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The Inferno Module

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Tormuse:
Cool!  :)  I just gave it a whirl and it works fine so far.  Thanks!  :)

Tormuse:
So, I've been trying to make a good video of this mod for a while, without much success.  At first, I played at N! difficulty, but then I decided that maybe a nice Conqueror UV game would make a better first video.  :)  I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good.  Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either.  :|  (I guess there's some variability in how experienced you are by that point)  I tried other games where I mixed up the build a bit, including Army of the Dead build and masterless builds, but in the end, I decided to go with my old favourite, the Vampyre build, which I won with before, and I was considerably more successful.  :)

I intended to break it up into 2 or 3 videos, but...  I encountered a serious bug that ended the run prematurely.  :o  I saved the game at the end of the first session, which was 2 hours, and when I reloaded the game for the second session, I had no inventory or equipment!  O_o  See for yourself:

Spoiler: Mortem (click to show/hide)--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
 Module : Inferno (0.16.0)
--------------------------------------------------------------

 Tormuse, level 7 Marine,
 ??? by the waters of the Acheron.
 He survived 110587 turns.
 He played for 4 hours, 14 minutes and 54 seconds.
 He was a man of Ultra-Violence!

 He killed 1020 out of 1072 hellspawn. (95%)

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

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   38/  38    4159     3m42s
  The Spawning Pits  Complete  106/ 106    6119    10m39s
  The Blood Temple   Complete   32/  32    1606     6m07s
  Erebus             Complete   31/  31    1951     2m37s
  Singularity        Complete   57/  57    2276     5m30s
  The Acheron        Death       5/  57     794     1m25s

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

  Siege Token
  -- Cleared the Hell Keep on UV

  Bloody Medal
  -- Cleared the Blood Temple on UV

  Shadow Medal
  -- Defeated the shadow demon

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

  ###########################################################
  ###########################################################
  #########################......|############.O..########||.
  ####..#####........######"..|...############+|O|########||.
  .......#................#######+#############+#######.#####
  ................................###########................
  ...........................................................
  ....===================%%======............===========.....
  =========%========================================B=======i
  ========================================iii===B===B=======A
  %=====%==================================i=====B==B%======i
  ====........................e..==========ia...B.......==O==
  ...........#####/###..........X................B.BB........
  ....##...###.......#.##...#####/#######.......B............
  ...#########.......###########i..ii.!.#....#+####...#......
  ##############################B......i#..###|.+.######.....
  ##############################||.i....######...a###########
  ###########################################################
  ###########################################################
  ###########################################################

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

  Health 0/60    Experience 73639/7
  ToHit Ranged +0  ToDmg Ranged +0
  ToHit Melee  +4  ToDmg Melee  +6

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

  Class : Marine

    Finesse          (Level 1)
    Tough as nails   (Level 1)
    Brute            (Level 2)
    Berserker        (Level 1)
    Badass           (Level 1)
    Vampyre          (Level 1)

  Bru->Bru->Ber->TaN->Bad->MVm->Fin->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   nothing
    [c] [ Boots      ]   nothing
    [d] [ Prepared   ]   nothing

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

    [a] power cell (x50)
    [b] power cell (x10)
    [c] envirosuit pack
    [d] 10mm ammo chain (x250)

-- Resistances -----------------------------------------------

    None

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

    48 former humans
    80 former sergeants
    29 former captains
    223 imps
    72 demons
    117 lost souls
    40 cacodemons
    52 hell knights
    20 barons of hell
    4 arachnotrons
    17 former commandos
    5 pain elementals
    8 revenants
    19 mancubi
    7 arch-viles
    50 spectres
    1 shadow demon
    117 hydras
    63 hydra queens
    36 achlyses
    11 cinders
    1 asura

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

  He selected the melee loadout.
  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 0 he entered The Spawning Pits...
  On level 0 he found the Aegis!
  He slew the hydra queen!
  On level 0 he encountered the Blood Temple...
  He slaughtered the worshippers!
  On level 0 he descended into Erebus...
  On level 0 he found the Staff of Souls!
  He banished the shadow demon!
  On level 0 he approached the Singularity...
  On level 0 he found the Duplication Pack!
  He closed all the portals!
  On level 12 he assembled a nanofiber armor!
  He reached the banks of the Acheron.

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

 You found 20 of power cell.
 There is power cell (x20) lying here.
 You found 20 of power cell.
 You open the door. The flames surrounding the cinder explode towards you!
 You hit the cinder. The flames surrounding the cinder explode towards you!
 You hit the cinder. The flames surrounding the cinder explode towards you!
 You hit the cinder. The flames surrounding the cinder explode towards you!
 You hit the cinder. The flames surrounding the cinder explode towards you!
 You see : a cinder (mortally wounded) | open door | [ m ]ore
 You hit the cinder. The cinder dies.
 The flames surrounding the cinder explode towards you!
 You start running!
 The flames surrounding the cinder explode towards you!
 The flames surrounding the cinder explode towards you!
 You open the door. The flames surrounding the cinder explode towards you! You
 die!... Press <Enter>...

