Chaosforge Forum

  • December 21, 2024, 05:26
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: SkulltagArena vs Default  (Read 3900 times)

Dr. Granola

  • Private FC
  • *
  • Offline Offline
  • Posts: 17
  • Lost Soul
    • View Profile
SkulltagArena vs Default
« on: September 16, 2017, 14:35 »

So, I'm going to be using this thread to ask questions about the SkullTag Arena module and all the little differences it has compared to normal games.

To begin with has anyone figured out what the various runes do? Some are mostly obvious, like Prosperity (All health restoring items can restore beyond the 100% cap up to 250% including LargeMedkits, BeserkPacks, etc.), Drain (Gain health from kills), Haste (Move speed +40%ish).

Particular runes include Reflection, Resistance, and Strength.

PS. The invisibility globes seem worthless. Anyone willing to help dispute this?
Logged

Tormuse

  • Elder
  • General
  • *
  • *
  • Offline Offline
  • Posts: 1699
  • More Angelic than not
    • View Profile
Re: SkulltagArena vs Default
« Reply #1 on: September 16, 2017, 16:21 »

To begin with has anyone figured out what the various runes do?

Directly from the author in the Skulltag thread:

It's all right there in the code :p

Strength = +1 to damage bonus
Resistance = +1 to armor
Prosperity = fiddling with the health cap
Rage = 2/3rd firetime and reloadtime
Regeneration = what the name implies, lower health means faster regen
Reflection = damage dealt to you is also applied to the nearest enemy
Drain = every enemy you kill heals you a little bit based on the enemy's max HP
Haste = boost to speed equiv to a level in HR + you never get tired

Doom = +4 to damage bonus
Guard = +4 to armor
Turbo = Double speed
Partial/Total invis = 2/4 point bonus to dodging (implemented as a PENALTY to all enemy ToHits because there was no dodgebonus property at the time)
Time Freeze = abuse of the timing code to give the player free moves, simulating a freeze in time

PS. The invisibility globes seem worthless. Anyone willing to help dispute this?

It's been a while since I played this mod, but I don't think I ever experimented with them enough to find out; I mostly try to avoid directly facing enemies anyway.
Logged
Apostle Chaos Lt. General (0.9.9.7)
[26/26/26/26/18/9]
Check out my Youtube channel for videos of me playing DRL!  :)
https://www.youtube.com/channel/UCXOijubEijdnrOja0kxXTKQ/videos

Dr. Granola

  • Private FC
  • *
  • Offline Offline
  • Posts: 17
  • Lost Soul
    • View Profile
Re: SkulltagArena vs Default
« Reply #2 on: September 16, 2017, 18:13 »

Oh. So there is  a cheat sheet.
Well, some of these I didn't expect.
-Doomsphere/Strength is essentially SoB lv. 4/1?
-Reflection I thought would nullify every other hit or something.
-Can you run during Haste? If not do you get the dodge bonus?
-Invis adds dodge bonus? Well I definitely didn't expect that. No wonder, I thought enemies wouldn't detect you.

PS. This is what I get for not looking around. Note to self: LOOK AROUND.
Logged

Sereg

  • Chaos Acolyte
  • Greater Elder
  • Brigadier General
  • *
  • *
  • Offline Offline
  • Posts: 660
  • Angel of Overconfidence
    • View Profile
Re: SkulltagArena vs Default
« Reply #3 on: September 16, 2017, 18:18 »

Just a guess but I assume you can run during haste since it specifies that you never get tired... which would be pretty pointless if you couldn't then run.

Caveat: I have never played this mod so I have no idea what I'm talking about... just going off the base game so I may be missing something.
Logged
[26|22|23|15|15|2]
Cyberdemon Chaos Colonel

Medals - DRL 27/43 | XA 16/31
Pages: [1]