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Author Topic: [H|94%|12|YAVP] First game in 9.9.3 - new version impressions  (Read 5807 times)

alver

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Yeeehaw, first game in 9.9.3 and scored an (easy) win.

Wanted to go for a 100% kills, unfortunately had to hit the PANIC button in Vaults - ambushed by several Ms, escaped via homing phasing device, without medpacks, on 8%. Suffice to say, the next level of hell was rather interesting - felt a bit like Agent Smith on the rooftop from first Matrix, only this time i did not meet Trinity.

Notable moments:
- hell-ride on 8% in hell after the failed Vaults attempt
- first experience with new Halls of Carnage - tried to achieve 100% kills, managed to reach stairs 2 tiles ahead the flood, after making myself an extra opening with rockets
- testing the three City skulls at the beginning of Cyberdemon fight. They did... nothing.
- some interesting moments in the hell, explained below as they relate to new stuff.
- taking the Brute trait... by accident.

New version impressions:

- ammo chain tweak seems to be just right. No instant whizkid access, no automatic finesse - both are good things!

- the new Hall of Carnage is... omg, it's interesting!

- new Skull City boss - eventless. He managed to summon Paint Elementals once. Other than that, he did not even manage to approach to the melee distance.. Although i can imagine that he has a nice OOMPH potential.

- new SKull City drops - those skulls. Probably they would require some more explanatory text in their description. As it stands, I was unable to figure out what they do. Tried to use them during Cyberdemon fight - they did nothing.

- new "tracking map" powerups. It's incredible! Saved me on Hell9. Without that, i'd walk straight into the jaws of death.

- new "warehouse" rooms - very nice feature! ability to shape the fighting environment - priceless.

- rivers and bridges over them - excellent. The strange knot in the gut felt when suddently 2 Viles pop in one after another while i am crossing the bridge over lava chasm, plus a serge just peeked from behind a corner (positioned to push me off the bridge) - priceless.

- new medical powerarmor - i love it.

And here it goes:
--------------------------------------------------------------
 DoomRL (v.0.9.9.3) roguelike post-mortem character dump
--------------------------------------------------------------

 Adam Ring, level 12 Human Private, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 118922 turns and scored 168824 points.
 He played for 1 hour, 58 minutes and 8 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 726 out of 770 hellspawn. (94%)
 He held his right to remain violent.


 He saved himself 3 times.

-- Special levels --------------------------------------------

  Levels generated : 10
  Levels visited   : 8
  Levels completed : 7

-- Awards ----------------------------------------------------

  UAC Star (silver cluster)
  Grim Reaper's Badge
  Hell Champion Medal
  Hell Armorer Badge
  Technician Bronze Badge
  Armorer Bronze Badge
  UAC Bronze Badge
  UAC Silver Badge
  Brick Bronze Badge
  Skull Bronze Badge
  Reaper Bronze Badge
  Reaper Silver Badge
  Gatekeeper Bronze Badge
  Gatekeeper Silver Badge
  Scavenger Bronze Badge
  Scavenger Silver Badge
  Arena Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #................................###...........###.........
  #..............###...............###...........###.........
  #..............###...............###...........###........#
  #..............###........................................#
  #...............X.......|||...............................#
  #.........................}........##.....###..............
  #....................#............###.....###..............
  #....................##...........###.....###..............
  #.........................###..............................
  #.........................###..............................
  #..........###............###..............................
  #..........###.........................###.................
  #..........###.........................###.................
  #......................................###.................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 60/60   Experience 60279/12
  ToHit Ranged +0  ToHit Melee +2  ToDmg Ranged +2  ToDmg Melee +5

-- Traits ----------------------------------------------------

    Ironman          (Level 1)
    Finesse          (Level 2)
    Son of a bitch   (Level 2)
    Reloader         (Level 2)
    Brute            (Level 1)
    Whizkid          (Level 1)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->TH->TH->Rel->Rel->MAc->Bru->Fin->Fin->WK->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Angelic Armor [3/7] (39%)
    [b] [ Weapon     ]   modified plasma rifle (1d7)x6 [40/40] (A2)
    [c] [ Boots      ]   tactical boots [1/1] (100%)
    [d] [ Prepared   ]   modified missile launcher (6d6) [3/5] (B1)

-- Inventory -------------------------------------------------

    [a] combat translocator (0d0) [60/60]
    [b] modified BFG 9000 (11d8) [100/100] (P1)
    [c] modified BFG 9000 (11d8) [100/100] (P1)
    [d] modified red armor [6/6] (173%) (BP)
    [e] Medical Powerarmor [4/4] (100%)
    [f] rocket (x12)
    [g] power cell (x70)
    [h] power cell (x70)
    [i] small med-pack
    [j] large med-pack
    [k] large med-pack
    [l] phase device
    [m] phase device
    [n] phase device
    [o] phase device
    [p] envirosuit pack
    [q] thermonuclear bomb

