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16
Releases / Re: The Inferno Module
« on: May 06, 2022, 08:24 »
Without looking at your two spoiler comments, I did notice that my vision radius was decreasing and increasing periodically on that level, so I assume that has something to do with their presence. I honestly can't remember whether my vision was in a reduced state at the time I got munched, so I probably should have paid closer attention to that, especially since they don't make any sound, so there wasn't any other cue that they were present.
17
Releases / Re: The Inferno Module
« on: May 04, 2022, 11:51 »
So I've been trying this mod out again lately, seeing if I can get a proper UV ranged build going, and this is one of my more successful games, playing with a masterless technician build.
Naturally, this meant I couldn't do Blood Temple, but I still made a quick visit there for Explorer purposes, and left without triggering the ambush.
I got overwhelmed at Acheron. I haven't quite gotten a handle on how to take care of the Arch-Viles quickly enough before they ressurrect everything; I'll have to reconsider my approach next time. In any case, I burned through all my med packs on that level and I was forced to homing phase out. I left 46 enemies behind on that level; up 'til that point, I had a perfect 100% kill ratio. Oh well...
In the end, I was done in by a pair of Nightmare Spectres that I didn't even see coming. Somehow, both of them went from being invisible to biting me in the space of the one second I spent reloading my tactical shotgun. How the heck fast are those guys?!? I know their whole deal is that you can't see them until they're close, but I really was totally unaware they were there until I was dead. They must've gotten a triple move on me, and/or they have some kind of variability in how far away they can be seen from or something. I could have saved my life with my last large med pack, but I really didn't think I was in imminent danger of dying.
Naturally, this meant I couldn't do Blood Temple, but I still made a quick visit there for Explorer purposes, and left without triggering the ambush.
I got overwhelmed at Acheron. I haven't quite gotten a handle on how to take care of the Arch-Viles quickly enough before they ressurrect everything; I'll have to reconsider my approach next time. In any case, I burned through all my med packs on that level and I was forced to homing phase out. I left 46 enemies behind on that level; up 'til that point, I had a perfect 100% kill ratio. Oh well...
In the end, I was done in by a pair of Nightmare Spectres that I didn't even see coming. Somehow, both of them went from being invisible to biting me in the space of the one second I spent reloading my tactical shotgun. How the heck fast are those guys?!? I know their whole deal is that you can't see them until they're close, but I really was totally unaware they were there until I was dead. They must've gotten a triple move on me, and/or they have some kind of variability in how far away they can be seen from or something. I could have saved my life with my last large med pack, but I really didn't think I was in imminent danger of dying.
Spoiler: Mortem (click to show/hide)
18
Post Mortem / Re: [1.3a|U|Sc|YAAM] You look down and you see a tortoise...
« on: April 30, 2022, 23:40 »
Thanks! :D
I don't know about "great," but it does relatively high damage for 9mm ammo, and has the benefit that Scavenger 1 gets you as much ammo as you want for it in late game. There are certainly better weapons out there, but it served me well until I got my melee game off the ground. :)
I have always found the scrapgun pretty crap, so is there something I am missing that makes it great?
I don't know about "great," but it does relatively high damage for 9mm ammo, and has the benefit that Scavenger 1 gets you as much ammo as you want for it in late game. There are certainly better weapons out there, but it served me well until I got my melee game off the ground. :)
19
Releases / Re: The Inferno Module
« on: April 12, 2022, 19:33 »
The current version of Inferno already works with version 0.9.9.7 of DRL. (The current version of DRL) I got it from this link that Tehtmi posted on page 8 of this thread. I've been playing it on version 0.9.9.7 for years, (from time to time) and it's always worked fine.
EDIT: Here are Tehtmi's instructions from 2017 for getting it working.
EDIT: Here are Tehtmi's instructions from 2017 for getting it working.
20
Modding / Re: WolfRL
« on: April 11, 2022, 20:16 »is there a link for this if so please post it
I haven't tried it, but someone posted this link not too long ago. It looks like they just uploaded their entire copy of DRL along with the WolfRL mod for it. Give it a try.
21
Post Mortem / [1.3a|U|Sc|YAAM] You look down and you see a tortoise...
« on: April 11, 2022, 14:25 »
After my Gunrunner game from the other day, I got the idea to do another Gunrunner build, this time focusing on melee, for a "Bladerunner" build. :D
This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies. Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time. :) (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second) :D
Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6. By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.
Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...
Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me. There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds. (Soulstealer was so charged up that the killing blow did no less than 766 damage!) :D
This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies. Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time. :) (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second) :D
Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6. By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.
Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...
Spoiler: ...the Dark Cathedral secret... (click to show/hide)
Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me. There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds. (Soulstealer was so charged up that the killing blow did no less than 766 damage!) :D
Tormuse, level 18 Scout,
defeated the Harbinger against all odds.
He survived for 17177 turns.
The run time was 5h 4m 13s.
World seed was 2508.
He scored 7798 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Infestation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Scrapgun
EUROPA L2 - Low Power
Europa Concourse -> Europa Ruins L1
Europa Ruins L2 - Exalted Summons
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L3 -> Shadow Halls L1
Shadow Halls L1 - Exalted Summons
Shadow Halls L2 -> Dark Cathedral
Dark Cathedral - Cleared!
