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Author Topic: DoomRL 0.9.8.7 - Released!  (Read 34363 times)

Kornel Kisielewicz

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DoomRL 0.9.8.7 - Released!
« on: May 02, 2007, 13:13 »

Ladies and Gentlemen,

The time has come to delurk again, and present the world with another release of DoomRL! This is a intermediate release on the long and winding road towards DoomRL 0.9.9. Some of the features that I wanted to push into this release have beed delayed, but fear not, theres still a couple of things to try out!

The most important part are interface changes, including (but not limited to) message coloring, past message viewer, archivising of mortems in a separate folder, screenshots in plaintext at BBCode format.

Gameplay changes include adding weapon modifications, Mancubi, new level types and new traits. Finally there's the backpack ;). A lot of changes also happened in the old traits, including a lot balance work. Balance work has been done on other aspects of the game also.

Mortems have been upgraded with a new history format, a screenshot, trait order and last messages.

Unfortunately, the old format of the score files was inherently broken, so there is no score.dat compatibility (the score table is enhanced though). You may however use your old player.dat. Compatibility of saves and ini files is NOT maintained (if you use the MP3 files, be careful, cause the music entry is modified!).

Also, a TON of bugs has been fixed.

Linux version will be available as soon as possible (I'll post a separate announcement).

So without further ado, I present DoomRL 0.9.8.7! Get it at:

http://doom.chaosforge.org/

Full change list:

Code: [Select]
v.0.9.8.7
(3.V.2007)
(20 bugfixes, 19 modifications, 17 additions)
[add] -- Weapon MODs for advanced weapons!
[add] -- added backpack! powerup!
[add] -- retalitation AI for hitting out of los monsters
[add] -- Highscore Upgrade: challenges, filtering, size 500
[add] -- Added experience ranks up to Cyberdemon!
[add] -- rare new arena level type added
[add] -- new maze level type added
[add] -- advanced trait : TriggerHappy!
[add] -- advanced trait : Whizkid (max mods on weapon +4)
[add] -- Mancubus added!
[add] -- ASCII screenshots added (F10)
[add] -- BBCode screenshots added (F11)
[add] -- Added two new screens to Show Player Data
[add] -- small screenshot in mortem
[add] -- message buffer ("P") and last messages in mortem.txt
[add] -- message coloring system (see doomrl.ini)
[add] -- optional archivising of all mortem.txt's in mortem dir (see doomrl.ini)
[mod] -- guaranteed knife on level 1 on the Berserk challenge
[mod] -- Computer Maps now light only blocked cells
[mod] -- played around with music bindings for special levels
[mod] -- Nightmare! respawn slower, but NOEXP
[mod] -- armor colored on status bar based on damage
[mod] -- quick key now swaps weapon if weapon in prepared slot
[mod] -- stairs now can't have items on them
[mod] -- stairs have a different dark color
[mod] -- hitting a monster outside los has to pass 50% test
[mod] -- Stonewall advanced trait merged into Badass
[mod] -- Juggler now alows instant weapon swap - Finesse 1 required
[mod] -- Dualgunner has two levels, second level giving 100%
[mod] -- changed the history system
[mod] -- trait order in mortem
[mod] -- return to menu
[mod] -- revisited rewards for special levels
[mod] -- Frontal option for quicker gameplay start
[mod] -- Unholy Cathedral and Mortuary no longer appear on ITYTD
[mod] -- option to drop an item from equipment if inventory full
[fix] -- Mortem crashbug fixed!
[fix] -- Fixed spawning in walls in rooms full of acid
[fix] -- Finish on diff and get to level work with challenges
[fix] -- Separate victory music
[fix] -- Mortem when sacrificing
[fix] -- teleports will no longer block passages
[fix] -- running on phobos rock now possible
[fix] -- Escape skips intro
[fix] -- non-full reloading fixed
[fix] -- large medpacks don't work in AoMasochism anymore
[fix] -- challenges no longer persistent after escape
[fix] -- StartTrait = 255 fixed
[fix] -- changed the color of the highlited highscore entry
[fix] -- proper sound assignments (by Jered Cain)
[fix] -- when trying to unequip item if inv full there is a message
[fix] -- Angel of Impatience medikit fix (no longer inv full message)
[fix] -- Health globes in AoB put you into aggresive tactics
[fix] -- ArchViles only ressurect corpses in their field-of-vision
[fix] -- fixed large medpack bug on AoB when on full health
[fix] -- fixed the Cyberdemon sacrifice bug
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Kornel Kisielewicz

DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #1 on: May 02, 2007, 13:19 »

* DaEezT dances
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #2 on: May 02, 2007, 13:33 »

Woo! I can try this out before going to sleep!

Edit: What the hell are modslots?
« Last Edit: May 02, 2007, 13:54 by Potman »
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Blade

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Re: DoomRL 0.9.8.7 - Released!
« Reply #3 on: May 02, 2007, 14:25 »

Woohoo, as i already said!))

Mu-ha-ha, now i will have long sleepless nights!)) Thanks, Kornel!))
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Re: DoomRL 0.9.8.7 - Released!
« Reply #4 on: May 02, 2007, 19:04 »

"If you're interested in a MacOS version, please give me a sign at the forum."

!@#$%^&* <signs?
 or this --> =]
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Picklish

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Re: DoomRL 0.9.8.7 - Released!
« Reply #5 on: May 02, 2007, 19:26 »

Linux version will be available as soon as possible (I'll post a separate announcement).

Yay!
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.7 - Released!
« Reply #6 on: May 02, 2007, 19:29 »

I already got a life sign from Michalis that he'll do the Linux version ASAP. As for MacOS, we may both try to compile it at the University ;].
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.7 - Released!
« Reply #7 on: May 03, 2007, 00:10 »

Well done!
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #8 on: May 03, 2007, 03:34 »

Is it just me, but is every version always muchos harder than the earlier one? Yeah forget about all the Cateye/Inituition nerfs, even those former humans in the first level are kicking my ass nowadays. And they get to those med packs before me much more often those FUCGREWRGRGEWARGHRGEAGDAMMITBASTARDS!! Makes me want to play on ITYtD just because of that.
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Re: DoomRL 0.9.8.7 - Released!
« Reply #9 on: May 03, 2007, 05:10 »

* TFoN grinns evily and cocks his weapons...


Potman, have you tried changing your settings to start nearer to the front?

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #10 on: May 03, 2007, 05:56 »

Yeah. While that allows me to get to those packs faster, I'm still getting my ass kicked. And they still sometimes get those important packs before me.
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Re: DoomRL 0.9.8.7 - Released!
« Reply #11 on: May 03, 2007, 06:50 »

Try using walls and corners to narrow down the number of foes you're facing at a time, and remember to change tactics in order to hit/dodge more often. Also remember to always be aggressive when facing only/mostly sergeants, who fire undodgeable shotguns.


I've updated the wikipedia entry according to the information given here.
http://en.wikipedia.org/wiki/DoomRL
Note that the update assumes a MacOS version is definitely planned.

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #12 on: May 03, 2007, 06:52 »

I've always used walls and corners, and I've always played on coward since I usually have Eagle Eye. Didn't know about the sergeant thing, though, although I did suspect about those shotguns - which is why I don't use EE when playing with shotties.
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Malek Deneith

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Re: DoomRL 0.9.8.7 - Released!
« Reply #13 on: May 03, 2007, 07:00 »

Quote
and I've always played on coward
Bad habit - coward affects not only to-hit but also damage dealt.
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #14 on: May 03, 2007, 08:52 »

Doesn't matter if the damage's pretty great anyway: Chaingun and especially Plasma Gun rip enemies apart even if the damage's a tad lower. And it allows me to stay longer alive myself
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Malek Deneith

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Re: DoomRL 0.9.8.7 - Released!
« Reply #15 on: May 03, 2007, 09:03 »

Pssst, Potman... you have an image in siggy, and that is forbidden... you're lucky if it were for Kornel to decide you'd be shot on spot... I'll give you 5 minutes head start

* Malek wanders off to armory
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #16 on: May 03, 2007, 09:13 »

*Switches profile*

*Arms himself with a red armor and a plasma gun*

*Hides himself in some dark corner*

Why images in sigs forbidden?

