Death and Decay: More RPG! Scaling Monsters!

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

Post#1 by Ivan » Sun Aug 24, 2014 8:23 pm

DEATH AND DECAY


1. INTRODUCTION

- Welcome to Death and Decay, a monster/weapon replacer mod. If you liked Hard Doom and mods of that type, then you might like this mod. If not, it's still alright, this mod is a bit different compared to the others.

- The very first difference is that your character will constantly be evolving and improving in terms of both the stats and weapon efficiency. You'll be earning credits through monsters kills or completing a few special tasks. (These will be mentioned below) You can later use the hard earned cash to buy some very valuable items. (Which will also be discussed below)

- This mod incorporates the popular survival features used in servers nowadays such as the revenant tracer fix, coop bullets, shared keys etc. To activate the coop bullets, go to Options -> Customize Controls -> "Toggle Thru-Bullets". This is off by default and every hitscan weapon will function as normal hitscan when this is off.
- Make sure you bind a key to the menu of DnD. It has lots of information regarding your weapons, stats, loadout, the shop etc. A must have!

2. HELP

Here, I'll discuss the content of the mod and how to use them.

2. a. Players

There are three player classes to choose from. They have no difference other than aesthetics, so choose whichever you want!

2. b. Stats and Perks

This mod includes some RPG elements like leveling up by gaining enough experience, getting credits for killing monsters or completing certain tasks, spending attribute points on stats etc.

The stats available to spend attribute points on per level are as follows:

Spoiler (Open)
* Strength: Increases melee damage by 4. This includes fists, chainsaws, swords etc.

* Dexterity: Increases movement speed by 1%.

* Charisma: Reduces shop prices by 0.5%.

* Bulkiness: Increases armor capacity by 2.

* Vitality: Increases health capacity by 2.


You gain stat points by leveling up, picking attribute bonuses or finding all secrets in a map or getting all bonus tasks done. If a map has no secrets, this isn't applicable.

The perks available are as follows:

Spoiler (Open)
* Sharpshooting: Increases all damage dealt by 5%.

* Endurance: Reduces all damage dealt by 5%.

* Wisdom: Increases experience gain by 10%. Shown by a +X value under the first number displayed when you kill a monster.

* Greed: Increases credit gain by 10%. Showed by a +X value under the last number displayed when you kill a monster.

* Medic: Increases all healing done to yourself by 5. This includes all health items, health giving weapons etc.


You gain perk points every 5 levels or by completing all bonus tasks.

Lastly, you gain 20% bonus experience (of the total you got in that level) if you kill all monsters in a map.

2. c. Weapons

All the weapons are replaced. Your usual set of weapons you are familiar with are either presented with some changes to make them more useful, or are just visually upgraded. However, if you want to get more weapons or upgrade your current ones, you'll need to spend your credits in the shop.

Besides this, there's an important point to make with the weapons: They serve different purposes! Some of them are good at suppression, some are good at burst damage. If you are using the monster pack, then there are monsters that are resistant to some of these weapons, and some will just be completely useless. Make sure you read the description of these weapons in the shop. For example, some weapons can't hit ghosts and this means trouble against Spectres.

One thing worth mention is that each weapon slot has a meaning. They are as follows:

Spoiler (Open)
- Slot 1: Melee weapons.

- Slot 2: Pistol type weapons.

- Slot 3: Shell based weapons.

- Slot 4: Bullet based weapons.

- Slot 5: Explosive weapons.

- Slot 6: Rapid-Fire weapons.

- Slot 7: Highly destructive weapons.

- Slot 8: Ultimate weapons.

- Slot 9: Temporary weapons.


The temporary weapons are unique in the way that, you can't pick any of their ammo from anywhere besides their pickup. They are meant to be used and discarded, saving you some ammo for other weapons. You can have only one equipped at a time but you can drop them if you have a key bound to it from the key bindings menu. (Options -> Customize Controls) This is handy if you want to give a team mate your weapon, or take a better one given a situation.

The ultimate weapons have their own ammo pool, demon souls. Sometimes you'll see some white pickups drop from monsters. These are their souls and they feed these weapons. You can have only one of these weapons at a time, and they are very strong. Yeah, really strong. However, if you are using the monster pack, there are monsters that will piss you off so you won't kill everything with these weapons so easily.