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 849 out of 849 enemies.
46 former grunts 7 security sentries
6 corrupted grunts 9 CalSec bots
1 former CRI grunt 4 security bots
6 former grenadiers 55 reavers
1 corrupted grenadier 43 cryoreavers
2 former CRI grenadiers 19 toxic reavers
19 former soldiers 47 archreavers
21 corrupted soldiers 8 kerberi
9 former CRI soldiers 10 cyberi
6 former sergeants 17 cryoberi
4 corrupted sergeants 6 toxiberi
4 former CRI sergeants 16 medusae
25 former guards 8 archmedusae
2 corrupted guards 29 ravagers
3 former commandoes 21 armored ravagers
14 corrupted commandoes 8 siege ravagers
2 former CRI commandoes 21 plasma ravagers
7 security drones 22 CRI marines
12 combat drones 21 CRI bots
115fiends 15 guardians
26 fire fiends 4 sentinels
32 ice fiends 13 warlocks
22 toxic fiends 5 archwarlocks
11 CalSec sentries
Traits
Dash L2
Hellrunner L3
Son of a Gun L3
Executioner L1
Hoarder L1
Dodgemaster L3
Scavenger L1
GUNRUNNER L3
Trait order
SoG->SoG->SoG->Das->Hor->MGU->Hr->Scv->
MGU->Exe->Hr->Dm->MGU->Dm->Hr->Dm->
Das
Equipment
Slot #1 : Scrapgun +A
* Calibrated 1
* Auto-calibrated
* Spin-up
Slot #2 : AV3 plasma shotgun +A
* Calibrated 1
* Auto-calibrating 6%
* Critical 50
* Sustain
Slot #3 : Soulstealer
Body : duramesh scout armor P
* Meshed
* Duramesh
Head : - NONE -
Utility : AV3 utility AMP
* Camoboost
* Silent
Relic : cryoreaver's claw
* Windchill
Permanents
Medusa's Curse
Demonblood
Inventory
energy cell (x100)
9mm ammo (x100)
plasma grenade (x1)
gas grenade (x3)
EMP grenade (x1)
krak grenade (x3)
smoke grenade (x3)
CRI phase kit (x2)
large combat pack
large combat pack
combat pack (x2)
stimpack (x1)
22
Post Mortem / [1.3a|U|Sc|YAAM] Run 'n gun
« on: April 09, 2022, 11:07 »
For no particular reason, I decided to do a UV game with a Gunrunner build, and got conqueror. Yay! :D (100% kills too!) :) I had serious doubts about my ability to win toward the end, since I was almost completely out of ammo, even with scavenger 3, but I just barely managed to pull it off.
I was very speedy! Between HR 3, the Exosuit unique, and the metabolic boost from my amp, I was moving at 0.5 seconds per move, (0.3 seconds while dashing) which went well with my chaingun with barbed 3, and actually turned out to be crucial for saving ammo at the end, since I could hit enemies with a few rounds, and then move fast enough to keep away from them while they bled to death. In some cases, I even just danced back and forth in front of them, while they had a lot of difficulty hitting me, due to my dodge chance. (Although I seriously wonder how to hit chances work in this, since they were sometimes still able to hit me, despite, in some cases, supposedly having -290% accuracy from bleeding stacks)
Another thing that was a big help was that super shotgun with rush 10, (damage bonus after move) which synergized nicely with the build, which is based on constantly moving. I was pretty pleased to be able to deliver the coup de grace to Harbinger with my last shot from that gun. :)
I was disappointed to find that the sustain mod didn't seem to work with the rail rifle. (Or didn't work consistently?) I think there were some shots that returned ammo as expected, but mostly not, and I'm not sure why that is. If the mod had worked properly, a lot of my ammo worries would have been alleviated, particularly in Dante Inferno, which was a huge ammo drain, with very little return.
At one point, in the interest of saving ammo, I picked up a katana from the ground to whack a couple of reavers, and I noticed that Gunrunner's reduced attack time applied to melee weapons too, so now, I really want to do a melee-focused Gunrunner build game. (Bladerunner, anyone?) :D
I was very speedy! Between HR 3, the Exosuit unique, and the metabolic boost from my amp, I was moving at 0.5 seconds per move, (0.3 seconds while dashing) which went well with my chaingun with barbed 3, and actually turned out to be crucial for saving ammo at the end, since I could hit enemies with a few rounds, and then move fast enough to keep away from them while they bled to death. In some cases, I even just danced back and forth in front of them, while they had a lot of difficulty hitting me, due to my dodge chance. (Although I seriously wonder how to hit chances work in this, since they were sometimes still able to hit me, despite, in some cases, supposedly having -290% accuracy from bleeding stacks)
Another thing that was a big help was that super shotgun with rush 10, (damage bonus after move) which synergized nicely with the build, which is based on constantly moving. I was pretty pleased to be able to deliver the coup de grace to Harbinger with my last shot from that gun. :)
I was disappointed to find that the sustain mod didn't seem to work with the rail rifle. (Or didn't work consistently?) I think there were some shots that returned ammo as expected, but mostly not, and I'm not sure why that is. If the mod had worked properly, a lot of my ammo worries would have been alleviated, particularly in Dante Inferno, which was a huge ammo drain, with very little return.
