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Gameplay Mods • Re: DOOMablo: a looter-shooter DOOM (v0.10a - Oh, yes)

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With the help of this amazing community I figured it out. It was much simpler than I expected, but oh boy how many animations ended up broken on reload-switching. Anyway, should work now. New update is there. https://github.com/sidav/doomablo/relea ... prerelease
- Fixed a typo in ENU locale file which caused settings menu to be broken; - sorry for this :(
- Allowed weapon switching during main segments of reload sequences;
- Added animation interpolation to smooth out some reload animations.
- Greatly reduced generated affixes' levels spread, which should create more powerful affix stats an average.

The last one is a funny one. Initially there was a big spread in generated affixes' levels. If we have lvl60 item drop, its affixes were not necessarily of level60, but of random in lvl30-60 range. This made sense before the level scaling was here, as it allowed the same leveled items to be more varied. Aaaaand this logic was forgotten right there after the scaling and affix rework. Reworked affixes stats are now dependent 50% on random, 50% on affix level, and this forgotten logic caused the level to be 25% lower on average, which led to underpowered items to be too frequently generated... Well, this is now fixed.
Tl;dr: all of the affixes on all of the items are now considerably more powerful on average. Maybe it will even reduce the need in monster HP scaling setting.
Here's an example for you:
Spoiler: I heard you love powerful artifacts huh?

Statistics: Posted by sidav — Sun Jan 05, 2025 8:49 am



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