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1
Nightmare! / (0.9.9.7) [N!|90%|YAVP] Elite Diamond Badge
« on: Yesterday at 20:15 »
This badge isn't too hard, but it can be very tedious if you try to cheese it, which I did. After getting near the end of the game, I repeatedly killed an enemy until my percentage reached 90%, and then secured the win. I now am at 24/26 Diamond Badges, which I believe is the most anyone has ever had!!!
In Deimos Lab, I found a Blaster, which is nice to cover any potential ammo issues with repeated kills:
Along the way, I found a Pain Elemental cave, which provided a safe way for clearing out a large number of enemies, which helped to buff up the kill count:
After getting towards the end, I was deciding on if I wanted to grind a nice setup in Hell 6 and risk a bad Hell 7 after a couple hours of kills, or to skip it and risk having a Hell 7 with no ideal setup. I opted to kill an Arachnotron repeatedly in Hell 6 with a Chainsaw. I would have liked a bit more experience to reach the next level and get Brute x3 for more accuracy and consistency, but oh well.
I got quite a few kills!
Hell 7 wasn't too bad, and a somewhat fitting start:
And I was able to get to the stairs without any nasty surprises:
What a doozie!
In Deimos Lab, I found a Blaster, which is nice to cover any potential ammo issues with repeated kills:
Spoiler (click to show/hide)
Along the way, I found a Pain Elemental cave, which provided a safe way for clearing out a large number of enemies, which helped to buff up the kill count:
Spoiler (click to show/hide)
After getting towards the end, I was deciding on if I wanted to grind a nice setup in Hell 6 and risk a bad Hell 7 after a couple hours of kills, or to skip it and risk having a Hell 7 with no ideal setup. I opted to kill an Arachnotron repeatedly in Hell 6 with a Chainsaw. I would have liked a bit more experience to reach the next level and get Brute x3 for more accuracy and consistency, but oh well.
Spoiler (click to show/hide)
I got quite a few kills!
Spoiler (click to show/hide)
Hell 7 wasn't too bad, and a somewhat fitting start:
Spoiler (click to show/hide)
And I was able to get to the stairs without any nasty surprises:
Spoiler (click to show/hide)
What a doozie!
Spoiler (click to show/hide)
2
Nightmare! / (0.9.9.7) [N!|48%|YAVP] Demonic Diamond Badge (with video)
« on: Yesterday at 11:11 »
(Video)
Note that 20 minutes of the video is the Cyberdemon fight, and 15 minutes is the Spider Mastermind fight, so there's still lots of interesting gameplay if you want to skip those.
After having done attempts of Masochist Angelic Badge before, Demonic Diamond Badge is significantly easier. However, getting it on this particular run was quite a challenge and I had to play pretty well overall. I didn't have much for Invulnerability, but had some good luck with a Phase Device at the very end.
The most wild point of interest is I found a vault with two nukes on Phobos 2! I've never seen that before and it's rare to even find just one!
There were a few risky decisions I made that didn't pan out, but the only major mistakes were during the Cyberdemon fight where I made a bad step once and took a bit of explosion damage, and one point where I misclicked and took some heavy melee damage. I also used Combat Shotgun for a lot of the Spider Mastermind fight, forgetting to use Shotgun instead.
With this badge, I believe I am now tied for most Diamond Badges at 23/26!
Note that 20 minutes of the video is the Cyberdemon fight, and 15 minutes is the Spider Mastermind fight, so there's still lots of interesting gameplay if you want to skip those.
After having done attempts of Masochist Angelic Badge before, Demonic Diamond Badge is significantly easier. However, getting it on this particular run was quite a challenge and I had to play pretty well overall. I didn't have much for Invulnerability, but had some good luck with a Phase Device at the very end.
The most wild point of interest is I found a vault with two nukes on Phobos 2! I've never seen that before and it's rare to even find just one!
