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 1 
 on: April 10, 2024, 09:09 
Started by ih8regin - Last post by ih8regin
Finally a decent start on N! Ao100, last ten or so attempts got me screwed at L3 or below, and two lasted to L8 and L12. This round got me blessed with this creepy vault:

You need to taste blood!                                                       
 
Unknown command. Press "?" for help.                                           
 
##############################################################################
 #..    ..# ..............
}|................................. .............   #
 #.######
0#................}............................................... . #
 #.#
OOO #.#.^..............}}.............................................##..#
 #.#
OOOO#.#.........}.....>...............................................##.0#
 #.#
OOOO+.#.........}.........................................................#
 #.######
@#........|............................*.........................##..#
 #........#.......
}|}}|........................|}...|...........}.}.......##..#
 ######
/############}###########################}####}###}######..}....|......#
 # 
+.....#........|}}........#................|......}...|}|....}............#
 #  #.....
/........|..........#.................................}......}##....#
 #  #.....#..................
|}}.................................|..../.##.0..#
 # 
+.....#..................}#}.....................................|.}......#
 #  #.....#...
|...............#....................}|.........../.........##..#
 #  #.....###
}#####################################}###/#...####..........##..#
 #  #.....
/..}..............            ..........|}|................./.......#
 #  #.....#.................            ..............................#.......#
 #  #.....#.................             .............................#.......#
 #  #  ...#................              .......
0.....................#.......#
 ##############################################################################
 
Ashannar                   Armor : green armor [1/1] (100%)                   
 
Health: 100% Exp:  3/23%   Weapon: combat knife (2d5)                         
  cautious     
brk                                            Phobos       Lev2

There was a VERY handy berserk pack pretty close to those cacos, so I wasn't in a real danger whacking them with that knife. And having level 4 before L3 was very helpful towards survival. Gift dropping on formers was the way to retain 100% kills up until I was able to attack from distance with enough chance to hit, and could finally rely on my gatling and tac shotty to land corpses right on doors, or into the acid/lava, then a set of cerberus boots were assembled to screw that lava, and BAM "There's something very valuable here" on level 34 yielded an Acid Spitter. Of course that level had no acid, but I went to keep the gun, and boy was it fun when I have finally started salivating all over the floor. BBVV? MMVV? RRVV? Hey have a SPLASH, good riddance! Of course it didn't last for real long, as BBs and nightmare everythings started appearing, yet while the majority of enemies were "normal", and actually while there was at least one happy former, I was still relying on ordinary weapons to do the job.

But Nightmare wouldn't be Nightmare without stair traps. Level 58 met me with two MMVV at sight distance and a happy revenant to blow a wall - KABLAM, you can run but you can't hide, that sort of things, in the end I had to abandon YAAM with this screen:

missile hits the nightmare imp. The nightmare imp dies. There are stairs       
 leading downward here.                                                         
                               
#######################                         
                            ....
=..===.=...==..........                         
                           ......
=.=====....=.=......0.                         
                           ..
|...=/=====....==./.####/#                         
                           .....
=...===....==...........                       
     
^                     ......==..../%......#.#......                       
                         
X ###+##.=/....X../.#.#+####/####                     
                   
X         ../........X................+          ^           
                             
#/#......../......./#######/#                     
                             
+@####/#....X..........=====                       
                             
#.#  ................========                     
                           X ===   ==================
.....                     
                           
=====  =================#=####                     
                         
X ...#.X   X.X.====....=====..=..                     
                           ....
+..  X =#=====....=========.                     
                           
[...# #   ========###=====.=====.                   
                          .....
+      .=.===+.====.=.===.                   
                         ......#     
X= ....   #====...===..                   
                           #####        ####   ###
==####..#                     
                                                   ##                           
 
Ashannar                   Armor : none                                       
 
Health: 6%   Exp: 22/11%   Weapon: gatling gun (1d7)x6 [4/60]                 
  cautious             
env                                    Hell         Lev58

That envirosuit was used on the previous level prior to me exiting for rumored extra protection - quite possibly it saved my butt over there. Not for long though, level 61 had me up against a corner with BBVV and a ton of arachnotrons covering the perimeter. I tried to rocket jump away into what happened to be a literal swarm of hV. And just look at that grave... the right part of the level is completely empty.
Spoiler (click to show/hide)
PS: archvile complexes are a kind of relaxation from having to control N! rezzing - they never stand back up. And I've got three. The NM arach cave was under invulnerability, so no biggie, NM demons actually too. But zero BFGs really hurt.

