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 1 
 on: July 18, 2024, 22:10 
Started by Icy - Last post by Omega Tyrant
Maybe a bit overdoing these suggestions, but a couple more have came to my mind, and I thought I should get them out before 0.9.9.8's final push to completion:

*Nerf Hellrunner's dodging bonus to +10% per level

Hellrunner is already arguably the strongest basic trait independent of other factors with its combination of how much it boosts your movement speed and dodging rate. The +15% movement speed per level is fine, but the +15% dodging rate per level gets crazy high at cumulative levels, enough so to render Dodgemaster rather obsolete. With HR2, you get an 80% dodging rate before distance is even factored against most projectiles, and with HR3 it hits the cap of 95%, what is even the point of getting Dodgemaster when your dodges are working 95% of the time (while the harder to avoid hits are weak Former bullets, Arachno plasma bolts that getting only one guaranteed dodge on barely makes a difference, and VMR that you can't dodge through traditional means anyway). I used to swear by always getting Dodgemaster before the Cyberdemon, but then I learned HR2 alone was enough to almost never get hit by his rockets as long as I don't get caught in the splash, and that even just HR1 was enough to avoid getting hit the majority of the time. Nowadays I never pick up Dodgemaster in a standard game if it's not a prerequisite for whatever mastery I'm going for (and I find it to be a rather empty level to any mastery that does require it), and in A100 I only pick it up at the end as a filler trait. Not to mention that just HR2 + running lets you hit the dodging cap of 95%.

By nerfing HR's dodging bonus to +10% per level, it would end up being a +60%, +70%, and +80% dodging rate at each respective HR level against standard projectiles before distance is factored. Hellrunner would probably still be the best basic trait and I still probably wouldn't be picking up Dodgemaster if not forced to, but at least the math makes the guaranteed dodge on one projectile quite a bit more enticing.

*In Military Base, remove the Tracking Map on Ultra-Violence and Nightmare difficulties

When thinking of ways to have more parity between Military Base and Phobos Lab, one idea implemented was buffing the Elite Formers in melee, which helps a bit to make Military Base more difficult, but from testing, Phobos Lab is still way harder on UV. I then realized how much the Tracking Map you get in Military Base completely trivializes the second part of the level. Tackling the exit room could be an actually dicey proposition... if you couldn't see when the Elite Formers are behind the doors before opening them up, couldn't see them coming at awkward angles when setting up your camping spot, and couldn't see them going the opposite direction in the outer room's circle and sandwiching you. It also makes no sense that such a powerful powerup is available in a special level on UV/N!. The argument I see for keeping it is that it would be really frustrating to open the exit room's door and then get immediately Super Shotgun'd at close range by an Elite Sergeant or get Napalm Launchered by an Elite Commando, but aside from nasty surprise attacks being an inherent risk when opening any door with enemies around, you can mitigate that risk anyway (the doors unlock once you get one space away, so you can move to unlock them and then run away for them to come out instead of immediately opening the doors to a potential deadly barrage). Keeping the Tracking Map for difficulties below UV I think is fine however, as Phobos Lab is way easier below UV and Military Base is arguably harder even with the Tracking Map, since the Elite Formers (or regular Former Commandos on ITYTD) are much more dangerous than regular Pinkies.

*In Phobos Anomaly, have the ending teleporter work like stairs, as in you have to hit the action/descend/save command on it to advance instead of doing so automatically when stepping on it. Additionally in Tower Of Babel, don't have the level immediately end upon the Cyberdemon's death, and instead have a similar teleporter sealed off that opens up when killing him.

So something I find annoying is that after clearing Phobos Anomaly and Tower Of Babel, you are unable to save, due to the former's ending teleporter sending you to the next level automatically, and the latter ending immediately after the Cyberdemon's death. If you want to take a break after these natural end points or you can't continue playing, you are forced to play another floor before you can do so or must leave the game running. Another annoyance of Tower Of Babel is that you don't get the opportunity to heal yourself up, reload, and rearrange your equipment in preparation for the next floor after killing the Cyberdemon, which could potentially screw you over if you finished the Cyberdemon fight in a bad state and immediately get spawned into a terrible position on the next floor. As long as these aren't too annoying to program (I don't know if these levels' scripting would too annoying to mess with), this would be an appreciated QOL fix. A non-technical argument I see against changing Tower Of Babel to not immediately end after the Cyberdemon's death is that he could revive on Nightmare/AoD with him now having a corpse, but that is also the case for all the other bosses that leave a corpse, so just gib it or run like hell just as you would against the other bosses that revive (or the level could be programmed to disable reviving when cleared, like Hell's Arena does).

