DoomRL > Modding
The "Basic Doom" Module
shark20061:
Have you ever wanted to go through DoomRL without having to worry about classes, or levels, or special floors, or XP? Well, you're in luck, because that's what this module is all about! It's the basic DoomRL game where you can't level up, and your trait/class doesn't help you!
The original purpose of this module was as a test for a proposed challenge mode by Game Hunter as described here. This is the fourth version, here are the last 2 difference lists.
Spoiler: List of differences - version 4 (click to show/hide)- You will still have to select a class and starting trait, but the game won't honor them.
- No experience is awarded for any enemies you defeat, so you can't level up.
- No special levels (red stairs) are generated, but the normal boss levels still exist, including the fortress.
- No exotics will appear, except the chainsaw and the BFG9000.
- No Uniques will appear.
- Weights have been adjusted around the board, but shouldn't be vastly different from the main game.
- Mod Packs will not appear.
- Enemies that normally spawn with weapons have a special version that is identical to the original, so the weapon changes below do not apply to them.
> Enemies can't pick items up.
> Your health doesn't degrade if it's over 100%.
> You can find the Backpack! powerup on a random mid-game level.
- Combat Knife has +4 Accuracy instead of +2
- Combat Knife has 3d5 damage instead of 2d5
- Pistol has 2d5+1 damage instead of 2d4
> Pistol has a fire time of 0.6s instead of 1.0s
> Pistol has a reload time of 0.8s instead of 1.2s
- Pistol accuracy is +3 instead of +2
- Pistol has the Far Hit effect, which ignores distance penalties (a la a 0996 sniper weapon pack)
- Shotgun damage is normal.
- Combat shotgun holds 6 shots instead of 5.
- Double shotgun damage is normal.
- Chaingun damage is now (1d7+2)x5 instead of (1d6)x4
- Chaingun reload time is 1.8s instead of 2.5s
> Chaingun fire time is 0.7s instead of 1.0s
- Chaingun accuracy is +4 instead of +2
- Rocket Launcher accuracy is +6 instead of +4
> Rocket Launcher holds 2 shots, but reloads only 1 at a time.
- Plasma Rifle holds 50 shots instead of 40
> Plasma Rifle damage is (1d10+1)x6 instead of (1d7)x6
- Plasma Rifle accuracy is +4 instead of +2
- Plasma Rifle firing time is 0.8s instead of 1.0s
- BFG9000 costs 30 instead of 40 to fire
- Chainsaw does 5d6 damage instead of 4d6 damage.
- Chainsaw attack time is 0.7s instead of 1.0s
> Green armor has 2 protection instead of 1, 25% melee, bullet, and shrapnel resistance, and has no movement penalty.
- Blue armor has 3 protection instead of 2, 30% plasma, 15% melee, 10% fire, and 10% acid resistance, no movement penalty, and a max durability of 120%
- Red armor has 4 protection as normal, but 35% fire, 10% melee, 10% plasma resistance, -5% movement speed, and 135% durability.
- Steel Boots have 20% dodge bonus, 20% overall speed bonus, and 150% durability (but there's more below)
- Protective Boots have 50% acid resist, 25% fire resist, 10% dodge bonus, 30% overall speed bonus, and 125% durability (but there's more below)
- Plasteel Boots have 60% acid resist, 30% fire resist, and 50% overall speed bonus, and 125% durability, but...
- All boots degrade 1% durability per action while equipped.
> Fixed enemy item names. ("The former human reloads his Former Pistol." D'OH!)
> Pistol IF_FARHIT flag actually works now, you'll notice it this time around.
> Just realized what whole lot of good it does to include Fortress if you can't actually get there! Fixed.
> Fixed saving/loading bug (0.4.1)
> Fixed starting pistol not having weapon changes applied (0.4.2)
Items marked with > changed between this version and last.
Spoiler: List of differences - version 3 (click to show/hide)* You will still have to select a class and starting trait, but the game won't honor them.
* No experience is awarded for any enemies you defeat, so you can't level up.
* No special levels (red stairs) are generated, but the normal boss levels still exist, including the fortress.
* No exotics will appear, except the chainsaw and the BFG9000.
* No Uniques will appear.
* Weights have been adjusted around the board, but shouldn't be vastly different from the main game.
* Mod Packs will not appear.
* Enemies that normally spawn with weapons have a special version that is identical to the original, so the weapon changes below do not apply to them.
* Combat Knife has +4 Accuracy instead of +2
> Combat Knife has 3d5 damage instead of 2d5
* Pistol has 2d5+1 damage instead of 2d4
* Pistol has a fire time of 0.7s instead of 1.0s
* Pistol has a reload time of 0.7s instead of 1.2s
* Pistol accuracy is +3 instead of +2
> Pistol has the Far Hit effect, which ignores distance penalties (a la a 0996 sniper weapon pack. hopefully it's working -- try it out and see how it goes)
> Shotgun damage is normal.
