[code]It seems that Kornel has been sliping a few things behind our backs... we shouldn't update wiki just yet but I feel that posting your finds here won't hurt... oh, and I'm planning to give Weapons/Items/Monsters/Levels sections a bit of overhaul when I'll find time to test how exactly to make templates.
As for my share of stuff/listings of what to find out/listing of what willl have to be added:
Cowar & Aggressive damage mod. formulas "stolen" from Kornel himself (not sure if they are melee only or not):
[code]Coward = Damage/2 rounded down (0 if 1 damage initialy)
aggresive = Damage * 1.4 rounded down
Corporal (reach level 10) {unlocks angel od berserk, angel o
f marksmanship and angel of darkness challenges}
Sergeant(reach level 15, reach l5 in angel of berserk challenge, reach l10 in
angel of marksmanship challenge) {unlocks angel of impatience and ultra voil
ence}
Lieutenant(win the game, reach l10 in angel of impatience challenge, reach l15 in
angel of marksmanship challenge){???}
Former Human (kill a total of 50 former humans)
Imp (kill a total of 100 imps, kill a total of 30 enemies in melee)
Lieutenant unlocks:
- Angel of Light Travel
- Nightmare (not yet implemented)
HP Tests:
Former Human/Former Sergeant - 10 HP (certain)
Demon - 20 HP (certain)
Imp ~ 12 HP (needs a bit more testing)
Lost Soul ~ 14 HP (needs a bit more testing)
Cacodemon ~~ 45 HP (needs a LOT more testing)
Correct version of the blood message:
"Ther's the smell of blood in thy air!"
All humans except former commando - 0 (unless they wear one)
former commando - 2
"pinky" and caco demon - 1
hell knight - 1
baron of hell - 2
pain elemental - 1
arachnotron - 2
Cyberdemon - 4
AoD - 10 (sic!)
JC - 5
3. pinky demon has 22 hp (with that and armor data I think we can owrk out other monsters HP - just remember to safekeep beta 4 as beta 5 no longer diplays damage on melee hit. Also note that damage displayed was before armor reduction)createitem(12, "chaingun" ,"chaingun" ,"m", RED ,5 ,60, 1,50,50,1,6,0,5,0,5,0,25,10,9)
createitem(13, "plasma rifle" ,"plasma" ,"m", CYAN ,12,90, 4,40,40,1,8,0,6,0,8,0,20,10,10)
createitem(8 , "double shotgun" ,"dshotgun" ,"m", WHITE ,4 ,80, 2,2,2,6,3,0,3,0,1,0,20,10,7)15:23:41
createitem(4 , "pistol" ,"pistol" ,"m", LIGHTGRAY ,1 ,50, 1,6,6,2,4,0,1,0,0,0,12,10,5)
6. Confirmations on some special level messages:if Traits[TraitBerserker] > 0 then
if Damage > 8 then
if Random(100) < (Damage div 5)+Traits[TraitBerserker]*4 then
begin
DoomSound(SOUND_POWERUP);
VBlink(Red,30);
Affect.Add(affBerserk,20);
Msg.Add('You''re going berserk!');
Tactic := TacticAgressive;
end;
Damage = Damage dealt by player
8. knockback formulaif (dmg >= KnockBackValue) then Knockback(ax,ay,CreateRoundDir(ecx,ecy,ax,ay),dmg div KnockBackValue);
KnockBackValue = 7 or 8, Kornel didn't remember
9. Nightmare mode is now unlocked a rank AFTER lieutenant (that means lieutenant unlocks only angel of light travel)
Kornel Kisielewicz 18:19:43No, I don't know anything more...
[censored]....
1. Walls of BFG room at Halls of Carnage are indestrictible (this is for those afraid to use rockets there like me ^^)Find a way to blow only a door=) so BFG is not destroyed
Apart from that I need voulunteers to gather monster HP/Damage data (you will get supplied with directives and tools for the job), and to get ASCII maps of special levels (including pre-set items if there are any)...I've already have some powrfll things to scan up data=) so I want to help you in this... but directives need to be given :P
Also: Is it just me, or are Former Human Grunts learning to dual wield after about level 5ish?Don't think so - they probably got "lucky" and had two rounds in a row (DoomRL uses some sort of speed system IIRC)
And I never noticed the Armor/Meditech Depot lever result before. New in this one?Yup, they are new effects
Don't think so - they probably got "lucky" and had two rounds in a row (DoomRL uses some sort of speed system IIRC)
I suggest the following additions to the Wiki:Both those sections should go to "Strategies" section - and you are welcome to do them.
"Recommended traits" for each of the Challenge Modes.
"Recommended combinations" section for Traits, in which Trait sequences are suggested, along with appropriate weapon and strategy.
If these ones are welcome additions, I can do them myself, using info from the boards...
Aside from that generally anything can be done as long as it doesn't spoil beta info :)
I... Don't have beta info...Y'know, there's a simple fix for that :P.
* cries silently
Other than that, gotcha' :P
I assume the info for 0.9.8 on the wiki about enemies is also good for 0.9.8.5? If so, that will make my noting of data easier and better focused... I think I'll work on those imps first.Erm... monster page was updated for 0.9.8.5... and yes, finding health would be nice
I'll let you guys in on a secret about the RL and the BFG: The damage listed is just the impact, the blast also does damage.
-Minimum level for Random Weapon spawns (Includes BFG and Chainsword for Ao100 and Uniques.)This is hard to pinpoint, for the minimum level is a number, but then is modified by many things (Difficulty, vaults, special places, etc...)
