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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Re: Death and Decay: More RPG! Scaling Monsters! New Beta!

#161

Post by Fused » Wed Apr 05, 2017 11:08 am

HackerReimu wrote:Any recommended mapsets to play this on? Seems like it would need something relatively long to get the most out of all the stuff in it.
I used to enjoy the starter pack from SGT Mark a lot, but it depents a lot on preference probably
http://www.moddb.com/mods/brutal-doom/d ... arter-pack
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta!

#162

Post by scrooloose » Mon Jun 05, 2017 11:33 pm

Hi Ivan, I've been playing this mod with family and friends and it's been fucking awesome. Thanks!

One complaint we have is with the grenade launcher on the default rifle. The grenades are so bouncy and so regularly come straight back at you that we have found it unusable - or at least, too dangerous to use.

Otherwise we've been having a lot of fun :-)

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta!

#163

Post by Ivan » Tue Jun 06, 2017 12:13 am

scrooloose wrote:Hi Ivan, I've been playing this mod with family and friends and it's been fucking awesome. Thanks!

One complaint we have is with the grenade launcher on the default rifle. The grenades are so bouncy and so regularly come straight back at you that we have found it unusable - or at least, too dangerous to use.

Otherwise we've been having a lot of fun :-)
Have you tried the other 2 grenade launcher weapons under slot 5? Are they the same or better feeling?
=== 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 Beta!

#164

Post by scrooloose » Sat Jun 10, 2017 11:34 am

Have you tried the other 2 grenade launcher weapons under slot 5? Are they the same or better feeling?
I have tried the cheaper slot 5 grenade launcher, but only briefly. The grenades seem to bounce the same way. Other people I've been playing with have the same experience and have basically stopped using grenade launchers.

Cant speak for the more expensive slot 5 grenade launcher though.

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta!

#165

Post by Ivan » Sat Jun 17, 2017 6:03 pm

Here's a bit of a progress report:

- We now support mouse control on our menu!

[spoiler]Image[/spoiler]

Aside from that, lots of bug fixes were made and potential reasons for crashing have been fixed. There can be more, but some are found at least! Some more notable features to come are:

- Quests
- Elite monsters
- Rune crafting and rune words on weapons
- Equippable additional accesory-like items

How these will work?

- Quests

1. Quests will be set for each map with a 20% (default, can be increased) chance to appear.
2. Quests have different types. So far: Individual, which requires individual completion (ie. whoever completes it first gets the reward), Everyone, which means everyone must meet these requirements and At Least One, which means at least one person on the game must meet the requirements.
3. Dead people don't get the rewards.
4. If a quest isn't finished on the current map it's given, it will again have the same 20% chance to be rerolled. If no reroll happens, it will remain for that map as well.
5. Rewards will be given upon successful completion. These can be anywhere from credit to more permanent bonuses depending on the challenge.

Some example quests just to give an idea:

* Never fall below 50% health during the map. Reward: Bonus 10 health capacity.
* Use no shotguns during the map. Reward: Shotgun damage increases by 10%.

And so on. Ideas are welcome in terms of quests and rewards. I'm thinking of whether if I should make the quests stack or not. I'll probably make some of them stack, and some of them not to keep things from getting too out of hand.

- Elite Monsters

Elite monsters is a common thing in many kinds of RPG games. Any monster you see in the game will have a slight chance of having random attributes being bestowed upon them.

1. The chance will be 5% for any monster to appear as an elite. No elites will appear before the average level of the game is 10.
2. Elites can have attributes ranging from anything the current monsters have (such as "Hardened Skin", "Explosive Immune") to new ones. ("Extra Strengths", "Damage Resist"...)
3. Elites will give more than just more exp and credit. They will have a chance to drop runes for crafting options and even stat bonuses!
4. Occasionally they will also drop some health and other supplies on death.

- Rune Crafting

Here, I haven't yet decided how to go with this. However I have a few ideas. My current plan is the following:

1. Allow each weapon to receive a specific amount of runes. For example: Pistols can have max of 2 runes, shotguns and rifles 3, launchers and plasma 4 etc.
2. Runes will have some strange benefits, such as: % increase on damage versus demons, % resistance to magical attacks, multishot (something like spread), more gold on kill etc. (Ideas welcome here)
3. Some runewords are planned, just like in Diablo 2. You'll also be able to craft runes with a chance to fail. Example: 3 lower tier runes can be combined to a rune of a tier above with 50% chance of fail. Fail chance increases with level of rune sought.
4. Crafting ability can and will be increased through means other than pure stats. This includes some accessories and equippables. (See below)
5. Trading runes is a possibility. (Not sure yet)

- Equippables

These items provide less extreme stats unlike the accessories, but will still help regardles. Some of these are:

- Charm of vitality: + 15 health capacity.
- Blessed armor shard: 5% magical damage resist.
- Blazing essence: 10% fire resist.

And so on. Again, ideas are welcome. These will have some slots associated with them, so for example: 1 charm, 2 armor shards 1 essence max etc.

Let me know what you think.
=== 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 Beta!

#166

Post by Combinebobnt » Sat Jun 17, 2017 8:14 pm

did u fix corrupt zlib stream? f i x c o d e

elite monsters nice maybe we won't have to load complex doom with this anymore to make it fun. 5% seems kind of high so i hope they arent op. add a new tier with 0.69% chance and call it legendary tier... turn that 1hit green cyber into a elite or some shit he did like 400 damage per hit and gibbed all the players last time lol.

those quests sound lame as hell cmon step it up!!! nice example punishment quests. your arms get 4.20% percent stronger after avoiding exercise for 1 week and 20 maps. good quests ivan. completing the map 100% is already a great thing tho i like wads that do that (all 2 of them)

runes and other wrath of chronos ripoffs original gameplay-lengthening ideas: i dunno, havent got far enough due to only playing brutal 1 life dnd

also don't be a dumb dumb research shouldn't cost money (aka just another shovel upgrade to buy when u have too much $$$). u ripped off were inspired by system shock so do the system right (shocking).




add fatalities be a man

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta!

#167

Post by Ivan » Wed Jun 21, 2017 5:46 pm

New beta is out! Links: dndv2.3e.pk3 dnd_monstersv0.7d.pk3 dnd_onlyammov2.5.wad

Please also use this binary instead of the currently released 3.0 binary in order for me to help track a nasty crash: http://www.mediafire.com/file/5raqouxyp ... gbinary.7z

Changelog:
[spoiler]LEGEND:

- Nerf
+ Buff
! New feature
* Bugfix / Tweak

=====================
== GENERIC CHANGES ==
=====================

! Converted all non-PNG sprites to PNGs. (Current exceptions: Translation monsters)
! Renamed all default weapons so that they share nothing with classic Doom sprite names.