 2 
 on: April 10, 2024, 00:22 
Started by Strix - Last post by Strix
Conscious meetings: Dating without limitations
Verified Maidens
Optimal Сasual Dating

 3 
 on: April 09, 2024, 02:13 
Started by ih8regin - Last post by ih8regin
In case you haven't noticed, but you are receiving updates to crucial forum branches via another method; your LetsEncrypt certificate that's used for forum.chaosforge.org has expired, please update ASAP.

 4 
 on: April 07, 2024, 08:01 
Started by Kornel Kisielewicz - Last post by ih8regin
Bug #8 (?)

Sometimes when you use a phase device at Phobos Anomaly, you're been thrown all the way to the right, behind the nooks of Bruiser Brothers. IIRC this behavior was explicitly limited in 0997, so any phase devices used would only drop the doomguy in the left or middle room (or starting room). Just finished an AoMr UV run with a phase device landing me almost at the upper right position of the level, some 6 north 1 west from the teleporter, and I was able to escape there without a hit from BBs.

Bug #9 (minor)

The image of a lost soul is distorted by text in 0998b3:
Spoiler (click to show/hide)
Decided to show my wife why I'm playing that ASCII game and stumbled upon this.

Bug #10 (AI deadlock)

During my last AoMr run I've encountered a vault like this:
Code: [Select]
==#########
=..........
#.#####./..
#@#ccc#.#..
#.#cch#.#..
#.###h#.#..
#.%hhh..#..
###########
There were some items inside, at least a med-pack under upper-right demon, which probably was the reason of why did the two h's inside the vault not move away. But the two h's on the left are not expected to not move due to inability to reach a goodie, so should at least move leftwards eventually. That corpse was another h BTW. I went upwards instead of trying to dismantle these formers, but when I have returned after clearing the entire level, those formers remained stationary, which should not be the case of at least some of them. Also while I was dismantling the "ambush" from the right, the leftmost former didn't move until getting aggravated. This is at least weird, and at most an AI bug.

Bug #11 (sounds):

When there are more than 8 sounds being played (6-8, but I assume it's library-dependent, and old blasters were not supporting mixing more than 8; also the amount looks like 8), an attempt to play another sound results in silence. This applies to a lot of stuff: run-waiting beside the vault; radar or corner shooting a shotgun at several enemies (esp if something died from that shot; it plays 2 sounds for that enemy alone); having a ton of enemies be spawned in lava, shooting a rapid-fire weapon with TH2 and high accuracy, etc etc. This produces garbaged sound if there are short delays between playing sequential sounds, and indicates a sound programming error regarding stopping oldest-playing sound or something that looks like this.

 5 
 on: April 06, 2024, 06:47 
Started by Icy - Last post by Omega Tyrant
Been a while, but I thought up of some more changes:

*Change Gunrunner's prerequisite of Juggler to Finesse 2

Gunrunner being allowed Whizkid in the betas has proven to be a big help and it can now be decent with a very high potential ceiling, though it still has the major flaw of requiring so many ancillary traits before it can really get going; for Gunrunner's shooting while running effect to be actually useful, you practically need to get Shottyman, requiring three more levels beyond the six you already need to get Gunrunner. But you also really want Whizkid, but because of the prerequisites and direly needing Shottyman, you can't get WK1 until level 11 at earliest and WK2 not until level 12! By making Fin2 a prerequisite instead of Juggler, it would allow Gunrunner to spec into WK a level earlier, giving it a slight buff to make that heavy investment it requires a bit less painful. I also think firing faster instead of juggling your weapons is a more thematically fitting prerequisite for Gunrunner too.

