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Messages - Omega Tyrant

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1
Related to sounds, I got three more small suggestions:

*Have a sound cue for when an Archvile initiates its attack

A simple suggestion; aside from making the game feel more lively, it can be confusing at times to know if an Archvile raising its arms is because it's initiating its attack or because it's reviving enemies. Having a sound cue would let you definitively know what it's doing, and will also better alert players who aren't fully paying attention to the game messages. The Archvile already has a fire attack sound set by default in the sound.lua file that goes unused (because the actual attack just uses the explosion sound), which uses the sound of the Archvile's flames when charging its attack; simply have its fire sound play when it initiates its attack. Not to mention that this would be more consistent with actual Doom.

*Have a sound cue for enemies reviving

There is similarly no sounds when an enemies revives, which again adds to the confusion to what an Archvile is actually doing, and just feels unpolished in general. So whether an enemy is revived by an Archvile, or because of Nightmare/Angel of Darkness, a sound should accompany it when the player is in close proximity to the reviving enemy. As for what sound to use, Doom has two different sounds for it depending on the method of revival; enemies revived by Archviles use the gibbing sound, while enemies reviving on Nightmare use the teleporting sound (as they are teleported back to their starting spawn point). Since DRL enemies revive on the spot of their corpse no matter the method with no teleportation involved, the gibbing sound would be more appropriate.

*Have a sound cue for spawned enemies

There is similarly no sounds for enemies being spawned, no matter the method. This one is more complicated, as there is no "one sound fits all" here. I think Pain Elementals summoning Lost Souls could simply use the Lost Souls' attacking sound, enemies spawned by traps (whether by levers, special level scripts, or the proposed trap rooms) can use the teleporting sound, enemies spawned by John Carmack could use the Icon of Sin's spawn cube sound (but if adding a new sound file to the default isn't doable for whatever reason, then they could just use the teleporting sound as well), and I don't know what sound to use for the Nightmare Demons spawned by the Berserker set, but I suppose they could just remain silent for the creepy factor (and hearing the teleporting sound or any other sound constantly from infinitely spawning demons would probably get annoying). As for Agony Elementals spawning Pain Elementals, I'm stumped; using the Lost Soul's attack sound doesn't fit, using the Pain Elemental's alert sound would get confusing, and the Pain Elemental has no attacking sound in Doom (as there it relies on the spat Lost Soul to make the sound).

2
You're probably right about allowing any other build access to Vampyre would be too powerful, even if the weapon was very weak. My suggestion would be perhaps the Blood Sword could be given a nerfed form of Vampyre that doesn't work on enemies that give no EXP (so no being able to farm revived enemies nor spontaneously spawned enemies like Lost Souls from Pain Elementals), but I do not know if that would be easily programmable, and if not, then the idea would have to go.

As for Mother-In-Law, I would agree with changing its assembly to PPFN, unless a couple more assemblies are turned into five mod assemblies so it doesn't stick out (a couple other five mod candidates could be Biggest Fucking Gun becoming BBBFF or BBFFF, and Nano-Shrapnel becoming PPTTN or PPPTN).

_____________

Also for a couple new suggestions:

*Have the character info screen show the amount of remaining enemies on the floor

Currently you can already deduce this by subtracting the total enemies killed count from the total enemies encountered count, so this wouldn't be giving the player any new tactical information, it will only make information already accessible more convenient to immediately see without having to do any math, especially so if you haven't killed every enemy on all prior floors (where you then need to also keep track of how many enemies you failed to kill up to that point, or have to pay attention to how much the total enemies count increases when entering a new floor).

*Fix exotics, uniques, and artifacts not having sounds for all actions, as well as some enemies not having sounds

Currently most exotics/uniques/artifacts lack any sounds for picking them up and switching to them, while most of the melee weapons have no sounds for attacking with them. Players can easily fix this by giving them whatever sounds they desire through editing the sound.lua/soundhq.lua file, but your average player probably lacks the technical knowledge or willingness to do that, and regardless it comes off as unpolished for this to be the default without modding (it certainly was really dissonant for me when I finally picked up the Dragonslayer for the first time and then there was no sounds at all when hitting enemies with it).

I would extend this to mute enemies too (e.g. nightmare enemies, the Arena Master, the Agony Elemental, the Lava Elemental, and the Apostle); it is unclear if their muteness was an intentional design choice to make them "harder" to fight, but regardless of if it's intentional, I would argue it again comes off as the game being unpolished for some enemies to nonsensically be completely mute (the Arena Master even has spoken lines, so why is he mute when you fight him?), while it additionally indirectly gives Intuition a very unneeded buff (by it being necessary to know mute enemies are around without seeing them outright). You can also easily mod in sounds for these mute enemies in the aforementioned sound.lua files to "fix" this, which players such as myself have done just to make the game feel more lively and polished, creating a grey area issue where if doing basic aesthetic modding enabled by the devs is considered "cheating", as it does technically give you a slight gameplay advantage by allowing you to detect these enemies are around without Intuition. Having all enemies make sounds by default would get rid of that ethical greyness around modding these enemies' sounds, and ensures all players are on a more even playing field regardless of if they mod enemy sounds or not.

