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Messages - Conker

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46
Requests For Features / Specific Difficulty Levels for Challenges
« on: December 30, 2007, 19:25 »
It seems a bit odd to me that someone can gain their rank of whatever by beating a challenge on Medium whilst someone else perservered and did it on a harder level.

And to be honest, some of the challenges are either too easy on the Medium setting (AoMr springs to mind) or too difficult to be feasible on certain harder ones (I'm still waiting for that AoB win on Nightmare, Blade ;)). Perhaps each one should have a specific difficulty setting - it'd make claims like 'I've beaten AoP' viable for evaluation without the need of qualifiers like 'On what setting? Did you get 100% killcount?' etc etc.

I also believe it'd make each challenge more unique - you'd look at it as an Ao? game, rather than 'A medium game with Ao? restrictions' or 'A UV game with Ao? restrictions'.

Just a thought.

47
Bug Reports / Re: Tactics switch takes time ?
« on: December 30, 2007, 19:08 »
Changing tactics do take time. And that delay is intended by Kornel.

Kind of defeats the spirit of the thing if, when you want to 'use up' your energy to run, because you're in a tricky spot, you lose as much as you gain because the monster gets a free shot at you. I haven't noticed a big amount of time needed to change tactics, but I too had imagined it was some kind of bug or mistake.

48
Requests For Features / Re: Experience For Bleeding Deaths
« on: December 30, 2007, 12:59 »
Personally, I'd like to ask a bit diffrent question - Is bleeding really needed? I mean think about it - except for occasional looses of experience it causes and even more occasional savings by monster bleeding/death by bleeding (happened maby... once in my life?) it's a feature we don't even notice. Well okay, there is monster-bleeding lever effect, but that one could just deal damage for the same effect.

As long as it's removed from the player as well (i.e., we don't bleed), I support its removal. Keeps it balanced that way.

49
Requests For Features / Re: Revenant and Doom 3 monsters.
« on: December 30, 2007, 12:44 »
In terms of zombie citizens as weak melee cannon fodder... What about a special level FILLED with them? I mean, we have the City of Skulls, but Lost Souls are fast and have nasty damage. If we had something that's incredibly weak - but in massive numbers - in an early special level, it could be fun and unique.

Say a layout similar to the Spider's Lair, except there's a massive amount of former citizens (imagine former humans without a pistol, and who only take one shot to kill). The challenge for the player would be killing them quickly enough before they got overwhelmed.

For it to be any challenge at all, it'd have to come early - before things like the BFG made it a non-challenge. Perhaps pre-arena?

50
Requests For Features / Re: Request for Comments : Armor weight
« on: December 30, 2007, 11:23 »
The problem I see with armor weights the way I see it after some testing and rethinking is that it works in an way I think isn't what was intended. It was supposed to make wearing or not wearing heavy armor a tactical decision. The reality is that in most gunfights player is stationary anyways, so the only ones that get hurt by this decision are:
-people who use shottyman/combat shotgun
-people who play melee games (melee people need armor to get alive to the enemy)
-people who open doors and get several shots/fireballs in their face (as discussed recently)
-people who are badly wounded and need to retreat (in this cease armor they were wearing most likely is already giving 0 protection so it becomes a double dead weight)

And before anyone starts, no chaigning sped penalty to evasion penalty again won't help - the accuracy recently seems a bit high anyway.

Very good point.

I'd add that armour gets destroyed so quickly in a sustained firefight that if the penalties were significant, it wouldn't be worth wearing it in most situations.

I couldn't disagree more with posts like those of Aerton and DaEezT; they really seem to just be coming from fear of change. I mean, as the game stands, it's cute and fun and all, but it's hardly a classic - once you've beaten it enough times, it'll just get boring. It doesn't have the massive replay value lots of other Roguelikes do - where one game you could be a Wizard blasting everything you see with magic, another you could be a Healer with a powerful monstrous companion, another time a Chaos Knight where your fate is decided on a mad god's whim.

The biggest variety you have on DoomRL right now is if you beat up your arachnotrons and hell knights with a chainsaw or with a chaingun, or if an advanced pistol appears, or if the Spider Lair appears or not.

This doesn't apply specifically to armour weight, but anything that adds depth, that can make each game unique, make success less based on luck and more on tactics, and makes the game more a 'serious' Roguelike instead of being dismissed as 'coffee-table' should be closely considered, in my opinion.