 2 
 on: July 08, 2024, 22:58 
Started by Kornel Kisielewicz - Last post by Omega Tyrant
Not a bug, but if you fulfill the conditions to meet the Apostle at the end of A100/666, since everything dies as you enter the floor and then the Apostle spawns in, the ability to see all enemies activates and stays active even after more than three enemies are revived/spawned. Given this mechanic is supposed to not work during boss levels, it should probably not be active during the Apostle fight (and indeed it does take out what little tension there already is in this fight when you can immediately see where the Apostle is at all times). Here's a screenshot showing how enemies are visible outside my vision in this fight despite there being more than three active:

https://pbs.twimg.com/media/GSBTE77XQAA_XV7?format=jpg&name=large

Also a nitpick, but at the end of a successful A666 mortem, it says you "finally completed 100 levels of torture", not 666:

https://pbs.twimg.com/media/GSBOpDMbcAArmPk?format=png&name=large

 3 
 on: July 04, 2024, 21:09 
Started by Kornel Kisielewicz - Last post by Omega Tyrant
BUG #11

I think the Dragonslayer's berserk effect was changed to be actually permanent, but it turns out to have been the reverse; I picked it up with the aid of a Hatred Skull and the berserk ran out only about a dozen actions after.

https://pbs.twimg.com/media/GRsSM5sWQAEIlmn?format=jpg&name=large

 4 
 on: July 04, 2024, 12:12 
Started by Icy - Last post by Omega Tyrant
Kornel stated new enemies are possible, so I want to propose the following:

*Add Nightmare Revenants and Nightmare Mancubi

Currently every non-boss enemy has an upgraded version, whether it be a nightmare version, a boss version, or "elite" versions in the case of the formers, with the exception of Lost Souls, Revenants and Mancubi. The latter two I think shouldn't be left out, and would help add variety to lategame A100, as well as give more options for upping the difficulty of special levels on UV/N! (such as the aforementioned Mt. Erebus or the new House Of Pain that could really benefit from it). As for the actual stats of them, I think something like the following would work:

Nightmare Revenant
HP: 40
Armor: 3
Accuracy: +6 melee, +6 ranged (though does this really matter?)
Melee damage: 1d3 + 9
Projectile damage: 5d5, plasma damage, radius 1
Speed: 160%
Depth: 60+
Danger: 14
Weight: 5
Inventory: Rockets (X3)
Uses Items: No
Uses doors: Yes
Attack %: 60
Special abilities: Like normal Revenants, its projectile aims at the tile the player was on. Immune to fluids and will chase the player through them. Has 50% bullet resistance and 25% plasma resistance.

The main idea is to ramp up the Revenant's glass cannon attributes relative to the other high tier monsters, so its HP doesn't see as much an improvement as the other nightmare monsters but it gets way faster, and while its projectile is no stronger, being plasma of course makes it much more difficult to have effective armor against; you won't be able to neuter its threat with just Fireproof Red Armor, and Cerberus Armor won't be reducing its damage as much either. Then finally, given this Revenant swaps a fire attack for a plasma attack, I thought it fitting to swap the 25% fire resistance with a plasma resistance; aside from the more unique plasma resistance, it also helps covers a weakness of the original Revenant where it could be so easily killed in a single Plasma Rifle volley, and makes it even more annoying for Pistol builds that before could rely on an Energy Pistol or Blaster to get past the Revenant's bullet resistance.

Nightmare Mancubus
HP: 100
Armor: 4
Accuracy: +3 Melee, +3 Ranged
Melee damage: 1d3 + 12
Projectile damage: 4d6, acid damage, radius 2
Speed: 70%
Depth: 70+
Danger: 14
Weight: 3
Inventory: Rockets (X6)
Uses items: No
Uses doors: Yes
Attack %: 70

Special abilities: Like normal Mancubi, it fires three projectiles, with one aimed at the player and one at each side, and if it attacks, it will fire a second volley for its next turn even if it can't see the player, unless it gets hit and interrupted. Unlike normal Mancubi, its attack can leave behind acid tiles. Immune to fluids and will chase the player through them. Has a 50% melee resistance and 50% knockback resistance.

So course with a Nightmare Mancubus, you would make it an absolute tank. With its attack, instead of making it plasma like other nightmare enemies, I think it should be acid instead. One, it helps for more variation when Barons and Bruisers are currently the only enemies with acid attacks. Two, it's not quite as immediately lethal without very specific armor as it would be with a plasma version of its attack, but it still cannot be neutralized so easily as fire attacks, and now it will absolutely shred your armor if you get caught in the full brunt of its attack. Then being able to leave acid behind adds more unique behavior and lets it leave even more of a wreck behind when it fires than a normal Mancubus (plus it would help even more with making the aforementioned Mt. Erebus an appropriate challenge on UV/N! as they'll eliminate your amount of safe land to work with). It also gets a big increase to its melee attack and a big melee resistance, so getting in its melee range to prevent it from firing will be a very tough ordeal too, and I thought some knockback resistance would be fitting as well, so you can't as easily corner shoot it to death or just knock it out of your vision range like you can with normal Mancubi (but that can be omitted if deemed too obnoxious or if it's unable to be programmed knockback resistance without having full knockback immunity). Unlike other nightmare enemies that get a significant speed boost however, I think the Nightmare Mancubus should be even slower, to farther emphasize its tank design and to give some more counterplay against such a durable and dangerous enemy.