At one point, in the interest of saving ammo, I picked up a katana from the ground to whack a couple of reavers, and I noticed that Gunrunner's reduced attack time applied to melee weapons too, so now, I really want to do a melee-focused Gunrunner build game. (Bladerunner, anyone?) :D
Tormuse, level 18 Scout,
defeated the Harbinger against all odds.
He survived for 16286 turns.
The run time was 6h 25m 47s.
World seed was 8888.
He scored 7621 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L2 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
Europa Concourse - Secure Vault
EUROPA L5 -> The Pit
The Pit - found Denial
The Pit - Cleared!
IO L5 - Lockdown
IO L5 -> Io Warehouse
Io Warehouse - found Exosuit
Io Warehouse - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 831 out of 831 enemies.
60 former grunts 14 toxic fiends
6 corrupted grunts 11 CalSec sentries
1 former CRI grunt 7 security sentries
6 former grenadiers 2 military sentries
5 corrupted grenadiers 8 CalSec bots
6 former CRI grenadiers 4 security bots
2 CRI grenadiers 1 military bot
7 former soldiers 28 reavers
16 corrupted soldiers 29 cryoreavers
7 former CRI soldiers 18 toxic reavers
6 former sergeants 54 archreavers
6 corrupted sergeants 12 kerberi
3 former CRI sergeants 8 cyberi
25 former guards 13 cryoberi
4 corrupted guards 8 toxiberi
4 former commandoes 11 medusae
10 corrupted commandoes 4 archmedusae
6 former CRI commandoes 31 ravagers
2 CRI commandoes 14 armored ravagers
1 former heavy 7 siege ravagers
3 corrupted heavies 7 plasma ravagers
5 security drones 34 CRI marines
4 combat drones 9 CRI bots
2 military drones 15 guardians
77 fiends 2 sentinels
39 fire fiends 9 warlocks
50 ice fiends 12 archwarlocks
Traits
Dash L1
Hellrunner L3
Son of a Gun L3
Hoarder L2
Dodgemaster L2
Scavenger L3
GUNRUNNER L3
Trait order
SoG->SoG->SoG->Das->MGU->Hr->Hr->Dm->
MGU->Hor->Hor->Scv->MGU->Dm->Scv->Hr->
Scv
Equipment
Slot #1 : AV1 chaingun +BA
* Swap Harness
* Calibrated 1
* Auto-calibrated
* Barbed 3
* Spin-up
Slot #2 : AV2 rail rifle BS
* Swap Harness
* Sustain
* Extended Mag 8
* Hunter 8
* Scope
Slot #3 : 12ga super shotgun A
* Calibrated 1
* Rush 10
* Rinse, Repeat
Body : Exosuit
Head : analytic visor B
* Durable
* Aim assist
* Tactical computer
Utility : AV2 utility AMP
* Metabolic boost
* Energetic
Relic : - NONE -
Permanents
CRI backpack
Inventory
energy cell (x21)
7.62 ammo (x2)
gas grenade (x2)
smoke grenade (x2)
CRI phase kit (x2)
multitool (x1)
large medkit
23
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: April 08, 2022, 10:30 »I know this forum, and this game, and this whole site are dead as hell, but I'd really like to download this mod and the link doesn't work =(
Here. I just threw my copy on my Google Drive. Try this link. :)
24
Post Mortem / [1.2d|N!|Te|YASD] Explored a little too far
« on: March 11, 2022, 22:53 »
So I wanted to get the CRI and Jovisec Diamond badges for winning on Nightmare difficulty masterless as an explorer, and I decided to try playing as a technician, since I have the fewest victories with that class. Ultimately, I failed, I'd say mostly due to trying to complete the Dante Inferno special level, even though (as I found out from Kornel after the fact) it wasn't actually necessary to do so. (Oops!)
The run was carried by finding "Vengeance," a unique hunter rifle with a significant damage boost, plus incremental critical chance boosts from consecutive shots without reloading, which was later helped by armour with "loading feed," so I didn't have to manually reload it, so it permanently kept the critical bonus maxed out, consistently doing quadruple+ damage with each shot. (I was slightly disappointed to discover that there's a cap on how high the critical bonus can go; I half expected it to keep climbing into the thousands of percent, until I could one-shot anything; oh well...) :P
I recorded the whole run, which you can watch at the following links.
Part 1 - Callisto
Part 2 - Europa
Part 3 - Io
Part 4 - Dante
The recordings mostly speak for themselves, so I can't think what else to comment on. The only other really notable decision I made along the way was getting rid of the Ravager's Heart relic at the end of Io. I have no idea whether or not that was the right decision, but considering that I ran out of health items at the end, maybe it was a mistake? Who knows?
