![corruption of champions map corruption of champions map](https://cdn2.opendemocracy.net/media/images/Democracy-map-2019-website.max-760x504.jpg)
Also I'm a fan of forcing players (including myself) into "would you rather lose your foot or your arm?" situations.
![corruption of champions map corruption of champions map](https://wiki.smutosaur.us/CoC2/images/5/52/Maps_Winter_palace_main_floor_placeholder.png)
We will be leaving the crystals as is for the time being, but will be correcting the drop rates before Knull receives his official release on October 28th. I liked the idea of eventually the game getting so difficult it was unbeatable, and seeing how far you could go. Summoners, the Necrosword Crystals (the crystals in the Knull Cavalier Preview Bundle) currently have a higher than intended drop rate of 6-Star Champions. Some of them kind of are, for example giving Zombie Men plasma bolts might be better than having them all have their usual hitscan weapons on certain maps. I tried to come up with balanced cards, that always have an upside but in practice I couldn't come up with many that didn't feel forced (i.e double imps but you get double ammo). Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one. As some kind of compensation or prize, if you will. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. NightFright wrote:The idea is interesting. There were a couple more but I had to disable them as Zandronum didn't play nice with them, or they weren't balanced. Anyone is welcome to give it a go though!Ģ. AFAIK there's no viable way to do that without zscript (in Zandronum, which I wanted to focus on).
![corruption of champions map corruption of champions map](https://cdn.cloudflare.steamstatic.com/steam/apps/1292690/ss_bf74fa03d83695025b878e6a8149ad08e4717a60.1920x1080.jpg)
Not unless someone makes a version of this in ZScript, as every monster/item/projectile needs to call a script to be included in the card system. Would you be willing to use custom skins for monster types that are affected by the cards? So, for instance, when the cards make Imps fire Mancubus fireballs, the Imps would have a custom appearance from, say, Realm 667.
#CORRUPTION OF CHAMPIONS MAP MOD#
You said you had to replace or tweak every monster in Doom 2 for the mod to work. How many cards are there in the mod at the moment?ģ.
#CORRUPTION OF CHAMPIONS MAP MODS#
Are the player's weapons affected? If not, would it be possible to play this with weapon mods that don't touch anything but weapons?Ģ. Yebudoom wrote:A couple of questions/requests:ġ.