You seem to be attacking Kornel's ambition to make DoomRL more than it is.

51
Requests For Features / Re: Request for Comments : Armor weight
« on: December 29, 2007, 16:28 »
It doesn't matter how much it impacts movement speed. Just having something like that at all feels WRONG.

Look at me, I'm carrying 500 kg of shells and 10mm rounds and 3 spare sets of armor but should I ever wear just one of those 3 armors I carry in my backpack I'll be slowed down.......

Let's cut the heroic marine some slack and let him walk unencumbered into the halls of Hell.

Personally, I think it's good to embrace change every once in a while. After all, you mention ADOM - that used to be just a single dungeon. If someone had said 'What, add a wilderness? No, that = Daggerfall, not ADOM. It feels WRONG' then it wouldn't have been half the game it is today (well, if Thomas Biskup had listened).

Obviously, there are caveats, but we shouldn't reject change purely because it's change and it frightens us - we should have more logical grounds. Otherwise we'll end up with 'No unique weapons, this != Nethack', 'No Unique Monsters, this != Angband', etc etc. It's a bad road to start down. There's no reason not to utilise good ideas just because they're present in other games.

The main problem I can think of is that a lot of situations where you're in trouble are ones where armour just won't help - a minimum of one damage is always done, and the game only allots 50 HP initially. So even if armour reduces all damage to 1, if you get surrounded by three or so Arachnotrons who are hitting with any frequency, you'll still be dead in a couple of rounds.

My point being that armour just isn't that big a part of the game right now. Perhaps if the HP were doubled (and subsequently attack strengths doubled as well), and armour therefore became more important, it'd be worth it. But as it is now, it seems like substantial work for minimal gain.

52
Requests For Features / Re: Request for Comments : Armor weight
« on: December 29, 2007, 12:14 »
I think a mobility mod should drop the penalty by a fixed amount - e.g, a green armour should only require one to be non-encumbering, whereas a Red Armour may require four.

The dodge thing to which you've alluded sounds interesting - but rather than a further penalty, you should make it more of a neutral thing. The game's difficult enough, after all.

E.g., blue armour is 'normal', red armour is +10% monster to-hit chance, green armour is -10% monster to-hit chance, no armour is -20% monster to-hit chance. This would also serve to make the initial level less frustrating on higher difficulty levels (when lucky hits from Former foos cause you to bleed down to 40% HP and you have to restart).

Also, I think your penalties are a bit high. Perhaps no penalty for green armour (its positive effect is paltry, to be honest), then 10% for blue, then 20% for red. And maybe even +10% movement speed when unarmoured (again, making that first level better, because you've got a decent chance to get the medikits and not have to restart in frustration).

53
Requests For Features / Re: Request for Ideas : Unique Items
« on: December 29, 2007, 11:41 »
Posted three more ideas, formatted it a bit.

Quote
Jet Boots:
'Dave had to be joking when he told you about boots with rockets in the heel, right? Sure, you'd be fast, but you'd go flying at the slightest knock!'

Increase knockback by 4 (Make it much likelier to get knocked back, and to get knocked back further).
Increase movement speed by 50%
Same protection as steel boots.

Where have I heard this before... OH YEAH!

Quote
Hoverboots. You float six inches above the ground. You cannot be harmed by acid or lava.
However, since you can't brace yourself, your knockback skyrockets. Even a pistol shot will send you careeming into a wall. It'd be frigging hilarious. XD
http://forum.chaosforge.org/index.php?topic=1169.0

:)

Haha, sorry, didn't mean to steal, it was somewhat unconscious (mainly as an 'opposite' to the other boots I did, really). I did like that idea, but it needs some kind of more rounded benefit (e.g. the movement speed) to be useful, I think. Plus mine don't protect from Acid/Lava particularly well - that's what the Gravity boots are for :P

54
Pre-0.9.9 / [M|AoI|Full Win|96%]
« on: December 29, 2007, 11:03 »
--------------------------------------------------------------
 DoomRL (v 0.9.8.8B) roguelike post-mortem character dump
--------------------------------------------------------------

 Nic, level 10 Cacodemon Sergeant, nuked the Cyberdemon.
 on level 26 of the Phobos base.
 He survived 139909 turns and scored 105348 points.
 He didn't like it too rough.