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

! The CVar "dnd_hardcore" has now importance! Hardcore made has launched! Read more at the bottom.
! Weapons that can be reloaded now make use of the "Weapon Reload" bind instead of altfire. MAKE SURE YOU BIND A RELOAD KEY!!!!!!!!!
! Added a new cvar "dnd_fullshare". This prevents Exp and Credit share from being split by division, and instead makes sharing 1:1 ratio regardless of player count.
! Added a new cvar "dnd_credit_drops". This controls whether monsters will randomly drop coins or not on kill. Default is true. Also added "dnd_credit_droprateadd" which simply adds % based chance on top of already defined chances. Max 100.
! Added a new cvar "dnd_gainonlyinrange". This controls if exp and credit gain should only be given to those close to the monster. Default false. "dnd_gainrange" controls the range. Default 768. This only matters if the aforementioned CVar is true.
! Added a new cvar "dnd_disablelevelbonus". This toggles the level clear bonuses. Default is false, meaning they are enabled.
! Added researches! Most of the exotic features of DnD now require you to research them. You can find research modules dropped by monsters occasionally.
- There is a new tab on the DnD menu for researches. They require a new resource called "Budget".
- You gain "Budget" at the end of maps, depending on how hard the map was. You get 6k for "Easy" and 10k for "Very Hard".
! Added armors tab at the shop! Now you can buy a wide range of armors to suit your build!
! Added buyable armors: Gunslinger, Occult, Energy and Demo Armors. 25% damage reduction, 150 armor. They increase hitscan, magical, energy and explosive weapon damages by 50% respectively.
! Added a buyable armor: Necro Armor: Reduces damage by 45%, 200 armor. 33% chance on hit to launch spikes around that do 60 - 100 damage. "Demon Bane", "Occult Talent" and "Bulkiness" improve damage. Each "Bulkiness" point improves damage by 10%.
! Added a buyable armor: Cybernetic Armor: 45% reduction, 200 armor. If not damaged for 3 seconds, slowly restores armor up to 200.
! Added a buyable armor: Duelist Armor: 33% damage reduction, 150 armor. Gives additional 60% hitscan resist.
! Added a buyable armor: Knight Armor: 35% damage reduction, 250 armor. If a melee weapon is currently held, gain extra 35% protection.
! Added a buyable armor: Ravager Armor: 25% damage reduction, 150 armor. If a killing spree begins, gain 35% extra damage. If a killing spree is successfully reached with armor up, restore armor completely.
! Added a new page at the ammo tab for the shop! Now you can buy the classic 4 ammo types as well as the rare ammo types.
! Added a new cvar "dnd_shop_armor_scale" because of the above.
! Added new cvars "dnd_monsterlevel_low" and "dnd_monsterlevel_high" to change level randomization on monster scaling. They determine the low and high offsets. Defaults are 1 and 2 respectively.
! Added a new cvar "dnd_monsterlevel_behind" that forces the end monster level result to be always at least equal or behind player average. Default false.
! All exp and credit is now given based on the monster's health. (20% exp, 13% for credit)
- Benefit of these two is that they normalize exp and credit gains. Tougher monsters reward more than weaker ones.
- Exp gain is 20% of the monster's max health, whereas the credit gain is two thirds of it, approximately 13%.
! Added a new accessory: "Hand of Artemis". Makes weapons use no ammo.
! Added a new accessory: "Gryphon Boots". Gives 25% movement speed as well as curse and fall damage immunity.
! Added a new accessory: "Scroll of Agamotto". Gives 30% damage reduction while moving and 150% extra damage while standing.
! Added a new accessory: "Lich Arm". Increases soul capacity to 150 and makes your ultimate weapons do x2.5 damage.
! Added a new player skin: "Wanderer".
! Added a new talent: "Elemental".
! Added new armors: "Monolith Armor" and "Elemental Armor".
! DnD Menu now supports mouse control! The old keyboard method is gone and replaced with a fully working mouse cursor. You can alternatively use left/right strafe keys to move between pages.
! You can now buy the automap in the artifacts tab from the shop! Can buy only once per map. Priced at 27.5k.
! You can now buy a backpack from the artifacts tab! Priced at 50k!
! You can now see your lives left in survival games at the rightmost side of the weapon slot number bar, in red.
! "Dexterity" stat has been changed! It now increases the bonus you gain from talents by 0.15% per point. This stacks additively, so: Someone with 20 dexterity will gain 3% more benefit from talents, meaning it becomes 10.5% per point up from 7.5%!
! Accessory drop rate is now a CVar! "dnd_accessory_droprate" controls this and the default value is 2, implying 2%.
! "Talent" system revised! Now you buy talents based on damage types instead of slots. This has the following changes:
- What your weapon shoots matters! Bullets, shells, melee, magical/demonic (occult), explosive, energy or elemental!
- Some weapons benefit from more than one talent! Ex: Silver Gun. (Shell direct hit damage and explosion damage)
- Rules for these:
> If a weapon is shooting bullets, it uses bullet talent.
> If a weapon shoots shells, depending on type, could be explosives, energy or just shells.
> If a weapon is demonic or magical, it uses occult talent.
> If a weapon is shooting rockets or mainly exploding projectiles that are not occult, they use explosion talent.
> If a weapon is a melee attack that is not magical, they use melee talent. (Ex: "Soul Render" melee is 'melee', but alt fire attacks are 'occult')
> If a weapon uses elemental attacks (fire, ice and lightning) then it uses elemental talent.
> If it doesn't fall into any of the above, it's energy talent. (Plasma, BFG etc.)
! Changed the looks of the "Heavy Machine Gun".
! Added two new temporary weapons: "Dark Servant Gloves" and "Heavy Nailgun".
! Added new weapons: "Assault Rifle", "Deadlock Shotgun", "Nitrogen Crossbow", "Plasma Cannon", "Templar MG", "Riot Cannon", "Meteor Launcher", "Flame Thrower", "Lightning Gun" and "Ion Cannon".
! Added a new perk: "Deadliness". Gives 2% critical hit chance per point. Critical Hit gives double the damage.
! You can now use "alternate fire" key to buy enough ammo to maximize your current ammo. If you don't have enough money, then you'll just get enough to fill it as much as you got.
+ You now get 3 attribute points per level up from 2.
+ Increased the value of the following stats:
+ Vitality: Gives 4 health up from 2.
+ Bulkiness: 0.75% per point up from 0.5% armor efficiency.
+ Strength: +5 melee damage up from +4.
* Fixed a bug where "Charisma" was reducing by 1% per point instead of 0.5%.
* The hud can now be rescaled using "hud_scale" console command.
* Fixed a bug where "Blood Rune" wasn't healing up to your health capacity.
* Leveling curve is re-adjusted to be better for later levels. (Specifically, less steep after level 26)
* The talent menu at the shop will correctly display the percentage increase based on your "Dexterity". (Ex: At 0 "Dexterity" you'll see 7.5% but at 10 you'll see 8.5%)
* Removed the "Exit" option from the menu.
* Fixed a bug where if you used a special grenade type on the "Grenade Launcher", if you ran out of it it'd say you changed to bullets.
* "Scatter Pistol" is now a luxury weapon.
* Made all grenades shot by player less bouncy. (Momentum of grenades reduce to 66% at each bounce)
