DooM

Archviles will not be resurrecting things.

The ressurect token seems to only work on things with the reviving tag, and converts them to the faction of the user, be it a zombie or doom monster or a triffid.

Im not completely sure where I want to go next. Ive added a weapon that should help suppress the doomfaction via mass firing of little grenades bits.
Ive got a beserk pack that literally allowed me to murderate most doom critters. Ive got healing supplies, and a stamina regenning potion.
Ive got armor that has solid physical and envio protections. They dont provide 100% protection though.

I want a soulsphere/cube. Eventually.
I want to finish up/add more crap into the hellspire/hellcastle.
I want to add a Lab-type setting for the demons.

I want to create recipes for certain items Ive made for this.
I want to add a ‘Queen’ monster or three, whose death would depopulate the local demons.

Though not directly tied to this mod, I want to add mutated wildlife and perhaps relook at the mutations, tinkering away some of the complaints Ive accrued through my own playing.

Ideas for the Queens so far:

  • A ‘soul cube’. An immobile cube that sits in a room at the bottom of a hellxxx and creates doom faction monsters similar to the icon of sin. Though idk if I can protect it too too much, since what ever it makes has to be able to path to you.

  • The arch vile, if made really, really strong, would suffice. Perhaps a room of them, or a maze. Because thats never been done. In this case I’d make a special Archvile that had exactly similar stats and descriptions as the normal ones except it had the ‘Queen’ flag.

  • Spider mastermind might make it. Why not.

  • Pain elemental would be a good boss if I let it spit out other things too.

pain elemental? they realy cause a lot of pain when you must fight with endless waves of lost souls because he see you and you cant see him

The ressurect token seems to only work on things with the reviving tag, and converts them to the faction of the user, be it a zombie or doom monster or a triffid.
Consider creating zombies specifically for demonic areas?
I want a soulsphere/cube. Eventually.
Here you go:

Item codes:

{ "id": "broken_soulcube", "type": "TOOL", "symbol": ",", "color": "white", "name": "glowing soulcube", "description": "An unknown cube-shaped device of obviously alien origin, it's purpose is unknown.", "price": 1000000, "material": "diamond", "weight": 1000, "volume": 2, "bashing": 6, "cutting": 6, "to_hit": -3, "ammo": "NULL", "flags": "LIGHT_50", "use_action": { "type": "transform", "target": "soulcube_on", "active": true, "target_charges": 4, "msg": "The glow transfers over to you, healing your wounds!" } }, { "id": "soulcube_on", "type": "TOOL", "symbol": ",", "color": "white", "name": "healing soulcube", "description": "An unknown cube-shaped device of obviously alien origin, it's purpose is unknown.", "price": 1000000, "material": "diamond", "weight": 1000, "volume": 2, "bashing": 6, "cutting": 6, "to_hit": -3, "max_charges": 4, "initial_charges": 4, "charges_per_use": 0, "turns_per_charge": 1, "ammo": "NULL", "revert_to": "soulcube_charging", "use_action" : "ARTIFACT", "artifact_data" : { "effects_activated": ["AEA_HEAL"] } }, { "id": "soulcube_charging", "type": "TOOL", "symbol": ",", "color": "white", "name": "recharging soulcube", "description": "An unknown cube-shaped device of obviously alien origin, it's purpose is unknown.", "price": 1000000, "material": "diamond", "weight": 1000, "volume": 2, "bashing": 6, "cutting": 6, "to_hit": -3, "ammo": "NULL", "use_action": { "type": "delayed_transform", "transform_age": 2400, "//": "4 hours", "not_ready_msg": "You fiddle with the cube, but nothing happens.", "msg": "\"USE US.\"", "moves": 0, "target": "soulcube" } }, { "id": "soulcube", "type": "TOOL", "symbol": ",", "color": "white", "name": "soulcube", "description": "An unknown cube-shaped device of obviously alien origin, it's purpose is unknown.", "price": 1000000, "material": "diamond", "weight": 1000, "volume": 2, "bashing": 6, "cutting": 6, "to_hit": -3, "use_action": { "type": "place_monster", "monster_id": "mon_soulcube", "difficulty": 0, "skill1": "survival", "place_randomly": true, "hostile_msg": "Oh, it's hostile. That's probably not supposed to happen.", "friendly_msg": "As you fiddle with the cube, it flies from your hands!", "moves": 50 } }, { "id": "soulbomb", "type": "TOOL", "symbol": "*", "color": "white", "name": "soulbomb", "description": "Haaaaaaaaaaaaaaaaaaaaaaaaaaax!", "price": 0, "material": ["diamond"], "weight": 236, "volume": 1, "bashing": 5, "to_hit": -1, "flags": ["BOMB"], "category": "weapons", "use_action": { "type": "transform", "target": "soulbomb_on", "target_charges": 3, "active": true, "msg": "A computer monitor flies towards you at extreme speed!" } }, { "id": "soulbomb_on", "type": "TOOL", "symbol": "*", "color": "white", "name": "active soulbomb", "description": "Haaaaaaaaaaaaaaaaaaaaaaaaaaax!", "price": 0, "material": ["diamond"], "weight": 236, "volume": 1, "bashing": 5, "to_hit": -1, "max_charges": 1, "initial_charges": 1, "turns_per_charge": 1, "category": "weapons", "use_action": { "type": "explosion", "sound_volume": 0, "sound_msg": "Tick.", "no_deactivate_msg": "You try to turn it off, but it just turns right back on.", "fields_radius": 4, "fields_type": "fd_laser", "fields_min_density": 3, "fields_max_density": 3, "explosion": { "power": 20, "shrapnel": 50 } } }

