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Author Topic: Wiki: Reactivation  (Read 79767 times)

Malek Deneith

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Re: Wiki: Reactivation
« Reply #15 on: November 28, 2006, 14:21 »

All right people it's time to start moving. New version is out, time to gather new data. Turgor - I wan't you to check all special levels on all difficulties, and gather all available data (main interests: mortuary and nightmare difficulty) - you are the only man hardcore enough to do it. Apart from that I need voulunteers to gather monster HP/Damage data (you will get supplied with directives and tools for the job), and to get ASCII maps of special levels (including pre-set items if there are any)...

. . .

What are you all waiting for? Move it, move it, move it!!!
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Neth

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Re: Wiki: Reactivation
« Reply #16 on: December 02, 2006, 00:41 »

Quote
1. Walls of BFG room at Halls of Carnage are indestrictible (this is for those afraid to use rockets there like me ^^)
Find a way to blow only a door=) so BFG is not destroyed


Quote
Apart from that I need voulunteers to gather monster HP/Damage data (you will get supplied with directives and tools for the job), and to get ASCII maps of special levels (including pre-set items if there are any)...
I've already have some powrfll things to scan up data=) so I want to help you in this... but directives need to be given :P
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Dalantia

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Re: Wiki: Reactivation
« Reply #17 on: December 02, 2006, 01:23 »

For some vague reason, I have no idea how to activate Dualgunner once you get it.

There's a new equipment slot, "Prepared".  After some fiddling, it appears that your offhand pistol goes into that slot.  You have to manually go into your equipment and equip the pistol in the Prepared slot.

In order to reload your Prepared slot, you need to do the capital R reload with your primary pistol out.

The CHained Court now has secret rooms in the corners without doors that include a Large Health Globe on one side, and a Supercharge on the other.  The rooms north and south of the entry room contain ammunition, but are guarded by Cacodemons.
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Dalantia

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Re: Wiki: Reactivation
« Reply #18 on: December 02, 2006, 01:42 »

Also: Is it just me, or are Former Human Grunts learning to dual wield after about level 5ish?

And I never noticed the Armor/Meditech Depot lever result before.  New in this one?
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Malek Deneith

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Re: Wiki: Reactivation
« Reply #19 on: December 02, 2006, 02:22 »

Also: Is it just me, or are Former Human Grunts learning to dual wield after about level 5ish?
Don't think so - they probably got "lucky" and had two rounds in a row (DoomRL uses some sort of speed system IIRC)

And I never noticed the Armor/Meditech Depot lever result before.  New in this one?
Yup, they are new effects
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Dalantia

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Re: Wiki: Reactivation
« Reply #20 on: December 02, 2006, 15:13 »

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Don't think so - they probably got "lucky" and had two rounds in a row (DoomRL uses some sort of speed system IIRC)

Eh.  I don't quite think that's possible - I was Dualgunner level 2 at the time, was doing my second try on pistols-only.  He dropped two pistols that weren't full, so I suspected..
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RickVoid

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Re: Wiki: Reactivation
« Reply #21 on: December 05, 2006, 14:25 »

Well, we do know that monsters can gain levels. I suppose it's possible that they also have access to traits, perhaps the traits they get go along with their monster type. Ex: A Demon is likely to take the Brute trait path, and a Former Human Sergeant is more likely to take the reloader to shottyman path.

Hell, if I got bored enough I could probably figure it out for all of them.
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Malek Deneith

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Re: Wiki: Reactivation
« Reply #22 on: December 05, 2006, 15:07 »

Really don't think that's the cease. Kornel? Perhaps you could give us some insight in this?
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Kornel Kisielewicz

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Re: Wiki: Reactivation
« Reply #23 on: December 05, 2006, 15:10 »

Monsters only gain HP they don't gain traits :). That would be useless ... anyway...
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DaEezT

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Re: Wiki: Reactivation
« Reply #24 on: December 06, 2006, 08:02 »


<DaEezT> so, soag(2) = 6 turns per shot and dualgunner(1) = two weapons at 140% -> two shots at 10*0.6*1.4 = 8.4