* Fixed a potential invalid array index access problem related to clientside drawing of research items.
* Fixed a potential crash that could happen when someone tries to pick up a "Rocket Launcher".
+ You now get 20 lava cells from the shop up from 18 in the ammo tab.
+ All ammo purchases from the shop now benefit from the "Munitionist" perk.
+ "Ravager Armor" now gives 50% damage bonus instead of 35%.
+ "Shotgun" now shoots 10 pellets up from 9.
- "Shotgun" now has a clip size of 8 and has to reload.
+ "Killstorm" now shoots 11 pellets up from 10.
+ "Death Staff" primary fire direct hit damage increased to 400 - 600 up from 160 - 240.
- "Death Staff" altfire cost is now 9 up from 4.
- "Death Staff" altfire fireballs that spawn after explosion now deal 4 - 8 damage down from 8 - 16.
- "Lead Spitter" cost increased to 4500 from 4350.
* Fixed a bug where "Sawed Off" would sometimes let you fire even though you had fired both shells.
+ "Sun Staff" now shoots 56 rays on alt fire instead of 48.
+ "Sun Staff" now ignores shields on it's primary attack as well.
+ "Sun Staff" primary damage increased to 20 from random(12, 16).
+ "Razorfang" skulls last 6 seconds up from 4.
+ "Razorfang" skull damage increased to 8 - 16 from 5 - 10.
+ "Razorfang" now shoots 4 more bone shards in the normal attack mode.
+ Increased "Razorfang" skull damage radius to 40 from 16.
* Fixed a bug where "Soul Reaver" was not scaling properly.
+ "Devastator" now shoots 4 rockets up from 3.
- "Devastator" rocket spread increased to 3.2 from 2.0.
- Slot 8 weapon prices are now 25k up from 20k.
+ "Destruction Generator" self damage reduced to 1/4th of the damage.
+ "Erasus" fires 4 tics faster between shots.
+ "Erasus" takes 4 tics less time to reload if you need to reload after firing.
- "Erasus" takes 6 tics longer to fire if you tap.
+ "Erasus" now shoots 18/36 pellets per shot up from 16/32.
+ "Shotgun" and "Super Shotgun" pellets now do either 10 or 15 damage instead of 5, 10 or 15.
+ "Plasma Rifle" now does 20 - 40 damage up from 5 - 40.
* Rules of "Taltos Ring" about ghosts have been remade.
- All "artificial" projectiles will go through ghosts.
- Bullets, melee and plasma/energy type attacks are exceptions to the above rule.
- Organic attacks pass through ghosts.
- Ex: A "Cyberdemon" is almost entirely helpless.
* Improved "Purifier" sprites.
* DnD Menu now covers the screen properly.
* Touched up "Shotgun", "Erasus" sprites a bit.
* Improved tooltips of some weapons that didn't mention the weapon could special ammo types.
* Fixed a bug where "Grenade Launcher" was missing a frame.
- "Grenade Launcher" fire animation takes 1 tic longer.
* Fixed a small error that caused the spread of "Venom" to be larger than intended.
* Reorganized the armor pages.
* Fixed a bug where some ripper type weapons was not correctly giving scores for kills/damage dealt with "Nether Mask" on.
* Fixed a bug where if you had more armor than armors on the shop, they wouldn't be colored red.
* Fixed a bug where "Fist" attacks with "Nether Mask" was using the wrong talent bonus.
* Fixed a bug where your health bar would not flicker on intended limits.
* Fixed a bug where your armor bar still took "Bulkiness" stat into account for it's flicker.
* Fixed a bug where some slot 2 pistols' casings could sometimes be spawned incorrectly.
* Fixed a bug where slot 4 machine gun casings could sometimes be spawned incorrectly.
* Fixed a bug where "Destruction Generator" could explode on allies.
* Fixed a bug where special fx toggle was not working properly for spectators.
* Fixed a bug where "Scatter Pistol" damage was not counted as bullet type.
* Fixed a bug where "Destruction Generator" was not coming after "Railgun" and "Gauss Rifle".
* Fixed a bug where "Railgun" would sometimes not let you charge even if you had enough cells.
* Fixed a bug where "Sun Staff" was not benefiting from "Explosion Mastery" properly.
* Fixed a bug where "Razorfang" was not benefiting from any scaling if used with "Nether Mask".
* Fixed a bug where armor bonuses would not increase armor if a "Red Armor" was equipped and it had over 200 armor.
* Fixed a bug where "Pistol" damage would not scale if "Nether Mask" was equipped.
* Fixed a bug where "Nuclear Plasma Rifle" was doing less damage with "Explosion Mastery".
- "Nuclear Plasma Rifle" now reduces overheat counter by 1 instead of 2.
- "Nuclear Plasma Rifle" now overheats twice as fast.
* Fixed a tooltip error related to "Gauss Cannon" and "Railgun".
* Fixed a major oversight that caused projectile based weapons to not scale from talents properly.
* Fixed a bug where "BFG 6000" was not scaling properly from talents.
* Fixed a bug where "Mercury Launcher"'s one instance of explosions were not scaling from talents properly.
* Fixed a bug where fists and chainsaws were not hitting ghosts with "Nether Mask" equipped.
* Fixed a bug where "Sickle of the Necromancer" could hit people.
* Fixed incorrect highlighting at the "Abiltiies" tab of the menu.
* Fixed a bug where the slot 4 ammo container would always spawn in place of a clipbox.
* Fixed a bug where "Death Staff" altfire projectiles would keep going after exploding. (Often looking like they are teleporting around)
* Fixed some weird pixels in the frames of "Purifier".
* Fixed a bug where "Gauss Rifle" could hit other players.
* Made "Leadspitter"'s puff effects better.
* Made "Akimbo Pistols" a bit more responsive when reloading.
* Improved sprites of "Silver Gun" explosions.
* Improved sprites of "Heavy Missile Launcher" explosions.
* Fixed the tip message of "Shotgun". (It does 10-15 damage per pellet, not 5-10-15)
- Now only players with the "Heart Seeker" mastery can pick up dropped demon hearts.
+ Increased the "Ebony Cannon" ammo from slot 4 ammo container to 16/8 from 12/6.
+ "Ebony Cannon" balls were disappearing in liquid surfaces, they can now bounce properly off those as well.
+ Slot 6 ammo containers now give 40 lava cells up from 24.
+ "Silver Gun" shoots 1 more pellet, total of 10.
* Fixed a bug where "Demon Heart" would hit allies.
+ "Laser Pistol" can now auto fire.
+ "Laser Pistol" alt fire now shoots a limited range railgun shot. Range and damage increase as you charge up to x1.75 range and x5 damage of a normal shot.
- "Laser Pistol" is now firing shots with a spread of 2.0 x 1.25.
+ "Magnum"'s bullet now deals an additional 50 damage that rips through enemies.
+ "Hate Shard" enemy damage amplify is now 100% up from 50%.
+ "Demon Bane" now grants 100% more damage up from 50%.
+ "Demon Bane" now increases damage of "Sun Staff" as well.
+ Accessory drop rate increased by 8 times the previous chance. Hardcore mode will still force the old chance.
- Increased shop prices of "Salvation Sphere", "Portable Shield", "Triple Damage", "Blade Vortex" and "Book of the Dead" to 8000, 4500, 6000, 6000, 6000 and 5500 respectively.
+ "Machine Gun" now does 15-20 damage per bullet up from 15.
+ "Heavy Machine Gun" can now zoom to deliver more precise shots. (x2.5 more precise)
- Increased the reload time of "Heavy Machine Gun" by 6 tics.
- "Heavy Machine Gun" accuracy is now 4.0 by 2.0 from 1.6 by 0.8.
- "Heavy Machine Gun" now costs 4000 credits up from 3950.
- "Akimbo Pistol" spread was meant to be 1.25 x 0.5 instead of 0.2 x 0.2. This is corrected. (One of the pistols were more accurate before...)
* Cleaned and/or repurposed some old scripts with respect to fixes in Zandronum 3.0.

