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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Combinebobnt
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#181

Post by Combinebobnt » Tue Aug 08, 2017 4:28 am

I like how your chainsaw build was close to unkillable until you met that one trap with uh... spectres rofl.

fight zlib boss with database armor? hope he doesn't penetrate armor like ganon...


hey ivan what if u combined dnd and woc into one supermod that would be very fun, just get jason to do it after he totally rehauls gvh apocalypse.

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

#182

Post by Ivan » Tue Aug 08, 2017 12:53 pm

Combinebobnt wrote: hey ivan what if u combined dnd and woc into one supermod that would be very fun, just get jason to do it after he totally rehauls gvh apocalypse.
I brought it up but he just sighed and I think got excited for a bit and asked you to hold his gunman or something... The guy needs help man.
=== 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!

#183

Post by nax » Tue Sep 05, 2017 3:38 am

I just want to say I've had a great time in DnD and feel like it's the complex doom that complex doom should have been. The monster additions feel smart and diverse, the difficulty is at a good spot where even maps I've played can sometimes give me trouble, and many of the weapon additions feel really cool. The progression feels nice, and the punishment for losing is fierce adding a good deal of tension to the whole equation.

My only real gripe at this point is that some of the unique weapons with unique ammo feel like a waste of money early on before you get enough of the ammo upgrades to start hoarding the special ammo crates. Early on they're very much a kind of "newb trap" though they have their place later. I'm not sure exactly what to suggest about it considering they're often uniquely powerful for their price, but often until the final quarter of a megawad will I feel confident in purchasing them. I do understand why you're not allowed to buy ammo for the unique ones anymore (particularly the silver gun used to be pretty all powerful in the past). Still, some of them I find super fun but I realize there's just better early purchases with the same amount of credits.

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

#184

Post by Ivan » Tue Sep 05, 2017 10:09 am

nax wrote:I just want to say I've had a great time in DnD and feel like it's the complex doom that complex doom should have been. The monster additions feel smart and diverse, the difficulty is at a good spot where even maps I've played can sometimes give me trouble, and many of the weapon additions feel really cool. The progression feels nice, and the punishment for losing is fierce adding a good deal of tension to the whole equation.

My only real gripe at this point is that some of the unique weapons with unique ammo feel like a waste of money early on before you get enough of the ammo upgrades to start hoarding the special ammo crates. Early on they're very much a kind of "newb trap" though they have their place later. I'm not sure exactly what to suggest about it considering they're often uniquely powerful for their price, but often until the final quarter of a megawad will I feel confident in purchasing them. I do understand why you're not allowed to buy ammo for the unique ones anymore (particularly the silver gun used to be pretty all powerful in the past). Still, some of them I find super fun but I realize there's just better early purchases with the same amount of credits.
You can still buy ammo for those, but it becomes costly in the long run. Some charisma and/or Munitionist perk helps for those weapons. Some weapons require a different set of stat and perk points spent to make them shine better. It's intentional so that people can play and see that not every weapon will be the best with a single build.
=== 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!

#185

Post by Ancalagon » Fri Sep 08, 2017 3:47 pm

With 3.0 out should we expect updates?

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

#186

Post by Ivan » Wed Sep 13, 2017 11:03 am

Ancalagon wrote:With 3.0 out should we expect updates?
Yes in a week or two I expect to be done with the update. I'm pretty much testing and doing maintenance over the new features. Also messing with a couple features I didn't have time to add, and I'm slowly adding small prototype versions of those.
=== 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!

#187

Post by Untamed » Tue Sep 19, 2017 10:33 am

Where is the Intermission music from, especially the first one, I feel like I've heard it somewhere before

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

#188

Post by Ivan » Tue Sep 19, 2017 10:47 am

Untamed wrote:Where is the Intermission music from, especially the first one, I feel like I've heard it somewhere before
It's one of the four menu songs in Blood 2: The Chosen. Honestly, one of the few good things about that game is the music and I found it fitting.
=== 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!