3
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Regarding having enemies revealed, it would have to restrict all bonus levels, all boss levels, and all dark levels, but even then I think it would impact too much. Having that level of intel in a game that is strategic and tactical is extremely powerful. On HNTR where you might get a single group of 6-8 enemies, that also lets you see where a good portion of them are as you clear them out through the floor. I don't think having a few stragglers be annoying to find is enough to justify such a fundamental change.

I don't think it's really that major of a fundamental change, floors are basically cleared once you reach the final three enemies on it, no matter how many were there before (and you could always just find a Tracking Map, or Computer Map with a Technician, rendering it moot). But we seem to be at a stalemate on this one, so this is something that others will need to comment on.

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Just as a comment, I think Mother-In-Law would be pretty insane with Inquisitor Set.

It certainly could be, though that is going to be an exceptionally rate combo to obtain, especially if the proposed generation nerfs to the Inquisitor pieces go through.

_______________

A couple more suggestions I thought about:

*Have Power Armor give +20% movement speed to the base armor, instead of having a set 0% movement speed regardless of the armor used

This change would keep Powered Red Armor the same, but will give an additional bonus to making Powered Blue Armor or especially Powered Green Armor instead, as they'll now have a nice speed bonus over the Powered Red Armor, helping to balance them out having weaker protection (well Powered Red Armor probably still wins, but +10% movement speed with 60% plasma resistance from Powered Blue Armor is something you might want to make instead).

*New assembly: Blood Sword - Combat Knife + BPO = a 5d2 weapon that when used to kill an enemy, will have Vampyre's effect, restoring your health by 10% of the slain enemy's max HP

I mentioned in the Discord I was thinking of ways to use an onyx mod in a melee weapon assembly, but was having difficulty coming up with something that wasn't a boring "really strong weapon". But when thinking about how there is a melee weapon that inherently has the effect of Blademaster (the Butcher's Cleaver), I thought perhaps there should be a weapon with the effect of Vampyre too. Initially I was thinking of having it be a new unique, but then thought back to the lack of onyx weapon assemblies, and how this would be pretty fitting on a Combat Knife, while also giving Blademasters and any build side-arming melee a reason to keep a Combat Knife in their inventory after getting a Chainsaw, Cleaver, or artifact weapon. The power could maybe be buffed to 6d2 or 5d3, but the power is intentionally weak (being explicitly weaker than a Chainsword), as Vampyre is a very powerful effect (so strong it's widely considered one of the best masteries despite having some of the worst blocks among masteries), so the weapon itself needs to be weak to not be broken. The idea is this won't replace your primary stronger melee weapon, but when an enemy is near death and you're in melee range, you can whip this out (preferably by Juggler) to finish them off and get yourself HP back. Giving up the chance at an infinite durability armor is a big opportunity cost, but if I'm a non-Vampyre build utilizing melee and I haven't found a particularly good armor to use an onyx mod on, I would seriously consider making this, especially if I ended up finding more than one onyx mod.

4
Requests For Features / Re: DoomRL 0.9.9.8 BETA 1
« on: September 08, 2023, 03:52 »
BUG #7

When playing Angel of Marksmanship on UV, I have encountered a game breaking bug, where upon killing Carmack, the game crashes. However, instead of counting the win and producing a mortem, the game creates a backup save from at the start of Hell Fortress, with me at the same state I was in when I killed Carmack.

Here's a screenshot from right before I kill Carmack:

Spoiler (click to show/hide)

And here's a screenshot from booting up that save, notice how my health and armor are in the same exact state at which I killed Carmack (but my Combat Pistol is reloaded because I have Gun Kata, which apparently still reloaded after killing Carmack before the crash occurs).