=======================
== ONLY AMMO RELATED ==
=======================

! Completely redone the shared health kits system. It's less resource intensive on the users now.
* It's also easier to make more items shared now.
* Shared is the default behavior now. Shared items will never respawn.

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

! Smart monster spawners are now in place! Here's what they do:
* They activate if "dnd_hardcore" or "dnd_usesmartmonsterspawner" is true.
* They place monsters just like the previous spawner, but with a big difference: They pay attention to the level average of the server.
* If a monster has a low weight compared to it's vanilla counterpart, a ratio is considered between vanilla one and the selected monster.
- If the found ratio is less than the ratio of highest level player to the average, then that monster won't be spawned.
- In it's place, another monster will be rolled.
* In short, this spawner is more merciful early on but becomes the old spawner after a certain average.
! All monsters now have a certain class archetype they belong to. These are:
1) Demonic. Unless stated, they have no weakness or resistances.
2) Undead. Zombies, Revenants etc. Silver bullets do extra damage.
3) Magical. Purely magical monsters. Liches etc. They take extra damage from silver bullets, but 50% reduced damage from magical attacks.
4) Mechanical/Half Mechanical. These monsters take 50% and 25% more damage from energy based weapons, respectively.
! Different damages have different fade colors on your screen now.
! All hitscan attacks of monsters are now fast projectiles.
! "Dark Servant" has a 50% chance to drop it's gloves as a temporary weapon.
! "Chaingun General" has a 50% chance to drop it's nailgun as a temporary weapon.
! All undead enemies (zombies) are vulnerable to fire damage by 50%.
! Added "Elite" category monsters. For details, read the bottom of the file.
* Fixed a bug where monsters would be all awake if the smart monster spawner method was not employed.
* Fixed duplicate state names in "Avatar of Chaos".
* Hopefully put an end to the "Avatar of Chaos"'s cubes not spawning right.
* Fixed a bug where "Hell Arbiter"'s teleport attack was not scaling with its health.
* Fixed a bug where "Gamon"'s ghost spell was not scaling with its health.
* Fixed a bug where "Flame Demon" spectre version would have "Bloodfiend" sprites flickering when idle.
* Fixed a bug where "SS Nazi" did not have a monster bar.
* Fixed a bug where "Roach" could infight with other Imps.
* Fixed a bug where "Avatar of Chaos"'s gray soul attack was not having closest enemies sought.
* "Cadaver" and "Thanatos" homing rockets now play a 'beep' sound as they go.
* Added small fixes to "Devourer", "Gravedigger", "Barbatos" and "Nhumcign" translations.
* "Dark Servant" projectiles are fired from a bit higher now.
* "Roach" credit and exp on kill increased by 3 and 2 respectively.
* "Roach" projectile trails are now clientsided.
- Reduced "Dark Zealot" teleport lightning damage to 10-15 from 15-25.
- "Gamon" bolt damage readjusted to 12-20 from 4-32.
+ "Psionic Queen" now has 3600 health up from 3300.
+ "Devil" has 85 hp up from 80.
+ "Devil" is a bit more aggressive.
+ "Spider Overlord" now shoots 2 bullets per attack instead of 1.
+ "Cybruiser" rocket speed increased to 28 from 20.
+ "Bruiser Demon" is a bit more aggressive.
+ "Black Knight" explosive resist increased to 50% from 25%.
- "Black Knight" flame attack spread increased by 1 degree and delay increased by 2 between casts.
- "Arachnophyte" pain state extended to 3 tics up from 1 tic.
* "BloodSeeker" rage now includes a sight check, so it won't enter rage mode unless its target is in sight and lower than 50% health.
* Fixed a bug where monsters with unique puff types did full damage through "Duelist Armor".
* Fixed a bug where "Cadaver" rockets were not playing any sound when fired.
* Fixed a bug where "Nhumcign"'s rage was not scaling with it's health.
* "Bormereth" pain flames are now clientsided. This means that they don't deal damage anymore, but instead there is an explosion originating from "Bormereth" on pain instead.
* Added the missing "Rage" property to "Nhumcign".
* Fixed a bug where "Undead Priest" was not healing like it was supposed to when its ghosts hurt the player.
* Fixed a bug where "Hades Sphere" was not giving any experience or credit when killed normally.
* Fixed a bug where "Guardian" could infight with other Cacodemons.
* Changed "Scavenger" sprites to use translations instead of additional sprites.
* Fixed a bug where "Cybruiser" could infight with other barons.
* Fixed a trail effect on the "Shadow Disciple" that wasn't clientsided.
* Fixed a bug where one kind of "Dark Imp" was missing GL lights on its attack frames.
* Fixed a bug where "Magma Serpent" would very rarely spawn in place of a Baron.
* Fixed "Watcher"'s radius not being 16.
* Fixed a bug where "Blood Lich" and "Shadow Disciple" could infight other Pain Elemental class monsters.
* Fixed a small error on the "Machine Gun Zombie"'s sprites.
* Fixed "Terminator" homing projectile GL lights.
* Fixed "Lava Demon" projectiles lacking GL lights.
* Fixed invalid state errors on "Stone Imp" hit particles.
* Fixed invalid state errors on "Abomination" when it enters a "soul ammo give on death" state.
* Fixed a bug where "Crawler" could infight still.
* Fixed "Shadow" projectiles lacking GL lights.
* Reduced traffic load of "Shadow" by making its trails clientsided.
* "Yeti" icechunks are now spread better, and has a better burst sound.
+ "Yeti" now moves faster by 4 units.
* Fixed a bug where "Yeti" could still cause infight with other Revenant class monsters.
* Fixed a bug where "Magma Serpent" could still infight with other Baron class monsters.
* "Bruiser Demon" now doesn't lose it's GL lights when hurt.
* Fixed GL Lights of "Undead Initiate" and "Undead Hunter".
* Fixed GL Lights of "ZSpec Ops" shotgun and machinegun variants.
* "Demon Hound" and "Big Bruty" can't infight other Demon class monsters anymore.
* Fixed GL lights and brightmaps of a sawedoff shotgun zombie variant.
* Fixed a bug where "Machinegun Zombie" didn't have proper GL lights.
* Fixed a bug where "Nhumcign" would sometimes mindlessly spam it's jump attack.
* Fixed a bug where "Lavademon" could not properly aim at crouched targets.
* Fixed a bug where (hopefully) "Soul Harvester" scream sound was global.
* Fixed a bug where one of "Arachnophyte"'s bullets was limited range. (It was actually right at the tip of it's gun...)
* "Hell Smith" death fire fx are now considered special fx.
* Reduced scale of "Abomination".
* Fixed a bug where "Rail Arachnotron" and "Fusion Spider" could still infight.
+ "Hell Arbiter" fireball speed increased to 24 from 18.
+ "Prophet" is now a ghost.
+ "Thanatos" move speed increased to 20 from 16.
- "Cyborg Warrior" health reduced to 650 from 900.
* Fixed an obituary grammar mistake of "Abomination".
+ "SS Nazi" now scales!

========================
== ELITE MONSTER INFO ==
========================

- Elites have a spawn chance of 5% by default. (Can change with the CVAR "dnd_elite_spawnchance", set to 0 or less to disable)
- Elites are tougher and gain a random assortment of traits that some monsters have! For example, you may encounter an imp that has "Hardened Skin" and "Explosive Immunity". Stuff like "Can Resurrect" won't appear.
- Elites have 20% more health and do 12% more damage than normal monsters.
- Elites give 25% more exp and credit than a normal monster.
- Elites have a 15% chance to drop a rune on death. This can be changed with the CVAR: "dnd_elite_runedrop_chance".
- Elites have a chance to drop more credits than normal enemies.
- Elites have a 10% chance to drop a charm.

========================
== HARDCORE MODE INFO ==
========================

- Hardcore mode is all about persistent characters. Between every game session, your character will be saved if "dnd_hardcore" is true.
- You will be asked to login to your account upon entry. You may choose to not login, but your session won't be saved if you do so.
- If you lose all your lives (which is 2 for hardcore) you lose your character permanently. If you choose to spectate, your progress on that map becomes invalidated.
- Rules of the game also change in this mode. Notably:

* Monsters have fixed scaling, which is 4% for both health and damage each level.
* You start with no researches. Your completed researches are saved.
* Research drop rate is 1%. (Any kind of monster can drop these however, and it is the same chance for all)
* There is a fixed range for gaining exp and credit. This is 768 units.
* Accessory drop rate is 3%. (Only strong monsters can drop these)
* Items respawn for a limited amount only. This is 3. (This only applies to things that are 'allowed' to respawn. So medkits and stuff will still not respawn if not allowed)
* No heal on level up.
* Player count will scale monsters' healths multiplicatively.
* Minimum level to have an accessory drop is 20.
* Minimum level for a monster to drop an accessory is 24.
* Credit and exp scale are both 1.[/spoiler]

EDIT: Made a new version to fix the menu up, so please use it instead. Dndv2.3e and 0.7d on monsters.
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=== Death and Decay - A new Monster/Weapon replacer ===

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#168

Post by Ivan » Mon Jul 03, 2017 1:07 pm

Quest system is finished. Here are the current list of quests implemented: (Not yet released, open for more ideas!)