#189

Post by Untamed » Wed Sep 20, 2017 9:35 am

Will you be fixing the altfire of the Laser Pistol?
I feel like it seems to hit only half the time
or only when I'm at low-point blank range

I just missed a mancubus with it, and I was aiming straight at it
Reminds me of Morrowind

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

#190

Post by Ivan » Wed Sep 20, 2017 10:51 am

Untamed wrote:Will you be fixing the altfire of the Laser Pistol?
I feel like it seems to hit only half the time
or only when I'm at low-point blank range

I just missed a mancubus with it, and I was aiming straight at it
Reminds me of Morrowind
Laser pistol attack has limited range on alt fire on purpose. Range increases the more you charge it. I've increased the range a little bit for the next version but it'll still stay limited.
=== 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!

#191

Post by Untamed » Sun Sep 24, 2017 8:44 am

Alrighty

What about Accessories?
Do they ever spawn, or just very rarely?

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

#192

Post by Ivan » Sun Sep 24, 2017 12:19 pm

Untamed wrote:Alrighty

What about Accessories?
Do they ever spawn, or just very rarely?
Yes they spawn after you hit level 24 and if the monster level is around 20 IIRC. It's very rare for one to spawn, but they'll spawn.

I changed how they work for the new version so they'll be spawning more frequently.
=== 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!

#193

Post by Ivan » Wed Oct 04, 2017 11:39 pm

Sneak peek at one of the newest features I've just finished for the new version:

Code: Select all

==========================
==== ELITE DROPS INFO ====
==========================

* Elites have a 2% chance of dropping a rare item, called an "Orb". These can be used for various things to empower you in different ways.

1. Orb of Enhancement

	Allows the user to improve the quality of the currently selected weapon upon use, increasing its damage.
	Increases damage of selected weapon by 1%, up to 25% total.
	
2. Orb of Spirit

	Grants the user a random stat upon use, with each stat having a certain weight.
	Stats can go above 100 with this orb, but you still can't get above 100 by leveling.
	Charisma has lowest weight, followed by Vitality and Bulkiness. Dexterity, Strength and Intellect have highest weight.
	
3. Orb of Corruption

	A very rare and unpredictable orb. All effects of this orb are permanent unless stated otherwise. 
	Can do any of the following:
		
		* Nothing
		
		* Reduce health capacity by 10. (Will not drop below 100, which is base)
		* Reduce current weapon damage by 10%. (Can drop it down to 0)
		* Reduce movement speed by 2.5%. (Won't reduce below 50% movement speed)
		* Take all ammo away. (Can still buy etc.)
		* Reduce backpack count by 1.
		* Reduce damage by 75% for the duration of the map. (Not affected by Orb of Affluence)
		
		* Increase current weapon damage by 20%. (Max 400%)
		* Grant current weapon 5% increased critical strike chance. (Max 100%)
		* Add 25% additional critical hit damage to current weapon. (Max 200%)
		* Increase movement speed by 5%. (Won't increase above 150% movement speed)
		* 1% additional chance of rare drops from elites. (Max 20%)
		* Give +5 to a random stat. (Follows stat rules of orbs)
		
	Chance to do something bad is higher than chance to do something good. (30% vs 20%) Chance to do nothing is 50%.
	Also, a hint: It's chance to do something increases should the conditions of other things it can do are reached.
	Example: If you already maxed out on 3 bad things it can do, chances of it doing a good thing increase by the reduction of those 3. (So 35% chance to do something good)
	The above example can work the other way around as well, so be careful!
	
4. Orb of Repentance

	This orb is one of the rarest, even rarer than Orb of Corruption. It allows you to undo the effect of the most recently used orb.
	You can't repent the effects of another Orb of Repentance.

5. Orb of Calamity

	Turns a random orb in your inventory into another. It can't turn into another Orb of Calamity nor will it change an Orb of Calamity.
	If you have no other orbs, then it'll do nothing.
	If you get an Orb of Repentance through this, and if you use Orb of Repentance, you'll get back your Orb of Calamity.
	