-- Kills -----------------------------------------------------

    79 former humans
    88 former sergeants
    30 former captains
    112 imps
    61 demons
    197 lost souls
    25 cacodemons
    35 barons of hell
    1 Cyberdemon
    18 hell knights
    6 arachnotrons
    16 former commandos
    15 pain elementals
    14 arch-viles
    14 mancubi
    10 revenants
    2 bruiser brothers
    1 shambler
    1 agony elemental
    1 Arena Master

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 4 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 4 he found the Arena Master's Staff!
  On level 5 he assembled a tactical boots!
  On level 9 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he encountered the Phobos Hellgate.
  On level 17 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 18 he entered the Vaults.
  He managed to scavenge a part of the Vaults treasures.
  Entering level 19 he was almost dead...
  On level 22 he found the Medical Powerarmor!
  On level 22 he was foolish enough to enter the Mortuary!
  He nuked level 22!
  On level 22 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 You are hit! Your Angelic Armor is damaged!
 You use a large med-pack. You feel fully healed.
 Fire -- Choose target...
 You see : floor
 Fire -- Choose target...
 You see : floor
 Fire -- Choose target...
 You see : floor
 Fire -- Choose target...
 You see : floor
 Fire -- Choose target...
 You see : pool of blood
 Fire -- Choose target...
 You see : a Cyberdemon (almost dead) [m]ore | floor
 The missile hits the Cyberdemon. The Cyberdemon dies. You feel relatively
 safe now. Congratulations! You defeated the Cyberdemon! Press <Enter>...

-- General ---------------------------------------------------

  He's the first brave soul to have ventured into Hell...

--------------------------------------------------------------
« Last Edit: May 24, 2011, 03:18 by alver »
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thelaptop

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Re: [H|94%|12|YAVP] First game in 9.9.3
« Reply #1 on: May 24, 2011, 03:15 »

Skulls need corpses to work with.  Since there are no corpses in Phobos Arena, they will not be that useful.

Other than that, looks like a pretty good run.  I see a large haul of badges and what-not.

Not bad for a first game for 0.9.9.3!  =D
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alver

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Ahh, that would explain the strange non-behaviour of skulls. Next time i try them in Mortuary.

Still, i think there should be some kind of hint in their description regarding at least some affinity to corpses.
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thelaptop

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Well... it's a skull you know... from the city of skulls...

* thelaptop knows that oblique references are kind of the "in" thing here...
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alver

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Now pardon me Sir, but how can you imagine anyone can guess that skulls have anything in common with corpses? Especially in environment like this - a city full of FLYING SKULLS, not attached to anything, without even a neck-stumps. Just pure flying chit-chatting skulls. Skulls that get conjured out of thin air by Pain[t] Elementals. Skulls that just appear out of nowhere, instead of being properly created by beheading followed by an act of necromancy.

Which brings about some new ideas:

- skulls that can throw fireballs with 1/10 chance

- STATIONARY diamond skulls that can throw inaccurate double fireballs.

- a high end enemy (unique?) that fills a niche left by Arch-Viles (a specie now on the verge of extinction due to a large number of adventurers descending down the mines of Phobos) - one that instead of bringing corpses back to life turns them into flying skulls. Each having 1/10 chance of being a fireball-type skull, and 1/20 chance of being the stationary double-fireball type. A "Necromancer" of sorts, living in Mortuary? Or maybe a Pestigor of sorts - raising as skulls corpses it passes through (or next to)

- "Rotter" type enemy - a melee type monster that raises each corpse it passes through (or next to) as another Rotter.

- "Horned demon" - able to rush at enemy, doing movement+attack at once, and exhausting him for 1d4 rounds. Each attack of him would have a knock-back chance. If a knock-back is scored, the monster immidiately follows with a rush (unless exhausted).

- "Long-tailed demons" - normal demons, but they get an extra attack of opportunity against any player attempting to move away from them.

- "Acid spitting monstrosity" ("Tentacled Beast of Hell"?). Acid immune. Generated only in acid pools. When walking, leaves behind a trail of acid. When attacking in melee, it has a chance to turn the ground under its target's feet into acid. Posseses both ranged attacks (ball of acid - low damage but turns 9 tiles into acid) and melee ones. Attempt to move away can fail due to tentacles - "Beast's tentales keep you fairly in place!" (unless a knock-back test is passed - that is, the harder char is to knock back the easier time he has with the beast). Generates a special level feeling if generated on a level.

- a lava version of the above?

