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Author Topic: The Inferno Module  (Read 64014 times)

Napsterbater

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Re: The Inferno Module
« Reply #15 on: April 17, 2012, 19:01 »

Very intriguing. Really starting to want a bugfix release for 0.9.9.6 so I don't have to reload the game every time. Oh yeah, and so Fireangel will work.
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tehtmi

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Re: The Inferno Module
« Reply #16 on: April 17, 2012, 21:34 »

If you were playing in console, all modules will crash on returning to the main menu.

Correct. :(


The monsters do not move when they don't see (or hear?) you so: ...

Intended :)

@Everyone: Thanks for all the feedback!
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Motorheadbanger

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Re: The Inferno Module
« Reply #17 on: April 18, 2012, 02:12 »

The reward in Spawning Pits appears after the slaughter of the queen, not the 'blue text'.
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Ander Hammer

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Re: The Inferno Module
« Reply #18 on: April 18, 2012, 06:48 »

The reward in Spawning Pits appears after the slaughter of the queen, not the 'blue text'.

So does at least one of the other yellow rewards.

I don't think this is an oversight.
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Hell Baron Major
[25|20|11|2|0]
Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

mihey1993

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Re: The Inferno Module
« Reply #19 on: April 19, 2012, 07:13 »

Firstly I want to say thanks to tehtmi for such a great module =). It can be compared with original DoomRL - also very intersting and exciting.
Now some words about gameplay. I completed it only on ITYTD diffuculty and not sure that I have rights to discuss the balance, but I would ))
First of all I want to say about hydras - idea is very good and intesting and i liked it very much, but on E they are not enemies at all - i mean that i never thought about their damage, even for man without armor it isn't a big problem, so i won't say anything about red armor + TaN =). But it can be problem of easy difficulty so i'm not sure that they are so "Friendly".
Then about level-generation. I liked very much new type of level with randomly-placed single-wall tiles. It's like a mix of labyrinth and cave. For shotgunner it's excellent )). Maybe for people with pistols or rapid-fire it would be a challenge, but idea is very good.
Third thing i have to mention is new items, especiaaly artefacts such as Staff Of Souls and Aegis. I'm not sure that people would agree with me, but i was waiting for such power-ups for a very long time. And about Staff - i think it has rather low cost for use, so maybe it should be higher. Dublication+Hellfire is rather OP and i think it should be corrected not to work for everything.
About problems - they are already mentioned - craches on exit and creatures that doesn't mention marine if they don't see him.
Also I think Ptolomea should be rebalanced, cuz for me it was much harder that Mortuary on HNTR, but doesn't give anything except ammo.

And my shotgunner-run mortem
--------------------------------------------------------------
 DoomRL (v.0.9.9.6) roguelike post-mortem character dump
 Module : Inferno (0.15.0)
--------------------------------------------------------------

 mihey, level 14 Marine,
 defeated the Simulacrum and escaped from Hell.
 He survived 100692 turns.
 He played for 1 hour, 6 minutes and 35 seconds.
 He was too young to die!

 He killed 780 out of 780 hellspawn. (100%)

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

  Name               Result       Kills   Turns      Time
  Hell Keep          Complete   11/  11    1807       58s
  The Spawning Pits  Complete   43/  43    1422     1m39s
  The Blood Temple   Complete   12/  12    1470       30s
  Erebus             Complete   15/  15    2366     1m18s
  Singularity        Complete   25/  25    2985     1m28s
  The Acheron        Complete   67/  67    3795     3m19s
  Infernal Sanctuary Complete   30/  30    2429     2m34s
  Ptolomea           Complete   38/  38    3675     4m17s
  The Technomanse    Complete   12/  12    2724     2m38s
  Hell's Egress      Complete   13/  13    1146     1m03s