--------------------------------------------------------------

--- End code ---

Here's the first 2 hour video,

and here's the conclusion.  (Such as it is)

These weren't the only bugs I encountered.  Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died, (It does this for every game I play of this mod) and the fact that is says "Level 0" for all event descriptions.  Another minor thing:  The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres.  I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear.  (ie. each time they phase in and out, the game considers them a new monster)

Despite these bugs, though, it remains one of my favourite mods for DRL.  :)  I still would really like to play a proper game with a non-melee build at some point to see how it plays with ranged weapons and to see what some of the special levels are like without a red screen.  :P  (Seriously, you can see in the video how easily I plowed through Erebus and the Singularity on my berserk rampage with the Chainsaw and I don't think that's a fair test of what those special levels are like)

tehtmi:

--- Quote from: Tormuse on April 26, 2017, 15:36 ---I encountered a serious bug that ended the run prematurely.

--- End quote ---

First off, very sorry :((( I think I was able to fix it, but this was a pretty bad oversight.

But, thank you for playing! I'm excited to watch the video, but don't have time tonight. Seeing how people approach the game is always interesting to me (and, hopefully, useful as well). And the written feedback is also very welcome :)

I also don't think you were playing with all the latest development changes from sourceforge, but I'll comment in more detail.


--- Quote from: Tormuse on April 26, 2017, 15:36 ---I had trouble figuring out what build to use; at first I tried a Malicious Blades build, but I was at level 6, one level shy of getting the master trait, by the time I reached Blood Temple, (the melee-only level) so that's no good.  Then I thought I'd try a Sharpshooter build with a detour to Berserker trait along the way, aiming to get it by level 6, except that this time, I reached Blood Temple by level 5, so that didn't work either.  :|  (I guess there's some variability in how experienced you are by that point)

--- End quote ---

Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.

Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

The new version should have a more even spread of experience levels per dungeon level and hit somewhere in the 11 to 13 range at the end of the game. That means a lot fewer levels overall compared to previous versions of Inferno, though, so I may be too harsh. (For example, I think you'll hit UV Blood Temple at about 4.5 with this curve if YAAMing.) There is still some variability, though.


--- Quote from: Tormuse on April 26, 2017, 15:36 ---Some are visible in the above mortem, such as the fact that it shows three question marks in the place where it's supposed to say how I died
--- End quote ---

I didn't notice this before. Should be fixed now. (Looks like this got revamped somewhat in 0.9.9.7.)


--- Quote from: Tormuse on April 26, 2017, 15:36 ---and the fact that is says "Level 0" for all event descriptions.
--- End quote ---

I think should already have been fixed if you were playing the latest...


--- Quote from: Tormuse on April 26, 2017, 15:36 ---Another minor thing:  The ingame list of how many enemies I killed is mostly accurate, but it goes haywire whenever I encounter any Spectres.  I suspect that this is due to some hacky way of making the Spectres appear and disappear by making them *actually* appear and disappear.  (ie. each time they phase in and out, the game considers them a new monster)
--- End quote ---

That's pretty accurate. But, I did revisit spectres, so this should have already been fixed in the latest version. However, there's still a similar problem if you visit a basement before clearing a level. Probably most people won't do this, though, so it is not as big of a problem. Probably not possible to fix either (although the mortem should adjust the numbers to account for enemies that "shouldn't count").

Aside, I'm pretty happy with where things stand now for the next release (horrible bugs notwithstanding). Things have stalled a little bit, as I've been trying to find some more time to do proper test runs, but I hope to do a proper release soon. My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.

Tormuse:

--- Quote from: tehtmi on April 26, 2017, 23:41 ---I also don't think you were playing with all the latest development changes from sourceforge...

--- End quote ---

Oops!  That didn't even occur to me!  :o  I downloaded it on March 6th and have been playing that version ever since.  I'll have to re-download before I try again.  :)


--- Quote from: tehtmi on April 26, 2017, 23:41 ---Yeah, Blood Temple is not really designed with conquering in mind, especially on UV. I have an idea for some changes that may make it more possible without a melee build (but still somewhat punishing), but probably not for the next version.

--- End quote ---

I'm glad you're thinking of changing it, because as it is, it's pretty much impossible to get Conqueror without a melee build.  (Or getting berserker at the beginning before your build)  Blood Temple just comes too early for you to properly prepare for it in my opinion.


--- Quote from: tehtmi on April 26, 2017, 23:41 ---Also, it looks like the version you're playing has old placeholder experience values. I'd been meaning to do an experience revamp for this version. The experience curve in the version you played is exponential, which actually gives a lot of levels early, but will fall off badly later on.

--- End quote ---

Ah, I *thought* I was getting experience rather slowly.  I'm glad to hear that wasn't just my imagination.  :D


--- Quote from: tehtmi on April 26, 2017, 23:41 ---My main concern (besides bugs) is the impact of the experience changes. There's probably a pretty good chance I'll bump up the experience rewards a little bit before release, but it will, of course, depend on testing and feedback.

--- End quote ---

Then I shall have to do some more testing and feedback for you!  :D  (Starting with testing the save feature)  :P

tehtmi:
Got through with the video. (Thanks again for making it!)

I've made fixes for the mancubus sound issue and the issue with cinder lava being hidden by an item.

You also mentioned it was weird that the blue text appeared even though there were still enemies spawning. I've gone back and forth on this before. I feel like current behavior sort of matches classic DRL, as it's possible there for enemies to spawn after the level is clear by the summon lever, and it works roughly the same way. I also was a little bit concerned that people might think be in a position where they believe they've cleared the whole map, but actually there is a untriggered spawn hiding somewhere, and a felt that would be frustrating. (It's also kind of hard to implement things so that the level won't turn blue, but that's not really the point...)

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