Spoiler (click to show/hide)
There were a few risky decisions I made that didn't pan out, but the only major mistakes were during the Cyberdemon fight where I made a bad step once and took a bit of explosion damage, and one point where I misclicked and took some heavy melee damage. I also used Combat Shotgun for a lot of the Spider Mastermind fight, forgetting to use Shotgun instead.
With this badge, I believe I am now tied for most Diamond Badges at 23/26!
Spoiler (click to show/hide)
3
Nightmare! / (0.9.9.7) [N!|43%|YAVP] Demonic Platinum Badge & 26/26 Platinums!
« on: October 12, 2024, 15:49 »
Earlier today, I attempted Elite Angelic Badge as a way to earn Demonic Platinum Badge and Elite Diamond Badge simultaneously, but after a grueling 3.5 hour game, I died to a Demon cave on Deimos 4. After that, I decided to take an easier pace and to just get Demonic Platinum Badge.
Not much to say and I was very focused on my gameplay so I didn't really take any screenshots. I found quite a few Invulnerabilities, a Nuclear Plasma Rifle which was really handy, a Homing Phase Device to zip out of Mortuary, and mostly did stair diving.
With this badge, I'm now the 3rd (?) player to have all 26 Platinum Badges!
Not much to say and I was very focused on my gameplay so I didn't really take any screenshots. I found quite a few Invulnerabilities, a Nuclear Plasma Rifle which was really handy, a Homing Phase Device to zip out of Mortuary, and mostly did stair diving.
With this badge, I'm now the 3rd (?) player to have all 26 Platinum Badges!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
4
Post Mortem / (0.9.9.7) [U|66%|YAVP] Everyman Diamond Badge (with video)
« on: October 11, 2024, 21:49 »
(Video)
Tonight I didn't want to commit too hard to anything and was just chilling having some fun with meme attempts of Pacifist Angelic Badge (spoiler: got nowhere). After a bit of that, I decided to try Everyman Diamond Badge for some different fun, and was able to get this run in just a few tries.
My starting map was very nice as it gave me a nuke, some Med Packs, and Hell Staff. Unholy Cathedral is pretty easy with the Ballistic Red Armor and Chainsword combo, and you almost always have enough Med Packs for The Vaults. The last two bonus levels and surviving the other floors are what make the badge challenging, but I was very lucky with what I rolled.
I spent a good deal of time on a floor with two Invulnerabilities as I really wanted to make sure I got them, and the Hell Staff came in handy to bring me close to the stairs. After using Whisper of Death at The Vaults, I was lucky to roll Limbo so I could get an instant nuke. Invulnerability ran out after, but all floors gave me nearby stairs, and I had enough Med Packs to take on the Lava Elemental. I was a bit foolish to initially try shooting the Lost Souls and could have botched my game, but I switched to more Whisper of Death after. The Lava Element helped with approaching the Spider Mastermind safely, and the rest was easy.
I'm now at 22/26 Diamond Badges!
Tonight I didn't want to commit too hard to anything and was just chilling having some fun with meme attempts of Pacifist Angelic Badge (spoiler: got nowhere). After a bit of that, I decided to try Everyman Diamond Badge for some different fun, and was able to get this run in just a few tries.
My starting map was very nice as it gave me a nuke, some Med Packs, and Hell Staff. Unholy Cathedral is pretty easy with the Ballistic Red Armor and Chainsword combo, and you almost always have enough Med Packs for The Vaults. The last two bonus levels and surviving the other floors are what make the badge challenging, but I was very lucky with what I rolled.
I spent a good deal of time on a floor with two Invulnerabilities as I really wanted to make sure I got them, and the Hell Staff came in handy to bring me close to the stairs. After using Whisper of Death at The Vaults, I was lucky to roll Limbo so I could get an instant nuke. Invulnerability ran out after, but all floors gave me nearby stairs, and I had enough Med Packs to take on the Lava Elemental. I was a bit foolish to initially try shooting the Lost Souls and could have botched my game, but I switched to more Whisper of Death after. The Lava Element helped with approaching the Spider Mastermind safely, and the rest was easy.