Edit: Speaking of profiles, though, yours is pretty nice. WH40k rulz.
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Malek Deneith

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Re: DoomRL 0.9.8.7 - Released!
« Reply #17 on: May 03, 2007, 09:20 »

Quote
Why images in sigs forbidden?
Because Kornel likes this place dark and gloomy ;)
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #18 on: May 03, 2007, 09:21 »

But my image was dark and gloomy...

Edit: In other news, I LOVE Triggerhappy!
« Last Edit: May 03, 2007, 09:28 by Potman »
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #19 on: May 03, 2007, 10:30 »

Okay, so the player data ain't compatible with the latest version, either? Yeah, nice. I ain't a captain no longer.

If I hadn't already deleted it, would it've been possible to post it here so that Kornel could've updated it? Not that it matters anymore.
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DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #20 on: May 03, 2007, 12:07 »

Okay, so the player data ain't compatible with the latest version, either? Yeah, nice. I ain't a captain no longer.

player.dat is compatible, score.dat isn't. I just confirmed this myself.
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #21 on: May 03, 2007, 12:21 »

But have you played long enough to get another rank?
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DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #22 on: May 03, 2007, 12:37 »

But have you played long enough to get another rank?
I should consider that an insult :E

--------------------------- DOOMRL Player Info ------------------------------
                                                                             
  Skill rank      : Captain                            former human    3908   
  Experience rank : Cacodemon                          former sergeant 3274   
  Games won       : 7          Partial wins  : 0       former captain  1742   
  All kills       : 17826      Standard wins : 6       imp             1930   
  Melee kills     : 1843       Full wins     : 1       demon           2400   
                                                       lost soul       1842   
  To achieve Major rank:                               cacodemon       1091   
   -- win the game on at least Hurt Me Plenty          baron of hell   309   
   -- complete the Angel of Marksmanship challenge     Cyberdemon      7     
   -- complete the Angel of Purity challenge           hell knight     572   
                                                       arachnotron     234   
  To achieve Mancubus rank:                            former commando 182   
   -- kill a total 500 of mancubi                      Angel of Death  2     
   -- kill a total 50 of mancubi with pistol           pain elemental  227   
   -- kill a total 10 of mancubi in melee              arch-vile       102   
                                                       mancubus        4     
  Difficulty level achievements                  Deaths    Kills             
  I'm too young to die! : fully won (3 win total)13        2062               
  Hey, Not Too Rough    : won (2 win total)      72        6433               
  Hurt Me Plenty        : won (2 win total)      19        871               
  Ultra-Violence        : reached level 25       75        4547               
  Nightmare!            : reached level 16       28        3913               
 -----------------------------------------------------------------------------
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #23 on: May 03, 2007, 12:43 »

So you got all that during the latest version?! Wow!
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DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #24 on: May 03, 2007, 12:58 »

So you got all that during the latest version?! Wow!
huh?

You said:
Okay, so the player data ain't compatible with the latest version, either? Yeah, nice. I ain't a captain no longer.
That means that you were captain in 0.9.5 and now you ain't.


My player stats are partly from 0.9.5 and they work perfectly fine in 0.9.7, so I kept my rank instead of "ain't a captain no longer"
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Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #25 on: May 03, 2007, 13:03 »

My stats were all right until I became Major. That's when they went Boom. Have you been captain all along the latest version?
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DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #26 on: May 03, 2007, 13:07 »

My stats were all right until I became Major. That's when they went Boom. Have you been captain all along the latest version?

D:
I haven't gotten any rank up in the new version yet, so I'll just prepare myself for the worst then...
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Re: DoomRL 0.9.8.7 - Released!
« Reply #27 on: May 03, 2007, 13:12 »

Excellent!

I have seen there is a Linux version as well, so I'll download it right away!

