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Internal Conflict Still Lives

Posted: Sat Nov 15, 2014 9:59 pm
by Seiat
Yo.

This is just a simple post to inform those who give a damn / don't give a damn, that the LMS monster brawl mod Internal Conflict is not dead from neglectful author murder, it's still in the works. Although, it's going very slowly due to my hour-demanding job.

No promises on a release date, but plenty of changes are happening. So seeing as I have sweet fuck all to actually show for it... I figured I'd just post up some of the changes that are being done, and let those interested decide if it sounds good or not. If you've never played IC then you might as well stop reading.

First of all, I'm dumping the ammo regeneration system in favor of a set ammo count per weapon. Players will no longer start with their 3rd power weapon, instead they'll have their item from the start and a hefty amount of 2nd slot ammo (depending on class).

Achievements have been simplified to kill streaks or double/multi kills, no more lame 'wait around for a bit' to unlock stuff. Achieves will also no longer award you weapons. Instead they will buff your class or class weapons.

Basically, weapons and ammo will now be awarded per kill instead of through regen & achievements. So every kill will give you the next level weapon you don't have, and give ammo/usage for every weapon you already do have. That includes items and special powers such as the arachnotron's EMP.

The removal of ammo regen scripts and (I admit)stupidly designed achievements will not only kill a player's desire to camp, it'll also make IC compatible with deathmatch. So, win-win there.

Other small things are being tweaked, altered, or improved. Some examples:
Re-balancing (poor lost soul).
A lot of poorly designed weapons that either sucked or generated lag are being adjusted or outright scrapped and replaced.
The archvile's reviving ability functions properly now, and when an archvile dies all of its summons die with it.
Maps are being updated, and I'm shrinking some of those huge maps. Some new maps too!
Trying to remove anything that devours net traffic.
A new set of teeth for a lost soul hud sprite (thanks to Hellsfait for a well-drawn template).
Better reaction/feel for weapons (no more sluggishness).
Additive sprites render better in Software mode.
New intermission pics, and loads of bug fixes.
Additional traps in IC2. Fuck you.


I'm also debating on shrinking HP amounts so things don't drag on so much, although I like the idea of 'Big Monster = Big Life'. Maybe buffing every 2nd slot weapon is an alternative option, but I'm really not sure how to make things faster paced without utterly destroying all current balancing. Kinda stumped on that, might just leave it as is with tweaks here and there, might just change it all entirely.

7th slot weapons will also be done in the next update, whenever that is. Hopefully soon so I can switch back to my other project.

Anyways, if you've read this far, hopefully this is good news to you.
Cheers~

RE: Internal Conflict Still Lives

Posted: Sat Nov 15, 2014 10:17 pm
by Bloax
holy shit i missed you

Also we're living in better times when it comes to the amount of good spriters that live now than back when this thing was started, so it's quite possible that the shitty placeholder sprites won't stay for long.

RE: Internal Conflict Still Lives

Posted: Sat Nov 15, 2014 10:37 pm
by Combinebobnt
Cool I was just thinking about the maps from this too

RE: Internal Conflict Still Lives

Posted: Sat Nov 15, 2014 11:12 pm
by Konda
o/
I like the idea of the new system although I don't quite get it where the special items that you used to unlock via test of time stand right now (for example, arachnotron's teleporter). I guess they also come along with weapons & ammo each kill. Perhaps also reward a little bit of health after every kill since there's no longer full health refill in test of time achievement.
The mere thought of playing on IC2 again is insane in itself. I can't believe it's getting even more traps! I'll be certainly looking forward to that :D
[quote=Seiat]I'm also debating on shrinking HP amounts so things don't drag on so much, although I like the idea of 'Big Monster = Big Life'. Maybe buffing every 2nd slot weapon is an alternative option, but I'm really not sure how to make things faster paced without utterly destroying all current balancing. Kinda stumped on that, might just leave it as is with tweaks here and there, might just change it all entirely.[/quote]
I actually liked it when the fights lasted for a while. That's what separated it from the standard "die in 5 seconds since the encounter" in LMS for me, and gave space to some strategizing. Although I admit that sometimes the fights do last longer than they should, but if you're going to do something to make the fights shorter, please just don't make them too short.

RE: Internal Conflict Still Lives

Posted: Sat Nov 15, 2014 11:52 pm
by Seiat
Bloax: I missed you too you son of a bitch. Come 'ere, bring it in! hahaha... Nice to hear bout the good spriters, we definitely need them. Maybe I can get rid of those laughable demon teeth at some point.

Combinebobnt: I'm happy IC's maps have a place in your memory :)

Konda: \o
Those special items aren't unlocked at all. You just start with them now, and get additional uses per kill. Bonus, right? Quite a few of those items were changed as well... Like the hell knight's Fire Shield item, it's been replaced with his brand spanking new Raging Fucking Whore Up In Your Fucking Face item, where you deal randomly around 200-300 damage to yourself for temporary Fucking Livid rage status. Also, thanks for the input about the HP counts, that's actually a damn solid point.