I'm now at 22/26 Diamond Badges!
Spoiler (click to show/hide)
5
Post Mortem / (0.9.9.7) [H|20%|YAVP] Strongman Platinum Badge
« on: October 10, 2024, 18:39 »
I haven't played DoomRL much for the last year and recently got into playing again. While the new version is exciting, I definitely feel like I have unfinished business with 0.9.9.7 and wanted to get some more badges. Tonight, I decided to try for Strongman Platinum Badge, one of my two missing Platinum Badges. I've always sucked with Fist runs, but the game insisted on handing me the victory.
To start, I had this nice setup and took a gamble with the lever:
And it worked out!
With some stair diving, I got to Deimos for my first time attempting this badge:
I got this very bad Deimos floor 4, but I did have a Phase Device:
After some slight exploring, I used it, and got really lucky to land by the stairs, there seemed to be no enemies, and there was even an armor!
I figured to look around a bit and also got a Berserk Pack!
And then also found Invulnerability! Very lucky!
I had this nice setup on the next floor with a Power Mod Pack, Berserk Pack, and a pool of lava for quick experience by cooking Demons. Unfortunately, I wasn't able to grab the Power Mod Pack.
I had an Invulnerability laying around on Deimos floor 6, and thought to explore a bit before grabbing it since I could take some damage and it could heal me as I would exit after:
Turns out it was a good idea!
I took a risk to grab the first, go for the second, and ideally use a Phase Device out, wanting to rush the Cyberdemon. Unfortunately, there was a Revenant just as I went for it and didn't get it, wasting both only to get some experience.
Deimos floor 7 didn't have Invulnerability or Berserk Packs, and I honestly wasn't sure if the double Supercharge would be helpful enough.
I did find Phaseshift Boots though:
And also a nuke! Should I make it to the end, this trivializes the Spider Mastermind, or otherwise can help with a nasty floor and switch to Shotgun camping in Dis.
Seemingly though, I greatly underestimated Berserker and Chainsaw combo. I hit the Cyberdemon down to Mortally Wounded and was scared to attack again, so I flipped back to Fist and killed it after only a couple hits from there.
Hell floor 1 gave me an Invulnerability near an exit:
And there was a second one under a Cacodemon!
And then Hell floor 2 gave me game-winning luck! There were 4 Invulnerabilities, all within a short range, and not too much in the way of them. Out of all the floors I've ever played, 4 Invulnerabilities ties the most I've seen, but I've never had them so close together like this. I believe in terms of Invulnerability luck, this is the single luckiest floor I have EVER had!!! I was able to grab 3 of them and head on after.
Hell floor 3 gave me another at the start:
And another on Hell floor 5:
Hell floor 6 was a maze, but I was fortunate to have the stairs nearby:
And that easily sealed the deal! Intuition 2 was intended for using Shotgun against the Spider Mastermind, but I clearly didn't need it with the absurd stack of Invulnerabilities.
Being a bit rusty, I couldn't remember if fighting JC would mess up the challenge, so I just went for a sacrificial nuke.
With this, I now have just Demonic Platinum Badge remaining, which I think shouldn't be too terrible to get. I definitely have a huge incentive in going for it, even if it turns out to be a nasty grind for it. Very happy to earn this badge, and doing it quickly like this helps make me not be indecisive with attempting for 100% kills early for Strongman Diamond Badge. I'm honestly not sure if I'll be able to get that one down the road, but we'll have to see.
Very happy!
To start, I had this nice setup and took a gamble with the lever:
Spoiler (click to show/hide)
And it worked out!
