Trooper Dan, on 20 September 2016 - 09:24 PM, said:
Alright, I have a code patch just for you guys on this forum. Here's what it should fix:
- Duke bots (both good and evil) should not be able to harm themselves with their weapons (for real this time)
- The music for the original episodes should be correct
- Those yellow projectiles should track enemies if they are fired by
enemies allies instead of always tracking towards the player
Just unpack the attachment and have that folder replace the attcons folder.
Thanks for the update, Dan!
Trooper Dan, on 21 September 2016 - 12:28 AM, said:
You should also be meeting a lot of those crazy protector drones that shoot radiation blasts.
To be honest, I'm not really a "high score mode" player -- every now and then I play through the random missions or WoA, and I usually don't even finish because I find bugs and I want to go back and fix them before I play again. So as a result, I don't really know what it's like beyond a certain point. It may get too easy because the enemies are no longer getting harder but the player is still getting some upgrades. There were a few times when I added higher level enemies and thought "ok this is just going to kill everyone if they get this far" but then no, it turned out you could beat it by stun-locking it or whatever.
I don't really have the patience to balance the game at extreme scores. I'm more likely to just do something nuts so the player has to die. I've thought about making a Supreme Ultimate Octabrain Overlord who can phase right through walls, uses telekinesis to lock you in place up in the air and then rips you apart with no chance to fight back. That would solve the problem of players looking for something to do.

Indeed, at higher levels Super Protector Drones with radiation multi-shots and teleport are pretty abundant. So are Mega Enforcers with laser-bullet spam and teleport. I like this challenge! I like the fact that you can get to this point and that somehow it is possible to pass these fearsome enemies if you play your cards right and I don't mean sneaking past them praying the Goggles will work. It is a long journey up until that point but that's the idea of progression. I like a very long chapter but not infinite, I need a finale. That's why I prefer Original Missions. Add in the nostalgia and there we go, perfection.
I think the last difficulty is torturous because things progress way too fast compared to the player and as a consequence you meet the ultimate enemies way earlier. But that's ok, it is the last difficulty after all.
What I want to say is that in the end, if it is still possible and players have fun, you don't need to balance further. Maybe add more ultimate enemies if possible but without any of that guaranteed free-death stuff mentioned above!

:P
Trooper Dan, on 21 September 2016 - 12:28 AM, said:
EDIT: Another possibility is I could make the player die of cancer. You know, from all the radiation.
Haha, the amount of radiation that those Super Drones shoved down Duke's throat is enough for him to die of cancer later.
I hope you are happy.
Trooper Dan, on 21 September 2016 - 01:29 AM, said:
I appreciate it. If you have ideas for new perks or new enemy variations, go ahead and post them; I might use them. But keep in mind I have considered many ideas before and rejected them for various reasons. In general, if it's a relatively easy to implement idea (i.e. doesn't involve adding new art that I don't have, or changing a lot of code in many different places) that adds something unique and fun to the gameplay without unbalancing the game, then it's good.
For late game: 1) a Mega Pigcop that fires Vortex of Doom at your feet with a long cooldown. This will only affect you and your allied monsters. It should also fire a shotgun style spread of laser-bullets at you! There is a Pig variation that already does the latter but the combo is devastating.
2) One of the 3 monsters you coded for Jet Nick for his Mod should provide more varied challenge later on. Especially the two headed one! It could also not have any variations...just one overpowered bastard that comes late in game.
3) As a perk suggestion, I always found "Ammo boxes provide 15% more ammo" interesting for late game. It should cost around 20-25 points. It is late game and doesn't unbalance the game. It also promotes the new Doubled Weapons perk more! I don't know if it is particularly tough to implement in Duke's code though.
EDIT: 4) Another perk idea: "Max Nuke energy capacity increased to 200%". 15 points. Three is too much but being able to carry two Nukes makes you a bit more confident to use them more frequently. Right now, I'm waiting a bit too much for the perfect moment to use it, since I only have one.