 He killed 475 out of 496 hellspawn. (96%)
 He held his right to remain violent.
 He was an Angel of Impatience!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He fought on Hell's Arena.
 He killed the Cyberdemon, just to find a greater evil...
 He discovered true Hell!
 He defeated the FINAL EVIL!
-- Graveyard -------------------------------------------------

  ###########################################################
  #.......................B........B%..%...BBB...............
  #........................B..............BBB................
  #........................................B.................
  #......................................%...................
  #..........................................................
  #....................................%.....................
  #................................%.........................
  #..........................................................
  #.......................X........%...%.....BB..............
  #.............................%%.%...%.....%.%.............
  #...............................}%......%...B..............
  #..........................................................
  #..........................................................
  #.........................%................................
  #...................%..................B...................
  #..........................%...............................
  #...............................%..%...BB..................
  #........................B.......B...%..BBB.%..............
  ###########################################################

-- Statistics ------------------------------------------------

  Health 21/70   Experience 44734/10
  ToHit +3  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Ironman        (Level 2)
    Finesse        (Level 2)
    Son of a bitch (Level 3)
    Eagle Eye      (Level 1)
    Triggerhappy   (Level 2)

  EE->Fin->Fin->SoB->SoB->SoB->TH->TH->Iro->Iro->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   red armor [1/4] (8%)
    [b] [ Weapon     ]   modified BFG 9000 (10d8) [10/130] (M1)
    [c] [ Boots      ]   protective boots [4/4] (100%)
    [d] [ Prepared   ]   modified plasma rifle (1d8)x8 [4/52] (M1)

-- Inventory -------------------------------------------------

    [a] modified chaingun (1d6)x5 [65/65] (M1)
    [b] combat shotgun (6d3) [5/5]
    [c] red armor [4/4] (100%)
    [d] red armor [4/4] (100%)
    [e] red armor [4/4] (100%)
    [f] 10mm ammo (x100)
    [g] 10mm ammo (x54)
    [h] shotgun shell (x48)
    [i] power cell (x18)
    [j] power cell (x50)
    [k] power cell (x50)
    [l] power cell (x50)
    [m] weapon damage mod
    [n] weapon damage mod
    [o] weapon speed mod
    [p] weapon speed mod

-- Kills -----------------------------------------------------

    81 former humans
    65 former sergeants
    20 former captains
    21 imps
    69 demons
    47 lost souls
    39 cacodemons
    12 barons of hell
    3 hell knights
    25 arachnotrons
    1 *********
    4 former commandos
    3 pain elementals
    7 arch-viles
    7 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 3 he entered Hell's Arena.
  He left the Arena before it got too hot.
  On level 4 he stormed the Chained Court.
  On level 14 he ventured into the Halls of Carnage.
  Then at last he found Phobos Arena!
  He nuked level 25!
  He defeated the Cyberdemon and found the TRUE EVIL!
  Then finally in hell itself, he killed the final EVIL.

-- Messages --------------------------------------------------

 soul! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear the scream of a freed soul! You hear an explosion! You
 hear an explosion! You hear the scream of a freed soul! The ********
 fires! You are hit! The baron of hell dies.
 Fire -- Choose target... The missile hits the ********. You hear the
 scream of a freed soul! The ******* dies. Congratulations! You
 defeated *******! Press <Enter> You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear an explosion! You hear an
 explosion! You hear an explosion! You hear the scream of a freed soul!
 You hear an explosion! You hear an explosion!

-- General ---------------------------------------------------

 Before him 199 brave souls have ventured into Phobos:
 187 of those were killed.
 6 of those were killed by something unknown.
 And 3 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 3 souls claim to have killed him...
 3 killed the bastard and survived.

--------------------------------------------------------------

Would have been 100%, if not for the final boss's bloody summoning.

Killing him was a bit hairy without medikits. Still, managed it in the end. Bit miffed about the Barons surviving though. Ah well.

Almost managed to nuke myself, by being unaware of the countdown. That was fun.

55
Requests For Features / Re: Request for Ideas : Unique Items
« on: December 29, 2007, 10:38 »
Oh, and make these unique items green. I don't think we have any green items. :)

Except for Green Armour?

Suggestion for format of names: 'Boomstick' Shotgun
Colour of items: Bright red (same red as visible Special Level stairs) on map - in inventory, make them green.

Uniques should not be moddable, by the way.