Spoiler (click to show/hide)

If I kill Carmack again upon booting this save, the game will crash again and create another backup save, leading to an unwinnable game loop. I'll also note that I did not save when first entering Hell Fortress, and that I have gotten a full win before on this beta, so it's not just getting a full win itself that's broken. After killing him a few more times and getting a crash everytime, I just let myself die, where the game crashed and tried creating a backup save yet again. Trying to boot up this save though resulted in this corrupted save notification:

Spoiler (click to show/hide)

Here's what the actual error message is for this crash:

Code: [Select]
Timestamp   : 9/8/2023 4:47:07
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $000000010006F057 :
ELuaException : Get(items.ufskull.group) failed!
  $000000010006F057  GET,  line 1408 of ../fpcvalkyrie/src/vluasystem.pas
  $00000001000A72F4  WEAPONGROUP,  line 814 of src/dfhof.pas
  $00000001000A67F9  ADD,  line 850 of src/dfhof.pas
  $00000001000CE65A  WRITEMEMORIAL,  line 1114 of src/dfplayer.pas
  $000000010002AC28  RUN,  line 356 of src/doombase.pas
  $0000000100002230  main,  line 147 of src/doomrl.pas
  $00000001000022C6
  $00000001000166E0
  $0000000100001B70
  $00007FFFD3DD7614
  $00007FFFD5A226B1

BUG #8

After the corrupted save and the game deleting it, no mortem was saved, but I noticed some oddities with my player stats afterward.

First, it still awarded me the Marksman badges:

Spoiler (click to show/hide)

This is however despite the game not counting the win:

Spoiler (click to show/hide)

Then I have achieved the conditions to rank up, but the game has not upgraded my rank, despite it showing me having all the requisites for the next rank:

Spoiler (click to show/hide)

Then all the exotics and uniques I collected during the run were counted, but have their collected number inflated. Notice the ones here with a collected number of 9 or more, when I haven't even played that many games yet on this file:

Spoiler (click to show/hide)

The same bug applies to assemblies too (Nanomanufacture Ammo is counted as having been made 9 times, but this was the first time I assembled it on this file):

Spoiler (click to show/hide)

My medal counts have a similar inflation bug:

Spoiler (click to show/hide)

Then my kill counts are all fucked up. It says I killed 45 Carmacks on UV, which is obviously bogus, but then the 10 Mastermind kills are inflated as well, and it also says I haven't killed the Arena Master on UV, even though I did so this run (and I'll note that I did not go through the crash to save loop 45 times before dying, I did so only about like 5 or 6 times):

Spoiler (click to show/hide)

Well that's everything I can see for now, I'll report if I find any more oddities as a result of this game-ending crash.

5
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Regarding Throw for Combat Knife and Mjollnir, I agree. I was surprised when I looked up that Eagle Eye improves the accuracy and Brute does not. I would also argue that Finesse should improve the speed, which it currently does not. Furthermore, I haven't tested or checked this, but Brute's damage and Son of a Bitch should also affect Throw if they don't already. This also would indirectly give Mjollnir a nice buff.

I'm pretty sure Brute does boost their power, and so SoB should as well, but if they don't already, then yes they, alongside Finesse, absolutely should affect throwing.

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Regarding having enemies become revealed when there are only a few left, I'm leaning towards disagreeing. It would be a pretty fundamental change to the game, would affect a lot of levels and builds, and feels very non-canonical. Angel of Red Alert would become a lot easier, Angel of Darkness with it active would be weird, and almost all bonus levels with it would make them much easier (Hell's Arena, Chained Court, Hell's Armory, Spider's Lair, etc).

With Intuition's proposed nerfing going to make AoRA a bit harder, I think this would help balanced that out. And with AoD, I assume it wouldn't apply, as the effect would work like a Tracking Map, which doesn't work in AoD. As for the special levels, I don't know how it works in Jupiter Hell for sure as I haven't played it yet, but like I suggested with the boss levels, you could have it not work in special levels.

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We've already discussed buffing Reloader from 20% to 25%, but I'm going to boldly suggest buffing this more to 30%.

I think 25% is enough of a buff, and with 30% reduction for each level, after Rel3, you would hit the minimum time of 0.1 seconds for weapons with a reload time of 1 second without even having to use an ammo box. But I don't outwardly oppose this if you really want to make Reloader desirable for any build, like Finesse already is and will remain more desirable even with this Reloader buff.

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Assembly: Mother-In-Law - Rocket Launcher (PPPFN) becomes 6d9 Rocket Launcher with instant recharge firing, blast radius 6. I think this is completely fine.

I like this assembly. Gonna be dangerous for most builds, but it would in particular give Fireangel something really good to abuse their mastery with, a build that otherwise has lackluster endgame potential, particularly in A100.

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Medal: Medal of Pacifism - Win with 10% or less kills. I'd be fine with this and swap out one of our suggestions. Not a huge fan of it overall though.

I think this is ok and was thinking of something like this. I would be ok having int instead of the suggested Vash's Cross, though I'm not particularly keen on either idea.

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Medal: Shotgunnery Cross - Win and killed everything (not necessarily 100%) with Shotguns/Fists. I'd say scrap this as it's basically just completing Angel of Shotgunnery.