Thank you, Kornel! ;)
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Re: DoomRL 0.9.8.7 - Released!
« Reply #28 on: May 03, 2007, 13:47 »

My stats were all right until I became Major. That's when they went Boom. Have you been captain all along the latest version?
Explain "boom", please.

Other than that, I suggest that everybody backs up their player.dat files until this is resolved.

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #29 on: May 03, 2007, 13:51 »

My stats were all right until I became Major. That's when they went Boom. Have you been captain all along the latest version?
Explain "boom", please.
"Boom" is the same thing that happened with the scores.

Quote
Other than that, I suggest that everybody backs up their player.dat files until this is resolved.
Too late for me. *Tear*
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Blade

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Re: DoomRL 0.9.8.7 - Released!
« Reply #30 on: May 03, 2007, 14:15 »

Imho it's not bad that our score.dat and player.dat are incomplatible. Remember, we are playing this game not for result and not for Major(Captain, General, choose any) rank, but for the game itself. So to get back out ranks, we need to complete all this challenges, but in new version. A good stimulation for us to play hard.))

Arena level type is EVIL. Kornel, congratulations, you surpassed yourself in evilness! I even haven't thought that you will create something like this as basic level. I lost very good marine in this level because in this version monsters fires at you outside YOUR LOS. I haven't fired at them, so they weren't retaliating!

Malek, i like backpack's placement!)) I always loved that place.)) It was always easy for me to clear it!))
Also, it is supposed that backpack isn't increasing amount of 10mm ammo?
« Last Edit: May 03, 2007, 14:45 by Blade »
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TFoN

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Re: DoomRL 0.9.8.7 - Released!
« Reply #31 on: May 03, 2007, 14:36 »

My stats were all right until I became Major. That's when they went Boom. Have you been captain all along the latest version?
Explain "boom", please.
"Boom" is the same thing that happened with the scores.

I don't know what you're talking about.
Did it delete the file, did it corrupt it? Did your monitor transform into a gateway to Deimos? :)

Imho it's not bad that our score.dat and player.dat are incomplatible. Remember, we are playing this game not for result and not for Major(Captain, General, choose any) rank, but for the game itself. So get back out ranks, we need to complete all this challenges, but in new version. A good stimulation for us to play hard.))

Yes and no. I personally tend to agree with you, and intend on restarting my player file right after I finish one game in UV (I don't feel like first reaching rank requirements for it :P ). But I'd like to know that if I want, I could anyway keep playing with my current details, at least if that's the way it's supposed to work.

Malek Deneith

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Re: DoomRL 0.9.8.7 - Released!
« Reply #32 on: May 03, 2007, 15:02 »

Quote
Malek, i like backpack's placement!)) I always loved that place.)) It was always easy for me to clear it!))
Not everybody is you... for me it was second time I cleared the wall I think (I usually skip it but those few times i tried it I died horribly...)

As for player.dat... meh, didn't notice anything but than again I'm stuck at Lieutenant Demon ^^"
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DaEezT

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Re: DoomRL 0.9.8.7 - Released!
« Reply #33 on: May 03, 2007, 15:10 »

So to get back out ranks, we need to complete all this challenges, but in new version. A good stimulation for us to play hard.))
Play AoD again? .... :(
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Firstblood

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Re: DoomRL 0.9.8.7 - Released!
« Reply #34 on: May 03, 2007, 19:03 »

Lol first I time I encountered an Arena level, I was deep in Hell and playing a pure melee character. Talk about evil, I felt like one of those little demons(c) getting shot at by lots of big demons with plasma rifles and Int 3. Took a large medkit or two before I realised staying there was practically suicidal, the number of plasma bursts hitting me from outside of LOS. Suppose its the demons turn for some payback on us.

The AI is considerably smarter/less exploitable. Equivalent of pushing all difficulty levels up.

I too wonder what exactly happened to your Major player.dat?
Since I am currently a Captain and just AoMr away from Major, wanting to play an AoMr game, though I could still play and then save at level 25 and backup my player.dat.

Could it be related to your 255 mortems/games played, if thats what you had?