The run was carried by finding "Vengeance," a unique hunter rifle with a significant damage boost, plus incremental critical chance boosts from consecutive shots without reloading, which was later helped by armour with "loading feed," so I didn't have to manually reload it, so it permanently kept the critical bonus maxed out, consistently doing quadruple+ damage with each shot. (I was slightly disappointed to discover that there's a cap on how high the critical bonus can go; I half expected it to keep climbing into the thousands of percent, until I could one-shot anything; oh well...) :P
I recorded the whole run, which you can watch at the following links.
Part 1 - Callisto
Part 2 - Europa
Part 3 - Io
Part 4 - Dante
The recordings mostly speak for themselves, so I can't think what else to comment on. The only other really notable decision I made along the way was getting rid of the Ravager's Heart relic at the end of Io. I have no idea whether or not that was the right decision, but considering that I ran out of health items at the end, maybe it was a mistake? Who knows?
Tormuse, level 16 Technician,
killed on Dante Inferno by a toxic reaver.
He survived for 11555 turns.
The run time was 5h 40m 50s.
World seed was 6449.
He scored 6626 points.
He opposed the NIGHTMARE!
Death log
* your action, you're at 5 health
* your action, you're at 5 health
* toxic reaver deals 8 damage to you
* health down to -3, you die
CALLISTO L2 - Volatile Storage
Callisto Hub -> Valhalla Terminal L1
Valhalla Terminal L2 - Low Power
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - found Vengeance
Valhalla Command - Cleared!
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L3 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
IO L3 - Volatile Storage
Io Nexus -> Io Black Site L1
Io Black Site L1 - The Hunt
Io Black Site L2 -> Black Site Vaults
Dante Station L2 - The Hunt
Awards
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Explorer Ribbon (+100)
* Visited all encountered special levels
He killed 863 out of 1033 enemies.
34 former grunts 3 toxic fiends
1 former CRI grunt 14 CalSec sentries
1 former grenadier 12 security sentries
1 corrupted grenadier 2 military sentries
6 former CRI grenadiers 16 CalSec bots
19 former soldiers 8 security bots
24 corrupted soldiers 2 guardian bots
15 hellish soldiers 16 reavers
1 former CRI soldier 26 cryoreavers
12 former sergeants 22 toxic reavers
1 corrupted sergeant 24 archreavers
1 hellish sergeant 9 cyberi
2 former CRI sergeants 9 cryoberi
18 former guards 9 toxiberi
6 former commandoes 16 medusae
17 corrupted commandoes 11 archmedusae
16 hellish commandoes 19 ravagers
7 former CRI commandoes 24 armored ravagers
3 former heavies 4 siege ravagers
2 corrupted heavies 17 plasma ravagers
3 hellish heavies 22 CRI marines
2 security drones 10 CRI bots
2 combat drones 13 guardians
52 fiends 9 sentinels
26 fire fiends 3 warlocks
15 ice fiends 5 archwarlocks
Traits
Whizkid L3
Cover Master L3
Son of a Gun L3
Hoarder L2
Headshot L2
Scavenger L1
Grenadier L1
Trait order
SoG->SoG->SoG->Cov->Cov->Hor->Hsh->Whk->
Whk->Whk->Gre->Scv->Hor->Cov->Hsh
Equipment
Slot #1 : Vengeance
* Scope
Slot #2 : AV2 9mm SMG +B2
* Barbed 1
* Critical 40
* Auto-calibrated
* Speed-loader
* Frenzy 3
Slot #3 : AV2 12ga auto-shotgun +BA
* Autoloader
* Specialist
* Calibrated 1
* Auto-calibrating 74%
* Critical 40
Slot #4 : CRI BFT9K B
* Swap Harness
* BFT
Body : AV2 basic armor PB2
* Loading feed
* Durable
* Carrier
* Compartments
* Padded
Head : AV2 tactical visor PB
* Crit Enhancer 25
* Health Monitor
* Durable
* Aim assist
Utility : AV2 utility AMP
* Metabolic boost
* Auto-med 10
Relic : - NONE -
Permanents
Relic Corruption
Inventory
energy cell (x100)
energy cell (x57)
12ga shell (x50)
12ga shell (x16)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x2)
9mm ammo (x16)
gas grenade (x2)
EMP grenade (x1)
smoke grenade (x2)
multitool (x2)
25
Post Mortem / [U|YAAM/YAFW] Focused Shottyhead
« on: January 22, 2022, 18:18 »
I recently got inspired to see if I could make use of a focused double shotgun with a Shottyhead build. It's something I got the idea for forever ago, but somehow, never actually put it into practice. I played on ultraviolence, because I wasn't in the mood for anything too strenuous.
Fortunately, for this run, I got all the mods I needed fairly early on, but unfortunately, the first double shotgun spawned in Deimos Lab. (Normally, I'd find probably three of them by that time; oh well...) I basically didn't use the combat shotgun after that; I'm not even sure why I carried it with me to the end, quite frankly. :P
I nearly died to the pair of shamblers, (brought me down to one med pack) since they don't seem to be very susceptible to shotguns, and the lack of eagle eye meant my other weapons were less effective, but after that, it was pretty smooth sailing, as long as I could keep my shotgun shell supply up, which I managed by occasionally luring arch-viles over to sergeant groups, so I could farm them for shells.