Quote
Medal: Marksmanship Cross - Win and killed everything (not necessarily 100%) with Pistols/Fists. Scrap it, see above.

Agreed, these are pretty boring new medals, not to mention that Marksman Platinum already requires 100% kills (on UV, but still too much overlap for my liking).

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Medal: Zen Master's Cross - Win and killed everything (not necessarily 100%) without ever using Fists/Knives/Shotguns/Pistols. This is weird, I'd say no.

So this would basically come down to:

*Stairdive to the Chained Court hoping nothing dies along the way until you get the Chainsaw.

*Stairdive and hope you find a Plasma Rifle before anything dies indirectly (and you can't kill a Commando for one).

*Hope you find an early Rocket Launcher and get enough ammo to actually use it as a primary offensive weapon.

*Hope you find the Cleaver (or the other melee uniques if they get the same early generation floor as proposed) very early.

Yeah this medal is just going to be annoying as hell to get, I'm firmly no as well. Also just how would you get past Phobos Base Entry without anything dying, which would immediately nullify the medal when any kill there will be inevitably attributed to fists, pistols, or shotguns?

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Medal: Purple Heart - Reach experience level 20+ and die. lolno

Quote
Medal: Gutts' Sorrow - Die while wielding Dragonslayer. lolno

I remember hearing about Gutts' Sorrow being dummied out of 0.9.9.7 because Kornel didn't want to award bad play. Getting a medals for these things would be funny, but yeah it's not really an achievement and would be extremely annoying to actually get, as it essentially requires you to throw away a run that is near guaranteed to win and probably also had a ton of time put into it already.

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Medal: Klear Cross - Nuke at least 12 levels in one game. This is basically the same as the other nuking medals, which revolves around finding Trigun. Granted, using it 12 times would require at least Ironman x2 with all Trigun nukes. I'd say no.

Oh funny that a variation of one of my initial new medal ideas is actually already in the game. If this doesn't block A100, I would be ok with having this instead of Vash's Cross, though like Medal of Pacifism, I'm not terribly into any of the ideas. If it does block A100, then absolutely not.

6
Those all seem pretty nobrainer. A few more things I want to suggest that I have forgotten about until now.

Have Brute increase the accuracy of throwing

Brute not affecting the accuracy of throwing always been a weird unintuitive limitation, and needlessly makes early AoB more annoyingly luck-based than it already is, when you have to rely on throwing knives to limit damage from tough enemies but have a coin flip chance at best to actually hit things with them. Then because of how awfully inaccurate throwing is, it then just gets ignored after you get the Chainsaw because it's not worth bothering with it, other than to blow up barrels. Melee builds will also never want to invest in Eagle Eye, and two of the melee masters block Eagle Eye even if they wanted to, including Malicious Blades, the build that is supposed to specialize in knives. It's not like this change would suddenly make early AoB easy either, as throwing still leaves you empty handed (unless you got the Mjollnir), and without Juggler, it's gonna take time to switch to another weapon, so you can often only safely throw one knife from long distance per enemy, if you got a chance to do so at all (Pinkies close that gap really fast).

Fix bridges being blocked off on floors with rivers

Each floor with a river is supposed to have a bridge over the river to ensure players don't get put in a position where they're forced to walk through acid and lava to reach the rest of the floor. However, these bridges can spawn in a way where they lead to a blocked off room, such as in this screenshot:

Spoiler (click to show/hide)

Or the bridge just gets walled off completely, such as in this screenshot:

Spoiler (click to show/hide)

If you don't have some means of fluid immunity, and don't have some means to blow up walls or got a sturdy walls event, then you're just in a screwed position, especially so if it's early in the game where you probably won't have the medkits to burn tanking damage running across acid/lava into potentially a waiting enemy ambush. This seems like a no-brainer fix to me, but I could see it being possibly too complicated to fix level generation to have more reliable bridges.

When there are only three or less enemies left on a floor, reveal their locations

A feature from Jupiter Hell that Svankensen suggested in the Discord server a while ago. I think it would be nice to have in DoomRL too, especially when playing builds without Intuition, where hunting down the last few enemies can get tedious (as anyone trying to get 100% kills in A100 without Intuition can attest to). It should have the limitation though that it doesn't apply in the boss levels, as part of the intended challenge with the Cyberdemon and Mastermind is not knowing where they'll be. Maybe it's too major of a new thing to add, and could be argued that it makes the Quartermaster and other AoRA-related badges easier by too much (though Intuition getting nerfed is going to make them harder too). Another possible complication is how it would work with reviving enemies or any other spontaneously spawning enemies (would it be "turned off" if more enemies spawn after three were left, would it permanently "stay on" once you get to the final three no matter how many more enemies spawn in, or would it only continue to show the original final three enemies but none of the revived/spawned enemies?) I would like to see some discussion on this, if it's even possible to add in the first place.