*Give Fireangel some sort of additional offensive perk, one possible idea being whenever they use a weapon that shoots rockets, give them a +2 dice bonus to such weapons.

The big weakness of Fireangel that holds it back is its terrible offense without it investing in sidearming melee, and while the explosion immunity from indirect hits is a nice defensive bonus, it's not so strong as to be worth having no offensive boon at all. A simple and thematically fitting idea is to simply have them hit harder with rocket launchers, which wouldn't be that significant of a buff but would be something that could help and would farther establish Fireangel as the "rocket launcher build". This would also help the ammo efficiency problem that holds using rocket launchers back as weapons (actually trying to make heavy offensive use of rocket launchers with Fireangel will run into ammo problems without making a Nanomachic Rocket Launcher), and even farther no-damage rocket jumps from these stronger rockets would be a nice bonus too. The bug I noted in the beta thread of direct hit explosions doing less or no damage would need to be fixed though, or else this change could backfire. You could instead give it some offensive bonus to shotguns if you want to emphasize it being a shotgun mastery and make it an actually viable pick for Angel Of Shotgunnery, but I don't know what you could do for it (Shottyhead already has the faster shotguns down and Army Of The Dead has the harder-hitting shotguns down).

*Change Gun Kata to have an instant pistol attack after a successful dodge instead of it being 90% faster, and give it the defensive perk to apply Dodgemaster to all attacks between moves.

I don't ever really recall seeing Gun Kata brought up often among the bad masteries, but I always been very underwhelmed by it, and after farther playing around with it, I'm firmly of the stance now that it's a crappy mastery. One big problem similar to Gunrunner is that it requires so many ancillary traits; it technically only requires SoG2, but in all practicality you need SoG3 or else you're just going to be too slow and too weak when late Phobos and Deimos comes, so it may as well as be a mastery that requires 8 levels. However, unless you're lucky enough to find one of the Unique pistols early, you also really need Whizkid to buff your weakass pistols, which requires two levels of Finesse that you don't really care much for as a Pistol build and then those two levels of Whizkid, at which point that's already 12 levels. But there's still SoG 4 and SoG5 after that! And you would also really like a level of Eagle Eye or two because pistols miss a lot at far range (especially if the proposed Magnum gets added)! And if you want Intuition, you wouldn't even be able to fit all that in on any difficulty below Nightmare outside of A100! You get an early game that is slightly less hard than the other Pistol masteries, but compared to other builds, you're just going to always be behind them at every stage of the game, while Sharpshooter at least offers a very strong midgame and still strong lategame.

But for the actual bonuses Gun Kata grants? Not very good either. The "near instant" attack dodging bonus may as well be worthless; one, you often won't be able to utilize this bonus when against hordes, rapid-firing enemies, and the VMR, and two, pistols will eventually come close to or hit the minimum firing speed, at which point this bonus is completely worthless. The other perk is you automatically reload your pistols when you kill an enemy, which can be very handy when fighting hordes, but still has problems that makes it not all that great compared to what other masteries offer; aside from often ending up in situations where you can't pick off an enemy to get that reload in (I find myself much preferring to have the reliability of one pistol + ammo box instead for this reason), if you get a bulk-modded Combat Pistol, Blaster, and/or Nanomachic Pistols, this bonus ends up pointless. You could very well argue you're better off going masterless for a Scout Pistol build, or using Pistols as Cateye instead!