2. d. Artifacts

These are items you can carry around with you and use at any given time. They are as follows:

Spoiler (Open)
- Field Kit: Heals 25 health per use. Max 3.

- Salvation Sphere: Gives 100 health and teleports you back to safety. Max 1.

- Portable Shield: Gives you invulnerability for 5 seconds. The duration stacks. Max 3.

- Blood Rune: You drain life per damage dealt. Lasts 30 seconds. Max 1.

- Triple Damage: Does what it says. Lasts 15 seconds. Max 1.

- Book of the Dead: Deals damage to all monsters in your view, and if it kills monsters, guarantees to extract their souls. Max 1.

- Blade Vortex: Summons a circle of deadly blades around you to cut your enemies. Also gives damage reduction of 50%. Lasts 20 seconds. Max 1.

- Stat Reset: Resets all your stats. This includes your Strength, Dexterity, Charisma, Bulkiness, Vitality and all of your perks. However you can reassign these after use. Max 1.


2. e. Abilities

There are various abilities. These can be researched from the shop for a price. The list of abilities are as follows:

Spoiler (Open)
* Close Combat Mastery: Gives your fist an alternate fire mode where you do a powerful roundhouse kick. Deadly at high levels of Strength, even more so if combined with berserk.

* Reloading Mastery: All your weapons that had to reload will reload twice as fast. This includes all weapons with a magazine or shell. (Even the super shotgun!)

* Mobility Mastery: You get to dash around if you tap your movement keys. Very useful if you are used to modern games allowing you this type of dodge mechanic.

* Arcane Mastery: All your artifacts are 50% more effective.

* Poison Mastery: You are immune to any kind of poison. There are quite a few monsters dealing poison damage, so it can become handy to have.

* Regeneration Mastery: You regenerate up to 20 + Vitality each second.

* Explosion Mastery: Your explosions hurt you 50% less. Useful for the clumsy.

* Heart Seeker Mastery: You can pick up demon hearts 10% of the time from their corpses and use them as temporary weapons.


2. f. Accessories

Finally, you can enrich your class' overpoweredness by these little beauties. These drop only from the most powerful of the monsters, and they are only available if you play with the monster pack. So, no easy power grinding in vanilla mode :)

Here are the accessories:

Spoiler (Open)
* Talisman of Wisdom: Increases experience gain by 50%.

* Talisman of Greed: Increases credit gain by 50%.

* Demon Bane: Increases damage of your demonic weapons by 50%. You know it's demonic if it looks "not man made". :P

* Amulet of Hellfire: Protection from all fire damage and environmental hazards by 75%.

* Angelic Ankh: When you are about to drop below 1 health, you are kept at 1 health for 8 seconds and are invulnerable during this period. Works once per map.

* Pendant of Reflection: When hit, you have a 20% chance to become reflecting and invulnerable for 5 seconds. This can happen for a total of 10 times per map.

* Nether Mask: Enhances all your weapons, they will all do their full damage even against the most resistant foe. All rippers will always rip through even the bosses. Non-ghost hitting weapons will always hit ghosts.

* Taltos Ring: You recover 5% of your maximum health with each successful melee hit. You also become a ghost. However you receive only 15% benefit from any health pickup. (Health bonuses give nothing)


You can only wear two of these accessories at a time.

2. g. Shop

The shop is one of the key parts of this mod. It contains all of the above, and some more things to see. Here's a screenshot of it:

Spoiler (Open)
Image


Here you can see the many things it has. Stats screen takes you to the stat screen where you can increase your stats and see your currently gained bonuses from those.

Perks section takes you to set your perks. This and the stat label will glow red and green if you have points that you can spend.

Loadout shows you your weapons acquired, abilities learned, artifacts owned and accessories. You can traverse these pages with the ">>" icon, and you can select it with your movement key and pressing use key. All you have to do to set your accessories are to use your move keys. If you have nothing, you can't set these.

Shop part is where you can do all your purchases. It leads to the aforementioned parts' purchase pages.

Abilities page shows you your currently researched skills. You can toggle those that can be toggled here as well.

Help screen shows additional help about the menu. You can also toggle the HUD's map stats display, such as enemies left, items left etc.

Guess what exit does!?!?!? Yeah...

