos weren't saved in Hardcore mode.
* Fixed incorrect weapon tips on "Katana", "Sickle" and "Excalibat".
* Fixed "Sonic" and "HE" grenade researches being reversed.
* Fixed a bug with "Heavy GL" where it wouldn't fire extra rounds properly with "Nether Mask".
* Fixed "Runaway Script 999" error.
* "Acid Rifle" poison clouds use different effects now.
* "Thick Skin" quest mentions you need to also not pick any armor now.
* Hopefully fixed the "Lightning Gun" spectator sound bugs.
* Fixed a bug where "Katana" alt fire shockwaves didn't do melee damage.
* Loadout now shows your talent count next to the percentage.
* Fixed a little display error on drop chance bonuses at stat page 2.
* Finally fixed elites having more than 2 immunities problem.
* Fixed a potential cause of crashes related to shop and weapon researches.
* Recoil removed from "Gauss Rifle" and "Railgun".
* "Grenade Ammo" can now be properly bought if you have "Heavy Grenade Launcher" researched.
* Fixed bobbing inconsistency of "Heavy Grenade Launcher".
+ "Scroll of Agamotto" now explicitly checks for user movement input instead of velocity of player.
+ Fixed a bug that caused "Silver Gun" to do much less damage than intended.
- "Dexterity" stat gain is now 0.1% per point down from 0.15%.
- "Intellect" stat gain is now 0.1% per point down from 0.15%.
- Elite base drop chance reduced to 3.5% from 5%.
- Credit on kill scale for monster levels higher than 50 and 75 will be reduced by x2 and x8 respectively. (ie. normal credit scale regardless of level threshold, unlike exp)
+ "Gryphon Boots" now give knockback immunity.
- "Necromancer's Sickle" cost is now 6500 up from 3500.
+ "Necromancer's Sickle" primary damage increased to 40 - 60 from 35 - 50.
+ "Necromancer's Sickle" alt damage increased to 75 - 90 from 60 - 80.
- "Destruction Generator" direct hit damage decreased to 425 from 600.
- "Destruction Generator" split ball hit damage reduced to 200 from 250.
* "Destruction Generator" now uses "Energy" talent instead of "Explosive".
+ "Rocket Launcher" direct hit damage is now 90-180 instead of 20-160.
+ "Torpedo Launcher" direct hit is now 300 - 500 up from 225 - 375.
+ "Torpedo Launcher" rockets can no longer be reflected.
+ "Torpedo Launcher" missile speed increased to 52 from 48.
+ "Rotary Grenade Launcher" direct hit is now 384 up from 192.
+ "Heavy Missile Launcher" now does 192 damage on impact and explosion up from 160 on both.
+ Fixed a bug where "BFG 32768" wasn't doing 600 - 900 damage as stated but instead a flat 400.
+ "Viper Staff" trap damage increased to 120-200 from 60-100.
+ "Viper Staff" alt damage increased to 150-250 from 90-150.
+ "Viper Staff" alt now weaves a bit less.
+ "Viper Staff" alt can now hit ghosts.
+ "Viper Staff" crawler trap duration increased to 12 seconds from 10.
* "Viper Staff" damage type is now "Occult".
+ "Thunder Staff" range increased to 420 from 384.
+ "Thunder Staff" travel distance increased by 30%.
+ "Thunder Staff" lightning shock damage increased to 115 from 100.
+ "Dusk Blade" alt now requires 11 souls down from 15.
+ "Gunslinger Armor", "Occult Armor", "Demo Armor", "Energy Armor" and "Elemental Armor" now give 200 armor points instead of 150.
+ "Gunslinger Armor", "Occult Armor", "Demo Armor", "Energy Armor" and "Elemental Armor" now protect 33% up from 25%.
+ "Gunslinger Armor", "Occult Armor", "Demo Armor", "Energy Armor" and "Elemental Armor" prices reduced to 10k from 12.5k.
+ "Cybernetic Armor" gives 300 armor points up from 200.
+ "Duelist Armor" gives 250 armor up from 150.
- "Duelist Armor" cost increased to 8500 from 8000.
+ "Necro Armor" and "Knight Armor" now give 400 up from 200.
+ "Necro Armor" protection increased to 60% from 45%.
+ "Ravager Armor" now gives 250 armor up from 150.
+ "Ravager Armor" protection increased to 33% from 25%.
+ "Ravager Armor" damage modifier is now x2 up from x1.5.