Now I'm not sure how to buff Gun Kata. Changing the Dodgemaster prerequisite to HR2 + SoG3 would help, though no Dodgemaster wouldn't be thematically fitting. The main idea I have is to try making Gun Kata itself better, and we can focus on making that dodging perk not so worthless. The first change would be to make the attack after a dodge actually instant, like how Blademaster gets instant attacks on kills. This still wouldn't that much of a boon, but would be something so that it doesn't become pointless once you get your pistols' firing speed at or near 0.1 seconds, while you would also get assurance that no enemy will get an attack in immediately after you fire (I recently actually got killed by the Shambler in Hell's Armory with Gun Kata during an AoMr run because I went for a shot after a dodge thinking I would be safe, yet the timing ended up with the Shambler still getting its turn right after I shot), and it would let Gun Kata uniquely get a little more mileage out of action-based powerups, as instant actions don't count towards the action counter (and pistols as is benefit from powerups far less than other weapons because of how many more cumulative actions they use to kill things). The second change would be to give Gun Kata a unique boon of having its Dodgemaster being able to apply to all enemy attacks between moves, instead of just the first attack, as aside from getting a unique defensive boon, Gun Kata would now actually be able to more reliably try utilizing the dodging instant attack perk in scenarios beyond one-on-one encounters with single-projectile shooting enemies. I don't think this idea would be remotely broken either; you still need to be able to move in a way to execute a dodge against all incoming attacks from large hordes, you still have to be mindful of walls and obstacles to avoid getting hit by explosions, and it would still be worthless against the VMR. With these changes I think Gun Kata would still only be better than current Bullet Dance and Entrenchment, but it would be something to try making Gun Kata not so underwhelming.

*Give Bullet Dance the additional perk of being able to reload pistols faster.

Bullet Dance no longer having Eagle Eye blocked and the new Marine inherent resistances in the 0.9.9.8 beta has been a much appreciated buff for Bullet Dance, but the mastery is still really bad and I don't think it's viable at all in Angel Of Marksmanship, as much of the problems with it still remain; has the same "requires way too much investment" problem described prior with Gun Kata, still has to pick up a completely dead level in Triggerhappy that exacerbates its problems in late Phobos and early Deimos, and most crippling, that rapid-firing drains the small clips of pistols so fast, while Bullet Dance can do nothing to mitigate that problem without being lucky enough to build Nanomachic Pistols or finding a Combat Pistol and giving it multiple Bulk mods. The buffed Reloader can really help with this, but fitting in Reloader with all the other ancillary traits you desperately need is too much, while the other two Pistol masteries that don't deplete pistols as fast have something to mitigate reloading issues without needing to invest in Reloader (Gun Kata already been explained, and Sharpshooter can easily utilize ammo boxes). As such, Bullet Dance should get an additional perk to reload pistols at half the time or even faster. If reloading wasn't such a major problem for Bullet Dance, it could be halfway functional without the desperate need for Nanomachic Pistols and bulk-modded Combat Pistols.

*To buff Entrenchment, have it give +20% all resistances just from equipping a chain fire weapon in the primary slot, and give +50% all resistances when chain firing. Additionally, give it a second perk to reduce ammo consumption when chain firing.

We all know the fundamental problems with Entrenchment and some ideas have been floated, but nothing definitive has been formally proposed. Applying both my idea of +20% resistances just when equipping a chain firing weapon and Icy's idea of +50% resistances when chain firing would be a start. Another idea I thought of however, after seeing how Entrenchment works in Jupiter Hell, is to also reduce ammo consumption when chain firing (such as by having all subsequent chain firing bursts take 2/3rd of the ammo while still having the increased shots). A big problem with actually trying to utilize extensive chain firing is that unless you got a Nanomachic weapon or a Minigun, your clip will simply run out of ammo after only a few bursts, at which point you're left very vulnerable as you have to reload and then build up your chain firing all over again. Then extensive chain firing is also very wasteful with ammo too, as many of those extra shots will be overkill, and several shots get wasted when you pan from enemy to enemy, so you'll easily find yourself running out of ammo if you actually try to take advantage of Entrenchment without one of the aforementioned rare weapons. Reduced ammo consumption would help a lot here, letting you utilize Entrenchment's chain firing bonus longer before needing to reload, and making you waste a lot less ammo when doing so. Alternatively, if that cribs too much on Ammochain, Entrenchment could instead instantly reload when your clip runs out of ammo, if it can be programmed in a way to not disrupt your chain firing (though that wouldn't help the ammo wasting problem).

Or Entrenchment could just be thrown out completely for something new; even if it was buffed to be usable, the idea of it is still arguably the least exciting mastery in the game.

*Make Cacodemons and Nightmare Cacodemons attack more frequently.