The Shottyhead build is ridiculously ammo-hungry, due to...
a) the simple fact that you just fire so damn fast...
b) it blocks SoB trait, so you can't increase your damage much, and...
c) the fact that firing so fast means you push all enemies to the edge of your weapon's range in the space of a second, so you're doing even less damage.
The focused double shotgun helps mitigate this, though in practice I don't think it made a huge difference. I still had to rely on my other weapons, which I juggled between, including Azrael's Scythe in the late game, for which I took a detour to berserker. I used up all my shells in the Mortuary, and I never really built the supply up after that, but I made sure to save some for the end, so I could use them to deliver the coup de grace to JC. :)
Fortunately, for this run, I got all the mods I needed fairly early on, but unfortunately, the first double shotgun spawned in Deimos Lab. (Normally, I'd find probably three of them by that time; oh well...) I basically didn't use the combat shotgun after that; I'm not even sure why I carried it with me to the end, quite frankly. :P
I nearly died to the pair of shamblers, (brought me down to one med pack) since they don't seem to be very susceptible to shotguns, and the lack of eagle eye meant my other weapons were less effective, but after that, it was pretty smooth sailing, as long as I could keep my shotgun shell supply up, which I managed by occasionally luring arch-viles over to sergeant groups, so I could farm them for shells.
The Shottyhead build is ridiculously ammo-hungry, due to...
a) the simple fact that you just fire so damn fast...
b) it blocks SoB trait, so you can't increase your damage much, and...
c) the fact that firing so fast means you push all enemies to the edge of your weapon's range in the space of a second, so you're doing even less damage.
The focused double shotgun helps mitigate this, though in practice I don't think it made a huge difference. I still had to rely on my other weapons, which I juggled between, including Azrael's Scythe in the late game, for which I took a detour to berserker. I used up all my shells in the Mortuary, and I never really built the supply up after that, but I made sure to save some for the end, so I could use them to deliver the coup de grace to JC. :)
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Tormuse, level 16 Apostle Chaos Lt. General Scout,
nuked the Mastermind at the Hell Fortress.
He survived 244955 turns and scored 422793 points.
He played for 6 hours, 15 minutes and 29 seconds.
He was a man of Ultra-Violence!
He killed 1217 out of 1217 hellspawn. (100%)
This ass-kicking marine killed all of them!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Conqueror Badge
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
-- Graveyard -------------------------------------------------
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..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 92/60 Experience 128564/16
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Finesse (Level 2)
Hellrunner (Level 2)
Reloader (Level 2)
Brute (Level 2)
Juggler (Level 1)
Berserker (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
Rel->Rel->Fin->HR->Jug->Fin->WK->WK->SM->MSh->Bru->Bru->Ber->Iro->HR->DM->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4] (AO)
[b] [ Weapon ] focused double shotgun (9d4)x2 [0/2] (P1)
[c] [ Boots ] phaseshift boots [4/4] (100%) (A)
[d] [ Prepared ] Azrael's Scythe (9d9)
-- Inventory -------------------------------------------------
[a] combat shotgun (7d3) [5/5] (T1)
[b] tactical rocket launcher (6d6) [5/5] (T1)
[c] gatling gun (1d7)x6 [60/60]
[d] hyperblaster (2d4)x3 [40/40]
[e] 10mm ammo (x140)
[f] shotgun shell (x33)
[g] rocket (x13)
[h] power cell (x70)
[i] power cell (x70)
[j] power cell (x70)
[k] small med-pack
[l] small med-pack
[m] small med-pack
[n] large med-pack
[o] large med-pack
[p] homing phase device
[q] lava steel boots [1]
[r] 10mm ammo chain (x204)
[s] rocket box (x20)
[t] power battery (x120)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 60% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 60%
Fire - internal 60% torso 85% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
83 former humans
67 former sergeants
72 former captains
130 imps
108 demons
322 lost souls
80 cacodemons
35 hell knights
77 barons of hell
48 arachnotrons
17 former commandos
26 pain elementals
53 revenants
25 mancubi
44 arch-viles
7 elite former humans
5 elite former sergeants
5 elite former captains
2 elite former commandos
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he marched into the Military Base.
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a focused double shotgun!
On level 9 he assembled a gatling gun!
On level 9 he assembled a tactical boots!
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he found the Acid Spitter!
On level 12 he assembled a lava boots!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he found the Medical Powerarmor!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he assembled a tactical rocket launcher!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 21 he stumbled into a complex full of arch-viles!
On level 21 he assembled a hyperblaster!
On level 22 he ran for his life from lava!
On level 22 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
The lost soul dies. The revenant dies. The revenant dies. The lost soul dies.
The revenant dies. The revenant dies. You need to taste blood!
The lost soul hits you. You need to taste blood! There is rocket (x3) lying
here.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
You need to taste blood! There is rocket (x3) lying here.
You reload the focused double shotgun. The lost soul hits you. You need to
taste blood! There is rocket (x3) lying here. There is rocket (x3) lying
here.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
John Carmack dies. Congratulations! You defeated John Carmack! Press
<Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
1758 brave souls have ventured into Phobos:
1378 of those were killed.
8 of those were killed by something unknown.
189 didn't read the thermonuclear bomb manual.