  The Crossing       Complete   18/  18    1295     1m30s

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

  Tactician's Token
  -- Cleared a random floor without taking damage

  Massacre Medal
  -- Killed eight monsters in fifty turns

  Shadow Medal
  -- Defeated the shadow demon

  Ruby Heart
  -- Defeated the lava witch

  Wanderlust Token
  -- Visited every special floor

  Order of Conquest
  -- Completed every special floor

  Betrayal Token
  -- Cleared Ptolomea

  Shottyman Medallion
  -- Won with at least 80% shotgun kills

  Order of Slaughter
  -- Killed every monster

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

  ###########################################################
  #............=.....................==......................
  #.###.......==.....................=.....###...............
  #.#=#.......===.......#==........=====...#=#...............
  #.###......======##...#==......=======...###=...........===
  #=....=....%======#...#===.###.==.====...===...........====
  #.=...==..%=.==.=#=..======#=#=....==#...======........====
  #..=.====...=.==.=..==...==##=.....==#....=#==.=........===
  #.=...==.....=.=...=..===...==.....#==....=#====.......====
  #=###.===.....=...=.=====.=.====.....==...=##==.=......=..=
  #.==#..==....=====.===#====.==#=....==.....======......=.==
  #====.===...====..====#=======#==...........=.=.........===
  #=========....=..====.===..======........%...............==
  #=...==.=....==....=====.....=.......###...................
  #===.====...=..X...=====.....=.......#=#...................
  #===========........=====....=.......###............===....
  #=======.#=#........==.===...=......%%..%...........===....
  #=======.###........=====....=......................===....
  #======.....%.......=====..................................
  ###########################################################

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

  Health 112/107    Experience 97149/14
  ToHit Ranged +0  ToDmg Ranged +0
  ToHit Melee  +0  ToDmg Melee  +0

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

  Class : Marine

    Ironman          (Level 5)
    Tough as nails   (Level 3)
    Reloader         (Level 2)
    Badass           (Level 2)
    Shottyman        (Level 1)
    Army of the Dead (Level 1)

  Rel->Rel->SM->Bad->Bad->MAD->TaN->TaN->Iro->Iro->Iro->TaN->Iro->Iro->

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

    [a] [ Armor      ]   duelist armor [2/5] (44%) (H)
    [b] [ Weapon     ]   super shotgun (8d4)x2 [0/2]
    [c] [ Boots      ]   steel boots [1/1] (61%)
    [d] [ Prepared   ]   tactical shotgun (8d3) [0/5]

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

    [a] shotgun (8d3) [1/1]
    [b] combat shotgun (7d3) [5/5]
    [c] BFG 9000 (10d8) [20/100]
    [d] Trigun (3d6) [6/6]
    [e] powered exoskeleton [2/2] (200%)
    [f] shotgun shell (x50)
    [g] shotgun shell (x31)
    [h] power cell (x50)
    [i] power cell (x50)
    [j] power cell (x50)
    [k] small med-pack
    [l] small med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] Aegis
    [q] Staff of Souls
    [r] Duplication Pack

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

    Bullet     - internal 0%    torso 25%   feet 0%   
    Melee      - internal 0%    torso 25%   feet 0%   
    Shrapnel   - internal 0%    torso 25%   feet 0%   

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

    64 former humans
    59 former sergeants
    16 former captains
    99 imps
    38 demons
    94 lost souls
    26 cacodemons
    26 hell knights
    31 barons of hell
    32 arachnotrons
    9 former commandos
    4 pain elementals
    9 revenants
    19 mancubi
    7 arch-viles
    14 nightmare imps
    4 nightmare demons
    1 lava witch
    39 spectres
    1 shadow demon
    111 hydras
    15 hydra queens
    39 achlyses
    16 cinders
    6 asuras
    1 Simulacrum