I always found it weird how Cacodemons and Hell Knights are offensively equivalent, other than the Hell Knight having a slightly higher accuracy bonus. One idea to help differentiate them more is to have the Cacodemon attack substantially more often, perhaps increasing its attack chance to as high as 60%. Not only would this give Cacodemons a bit more distinct offensive behavior as a more aggressive enemy, it would also be more inline with how they actually function in Doom, where Cacodemons are more aggressive than the Hell Nobles. It would also make Cacodemons over damaging fluids even more of a hassle, when they'll be spending more time shooting at you instead of moving in to make them easier to hit. If this change is implemented, it should naturally be given to Nightmare Cacodemons as well (perhaps increasing their attack frequency all the way to 75%, tying it with the formers and Cyberdemon for most aggressive enemy), especially as Nightmare Cacodemons lost a lot of their uniqueness with all the other nightmare enemies being given fluid immunity. Nightmare Cacodemons could perhaps be made to hit a bit harder too to help better define their role as the single strong projectile enemy of the nightmare ensemble (either increasing their projectile damage to 2d8 or 3d5), as is they hit only slightly harder than regular Cacodemons, Hell Knights, and Nightmare Imps (with their projectile doing only 1 more damage on average and up to 2 more damage max).

*Add Nightmare Demons to Unholy Cathedral on UV and Nightmare difficulties.

Unholy Cathedral is gonna be really easy for melee builds no matter what unless you make it absurd, but it's also really easy for non-melee builds once you learn how to time hits between the Angel Of Death's moves with a fast enough build. So perhaps add a bit more to it by adding the strongest regular melee enemy in the game, that you also won't be able to cheese by luring them into the lava thanks to their newly added fluid immunity (and it's also weird that not even Nightmare has them, when it adds nightmare enemies to many other levels). Now there could be concern that this makes the Cathedral too difficult for builds with no Brute investment, but if you can move and attack fast enough to outspeed the AoD, then you can outspeed Nightmare Demons, so that trick will still work, you just have to be more mindful with your movements with handling a horde of them and avoid getting yourself cornered. Additionally, with Cathedral and Vaults having been swapped, the buffed Ironman giving you inherent melee resistance, and the Ballistic Armor assembly being buffed, you have a much better chance of getting the defenses to reduce all melee hits down to 1 damage before the Cathedral than you did before. Plus, having a horde of Nightmare Demons will dissuade anyone from wasting their time with trying to cheese the AOD on UV and Nightmare with a throwing knife :p

*Allow Firestorm and Sniper mods to be used on melee weapons, with the former changing the weapon's damage type to fire, and the latter giving the weapon autohit. Additionally buff Agility mods to give +2 accuracy to melee weapons.

Currently, Firestorm and Sniper mods can not be used on melee weapons, making getting these rare mods as a melee build particularly frustrating. The two proposed armor assemblies utilizing these mods would help partially alleviate this problem, but you could also make these mods usable on melee weapons. For a Firestorm mod, you can have using it on a melee weapon turn its damage type to fire, which would make it less effective against a few enemies (most notably Revenants and Lost Souls), but in turn would make the weapon much more effective at gibbing, that could make it a particularly attractive option on Nightmare difficulty or in Angel Of Darkness (or otherwise just for dealing with Archviles). Not to mention that this could help give the Double Chainsaw some sort of niche that it currently lacks, as a fire Double Chainsaw would be the most effective melee weapon for gibbing if you can't get Azrael's Scythe (which is especially hard to get on Nightmare difficulty/Angel Of Darkness, where you need the gibbing ability most). For a Sniper mod, simply have it give a melee weapon the autohit property; a melee weapon getting autohit from a single Sniper mod doesn't have the overpowered implications that ranged weapons getting it would, while someone paranoid about the always 2% chance to miss even with maxed out accuracy could appreciate the option to guarantee their hits, and otherwise any build that wants to utilize a melee weapon without investing several levels into Brute nor Eagle Eye have an option to make the weapon fully usable at the expense of making the weapon stronger or faster (especially with the Double Chainsaw and Ripper, which require 3 and 4 cumulative levels of Brute/Eagle Eye respectively just to have an over 50% hitrate). On the topic of accuracy, Agility mods should be buffed to give +2 accuracy to melee weapons; since melee weapons can only have 1 mod of each type and three mods total, a measly +1 accuracy from the lone Agility mod you can apply is pretty worthless, as it will be a complete waste if you are investing in Brute/Eagle Eye and still won't make a melee weapon very usable if you aren't investing in Brute/Eagle Eye (as it only bumps the Chainsaw's hitrate from 50% to 62%), nevermind the opportunity cost when Agility mods are much more coveted on armor, boots, and assemblies. At +2, throwing an Agility mod on a Chainsaw instead of just making it hit faster or harder becomes a more attractive proposition for builds with no Brute/Eagle Eye, when the jump from a 50% hitrate to a 74% hitrate is significant (or if you got one level in Brute/Eagle Eye and don't want to invest farther, going from a 74% hitrate to a 91% hitrate is still a substantial improvement that you could find expending an Agility mod for to be worth it).