[spoiler]

Code: Select all

========================
== 	   QUEST  INFO    ==
========================

- Quests are little challenges presented to all players who are currently alive in the game.
- Quests present a requirement to be met related to the map. These have many variations. Details below.
- Quests, upon completion, give you rewards. These rewards stick with you for the rest of your gameplay.
- Quest types are as follows:

Individual (I): Individual satisfaction of requirements, rewarded to those who accomplish first (ie. only 1).
Everyone (E): Everyone must satisfy requirements, rewarded to all (everyone or no one).
At least one (A): At least one person must satisfy requirement, rewarded to all those who accomplish.

Quest List:

1. Cautious (A)

REQ: Keep health over 50% at all times.
REW: Regeneration life cap increases by 100.

2. Simple Minded (A)

REQ: Only use (fire) one weapon for the entirety of the map.
REW: 15% extra damage on all weapons.

3. Precious Life (E)

REQ: End a map with nobody dying even once.
REW: +100 health capacity.

4. Berserker (I)

REQ: Get 10 killing sprees in a map.
REW: All killing sprees grant additional 15% more experience.

5. Master Healer (I)

REQ: Heal for at least 500 health.
REW: Healing received increases by 25%.

6. Demon Bane (I)

REQ: Kill 20 boss level monsters.
REW: Bosses deal 15% less damage.

7. Elite Slayer (I)

REQ: Kill 50 elite monsters.
REW: Elites deal 15% less damage.

8. Power Overwhelming (A)

REQ: Use no artifacts.
REW: When using artifacts, gain extra 25% damage for 15 seconds.

9. Overdrive (A)

REQ: Use only energy weapons.
REW: Energy weapon damage increases by 30%.

10. Skin O' My Teeth (E)

REQ: Use/Pick no healing items. (Exceptions: Blood Rune)
REW: Health capacity increases by +100, healing received increases by 25%.

11. Gunslinger (A)

REQ: Use only Slot 2 weapons.
REW: Slot 2 weapon damage increases by 50%.

12. No Boomstick (A)

REQ: Use no shotgun weapons.
REW: Shotgun damage increases by 50%.

13. Thick Skin (A)

REQ: Pick or buy no armors.
REW: Armor capacity increases by 150.

14. Let them Rot (E)

REQ: Spare all zombie class monsters.
REW: Weapons effective against undead and magical monsters do 30% more damage.

15. Casual Weaponry (A)

REQ: Use no super weapons. (Slot 7 & 8)
REW: Super Weapons do 25% more damage.

16. Natural Talent (A)

REQ: Only use weapon types that have no talents applied.
REW: Talents get 25% dexterity bonus applied.

17. Specialist (A)

REQ: Use only special ammo types. (Ex: Silver gun is ok, because it uses a special ammo type)
REW: Special ammo damage increases by 50%.

18. Money Maker (I)

REQ: Spend 25k.
REW: Credit amount from monsters increase by 15%.
[/spoiler]
=== 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 Beta v2.3!

#169

Post by Combinebobnt » Mon Jul 03, 2017 3:46 pm

quest: defeat zlib stream 'the corrupter' 42069xp

damn those quests look like extremely easy buffs. u can put the monster damage from .4% to 4% now. won't an afk player instantly get everybody in the server half the quests lol? most of those should be individual not (A)

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#170

Post by Ivan » Mon Jul 03, 2017 4:41 pm

Combinebobnt wrote:quest: defeat zlib stream 'the corrupter' 42069xp

damn those quests look like extremely easy buffs. u can put the monster damage from .4% to 4% now. won't an afk player instantly get everybody in the server half the quests lol? most of those should be individual not (A)
A is for whoever meets requirements get the quest reward. AFK people can get the reward, but not for others just for themselves. So "at least one" is really just "whoever meets requirements", bad wording. I'll find something else for it.

Individual is basically a rush to complete the quest. Whoever gets it first gets it and that's it.

Everyone is everyone has to meet the requirements. All or nothing.

Also yeah I hate that ZLIB thing I wish I could make it a quest...
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#171

Post by Combinebobnt » Mon Jul 03, 2017 8:20 pm

Ok so the quest system is basically go afk for one round to jump up 20 levels ok got it. make quests for defeating legendary monsters that u need to add; now that's good...

straight up buying the slot 8 superweapons for money seems lame, should be bfg slot 7 shit only. U can finally use that research system and picking up rare items from <<<legendary monsters>>> (mmm brutal) for them now. much more interesting

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#172

Post by Flying Spidersnake » Thu Jul 06, 2017 6:22 pm

Boss events aren't triggering, tested on dead simple, using the latest version of DnD and the suggested binaries

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#173

Post by Ivan » Thu Jul 06, 2017 7:25 pm

Flying Spidersnake wrote:Boss events aren't triggering, tested on dead simple, using the latest version of DnD and the suggested binaries
I just tested on my current development version and it seems to be working. Do you know which monsters spawned? Maybe it's a specific one messing it up.
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#174

Post by Flying Spidersnake » Thu Jul 06, 2017 10:11 pm

On dead simple, killed a Copulent, Deadebus, Ice Mancubus, and Abomination one by one, no wall drop. Used "kill monsters" in console to kill the arachnotrons, didn''t get the platform raise. Everything works fine without the monster pack.

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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#175

Post by Ivan » Thu Jul 06, 2017 10:14 pm

Flying Spidersnake wrote:On dead simple, killed a Copulent, Deadebus, Ice Mancubus, and Abomination one by one, no wall drop. Used "kill monsters" in console to kill the arachnotrons, didn''t get the platform raise. Everything works fine without the monster pack.
Did you kill them using an ice weapon by any chance? Or just normally? In any case since it seems to be working fine on my version and having not found any reasonable cause for it after inspection, I guess all I can say is wait till the next version.
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#176

Post by Ivan » Fri Aug 04, 2017 11:40 pm

Here's a teaser for the new update, the current changelog:

Code: Select all

LEGEND:

- Nerf
+ Buff
! New feature
* Bugfix / Tweak

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

! "Hardcore Mode" finally is ready! Read below!
! Elite monsters now have sparkles around them so that you can tell they have special properties.
! Added new weapons: "Dusk Blade", "Inferno Sword", "Acid Rifle", "Frost Fang", "Ruby Wand", "Akimbo Berettas", "Shocker", "Thunder Staff", "Heavy Grenade Launcher".
! Added new researches: "Dusk Blade", "Inferno Sword", "Acid Rifle", "Shocker", "Thunder Staff", "Heavy Grenade Launcher".
! Added new elite traits: "Physical Immune", "Extra Strong", "Vital", "Energy Resist", "Energy Immune".
	- Extra strong adds 50% more damage to the monster's attacks.
	- Vital makes the monster have twice as much health. This is added on top of all calculations, so for example if player counts scale monster health, this doubles that as well.
! Added the CVar: "dnd_enable_elites" to enable or disable elite spawns.
! Added limited respawn items! Now ammos present in the map spawn for a limited time only. Control this behavior using the cvars: "dnd_enable_limiteditems" and "dnd_limitedrespawn_amount".
! Added a new alt fire to "Sun Staff". Now calls light beams from heavens to crush enemies. Also fixes a problem where it wouldn't scale with talents before.
! "Strength" now increases your armor capacity by 2 per point.
! Energy type weapons are no longer the weapons that deal full damage regardless. They also require "Nether Mask" to do full damage against resistant enemies now.
! Slot 3 weapon page on the menu is split into two now. It's 0.4% per level, checking on the player with max level.
! Added a little notifier that you have unspent points after leveling up.
! Added quests! See below for more information.
! Improved weapon and monster damage calculation methods. These should cause less traffic usage on servers now.
! Added improved fluid textures.
! Weapon damage types are now represented by icons in the shop at the top left corner. You can use these to know what damage type your weapon will have.
! Armors are now shared just like health kits!
! Elite spawn rates increase with player level now.
! Added a new item respawn FX and sound.
! Poison damage by monsters is reworked! We now use a custom poison system. Details below.
! Removed left, return and right arrow buttons at some pages. You can use left/right arrow keys to move between pages now.
! Added previous page, return and next page buttons. They will keep track of which pages you browse through the menu and you'll be able to simply go back or ahead in the order you browsed. (Much like undo/redo)
! Critical hits are reworked! They are now applied in a more uniform way compared to before.
! Added a new perk: "Savagery" -- Improves your critical damage output by an additional 10% per point spent.
* "Strength" stat now gives a % bonus damage instead of a flat one. The bonus is 9%.
* Monsters that are resistant to physical attacks are no longer resistant to melee of magical or elemental weapons.
* Improved "Akimbo Pistol" sprites.
* Fixed a bug that prevented "Gauss Rifle" weapon tip from showing up once bought.
* Fixed a bug that made "Scatter Pistol" do less damage when players were around the intended target.
* Fixed bugs related to slot ammo containers not giving ammo when they were full on some ammo types.
* Fixed a bug where researched weapons came before regular weapons in weapon order.
* Fixed leftover script 830 from causing errors.
* Fixed a bug where your maps that you survived were not counted. ("Lasted" label on the menu was always 0)
* Fixed an exploit that let you get infinite cash by using weapon selling.
* "Laser Pistol" and "Lead Spitter" no longer deal full damage regardless of monster resists.
* "Lead Spitter" now uses energy talent.
* Shock damage of "Shock Shells" is now "Elemental" instead of "Energy".
* Moved "Assault Rifle" above "Scattergun" in the menu.
* Improved parts of code that required weapon name checks.
* Fixed a bug where players didn't have their shells filled on picking up some weapons. (Like "Shotgun")
* Fixed a bug where "Fists" with "Berserk" and "Nether Mask" weren't interacting as intended.
* Readjusted the level curve after seeing some anomalies in the results.
* Cleaned up old hacks related to backpacks, network traffic should be positively affected.
* Swapped health and armor icons and bars on the HUD.
* Hopefully fixed a bug that'd cause your exp bar to desync sometimes.
* Fixed a bug where most of the explosions could cause water splashes and reduce FPS.
* Fixed an incorrect research message regarding slot 7 luxury weapons.
* Fixed a potential problem in the code that could cause a crash when picking up weapons.
* Fixed a bug that let you click altfire anywhere on the menu and later on, going on ammunition menu randomly maxed out some ammo.
* Fixed a major bug with the monster level system where if there were low level players in a high level server, monster levels could be from anywhere between 1 to max level player's level.
* Fixed a bug where "Nuclear Plasma Rifle" was actually tagged as "Heavy Plasma Rifle" for some reason.
* Fixed a bug where "Gauss Rifle" was not benefiting at all from "Nether Mask".
* Fixed a bug where "Elemental Armor" didn't increase damage of weapons when "Nether Mask" was equipped.
* Fixed a bug where "Death Staff" was not benefitting at all from Nether Mask.
* Fixed a bug where elites with magic immunity would still be immune to magical attacks even if you had "Nether Mask".
* Fixed a bug where magical enemies weren't resistant to "Basilisk" shots.
* Fixed a bug where "Sun Staff" wouldn't benefit from "Nether Mask" at all.
* Fixed a small typo on 'all items collected' message.
* Fixed the menu still appearing on screen after map exit bug.
* Fixed a small bug where your health would desync after 400.
* Fixed a bug where alt fire ammo fill was broken for pages besides the first and last one.
* Fixed a bug where the loadout accessory page had incorrect box definitions for return and left page buttons.
* Fixed a bug where clicking at a blank space on weapon pages besides slot 1 would make you buy random things.
* Fixed a bug where elites having the "No Pain" property would still enter pain state.
* Fixed a bug where talent menu had wrong corner messages.
* Fixed a bug where "Heavy Nailgun" pickup sprite wasn't visible.
* Fixed a bug where "Heavy Nailgun" when used with "Nether Mask" did "Magic" damage instead of "Bullet".
* Fixed a bug where "Nailgun" lava nails weren't properly ignoring shields as they should.
* Fixed a bug where "Nailgun" ammo bar was always red.
* Fixed a bug where enemies with "Magic Resist" and "Magic Immune" traits weren't affected by "Sun Staff" beams.
* Fixed a bug where killing spree messages of over x4 multiplier were labelled as empty.
* Fixed the "Unknown Script 906" errors.
* Fixed a bug where "Soul Render" damage type was classified as "Explosive". It is now "Magic".
* Fixed a bug where "Excalibat" melee could hit ghosts.
* Improved "Excalibat" melee animation.
* Fixed a bug with gibs where some of them wouldn't disappear under water.
* Fixed a bug where "Sonic Grenade" explosion wasn't benefiting from talents. Uses "Energy Talent" now.
* "Devastator" now does "Explosive" damage instead of "Energy" damage.
* "Pendant of Reflection" graphic changed a little.
* Fixed a bug with "Minigun" that made it spin down weirdly when using altfire.
* Fixed a bug where "Hellforge Cannon" had no damage type associated with it. It is now "Magic".
* Fixed a bug where "Bloodfiend Spine" had no damage type associated with it. It is now "Magic".
* Fixed a bug where "Bloodfiend Spine" was not benefiting at all from "Nether Mask".
* Fixed a bug where "Lead Spitter" wasn't correctly identified as using "Energy" damage type.
* Fixed a bug where "Laser Pistol" wasn't correctly identified as using "Energy" damage type.
* Fixed a bug where "Minigun" could be fired with high precision if you tapped fire key.
* Fixed a bug where "BFG 32768" shockwave effect wasn't clientsided.
* Fixed a bug where "Excalibat" altfire wasn't properly treated as a magical attack.
* Fixed a bug where "Elemental Armor" was not increasing damage of fire and lightning damage types if "Nether Mask" was equipped.
* Fixed a bug where "Slayer" returning hooks wouldn't spawn explosion FX or the damage if they hit a wall.
* Fixed a bug where "Book of the Dead" and "Blade Vortex" damage wasn't scaling. Book now scales with occult and vortex scales with melee talent.
* Fixed outdated tooltip of "Excalibat".
* Level curve takes sharp turns at levels 15, 20, and 30 now. Beyond 30 the curve is entirely exponential, and the rate of increase has been increased tremendously.
* BFG type weapons now scale properly! Every 2 talents will increase the number of rays produced by the ball.
* "Necro Armor" now scales off of "Melee Talent" instead of "Occult Talent".
* Improved and added 2 new firing frames to "Lead Spitter".
* "Regeneration Mastery" now heals for 2% of your maximum health capacity per second, instead of a flat 2.
* Added a 3 tic delay for the "Slayer" hook detonation to help people use it easier.
* Increased credit drop from elites significantly.
+ "Necro Armor" shoots 36 spikes up from 18.
+ "Monolith Armor" gives 400 armor up from 350.
+ "BFG 32768" direct hit damage increased to 400 up from 300.
+ "BFG 32768" explosion radius increased to 192 from 160.
+ Fixed a bug with "Mercury Launcher" where a part of it's explosive damage didn't scale if you had "Explosion Mastery" learned.
+ Mechanical enemies are now properly weakened against "Railgun" and "Gauss Rifle".
- Base "Budget" gain per map difficulty dropped to 3 from 5.
- "BFG 32768", "Devastator", "MFG" and "Ion Cannon" shop price increased to 15k, 16k, 16k and 16k respectively.
- "Railgun" and "Gauss Rifle" costs increased to 7500 up from 6500.
+ "Gauss Rifle" damage increased by 50. Zooms add additional 150 up from 100.
+ "Destruction Generator" now does full damage against any target regardless of resists.
+ "Nailgun" damage increased to (13, 21) from (8, 16)
+ "Nailgun" alt fire explosive area damage increased to 20 from 16.
+ "Magnum" reload can now be interrupted if you don't press the reload key. You have to keep pressing the reload key for it to continue reloading now though.
+ "Slayer" hook damage increased to 10 from 9.
+ "Slayer" explosion damage per hook increased to 100 from 90.
+ "Slayer" explosion radius increased to 108 from 96.
+ "Turel Cannon" fire speed increased by 1 tic.
+ "Ion Cannon" explosive damage increased to 128 from 96.
+ "Regeneration Mastery" health cap increased to 250 from 150.
+ "Excalibat" alt fire explosion radius increased to 128 from 96.
+ "Excalibat" attack speed increased moderately.
+ "Akimbo Pistols" fire rate increased by 1 tic.
+ "Laser Pistol" fire rate increased by 2 tics on all modes.
+ "Assault Rifle" now does 25 damage per bullet up from 18.
- "Lightning Gun" damage reduced to 9 - 12 from 11 - 15.
+ "Basilisk" damage when not loaded increased to 18 - 48 up from 5 - 40.
+ "Basilisk" damage when loaded changed to 72 - 144 up from 60 - 120.
* "Soul Render" melee hit damage changed to 40 * random(3, 4) from random(120, 160).
- Slot 1 and 2 weapon costs have gone up significantly.
- Talent costs are doubled and quadrupled past 50 and 75 respectively.
- Talent costs are now 1000 up from 800.
- "Poison Immunity" mastery now gives 75% resist instead of full immunity.
- You can now only buy one of each kind of artifact per map.
- Accessories now have negative effects! You have to carefully choose your accessories to use in order to maximize your build. The list are as follows:
	* Talisman of Wisdom: Reduces credit gain by 50%.
	* Talisman of Greed: Reduces experience gain by 50%.
	* Demon Bane: Weapon damage besides occult ones are reduced by 75%.
	* Amulet of Hellfire: Increases damage taken from ice by 75%.
	* Angelic Ankh: Halves your health cap. (Never below 100)
	* Pendant of Reflection: While reflecting, move 25% slower.
	* Nether Mask: Take 50% more damage.
	* Taltos Ring: Unchanged.
	* Hate Shard: Non-melee damage reduced by 50%.
	* Hand of Artemis: Deal 50% less damage.
	* Scroll of Agamotto: Take 30% more damage while moving.
	* Gryphon Boots: Can't regenerate.
	* Lich Arm: Weapons besides slot 8 do 90% reduced damage.
- Artifact costs have gone up. They are now:
	* Field kit: 1250.
	* Salvation Sphere: 18000.
	* Portable Shield: 12000.
	* Blood Rune: 20000.
	* Book of the Dead: 17500.
	* Blade Vortex: 20000.
	* Triple Damage: 20000.