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

  He began his journey by storming Hell Keep...
  He left no survivors!
  On level 6 he entered The Spawning Pits...
  There he discovered the Aegis.
  He slew the hydra queen!
  On level 8 he encountered the Blood Temple...
  He slaughtered the worshippers!
  On level 12 he descended into Erebus...
  There he discovered the Staff of Souls.
  He banished the shadow demon!
  On level 14 he approached the Singularity...
  There he found the Duplication Pack.
  He closed all the portals!
  On level 15 he raided The Crossing!
  On level 15 he assembled a tactical shotgun!
  He reached the banks of the Acheron.
  On level 18 he discovered The Infernal Sanctuary.
  There he claimed Ruby Heart.
  He defeated the lava witch!
  On level 19 he assembled a powered exoskeleton!
  Level 20 was a hard nut to crack!
  On level 21 he anwsered the call of Ptolomea...
  He blasted the demons who were lying in wait!
  On level 22 he found the Trigun!
  On level 23 he visited The Technomanse.
  He destroyed the evil within!
  He finally reached Hell's Egress...
  ...and defeated the Simulacrum!

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

 You see : a hell knight (wounded) | floor | [ m ]ore
 The hell knight dies. You are hit! The hell knight hits you.
 You see : a hell knight (unhurt) | floor | [ m ]ore
 You are hit!
 You see : a hell knight (severely wounded) | blood | [ m ]ore
 The hell knight dies.
 The hell knight hits you.
 You see : a hell knight (mortally wounded) | blood | [ m ]ore
 The hell knight dies.
 You see : a Simulacrum (severely wounded) | floor | [ m ]ore
 You see : a Simulacrum (mortally wounded) | pool of blood | [ m ]ore
 You are hit! Your duelist armor is damaged!
 The Simulacrum reloads his rocket launcher.
 You see : a Simulacrum (almost dead) | pool of blood | [ m ]ore
 The Simulacrum dies.
 Game loaded. Welcome to the Doom Roguelike...

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

Logged
Cyberdemon Br.General
[26/23/18/5/1]
Wanna complete any N! game with 90% or more kills...

Ander Hammer

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Re: The Inferno Module
« Reply #20 on: April 19, 2012, 12:32 »

Nice to see that it's beatable, if only on ITYTD. I usually have this problem where there's not enough health to carry around.

I see you did use the Staff of Souls... you must realize what its use cost is, because you only used it once. You think it's too cheap? I know I'd be shooting myself in the head if I used it, then hit a tracking map.

I'd kind of like to see special level rewards/static loot rebalanced with somewhat more of a balance between ammo and health. Ammo is rarely a problem in Inferno.
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Hell Baron Major
[25|20|11|2|0]
Quest: bronzes/silvers i guess
[Inferno] ITYTD Win

mihey1993

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Re: The Inferno Module
« Reply #21 on: April 19, 2012, 14:02 »

I know u won't agree me, but tracking map helps alot =) Only with it's help i did The Technomanse practically without taking damage. Maybe it would be easier for me if i weren't visiting it for the 1st time. I really think that 3 HP is low cost - even in original i used trigun up to 5 times without any Ironmans, and could complete the game, so... but maybe i'm too self-confident and dont think about other players =))
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Cyberdemon Br.General
[26/23/18/5/1]
Wanna complete any N! game with 90% or more kills...

Uranium

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Re: The Inferno Module
« Reply #22 on: April 19, 2012, 15:38 »

Ptolomea...
...just...
wow...
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Use power for power.

mihey1993

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Re: The Inferno Module
« Reply #23 on: April 19, 2012, 15:58 »

It's rather easy on easy xD i had SSG and berserk when started it, so..about 10 medpacks 1 shellbox and practically all other place is filled with plasma...so not a big problem..oh no - it's a BIG problem, but RNG loves me xD
trying now UV run with ammochain - it's really hell T_T shotgunner is easier. Spent about 5-6 hours to get to the 4th level...trying not to die atm ))

I think we shouldn't discuss runs there, cuz it's more a feedback theme, than a gameplay chat ))
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Cyberdemon Br.General
[26/23/18/5/1]
Wanna complete any N! game with 90% or more kills...

tehtmi

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Re: The Inferno Module
« Reply #24 on: April 19, 2012, 21:17 »

I completed it only on ITYTD diffuculty and not sure that I have rights to discuss the balance, but I would

I'd like inferno to be balanced on all difficulty levels and fun for a wide range of players, so all feedback is valuable. :)

Dublication+Hellfire is rather OP and i think it should be corrected not to work for everything.