*Also a new assembly I just thought of: Laser Blade (or any other preferred legally distinct name)

How to assemble - Combat knife + BTN
Damage: 5d5
Damage type: Plasma
Accuracy: -2
Firing speed: 0.8 seconds
Alternate fire: Throw
Special: Counts as a blade for Malicious Blades. When equipped, any enemy plasma attack that deals less than 5 damage before armor and resistances will be reduced to 0 damage. Those that deal 5 or more damage will hit as normal.

So this niche assembly idea addresses the following; a means for melee builds to utilize a Nano mod on their primary weapon type of choice, a substantially stronger bladed weapon than a Chainsword for Malicious Blades, and most important to entice justifying spending a Nano mod on this over getting regenerating armor or Antigrav Boots, it gives a very strong tool against rapid-firing plasma enemies, the biggest bane of Melee builds (especially Malicious Blades, which can't get berserked easily to deal with them and whose mastery gives no defensive bonus against). The number of "less than 5 damage" is deliberate, as it's right at the edge of where it won't make you completely invincible against normal Arachnotrons (whose 1d5 plasma bolts will get through with a max damage roll), and it's factored before armor/resistances both so you can't gain effective invulnerability against all plasma attacks and to be more lore accurate (you're supposed to be deflecting the plasma bolts before they hit you). If this mechanic is too complicated to program, then it can alternatively just be a flat +50% plasma resistance when equipped instead. Also has 0.8 firing speed to reflect the Technical mod investment (while giving a bit farther of a DPS edge), and has -2 accuracy, since it is a weapon you're supposed to need to be skilled to use effectively (not like non-melee builds would ever make this anyway unless they're really scared of Spider's Lair and Arachnotron Caves).

 5 
 on: July 03, 2024, 09:56 
Started by kzwix - Last post by Kornel Kisielewicz
Yeah, the whole network part will be removed for the next version. In the meantime NetworkConnection = false is the official fix.

I still dunno why it suddenly stopped working though, for more than a decade it simply timed out immedately.

 6 
 on: July 02, 2024, 15:31 
Started by kzwix - Last post by kzwix
Hello,

I was wondering why DoomRL "wasn't working". It was stuck on the black console window at start, without showing signs of loading, and I tended to close it after maybe 10 seconds (when it used to insta-load, before).

I uninstalled, reinstalled - same behavior. And I didn't get any log (the log.txt file stayed at 0 bytes)

I tried to run it a number of times, without getting anything. Then, on another try (don't know why it finally "worked" - maybe some "max retrys" setting, or something getting cached), after waiting for about 15 seconds, I got the popup asking me if I wanted to run full-screen, and the game started.

I closed the game, and looked at the log.txt file, and I saw the cause for the 15-seconds wait:

23:26:32 : INFO    : <TDownloadTask> DoomNet: downloading doom.chaosforge.net/info.xml to C:\Program Files (x86)\DoomRL\info.xml...
23:26:51 : INFO    : <TDownloadTask> DoomNet: ESocketError caught - Receive from "doom.chaosforge.net:80" failed (10060)

I've noticed the website is now chaosforge.org, but trying the URL changing the .net to .org leads me to an error page, on my browser.

So, changing the NetworkConnection = true to false in config.lua worked, and the game then started without any delay - but is there any plan to fix this ?

 7 
 on: July 01, 2024, 03:15 
Started by Icy - Last post by Omega Tyrant
Well Icy hasn't been around so my new ideas haven't gotten feedback, but I thought I should post more of my ideas here regardless.

*Vampyre needs farther nerfs

After the Marine's buffs of 20% inherent energy resistances and Ironman giving 10% physical resistances per level, as well as Marines being able to activate Berserker easier from getting hit, it became clear Vampyre was very busted and so was blocked Ironman as a result. However after extensive testing with it, I can conclude Vampyre is still far and away the best mastery that borders on IDDQD with minimal investment, and it just steamrolls the game in a mindless manner. You don't even need particularly good armor nor any TaN investment; with just Nanofiber Red Armor, an indestructible but normally rather crummy armor with only 2 protection and 12% fire resistance, you're nearly invincible with a berserk Vampyre Marine with no TaN (Berserk resistances + Marine resistances + that 12% fire resistance gives you 92% fire resistance, which with 2 protection is enough to reduce any fire hit to 1 damage, while Berserk + Marine resistances giving you 80% acid and plasma resistances will also reduce nearly every hit of those types to 1 damage, leaving only very strong melee hits as the only things that can actually do some sort of damage to a berserk Marine in this mundane armor). The only thing hindering Vampyre is its somewhat weaker early game compared to other masteries, but the Marine's 20% energy resistances already does quite a bit to shore up this weakness, as well as Vampyre being a level 6 mastery always limiting that weakness from being that big a deal.