-Enemy information (Damage Die, ToHit, Melee Die, Melee ToHit, Action Speed, {Health, Inbuilt Armor, Resistances barring HK and Baron ToAcid, Inventory for Cyber and his evil counterpart}, ect)Hmm, should I? ;)
-Mod Slots for all Weapons/ArmorThose are widely known?
-Effect of Berserk/Invunerability on Action Time and Knockback; Effect of Berserk on Armor DecayThese I don't know myself :D
-Special Level Spawn chance and effecting that chanceThis is handled wierdly. Only Spiders, Skull and Armory have a spawn chance (40%), but additionaly some overwrite other. Each level has an assigned spawn range (or single level), the levels are loaded in the following order:
-Level type Spawn Chance and effecting that chanceO.o -- the formula is very compilated...
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).I don't get that one.
So, the levels that can NOT appear on a given game are:
Halls of Carnage (if overwritten by Armory or Wall)
Hell's Armory (40%) (additionally can be overwritten by the Wall)
Spider's Lair (40%) (additionally can be overwritten by the Vaults)
City of Skulls (40%)
The rest of the levels are guaranteed.
You can probably calcualte the exact values based on the fact that the distribution is linear.
-Minimum Enemy DLevel on different difficulties (Excepting Special Levels).I don't get that one.
He means the level range of enemies.min max name
eg. Hell Knights:
ITTYD Level 10-24
H,NTR Level 8-24
HMP About 6-24, I think...
UV Level 3-24
Nightmare Level 3-24 as well, I'm pretty sure.
I don't have access to the beta - but there's an example of an overcharged plasma rifle message log in this mortem with the latest public version, .9.8.10:
http://forum.chaosforge.org/index.php?topic=1786.0
The message log only has messages for hits, but there it shows 11 hits. Unless somehow accuracy had a huge penalty for overcharged plasma rifles (29 misses along with the 11 hits), it definitely isn't 40 shots.
If that's the case unless you somehow beforehand that you need a semi-strong single attack, then simply firing the plasma rifle twice (taking 2 seconds without finesse), rather than overcharge-fire once, and using another second to switch to a new weapon, is better.
And aren't the Nuclear Plasma Rifle and Minigun kind of useless now that Ammochain exists?
Under badges, what do "as explorer" or "as conquerer" mean?I'm assuming 'explorer' means seeing the whole map, and 'conquerer' is killing everything.
Totally NOT Thomas: Hurr Durr i'm stoopid/me lols
How hard is it to change a 1 to a 2 anyway?If it was THAT easy, there wouldn't be any lonely people in the world xP.
If it was THAT easy, there wouldn't be any lonely people in the world xP.I SEE WHAT YOU DID THERE..
...Course, the the exotics and uniques are all colored the same, it's not a very navigable menu...
the shockwave and hellwave packs are only found in that menu.Well I KNOW for a fact that Shockwave Pack's been there since I added some new stuff. Arena Master's Staff and Hellwave Pack have been added (also put a link to artifacts in the uniques section.)
Problem is, I can't figure out where on the Wiki these menus are: anyone here know?
Had an account on the old wiki system, but no forum one. Now I made a forum account, and the wiki keeps saying my password's wrong, even after changing it on here a couple times. Did I miss something?You need enough forum posts it order to start editing things on the wiki: it's an anti-spam measure that allows the moderators to deal with problems on here before they happen over there. Since the vandalism was a lot more rampant on the wiki than on the forums, this is the best solution right now.
I added a new special level generation table to the Levels (http://doom.chaosforge.org/wiki/Levels) page, including the depths in which they spawn.
The information there is based purely on my observation and the ranges (especially of the later special levels) may be incorrect sometimes - I wrote it down to the best of knowledge. Feel free to correct any errors I may have made.
I made a few corrections based on dumping the levels table in lua code.Thanks for the corrections. So many mistakes I made ... :)
I'm willing to make a contribution to the Assemblies section, but is it necessary to retain pre-9.9.5 info? (I hope not :) )Retaining previous info is what the Wiki history was made for. Although there used to be a small habit (back in the days of the previous Wiki) of tagging and storing older versions on separate pages, I really don't see the need to do so. Edit all you want!
But I've found what is probably a bug; unlike most other assemblies, the Nano-shrapnel (http://doom.chaosforge.org/wiki/Nano-shrapnel) (any shotgun + PPN) does in fact depend on the order of assembly. A plain shotgun may assemble as an 8d3 nano shotgun; or up to a 10d4 nano shotgun.Dang, I was hoping I hadn't missed any. I'll do another runthrough of the assemblies to make sure we catch all of the mod-ordering cases. (Here, it looks like I used the wrong damage value.) On the other hand, a lot of assemblies will be outright different, so there's that.
Also the reload dynamic of combat shotgun with nano pack doesn't seem logical. It has a magazine of 5+ which is always full after a nano mod is applied. However it can't be fired on consecutive turns; it requires player movement to pump a shell into the chamber. That might be ok but it does not allow manual pumping into the chamber, even though the magazine is full.This is a weirdness resulting from the combat shotgun: I think a quick fix would be to remove its pumping mechanism altogether. This would have to affect any instance in which a pumping weapon is suddenly granted regeneration, however, so I'll look for a more robust solution.
nanomachic pistol (2d4) [13/12] (pistol + BBBN)
Depending on the order assembled it might have less bullets initially. Bullets do not regenerate at one per turn as described in the wiki. But reload works?!