And 60 couldn't handle the stress and committed a stupid suicide.
123 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
85 killed the bitch and survived.
32 showed that it can outsmart Hell itself.
--------------------------------------------------------------
26
Century Lounge / Re: [M|Ao100|3%|YAVP] Pacifistic tendencies
« on: December 30, 2021, 08:46 »
Hmm... I wonder if I could do something similar in JH. Hmm... :P
27
Century Lounge / [M|Ao100|3%|YAVP] Pacifistic tendencies
« on: December 29, 2021, 22:39 »
So a while ago, (eight and a half years ago? Whoa!) :o I managed to get a win that showed 0% kills, by killing nothing but the Cyberdemon and the Mastermind. It was a fun little challenge to see how few kills I could get, but I always thought it could be interesting to try it in Angel of 100, so I could truly get 0% kills. :)
Well... I didn't quite do it this time, but I got it as low as 3% kills, so that's pretty good, I think. :) Bonus: I made sure to unwield my starting weapon at the beginning, and never wielded a weapon, so I got Sunrise Iron Fist as well. :D
All 60 of those enemies that got killed died in crossfire, since I never fired a single shot... unless you count the time an arachnotron stepped into a doorway unexpectedly, and I accidentally walked into it and punched it. (Don't worry; it didn't die, and I apologized afterward) :P
Well... I didn't quite do it this time, but I got it as low as 3% kills, so that's pretty good, I think. :) Bonus: I made sure to unwield my starting weapon at the beginning, and never wielded a weapon, so I got Sunrise Iron Fist as well. :D
All 60 of those enemies that got killed died in crossfire, since I never fired a single shot... unless you count the time an arachnotron stepped into a doorway unexpectedly, and I accidentally walked into it and punched it. (Don't worry; it didn't die, and I apologized afterward) :P
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Tormuse, level 4 Apostle Chaos Lt. General Scout,
completed 100 levels of torture on level 100 of Hell.
He survived 25552 turns and scored 149884 points.
He played for 1 hour, 20 minutes and 28 seconds.
He didn't like it too rough.
He killed 60 out of 1538 hellspawn. (3%)
My, wasn't he a wimpy chump.
He was an Angel of 100!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 0
Levels visited : 0
Levels completed : 0
-- Awards ----------------------------------------------------
Sunrise Iron Fist
Minor Icarus Cross
-- Graveyard -------------------------------------------------
###############################=====#######################
#.=====..............#..&#.....=====;........==#.#B........
#.=====............M0#...#.....=====...|......=..##########
#.====............"==#...#.....=====........===..+.#.===...
#====......X.....====#...#.....=====........=.=..#.#..===..
#==.=.........=.=======..#.....=====..........=#.#.#..====.
#.=..........=.=====V====......=====...........#.#.#..====.
#............============/.....=====.............#.#.==....
#0........VM.=====..=====......=====^............#./.B.....
#...}.........===..V.===......=====............#.#.#.......
##/########....########.#....#=====+######+#######.#.0.....
#........................#....=====.V............#./.......
#.|......M......|........#....=====..............#.#..O=...
#........................#....=====............../.#.===...
#........................#....=====.0.......c...c#.+..=====
#......................../....=====..........^...#.#...====
#...................0.|..#...=====....[........0.#.#..==.==
#......................|.#...=====...............#.#......=
#........................#...=====...............#.#.....=.
#############################=====#########################
-- Statistics ------------------------------------------------
Health 42/50 Experience 5698/4
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Hellrunner (Level 2)
Tough as nails (Level 1)
Dodgemaster (Level 1)
HR->HR->DM->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] nanofiber red armor [2]
[b] [ Weapon ] nothing
[c] [ Boots ] grappling gothic boots [11/11] (190%)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] nanofiber blue armor [1]
[b] large med-pack
[c] large med-pack
[d] large med-pack
[e] large med-pack
[f] power mod pack
[g] power mod pack
[h] power mod pack
[i] agility mod pack
[j] bulk mod pack
[k] phaseshift boots [2/4] (45%) (A)
-- Resistances -----------------------------------------------
Fire - internal 0% torso 13% feet 0%
-- Kills -----------------------------------------------------
7 former humans
11 former sergeants
14 former captains
8 imps
5 demons
2 lost souls
1 hell knight
4 barons of hell
1 revenant
1 nightmare imp
6 nightmare demons
-- History ---------------------------------------------------
He left level 20 as soon as possible.
He left level 21 as soon as possible.
Level 22 blasted him with an unholy atmosphere!
On level 23 he found the Grammaton Cleric Beretta!
He left level 25 as soon as possible.
On level 29 he stumbled into a complex full of arch-viles!
Level 29 blasted him with an unholy atmosphere!
He left level 29 as soon as possible.
On level 30 he stumbled into a complex full of arch-viles!
On level 31 he found the Subtle Knife!
On level 33 he assembled a nanofiber armor!
On level 36 he found the Revenant's Launcher!
On level 37 he found the Jackhammer!
On level 37 he assembled a nanofiber armor!
He sounded the alarm on level 39!
He left level 39 as soon as possible.
On level 40, hell froze over!
On level 40 he found the Butcher's Cleaver!