6. Orb of Affluence

	The rarest of all the orbs by far. It doubles the effects of the next orb you use.
	This can stack. So if you use another Orb of Affluence, your next orb effect will be quadrupled etc.
	Max stack is 16 times the effect, which is 4 orb uses.
	If the use of an orb under this effect violates the requirements, it won't be used.
	Example: Your Orb of Affluence quadrupled the effect of next orb. If you use Orb of Sin and have not enough stats to spend, you'll not be able to use the orb.
	
7. Orb of Prosperity

	Increases health and armor caps by 1. (Max 500)
	
8. Orb of Wisdom

	Increases exp gain from monsters by 1%. (Max 250%)
	
9. Orb of Greed
	
	Increases credit gain from monsters by 1%. (Max 250%)
	
10. Orb of Violence

	Increases a random weapon category's damage by 1%. (Bullet, shell, elemental etc.)
	
11. Orb of Fortitude

	Another very rare orb. Increases health and armor caps by 1%.
	
12. Orb of Sin

	The second rarest orb. It provides bonuses but takes away anywhere between a total of 1 to 8 randomly selected allocated stat points.
	Orb of Sin can't be used if you have less than 8 allocated stat points.
	The orb can do the following with equal probability:
	
	- Give 4 random stat points.
	- Give 1% crit chance for a random weapon you own. (Max +20% on a weapon)
	- Give 5% crit damage modifier for a random weapon you own. (Max +100% on a weapon)
	- Give a random perk point.
It should be obvious where I got the inspiration for this one. Open for ideas by the way.
=== 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!

#194

Post by nax » Thu Oct 05, 2017 3:46 pm

Orb of Holding - Increases the maximum amount of ammunition you can carry by 1% - Very rare (some cap?)

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

#195

Post by Combinebobnt » Thu Oct 05, 2017 8:48 pm

i have more items suggestin

orb of soul sucking
spawn chance 1/1000 imps (blacker imps = higher spawn chance)
increases mental apex +1 stat

(shiny) elderly hearing aid of the all powerful voices:
spawn chance .00000000000000000000000000000000000000000000000000000069% percent
+4% weapon damage (fist only)
<ivandbrocuckski> "It's a gamble"

orb of r667:
spawn chance: once in a while
adds another monster to the wad

orb of orb:
spawn chance: minimal
gives itself and crashes zdoom thru infinite recursion

orb of crashing:
spawn chance: almost everytime i play (Except that one time i broke the mod)
summons zlib the destroyer

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

#196

Post by Ancalagon » Fri Oct 06, 2017 6:44 pm

oh boy x16 effect vaa... corruptions

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

#197

Post by Ænima » Sun Oct 08, 2017 12:08 pm

don't forget the orb of TLO ... makes it so that you can only run for a few seconds before your speed gets horribly hindered
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Re: Death and Decay: More RPG! Scaling Monsters! New Beta v2.3!

#198

Post by UAC-Janitor » Sun Oct 08, 2017 4:12 pm

Is there a Cvar to reset everything to default? Extra Healthkits arnt being stored in my inventory anymore and its rather frustrating me
\

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

#199

Post by Ivan » Sun Oct 08, 2017 4:22 pm

UAC-Janitor wrote:
Sun Oct 08, 2017 4:12 pm
Is there a Cvar to reset everything to default? Extra Healthkits arnt being stored in my inventory anymore and its rather frustrating me
\
What server is this happening on? The server might have disabled the researches being researched so your medikits might need the proper research in order to work.

The cvar for that is: dnd_allresearchesfound --- Set this to true to enable all missing features from the menu and your character.
=== 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!

#200

Post by UAC-Janitor » Sun Oct 08, 2017 4:38 pm

oooh! Thank you, I tried activating hardcore mode in singeplayer and punched in all these cvars.. thank you for the info!

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