7
Allow Scavenger to scavenge melee weapons, armors, and boots?

Scavenger is an ok mastery, but moreso because its blocks aren't as major as other masteries' blocks and so it can be played as a pseudo-masterless or pseudo-Sharpshooter build, rather than because the trait itself actually does all that much when it's entirely luck-dependent for it to do anything significant. Being able to "recycle" mods you don't need through cheap assemblies for a chance at a more helpful standard mod is nice to have, but the main appeal of the trait is it's supposed to give you much better odds at getting those highly desirable rare mods. Problem is, the odds still aren't any good; the limitation of being only able to scavenge ranged weapons means more than half of the exotics and uniques you won't be able to scavenge at all, so you could very well go an entire standard game without even getting a single chance to scavenge a unique for a potential nano or onyx mod, and in A100 you still will probably get very few chances at it (in an A100 run I just did with Scavenger, I only found two uniques that I could scavenge, and less than a dozen exotic weapons). Additionally, scavenging an exotic or unique means you can't use it yourself, so you might not get to utilize Scavenger because it would be counterproductive to give up such a good weapon for a random chance at a rare mod that you would have wanted to use on said weapon in the first place. Considering that, I think it would be fair to weigh the odds more in the favor of Scavenger making a difference over just going masterless. If people think this buff would be tilting the odds too much, I would be fine with scavenged armors and boots having lower odds at giving you the good stuff (say exotic armor and boots have a 1/8 chance each of giving you a sniper or firestorm mod while the standard mods each have a 3/16 chance, and unique armor and boots have a 1/3 chance of giving a power mod, a 1/4 chance each of giving a sniper or firestorm mod, and a 1/12 chance each of giving an onyx or nano mod).

If this change is accepted, I would also propose the following guaranteed mod drops: the Mjollnir and Shielded Armor will always produce an onyx mod; Malek's Armor will always produce a nano mod; and the Lava Armor will always produce a firestorm mod (also the Anti-Freak Jackal should always produce a firestorm mod too regardless, as it is practically a beefed up Demolition Pistol and currently nothing produces a guaranteed firestorm mod).

Increase the generation weights of all the Elite Formers and Lava Elemental

Yet for another proposed change for the Elite Formers, I think they should appear more often in the later depths of A100. Currently they all have a generation weight of 1, being as rare as a Cyberdemon and Agony Elemental, despite not posing anywhere near that threat. It would also help to increase the variety in deeper A100 so you're not fighting so many damn Barons and VMR. I would bump their weights by the following; the Elite Former Human up to 8 (as much as a Nightmare Imp), the Elite Former Sergeant up to 6 (as much as a Nightmare Demon and Nightmare Cacodemon), the Elite Former Captain up to 5 (inbetween the aformentioned two Nightmare enemies and Nightmare Arachnotrons), and the Elite Former Commando up to 3 (as much as a Nightmare Archvile and Shambler).

The Lava Elemental similarly has a generation weight of 1 despite being a much lesser threat than a Cyberdemon or Agony Elemental, or even the Shambler that has a weight of 3, unless you for some reason still do not have Cerberus Boots by the time you could even encounter it. I think bumping it up to 3 to match the Shambler is fair, but if you don't want to make it too rough for players with no lava-immune boots, then go with a weight of 2.

8
Requests For Features / Re: DoomRL 0.9.9.8 BETA 1
« on: September 04, 2023, 23:41 »
In case all of these weren't seen when I posted about them in the Discord server, I'll report the bugs here that I encountered after completing a standard game and A100 game in this 0.9.9.8 beta.

BUG #1

The newly added "repeat level feeling" command does not seem to work:

Spoiler (click to show/hide)

The error message in the error log is:

Code: [Select]
Timestamp   : 9/1/2023 23:22:41
Error level : CRITICAL
Message     : Player action exception!

Error message : ...0\Downloads\doomrl-win-0998-beta1-lq\keybindings.lua:69: attempt to call field 'repeat_feel' (a nil value)

BUG #2

When stepping into damaging fluids with fluid-immune boots, you get the fluid damage message and pain sound despite taking no damage. Aside from general annoyance, this does have a gameplay impact, as the game prevents you from doing run -> wait on acid/lava with fluid-immune boots, with it thinking you're getting damaged each action. This bug did not exist in 0.9.9.7 and so is definitely newly introduced from this beta. Here are a couple screenshots showing it:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'll also note this bug does not occur when you have the envirosuit effect active.