I'll include vague descriptions if you want to include some kind of artifacts.txt similar to the Angband one (descriptions are given that give the player clues to the powers of the artifacts they can find).

I've reformatted this to make it more readable, and I've also utilised a couple of DaEezt's ideas because I thought they were neat. Hopefully you won't mind, DaEezt.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Gravity Boots
'You know the boys in R&D were working on some fancy footwear... You only got one look, but those boots seemed strong. And HEAVY.'

Prevent all damage from walking in corrosive materials (acid, lava)
Reduce knockback to 0
Lower movement speed by -10%
Increase melee damage +1 (More traction - more force in your swing)
HP (of the item) doesn't degrade - the same applies for all other uniques below, unless otherwise stated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Jet Boots
'Dave had to be joking when he told you about boots with rockets in the heel, right? Sure, you'd be fast, but you'd go flying at the slightest knock!'

Increase knockback by 4 (Make it much likelier to get knocked back, and to get knocked back further).
Increase movement speed by 50%
Same protection as steel boots.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Occultist's Robe
'The robes those Arch-Vile things seem to wear look pretty nifty. If you could just get hold of an undamaged one - but they seem to all get shredded...'

Adds a small (3*3) explosion to any attack you make.
+10 Max (and current) HP
+10% Movement speed, Firing Speed
Protection of Green Armour
Become damaged at the same rate as normal green armour, can't be repaired.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Golden Plate Mail
'Was that Hell Knight wearing armour made of GOLD? I guess even in Hell they can be tacky. Damn... So much light got in your eyes you could barely hit the thing.'

Decreases monster 'to-hit' chance by 30%
-50% Movement Speed.
Protection of Green Armour (Gold's very malleable).
Becomes damaged, but slowly, can't be repaired.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'The Stiehl' Combat Knife
'A knife that can cut through anything would be useful in combat, sure, but you're not sure you'd like to shave with it.'

Damage 3d4
Ignores any armour reduction of the target
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Thor's Hammer' Combat Knife (Yeah, I know...)
'I am... Mighty Thor! But this hammer is still REALLY heavy'

Damage 9d9
Constant Berserk ?
Penalty of -50% speed to all actions just for CARRYING the knife (not equipping it).
+20 HP when it's equipped.
-10% (of your) to-hit chance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Riot Gun' Combat Shotgun
'Who brings a riot gun to space!? Whoever it is, you owe them one hell of a thank-you. Now you just have to work out how to load the damn thing...'

Holds 10 rounds
Does double the normal shotgun damage
Fires 50% quicker than a normal shotgun.
Doesn't need to be 'pumped' between shots.
+200% (Basically, LONG) reload time of normal full reload for combat shotgun
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Saturday Night Special' Pistol
'There's something about this little pistol that makes you feel... safe.'

+2 Armour
Normal damage
Clipsize of 9
Barrels won't blow up while equipped  <-- (New Addition)
Medkits/healing effect doubled when equipped
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Rotivator' Chaingun
'The speed at which the barrels rotate... It's almost hypnotic... So fast...'

Increase movement speed and firing speed by 30%
Decrease to-hit chance by 25%
Automatically gives you 2 levels of Trigger Happy, even if you didn't already have it (if you did, perhaps it gives you two more? So you fire 13 shots?'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Solar-Powered' Plasma-Rifle
'Not just eco-friendly, but useful!'

Can be reloaded (just once per level ? Or would that make it too weak?) without using power cells.
Damage is only 1d1 (With TH 2 + SoB 3, that's still 44 damage per round, assuming every one hits).
-10% Hit chance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'The Cursed' Chaingun
'You drop the chaingun on the altar. The chaingun glows black.'

2d4 damage x 5
Firing speed + 20%
If you shoot at something and kill it, there's a 50% chance any remaining shots will be redirected to the nearest enemy (it thirsts for blood).
If equipped, you can't leave a level without killing everything on it (We might need a workaround for special levels, as some idiots will inevitably go 'Oh no I accidentally entered The Halls of Carnage with it equipped now I can't get through the walls boo hoo I'm going to sue Kornel').
Once equipped, cannot be removed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Boomstick' Double Shotgun
'Listen up, you primitives. This is my BOOMstick.'