On level 42 he stumbled into a nightmare arachnotron cave!
He left level 42 as soon as possible.
He left level 43 as soon as possible.
On level 45 he encountered an armed nuke!
On level 46 he encountered an armed nuke!
He left level 46 as soon as possible.
Level 47 was a hard nut to crack!
On level 49 he encountered an armed nuke!
On level 51 he stumbled into a nightmare demon cave!
On level 53 he stumbled into a nightmare cacodemon cave!
He left level 56 as soon as possible.
He left level 58 as soon as possible.
On level 59 he assembled a grappling boots!
He left level 63 as soon as possible.
He left level 66 as soon as possible.
He sounded the alarm on level 68!
He left level 68 as soon as possible.
He left level 70 as soon as possible.
On level 73 he stumbled into a nightmare demon cave!
He left level 73 as soon as possible.
On level 74 he stumbled into a nightmare demon cave!
He left level 74 as soon as possible.
He left level 75 as soon as possible.
He left level 76 as soon as possible.
On level 77 he found the BFG 10K!
He left level 81 as soon as possible.
On level 85 he stumbled into a complex full of arch-viles!
On level 87 he stumbled into a nightmare demon cave!
He left level 88 as soon as possible.
On level 91 he stumbled into a nightmare arachnotron cave!
He left level 91 as soon as possible.
On level 92, hell froze over!
He left level 92 as soon as possible.
On level 95 he stumbled into a nightmare cacodemon cave!
He left level 95 as soon as possible.
He left level 97 as soon as possible.
He sounded the alarm on level 98!
He left level 98 as soon as possible.
He left level 99 as soon as possible.
On level 100 he finally completed 100 levels of torture.
-- Messages --------------------------------------------------
You dodge!
You use a large med-pack. You feel fully healed. The arch-vile raises his
arms!
You dodge! You are hit!
You start running!
The arch-vile raises his arms!
Boom! The missile hits the arch-vile.
The mancubus hits you.
You use a large med-pack. You feel fully healed. The mancubus hits you.
You start running!
The barrel explodes! Boom! You dodge! Boom! Boom! There are stairs leading
downward here.
You did it! You completed 100 levels of DoomRL! You're the champion! Press
<Enter>...
-- General ---------------------------------------------------
1755 brave souls have ventured into Phobos:
1377 of those were killed.
8 of those were killed by something unknown.
189 didn't read the thermonuclear bomb manual.
And 60 couldn't handle the stress and committed a stupid suicide.
121 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
84 killed the bitch and survived.
31 showed that it can outsmart Hell itself.
--------------------------------------------------------------
28
Post Mortem / [U|AoB+AoLT|90%|YAFW] A bit of light malice
« on: December 26, 2021, 16:52 »
For no particular reason, I decided to play DoomRL the other day, to see if I could do a melee only game with a Malicious Blades build. I also combined it with AoLT for the speed boost, reasoning that a melee build won't need much inventory space for weapons/ammo.
Once I got MB, it was smooth sailing for the rest of the game, but getting there was quite a chore. While MB is considered a melee trait, it really is best suited to a hybrid build, due to the lack of berserker trait. Still, somehow, I made it work by focusing on the enemies I could kill relatively easily without taking too much damage, and stretching berserk packs and invulnerability spheres as much as I could, and simply avoiding a lot of enemies, and avoiding Hell's Arena altogether.
I turned the red armour from Phobos Anomaly into nanofibre armour, which I used up until Deimos Lab, where I got an onyx pack as a reward, which I ended up putting on a suit of blue armour for the plasma protection. Those two levels of Whizkid I got ended up being solely for modding the armour; I would have liked to dual-wield two power-modded chainswords, but it didn't end up being convenient to do so, and the Longinus Spear turned out to be a good enough choice anyway.
I was considering skipping Spider's Lair, since MB's protections don't include plasma damage, but a lucky nuke and invulnerability made me change my mind. :) I still had to break down two walls between the invulnerability and the SL entrance, which I did by throwing a couple of combat knives that were lying around at napalm barrels.
Limbo felt like a big mistake that nearly got me killed, since enemies were reviving faster than I could deal with, and I just made a run for the exit, though I was able to pick up the nuclear BFG on the way out.
I probably would've skipped Lava Pits if it generated, but I lucked into getting Mount Erebus, and there were two berserk packs next to the stairs for it, so I was able to just run across the lava, only losing about 27% health in the process, enabling me to get a full win. (Though there was an invulnerability next to the final stairs, so I didn't end up using the lava element anyway) :P
Yay! :D
Once I got MB, it was smooth sailing for the rest of the game, but getting there was quite a chore. While MB is considered a melee trait, it really is best suited to a hybrid build, due to the lack of berserker trait. Still, somehow, I made it work by focusing on the enemies I could kill relatively easily without taking too much damage, and stretching berserk packs and invulnerability spheres as much as I could, and simply avoiding a lot of enemies, and avoiding Hell's Arena altogether.