On the player page, mancubus is overlapping the word kills, but theres a space at the top above former human, so if all kills were shifted one row up, there would be no overlap. Probably someone else already noticed, just wondered about it. If revenants were added, Im not sure how overlap would be prevented.
XXX mancubus kills, thats gonna take some time :)
« Last Edit: May 03, 2007, 21:39 by Firstblood »
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Thomas

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Re: DoomRL 0.9.8.7 - Released!
« Reply #35 on: May 04, 2007, 05:26 »

I, Thomas Parasiuk, am psychic!
How, you ask? Why, I just had a little thought of "I wonder how DoomRL production is going?"

Only to find THIS! =O

I might just download and play it now.
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Karry

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Re: DoomRL 0.9.8.7 - Released!
« Reply #36 on: May 04, 2007, 06:17 »

So, whats with those modslots ? Rapid combat shotgun is not advanced enough ?
I gather i must find an actual "Advanced combat shotgun" or something ? Is there at least one guaranteed advanced weapon in the game ?
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TFoN

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Re: DoomRL 0.9.8.7 - Released!
« Reply #37 on: May 04, 2007, 06:29 »

So, whats with those modslots ? Rapid combat shotgun is not advanced enough ?
I gather i must find an actual "Advanced combat shotgun" or something ? Is there at least one guaranteed advanced weapon in the game ?
The Wall should still have an advanced RL, IMO. And AoMr gives you an advanced pistol. The Mortuary has 4 advanced weapons in it, but if you can get through to those then you're likely to already be well prepared and equipped.


Ok, so I want to get as much information on the rank bug as possible, right? So I start an entirely new 985 game, gaining corporal rank with ease after having myself killed on dlvl10. Then I move my new player.dat file into a 987 folder, and start playing there through the command line, to catch anything that might happen. This is where the party begins.

I start a AoMr game, which went mostly as easily as did the 985 ITYTD game, only I find a couple of mods which make my life quite easier. Great! I also happen upon one of those arena levels which just near wipe me out. Not great. Somehow, my phase device lands me just near the top right corner, where the stairs down are. So, I make it do dlvl10 and get myself killed again, to make everything go a little faster. That's when I discover I need to reach at least dlvl 15 to gain sergeant rank. Crap. Well, waybe I'll manage on AoB, right? Wrong. The first few(!) games end terribly, as I 1) descend into a room full of former foos, 2) get stuck on a level full of barrels and sergeants, 3) descend into a room full of lost souls, 4) escape a DIFFERENT room full of lost souls, just to end up in ANOTHER room full of lost souls, 5) descend into a room where the only door leads to a large room full of acid (where, of course, the other doors are very far away) and, finally, 6) open a door and find myself face to face with a demon, after everything was going fine for a change. Of course, I had also died more common deaths by imps and former foos, but amusingly enough they weren't nearly the majority. After many jinxed attempts I finally make it to dlvl5 (%#@*#!), and quickly kill myself before there's a blackout or something. Ok. Then, I start a casual, ITYTD game for dlvl15. If only I had been so lucky earlier: although I found my first RL only right after leaving the Wall unscathed, I also happened across an advanced CG, and I just love CGs. I load it with 2 of each damage and speed mods (of which I found way more than I could carry, and unfortunately I hadn't gone the Wizzkid path) and discover that this causes so much knockback and fires so rapidly the I was taking out HKs and cacos, not to mention demons, without letting them come a single step closer! Hell, most of them were killed some steps back! By the time I reached dlvl16 I decided I should just get killed so I can finish with my little research, but not before taking out an Arach and an AV (though not at the same time) at near point-blank range while taking minimal damage (the Arach actually never even reacted). Indeed, I died a happy camper, and it tells me I became a sergeant. Then - nothing happens. And I don't mean nothing worked - everything's working just the way it should! I leave the game, get back in, everything's fine. I don't think I tried starting a new game yet, but up to now, everything's working like a charm. So, unless I'm missing something integral, going from a 985 corporal to a 987 sergeant doesn't seem to crash the game. I am NOT going to check the other ranks in the near future, if ever :) If we want to investigate further, I suggest a group of our elite players each takes one rank to rise to in 987 with a 985 player.dat file at an already high enough rank. Unless, of course, someone really feels like doing the entire game on both 985 and 987 :P

