Interesting bit on RunDelay. I did some testing myself and couldn't find any difference either, but that's likely because I play on tiles. I never used the Run command since I can just move the way I want to myself and figured it was just a convenient movement option for ASCII players. Also good to better understand actions/turns/seconds, etc. One minor thing I did in the floor above Phobos Anomaly was switch to a Blue Armor when I grabbed the Invulnerability, which may have been enough to make the difference. More importantly though, I learned a valuable lesson in a scenario where nothing major was at stake.
Also really cool to see the Apostle's colour! I assume he looks like a regular Archvile with tiles then? Congrats on your run there, Tormuse!
Day 42:I actually didn't play as much since I got way too interested in digging through the source code. :D I'm not a professional by any means, but I've done some programming before and could figure out most of what's going on while I was reading through.
Some things I figured out:
The massacre/damaging levers do 20 fire damage. This is enough to gib Zombiemen, Shotgun Guys, Chaingunners, and also kill Imps, while everything else just gets damaged. Armor should be applied to this damage too.
On the wiki, Lost Souls' speed value is listed as "varies". When moving normally around, they have 100% speed, and when attacking, they technically don't change speed value and instead move in a pre-set charging manner. I didn't dig into the fine details of exactly how it works, though deeply analyzing the enemies' AI might be a good investment in the future when going for the ridiculous angelic badges.
Bonus levels that have randomly spawned weapons (Hell's Armory, Deimos Lab, Vaults) always spawn ranged weapons, so no melee ones.
When generating items in a level, the full list of uncollected uniques is added into total weight, which I believe would imply that as you continue to gain uniques, the chances of getting a certain other one improves. In other words for example, finding a Dragonslayer is easier if you've already collected several other uniques.
With the above two in mind, it's very useful to collect all uniques, even if you don't intend to use them so that you can remove their weight values from the item generation list. On top, if you're seeking a Dragonslayer, or other unique melee weapon, it's recommended to enter all these bonus levels to try and force out some of the ranged uniques. Lava Pits and Mt Erebus are good too to try and spawn unique armors and boots.
Deimos Lab's special mod packs are a pairing of Firestorm, Nano, and Sniper. If I'm understanding it correctly, you can't get Onyx from this level.
Hell's Armory spawns a random pair of regular mod packs, and then one of Firestorm, Nano, and Sniper. If you clear the level damageless, one of the regular mod packs is then replaced by a Nano Pack, unless the spawned special mod pack is another Nano Pack, in which case the bonus one is an Onyx Pack. In simpler terms, you're guaranteed a Nano Pack, and have a uniform distribution of the others (all 1 in 3).Angel Arm doesn't work when your health is 10 or less (as mentioned before in this thread), but the game also won't prompt you when you try:
if being:is_player() and being.hpmax > 10 then
This also explains why I couldn't get it to do anything on my Angel of Humanity run awhile back.
Interestingly, Azrael's Scythe has its coding done a little differently:
OnAltFire = function(self,being)
if being.tired then
ui.msg("You are too tired to invoke the Scythe!");
else
being.hpmax = math.max(being.hpmax - 5,5)
The game will only check if you're tired or not, but will not decrease your max HP below 5. In other words, you can use Whisper of Death indefinitely. With enough Med Packs, you can pseudo-nuke a floor (I used this strategy for clearing the vaults by luck awhile back).
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I'm pretty sure I've analyzed everything above correctly, but if anyone notices mistakes, let me know!
Following that, I did still play a bit and went for Reaper Platinum Badge. The plan was to grab the Nuclear BFG which took care of both my ammo and my corpse problems. I had one good run with triple Invulnerability before the stairs, but rolled Mortuary and lost control. Limbo is better as the enemies are more stranded.
On my next good run, I had a great start:
And before the stairs, I had my first ever quadruple Invulnerability! Really insane! One of them was blown up, but I grabbed the other three, and fortunately also rolled Limbo! You can barely make out all four of them in my screenshot:
I made it to the Nuclear BFG without it being destroyed, and started firing away:
This badge is honestly really easy once you're properly setup. The only thing extra you'll need is some Med Packs when crossing the lava, but since there's one by the Nuclear BFG, it's not a big deal. The other nice thing is the distance from the switches to the far corners is short enough for the BFG shots to reach, so you never have to put yourself in danger. After patient killing, I cleared out Limbo on Nightmare!
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DoomRL (0.9.9.7) roguelike post-mortem character dump
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kihuy, level 8 Apostle General Scout,
defeated the Mastermind at the City of Dis.
He survived 24877 turns and scored 190885 points.
He played for 15 minutes and 54 seconds.
He opposed the Nightmare!
He killed 165 out of 403 hellspawn. (40%)
He was an Angel of Max Carnage!
He was also an Angel of Overconfidence!
-- Special levels --------------------------------------------
Levels generated : 4
Levels visited : 3
Levels completed : 1
-- Awards ----------------------------------------------------
UAC Star (silver cluster)
Grim Reaper's Badge
Reaper Platinum Badge
-- Graveyard -------------------------------------------------
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..####............................####..%.#################
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#........####.....####.....####........####################
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###########################################################
-- Statistics ------------------------------------------------
Health 39/50 Experience 28314/8
ToHit Ranged +12 ToHit Melee +12 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 1)
Hellrunner (Level 2)
Tough as nails (Level 2)
Dodgemaster (Level 1)
Intuition (Level 2)
Int->Int->HR->HR->DM->TaN->TaN->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [7/7] (60%)
[b] [ Weapon ] minigun (1d7)x8 [80/200] (P1)
[c] [ Boots ] steel boots [1/1] (41%) (A)
[d] [ Prepared ] assault shotgun (7d3) [6/6]
-- Inventory -------------------------------------------------
[a] rocket launcher (6d6) [1/1]
[b] combat pistol (3d3) [15/15]
[c] nuclear BFG 9000 (9d6) [40/40] (P1)
[d] red armor [4/4] (76%)
[e] combat knife (2d5)
[f] 10mm ammo (x42)
[g] shotgun shell (x50)
[h] shotgun shell (x31)
[i] rocket (x3)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 0%
Melee - internal 0% torso 50% feet 0%
Shrapnel - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
8 former humans
9 former sergeants
15 former captains
11 imps
11 demons
4 cacodemons
7 hell knights
10 barons of hell
7 arachnotrons
1 former commando
10 revenants
20 mancubi
24 arch-viles
9 nightmare imps
1 nightmare cacodemon
7 nightmare demons
10 nightmare arachnotrons
1 Spider Mastermind
-- History ---------------------------------------------------
He left level 2 as soon as possible.
On level 3 he entered the Vaults.
He came, he saw, but he left.
On level 4 he was foolish enough to enter Limbo!
On level 4 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 6 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Dis!
On level 8 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The missile hits the Spider
Mastermind. The missile hits the Spider Mastermind. The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The missile hits the Spider
Mastermind. The missile hits the Spider Mastermind. The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind flinched! The missile hits the
Spider Mastermind. The Spider Mastermind dies. Congratulations! You defeated
the Spider Mastermind! Press <Enter>...
-- General ---------------------------------------------------
1108 brave souls have ventured into Phobos:
829 of those were killed.
2 of those were killed by something unknown.
41 didn't read the thermonuclear bomb manual.
And 126 couldn't handle the stress and committed a stupid suicide.
110 souls destroyed the Mastermind...
11 sacrificed itself for the good of mankind.
95 killed the bitch and survived.
4 showed that it can outsmart Hell itself.
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Nice to get another badge without too much time spent playing.
More to come as always!