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Messages - Gargulec

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46
Requests For Features / Re: Classless
« on: August 07, 2011, 06:18 »
You start on level one, and you have no class.

Eh, sorry, could not resist.

* Gargulec stamps this thread with High Priest's Seal of Closeness to the Dogma

47
We are not dead yet! And more, we are being graced by...

DoomRL 0.9.9.4 Beta 3
DoomRL 0.9.9.4 Beta 3b
DoomRL 0.9.9.4 Beta 3c

DoomRL 0.9.9.4 Beta 3d

...okay, that release was troubled, I admit, but that is mostly due to the fact that the game engine itself is undergoing massive reworking, which, while not affecting us, ordinary players that much means that a) there is a whole lotta of bugs in this beta(s), b) modders can do even more now, and if you have seen samples of their work, you will know how good is that - for TCs are not that far ahead of us!

Anyway, new beta is out and is being tested right at the moment, by a dedicated group of people who have shown heart and donated to Kornel Almighty so... I won't linger and just scribe what is new (granted, the changes are few, though kind of big...):

Bugfixes
Barring some beta-exclusive insects and bugs, there is one bug more important squashed by this beta, an amusing one, too. You see, few threads ago, I have mentioned an introduction of single monster level types, but anyone who has played recent version can confirm a lack of such events in actual gameplay... and that was due to a bug, that was, rejoice, squashed by Our Divine Developer in the newest, that is that one, beta.

New Features
And again, a number of features you might be interested in:
  • Each character class now has a class-specific special trait: instantaneous item usage for technicians, stair-sense for scouts and extra toughness for marines!
  • New challenge mode: claustrophobic Angel Of Darkness (though it is less of a new and more of an "old classic revamped to modern standards!:
  • Angel of Light Travel revamp!
  • And last but not least, a very classy DoomRL menu sounds!

So, that is all for now, stay tuned for future updates, donate if you want to experience them on your own... and... well... know that the new version of DoomRL will see public release before the first day of the month of September!

48
Graveyard / Re: The Master and the Minion - OOC thread
« on: July 26, 2011, 05:38 »
It is not dead that can eternally lie?

:P

Well, if you can continue, so do I.

49
First, huge apologizes from my side from posting this approximately two weeks after the beta was posted, but the thing is, I was away most of that time.

Anyway. Beta 2(B, because first attempt at beta 2 was kind of... well, bugged) is upon us, and thank Kornel for that. I can already assure you that changes in it are BIG. How big? Well, as big as introduction of master traits in .9.9, and that means REALLY big - for DoomRL now has classes. Of course, this is scarcely the only addition in this beta, but I am quite sure that the most important one. So, if you finally want to gain a class... well, you know what: Almighty Kornel appreciates donations.

Bugfixes
None apart from bugs introduced by previous beta, so nothing that would concern wider audience. Well, maybe one thing: BB-colored screenshots will now be more accurately coloured.

New Features
And here, the list is now quite long, so sit back and listen:
  • Three character classes - marine, scout and technician!
  • Four (!) new master traits - Scavenger that disassembles and Survivalist that is Badass^2 and Sharpshooter and Running Man.
  • Much needed nerf of Intuition.
  • Slight recolouring of pinky demons to make them... well, pinkier?
  • New song by our awesome IRC regular Simon-v - Something Wicked, to be heard in the Mortuary.

Okay. That is a bit, is not it? And if it sounds interesting enough for you, there is little stopping you from seeing and playing with it just now - only a smallest donation. And seriously, Kornel needs them. So, be kind to your devloper, and donate a bit.

50
It is that time again! After few long months of deathly stillness, Chaosforge lunges back to life: and its life is epitomised by newest marvel from our beloved Majesty hands: Doom The Roguelike 0.9.9.4 BETA 1. This version will bring a number of new features, never seen before, and it will shake the foundation of earth and sky, and when it is released, doom will rain from heavens upon the heathen...

So convert quickly, make a donation and observe the cool new features as they are added.

And if you can't: here is the run-down on what is new so far.