2. h. Monsters

You have options here. You can either choose to use the vanilla Doom 2 monsters to go with this, which give very low experience and credit or you can be a tough guy and battle against a mash of some Realm667 plus some creative monsters. Mind you, most of these monsters are edited to some extent to be a bit different, so there are always new challenges. Be ready to die a lot if you are not careful :) These monsters give lots more rewards though, so make sure you try it out for the full experience!

3. DOWNLOAD LINKS

- The files: Core -- Monsters -- Coop / Survival Only Ammo Spawner

- Tracers may act up or not show properly, it's fixed. (There's a build you can use here: Build)

- Files should be loaded in this order AFTER the map pack of your choosing. Suggested map packs: CC2, 3 and 4, HellBound, Whispers of Satan.

- NOTE: USE ZANDRONUM 3.0!

- WAD ORDER: dndvX.Y.pk3 -> dnd_monstersvX.Y.pk3 -> dnd_onlyammovX.Y.pk3

- SUPPORTED GAME MODES: Cooperative and Survival



4. Changelog

V2.2:

Code: Select all

LEGEND:

- Nerf
+ Buff
! New feature
* Bugfix / Tweak

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

! Monsters now scale! There are a few cvars you can use to change behavior. These are listed at the bottom.
! Added lots of price scaler CVars for the shop! Read bottom of the file for more.
! Added dynamic lights to keys!
! Added "Monster Info" mastery that lets you see monster's hp bars, levels and associated traits. Cost 2000 credits.
* Fixed a bug where "Hobo" and the "Space Marine" were not benefiting from the damage amplify portion of "Hate Shard".
- Getting hurt now stops effects of "Regeneration Mastery" for 1 second.
- Slot 8 weapon prices increased to 20k up from 18k.
+ "SMG" bullets do a fixed 15 damage per shot up from 7 - 14 - 21.
+ "Eforcer Rifle" now does 20 - 45 damage up from 20 - 35.
+ "Hellforge Cannon" ammo capacity is now 100 up from 75.
+ "Silver Gun" explosion damage increased to 32 - 48 from 32 - 40.
+ "Silver Gun" shoots 9 pellets up from 8.
+ "Lead Spitter" does 18 damage per bullet up from 15.
+ "Basilisk" can now hit ghosts.
+ "Nailgun" nail damage increased to 8 - 16 from 8 - 14.
+ "Turel Cannon" does 125 damage on tap and 80 damage on rapid mode, up from 100 and 75 respectively.
+ "Turel Cannon" has an alt fire! It simply does only focused shots now.
+ "Nuclear Plasma Rifle" now does 36 - 60 damage up from 36 - 45.
+ "Nuclear Plasma Rifle" now does 10 - 30 explosion damage up from 4 - 12. Radius increased to 48 from 32.
+ "Ebony Cannon" balls do 16 - 40 damage up from 12 - 30. Explosion damage increased by 16 and 32 for normal and alternate fire balls. Explosion radius increased to 64 from 48.
+ "Mercury Launcher" now does 192 area damage in 160 unit radius up from 128 area damage in 128 unit radius.
+ Increased damage of "Heavy Missile Launcher" by 32 on both impact and area damage.
* Talent costs are reduced properly by "Charisma" now.
* Fixed a bug where your kill spree would stop working if you ended a map with the meter at a non-zero value.
* Fixed inconsistent menu messages and irrelevant menu return conditions.
* Fixed a bug where stat reset would not take into account the "Munitionist" perk.
* Fixed a bug where shell boxes (yellow ones) would not give "Slayer" ammo.
* Fixed a bug where "Heavy Super Shotgun" was not using any ammo.
* Fixed a bug where the backpacks would not check for the capacity of "Slayer" ammo.
* Fixed a bug where the "Scatter Pistol" would be lost upon picking up a new weapon or berserk.
* Fixed a bug where a compatflag message would spam you even in Singleplayer.
* Fixed a bug where the "Laser Pistol" charge sound would loop even after firing.
* Fixed a bug where "Chainsaw", "Double Chainsaw", "Necromancer's Sickle" and "Excalibat" were not benefiting from talents properly.
* Fixed a bug where you could still buy "Erasus" after buying "Heavy Super Shotgun".
* Fixed a bug where if you died with the menu up, you'd still see the menu.
* Fixed a bug where your level would be shown as 99 instead of 100 in the hud if you were level 100.
* "Excalibat" ball explosions will no longer push players.
* Fixed a bug where the "Heavy Machine Gun" would not alert monsters.
* Gibs can now be turned off through special fx toggle.
* "Heavy Super Shotgun" no longer pushes people.
* "Heavy Super Shotgun" will not reload when it runs out of ammo now.
* "Destruction Generator" explosion sound is no longer global.
- Slowed "Heavy Super Shotgun" by 2 tics.
+ Reduced "Erasus" primary fire spread to 9.0 x 6.4 from 10.4 x 7.2.
+ Reduced "Erasus" secondary fire spread to 12.8 x 8.2 from 15.6 x 9.8.
+ "Rotary Grenade Launcher" now does 192 damage on impact up from 96, and explosion radius is 192 up from 160.
+ "Erasus" shoots one more pellet now.
* "Death Staff" ground flames no longer cause water splashes.
- "Soul Stealer" mastery cost is now 9750 up from 8500.
- "Close Combat" mastery cost is now 6000 up from 4500.
- Talents now have a cap of 100.
- "Destruction Generator" only releases 6 energy balls down from 12.
- "Destruction Generator" explosion damage on initial and aftermath energy balls reduced to 384 and 192 respectively from 512 and 256.
- "Destruction Generator" now uses 40 cells up from 30.
- "Destruction Generator" now does self damage.
+ "Excalibat" direct hit damage increased to 50 - 150 from 30 - 90.
+ "Excalibat" explosion damage increased to 96 from 64.
- "Excalibat" now requires 1 soul for its altfire.
* Reduced bullet casing count to 1 in "Lead Spitter".
* When you enable "sv_weapondrop" flag on the server, you'll see a message telling you to turn it off, as it breaks mod rules.
* Fixed a bug where if the servers had double ammo on, "Sawedoff" would reload after firing all the time.
* Fixed a bug with "Excalibat" where the balls would hit players.
* Fixed a bug where "Lead Spitter" was not benefiting properly from "Reloading Mastery".
* Fixed a bug where "Nether Mask" was not benefiting "Excalibat" properly.
* Fixed a bug where when you bought "Destruction Generator", if you had a "BFG 6000" it would not be removed.
* Fixed a bug where the keycards would sometimes not display a frame.
* Fixed a grammar error in the reward texts.
* Fixed a bug where the "Destruction Generator" energy ball could get reflected.
* Fixed a random pixel in "Excalibat" idle frames.
* Fixed a bug where "Excalibat" could hit team mates.
* Fixed a sprite name clash with "Nuclear Plasma Rifle" and "Dark Zealot"'s graphics.
* Fixed a bug where "Minigun" tracers were too big.

