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Author Topic: The Inferno Module  (Read 31196 times)

Tormuse

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Re: The Inferno Module
« Reply #120 on: May 10, 2017, 18:48 »

There's two possible things that could be wrong here. One: I'm being too mean, and players should gain more levels overall, or more levels early on, or whatever compared to what I've listed in these tables. (It sounds like this is probably true...) Two: Experience values could be falling short of these expected benchmarks.

It's hard to say what "should" be.  As it is, it's a very tough game, but then, if I want something easier, I can play at an easier difficulty level.  :)  I'm currently trying to record another (non-melee) game at UV and I'll probably skip Blood Temple this time and forget about getting Conqueror.  In its current form, I don't think it's possible to get Conqueror in this game without a melee build; hitting Blood Temple at character level 3 means you just barely have enough time to get Berserker trait.
« Last Edit: May 10, 2017, 18:49 by Tormuse »
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Check out my Youtube channel for videos of me playing DRL!  :)
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Tormuse

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Re: The Inferno Module
« Reply #121 on: May 16, 2017, 15:19 »

Here's the mortem for my latest, most successful non-melee UV game.  (Video available by request; it's a little less than two hours)

Spoiler: Mortem (click to show/hide)

If I'd used that last med pack at the end, I would have had a chance, but it was my last one in a game where med packs were always in short supply so I did a badly timed reload instead.  Oh well...

I'm curious about something:  On one of the levels, I had the level feeling, "You feel jumpy," and I thought that meant that I was about to start randomly teleporting, since I remembered that someone said something about teleportitis earlier in this thread, but nothing actually happened.  Was I supposed to start teleporting?  Is that a feature you got rid of?

Another level feeling I got:  "Hungry eyes peer at you from the darkness."  Never figured out what that meant either, mind you that's the level I died on, so maybe I just didn't get the chance to find out.
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Check out my Youtube channel for videos of me playing DRL!  :)
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Errant

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Re: The Inferno Module
« Reply #122 on: December 26, 2017, 11:16 »

Links are dead, can we have a reupload?
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tehtmi

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Re: The Inferno Module
« Reply #123 on: December 26, 2017, 11:41 »

Sorry about that, I'll fix it when I get home this evening. (Busy with holiday things...)

Edit: Links in the first post have been updated. Still need to release 0.16.0, but I'll try to get to it soon.
« Last Edit: December 26, 2017, 22:37 by tehtmi »
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Errant

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Re: The Inferno Module
« Reply #124 on: December 27, 2017, 05:22 »

Thanks! I guess I should have waited a week or two until holiday season was over but I didn't think, sorry.
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Tormuse

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Re: The Inferno Module
« Reply #125 on: August 01, 2018, 17:08 »

For no particular reason, I felt like playing the Inferno mod again lately.  After a bunch of games of varying difficulty and builds failed early on, I had this somewhat more successful game at UV in an Army of the Dead build.

Notes from this run:

I only entered Blood Temple because I was already berserk and had a phase device.  (Otherwise, I would have ignored it)  I just grabbed the Chainsaw and ran.

I didn't realize that this mod adds extra assemblies until the end, when I happened to glance at the assembly screen.  I stumbled across the Scout Armour assembly by accident, by putting random mods on my armour.  I never figured out what the "targeting system online" message meant, though.

I probably should have pushed forward faster during Acheron, because enemies were accumulating, thanks to bodies getting washed up toward the Arch-Viles, which I just couldn't friggin' find.  After I used my last med pack, I decided to give up and homing phase out.  Unfortunately, there was a sizeable crowd around the exit and I died in the same turn that I used the homing phase device.  :(

Spoiler: Mortem (click to show/hide)
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Check out my Youtube channel for videos of me playing DRL!  :)
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