Sidenote: interestingly, this is one of the stablest betas ever seen by the betatesters, and almost entirely free of bugs.

Bugfixes
Let us see: two bugs that were visible and prominent (Armory level being destroyable, and Armory being completed without Shambler biting the dust) -  squashed.
One very little known, yet ancient bug (armor and player name colors at extreme value starting to turn into weirdest of colors) - squashed.
Number of bugs so insanely obscure that nobody ever knew of them - squashed.
Yes, bug-cleansing of the game is proceeding as planned. 

New Features
And again, a number of features you might be interested in:
  • Ammo packs, as suggested in RFE forums.
  • Three new level events!
  • Items on explored squares are now visible - and while this change is still experimental, it was met with wide acclaim among testers.
  • Bridges are now (finally, I'd say) guaranteed to spawn on rivers. So fear not their rushing sound. Which is not actually yet implemented.
  • A few more cosmetic changes - including higher number of Pain Elemental spawns and Cyberdemon being immune to lava/acid.

So far, the changes has not been that numerous, right? But wait! There is more to come, and this more will be earthshaking! Just wait until His Majesty Kornel, Almighty Forgemaster puts, for example, character classes upon his anvil and adds them!

And if you want to see this changes before anyone else, seriously, appreciate his omnipotence and donate!

51
Off Topic / Re: Random Thoughts
« on: June 23, 2011, 06:32 »
Duh, boy, already on my shelf :P

52
Off Topic / Re: Random Thoughts
« on: June 23, 2011, 04:51 »
* Gargulec sets his careful gaze upon this thread

53
Listen, noob, I have not seen you on this forums, and I have no idea who you are, but clearly, you have no idea how does this game work. Just as the developer about those ideas, and he will laugh his face off, they are that idiotic. Play some more, maybe contribute for the community before posting RFEs.

* Gargulec hides

Seriously, those ideas are good (barring the tile damage one - the damage is now perfect, lowering it would be pointless).

54
Off Topic / Re: 3000
« on: June 20, 2011, 09:35 »
Wow, congratulations.

* Gargulec should stop lurking, really

55
Graveyard / Re: The Master and the Minion - IC Thread
« on: May 28, 2011, 07:35 »
'Perish!' exclaims Tristan, bringing his sword down upon the knight.

Spoiler (click to show/hide)

56
Requests For Features / Re: The Wall
« on: May 25, 2011, 05:03 »
If you attempt Brick Silver on AoB, you should have a HPD from HA completion anyway, so the escape problem is not exactly existent. Just saying.

57
Forum / Re: Karma
« on: May 20, 2011, 14:01 »
I disapprove of karma systems in forums.  That's what your post count is for.

This.

58
Discussion / Re: Ammochain
« on: May 18, 2011, 15:47 »
Different question but same topic so---

Why does TaN block Ammochain? It seems like a natural fit, making a Wolfenstein-esque character stomping his way through Hell with an endlessly firing chaingun. Is it purely for balance reasons?

Right now the only master traits TaN works toward are both melee. And the only one other it allows is MFa, which is a pretty poor fit imo. (Already gonna be dodging half the damn attacks in the game.) Everything else is blocked. Seems like it limits the usefulness of it.

Balance reasons. MAc is Tactical Defence build, it should not allow Passive elements, or it would get even more grossly OP that it is right now.

59
Discussion / Re: Apostle?
« on: May 18, 2011, 14:32 »
I'll add that the path to it is paved with DoomRL secrets and Almighty God Hand's private favourites.

60
Ugh, no thanks for Halo influence. In Doom you're a running tank, carrying a million guns and 2000 pounds of ammo all at once while moving fast enough to outdistance missiles and fireballs. (I mean, 100 rockets? Seriously?)  Even in Lightfoot, that should always be an option...it's sort of what Doom's all about, as I see it. It's just an option that comes at the cost of carrying anything else. Even Doom 3 kept all the guns...

But wait, is not lifting the traditions of Doom the entire point of challenge modes?

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