BUG #3

While one of the fixes listed in the changelog is adjusting the Pinky's AI to no longer get stuck, I can confirm that they still do. Here are a couple screenshots from Phobos Lab showing how they were bunched up together in the cave, unable to get out after I run -> waited several times to see if they would get out (well before and after the fact, I forgot to take the screenshot when they were all on screen alive at once):

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'll also note I observed Pinkies getting stuck in other levels. Personally I am fine with the Pinkies' AI as it was, as I do think it gives them a unique "ambush"-like behavior, and Phobos Lab in particular would lose a lot of its fear factor if you didn't need to go into the cave to flush the Demons out, but I noted it in case the majority do want their AI fully fixed.

BUG #4

I would get this error message whenever enemies seemingly kills themselves from barrels or their own splash damage. Here's a screenshot from one of the instances:

Spoiler (click to show/hide)

And here are a few of the error messages related to this bug from the error log:

Code: [Select]
Timestamp   : 9/2/2023 2:23:46
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[baron].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value
Code: [Select]
Timestamp   : 9/2/2023 2:24:38
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
Code: [Select]
Timestamp   : 9/3/2023 18:06:58
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[arch].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value
Code: [Select]
Timestamp   : 9/4/2023 20:48:47
Error level : ERROR
Message     : Lua hook OnAttacked caught EAccessViolation!

Call path     : beings[revenant].OnAttacked
Call params   : (<object>,<object>)
Error message : Access violation

BUG #5

In my A100 run, the killing spree tracker got frozen at one point, and remained that way for the rest of the run. Here are two screenshots from different times showing it stuck at 112:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

______________________________________________

That's everything for now, if I encounter any more bugs, I'll report them here.

9
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Laser Rifle is extremely powerful and its huge accuracy boost counters the biggest probably with rapid-fires. Compared to a Plasma Rifle, it also reloads a bit faster and only shoots one less in its burst. Keeping the high accuracy can help it continue being unique, but perhaps decrease the burst to 4 or even 3. Nanomanufacture Laser Rifle basically melts everything in the game and doesn't even require many traits to be useful. I'm open to other discussion about other nerf ideas.

So I've been thinking about this, and I don't think I really agree with nerfing the Laser Rifle. For one thing, it is an exotic after all, so it should rightfully be very good to merit the rarity. And mostly outclassing the Plasma Rifle isn't an issue, when that's the normal deal with exotics compared to their standard counterparts; the Assault Shotgun completely outclasses the Combat Shotgun, the Super Shotgun completely outclasses the Double Shotgun, the Combat Pistol completely outclasses the standard Pistol, and the Chainsaw completely outclasses the Combat Knife. But in this case it's not even truly outclassing, as the Plasma Rifle does have higher damage potential with its extra shot, and can be made into a Hyperblaster, that substantially improves DPS, flexibility, and accuracy, which a Laser Rifle won't be able to beat without multiple rare mods. Also yes it is extremely powerful with Nanomanufacture, but that's pretty typical for any build making a Nano assembly with their build's primary weapon, including the Plasma Rifle. Overall I think the Laser Rifle is fine as is, being a very good weapon that doesn't require Eagle Eye like other rapid fire weapons if you're lucky enough to find it, but still has less potential than a Plasma Rifle. If something really has to be done to it, you could make it have the same reloading time as a Plasma Rifle, but I would disagree with any nerfing beyond that.

10
So thinking of buffs for Survivalist, which is widely considered a very underwhelming mastery, and I found myself agreeing with the consensus after finally trying it for myself in a UV run. I find thinking of buffs to try making it competitive while keeping the idea of it intact to be tricky; as is, you could obviously just let it get Hellrunner or Son of a Bitch to make it a lot better, but the idea of the trait is you trade being an absolute tank for terrible offense. One old suggestion I found on this board was to make it guaranteed to reduce damage to 0 when you have strong enough defenses to do so, but I agreed with the replies to that thread that would have the potential to be broken under the right circumstances.

Now the proposed inherent 10% omni resistances for the Marine would definitely help Survivalist more than any of the other Marine masteries, though that on its own won't be enough. So after thinking it through, I propose the following buffs:

Reduce the required levels of Ironman from 3 to 2
Have Survivalist double the health recovery of Small Medkits and Small Health Globes

With the first buff, you will be able to get Survivalist a bit sooner, and can put off that third level of Ironman for getting other, better stuff. Especially helpful when Finesse and Whizkid are essentially a must to succeed with this mastery, which alongside Survivalist will currently take you until level 11 at minimum to get them all, really damn late just to get a build in a functional state. I'll also note the other general masteries (Gunrunner and Scavenger) only require five cumulative traits, so having Survivalist do the same would keep it consistent with them (and it's certainly not better enough than them to be a minimum level 7 mastery).