Spoiler (click to show/hide)
With some stair diving, I got to Deimos for my first time attempting this badge:
Spoiler (click to show/hide)
I got this very bad Deimos floor 4, but I did have a Phase Device:
Spoiler (click to show/hide)
After some slight exploring, I used it, and got really lucky to land by the stairs, there seemed to be no enemies, and there was even an armor!
Spoiler (click to show/hide)
I figured to look around a bit and also got a Berserk Pack!
Spoiler (click to show/hide)
And then also found Invulnerability! Very lucky!
Spoiler (click to show/hide)
I had this nice setup on the next floor with a Power Mod Pack, Berserk Pack, and a pool of lava for quick experience by cooking Demons. Unfortunately, I wasn't able to grab the Power Mod Pack.
Spoiler (click to show/hide)
I had an Invulnerability laying around on Deimos floor 6, and thought to explore a bit before grabbing it since I could take some damage and it could heal me as I would exit after:
Spoiler (click to show/hide)
Turns out it was a good idea!
Spoiler (click to show/hide)
I took a risk to grab the first, go for the second, and ideally use a Phase Device out, wanting to rush the Cyberdemon. Unfortunately, there was a Revenant just as I went for it and didn't get it, wasting both only to get some experience.
Spoiler (click to show/hide)
Deimos floor 7 didn't have Invulnerability or Berserk Packs, and I honestly wasn't sure if the double Supercharge would be helpful enough.
Spoiler (click to show/hide)
I did find Phaseshift Boots though:
Spoiler (click to show/hide)
And also a nuke! Should I make it to the end, this trivializes the Spider Mastermind, or otherwise can help with a nasty floor and switch to Shotgun camping in Dis.
Spoiler (click to show/hide)
Seemingly though, I greatly underestimated Berserker and Chainsaw combo. I hit the Cyberdemon down to Mortally Wounded and was scared to attack again, so I flipped back to Fist and killed it after only a couple hits from there.
Spoiler (click to show/hide)
Hell floor 1 gave me an Invulnerability near an exit:
Spoiler (click to show/hide)
And there was a second one under a Cacodemon!
Spoiler (click to show/hide)
And then Hell floor 2 gave me game-winning luck! There were 4 Invulnerabilities, all within a short range, and not too much in the way of them. Out of all the floors I've ever played, 4 Invulnerabilities ties the most I've seen, but I've never had them so close together like this. I believe in terms of Invulnerability luck, this is the single luckiest floor I have EVER had!!! I was able to grab 3 of them and head on after.
Spoiler (click to show/hide)
Hell floor 3 gave me another at the start:
Spoiler (click to show/hide)
And another on Hell floor 5:
Spoiler (click to show/hide)
Hell floor 6 was a maze, but I was fortunate to have the stairs nearby:
Spoiler (click to show/hide)
And that easily sealed the deal! Intuition 2 was intended for using Shotgun against the Spider Mastermind, but I clearly didn't need it with the absurd stack of Invulnerabilities.
Being a bit rusty, I couldn't remember if fighting JC would mess up the challenge, so I just went for a sacrificial nuke.
Spoiler (click to show/hide)
With this, I now have just Demonic Platinum Badge remaining, which I think shouldn't be too terrible to get. I definitely have a huge incentive in going for it, even if it turns out to be a nasty grind for it. Very happy to earn this badge, and doing it quickly like this helps make me not be indecisive with attempting for 100% kills early for Strongman Diamond Badge. I'm honestly not sure if I'll be able to get that one down the road, but we'll have to see.
Very happy!
6
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 13, 2024, 13:20 »
Bug #10: Another not-exactly-a-bug, but I noticed my message about the Lava Elemental appearing was slightly cut off here. It could mean other messages in the game may also get cut off, so I think it should be checked.
Spoiler (click to show/hide)
7
Post Mortem / (0.9.9.8 BETA 2) [M|100%|YAFW] Army of the Dead is much better now!
« on: January 13, 2024, 13:11 »
I wanted to test out Army of the Dead this time now that Finesse is no longer blocked, as well as Reloader getting significantly buffed. I'd say that these changes have made the master trait much more balanced and very usable!