Monster entry:

, { "type" : "MONSTER", "id" : "mon_soulcube", "name": "soul cube", "species":"ROBOT", "default_faction":"player", "symbol":"e", "color":"white", "size":"TINY", "material":"diamond", "diff":10, "aggression":100, "morale":100, "speed":250, "melee_skill":0, "melee_dice":0, "melee_dice_sides":0, "melee_cut":0, "dodge":10, "armor_bash":0, "armor_cut":4, "vision_day":50, "vision_night":50, "revert_to_itype": "soulcube", "special_attacks":[["KAMIKAZE", 0]], "starting_ammo": { "soulbomb": 1}, "luminance":100, "hp":50, "death_function":"BROKEN_AMMO", "description":"An unknown cube-shaped device of obviously alien origin, it flies forth with singular purpose.", "flags":["SEES", "FLIES", "NOHEAD", "NO_BREATHE", "INTERIOR_AMMO"] }

It functions like Doom 3’s Soul Cube, except the recharge thing as making it absorb demonic souls is a bit tricky.
Essentially, a reusable grenade hack, that when picked up, can be used to restore 5hp on all parts over 5 turns, and then takes 4 hours to recharge.
Explosive damage is a bit hard to balance as explosion size is directly related to explosion strength.

That’s pretty easy to solve by not giving them infinite ammo, perhaps 21 souls each, as a callback to the old Doom limit.

Hey neat.

Ima do it, thanks

This isnt . . . quite true. Ill get baack to you about it in a PM.

Meanwhile.

Ive built an archdemon that spawns the demons at 30 second intervals. The very first thing it spawned in testing was a cyberdemon, a 1 in 151 chance.

pedit:

hunph. I spawned it and a seed of 9 imps into a city core with 1 year 12 hours time. They roflstomped it. :-/

Anyone willing to offer up a good ranged attack for the ‘archdemon’?

Its primary attack, the spawning of various demons, is only used against the player.

Just remember, that grenadiers will only use their ‘spawn manhack’ attack against you. They have to see you to use it.

Gun data for monster.

{ "type" : "gun", "cooldown" : 5, "gun_type" : "hellfire", "ammo_type" : "flaming_ball", "max_ammo" : 1000, "fake_str" : 10, "fake_dex" : 10, "fake_per" : 10, "fake_skills" : [["gun", 5], ["rifle", 5]], "move_cost" : 250, "targeting_cost" : 50, "range" : 10, "description" : "the ground is wreathed in flames!", "targeting_sound" : "SCREaeAeeaEeAeEaE!", "targeting_volume" : 50, "no_ammo_sound" : "Auwhuuwww..." }

And items.

