I found a bad bug.
Port was UZdoom version 1.14.3
I had loaded the mod with "Improvisation" with this one being loaded last.
Normal Doom 2 maps.
It seemed to work fine, I got them on either monster kill or secret findings, threw them and they spat out items without a problem.
Then I decided to be cheeky and threw one at an enemy thinking it may hurt one, instead it froze the game haha.
To clarify, it froze once the dice hit an actual enemy, specifically a machinegunner from vanilla enemies.
Prox-Mine-Painter
Recent community posts
Okay, fun and cool but a few big problems, one is that it needs an alt-enter full screen command so a player can quickly fill out their screen and have a clear view of everything.
Second is that while the player may take care to place stickers so as to not place over numbers, the ai does NOT care and at times I have had a sticker over the upper left number leaving me blind to the value of the card, especially if I cannot go into fullscreen to get a good view of that bottom right number besides.
Really cool idea though besides and I would love to play more!
This is all kinds of flat out amazing! A trippy experience, though the pitch black levels turned me off especially the third one with the eyes hunting you down, a ton of pressure to feel out a level.
Really awesome experience elsewise though with impressive art and programming to give you an awesome, surreal experience!
Hello, I wanted to suggest an idea for this mod: A "Charge" mode for the mod that requires a player to charge the power briefly to pull an item or enemy at varying strengths.
There could be a minimum charge time (Ie a second) which means a player can't spam it so much to get items they need, forcing precision and patience, but past the minimum, they can charge it more to pull an item or enemy towards them harder and faster.
It wouldn't be by default, but I imagine a few users may like it so they can add a little bit of challenge but also variety to the pull strength, with options for toggling the minimum charge time and the maximum they can charge it to, such as a minimum of 2 seconds to really make it more risky to use, and a max of 1 inch per second in speed, so they can't pull a megasphere stuck on a pedestal across the room so easily.
Hi, I have gotten this error when clicking on the graffiti cleaning option.
It did not seem to stop it from working, but I am posting most of the error regardless:
An embedded page at html-classic.itch.zone says
An error has occurred. You may be able to continue, but some parts may not work properly.
Error: <<event>>:error within widget code (Error: <<set>>:bad evaluation: weightedEither: First parameter must be a generic object.).
Stack Trace: Error:<<event>>:error within widget code (Error:<<set>>:bad
evaluation:
weightedEither: first parameter must be a generic object.)
at Wikifier.value (https://html-classic.itch.zone/html/16702681/
index.html?v=1772721440:21127:149912)
at HTMLAnchorElement.<anonymous> (https://html-classic.itch.zone/html/16702681/index.html?</anonymous>
v=1772721440:21127:221173)
Etc. (I could not write down the rest, as I was not able to simply copy and paste and it was too tiring to keep going on.)
Hi! I've been enjoying this mod quite a lot. I love how the tapping/holding mechanism gives weapons an extra flare of utility to make things more interesting, especially for the energy and shotgun weapons.
I like the melee weapon's block feature too giving you a nice counter-attack.
I had a crazy thought though; what if pressing and holding primary right after the deflection gave you a third functionality to each weapon? Something to give them a brief boost or single stronger attack.
In example,the shotgun could fire off piercing rounds or splay three shots in a wide arc.
The energy weapon could fire off a medium-range bfg style shot for big ambushes that are hard to keep up with."
The Quicksilver's deflective-powered-shot might fire concussive shots that can mildly damage with aoe, but more important are nigh guaranteed to stun to make some larger crowds more manageable.
honestly I'm just having fun thinking these out.
This is a very tightly made mod and a lot of fun, and I love the extra functionality with your Malefactors mod for slicing baddies in half.
Well done!
I have a suggestion for Fort mode to have a command or button to skip to nightfall while calculating all gains from mines and farms so the player doesn't have to press the wait button over and over.
At least give an auto-wait much like how sleep till morning works so a player can give their fingers a rest when they have themselves prepared.
Another suggestion involves the lack of stone in Fort Mode for a player to gather up after the initial blocks are gone; I do understand it's meant to be limited resources, but maybe allowing a player to spend time mining in a built mine for stone could be fair if it takes many turns in order to gather even one or three stones.
I am very much enjoying the progress this game is making!
I am at least glad it was not a bug.
I think it should have a slightly better warning, maybe the box that says "Warning night!" should have another warning that comes up 2-3 turns before it happens so a player knows whether to dash back to their house or build a turret etc.
I'm glad for the levelling meter addition; I clearly glazed over any part of the initial help about levelling, because I thought it was all equipment based! Hah.
I think it would be good to give the player a means to forge their most basic crappy equipment if they die and come back naked, elsewise maybe shop keeps can have those items in their shop, or if you want to keep it tricky for the player, it would be an option of "commissioning" those crappy items from a shop keep but it takes a day or two, so they still have to be wary of danger but they have a chance to at least get back to a baseline equipment load.
Thank you for the reply!
Pretty cool game, but a couple of points:
I feel not being able to get experience for a ship from blasting foes on a planet surface is not fair, even if it's only a little bit per ship, it's only right to get some xp for taking them out.
On gas planets, I have encountered a resource point being covered by a gas cloud making it impossible to gather, so that should be looked after probably.