- a teams of 3+ former humans operating machine guns. One gets stationary and fires burst each round. The more former humans standing next to him, the more shots in the burst (they help feeding the ammo)

- a teams of 2+ former hmans operating bazookas (rocket launchers). If 2 next to each other, they can reload each round. If a lone rocketeer in place, he needs an additional round to reload (being the stupid zombie he is).

- "Hulking Husks", generated with demons around. Melee type opponent. As a special attack, he can move and throw his team mate (a demon) towards the player (with random scatter). If the demon hits the player, an automatic attack from demon is resolved on the spot, +knockback, and an automatic melee attack from player against demon. If the demon scatters, he just stands there next to the player. An alternative melee attack of the Hulking Husk - picking the player up and tossing him around. Hit against the floor = damage. Hit against the wall = more damage. Hit against the barrel = barrel goes boom.

- "Juggernaut of Hell" - a hard-to-kill slow-moving regenerating melee type that, after noticing player, goes straight towards him, ignoring (breaking) any walls/crates/doors/whatnot, destroying corpses, powerups, items, and smashing low-level monsters in path (formers, demons, skulls). Higher-up monsters get pushed sideways/behind.


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alver

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Hohum. The Juggernaut type should actually kill ALL monsters it tries to walk through, unless they roll for agility and jump sideways. If hurt, he should burrow in the floor. Emerging 5d5 turns later in the general vicinity of the player, sending a spray of rubble around. Oh, and did i mention he should leave rubble in his wake? Rubble = reduced movement speed, partial cover from ranged attacks.

Oh. and anther one. The rubble terrain type itself :-P reduced movement speed, partial cover.

And another another one. Cover itself. If you're standing next to an obstacle, you can shoot unimpeded. Anything that's not next to cover, when shooting through it, gets a chance to hit the cover.

...and wall corners would also provide partial cover.

- grates (instead of doors). Doors that need to be opened to move through, but that can be used to shoot through.
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Thexare

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You know, skulls aren't the only thing that don't automatically tell you how to use them. Experimentation is part of roguelikes, that's why I haven't complained about the fact that everyone keeps quiet about how to pick up the Dragonslayer. At least Skulls are explained on the Wiki.

Similarly, there's also the Lava Element.

Also note that Skulls aren't only available on the City of Skulls. In fact, due to the fact that the City doesn't always spawn and, favoring pistols as I do, I'm rarely equipped to take it on, most of my skulls have been from normal levels.
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BirdoPrey

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The rabid secrecy over the dragonslayer is the least likable aspect of the doomrl community.
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Kornel Kisielewicz

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BirdoPrey, there is no secret in the DragonSlayer anymore -- search the forum for answers.
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grommile

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I've searched the forum, Kornel.

It doesn't help, unless you mean "rummage through the noise until you find some oblique hints and nudge-nudge-wink-wink allusions" rather than "use the search". The only explicit statement I've seen is that the requirement is definitely not simply "Brute 3" and (from you) that the requirements were tightened in a recent version.
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0.9.9.7: 22-15-10-0-0 22/43 62/67 (P 349, D 43/67) 36/40 (B19 A12 M5) Arch-Vile CPT

Armorer Platinum and Diamond should be abolished; the Dragonslayer taboo deserves every scrap of mockery it receives.

rchandra

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Spoiler (click to show/hide)
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0.9.9.1-4: Arch-Vile Br. General [25/25/17/5/1]
0.9.9.5-7: Hell Baron Major [ 21 16 12 4 1 0 ]

Thomas

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Spoiler (click to show/hide)

You're wrong.

Spoiler (click to show/hide)
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Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

alver

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Ha! Something that is always doable... get naked and drop all inventory. Then stand atop DS and chant a secret Vow of Poverty - "I shall never pick any item nor powerup". And voila, DS is in your hands, and you are forbidden to ever again use the [g]et command. Easy like that!

Kidding aside, i've never yet spot DS in any of my limited number of games. However, the solution like mentioned above would fit well in the general DoomRL climate :-D

Also - do you think the ideas that i posted a few posts back in this thread should be reposted to the Requests For Features forum? Or leaving them here is ok?

I'd love to be able to play against some of the opponents listed above. Or another ones, like for example:
- Leaping Horrors - a c type daemon that can perform a "leap", jumping up to 3 squares, and getting killed upon landing. This, plus an additional feature of a radius-1 explosion on death :-D
- Bloodsucking Skulls - a flying skull that, instead of normal attack, bites the player and attaches itself to his body. Then, each time the player takes actions, he is automatically damaged, until the skull dies. If the player moves/teleports, skull shadows his movements (it's attached after all). Only ways to remove the skull - kill it or change floors.
- Ghost Skulls - skulls that can pass walls. While it is moving through walls, it moves at half of its speed. If the wall is destroyed, it automatically destroys enemy within.

- Diamond Badge of Poverty - "Won, while never picking any items..."
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