Some possible ideas to nerf Vampyre:
*Increase the prerequisites, with my idea being Berserker, 1 Badass, and 2 Finesse. (Vampyre being a level 6 mastery that gives you a free level pick never made much sense with how strong of a mastery it always been considered, making it take a bit longer to get will make the aforementioned harder early game a more clear weakness)

*Make Vampyre no longer able to recover health above 100% (could make "death of a thousand cuts" in big fights more of a threat when you can no longer easily stockpile a big health reserve, and make Survivalist's ability to recover health above 100% without powerups more unique)

*Prevent the Marine's inherent resistances from stacking with Berserk's resistances, so berserk Marines aren't ridiculously resilient without having decent armor (this would technically nerf other Marine builds too, but they'll be impacted far less than Vampyre will be, and regardless, I don't think you should be reaching the realm of 80% resistances without the aid of armor).

I think Vampyre would still be very good even if all of these nerfs were implemented, but at least one of these needs to be implemented. Would appreciate more discussion on this.

*Increase the explosion radius of the Nightmare Archvile's attack to 2

The Nightmare Archvile getting its attack changed to plasma did made it considerably more dangerous, but I think it could use a bit more to cement its status as this very scary monster. Seeing how the Arena Master's zap has a 2 radius explosion unlike the 1 radius explosion that normal Archviles have, I think the Nightmare Archvile should have that too, so its attack is more difficult to avoid and to function more effectively as the big scary upgrade of the Archvile.

*Make Mt. Erebus much more difficult
Mt. Erebus is supposed to be the more combat-centric alternative to The Lava Pits, as you have to traverse much less lava but fight more tough enemies. However, the serious resource management ordeal of Lava Pits is a unique challenge that needs proper preparation for or else you just won't be able to beat it (especially with the harder difficulties now removing the radsuits). Erebus on the other hand, you just need to rocket jump a couple times to reach the island, and then the combat isn't even hard, as a handful of Revenants and Mancubi are hardly a serious threat this late into the game (especially compared to Mortuary/Limbo before), while even if you have no radsuits to fight the Lava Elemental here, you got much more space to work with before he could drown you in lava. Beating Erebus with no radsuits nor any other special equipment is no sweat even with the harder difficulties now removing the radsuits from the level, and it's always a relief seeing it spawn instead of Lava Pits. For the possible final special level you can encounter, it seriously needs a lot more bite to it. Nothing concrete but some possible ideas:

*Add Cacodemons separately from the Lost Souls/Pain Elementals, instead of having Pain Elementals replace them on harder difficulties, while having some of those Cacodemons outside the mountain and some more inside the mountain. Then on UV/N!, replace the Cacodemons with their Nightmare variations (aside from adding more appropriate combat threat to the level all-around by having an enemy that can more effectively harass you from over the lava and having more enemies appear from raising the mountain, it would be more thematically fitting with the actual Mt. Erebus in Doom, where it's the Ultimate Doom map with the most Cacodemons)

*Increase the amount of Revenants and Mancubi on UV and N! (weirdly on UV and N! compared to HMP, Revenants and Mancubi just swap their positions while the total amount of them remains unchanged, UV/N! players should be able to handle more than 7 Revenants and 5 Mancubi this far into the game, not to mention that having more than a single Revenant patrolling the front of the island will make it more difficult to get on there without a radsuit/invulnerability/lava immune boots)

*Have two Lava Elementals spawn for the boss fight (taking a cue from Deimos Lab, as like with Shamblers, doubling up the Lava Elementals should exponentially increase the difficulty of the fight with their teleporting and regeneration, not to mention that two of them drenching the map with lava would make up for the level giving you a much larger island to work with than Lava Pits. However I could see a technical issue here with dropping the Lava Element, can it be programmed so it only drops after both Lava Elementals are killed?)

*Ideas for more level events

Since the Darkness level event was added in 0.9.9.8, it seems new level events could be possible. When thinking of possible new level events, a few ides I have:

*A "Mortuary" event that emulates what happens when you encounter the Apostle at the end of A100/666, where all enemies on the floor immediately die as you enter, and then a group of Archviles are spawned throughout the level, with higher difficulties spawning more (and perhaps UV and N! has a chance to spawn Nightmare Archviles too). This aspect of the Apostle fight is the most interesting thing about it and gives a creepy vibe to the encounter, so having something like that happening in any level could be a memorable spook.