 6 
 on: April 06, 2024, 03:27 
Started by Kornel Kisielewicz - Last post by Omega Tyrant
To ensure they don't get buried in the Discord channel, I'm gonna compile a list of bugs here:

BUG #1

The "repeat level feeling" command still does not work for me. Is it a file pathway issue or from me modifying my keybindings? (though I'll note I did not modify the default keybinding for this command):

Spoiler (click to show/hide)

The error code is:

Code: [Select]
Timestamp   : 2/6/2024 18:11:20
Error level : CRITICAL
Message     : Player action exception!

Error message : ...0\Downloads\doomrl-win-0998-beta3-lq\keybindings.lua:74: attempt to call field 'repeat_feel' (a nil value)

BUG #2

The error messages from enemies killing themselves seems to have been mostly fixed, but I still occasionally get them when an enemy kills itself with a barrel (from what I recall it has been Shotgunners):

Spoiler (click to show/hide)

The error code is:

Code: [Select]
Timestamp   : 2/8/2024 13:36:55
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[soldier].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value

Also got this error code that I believe was from another one of these instances:

Code: [Select]
Timestamp   : 2/9/2024 15:31:36
Error level : ERROR
Message     : Lua hook OnAttacked caught EAccessViolation!

Call path     : beings[soldier].OnAttacked
Call params   : (<object>,<object>)
Error message : Access violation

BUG #3

When trying to assemble the new Mother-In-Law, the assembly didn't work and I got this error:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

You can also apply seven mods to this failed Mother-In-Law:

Spoiler (click to show/hide)

The error code is:

Code: [Select]
Timestamp   : 2/25/2024 20:31:01
Error level : ERROR
Message     : Lua hook OnUseCheck caught EPropertyError!

Call path     : items[mod_power].OnUseCheck
Call params   : (<object>)
Error message : Cannot write to property "Desc".

BUG #4

Similarly, the Environmental Boots assembly, which also had its assembly requirements changed, results in an error too:

Spoiler (click to show/hide)

You can also repeatedly try to make the assembly, which results in this funny naming error. Note too that the movespeed penalty of Environmental Boots was still applied to the failed assembly, but the resistances weren't:

Spoiler (click to show/hide)

Here is the error code:

Code: [Select]
Timestamp   : 3/30/2024 5:41:53
Error level : ERROR
Message     : Lua hook OnUseCheck caught ELuaStateException!

Call path     : items[mod_bulk].OnUseCheck
Call params   : (<object>)
Error message : Lua error : lua\\mod_arrays.lua:514: attempt to index field 'resist' (a nil value)

BUG #5

The Medical Powerarmor still only recovers health to 25%, despite the normal Medical Armor having been buffed to heal to 50%. Don't know if this is a bug or if you forgot to apply that buff to the Medical Powerarmor, but noting it here to be fixed for either case.