RE: Internal Conflict Still Lives

Posted: Sun Nov 16, 2014 12:12 am
by Bloax
You should really just put up a server (which is easier than ever thanks to BestEver) so that we can crunch some issues right off the bat.

RE: Internal Conflict Still Lives

Posted: Sun Nov 16, 2014 12:29 am
by Konda
Seiat wrote:Konda: \o
Those special items aren't unlocked at all. You just start with them now, and get additional uses per kill. Bonus, right? Quite a few of those items were changed as well... Like the hell knight's Fire Shield item, it's been replaced with his brand spanking new Raging Fucking Whore Up In Your Fucking Face item, where you deal randomly around 200-300 damage to yourself for temporary Fucking Livid rage status. Also, thanks for the input about the HP counts, that's actually a damn solid point.
Oh, sweet, we can use those items right from the start. And I like the idea for the hell knight's item replacement. He has a lot of hp so it won't be fatal if you use the item once or maybe even twice. I like where this is going.

RE: Internal Conflict Still Lives

Posted: Mon Nov 17, 2014 9:39 pm
by Tux
dear god yes
I was wondering where did you go, man.
so
Re-balancing (poor lost soul).
more snowball just like in .17?
fuck[/size]
A lot of poorly designed weapons that either sucked or generated lag are being adjusted or outright scrapped and replaced.
Better reaction/feel for weapons (no more sluggishness).
so, mancubus rework? Image
The archvile's reviving ability functions properly now, and when an archvile dies all of its summons die with it.
god, finally; what about failed summons? do they still consume his summon ammo? also zombieman mines? MAN they are so annoying after his death
Maps are being updated, and I'm shrinking some of those huge maps. Some new maps too!
ic19 getting shrunk? man it was friggin huge but it's my all-time fav it had the unique dark atmosphere!
about updating... is icfu finally able to pass with all the classes? imp had no chance at one point and LS' just kept getting crushed before the passage with a ton of cybers :s
also new maps? i'm fairly sure you won't fail the expectations knowing your mapping style ^^
loads of bug fixes.
no more imps stuck in torches? :DD
hope you do well man, ic was the only mod that could make me play zandronum everytime i've seen a server with people inside ;>

RE: Internal Conflict Still Lives

Posted: Mon Nov 17, 2014 10:06 pm
by Cruduxy
Just to throw it for thought. The map size wasn't really the problem, its just there isn't a single "Dead End" area in any map.
If someone wanted to stall they could do it whole heartedly. -Please IC2 is the map that clears the server of players!

Eh I'll just silently stalk this :p.

RE: Internal Conflict Still Lives

Posted: Sun Nov 23, 2014 7:03 pm
by Dewce
This is my 2nd coming of Christ, and I hope it'll breath some much needed life into IC.

Keep up the good work.

Re: Internal Conflict Still Lives

Posted: Sat May 28, 2016 10:04 pm
by Combinebobnt
hey balance feedback for version 69 (nice meme number)

normal melee attacks do piss poor damage, they should do more to reward brawling instead of fighting from a distance.

demon is severely lacking compared to the other classes and people rarely play it becuase of this. i think even the arachnotron can outrun it, so it needs more speed. Regeneration would be better if it gave more than like 50 health. The slot 1 bite does shitty damage considering how fragile the demon is. The current best tactic for demon is to just hide and pray you don't miss with slot3, otherwise gg. The demon would be a great hit and run class with some buffs, and would let the imp be independent as a sneaky more ranged fighter. Demon's slot7 makes up for getting that far though. (is there a difference for the slot1 bite and altfire bite? seems like altfire is just better and normal attacking is pointless)

revenant missiles are really really slow. it doesn't matter if they home if they can never hit anything. please make them like 5 speed faster or something

hellknight getting 50 rage items when they can kill him on using too many seems weird. why do they even kill him in the first place?

---

oh yea the big black and blue map has 2 big circle torches that flying classes can hide in and never be touched. should eliminate all the flying hidey holes than can never be seen by the melee classes anyway

Re: Internal Conflict Still Lives

Posted: Sat May 28, 2016 11:34 pm
by Mobius
How about removing partial invisibility for Imps or making them more visible. They are already the fastest class that can nuke on the same strength as Hellknights.

Re: Internal Conflict Still Lives

Posted: Mon May 30, 2016 1:16 am
by Combinebobnt
there is a bug where monsters turn into corpses after they get a kill (resets when they get hit), please fix

maybe reduce the archvile slot1 time by a few tics or something? its very hard to use without dying

Re: Internal Conflict Still Lives

Posted: Wed Nov 16, 2016 1:42 am
by Combinebobnt
Uh ultra bump but I made a patch a long time ago to do stuff with suggestions by others: http://allfearthesentinel.net/download? ... atch12.pk3 . It's finished with some weapon switching bug or whatever that I don't care about.

If seiat isn't dead (plz) maybe he can check that out, we got like 200 players on the wad, ur welcome.