*A "Max Carnage" event, that simply does what AoMC does but for that single floor, i.e. you and all enemies will always deal the maximum possible damage while having +12 accuracy. AoMC is one of the most popular challenge modes and is one of the few challenges whose gimmick can work as a level event, so this could be interesting and fun. There could also be a "Snake Eyes" event if you get a particularly bad level roll, where only the enemies get max damage and accuracy for their attacks while you don't.

*A "Masochism" event, that emulates AoMs by preventing you from healing on the floor. AoMs isn't a popular challenge, but I think having its effect occasionally randomly happen on any floor could make for appropriately stressful yet stimulating scenarios. To prevent it from being a practical automatic death sentence if it happens when the player enters a floor at low health, you can have it heal the player to full health at the start of the level, before then preventing them from healing any farther until they exit the floor.

When looking at the other existing challenges, I don't think any of them could really work as level events. The weapon lock challenges are obviously out when they would create inevitable unwinnable scenarios if they happened as random events. You can't just strip a player of their inventory mid-game so an AoLT event is out. An AoP event is redundant when any random level can already just not spawn any powerups, thus preventing you from using powerups on that floor. An AoI event could be done, but it would be very frustrating to be unable to save any mods you found during that level event for later use, especially so if it was a rare mod. An AoHu event where your max HP gets temporary reduced might be workable, but replicating AoHu would make the level event exceedingly frustrating, and otherwise the aforementioned Masochism event makes for a fairer "don't get hit" level event. And then of course it doesn't need to be explained why AoPc isn't workable as an event.

*A couple new challenge mode ideas

Kornel indicated that adding more badges and medals is on the table, when rejecting the proposal here to set the badges to 25 per tier and 50 total medals. With that, it seems more challenge modes could also be on the table, so I got some ideas:

*A challenge mode where all the floors will be Arena-type levels. The idea of this was briefly discussed earlier in the thread when I was suggesting challenge ideas that discourage campy play (since so many of the existing challenges encourage it), and after thinking on it, I think it could make for a fun challenge, as you will have to fight in these more open levels with limited corner shooting opportunities and having enemies actively hunt you, while resources are also more scarce as every floor will only have 10 items (though to keep the first couple floors from being too luck-based for any build, I would add a Shotgun + shells, Chaingun + more bullets, and Combat Knife to the player's starting inventory). A similar challenge mode could be done for only Maze levels too, given mazes are typically much more difficult than normal levels but in a different way, with much more haphazard level geometry and ramped up danger that results in more + tougher enemies spawning. A Cave-only levels mode could also be an interesting challenge (we could even call it Angel of 0.9.9.6, given how ridiculously often you ran into Arachnotron caves in that version :p), though given the more limited enemy selection in caves, only encountering caves would get monotonous and so I'm not so sure on that being a good idea. When it comes to the set levels for these challenges, Phobos Base Entry should be removed like it is with Angel Of Pacifism and Angel of 100, while the boss levels could stay or be adjusted to fit the challenges (Tower Of Babel and Dis are already practically Arena type levels).

*A challenge mode where every randomized floor will have a level event. Usually in a standard game, you'll only encounter a couple level events per run, so having them on every floor could make for more exciting yet more challenging runs.

*This is an idea I don't think is very feasible, but I want to spitball about it anyway in case something can happen; a challenge mode where upon advancing to the next floor, your equipment and inventory is reset to your starting inventory, alongside your health being reset back to 100% (but your traits and EXP total will remain). In Doom, the most popular self-imposed challenge is to Pistol Start every map (i.e. instead of carrying over all your health, armor, weapons, and ammo, you reset back to only having 100%, no armor, your Pistol, and 50 bullets), so much so that people will even play through ultra hard megawads this way, so being able to replicate that experience in DRL could be fun. Aside from possible technical limitations, a serious issue I see is in Doom, the official maps and often fan-made maps are explicitly designed around being beatable when Pistol Starting, whereas the random level generation of DRL of course would not cater to this and you could very well often just end with floors where there are no weapons nor enough ammo, so your only option is to stair dive and pray. Also most special levels would be outright unbeatable, as would Tower Of Babel and Dis (while Phobos Anomaly would force a pacifist clear). To address the former issue, like the aforementioned Arenas-only challenge, the default inventory can be modified to include a Shotgun + shells, Chaingun + more bullets, and Combat Knife, so that you'll always have some means to fight back regardless of your build (while exotics and uniques could be made thrice as likely to spawn, since you only get to use them for a single floor anyway). For the latter issue, perhaps there could be an exception where entering special levels and the boss levels doesn't reset your inventory (you could still end up RNG screwed though if the immediate prior floor is lacking in resources or forced you to use them all up, the alternative would be modifying each of these levels to have special item placements during this challenge like how Hell's Arena has different rewards based on the challenge, but I can see programming that to be a big pain).