Reloader helps a lot with the start of the game, along with the Marine's new resistance buffs. With Whizkid down the road, you can create powerful weapons like you could with any other build, but now actually exceed their power since the piercing effect or Army of the Dead isn't compromised by being limited in weapons or being entirely outclassed by Nano-Shrapnel.
Coincidentally, I found a Nano Pack which would normally be used for Nano-Shrapnel, but I decided to make a Focused Double Shotgun (N) to make more use of Army of the Dead. It was excellent on anything it could kill in one shot, which was a lot, and I had other weapons while it recharged. Finesse allowing access to Juggler also supported this.
I was also very lucky to find Jackhammer in Deimos Lab, which is extremely powerful with Army of the Dead, and its ammo-hungry nature was complemented by my semi-infinite Focused Double Shotgun. I mostly used a Tactical Shotgun until finding Assault Shotgun in The Vaults, and was able to make a strong non-assembly out of it too.
I went for a full win with 100% kills, although I skipped Unholy Cathedral since I didn't have any reliable way to deal with Angel of Death.
Overall, Army of the Dead is very playable now!
Here is a video of me clearing The Mortuary using only Jackhammer.
Reloader helps a lot with the start of the game, along with the Marine's new resistance buffs. With Whizkid down the road, you can create powerful weapons like you could with any other build, but now actually exceed their power since the piercing effect or Army of the Dead isn't compromised by being limited in weapons or being entirely outclassed by Nano-Shrapnel.
Coincidentally, I found a Nano Pack which would normally be used for Nano-Shrapnel, but I decided to make a Focused Double Shotgun (N) to make more use of Army of the Dead. It was excellent on anything it could kill in one shot, which was a lot, and I had other weapons while it recharged. Finesse allowing access to Juggler also supported this.
I was also very lucky to find Jackhammer in Deimos Lab, which is extremely powerful with Army of the Dead, and its ammo-hungry nature was complemented by my semi-infinite Focused Double Shotgun. I mostly used a Tactical Shotgun until finding Assault Shotgun in The Vaults, and was able to make a strong non-assembly out of it too.
I went for a full win with 100% kills, although I skipped Unholy Cathedral since I didn't have any reliable way to deal with Angel of Death.
Overall, Army of the Dead is very playable now!
Here is a video of me clearing The Mortuary using only Jackhammer.
Spoiler (click to show/hide)
8
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 11, 2024, 17:54 »
Bug #7: I encountered this error message while playing. I believe this occurred when an enemy shot and blew up a barrel, exploding on a group of enemies.
Bug #8: When pulling a lever that destroys walls, it's fixed with SDL, but after switching back to DEFAULT tonight, the sound is still extremely loud.
Bug #9: Not exactly a bug but maybe something worth fixing is that when a Lost Soul is charging and happens to go straight to a teleporter, it can sometimes create a loop. For example, if the warp destination is exactly horizontal and a Lost Soul charges exactly horizontal, it will endlessly loop. It doesn't distort gameplay or create any errors, but maybe make a Lost Soul stop charging when it enter a teleporter?
Spoiler (click to show/hide)
Bug #8: When pulling a lever that destroys walls, it's fixed with SDL, but after switching back to DEFAULT tonight, the sound is still extremely loud.
Bug #9: Not exactly a bug but maybe something worth fixing is that when a Lost Soul is charging and happens to go straight to a teleporter, it can sometimes create a loop. For example, if the warp destination is exactly horizontal and a Lost Soul charges exactly horizontal, it will endlessly loop. It doesn't distort gameplay or create any errors, but maybe make a Lost Soul stop charging when it enter a teleporter?
9
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 10, 2024, 20:08 »
I played through the game with Vampyre tonight, which can be seen here.