If you want to wait that long to use it, I think you'll get very little benefit from it since the game is almost over, but I'd be interested in seeing what other people think.

Also I think Ptolomea should be rebalanced, cuz for me it was much harder that Mortuary on HNTR, but doesn't give anything except ammo.

There is a lot more than ammo in Ptolomea... you can't leave with any of the items without clearing the level (unless you are very clever).

Congratulations and winning, and thanks for the feedback!

I think we shouldn't discuss runs there, cuz it's more a feedback theme, than a gameplay chat ))

I consider any kind of discussion to be feedback, so don't stop on my account.
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mihey1993

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Re: The Inferno Module
« Reply #25 on: April 19, 2012, 22:11 »

There is a lot more than ammo in Ptolomea... you can't leave with any of the items without clearing the level (unless you are very clever).

Yeah, I know, but I mean that despite BFG is useful, I spent most part of ammo, medpacks and red armor, so when I finished I found only plasma ammo. Or maybe i have missed something ))
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Cyberdemon Br.General
[26/23/18/5/1]
Wanna complete any N! game with 90% or more kills...

Sirdec

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Re: The Inferno Module
« Reply #26 on: April 21, 2012, 00:50 »

This mod really kicks ass, i only tried a few HNTR runs and failed but wow ! It's really great.

Good points (Going to forget a lot here i guess...) :

* Ennemies that need to notice you to be alerted : very Doomish.
* New Ennemies with great mecanics. The first group specters really left me wtfucking.
* Cool level generators, i had a ''standart level' with small ammo rooms within a big room, very neat.
* The ammo lever
* Lots of level events that i have yet to figure out what all of them do.
* Special levels : this is actually the best part of the mod for me so far. Some are big others small, some relatively easy others very hard, some simple as in kill everything others are like 'a mission with objectives'. Another great feature is (most) special levels aren't allways generated, last try i even had 2 spawn on one floor, giving choice thus replayability.

Awesome work tehtmi !

Bad points :
* sometimes a few monsters that should clearly be part of one monster group aren't alerted when they should, i guess this must be hard to code ;-).
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Roguelikes beaten
DoomRL : a lot of wins, best one AoMr UV 100%
DCSS : 10 runer MdFi
AliensRL

Matt_S

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Re: The Inferno Module
« Reply #27 on: April 21, 2012, 14:14 »

Wow this is tough...
Spoiler: mortem (click to show/hide)

I ended up carrying boatloads of mods and forgetting to grab any Whizkid levels until the very end.  For the one special level with a blue staircase, I had cleared the level before entering the stairs, but the level text was red again when I returned.  Just to be sure I wandered around the level double-checking that there were no enemies, acid-walking a lot in the process :( Typo: "On level 9 he the Fool's Tomb!"  Despite entering the Singularity with invincibility and invisibility, I couldn't close all the portals in time.  I was greatly unprepared for Barons, especially in such an open area.
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Kornel Kisielewicz

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Re: The Inferno Module
« Reply #28 on: April 21, 2012, 16:57 »

Crash on Exit in console mode is my fault, please don't beat tehtmi for it :P
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Kornel Kisielewicz

Napsterbater

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Re: The Inferno Module
« Reply #29 on: April 21, 2012, 21:08 »

Crash on Exit in console mode is my fault, please don't beat tehtmi for it :P
Is there going to be a bugfix release anytime soon to fix this and the other major bugs?
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