{ "id": "hellfire", "type": "GUN", "symbol": "&", "color": "red", "name": "pyrokinesis", "description": "No, you are not The Fury.", "price": 0, "material": ["flesh"], "flags": ["NO_AMMO", "NEVER_JAMS", "NO_UNLOAD", "JET"], "ammo": "flaming_ball", "skill": "rifle", "weight": 0, "volume": 0, "bashing": 0, "cutting": 5, "to_hit": 1, "ranged_damage": 0, "pierce": 0, "range": 11, "dispersion": 0, "sight_dispersion": 0, "aim_speed" : 5, "recoil": 50, "durability": 10, "clip_size": 1, "reload": 75, "loudness" : 1 }, { "type" : "AMMO", "id" : "hellpyre", "price" : 0, "name" : "pyrokinetic energy", "symbol" : "=", "color" : "red", "description" : "You are not a blue mage either.", "material" : ["steel", "powder"], "volume" : 1, "weight" : 1, "ammo_type" : "flaming_ball", "damage" : 1, "pierce" : 0, "range" : 1, "dispersion" : 0, "recoil" : 0, "count" : 1, "effects" : ["ACT_ON_RANGED_HIT", "RECOVER_100"], "use_action": { "type": "transform", "target": "hellpyre_on", "target_charges": 3, "active": true, "msg": "You feel like you're gonna have a bad time..." } }, { "id": "hellpyre_on", "type": "TOOL", "symbol": "*", "color": "red", "name": "incoming pyroclasm", "description": "LOOK OUT!", "price": 0, "material": ["steel", "powder"], "flags": "LIGHT_100", "weight": 100000, "volume": 255, "bashing": 5, "to_hit": 1, "max_charges": 3, "initial_charges": 3, "turns_per_charge": 1, "flags": ["BOMB"], "category": "weapons", "use_action": { "type": "explosion", "sound_volume": 0, "sound_msg": "Tick.", "no_deactivate_msg": "Tick tock, engager-of-maternal-coitus.", "fields_radius": 2, "fields_type": "fd_fire", "fields_min_density": 1, "fields_max_density": 1 } }

HAHAHAHAHAHA

687 of them

Those bastards!

Im working one fleshing up some critter mutations and playing with some zombie balance right now, but I do want to begin expanding the structures for doomy critters soon. Many of the items Ive added can be found spread throughout the world.

Okay.

with a bit of critterstuff out the way I wanna come back to this.

1st. space marine crap is now PRM Marine. the idea is that it avoids the stigma of being out of place in a scifi world. yup
2nd. Ive done some slight nerfing of doomcritter armor values. their weapon damage is due for a bump or else i am just well armored. which is probably also true.
3rd. Doomlab. im gonna seeabout fetchingthe ids for that lab tiles and maybe make my life easier.
4th. doomcastle will get modulatized. gonna fit whole buildings onto 1 section, see about nerging down the lavas. 3d is here, so maybe an up?
5th. we desparetely need to add a queen critter. i have 2 made up, and a third from blaze. so yea. sad that grenadier isnt gonna be fixed but moving along now.
7th. mechaspiders need to be disassembled, not butchered.

I ran into a doomcastle wedged against a city. panda-friggin-monium.
Imps taking out 8 regular greenies at once, arachnotrons sniping at me amd zombies from across the bubble, a caccodemon shot my am up as i was working. The item formerly known as space sleeves are decemt protection from shock. An arachnotron pointblanck shredded my companion. They are pretty innacurrate on the longshot but because they fire bursts of 4 lasers its fairy significant up close, and if they brain you its gonna hurt. he set me on fire after killing my friend.

with coolthulus nearmiss pr the arachnotron is too wild shooting. time to accurize them.

I saw my first organically spawned mancubii today. ran it right over. not even a little

I popped down the cyberrocket launchers accuracy a bit. Hes a little more accurate.
The arachnotron had his dispersion lowered, and I was giving it rifle skill when its gun was a rocket >.<

So archnotron has 5 skill (5 is professional for NPCs) and his gun is still crap, but less crap now.

Its a sniping shotgun, essentially. You let him get close and hes going to nail you. but further away you have more luck.
Its accuracy at close range is deadly. its a threat at medium range. Its also weak to EMP.

I want to hear if its too hard. Its capable of piercing basic power armor, especially at close range. At medium range it did minimal damage.

How interesting.

I spawned a bunch of each type of ice_lab item. Why ice lab? mostly because ice_lab is unique, whereas lab_ is less so.

Anywho, I think the terrain actually turns itself into a topside tile, with a door in guarded by a keycard reader and turret, and then a staircase on the far side, if it is ‘exposed to air’. 3 of the 4 types did so, turning into the entrances to the lab.

The final one refused to do so and instead connected to each other.

TBH the labs are all fairly outdated, and theres a lot I think I would do to them if I had final beck and call.
Like why the hell do turret rooms never have items? 90% of all the cool items should spawn in them. mutagen should be locked and under automated defense. for instance. So should most (but not all) of the books.

There are only 4 types of laboratory tiles.

A stair (i.e topside)
A core (i.e. the specialist structures)
A lab (i.e. the various labs)
A finale (i.e the finales)

So, given that we know that the stuff put on top turns into a stair, and that all the lab is just really 2 kinds of buildings . . .

I could utilize the fact that every single lab has a chance for doors in the middle of them to make my own custom ones and intermix them.

Id make some that are literally solid rock, which is what is spawned by default . . . It might work, but Id have to tweak the numbers to get an organic-ish appearance.