<DaEezT> well, if it works the simple way the best you could end up is firing both guns every 2 turns with soag(3), finess(2) and dualgunner(3) :p

<Fingerzam> Andrew|Berserk: How much faster is a rapid pistol than a normal one?
<Andrew|Berserk> WE_Rapid    : Args[12] := Round(Args[12] * 0.8);
<DaEezT> so my soag/dualgunner approach seems to be correct :D
<Fingerzam> It would seem so. Does 8.4 round to 8?
<Andrew|Berserk> Yup
<Andrew|Berserk> But remember that this affects base firing "cost"
<Andrew|Berserk> Then we have reduction for normal traits:
<Andrew|Berserk>   FCost := Eq.Slots[efWeapon].Args[12]*10*(10-Traits[TraitFinesse]);
<Andrew|Berserk>   if Eq.Slots[efWeapon].Args[7] = WeaponPistol then FCost := FCost - 200*Traits[TraitGun];
<Andrew|Berserk> And then if applicable, DualGunner:
<Andrew|Berserk>  FCost := Round(FCost*(1.6 - 0.2*Traits[TraitDualgunner]));
<Andrew|Berserk> So rapid + soag 3 + dual 3 would be... 800-600*1 = 200 energy for both shots :|
<Andrew|Berserk> where a move is 1000 energy...
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DaEezT

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Re: Wiki: Reactivation
« Reply #25 on: December 07, 2006, 06:07 »

I just rememberd something Kornel said yesterday.
Only the main weapon is used for calculating attack speed with dualgunner. So both weapons always work at the main weapon's speed, even if the one in the prepared slot is faster.
This of course means that a rapid pistol is currently useless in AoM.
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DaEezT

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Re: Wiki: Reactivation
« Reply #26 on: December 10, 2006, 14:56 »

And more from Kornel (applies to 0.9.8.5-beta2)

<Fingerzam> Will the speed be 0?
<Kornel> No, there's a minimal cost (50 energy)
<Fingerzam> Ok.
<Fingerzam> Anyways, what is the reloading bonus?
<Kornel>     PackModRel  : if item.Args[3] < 3 // small magazine - bazooka and shotguns
<Kornel>                      then item.Args[11] := Round(item.Args[11] * 0.8)
<Kornel>                      else item.Args[11] := Round(item.Args[11] * 0.6);
<Fingerzam> The bonus is smaller for shotty and RL?
<Kornel> Yes. Because in the case of shotty and RL the reloading time is basicaly a big part of the shooting time.
<Fingerzam> And if I have multiple reloaders, will it be 0.6^n?
<Fingerzam> Well, true.
<Kornel> Not exactly because of the Rounding.
<Kornel> But almost.
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Igor Savin

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Re: Wiki: Reactivation
« Reply #27 on: December 12, 2006, 10:20 »

I suggest the following additions to the Wiki:

"Recommended traits" for each of the Challenge Modes.

"Recommended combinations" section for Traits, in which Trait sequences are suggested, along with appropriate weapon and strategy.


If these ones are welcome additions, I can do them myself, using info from the boards...
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Malek Deneith

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Re: Wiki: Reactivation
« Reply #28 on: December 13, 2006, 10:11 »

I suggest the following additions to the Wiki:

"Recommended traits" for each of the Challenge Modes.

"Recommended combinations" section for Traits, in which Trait sequences are suggested, along with appropriate weapon and strategy.


If these ones are welcome additions, I can do them myself, using info from the boards...
Both those sections should go to "Strategies" section - and you are welcome to do them.

Oh and for all beta-testers - gather me info on
Spoiler (click to show/hide)
but send that info on Private messages so our "not testing" brethren don't get spoiled too much.
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Brewtal Legend

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Re: Wiki: Reactivation
« Reply #29 on: December 13, 2006, 11:54 »

 The wiki dosn't seem to cover the special abilities of weapons. It states what each weapon might have as a special ability, but not what it mean. Like extended or fastload. I can't find where it says what they mean. I think it should be added to the wiki.
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