Karry

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Re: DoomRL 0.9.8.7 - Released!
« Reply #38 on: May 04, 2007, 06:51 »

Quote
The Wall should still have an advanced RL, IMO.
That one is not guaranteed, because you have to have RL already to get it, and getting RL before Wall is somewhat unlikely.
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TFoN

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Re: DoomRL 0.9.8.7 - Released!
« Reply #39 on: May 04, 2007, 06:56 »

Not if you're doing Hell's Arena and/or playing on a high(er) difflvl. Hell's Arena has one assured (if you can finish it, which isn't much of a problem on low difflvls) and higher difflvls give it a decent spawn rate even on the first few dlvls.

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #40 on: May 04, 2007, 07:59 »

Imho it's not bad that our score.dat and player.dat are incomplatible. Remember, we are playing this game not for result and not for Major(Captain, General, choose any) rank, but for the game itself. So to get back out ranks, we need to complete all this challenges, but in new version. A good stimulation for us to play hard.))
It's those challenge modes. Those're the catch. I had tons of fun with Angels of Haste and Purity, and now I can't play with them anymore. Instead, I'll be forced to finish the game with AoB again, and while the particular challenge is tons of fun once I get the chainsaw, getting that far is, believe me, massive pain pain PAIN PAIN SKULLS FOR THE SKULL THRONE GRWARFGH FGRARGHF BLRGAAAA!!!
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Kornel Kisielewicz

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Re: DoomRL 0.9.8.7 - Released!
« Reply #41 on: May 04, 2007, 08:13 »

It's those challenge modes. Those're the catch. I had tons of fun with Angels of Haste and Purity, and now I can't play with them anymore. Instead, I'll be forced to finish the game with AoB again, and while the particular challenge is tons of fun once I get the chainsaw, getting that far is, believe me, massive pain pain PAIN PAIN SKULLS FOR THE SKULL THRONE GRWARFGH FGRARGHF BLRGAAAA!!!
It's a lot easier though -- there's a guaranteed knife on the first level (it should be on the stairs if no one picked it up).
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Kornel Kisielewicz

Potman

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Re: DoomRL 0.9.8.7 - Released!
« Reply #42 on: May 04, 2007, 08:18 »

I noticed, and it's a good thing indeed. But most of the monsters are easy enough to take down anyway if you get close enough. "If you get close enough" is the important part: It's nigh impossible with sergeants, at least without giftdropping, and even with that, you're gonna have to linger in their LoS for a couple of turns, as a sitting duck.

Edit: Also, boy I wish giftdropping worked on Imps.
« Last Edit: May 04, 2007, 08:20 by Potman »
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Jered Cain

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Re: DoomRL 0.9.8.7 - Released!
« Reply #43 on: May 06, 2007, 16:43 »

Hah!  Vindication is mine~!

... Seriously, folks, I'm just a big Doom nerd, that's why I did the sound thing.  Downloading, "fixing" the music, and ready to post more mortems.
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Jered Cain didn't like it too rough.

BDR

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Re: DoomRL 0.9.8.7 - Released!
« Reply #44 on: May 06, 2007, 18:24 »

One really nice thing about this version and giftdropping: You can leave a trail of gifts right up to a crucial corner and former foos follow it all the way.  Best way to handle giftdropping is to stick a gift on a door, then go two spaces away from the door perpendicularly (if the wall that contains your door is vertical, you go two spaces up or down; if horizontal, you go two spaces left or right).  If you do it right, you should be able to see the door without seeing anything beyond it, and only have to move one space to get in melee range.  Once you do this, just wait for the former foo to show up, then get in melee range and kill 'em.
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Zeb

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Re: DoomRL 0.9.8.7 - Released!
« Reply #45 on: May 07, 2007, 15:19 »

Speaking of AoB, why do Large Medkits and Large Health globes still make you go berserk? I thought most people agreed that that made the game too easy and that it was perfectly doable without. If the issue is the unholy cathedral, why not just make guarenteed berserk packs there?
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