Okay. I may have been too zealous when I made doomcastle. Its a real pain to get in, especially at daytime.

I started off okay. I used the superior firepower of mounted guns to clean up the front.

But then, as I ran up to the entrace a caccodemon and a few others came forward to hurt me. My retreat was officially cut short by a revenant rocket.

I did recent improve the accuracy of the cyberdeom, the arachnotron got an accuracy, skill, and damage boost, and the caccodemon got a 5 point damage increase to its ranged weapon.

Im wondering where the line with the demons is. It would be better if I made the castle a little more accessible, so to start Im removing the guarantted spawns from the doorway.

pedit:

In hindsght, I did do a few things wrong.  For instance,

-I didnt take out the shotgun on my back. I could have shot the rockets.
-I didn’t manage my pain. I fled and only popped 1 codeine.
-I engaged the weaker monters, such as the slave and imp, in melee instead of fleeing to the safety of the truck. These guys are pretty much chafe of you are capable of piercing into the hellcastle.
-I didnt use my whispering napkin. An artifact that creates a flashbang.
-I didnt shoot more volleys into the fortress. I had 400 rounds of .50 ball.
-I didnt use any of the specialist weapons I had in my trunk, such as the packed law rockets, or the optical cloak I found, or the various automatic weapons.
-I didnt think ahead. number 1 reason for death.

These are mistakes of play. My fault as much as any buffs/unfairness.

Anyone have any idea what an arachnotron should deconstruct into?

I cant grant people laser weapons. At least not unless I make the difficulty like 8 or something. I can give optical gear though.

I promise Ill get to the doomy things. I swears it. For now, I am rebalancing up the doom faction as a whole.

Mutated flesh and a CBM

Awesome mod my friend. A whole lot of other mods make the game easier, and therefore are cheating, but not pk’s. Pk’s mods are the opposite of cheating.

Oh man, wouldn’t it be cool if when you melee killed guys they exploded ammo and health?

,{
“type”:“GENERIC”,
“id”: “broken_arachnotron”,
“symbol”: “%”,
“color”: “white”,
“name”: “destroyed arachnotron”,
“category”: “other”,
“description”: “A dead arachnotron. But was it ever truly alive?”,
“price”: 100000,
“material”: [“steel”, “flesh”],
“weight”: 18520,
“volume”: 340,
“bashing”: 4,
“cutting”: 0,
“to_hit”: -3
},{
“type”:“GENERIC”,
“id”: “arachnotron_guts”,
“symbol”: “%”,
“color”: “ltgray”,
“name”: “demeated arachnotron”,
“category”: “other”,
“description”: “A dead arachnotron, with the largest chunks of flesh quickly cut off.”,
“price”: 42500,
“material”: [“steel”],
“weight”: 16280,
“volume”: 328,
“bashing”: 4,
“cutting”: 0,
“to_hit”: -3
},{
“type” : “COMESTIBLE”,
“id” : “spider_brain”,
“comestible_type” : “FOOD”,
“category”: “other”,
“name” : “arachnotron flesh”,
“symbol” : “%”,
“color” : “i_brown”,
“material” : “flesh”,
“weight” : 2440,
“volume” : 12,
“spoils_in” : 128,
“quench” : 5,
“nutrition” : 32,
“healthy” : -6,
“parasites”: 0,
“charges” : 1,
“fun” : -20,
“description” : “The flesh of an arachnotron, seperated from its mechanical apparatus. Its somewhat briny smell indicates the flesh can keep for a time.”,
“flags” : [“MUTAGEN_WEAK”, “TRADER_AVOID”],
“use_action” : “MUTAGEN”
}

So it gets deconned into meat and machine with a butchering tool.

Then, you further break down the meat with the crafting menu. And spend 8+ hours deconning the machine parts.

Ive added raw arachnotron fillets, raw uncut arachnotron, cooked arachnotron, sandwiches, battered meat, soup, and pickled meat. Gonna get to work on what the machine decons into tomorrow. Right now the tank drone is standing in.

[quote=“Chezzo, post:77, topic:11486”]Awesome mod my friend. A whole lot of other mods make the game easier, and therefore are cheating, but not pk’s. Pk’s mods are the opposite of cheating.

Oh man, wouldn’t it be cool if when you melee killed guys they exploded ammo and health?[/quote]
I could do that as a submod of this. Im trying to keep the power fantasy while still keeping the theme of CDDA’s nihilism.

Thatd make for an excellent overhaul mod though. replace zombies with doomcritters, flesh out the doomcritter with multiple kinds/strengths, and make them drop stuff you can consume almost instantly.