=======================
== ONLY AMMO RELATED ==
=======================

None

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

! Added legendary monsters! They have a chance to spawn in some monsters' spots! There will only be 1 legendary monster at a given time in a map.
	- A new cvar added: "dnd_legendary_chance". Set to 0 to turn off. Default is 1%.
! Added new monsters: "Draugr", "Wicked", "Blood Satyr", "Moon Satyr", "Flesh Wizard".
! Removed "Demon Hound", replaced it with "Satyr" from Hellknight category. "Satyr" no longer has a missile attack.
! Monster weaknesses are now listed in the same way as their other traits, if they have any.
! Monsters gain 25% more health and damage after level 50. (Their level, not yours)
! "Undead Initiate" now drops "Akimbo Berettas" on death, a new temporary weapon.
* Changed the explosive full immunity. It is now penetrable with a "Nether Mask".
* Added missing traits to some monsters.
* Magical enemies now take 25% more damage from magical attacks. Previously, they were 25% more resistant.
* Improved "Robot Guard" graphics.
* Fixed a bug where "Guardian Cube" was incorrectly tagged as a "Mechanical Enemy" instead of a "Magical Enemy".
* Fixed a bug where "Dark Lich" gave no exp or credit on kill.
* Fixed a bug where "Hell's Fury" would drop 2 skulls instead of 1 on death...
* Fixed a bug where "Dreadknight"'s charge wasn't working as intended.
* Fixed a bug with elites where they were actually doing 12% extra damage flat, not increased with level. It is changed to 5% extra damage per level now.
* "Magma Serpent" is now tagged as "Fire Elemental Enemy".
* Added translation fixes to certain monsters. (By Popsoap)
* "Bormereth" is now correctly identified as a "Fire Elemental Enemy".
* Rearranged "Hellsmith" attack chances. It now has 62.5% chance to use a ranged attack, but if it's close to you, it will try to charge. Otherwise it'll reroll a ranged attack.
+ "Psionic Queen" is now immune to energy type attacks.
+ "Psionic Queen" health increased to 4000 from 3600.
+ "Psionic Queen" now ignores armor.
+ "Shadow" is now a "Ghost".
* Fixed a bug where "Psionic Queen" had the "Can Block" trait but there were no block abilities.
+ "Iron Lich" ground spike attack range increased to 384 from 320.
+ "Iron Lich" ground spike travel speed increased to 24 from 20.
+ "Gold Lich" bounce projectile speed increased to 22 from 20.
+ "Gold Lich" bounce projectiles will now seek out players after traveling a bit.
+ "Angel of Death" bullet height now matches the radius. (8 by 8)
+ "Spider Demolisher" BFG attack speed increased by 8 tics overall.
+ "Spider Demolisher" bullet attack spread reduced to 16 x 16 from 22.5 x 22.5.
+ "Arachnophyte" bullet lower damage increased to 8 from 4.
+ "Arachnophyte" bullet explosion damage increased to 20 from 16 - 20.
+ "Avatar" ice jet spread increased to 6 from 4.
+ "Spider Overlord" painchance halved to 8.
+ "Spider Overlord" bullet spread on one of the bullets is now 10 x 10 instead of 22.5 x 22.5.
+ "Spider Overlord" green projectile now pierces armor.
+ "Hellsmith" charge is now more dangerous, as it does constant area damage as long as he charges. The damage is 40 per 4 tics in 96 unit radius. The damage is not reduced in a close proximity.
+ "Hellsmith" ground flame attack lower damage increased to 40 from 10.
* "Azazel" now has an additional double serie attack which spreads the red projectiles around.
* "Azazel" no longer has a melee attack.
+ "Azazel" dual attack slow projectile speed increased to 24 from 20.
+ "Azazel" slow and fast projectile damages on his dual attack have been swapped. Now the slow one does more damage than the fast one.
+ "Azazel"'s minimum damage on his dual attack increased to 64 and 48 for the slow and fast projectiles respectively.
+ "Azazel" dual attack fast projectile speed increased to 32 from 30.
+ "Azazel" dual attack speed increased by 8 tics.
+ "Thamuz" now has a 50% chance to continue attacking after launching his strong single projectile attack.
+ "Thamuz" has a new attack: A spread of 5 small green projectiles. (Same ones he fires rapidly)
+ "Thamuz" strong projectile attack lower damage increased to 64 from 16.
+ "Thamuz" rapid green projectile lower damage increased to 36 from 12.
+ "Thamuz" green circle projectile lower damage increased to 60 from 15.
+ "Terminator" grenade speed increased to 24 up from 20.
+ "Terminator" bullet attack spread reduced to 8 by 4 from 15 by 8.
+ "Terminator" blaster projectile speed increased to 28 from 24.
+ "Terminator" red projectile speed increased to 16 from 13.
+ "Satyr" now lunges a bit when it melees.
+ "Dreadknight" now releases a nova of fire when it uses the missile attack.
+ "Dreadknight" charge is harder to interrupt now.
- Fixed a bug where "Corpulent" was doing more damage than intended.