Bug #4: I somehow overlooked this until late into the game, but with Ironman x5 and Berserk, resistances for Melee, Bullet, and Shrapnel went uncapped and actually reached 110%, where I literally was taking zero damage to those types while Berserk. The issue I believe is Ironman doesn't have a cap set. It would also be good to ensure there is a cap for the natural resistances to Plasma, Acid, and Fire.
Bug #5: When picking up Azrael's Scythe, for some reason the game messaged "You don't have an Azrael's Scythe!" I'm not sure if this was because it was the first time picking it up for this player profile, but it looked odd. I haven't seen this with other weapons or items.
Bug #6: In mortems, the description for some badges and medals looks like "@<standard@>", since it pulls from the general description and is colour-coded. It would look a little better to change this for mortems.
Regarding Vampyre, as described in my mortem, it's definitely overpowered. One suggestion would be to replace the Eagle Eye block with Ironman, so a player can't take advantage of the new resistances, and also it weakens health significantly as it is normally boosted further with Badass. Perhaps an outlandish idea would be to block Berserker instead so that Vampyre can't be used to run around into enemies, destroying them while healing, and carrying on to the next. This would be pretty large change to the trait, but I think it would cool off Vampyre without also making it bad. Dragonslayer would nullify this block, but most games in general that find Dragonslayer are already easy wins. Malicious Blades is a good example where Berserker is blocked, but that becomes irrelevant when finding Dragonslayer.
Bug #4: I somehow overlooked this until late into the game, but with Ironman x5 and Berserk, resistances for Melee, Bullet, and Shrapnel went uncapped and actually reached 110%, where I literally was taking zero damage to those types while Berserk. The issue I believe is Ironman doesn't have a cap set. It would also be good to ensure there is a cap for the natural resistances to Plasma, Acid, and Fire.
Bug #5: When picking up Azrael's Scythe, for some reason the game messaged "You don't have an Azrael's Scythe!" I'm not sure if this was because it was the first time picking it up for this player profile, but it looked odd. I haven't seen this with other weapons or items.
Bug #6: In mortems, the description for some badges and medals looks like "@<standard@>", since it pulls from the general description and is colour-coded. It would look a little better to change this for mortems.
Regarding Vampyre, as described in my mortem, it's definitely overpowered. One suggestion would be to replace the Eagle Eye block with Ironman, so a player can't take advantage of the new resistances, and also it weakens health significantly as it is normally boosted further with Badass. Perhaps an outlandish idea would be to block Berserker instead so that Vampyre can't be used to run around into enemies, destroying them while healing, and carrying on to the next. This would be pretty large change to the trait, but I think it would cool off Vampyre without also making it bad. Dragonslayer would nullify this block, but most games in general that find Dragonslayer are already easy wins. Malicious Blades is a good example where Berserker is blocked, but that becomes irrelevant when finding Dragonslayer.
10
Post Mortem / (0.9.9.8 BETA 2) [U|100%|YAFW] Vampyre is IDDQD
« on: January 10, 2024, 20:01 »
Full video (note that sound is buggy with SDL)
With Beta 2 of the new version out, there's lots of theorycrafting about balance. One concern right now is Vampyre, which is already very strong, but has indirectly been given a lot of buffs with the Marine now having 20% natural resistance to Plasma, Acid, and Fire, and Ironman increasing Melee, Bullet, and Shrapnel resistances by 10% each level, giving a total of 50% at Ironman x5.
In one try, I successfully completed a standard game on Ultra-Violence with 100% kills as a conqueror and fully won the game, and the game itself was trivial to complete.
Some highlights:
MAJOR BUG: I somehow overlooked this until late into the game, but with Ironman x5 and Berserk, resistances for Melee, Bullet, and Shrapnel went uncapped and actually reached 110%, where I literally was taking zero damage to those types while Berserk. The issue I believe is Ironman doesn't have a cap set. It would also be good to ensure there is a cap for the natural resistances to Plasma, Acid, and Fire.
