Chaosforge Forum

  • March 28, 2024, 03:01
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ZicherCZ

Pages: 1 [2] 3 4 ... 53
16
Unholy crap! Technician with Headshot? As I immensely loved Sharpshooter back in DRL, I just can't wait for the weekend and a few hours to try this combination out.

17
Requests For Features / Re: Challenge mode ideas
« on: March 13, 2019, 01:39 »
Cheibriados in DCSS makes some interesting gameplay, true, but that is because he compensates the movespeed loss by a massive boost to basic attributes, some active skills to hinder faster enemies, and the movespeed penalty itself is capped at 50% (i.e. doubled move time) scaling with piety growth. DCSS is also not as ranged-combat-focused as DRL is - here, moving slowly presents a much greater danger. Overall, this challenge would pretty much force a camping behavior (not that this is a bad strategy even now - I have some nice Sharpshooter wins that utilized camping to a great effect).
Perhaps if the movespeed penalty was more gradual? Say, 10% at the start, +5% at each levelup, capped at +100%? This would make the starting parts of the game playable, and you should be well equipped by the time the penalty starts hitting hard.

--

As for Opportunism, I see problems both if the early and late game. With such a degradation, shotguns are good for some three or four shots - almost useless. This leaves you stuck with pistols, until you happen to find something better. Now, chainguns start lying around on the floor at depth 5, so outside of vaults and (on higher difficulties) captains you have next to no chance of acquiring a better weapon before that.

Changing ammo drops to weapon drops might help more in the early game - with greater depth, more items enter the dropping pool and ammo drops seem to be less frequent. So this would only be a partial solution.

18
Requests For Features / Re: Challenge mode ideas
« on: March 12, 2019, 05:32 »
I'm sorry if I sound harsh, but both of your proposed challenges look utterly unplayable to me.

Angel of Opportunism: You would simply run out of weapons in Hell, where most of the monsters consist of VMR (viles, mancubi and revenants) packs, with a few barons and knights thrown into the mix. These drop no weapons at all. For all intents and purposes, you would not want to use weapons at all, and such a challenge already exists, called Angel of Pacifisim. Now consider that you have a limited inventory, and ... Well, just no. Sorry. Unless you throw in a greatly increased ammo capacity for any and all weapons.

Angel of Sloth: Well, on N! difficulty your speed is already cut down by 10%, and this makes the game a _lot_ more dangerous. Cutting it down by further 50%? Even Phobos Base would be a hell to survive (imagine those guaranteed sergeants firing their shotgun, reloading and firing again between your actions), and if you start any level surrounded by monsters, you could just quit right there. Accuracy is not worth a dime until you find something else than the starting pistol (which already has and accuracy bonus) and a shotgun (which completely disregards accuracy).
I could imagine such a challenge working with, say, 10-15% speed penalty (20-30% for Archangel).

19
Post Mortem / Re: [U|100%|YAFW] Scavenger Diamond
« on: March 10, 2019, 03:55 »
Strategy was simple: I stocked up on rockets and painted every single tile of the Vaults with lava.
Now that is some impressive and creative thinking.

Well, it still counts as clearing the Vaults "by luck" - the napalm launcher is quite a rare find. Congratulations!

20
That's a really sweet run - congratulations!

21
Off Topic / Re: Working on a roguelike...
« on: February 27, 2019, 02:04 »
I've checked the savefile, and the only similarity I see between it and the previous one is that the last message before the freeze is about movement blocked by terrain. I can't seem to get the issue to repeat from that state. However, I do appreciate you sending it... please keep them coming if, god forbid, this keeps happening =P hopefully with enough information I'll figure this one out.


Edit: Did you attempt to study a book at all? I found one oddity in the code the might have been the culprit in such a case...

Hello Sereg,
the last message was indeed the "Movement blocked by terrain", but I'm quite certain that my last action was walking along the corridor, into free space. I'm not certain whether I did study the book in that run.

Edit: More feedback incoming :).

So I got a105, found the dark grimoire and cast the moonglobe. As a light source with no need for fuel, it is quite useful, especially for actions with long durations (unlocking a "very complex lock" took almost 2000 turns). However, when I looted a chest, the ancient falchion could not fit my backpack and ended on the floor. When I moved away, the falchion was not displayed at all - it was still lying there, but invisible from even a single tile away. I tried dropping a few different items, and they were also invisible. It looks as if the items were "displayed" with a black character on a black background. Is this intentional?

Also, the fighting log while using the moonglobe shows a minor inconsistency. The monsters are only displayed with their eyes ("), and the player knows what he hit or missed ("The tomb serpent misses you" and "You hit the tomb serpent"), when the creature dies, it is only referenced as a "source of [color] eyes", as in "The source of green eyes convulses in the throes of death". It's looks even worse with the "swarm of tiny scarabs" - these are not displayed at all, effectively invisible, you know that you hit the swarm, but the death message goes "The source of <no visible monster> convulses in the throes of death".

The third thing I noticed is that under moonglobe, a mummified swordsman is only seen as "a faint eldritch glow". Seeing one did not seem to affect my sanity, making the moonglobe even more useful.

22
Off Topic / Re: Working on a roguelike...
« on: February 26, 2019, 00:57 »
Ah well, yet another freeze, and this time completely out of the blue. I just downloaded version a104 and was happily walking in a corridor, when the game froze. And again, char.sav and game.sav were generated (and attached here) and the game allowed me to continue after relaunch.