========================
== HARDCORE MODE INFO ==
========================

- Hardcore mode is all about persistent characters. Between every successful map exit, your character will be saved if "dnd_hardcore" is true.
- You will be asked to login to your account upon entry. You may choose to not login, but your session won't be saved if you do so.
- If you lose all your lives (which is 1 for hardcore) you lose your character permanently. If you choose to spectate, your progress on that map becomes invalidated.
- Even if someone finishes the map succesfully, the moment you die: You lose all.
- In order to load your character, you have to type "loadme" to console. However, you can do this once per session (ie. disconnect / spectating resets this). You also can't load during map countdowns.
- Rules of the game also change in this mode. Notably:

	* You take 25% more damage.
	* Monsters have fixed scaling, which is 5% for health and damage each level.
	* You start with no researches. Your completed researches are saved.
	* You have to discover and research things you are used to having in normal DnD modes, using a new resource named "Budget" earned at the end of map completions.
	* Budget gain rate depends on map's difficulty.
	* Research drop rate is 1%. (Any kind of monster can drop these however, and it is the same chance for all)
	* There is a fixed range for gaining exp and credit. This is 768 units.
	* Accessory drop rate is 6%. (Only strong monsters can drop these and this is double that of normal drop rate)
	* Items respawn for a limited amount only. This is 2 times. (This only applies to things that are 'allowed' to respawn. So medkits and stuff will still not respawn if not allowed)
	* No heal on level up.
	* Player count will scale monsters' healths multiplicatively.
	* Minimum level to have an accessory drop is 20.
	* Minimum level for a monster to drop an accessory is 24.
	* Credit and exp scale are both 2. (Double that of normal rules)
	* Budget gain rate is doubled.
	* Quests have a fixed chance of 20% to appear. Completed quests are saved and are treated as permanent rewards.
	* Quests appear only after level 25.
	* Legendary monsters can start to spawn after level 30. Their spawn chance is 1%.
	
========================
== POISON SYSTEM INFO ==
========================

- In this new poison system, you can be afflicted by at most 5 different sources of poison. This means 5 different monster actors (not types!) at a time.
- If a monster that has previously poisoned you before poisons you again, it simply overwrites the duration of it, ie. refreshing it.
- Poison damages can kick in at different times, depending on when they were received. The period of any poison damage is 1 second.
- If you get afflicted by a poison when you are already afflicted by 5, the one with lowest duration will be replaced by the most recent one.
- Poison damage scales with monster level now, as with any other damage from monsters.

========================
== 	   QUEST  INFO    ==
========================

- Quests are little challenges presented to all players who are currently alive in the game.
- Quests present a requirement to be met related to the map. These have many variations. Details below.
- Quests, upon completion, give you rewards. These rewards stick with you for the rest of your gameplay.
- Quests also appear only after a certain average player level. This is by default 20. Controlled by "dnd_quest_avglevel".
- Quest types are as follows:

Individual (I): Individual satisfaction of requirements, rewarded to those who accomplish first (ie. only 1).
Everyone (E): Everyone must satisfy requirements, rewarded to all (everyone or no one).
At least one (A): At least one person must satisfy requirement, rewarded to all those who accomplish.

Quest List:

1. Cautious (A)

REQ: Keep health over 50% at all times.
REW: Regeneration life cap increases by 100.

2. Simple Minded (A)

REQ: Only use (fire) one weapon for the entirety of the map.
REW: 15% extra damage on all weapons.

3. Precious Life (E)

REQ: End a map with nobody dying even once.
REW: +100 health capacity.

4. Berserker (I)

REQ: Get 10 killing sprees in a map.
REW: All killing sprees grant additional 15% more experience.

5. Master Healer (I)

REQ: Heal for at least 500 health.
REW: Healing received increases by 25%.

6. Demon Bane (I)

REQ: Kill 20 boss level monsters.
REW: Bosses deal 15% less damage.

7. Elite Slayer (I)

REQ: Kill 50 elite monsters.
REW: Elites have 5% more chance of rare drops.

8. Power Overwhelming (A)

REQ: Use no artifacts.
REW: When using artifacts, gain extra 25% damage for 15 seconds.

9. Overdrive (A)

REQ: Use only energy weapons.
REW: Energy weapon damage increases by 30%.

10. Skin O' My Teeth (E)

REQ: Use/Pick no healing items. (Exceptions: Blood Rune)
REW: Health capacity increases by +100, healing received increases by 25%.

11. Gunslinger (A)

REQ: Use only Slot 2 weapons.
REW: Slot 2 weapon damage increases by 50%.

12. No Boomstick (A)

REQ: Use no shotgun weapons.
REW: Shotgun damage increases by 50%.

13. Thick Skin (A)

REQ: Pick or buy no armors.
REW: Armor capacity increases by 150.

14. Let them Rot (E)

REQ: Spare all zombie class monsters.
REW: Weapons effective against undead and magical monsters do 30% more damage.

15. Casual Weaponry (A)

REQ: Use no super weapons. (Slot 7 & 8)
REW: Super Weapons do 25% more damage.

16. Natural Talent (A)

REQ: Only use weapon types that have no talents applied.
REW: Talents get 25% dexterity bonus applied.

17. Specialist (A)

REQ: Use only special ammo types. (Ex: Silver gun is ok, because it uses a special ammo type)
REW: Special ammo damage increases by 50%.

18. Money Maker (I)

REQ: Spend 25k.
REW: Credit amount from monsters increase by 15%.
Feel free to suggest changes.
=== 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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Combinebobnt
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#177

Post by Combinebobnt » Fri Aug 04, 2017 11:42 pm

finish

edit: * There is a fixed range for gaining exp and credit. This is 768 units.
really only 768... lets put our thinking caps on for that one. also boss or super monsters get sniped from afar very often, rip exp gains for them now i guess

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Ivan
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Posts: 2135
Joined: Mon Jun 04, 2012 5:38 pm
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#178

Post by Ivan » Sat Aug 05, 2017 3:09 am

Combinebobnt wrote:finish

edit: * There is a fixed range for gaining exp and credit. This is 768 units.
really only 768... lets put our thinking caps on for that one. also boss or super monsters get sniped from afar very often, rip exp gains for them now i guess
I had my thinking cap on for that one. That's 768 units of the person getting the kill :)
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

User avatar
Combinebobnt
Contributor
Posts: 1833
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#179

Post by Combinebobnt » Sat Aug 05, 2017 3:30 am

oy thank goodness for ambiguous wording day is saved.

new powerlevel strategy
Image

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Ancalagon
 
Posts: 20
Joined: Tue Jun 12, 2012 10:36 pm

Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#180

Post by Ancalagon » Mon Aug 07, 2017 11:16 pm

Chainsaw build died :(, on the other hand necro armor/reflect build is looking nice...

"Psionic Queen" now ignores armor.

Okay guess not.
I hope zlib boss can't end a hardcore character.

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