If any of these challenge ideas are accepted, then I can think of badges for them. If new challenges aren't gonna happen and thinking of challenge ideas is a waste of time, then do let me know Kornel.

 8 
 on: June 30, 2024, 23:49 
Started by Kornel Kisielewicz - Last post by Omega Tyrant
Here is my organized bug report post for this beta after doing a few runs:

BUG #1

When starting up the game, I often get an error message on bootup saying DoomRL crashed because of "File not open", though despite this and being listed as a "fatal exception", the game still continues on as normal without any apparent issues once I hit enter or click OK in the message box. Maybe it's related to me customizing config/keybindings/music/sounds? Though I never seen this error in prior betas. Here is the error code for it:

Code: [Select]
Timestamp   : 6/14/2024 0:03:31
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $00000001000322E6 :
EInOutError : File not open
  $00000001000322E6  FLUSH,  line 390 of ../fpcvalkyrie/src/vlog.pas
  $00000001000020A8  main,  line 115 of src/doomrl.pas
  $0000000100002306
  $0000000100017C00
  $0000000100001BB4
  $00007FFA2EAC7344
  $00007FFA2F2626B1

BUG #2

Scavenger is supposed to be able to dissemble melee weapons, armors, and boots now. Dissembling melee weapons works as it's supposed to, however I could not dissemble armors and boots, whether modded, assembled, exotic, and unique (with the weird exception of only Tactical Boots and Tactical Armor being able to be dissembled). Even those with guaranteed mod drops added didn't work, as I found a Shielded Armor (which is supposed to give a guaranteed Onyx mod) and could not dissemble it.

Now I haven't tested every single armor and boots, so here is an exact list of what I have tested and been unable to dissemble: modded Blue Armor, modded Red Armor, Fireproof Armor, Ballistic Armor, Bullet-proof Vest, Phaseshift Armor, Medical Armor, Gothic Armor, Ballistic Shield, Plasma Shield, Shielded Armor, Medical Powerarmor, modded Steel Boots, Environmental Boots, Acid-proof Boots, and Phaseshift Boots.

BUG #3

The pesky error message that pops up sometimes when a Former out of your vision kills themself with a barrel or is killed by another enemy's explosion still occurs. The error code again:

Code: [Select]
Timestamp   : 6/27/2024 20:54:05
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[soldier].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value

BUG #4

On the info screen, the level feel information can go beyond the screen, where you're then unable to view all of it. Perhaps the screen can be made scrollable when this happens? Here's a screenshot of an example:

https://pbs.twimg.com/media/GRXVF6hWUAAqAOv?format=jpg&name=large

BUG #5

Technical mods increasing the resistances of armors and boots is working as intended. However with assemblies that use Technical mods, if you apply a Technical mod before completing the assembly, the boosted resistances will carry over to the resulting assembly, making them more powerful than intended. For example with Fireproof Armor, if you apply the Technical mod first and then the Bulk mod to complete it, the resulting Fireproof armor will overall give +40% fire resistance, +10% plasma and acid resistances, +20% bullet and shrapnel resistances, and only -10% melee resistance, as demonstrated in this screenshot:

https://pbs.twimg.com/media/GRXXa19XcAA-u6N?format=jpg&name=large


Interestingly this will not override any set resistances of the assembly however, so with Cerberus Armor, you get +20% physical resistances, while the energy resistances are still set 70% to fire/acid and 50% plasma, as you can see in this screenshot:

https://pbs.twimg.com/media/GRXYgUkWUAEytef?format=jpg&name=large

Also Technical mods add +20% physical resistances and +10% plasma resistance to boots, despite those added resistances doing absolutely nothing (unless there are plans to add a new fluid or other damaging floor that utilizes one of those types). I think Technical mods on boots should be reverted back to increasing knockback resistance, as while you would rarely actually use Technical mods for that purpose, increasing resistances on boots have more limited practicality since there are only two relevant damage types and both fluids deal set damage, whereas extra knockback resistance is a unique utility that you may occasionally want on some boots. If we keep Technical mods increasing the damage resistances of boots, then it should be changed so that Technical mods don't add worthless physical and plasma resistances to boots, while giving them +20% acid and fire resistances instead (ensuring that a Technical mod will result in the boots always sustaining 1 less damage from acid and 2 less damage from lava regardless of the boots' inherent resistances, assuming the boots didn't already reduce damage to 1 or 0).