Minor bug: When picking up Azrael's Scythe, for some reason the game messaged "You don't have an Azrael's Scythe!" I'm not sure if this was because it was the first time picking it up for this player profile, but it looked odd.
The Marine's natural resistances are actually a huge buff not only in general, but for the early bonus levels as well. Hell's Arena was much easier with damage reduction against Cacodemons and Barons, and similar for The Chained Court with Arena Master and more Barons. This actually adds a lot more incentive to play Marine instead of just Scout all the time now and think it's great!
I definitely experienced the increase in Chainsaw generation as I happened to find two of them after The Chained Court.
On top of Vampyre being very powerful, I was also fairly fortunate with gear as I got Red Armor (O), Hellwave Pack (great for clearly Limbo/The Mortuary), and an Assault Shotgun.
I exited Limbo with 200% health, despite not using any healing items or cheesing to heal. I even played aggressively and had no issues.
My kill count was 1,337 lol.
With Beta 2 of the new version out, there's lots of theorycrafting about balance. One concern right now is Vampyre, which is already very strong, but has indirectly been given a lot of buffs with the Marine now having 20% natural resistance to Plasma, Acid, and Fire, and Ironman increasing Melee, Bullet, and Shrapnel resistances by 10% each level, giving a total of 50% at Ironman x5.
In one try, I successfully completed a standard game on Ultra-Violence with 100% kills as a conqueror and fully won the game, and the game itself was trivial to complete.
Some highlights:
MAJOR BUG: I somehow overlooked this until late into the game, but with Ironman x5 and Berserk, resistances for Melee, Bullet, and Shrapnel went uncapped and actually reached 110%, where I literally was taking zero damage to those types while Berserk. The issue I believe is Ironman doesn't have a cap set. It would also be good to ensure there is a cap for the natural resistances to Plasma, Acid, and Fire.
Minor bug: When picking up Azrael's Scythe, for some reason the game messaged "You don't have an Azrael's Scythe!" I'm not sure if this was because it was the first time picking it up for this player profile, but it looked odd.
The Marine's natural resistances are actually a huge buff not only in general, but for the early bonus levels as well. Hell's Arena was much easier with damage reduction against Cacodemons and Barons, and similar for The Chained Court with Arena Master and more Barons. This actually adds a lot more incentive to play Marine instead of just Scout all the time now and think it's great!
I definitely experienced the increase in Chainsaw generation as I happened to find two of them after The Chained Court.
On top of Vampyre being very powerful, I was also fairly fortunate with gear as I got Red Armor (O), Hellwave Pack (great for clearly Limbo/The Mortuary), and an Assault Shotgun.
I exited Limbo with 200% health, despite not using any healing items or cheesing to heal. I even played aggressively and had no issues.
My kill count was 1,337 lol.
Spoiler (click to show/hide)
11
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: January 10, 2024, 19:16 »
I've added checkboxes for every suggestion now.
[ ] = Not yet implemented.
[X] = Implemented.
[~] = Partially implemented.
[?] = Uncertain if implemented.
Strikethroughs = Suggestion rejected.
[ ] = Not yet implemented.
[X] = Implemented.
[~] = Partially implemented.
[?] = Uncertain if implemented.
Strikethroughs = Suggestion rejected.
12
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 10, 2024, 04:17 »How is #3 a bug? It should be commented out if not used.
Oh, I meant that by default it's commented out. If a player wanted to use it, they would first have to fill in the quotations to have their name set, and also delete the hyphens.
13
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 09, 2024, 19:10 »
Great release!
I played a round of HNTR attempting 100% conqueror but decided to end the game shortly after the Cyberdemon. I used a goofy mix of stuff to test out the new version and have both my mortem and a video if needed.
Bug #1 - Backpack and Schematics are indestructible, but they also can be picked up infinitely. By mashing, I have made my player profile show that I've assembled 18 Chainswords.