With the second buff, it'll help Survivalist better do its job of keeping you alive and give it a noticeable benefit in the mid game before you can get good enough armor to take advantage of the 0 damage perk, as well as still let it do something in the late game if you're unable to get good enough armor. This also helps give it an actual healing boon over Vampyre, which otherwise does the extreme damage tanking a whole lot better (and still usually would even with this buff). With all these buffs, Survivalist probably still wouldn't be more than mid at best (offense > pure defense will always be true in DRL after all), but I think it would make it reasonably viable, and give players that like tanking builds a legitimate alternative to Vampyre.

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On the talk of nerfing Inquisitor Set, I do stand by what I said earlier about it, but I do think Nyarlaptotep's Boots and Malek's Armor themselves could receive a slight nerf. I would reduce their movement speed from +25% to +20%, as well as decrease their generation weight from 3 to 2.

With Nyarlaptotep's Boots, on their own they clearly outclass all other boots. With +25% speed, they're as fast as A-modded Tactical Boots and A-modded Phaseshift Boots, except while those boots have no protection and average protection respectively, the Laptop Boots have as much protection as you can get without having full fluid immunity (with them reducing acid damage to 1 and lava damage to 2, which then gets reduced to 1 when running or if you have any TaN investment). If you find them and can't or aren't making Antigrav Boots, you have no reason to not wear them unless you can complete the Phaseshift set (which has its own limitations, as you'll have to wear defensively mediocre armor unless you take a big sacrifice in mobility by making Cerberus Phaseshift Armor). If you reduce it to +20%, there would at least be an argument for wearing the other boots without having to make Antigrav Boots, and you would no longer get the absolute best of non-Antigrav movement speed and non-immunity fluid protection in a single pair of boots.

As for Malek's Armor, it doesn't egregiously outclass other armors on its own, with quite a few being better defensively. But still, the only armors that can match or exceed its movement bonus are Phaseshift Armor, Duelist Armor, and A-modded Tactical Armor, none of which come close defensively without using the former two in the very expensive and hard committal Nanofiber Skin and Cybernano Armor assemblies. AP Energy-shielded Vest does boost movement too while outclassing Malek's Armor defensively, but Malek's Armor still beats the Vest's movement bonus by a solid 10% and has inherent regeneration without the need for any rare mods, before even considering the potential of the Inquisitor Set (and that regeneration has no catch, unlike Lava Armor and Necro Armor). As a single piece, it combines mobility and protection in a way that no other armor does without other rare finds and heavy investment. Reducing its movement speed to +20% would keep it inline with the Laptop Boots after its proposed nerf, and make it not as much ahead of other armors without any investment. You could probably justify nerfing the speed of both to +15%, but I do like to be cautious with nerfing, and they are uniques still, so I would be fine with +20%.

As for the generation weight, at 3 each, they're currently among the more common uniques, despite both being clearly among the best uniques and being highly desirable equipment for virtually any build. They do have one of the latest spawn depths (not spawning until floor 15), but that is still overly common for such strong equipment, and so a generation weight of 2 would be more fitting. On another note, I would bump the Medical Powerarmor's generation weight to 3; even with its proposed buffs it still wouldn't be amazing, so it should be one of the more common uniques.

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Oh my intention was for the item to always be obtainable, and the trap wouldn't spring until you picked it up. I think the chance should vary by depth and difficulty, where the deeper you are and the harder the difficulty, the greater chance it will be that a trap is sprung. The trap could have the same effect of the monster summon lever, and could sometimes also have the same effect as a lever flooding the room with acid/lava.

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One small suggestion I have is changing the colour of Sniper Mod Pack so that it's distinguished from Firestorm Mod Packs. Currently they have identical colours. Maybe make it brown or green?

I would go with green, but it might get confused with uniques, so I'm not sure. Maybe you can make it a dark green to avoid the confusion.

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Regarding trap power-ups, I'm leaning more towards disagreement as it would pretty fundamentally change the game where you need to be cautious about every item, as opposed to currently where the only caution is what's around the item. Potentially causing the player to avoid picking up anything, or needing to consider more luck factors in something that is already perceived as earned doesn't sit well with me.

I understand the concern, but as long as you keep it restricted to the proposed designated "trap rooms", you won't have to worry about the typical powerup/exotic/unique sprawled around being trapped. You'll just know something is up when you find an empty room with a big powerup or rare equipment in the middle, which any Doom player will be on alert when they see that setup, where it's then your decision to gamble with it.