BUG #6

This is a bug I think still remains from older versions, where it appears when either the player or an enemy is hit directly by an explosive attack, damage calculation occurs after knockback. This results in explosive attacks doing less damage than they should on direct hits as the entity is knocked into the weaker edges of the explosion before damage calculation, or they can even take no damage at all if knocked far enough out of the explosion radius. An easy way to observe this to have Phaseshift Armor on and when an Archvile is about to attack you, stay still so you get hit directly by the center of the blast, where you then take no damage as it knocks you out of the explosion radius, while conversely, if you are moving around and so get hit by the sides of the Archvile zap, damage still occurs as normal since this error seems to apply to direct hits only. Another way to observe this is to use a powerful explosive weapon with a small explosion radius like the Tactical Rocket Launcher or Napalm Launcher, where often when they hit an enemy directly, the enemy will be sent flying far back but take no damage, especially if you power-modded them, got substantial SoB investment, or are playing in Angel Of Max Carnage. Unfortunately got no screenshots on hand to demonstrate this at the moment, but I could get some the next time I find a Phaseshift Armor if needed.

BUG #7?

Killing the Apostle in A100 doesn't immediately end the game. Don't know if this is a bug or a deliberate change, but will note it in case this isn't intended.

Spoiler (click to show/hide)

 7 
 on: April 03, 2024, 12:04 
Started by ih8regin - Last post by ih8regin
After several attempts to start a technician in a clear Ao100 (I'm too biased towards scouts and MCe together with AoMC) that ended at lv16 tops, I went Fin-Jug-EE instead of my usual routes of SoG3 or Rel2, and survived on the skin of my teeth until level 22 when I was blessed with a Nano Pack. Ha ha, hello nano plasma rifle, and endless hail on EVERYTHING. I went pretty bold, not using medkits over last 10 or so levels, then on level 56 Hell just froze over. I defeated the immediate set of threats, camped in a corner and started zapping leftwards with plasma. But, I facilitated that by sitting on F button for several seconds... So the Doomguy was firing... and firing... AND FIRING...

AND STILL FIRING...

for good 30 seconds or more after I depressed F, it was enough for a stray nightmare demon to sniff me from half a level away, climb up and eat alive through my OP red armor without looking into the beam. Good night sweet doomguy.

Spoiler (click to show/hide)
PS: he did defeat some enemies with such a move. But boy that was hilarious.

Also there was a situation that's worthy of a bug report, if only the board state would be captured right prior to a bug occurring. Level 27 or so, I went up close to a hV pack with a napalm barrel, that had a shotgunner 1 up 3 right from barrel and about 2 up 5 right from me, with the rest of pack somewhere in between. There was lava at my sides so I went backward, the shotgunner shot, blowing self together with a few other formers up, and a LuaError "beings[soldier].onAttacked(object,object): access violation" popped up. The game continued, as the AV was likely caused by that shotgunner's death being processed before death of a former that caused the error, due to the way the game processes splash damage, making it being hit by an already destroyed character, anyway that former also died right away. Yet, I wish I'd be able to screen that bug-producing situation before it would cause the bug to manifest, to help with debugging.

 8 
 on: April 01, 2024, 23:16 
Started by ih8regin - Last post by ih8regin
On top of this: There might be an issue with Ao100 and special feelings; I've just wrecked L1 of an Ao100/UV run, pulled a lever and all walls went down ("Jericho" feeling should be present, but was none displayed, and Shift+L also resulted in nil error as above).

 9 
 on: April 01, 2024, 23:14 
Started by ih8regin - Last post by ih8regin
You might not be pleased to find out then that the Lava Elemental is getting buffed and The Lava Pits/Mt. Erebus are being made harder in 0.9.9.8 :)
Thanks, would keep that in mind. :) In fact I did cross one 0998b3 run, but did skip Pits for that very reason (also because I had no env-suits to venture there XD it was an AoB run).

 10 
 on: March 31, 2024, 07:48 
Started by ih8regin - Last post by Omega Tyrant
Quote
that stupid Lava Elemental in the Pits was a SERIOUS PITA, he left me with 18%HP and zero medpaks (IIRC I kept one on hand)

You might not be pleased to find out then that the Lava Elemental is getting buffed and The Lava Pits/Mt. Erebus are being made harder in 0.9.9.8 :)

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