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Options
Doom RPG has an extensive optiosn menu which will allow you to customize the mod to your liking and playstyle.
Below is a detailed explanation of the options and what they each do.
Allows you to add a multiplier to all experience and rank gained.
Lets you adjust the exponential growth of the level and rank curves.
Gives you additional XP for killing monsters with higher levels.
Reduces your XP gains on higher skill levels.
Determines how monster levels are calculated.
- Player Level will use your current level in the calculation.
- Map Number will use the current map number in the calculation.
- Both will use both your level and current map number in the calculation.
Determines the multiplier used on the monster level based on your own level.
Determines the multiplier used on the monster level baded off the current level number.
Creates a randomized multiplier between min and max to apply to the monster level.
Applies a flat number to the monster aura chance calculations.
When enabled and when a monster is spawned, it will pick 2 stats to cut and 4 stats to specialize in.
All enemies will have shadow auras.
Monster speed and reaction time will be doubled.
Multiplier to apply to all skill EP costs.
When enabled, your auras and their timer will not be reset between levels.
When enabled and your shield is deactivated, it's charge will be reset to 0.
When you activate your shield, your current armor will be removed. When you deactivate the shield, your armor will be reapplied again.
When leveling up, your health and EP will be restored to full.
When enabled and your toxicity reaches 25%, 50% and 75%, you will recieve various penalties.
When enabled and If you have a mission which requires you to kill monsters and if a monster is killed by infighting which would satisfy your mission condition is killed, it will be added to your total anyway.
If you're playing a map set that overpopulates its' maps with monsters (these are typically "slaughterwads", where the gimmick is that monsters are thrown at you in hordes, which is something DoomRPG doesn't handle well due to its' innate complexity), adjusting this down will reduce the number of monsters within the maps so that its' total count is only a percentage of what is normally present.
If you have problems with framerates due to really high monster counts, or there are too many for DoomRPG to register (around 16,000 or so), then try bumping this slider down from 100% before starting to play.
The chance of a special event occurring when you enter a new map.
As you play, previously completed maps (which are reachable again from the Level Transporter) will have special events that come and go every few minutes. This setting determines how long an event will stick around if you are not playing on the map the event is occurring in.
Determines how much it will cost to upgrade stats.
- Normal will always only cost 1 token.
- Tiered will cost 1 extra token per every 10 points put into the stat.
- Progressive will cost the current amount of the stat + 1.
When you pick up Stat Tokens or level up, your stats will automatically be assigned for you randomly.
When using the stat randomizer, it will prefer this stat over all others to put points into.
Determines how you will recieve Stat Tokens when leveling up.
- Skill Level will give you less on higher skill levels plus 1 extra for every 10 levels.
- Static will give you 3 tokens plus 1 extra for every 10 levels.
- Wildcard Works similar to Static, except the tokens will be Wildcard Tokens instead of Stat/Skill Tokens.
When enabled, will allow your agility stat to determine weapon firing speeds. Only really noticable with closer to 100 agility due to engine limitations.
Determines the max speed and jump height your stats, augmentations and skills will cap out at. Useful if you feel you are moving way too fast or jumping rediculously high.
When enabled, you can only hold a limited amount of inventory items determined by your capacity stat.
The percentage of health at which to start using healing items.
Small to large will use lower value healing items first and vice-versa.
Show popoffs for EP, money and shield loss/gains on players.
Show damage numbers on players and monsters when they are hit.
Determines how long it takes for damage numbers to fade out.
Will display 2D damage numbers on the HUD when recieving damage as well as criticals and status effects.
Show your current target's health bar on the HUD.
Show your target's name over their health bar.
Width, height and position of the health bar on the HUD.
Determines whether you will lose XP and rank when killed in a multiplayer game. Percentage determines the amount.
Determines whether you will drop your credits when killed in a multiplayer game. Percentage determines the amount. You will never drop more than one million credits.
Determines whether you will drop the contents of your inventory when killed in a multiplayer game.
Determines whether your EP will be restored to full when respawning in a multiplayer game.
Determines whether you will recieve some extra ammo if you have a very low amount based on your capacity when respawning in a multiplayer game.
Will freeze everything in the game while you are performing menu actions.
Will dim the screen black while you are inside a menu.
Will show context sensitive menu controls while inside a menu.
Will hide your skill icon, level and cost while inside a menu.
Determines how long you will need to hold a key to perform actions such as moving quickly through a menu or buying/selling items in the shop.
Determines the width and height to draw all menus at.
Determines the width and height to draw all HUD elements at.
Determines the positions to draw each HUD element at.
Will determine how fast the skill wheel will expand when activating it.
Always show the stats HUD element.
Always show your current Augmentation battery on the HUD.
Will disable fancy graphical aura effects for either players, monsters or both.
Will determine whether moving, crouching and jumping will affect your regeneration speeds.
Determine whether you can access the shop outside of the Outpost.
Determines How many minutes between UAC payments.
How many minutes between automatically saving the game.
How far enemies will toss their drops.
Allows you to respecialize your characters stats or skills for half your total credits.
Allows you to save your character so it can be used between WADs and level sets.