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

- None.

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

! All monsters now scale! Both in terms of health and damage. You can adjust or turn off this scaling through CVars.
- "Gamon" does not have a hitscan attack anymore.
+ "Gamon" projectiles now pierce armor.
* Fixed a bug where "Hades Sphere" could damage players while in invisible state.
+ Increased slam damage of "Thanatos" by 16 on each explosions, and radius increased to better match it's visual.
+ Made "Hell Arbiter" a bit more aggressive.
+ Made "Arachnophyte" more aggressive.
* Fixed a bug where "Iron Lich" was using the wrong frame for its ice attack.
* Fixed a bug where "Spectre"s were not giving any Exp or Credit.
- "Spider Overlord" gives 1750 Exp and 1200 Credit down from 1900 Exp and 1350 Credit.
+ "Spider Overlord" shoots 4 bullets instead of 3.
+ "Angel of Death" now gives 1750 Exp and 1275 Credit up from 1500 Exp and 1125 Credit.
+ "Enhanced Cacodemon" was lacking a melee state, instead it will aggressively shoot energy balls when players are close.
+ "Weakener" projectile speed increased to 30 from 25.
- "Weakener" pain chance increased to 160 from 128.
+ "Azazel" projectile speeds increased by 2. (Not ground attack)
- "Azazel" ground explosions damage reduced to 36 from 48.
+ "Shadow Priest" projectile damage increased to 2 from 1.
+ "Barbatos" rocket hit damage is now 30 - 48 from 6 - 48.
+ "Kjaroch" melee does 30 damage up from 26.
* Added a missing "Homing" property to the "Shadow Priest".
* Moved "Paladin" red projectiles 4 units higher.
* Fixed a bug where "Mephisto" could still infight with plasma.
* Fixed a bug where "Imp Abomination" was doing less damage than it should have.
* Fixed a bug where "Avatar of Chaos" cubes would still not show up sometimes.
* Fixed a bug where "Avatar of Chaos" cubes would not play their bounce sound.
* Fixed a bug where "Undead Mage" could infight imps.
* Fixed a bug where "Avatar of Chaos" could drop multiple accessories.
* Fixed a bug where "Roach" would rarely spawn in place of an imp.
* Fixed a bad state in "Grell" that made it look stupid when dead too close to the floor.
+ Increased "Terminator"'s health to 5750 from 5250.
+ "Terminator" now has "Hardened Skin".
* Changed "Terminator"'s AI a bit to make it decide easier on which attacks to use.
+ "Terminator" now gives 1850 Exp and 1350 Credit up from 1750 Exp and 1250 Credit.
+ Increased projectile speed and damage of "Cardinal" by around 20%.
+ All ArchVile class monsters have "QUICKTORETALIATE" flag on them now.
* "Shadow Disciple" should no longer just dash across the map.
* Added dynamic lights to "Death Vile".
+ Made "Iron Lich" and "Gold Lich" more aggressive.