BUG #6

The accuracy bonus to melee attacks from Brute is supposed to now increase the accuracy of thrown Combat Knives (and Mjollnirs) accordingly, yet in an AoB run I did, thrown knives were still seeming to miss as often as always even at point blank range. Here's a screenshot showing an unhurt Baron with three Combat Knives around him, where I missed three throws in a row at point blank range, despite me having Brute 3 and thus my accuracy should have been 98%, as shown in the second screenshot:

https://pbs.twimg.com/media/GRXba0_WcAAyrm5?format=jpg&name=large
https://pbs.twimg.com/media/GRXbcrZWoAAtqnU?format=jpg&name=large

BUG #7

The bug I reported in the beta 3 thread of damage from high knockback explosive attacks not applying appropriately on direct hits still persists, but I got some screenshots this time demonstrating it. Here in the first screenshot you can see an Archvile targeting me while I stand still to get hit directly by it in Phaseshift Armor:

https://pbs.twimg.com/media/GRXeB_Na0AEEWst?format=jpg&name=large

Then in this second screenshot you can see me having been hit by the Archvile's attack, yet I took no damage at all due to the Phaseshift Armor's increased knockback knocking me out of the attack's explosion radius:

https://pbs.twimg.com/media/GRXeEIEWUAAU03e?format=jpg&name=large

BUG #8

Maybe doesn't technically qualify as a bug, but still an annoying issue, as when you initiate a rocket jump, the targeting tile will go to an enemy, instead of a tile next to you. Rocket jumping doesn't work if you don't target an adjacent tile (as the game will simply cancel the action if you don't do so), making it more inconvenient to rocket jump around enemies as you'll need to move the cursor back from an enemy to an adjacent tile every time, especially so as you must use the keyboard to slowly move the cursor back to an adjacent tile (using the mouse will cancel when trying to alt-fire).

BUG #9?

Ammo levers are working as intended, spawning an ammo stack pickup for the weapon you have equipped. However the spawned ammo stack is not affected by the difficulty multiplier, not sure if this is a bug but reporting it in case it isn't and is something that can be fixed.

BUG #10

Not a serious bug, but if you try to use the open or close door command when not next to a door, you'll get these garbled messages:

https://pbs.twimg.com/media/GRXfLJeWIAAoOkp?format=jpg&name=large

In case you've been unable to open these screenshots, the message states: "There's nLimitRangeo door you can open/close here"

NOT A BUG BUT STILL A SERIOUS ISSUE THAT NEEDS TO BE ADDRESSED ASAP

The powerup overlay colors were adjusted to be less harsh to the eyes and to make things easier to see ingame. The berserk and envirosuit overlays were definitely improved in this regard (notably you can actually see the Intution enemy Xs now), however the new invulnerability overlay is straightup unbearable, with it not only being very difficult to see what's in the level, but most egregiously you can't see most of the text in your infobar. Here are two screenshots demonstrating it:

https://pbs.twimg.com/media/GRXf8MBbMAAZwLz?format=jpg&name=large
https://pbs.twimg.com/media/GRXf9PiWoAA7GwW?format=jpg&name=large

Whether it's just reverting back to the old invulnerability overlay or doing something new (such as maybe the sepia coloring that sometimes get used in Doom wads for a more viewable invulnerability overlay), something needs to be done here. Regardless though, I would still like the optional toggle to turn off these powerup overlays altogether that was proposed in the requested changes thread.

HOUSE OF PAIN DIFFICULTY ADJUSTMENTS
I've tested out House Of Pain, including say no to the "House Master" asking me if I want to enter at the beginning, and using the Arena Master Staff at the start and end of the level. The good news is the level works as intended, with me not encountering any bugs with any of the level's scripting, with the exception of the doors in the first room being destroyable (as seen in this screenshot https://pbs.twimg.com/media/GRXypv0WgAAIJhe?format=jpg&name=large). The enemy loadout on each difficulty could be better balanced though, so here are my suggestions to the enemy changes on each difficulty, keeping the seeming intention in mind of this level being a more difficult alternative to The Vaults that doesn't essentially require the Arena Master's Staff (but having and using makes the level easier):

Hey Not Too Rough
First room: Keep as is (so 10 Pinkies, 4 Arachnotrons)
Second room: Change it to 4 Cacodemons, 4 Hell Knights (only six enemies makes this room feel rather empty, and a couple extra Hell Knights isn't making this room that much more difficult)
Third room: Keep as is (so 2 Mancubi, 2 Revenants)
Final battle: Change it to 2 Archviles (even for HNTR a single Archvile is underwhelming as a "boss" this far into the game)

Hurt Me Plenty
First room: Change it to 6 Pinkies, 8 Arachnotrons
Second room: Change it to 4 Cacodemons, 4 Barons
Third room: Change it to 3 Mancubi, 3 Revenants, 1 Archvile (adding an extra Mancubus and Revenant, because I don't think just a single Archvile adds all that much to the difficulty of this room)
Final battle: Change it to 1 Nightmare Archvile (two of them is crazy for HMP, and seems to be a clear mistake when it's the only difficulty with two of them here)