> Combat shotgun holds 6 shots instead of 5.
> Double shotgun damage is normal.
* Chaingun damage is now (1d7+2)x5 instead of (1d6)x4
* Chaingun reload time is 1.8s instead of 2.5s
> Chaingun fire time is 0.8s instead of 1.0s
* Chaingun accuracy is +4 instead of +2
* Rocket Launcher accuracy is +6 instead of +4
* Plasma Rifle holds 50 shots instead of 40
> Plasma Rifle damage is (1d10+2)x5 instead of (1d7)x6
> Plasma Rifle accuracy is +4 instead of +2
> Plasma Rifle firing time is 0.8s instead of 1.0s
* BFG9000 costs 30 instead of 40 to fire
> Chainsaw does 5d6 damage instead of 4d6 damage.
> Chainsaw attack time is 0.7s instead of 1.0s
* Green armor has 2 protection instead of 1, 20% melee, bullet, and shrapnel resistance, and has no movement penalty.
* Blue armor has 3 protection instead of 2, 30% plasma, 15% melee, 10% fire, and 10% acid resistance, no movement penalty, and a max durability of 120%
* Red armor has 4 protection as normal, but 35% fire, 10% melee, 10% plasma resistance, -5% movement speed, and 135% durability.
> Steel Boots have 20% dodge bonus, 20% overall speed bonus, and 150% durability (but there's more below)
> Protective Boots have 50% acid resist, 25% fire resist, 10% dodge bonus, 30% overall speed bonus, and 125% durability (but there's more below)
> Plasteel Boots have 60% acid resist, 30% fire resist, and 50% overall speed bonus, and 125% durability, but...
* All boots degrade 1% durability per action while equipped.
> Fixed starting as scout still giving 10% speed bonus.
> Fixed bug with starting as technician.
Items marked with > changed between this version and last.
Comments, questions, concerns, and criticism all appreciated. Enjoy the module!
PFL:
Ooh. This sounds interesting. Will give it a try right now. :)
shark20061:
Alright, tweaking wave 1 is available above. Try it out and see if it's easier/harder/better than/worse than the regular game.
A full list of changes is available in the spoiler below (it's spoiled cause it's massive)
Spoiler: List of differences (click to show/hide)* You will still have to select a class and starting trait, but the game won't honor them.
* No experience is awarded for any enemies you defeat, so you can't level up.
* No special levels (red stairs) are generated, but the normal boss levels still exist, including the fortress.
* No exotics will appear, except the chainsaw and the BFG9000.
* No Uniques will appear.
* Weights have been adjusted around the board, but shouldn't be vastly different from the main game.
* Mod Packs will not appear.
* Enemies that normally spawn with weapons have a special version that is identical to the original, so the weapon changes below do not apply to them.
* Combat Knife has +4 Accuracy instead of +2
* Pistol has 2d5+1 damage instead of 2d4
* Pistol has a fire time of 0.7s instead of 1.0s
* Pistol has a reload time of 0.7s instead of 1.2s
* Pistol accuracy is +3 instead of +2
* Shotgun damage is reduced to 7d3 from 8d3.
* Combat shotgun damage is reduced to 6d3 from 7d3, although it holds 6 shots instead of 5.
* Double shotgun damage is reduced to 8d3x2 from 9d3x2
* Chaingun damage is now (1d7+2)x5 instead of (1d6)x4
* Chaingun reload time is 1.8s instead of 2.5s
* Chaingun accuracy is +4 instead of +2
* Rocket Launcher accuracy is +6 instead of +4
* Plasma Rifle holds 50 shots instead of 40
* Plasma Rifle damage is (1d8+1)x5 instead of (1d7)x6
* BFG9000 costs 30 instead of 40 to fire
* Green armor has 2 protection instead of 1, 20% melee, bullet, and shrapnel resistance, and has no movement penalty.
* Blue armor has 3 protection instead of 2, 30% plasma, 15% melee, 10% fire, and 10% acid resistance, no movement penalty, and a max durability of 120%
* Red armor has 4 protection as normal, but 35% fire, 10% melee, 10% plasma resistance, -5% movement speed, and 135% durability.
* Steel Boots have 20% dodge bonus, 20% movement bonus, and 150% durability (but there's more below)
* Protective Boots have 50% acid resist, 25% fire resist, 10% dodge bonus, 25% move bonus, and 125% durability (but there's more below)
* Plasteel Boots have 60% acid resist, 30% fire resist, and +50% move speed, but...
* All boots degrade 1% durability per action while equipped.
The new version is attached to the main post.
Matt_S:
Woo, interesting changes. But the chaingun's 1d7+2 is better than the plasma rifle's 1d8+1.
shark20061:
Good point, might have to make a change there, although the plasma rifle does deal plasma damage vs. chaingun bullet damage...
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