=====================
==    CVAR STUFF   ==
=====================

* Value on the right is the default value. Capped at 10.

server int dnd_shop_scale = 1;
server int dnd_shop_wep_scale = 1;
server int dnd_shop_ammo_scale = 1;
server int dnd_shop_artifact_scale = 1;
server int dnd_shop_ability_scale = 1;
server int dnd_shop_talent_scale = 1;

* Monster scaling cvars.

- float dnd_monster_dmgscalepercent = 0.04 (4% damage of the base will be added per monster level)
- int dnd_monster_hpscalepercent = 4 (4% will be added per monster level)
- dnd_monsterscale = true (Toggles monster scaling)
- dnd_monster_rewardscalepercent = 5 (Affects credit and exp gain counts per level of monster, max 25)


5. ACS SOURCE

Source can be found here: DnD Source

6. CLOSURE

Flags for servers:

DMFlags = 3227652
DMFlags2 = 256
DMFlags3 = 1104
CompatFlags2 = 2

Known bugs:

- DM only weapons/items/whatever will still spawn in Coop/Survival. Zandronum bug, don't bother me about this.

Some screenshots:

Spoiler (Open)
Image
Image
Last edited by Ivan on Wed Sep 07, 2016 7:45 pm, edited 6 times in total.
=== 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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Hypnotoad
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RE: Death and Decay

Post#2 by Hypnotoad » Sun Aug 24, 2014 9:17 pm

Like what I see so far, nice work!

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RE: Death and Decay

Post#3 by Ænima » Sun Aug 24, 2014 10:09 pm

Need to do some work on distinguishing this visually from all of the other "R667 Casserole" mods like Complex Doom. But if this is moving in more than just a "replace everything with something harder and shinier" direction then i'd be glad to help. :0
Last edited by Ænima on Sun Aug 24, 2014 10:09 pm, edited 1 time in total.
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RE: Death and Decay

Post#4 by Doomkid » Mon Aug 25, 2014 7:00 am

I like the idea / look of this, I'm especially a fan of the stacking backpacks, I've never seen that done before. Downloading!

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RE: Death and Decay

Post#5 by fr blood » Mon Aug 25, 2014 8:50 am

Nice project here, I tested it on Hellbound, and the gameplay was fun, there is no problems with the monsters of R667 as they are used properly like in here where you used the ASG sprites as a Machinegun, it's original.
ImageImage

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RE: Death and Decay

Post#6 by Ivan » Wed Aug 27, 2014 10:26 pm

Here's an update. Some major changes include:

- Added CLIENTSIDEONLY to most things, should be easier to play now.
- You now start with 100 + Statbonus health everytime you respawn instead of just 100.
- Fixed a major bug where if you had the Tenacity or the Movement upgrades and died, they'd actually be gone rather than being kept.
- Added a new mechanic to the Temporal upgrade: You now get a Temporal Sphere every map or when picking up the crate. This will give you a random temporary weapon with full ammo on it ONLY if you have none on you. You can only carry one of these and you get one per map, so do not hesitate to use.
- Fixed a few unintentional monster behaviors.
- Nerfed a few monsters.

