Closed Username-N00b-is-not-available closed 3 years ago
I see the problem. The aggressiveness on "Mein Leben" is set to 1.0 (maximum), and so the mutants are always trying to do their ranged attack. However, the A_CheckLOF on line 83 prevents the ranged attack if the player is within 512 units of the mutant. So the mutant is going to the "see" state instead of moving towards the player.
Well investigated 👍
The Übermutant in the ending of C1M0 has way more health than suggested by his healthbar, you can unload several shotgun shots into him, and the healthbar will still be full.
Should be fixed in e556e5a6f220dffc84c63af3786624aaa61a91aa
What do you think about removing the splash damage caused by the smoke monster upon dying?
@Talon1024 Would appreciate it, had to reload saves on my melee-only playthrough multiple times because of that :-) Almost 400 dmg is way too much for an effect like this, and I think we lose nothing if we remove it altogether. Edit: Oh, I forgot that you can abuse its melee range so it does not attack most of the time...
Agreed, that's fine.
I think I need to draw attention to this. @Ozymandias81 @AFADoomer @Talon1024,
This could be a nice mechanic but sadly now it works inadequately. High firing delay which we have now completely trivializes the missile evasion by players, at this point it would be much better to just remove the target leading whatsoever and use standard codepointers like A_SpawnProjectile or something similar.
moved to the top
A new portion of reports from my walkthrough videos being watched by @Tormentor667:
Additional hint for the Tiger tanks at the yellow key in Astrostein: This only is happening in the harfest difficulty, the others are ok.
IIRC this was resolved by @Talon1024 https://github.com/Realm667/WolfenDoom/commit/afe515d529c1bbba09d00005d7a780dfb914f851? --N00b
:x: The shotgun soldier has a Doom shotgun-style horizontal-only spread, I forgot to add vertical spread to his attacks too. Or is it better this way, as a reference? :-)
I think it is okay to keep spreads as they are, visually less disturbing too. --Ozy81
What do you guys think about setting a limit on the number of times the MutantMelee can throw his two cleavers? For example, how about making him only able to use that attack once or twice?
@Talon1024 Personally I think this is not a bad idea, since after the fixes they just spam these on Mein Leben... but it could make them helpless in a situation where the player can get into a safe spot (e.g. on a crate in C1M0). IMO it might be better to limit the frequency of the ranged attack. Or if you are thinking about realism (where would they get so many cleavers), we can make the projectiles ricochet off solid surfaces and return to their owner like a boomerang, and the mutant will be able to rethrow the cleaver only when it has returned :-D BTW, their sprites will still have two cleavers in them, then we'll need to add cleaverless sprites.
This is a good idea :)
All cool okay, but I would prefer to keep things as they are, in the end mutants with cleavers exists in Wolf3d since ages... so better not add a new feature and risk again to lose time over it to understand how to fix this/that then fall in "unforeseen consequences" with a new GZDoom build.
Decreasing the frequency of the cleaver throw attack is a good idea. Maybe I can add some randomness to A_MeleeMutantChase. However, my idea wasn't to have them throw ALL of their cleavers... They have 1-3 pairs of spare cleavers for throwing, and their main pair of cleavers for melee.
Moved all the issues to the initial post so we don't miss anything.
I'd like to make some more enemies, like the grenadiers and MG turrets, use the weaker explosion (GeneralExplosion_Nazis).
Added, still working on the commit. --Ozy81
@Username-N00b-is-not-available AFAIK, you have added the surrenderer key to the city of Berlin, didn't you? The latter is just unclear, there is no smuggler on C3M6_B so what do you mean? C2M6_C where "Mikkel", the norwegian smuggler is located or C3M6_A where the "Nazi" smuggler is located in the camp before Castle Wolfenstein?
Would be nice to add some sprites for the C3M5_A surrendering soldier key and also C3M6_B smuggler one (this one is just planned), so they could be shown in inventory like the occult skull key.
@Tormentor667 Oh, sorry, for some reason I thought I've closed that checkbox, but forgot to do so, please never mind it. Now everything with it is okay. I meant Fritz Hosenscheisser there, because the checkbox is old, and IIRC in the beginning we named the SS merchant 'a smuggler'.
Thanks for clarifiying :)
Something more on tanks.
:x: For some reason 'kill monsters' does not massacre all the tanks on map, it kills them one by one. Quite strange.