The first floor for the doomlab is done. Ive added 5 varieties:

-A base model, no extensive damage
-A ‘abandoned’ model, where most things are open and looted
-A fight model, where things are razes
-A bust out the back
-A bust out the front door model

Each type will have different loot consistencies and monster spawns. Some might have functioning turrets.

[
{
“type”: “mapgen”,
“om_terrain”: [
“doomlab_f01_00”
],
"//": “base model”,
“method”: “json”,
“weight”: 150,
“object”: {
“fill_ter”: “t_thconc_floor”,
“rows”: [
"----------&oo-----------",
"-----------??-----------",
"–LBB C- -XX XXX–",
"-- T- T-XX X–",
"–LBB C- -X XX–",
"-- S–??-- XX–",
"–LBB CT- -X X X–",
"-- CT- -XXX TXX–",
"–LBB CT-+±—±-----",
"-- CT- ----?-( (–",
"–?—±--- ? – —",
"-- -t-?---- ? - –",
"–
- ? ----?-t- --",
"— – ? ----±–?--",
"–( (-?---- -TC --",
"------±—+±TC BBL–",
"–ST - -TC --",
"–m fff b- -TC BBL–",
"–m fff --+±-S --",
"–m fff - -C BBL–",
"–M - -T --",
"–M eeee)- >> -C BBL–",
"------------------------",
"------------------------"
],
“terrain”: {
"&": [“t_card_science”, “t_card_science”, “t_card_science”, “t_card_reader_broken”],
"-": “t_strconc_wall”,
" “: “t_thconc_floor”,
”.": “t_rock_floor”,
"#": “t_rock”,
">": “t_stairs_down”,
"<": “t_stairs_up”,
“1”: “t_column”,
"~": “t_lava”,
"@": “t_pit_corpsed”,
“p”: “t_pit_spiked”,
“0”: “t_window_stained_green”,
"=": “t_bars”,
"+": [“t_door_bar_c”, “t_door_bar_c”, “t_door_bar_o”],
"`": “t_open_air”,
"?": [“t_door_metal_pickable”, “t_door_metal_pickable”, “t_door_metal_locked”, “t_door_metal_locked”, “t_door_metal_c”, “t_door_metal_o”, “t_door_metal_o”],
“o”: [“t_door_metal_locked”, “t_door_metal_locked”, “t_door_metal_locked”, “t_door_metal_locked”, “t_door_metal_locked”, “t_door_metal_locked”, “t_door_metal_c”]
},
“furniture”: {
"^": “f_rubble”,
“S”: “f_statue”,
“x”: “f_ash”,
“n”: “f_slab”,
“J”: “f_spike”,
"/": “f_blade”,
“8”: “f_shackle”,
“f”: “f_canvas_floor”,
“b”: “f_floor_canvas”,
“e”: “f_exercise”,
“M”: “f_ball_mach”,
“m”: “f_treadmill”,
“T”: “f_table”,
“C”: “f_chair”,
")": “f_indoor_plant”,
“B”: “f_bed”,
“L”: “f_locker”,
“X”: [“f_crate_c”, “f_crate_c”, “f_crate_o”],
"(": “f_shower”,
"*": “f_sink”,
“t”: “f_toilet”
},
“monster”: {
“Z”: { “monster”: “mon_doom_sacrifice” },
“L”: { “monster”: “mon_lostsoul_mount” },
“R”: { “monster”: “mon_revenant” },
“A”: { “monster”: “mon_mechaspider” }
},
“set”: [
{ “point”: “furniture”, “id”: “f_blade”, “x”: 16, “y”: 16 },
{ “point”: “furniture”, “id”: “f_spike”, “x”: 13, “y”: 13 }
],
“place_monsters”: [
{ “monster”: “GROUP_DOOM_INFANTRY”, “x”: [ 15, 23 ], “y”: [ 15, 23 ] },
{ “monster”: “GROUP_DOOM_INFANTRY”, “x”: [ 6, 10 ], “y”: [ 6, 10 ], “chance”: 4, “repeat”: [ 1, 2 ] }
],
“place_items”: [
{ “item”: “doom_victim_corpse”, “chance”: 55, “x”: [ 9 ], “y”: [ 9 ] },
{ “item”: “doom_victim_corpse”, “chance”: 65, “x”: [ 23 ], “y”: [ 16 ] }
]
}
}

I’ll be doing as I said. I think Ill make this the front-center tile, and surround it by trees. The entire complex will be 3x3 or so, and Ill mix in the pregenned labs and customized ones.

This is the basic, everything works prototype, with some errors due to copying the item/monster/furniture spawns from doomcastle:

And a second one, the ‘fighting’ model:

Now with 100% more blood