Links:
DnDv1.3.pk3
DnD_OnlyAmmov1.8.wad
=== 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

Post#7 by The Toxic Avenger » Sat Aug 30, 2014 7:04 pm

Obligatory screenshots (image limit):
[spoiler]
Image
Image
Image
Image
[/spoiler]
I was asked to post these separate from the main post due to technical issues.

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RE: Death and Decay

Post#8 by Ivan » Sun Aug 31, 2014 2:38 pm

Here's an update that fixes almost all of the old and annoying bugs: DnDv1.4. This wil probably be the last until new Zandronum comes out, after which this mod will take a different and a unique direction.
=== 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

Post#9 by Konda » Mon Sep 01, 2014 11:36 am

The effects in this mod may not be among the better ones I've seen but the gameplay is pretty good. I also like the unique stuff like the rewards and the soul system. After a while of playing it becomes harder to navigate through weapons because I end up having quite a bunch of them.

I am not sure if the soul render steals souls from monsters (I doubt it does) but I think that would be a pretty neat feature. Knowing that the soul weapons are pretty damn powerful and their ammo is rightfully rare, the sword shouldn't be able to collect a significant amount of souls during its entire durability (rather, it should be a small amount of souls). The soul stealing ability would be available only in green mode, just like life steal. I don't know, maybe soemthing like 1 soul ammo after 6 - 8 successful hits in green mode. I am not experienced enough with the sword to know its durability well.

And yeah I know there's a soul stealer upgrade but the probability of having both a soul weapon and the soul stealer upgrade is pretty low. The soul render would just be a means of collecting a small amount of soul ammo in case you can't find any for a while. The probability of getting the blade itself is not too high either so I doubt it would make a huge difference in the general availability of soul ammo.
Last edited by Konda on Mon Sep 01, 2014 11:38 am, edited 1 time in total.

Code: Select all

<Synert> fuck
<Synert> plugged in my memory stick and got a bsod

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RE: Death and Decay

Post#10 by Ivan » Mon Sep 01, 2014 12:40 pm

Konda wrote:The effects in this mod may not be among the better ones I've seen but the gameplay is pretty good. I also like the unique stuff like the rewards and the soul system. After a while of playing it becomes harder to navigate through weapons because I end up having quite a bunch of them.


My original intention was that the Heavy Missile Launcher would in fact replace the Rocket Launcher once taken, but I thought not everyone would want that so I scrapped that entire idea. (Same with Silver gun and so on)

Konda wrote:I am not sure if the soul render steals souls from monsters (I doubt it does) but I think that would be a pretty neat feature. Knowing that the soul weapons are pretty damn powerful and their ammo is rightfully rare, the sword shouldn't be able to collect a significant amount of souls during its entire durability (rather, it should be a small amount of souls). The soul stealing ability would be available only in green mode, just like life steal. I don't know, maybe soemthing like 1 soul ammo after 6 - 8 successful hits in green mode. I am not experienced enough with the sword to know its durability well.

And yeah I know there's a soul stealer upgrade but the probability of having both a soul weapon and the soul stealer upgrade is pretty low. The soul render would just be a means of collecting a small amount of soul ammo in case you can't find any for a while. The probability of getting the blade itself is not too high either so I doubt it would make a huge difference in the general availability of soul ammo.


Soul Render currently does not steal souls from monsters. However, I can make it steal the soul if you land the blow on the "sated" mode. If you reach 100% on it's hunger meter, it glows red and shoots a red ray of death, taking 15% durability after it's used. So you have 7 of these to shoot in it's lifetime in the best case scenario. (It can be dropped with some durability gone, as well)

The soul stealer upgrade I thought would be a good "later in the game" upgrade, but the chances of it popping up are the same as the others so it kinda nullifies it. I'll have something for this in the future though.
=== 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

Post#11 by Ivan » Thu Sep 11, 2014 9:27 pm

Updated DnD to v1.5 and the only ammo wad to 1.9. Notable changes include:

- Removed Crackodemon, replaced with the Earth Lich.
- Soul Render problems fixed, also grants 2 soul ammo on the impact of the full charge strike.
- Sun Staff respawn problems fixed.
- Some other bug fixes, as usual.
=== 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

Post#12 by Monkeybtm6 » Sun Dec 21, 2014 3:16 am

Should have searched these forums better cause this mod seems to do everything i set out to do in mine, only a lot better.

