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Messages - Icy

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1
(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!

Spoiler (click to show/hide)

2
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:

Spoiler (click to show/hide)

And it worked out!

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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:

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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!

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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:

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And another on Hell floor 5:

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Hell floor 6 was a maze, but I was fortunate to have the stairs nearby:

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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!

3
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)

4
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.

Spoiler (click to show/hide)

5
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.

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?

6
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.

7
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.

Spoiler (click to show/hide)

8
I've added checkboxes for every suggestion now.

[ ] = Not yet implemented.
[X] = Implemented.
[~] = Partially implemented.
[?] = Uncertain if implemented.
Strikethroughs = Suggestion rejected.

9
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.

10
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.

11
I like all of these ideas, great suggestions!

12
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.

13
Regarding having enemies revealed, I agree in that it would need more opinions.

Regarding Power Armor, I like the idea. Having a set value is better when the prior value is lower, and it's a clever way to indirectly buff Green Armor and Blue Armor with the assembly.

Regarding your proposed assembly of Blood Sword, I agree that if you are using a melee build, giving up an Onyx Pack is a big cost. An Onyx Pack into a weapon is a bit of a wild idea, but I wouldn't be opposed to it. However, I do think easy access to Vampyre would be overpowered. Any build could use it, assuming they have at least an extra point or two across Brute or even Eagle Eye, or even just finishing it with an Agility Pack. With this, you could take a Cateye build for example, have this as a support weapon, and be able to farm a weak respawning enemy for free recovery, whether it's coming from an Archvile cut off from approaching, Lost Souls from a Pain Elemental, or basically anything on Nightmare. For melee builds, use of Vampyre is to help kill everything and exit the floor with full health. For non-melee builds wielding this, there are various ways to also kill everything and also exit the floor with full health, especially when only the killing blow is required to gain the health, such as weakening enemies, luring them in, and the finishing them off for free health. I think Vampyre is too powerful to be accessible to all.

One suggestion I have is to change Mother-In-Law from PPPFN to PPFN, but maintaining the same effects and everything, just for consistency among assemblies.

14
Requests For Features / Re: DoomRL 0.9.9.8 BETA 1
« on: September 08, 2023, 20:40 »
BUG #9

While not truly a bug, I think the hindrance is significant enough to be considered one.

When you get Tracking Map, movement and general gameplay can be extremely slow when there are lots of enemies. I had one floor with a single Pain Elemental that stuttered my movement a lot and even firing was much slower. I've never experienced this in older versions.

15
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.

Regarding Reloader, I think the point of still leaning more towards Finesse even with the buffs is a good point supporting the buff. I do agree it would be good to be cautious about such a large speed boost, but reloading is generally uncommon relative to firing, except Shotguns and Rocket Launchers that benefit from Shottyman anyway. I think if you reach experience level 12, there is a decent chance you may have a weapon that doesn't need as much reloading anyway, further making it difficult to justify Reloader x3. My proposed buff of 30% is to create a justification for it, but I can understand if it seems to be too much.

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

Regarding the medals, I agree that Medal of Pacifism can be okay and the rest are pretty meh.

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