**** NEW ACCESSORIES ****

- Celestial Relic:
+ Gives 25% increased health and armor capacity.
- Slows you down by 25%.

- Hunter's Talisman:
+ Your critical hits mark nearby monsters. Marked monsters deal 33% less damage and on death, they replenish 3% of your max health. The mark can be applied once every 20 seconds. Mark lasts 10 seconds.
- Your overall crit damage is halved.

- Veil of the Assassin:
+ On landing a critical hit, your next crit's damage is doubled. Expending this crit heals you for 10% of missing health. This effect lasts for 5 seconds or until you expend the crit.
- On expending your doubled crit, never crit for 10 seconds.

=====================
== MONSTER RELATED ==
=====================

- "Roach" and "Crystal Golem" no longer heal while attacking.
- "Moon Satyr" max range is now 512.
- "Moon Satyr" meteor land delay increased to 2 seconds from 1.5.
- "Undead Priest" ghost damage now scales with 25% of your "Vitality" instead of 50%.
- "Undead Priest" ghost damage base is now (2,4) instead of (2,8).
- "Stone Demon" will no longer shoot rocks around on telefrag.
* Hidden "Stone Imp"s will no longer become active before the monster cooldown.
* Reduced the frequency at which "Hellsmith" death flames appear.
* Fixed small behavioral problems with "Wicked".
* Added "No Pain" mod text to "Cyborg Warrior".
* Fixed a bug where summoned minions had way higher level than their masters.
* Fixed a bug that caused only "Cyberdemon" and "Spider Mastermind" to drop accessories.
* Added "MOVEWITHSECTOR" to "Death Knight" and "Horshacker" debris.
+ Increased "Skull Wizard" and "Shadow Wizard" movement speed to 6 from 3.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Aroly7
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#237

Post by Aroly7 » Sun May 13, 2018 3:24 pm

Just quick question how weapon replace in hardcore mode works when sv_nodrop is set to 1 in order to run hardcore?

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Ivan
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#238

Post by Ivan » Sun May 13, 2018 6:01 pm

Aroly7 wrote:
Sun May 13, 2018 3:24 pm
Just quick question how weapon replace in hardcore mode works when sv_nodrop is set to 1 in order to run hardcore?
Which weapon replace? Temporary weapons?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Aroly7
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#239

Post by Aroly7 » Sun May 13, 2018 8:23 pm

Ivan wrote:
Sun May 13, 2018 6:01 pm
Aroly7 wrote:
Sun May 13, 2018 3:24 pm
Just quick question how weapon replace in hardcore mode works when sv_nodrop is set to 1 in order to run hardcore?
Which weapon replace? Temporary weapons?
Yes, submachinegun or laser rifle.

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Ivan
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Re: Death and Decay: More RPG! Scaling Monsters! New Hardcore mode!

#240

Post by Ivan » Sun May 13, 2018 9:35 pm

Aroly7 wrote:
Sun May 13, 2018 8:23 pm
Ivan wrote:
Sun May 13, 2018 6:01 pm
Aroly7 wrote:
Sun May 13, 2018 3:24 pm
Just quick question how weapon replace in hardcore mode works when sv_nodrop is set to 1 in order to run hardcore?
Which weapon replace? Temporary weapons?
Yes, submachinegun or laser rifle.
There's a key under "Customize Controls" in Options menu, way down there to let you drop temporary weapons. Bind it and use it to drop your temporary weapon. (It must be selected)
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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