Only difference is the damage upgrades, but wow gonna have to check this out and maybe stop work on mine or do something different.

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RE: Death and Decay

Post#13 by Armitage » Sat Jul 11, 2015 2:26 am

Death and Decay is fucking awesome! I've had a blast with this in SP recently, it's far more fun and more importantly balanced in contrast to Complex, only if the enemy really ambushes you will you take a severe beating unlike Complex wheir it's best not to get hit at all.

The Weapon tip boxes are sleek and awesomely designed, they seem similar to Stronghold in font and style, did you pinch their code? A feature request would be if the same could be done for the 'End of Level rewards' probably difficult to make some client side variable where it shows the unique pickup for each client, maybe just a toggle button which displays a tip for the currently selected inventory item? I saw instances in a previous SNS where some players didn't know what these rewards did at all except if they read this thread beforehand.

I'd also like if the Weapon Tip Box could be modified so it displays the tip for your currently selected weapon if you toggle it on and off, as you might miss it first time in the heat of combat.

I really like the Temporary Weapons as they are implemented, granted only carrying one at a time is a limitation based on coding which you haven't yet figured out but it gives you a greater incentive to use your current temp weapon on the map, fully utilizing it's capability instead of bagging it for later then accumulating tons of temporary weps which are powerful and may imbalance things.

In gameplay mods I am particularly impressed if the author has made the effort to upgrade your stock pistol to a more powerful and effective form, rather than leaving it as an obsolete weapon which is immediately discard as soon as you pickup your first shotgun. The best example of this is in 'Zero Tolerance' which features 'The Prophet' a high caliber pistol with a fast firing rate, however it's semi-automatic and requires you to tap faster, coupled with the fact it has a laser scope making it the most accurate long ranged weapon.

Then this is taken a step further by allowing a player to pick up a second for dual wielding, this makes it a powerful force in mowing down lighter foes in quick succession due to the enhanced firing rate and number of rounds depleted per second.

It'd be cool if a similar idea could be done for this mod, or indeed make a 2nd pistol altogether which is rare but powerful just like the 'Silver Explosive Shotgun'. I think it's a clear indication of innovative and smart game design if an FPS has a versatile arsenal where each weapon is just as effective and necessary for independent situations and non are rendered obsolete as a result of acquiring a more powerful one. The best example I can think of is Blood, very nice touch with the classic 'Western Sawed Off' by the way!

Lastly,I love the small inclusions of sound effects and tributes from other classic FPS such as a few Quake sounds, pickups, enemies, weapons, Hexen II, Blood etc. I really dig the Chaingun Zombies with the ROTT enemy sounds but I was always fond of the Triad Enforcer for being a real bad ass due to his endurance. It'd be sweet if the Zombie which replicates him here had more hit points to reflect this as currently most zombies go one in one shot so it'd be nice to have one genuine bad ass zombie.

Keep up the good work.
Last edited by Armitage on Sat Jul 11, 2015 3:34 am, edited 1 time in total.

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RE: Death and Decay

Post#14 by Ivan » Sat Jul 11, 2015 8:47 pm

Thanks for the feedback! Let me go through your post:

- Balance, although spent a lot of time on, still depends heavily on the RNG. If you get a rare monster early on in the map it's really hard to beat. However if you have enough equipment it's a cake walk most of the time. The stat bonuses and upgrades also help a lot on your way towards this where rare monsters will keep popping up even more often on later maps of properly advancing map sets. (In terms of difficulty)

- Weapon tip box code is written from scratch, but only the sound itself is from the new zdoom community project because it's a distinct and alerting sound that I very much like. The one for items I think is there in terms of a similar way to the weapon tip boxes, but yeah I can definitely make a new bind that displays your current weapons' tip box again. That's a good suggestion. I could make another bind that said what your currently gained reward also did too.

- Temporary weapons are made so by design, so you can only carry only one at a time. I couldn't figure out a good way of dropping them properly without glitching so you have to waste the ammo on it if you want to get rid of it. If anyone has a reliable method for this I'm all ears.

- The pistol is actually the most accurate weapon here and does a flat 15 damage per bullet, even more so than the machine gun. It is always useful IMO for long ranges unless you have the MG upgrade which effectively makes it a sniper weapon. However, what I can do is make a pistol upgrade that improves it altogether into a new pistol that looks cooler and does more for you.