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A few more suggestions that were touched on earlier that I want to make into formal suggestions to add to the main post, as well as an entirely new suggestion:

*Increase the amount of EXP that Nightmare Demons give

Getting 95 EXP from such a dangerous enemy is a pathetically low amount, this is less than you get from Nightmare Imps, Cacodemons, Hell Knights, and even Elite Former Humans. This is also a big culprit behind Phobos Lab being so unrewarding, especially when the Elite Formers give you such a crazy amount of EXP in comparison. I would say bumping the amount of EXP that Nightmare Demons give to 263 is fair (which is equivalent to an Arachnotron), and see my first post on how even with that massive EXP increase, Phobos Lab still doesn't give you more EXP on UV/N! than Military Base does now.

*Decrease the EXP that Elite Formers give you

Conversely, Elite Formers give you a really high amount of EXP each, despite their threat not really meriting such a high amount of EXP, contributing to the huge disparity in EXP yield between Military Base and Phobos Lab. I would let Elite Former Commandos still give you 608 EXP, but I would nerf the EXP yield of the other Elite Formers by the following:

Elite Former Humans: 167 -> 128
Elite Former Sergeants: 320 -> 263
Elite Former Captains: 452 -> 320

*Buff Elite Formers in melee

A main reason why Military Base is a lot easier than Phobos Base is how you can easily lure the Elite Formers into melee range, where they are all weak except for the Elite Commando, who is instead just mediocre. You could just give them a damage bump of like +3 to +5, though I think it would be neat if you instead let them attack with a Combat Knife, which would fit the theme of them being elite fully-armed soldiers. I do not know if this is programmable however; if it isn't, then just give them a flat damage buff to their current melee attack.

*Add trapped powerups and items

One suggestion I seen when browsing old feature requests that I liked was adding trapped powerups and items, which would summon enemies around the player or flood the room with acid/lava when picked up, or any other adverse effect. This is one trademark mechanic from Doom that currently is sorely missing from DRL, which should fit seamlessly into a roguelike. In order to do it, perhaps you can create designated "trap rooms" in the same vein as ammo rooms, where in the middle there will be a powerup, rarely an exotic, or very rarely a unique, and then there's a random chance it'll spring some trap upon picking it up (though not always, sometimes the "obvious trap" is just a fakeout). Exact percentages for these outcomes can be discussed farther.

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Regarding Technician modability, I think Grammaton Cleric Beretta and Medical Powerarmor taking basic assemblies would be fine. Necroarmor might be a bit odd as it could become indestructible with Onyx Pack, but I think it wouldn't be insane. Shielded Armor feels like it would be powerful, but looking at basic assemblies, it really wouldn't improve that much. I'm for all of them.

Considering Necroarmor has no resistances, its 6 protection isn't defending too well, so an Onyx mod on it definitely wouldn't make it crazy. And yeah a single mod slot can't do that much with Shielded Armor; it already reduces all physical hits to 1 damage and has infinite durability, so you can just make it less slow, or make it protect a bit better against energy attacks, where it would still be easily inferior at it to most other armors. Now if we could make it Cerberus, it would be an entirely different story, but that's obviously too overpowered to allow.

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I think the proposed Environmental Boots with reducing damage to 1 could still work as a cheap, knock-off Cerberus Boots, allowing players to use Power Mod Packs for other gear, or getting something very resistant before Whizkid x2. Since you believe it would still be weak and unused, would you accept the suggested buffs?

I would be ok with it, just pointing out that with most boots, the current +75% resistances already reduces all fluid damage to 1. So it doesn't really change anything other than being able to use Steel Boots to hit the 1 damage from lava mark, and keeping a bit more protection when damaged.

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Speedloader Pistols can be nice to avoid dangerous reloads in the early game, but it's definitely a bit underwhelming and very specialized. I think 0.4s reload speed would open it up more. It is still a Pistol that can no longer take Mod Packs like an unmodded Pistol.

I agree

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Regarding Power Armor, fair points on it being a strong early armor when in Red Armor. One way that you could make it a nice all-in-one assembly is it takes a common armor and double Fire Resistance, triples Plasma Resistance, and quintuples Bullet/Shrapnel Resistance.

Oh yeah that would be a workable solution, lets go with that then.

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Regarding the Glass Shield idea, I initially thought 50% durability, but it would only take one hit before the resistances get shattered. What if it was 95% all resistances and 50% durability?

Shields don't enter a damaged state, they maintain their full protection and resistances until destruction, so the proposed Glass Shield with 50% durability would still get 50 durability points to utilize its full resistances. As such, 50% durability with 80% omni-resistances should work.

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For the Grappling Armor idea, it would be to help melee characters charge into enemies more, which can often just knock you back. Do you think +50% Melee Resistance would be too much?

Yeah +50% melee resistance would be too much for a simple basic assembly and would clearly outclass the Ballistic Armor assembly at that point. I think the +30% melee resistance you initially suggested is best balance wise.

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