Ultra Violence
First room: Change it to 6 Nightmare Demons, 8 Arachnotrons (we dealt with Nightmare Demons back in Phobos Lab that appeared 10 dlevels + 4 special levels ago, having regular Pinkies here on UV is pretty laughable if you're not playing AoOC)
Second room: Change it to 4 Nightmare Cacodemons, 4 Barons (current UV with only two of each makes this room feel really empty)
Third room: Change it to 4 Mancubi, 4 Revenants, 2 Archviles (doubling up the Revenants and Archviles compared to current UV, because just doubling the Mancubi is weird and didn't add much to the difficulty)
Final battle: Change it to 2 Nightmare Archviles (a double Nightmare Archvile fight feels much more appropriate for UV)

Nightmare!
First room: Change it to 6 Nightmare Demons, 4 Arachnotrons, 4 Nightmare Arachnotrons (so just replacing the Pinkies with their Nightmare versions compared to current N!, thought about changing all the Arachnotrons too but 8 Nightmare Arachnotrons in a rather open room could be too crazy even for N!)
Second room: Change it to 6 Nightmare Cacodemons, 6 Barons (this room is now getting crowded with beefy enemies, definitely would appreciate the Arena Master Staff here to retreat to the first room for more space)
Third room: Change it to 6 Mancubi, 6 Revenants, 3 Archviles? (I can't parse the source code data on the exact enemy counts for this room, so I'm not sure what current N! looks like, but this should be an appropriate climb from UV)
Final battle: Change it to 2 Nightmare Archviles + some assortment of Nightmare enemies and Barons that will steal the prize armors (instead of simply upping the number of Nightmare Archviles, we keep it at 2, but also spawn some buddies alongside them so they'll have help even after you destroyed all the corpses beforehand, unsure what exactly to have though)

I've also thought about removing some or all of the health globes on UV and N!, but perhaps we'll want to test with the changed enemy loadouts first before removing the resources. Also keeping them does give incentive to use the Staff here, which you want to give an appropriate reward for carrying the Staff to here (as it'll give you access to retreat back to them if a room gets gnarly).

 9 
 on: June 30, 2024, 05:35 
Started by darksergio - Last post by TuxThePenguin
I have had the same problem



00:00:10.08 [INFO    ] Loading material data/texture/decals/blood_01/blood_01... (35%)
00:00:10.11 [INFO    ] Loading texture data/texture/ui/icons/ui_tooltip_door_01_diffuse.png...
00:00:10.12 [DEBUG   ] ./jh() [0x7f86a3]
00:00:10.12 [DEBUG   ] ./jh() [0x7f856a]
00:00:10.12 [DEBUG   ] ./jh() [0x7f859b]
00:00:10.12 [DEBUG   ] /usr/lib/libc.so.6(+0x3cae0) [0x7e5c59450ae0]
00:00:10.12 [DEBUG   ] /usr/lib/libnvidia-glcore.so.555.58(+0xdb6b97) [0x7e5c3d1b6b97]
00:00:10.12 [DEBUG   ] /usr/lib/libnvidia-glcore.so.555.58(+0xd7105e) [0x7e5c3d17105e]
00:00:10.12 [DEBUG   ] /usr/lib/libnvidia-glcore.so.555.58(+0xd7112d) [0x7e5c3d17112d]
00:00:10.12 [DEBUG   ] /usr/lib/libnvidia-glcore.so.555.58(+0xd760b1) [0x7e5c3d1760b1]
00:00:10.12 [DEBUG   ] ./jh() [0x75d735]
00:00:10.12 [DEBUG   ] ./jh() [0x758a4a]
00:00:10.12 [DEBUG   ] ./jh() [0x566a1b]
00:00:10.12 [DEBUG   ] ./jh() [0x529f92]
00:00:10.12 [DEBUG   ] ./jh() [0x419705]
00:00:10.12 [DEBUG   ] ./jh() [0x59d767]
00:00:10.12 [DEBUG   ] /usr/lib/libc.so.6(+0x25c88) [0x7e5c59439c88]
00:00:10.12 [DEBUG   ] /usr/lib/libc.so.6(__libc_start_main+0x8c) [0x7e5c59439d4c]
00:00:10.12 [DEBUG   ] ./jh() [0x40426e]
00:00:10.12 [CRITICAL] Game has crashed! Please send this crash report to chaosforge team!

 10 
 on: June 23, 2024, 18:30 
Started by darksergio - Last post by darksergio
hello, I could like to report that the games crash when running the native build under vulkan, still trying to track the crash report, but the issue does happen when running the game on proton GE 9.4
my linux distro is nobara 40, specs are ryzen 5 5500, RX5700XT and 32gb of ram

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