One more little piece of feedback: Potions lying on the floor are now displayed as a dot, which makes them easy to miss among all those broken chests, urns and doors, even with the potion displayed in the upper-right Detail window. In a number of traditional roguelikes, potions are instead displayed as an exclamation mark (!), so I'd suggest changing the symbol to that. Unless, of course, the symbol is deliberate and justified by potions being small and easy to miss :) .

23
Off Topic / Re: Working on a roguelike...
« on: February 25, 2019, 06:32 »
Hey Sereg,

in addition to my bug posted earlier today, another error was generated when I was trying to unlock a single-locked door on floor 1. The error log file suggests a division by zero. The game allowed me to continue playing afterwards.

Screenshot and error log are attached.

24
Off Topic / Re: Working on a roguelike...
« on: February 25, 2019, 01:38 »
Hey Sereg,
I got around to try your game at version A102. On a best run so far, I managed to get to floor 11, but shortly afterwards, after killing a few monsters there, the game froze entirely (I think that killing a tomb serpent was the very last action prior to the freeze).
Closing the game window generated the char.sav and game.sav files, attached. Launching the game again allowed me to continue the game with no ill effects.

Otherwise, good job. The game breathes Lovecraftian atmosphere, so I will definitely give a few more shots.

Edit: I just happened to "start seeing red", and I must say that the red overlay is quite heavy on the eyes. I would suggest a darker shade. Also, after the effects ended, only the area of my light radius was drawn normally, the rest of the level was still drawn red. Upon my next action, the rest of the level was also drawn normally.

25
Nightmare! / Re: [N!|AoMC|92%|YAVP] How come I didn't PWN?
« on: September 07, 2018, 07:01 »
Really, there should be docs about this mechanics somewhere.

Quote from: DoomRL Wiki
Every 10.0s on a level, there is a chance for corpses to respawn. There are two checks for a corpse to respawn: a global check that must be passed if any corpses are to respawn, and then another spawn for each corpse. For the global check, the chance of passing starts at 20% when entering the level and grows by 1% for each subsequent check. The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.

26
Maybe I could get some if I'd clear CC then Vaults, as I missed both of them obviously, but I was afraid to go with just SoG3 and Int vs them barons, and without means for corpse removal this would mean serious troubles vs Arena Master later, if I'd wreck them. So, I left them alone. Obvious other misses were Skulls/Planes, either place is not for pistols, The Wall/Containment as I had no phases, and frankly I'm not fond of jumping into a huge Baron crossfire anyway, UC as it's melee only, also I went to skip Spider Lair trying to not mes up a good run, and the BFG is of no help for AoMr. Lava Pits? Maybe, but elemental heals, and running after him across lava asks for good boots. And there was no Military Base. So nowhere to get much xp.

To gain more XP early, you may consider not continuing the Arena after the second round. You would walk away a sweet chunk of XP and some loot, while keeping a full killrate and the easier version of CC afterwards. That CC would also be fairly easy if you'd just wait for all the formers to come to you, then take the berserk packs to deal with the barons and you should end up with one more berserk left for healing.
For the other levels you mentioned, I'd say that MSs would make quite a difference there, with City of Skulls as the most prominent example. Lost souls are a guaranteed two-hit kill with MSs. And if you're lucky enough to find a blaster or to assemble an energy pistol, The Wall, Containment Area and Vaults become much easier as you have no need for phasing in and out. Some other special levels would  also become easier due to guaranteed knockback, for which you only need anything better than an unmodded basic pistol.

27
Wow. UV AoMr full win, with no combat pistol, no Sharpshooter and no master trait either? That's some good stuff.

28
Discussion / Re: Quick questions thread!
« on: August 24, 2018, 04:50 »
What's so good in that cerberus armor?
The answer is quite easy - value for mods. In a standard game, where the majority of Hell enemies are fire-based (revenants, mancubi and archviles), you're quite likely to find the requested mods well before. Cerberus armor then gives 70% fire and acid resistance and 50% plasma resistance (and 2 protection on top of that, with a P-mod afterslap), which makes for quite a lot of defense at a relatively cheap price. Plus, armor shards and reserve red armors are quite plentiful in Hell.

The other armors you mentioned - nanofiber is outright weak in terms of defense (it halves the original protection and resists, traded off by being indestructible). Powered armor, AOP and cybernano then all require either a nano mod or an onyx mod, which are far too rare to find in a standard game (outside of Armory/Deimos Lab) to reliably count upon. The Inquisitor Set is also far too rare in a standard game. Of course, Ao100/666 are a completely different matter, you will sooner or later find everything there. But even in these games, cerberus (or a fireproof red, which is even cheaper) is a go-to armor before you can find anything better.

29
Post Mortem / Re: [H|YAAM]Finally got my MSs run!
« on: March 27, 2018, 08:42 »
Could have built a Storm Bolter at one point too (might have actually built it to get the assembly for the first time) but for a while I was bumping into ammo issues and felt like this was a better weapon.

If you were having ammo problems, then I would recommend against using storm bolter anyway. As soon as you would reach SoG4, you would deal 12 damage with each bullet, which is the knockback threshold. The first bullet could then easily push your target out of line of the second bullet, and your ammo problems would only get worse.

30
Post Mortem / Re: [H|YAAM]Finally got my MSs run!
« on: March 26, 2018, 14:08 »
Seems that RNG was not exactly generous to you, with only a standard pistol and two P-mods. It only shows how powerful Sharpshooters are, once they start rolling. Good job!

Pages: 1 [2] 3 4 ... 53