I turned the red armour from Phobos Anomaly into nanofibre armour, which I used up until Deimos Lab, where I got an onyx pack as a reward, which I ended up putting on a suit of blue armour for the plasma protection. Those two levels of Whizkid I got ended up being solely for modding the armour; I would have liked to dual-wield two power-modded chainswords, but it didn't end up being convenient to do so, and the Longinus Spear turned out to be a good enough choice anyway.
I was considering skipping Spider's Lair, since MB's protections don't include plasma damage, but a lucky nuke and invulnerability made me change my mind. :) I still had to break down two walls between the invulnerability and the SL entrance, which I did by throwing a couple of combat knives that were lying around at napalm barrels.
Limbo felt like a big mistake that nearly got me killed, since enemies were reviving faster than I could deal with, and I just made a run for the exit, though I was able to pick up the nuclear BFG on the way out.
I probably would've skipped Lava Pits if it generated, but I lucked into getting Mount Erebus, and there were two berserk packs next to the stairs for it, so I was able to just run across the lava, only losing about 27% health in the process, enabling me to get a full win. (Though there was an invulnerability next to the final stairs, so I didn't end up using the lava element anyway) :P
Yay! :D
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Tormuse, level 15 Apostle Chaos Lt. General Technician,
nuked the Mastermind at the Hell Fortress.
He survived 210263 turns and scored 372378 points.
He played for 4 hours, 29 minutes and 46 seconds.
He was a man of Ultra-Violence!
He killed 1135 out of 1255 hellspawn. (90%)
He held his right to remain violent.
He was an Angel of Berserk!
He was also an Angel of Light Travel!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 10
Levels completed : 8
-- Awards ----------------------------------------------------
Hell Armorer Badge
-- Graveyard -------------------------------------------------
###########################################################
..................................................%%..%...#
..................................................%...%...#
..........................................................#
..................................................|}|.%...#
..................................................X%...%..#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 78/90 Experience 108754/15
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Class : Technician
Ironman (Level 4)
Finesse (Level 2)
Hellrunner (Level 2)
Brute (Level 3)
Dodgemaster (Level 1)
Whizkid (Level 2)
Malicious Blades (Level 1)
Bru->Bru->Fin->HR->HR->DM->MMB->Iro->Iro->Fin->WK->Bru->WK->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] blue armor [4] (AOP)
[b] [ Weapon ] Longinus Spear (8d8)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] chainsword (8d2)
-- Inventory -------------------------------------------------
[a] small med-pack
[b] large med-pack
[c] envirosuit pack
[d] lava element
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 50%
Melee - internal 0% torso 75% feet 75%
Shrapnel - internal 0% torso 50% feet 50%
Fire - internal 0% torso 50% feet 50%
Plasma - internal 0% torso 20% feet 0%
-- Kills -----------------------------------------------------
108 former humans
88 former sergeants
52 former captains
142 imps
61 demons
349 lost souls
32 cacodemons
44 hell knights
60 barons of hell
45 arachnotrons
20 former commandos
27 pain elementals
26 revenants
17 mancubi
25 arch-viles
4 nightmare imps
25 nightmare demons
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he assembled a nanofiber armor!
On level 9 he entered Deimos Lab.
On level 9 he assembled a chainsword!
He destroyed the evil within and reaped the rewards!
On level 11 he assembled a tactical boots!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he ventured into the Spider's Lair.
He nuked level 14!
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 17 he assembled a chainsword!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 19 he entered the Vaults.
He managed to scavenge a part of the Vaults treasures.
On level 20 he was foolish enough to enter Limbo!
He managed to escape from Limbo!
On level 21 he found the Medical Powerarmor!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
John Carmack reloads his rocket launcher.
You dodge!
John Carmack reloads his rocket launcher.
You see : John Carmack (lightly wounded) | pool of blood | [ m ]ore
You hit John Carmack.
You hit John Carmack. You are hit!
John Carmack reloads his rocket launcher.
You hit John Carmack.
You hit John Carmack. Carmack raises his hands and summons hellspawn!
You hit John Carmack.
You hit John Carmack.
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
John Carmack reloads his rocket launcher.
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
1741 brave souls have ventured into Phobos:
1364 of those were killed.
8 of those were killed by something unknown.
189 didn't read the thermonuclear bomb manual.
And 60 couldn't handle the stress and committed a stupid suicide.
120 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
83 killed the bitch and survived.
31 showed that it can outsmart Hell itself.
--------------------------------------------------------------
29
Post Mortem / Re: [1.2 RC2|U|Sc|YAAM] Pirate/Assassin/Zombie
« on: December 13, 2021, 22:04 »
Who the heck said it's easier? They got rid of the ability to prevent respawning by gibbing enemies, plus the exalted versions of the late game enemies are (to coin a phrase) a nightmare! Whoever said that Nightmare difficulty is easier has probably never had to face down an exalted archwarlock.
30
Post Mortem / Re: [1.2 RC2|U|Sc|YAAM] Pirate/Assassin/Zombie
« on: December 12, 2021, 02:22 »...I kind of miss the good ol' days when beating N! was an actual achievement worth mentioning. 0_o
I have a feeling that you're joking, but I'm gonna say anyway that I'm pretty sure everyone thinks that N! victories are still notable achievements... especially with the addition of Dante, which ramps up the difficulty considerably from earlier versions.