Bug #2 - Audio gets buggy when there are multiple sounds simultaneously. At first I thought this was due to using RunWait and it might just be a bug with that, but even running around normal levels with lots of enemies around I had this issue. It's worth mentioning that I always used DEFAULT, but this was my first game using SDL.
Bug #3 - In the config.txt file, AlwaysName is hyphened such that it's commented out.
Other notes:
I went with Reloader x2 and Ironman x3, and they're both quite powerful now. I found Reloader to be extremely helpful with Shotgun, which is also generally the best starter weapon and was able to clear out enemies pretty safely. I don't believe Reloader is in broken territory however as many weapons, especially melee weapons, won't benefit as much by fast reloading speeds, ammo boxes nullify its effect, and long games tend to lead to weapons with infinite firing. Ironman's extra resistances was very helpful, but not overpowered, and it certainly would make a player more inclined to select it. Once more of the ideas are fleshed out, I'll do some theorycrafting of what Ironman x5 with some end game equipment might become. I think in standard games where reaching level 20 is more common, it should be fairly balanced, but I'm curious how it will be in Angel of 100 and Archangel of 666.
I just so happened to find Jackhammer in Deimos Lab, and got to try out both the buff and modding it since I picked Technician. It was a solid weapon and neither too weak or too strong, even for where I was in the game at that point.
I battled against the Cyberdemon using a BFG and Reloader helped make it much safer, but this was also balanced well by not being able to fire the BFG out of range.
I found a Rocket Box which now holds 25 Rockets and it seemed to work fine.
The kill spree appeared to be fixed.
Loud audio from wall-destroying levers seems to be fixed.
I played a round of HNTR attempting 100% conqueror but decided to end the game shortly after the Cyberdemon. I used a goofy mix of stuff to test out the new version and have both my mortem and a video if needed.
Bug #1 - Backpack and Schematics are indestructible, but they also can be picked up infinitely. By mashing, I have made my player profile show that I've assembled 18 Chainswords.
Bug #2 - Audio gets buggy when there are multiple sounds simultaneously. At first I thought this was due to using RunWait and it might just be a bug with that, but even running around normal levels with lots of enemies around I had this issue. It's worth mentioning that I always used DEFAULT, but this was my first game using SDL.
Bug #3 - In the config.txt file, AlwaysName is hyphened such that it's commented out.
Other notes:
I went with Reloader x2 and Ironman x3, and they're both quite powerful now. I found Reloader to be extremely helpful with Shotgun, which is also generally the best starter weapon and was able to clear out enemies pretty safely. I don't believe Reloader is in broken territory however as many weapons, especially melee weapons, won't benefit as much by fast reloading speeds, ammo boxes nullify its effect, and long games tend to lead to weapons with infinite firing. Ironman's extra resistances was very helpful, but not overpowered, and it certainly would make a player more inclined to select it. Once more of the ideas are fleshed out, I'll do some theorycrafting of what Ironman x5 with some end game equipment might become. I think in standard games where reaching level 20 is more common, it should be fairly balanced, but I'm curious how it will be in Angel of 100 and Archangel of 666.
I just so happened to find Jackhammer in Deimos Lab, and got to try out both the buff and modding it since I picked Technician. It was a solid weapon and neither too weak or too strong, even for where I was in the game at that point.
I battled against the Cyberdemon using a BFG and Reloader helped make it much safer, but this was also balanced well by not being able to fire the BFG out of range.
I found a Rocket Box which now holds 25 Rockets and it seemed to work fine.
The kill spree appeared to be fixed.
Loud audio from wall-destroying levers seems to be fixed.
14
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 23, 2023, 11:35 »
I like all of these ideas, great suggestions!
15
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 14, 2023, 17:21 »
Both suggestions are great ideas. Having mute enemies is definitely a design to make them stronger, but I can agree that the slight nerf to them with making sounds is a worthwhile trade-off for less "cheating" and more sensical, canonical gameplay.