- I'm glad you like the sound effects! I've as much appreciation as you do towards those and I think they add the enemies a unique touch. I also thought the same about the Triad Enforcer zombie, I think I can make it replace a stronger monster altogether and make it stronger overall to pay proper tribute.

Let me know more about your ideas!
=== 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

Post#15 by Armitage » Sat Jul 11, 2015 11:43 pm

Now I understand what's going on, I've spotted a bug with the 'Item Reward' tip box as it wasn't showing up for me at the start of the next map. It works fine until you've acquired a Chainsaw, then it constantly repeats the 'Chainsaw' tip box instead of the item reward when you enter the next map.

Definitely make the current weapon and item tip bind a reality.

I'm not sure if you misunderstood my Temporary weapons response, my statement was I like the system as it is currently with my argument in favor of keeping it. If you can collect all temporary weapons at once it could make you potentially overpowered at an early stage, and may result in a situation where you could use them instead of the ordinary arsenal due to excessive ammo.

I think the pistol upgrade is the most suitable idea similar to the Unmaker upgrades from Doom 64 and indeed the Blaster upgrades from Unreal, Zero Tolerance had the exact same upgrade feature/idea for the Flare Gun.
Last edited by Armitage on Sat Jul 11, 2015 11:45 pm, edited 1 time in total.

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RE: Death and Decay

Post#16 by Ivan » Tue Jul 21, 2015 3:54 pm

I'm getting really close to a new release. Here are some of the features:

- You can actually drop temporary weapons now.
- Monster rebalancing.
- Tons of bug fixes.
- Weapon tweaks, 3 new weapons.
- Some new monsters to balance out stronger ones.

However, I have one big plan in mind. I was thinking on adding some sort of an actual RPG system and a shop / money system to actually buy the upgrades, special weapons and the items and so on. You'll level up and also be able to invest in stats. How many of you would be interested in this? Let me know if you would prefer to have the current DnD gameplay over this or vice versa. I plan to not include any kind of stat saving in this, as it would potentially break the mod (and the RPG system won't be that complex). So, what do you think?
Last edited by Ivan on Tue Jul 21, 2015 3:55 pm, edited 1 time in total.
=== 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

Post#17 by Ænima » Tue Jul 21, 2015 4:36 pm

I say go for it. Besides, I need a good functional example of players using stat/item saving before I waste time implementing it in Mercenaries. :p


I'll even help if you want.
Last edited by Ænima on Tue Jul 21, 2015 4:37 pm, edited 1 time in total.
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RE: Death and Decay

Post#18 by Ivan » Tue Jul 21, 2015 5:36 pm

I think I might use some graphics for the shop and stuff such as some monitors and such to draw the weapon images and information on, maybe even panels!
=== 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

Post#19 by Armitage » Tue Jul 21, 2015 7:02 pm

I naively assume this shop system will work via a HUD menu similar to Wrath of Cronos's that you can get to on the fly? This would be the best method for simplicity and ease of use, this will likely greatly improve the chances of obtaining upgrade crates which I find are quite rare to come across otherwise, but do you intend for this system to entirely replace finding rare weapons/drops from powerful monsters or will both co-exist? The latter would be better in the event you have to pistol start a hard map with no previous credits/experience to prevent gameplay imbalances.

Sounds like another great original feature and gives you another incentive to play well, their was something similar although a different a concept with the old Hard-Doom Resurrection which had a basic rank/experience system, you would be rewarded with a weapon and sometimes powerup upgrade after a set number of kills.

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RE: Death and Decay

Post#20 by Ivan » Tue Jul 21, 2015 7:24 pm

Here I plan it to have one general menu with the following options: Stats and Shop. Stats will display your experience, level, money, and various other information about you where as the Shop will branch to 3 different parts: Powerups, Upgrades and Weapons. From there on you'll be given a list of things and information about them etc. I intend this to be a bit like Wrath of Cronos, but different in a way.

Also, this RPG thing is to replace the entirety of the upgrade crate and rare drop thing. You'll get money for kills, finishing maps and stuff so you'll still be able to progress, in a much more stable way instead of relying totally on luck. Keep in mind you'll also level up by gaining experience points so that'll also come in handy.
=== 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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