Magazine size of 4 (Can be fired twice before reloading).
Damage of 6d3*5.
+10% Firing Speed.
-20% Reload Speed.
Can only be equipped if you're holding the chainsaw in your prepared weapon slot (So people will have to use an inventory space holding the chainsaw if they want the chance to use this), otherwise it gives the message 'You feel like you're missing something'.
10% Chance on killing something to regain 1 HP (Need to stop this from working with resurrected monsters).
0.1% Chance to go berserk every turn (the berserk disappears if you remove the shotgun, so no 'scumming' with it).
-1 health every 200 turns (and on equip/unequip, again, to prevent scumming).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Demonic' Pistol  - Only starts appearing in games after you've killed 666 enemies (total Doom career, not just 'that game').

2d5 Damage
-10% Firing time
-20% Reload speed
-5 health on Equip

Kill 66 enemies with it, though, and
'You feel yourself bonding... Fusing with your pistol! You understand it much better now.'

'Demon's Claw' Pistol

3d5 Damage
+10% Firing Speed
+10% Reload Speed
Fires fireballs, similar to an imp.
-10 Max HP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Longbolt Rifle' Shotgun
'When all Hell's staring down the barrel of your gun, you better hope it's staring from far away.'

1 Shell capacity
6d3 Damage
'Projects' its blast to the targeted area. E.g, no need for a monster to be right in front of you, you can fire from 'point blank range' from right across the screen.
+2 Ranks of Cateye when equipped
-20% Firing Speed


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A couple of 'Dual-Wield' weapons now, as I liked the concept (credit to DaEezt)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The following pistols only spawn on Ultra-Violent or Nightmare

'Indra's Arrow' Pistol
'The Fire of Heaven that destroyed Sodom and Gamorrah in the Old Testament. The Ramanayah referred to it as "Indra's Arrow." The entire world will once again kneel before the power... This ancient weapon quickly snuffs out artificial abominations of life'

2d7 Damage
Aggravation (Monsters everywhere on the level know where you are, and start coming for you. Quickly).
+20% Fire Speed
Double damage versus Artifical creatures - Arachnotron, Cyber Demon, Spider Mastermind (if it ever goes in).

'Fire of Heaven' Pistol
'The fire of Heaven that destroyed Sodom and Gamorrah in the Old Testament. The Ramanayah referred to it as "Indra's Arrow." The entire world will once again kneel before the power... This ancient weapon burns with holy fire, potent against demonkind.'

2d7 Damage
Aggravation (Monsters everywhere on the level know where you are, and start coming for you. Quickly).
Fires fireballs, similar to an imp (but the player is immune to radius damage, unlike the other examples. 'Holy fire').
Double damage versus Demon creatures - Demons, Cacodemons, Hell Knights/Barons of Hell

If both are wielded:

'Your pistols glow in a silvery light...'

And you're now dual-wielding

'Light of Judgement' Pistol

4d4 Damage
Aggravation
+20% Firing Speed
+30% Reload Speed
+10 HP
+2 Armour
10 Magazine Capacity
Fires Fireball (same as 'Fire of Heaven')
5% Chance of an 'Angel of Death' being generated on the level, coming to reclaim your weapon (Obviously, you have to kill him).

^ Those effects are 'total' - You don't get +10 HP each pistol, just overall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Arm of the Mancubus' Rocket Launcher
'This severed Mancubus arm still has its weapon attached. It makes you feel strong... Durable... Like a Mancubus. Imagine what two would do...'

7d7 Damage
2 Rocket Capacity
-20% Movement Speed
-40% Reload Speed
+1 Armour
+5 HP

(Can be found TWICE - if this happens, and player equips the other one in his prepared slot, the following occurs)

'You feel yourself becoming corrupted with demonic energy... You transform!'

Player becomes a Mancubus.

+50 HP
-60% Movement Speed
+4 Armour
+40% Firing speed
The Arms change from 2 rocket capacity to 3 rocket capacity (You're only firing the 'main weapon', but it reflects not having to reload while you can 'alternate').
Mancubi don't attack you unless you attack them first
Can't remove the Arms

Only problem with this is that I imagine we'd run out of rocket launcher ammunition. Perhaps make Mancubi drop rockets when killed?


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A few 'item' uniques now, mainly just for fun, but they might be useful
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Little Boy' Thermonuclear device
'You can't decide whether it's a really big grenade or a really small nuke. Either way, run like hell!'

Countdown of seven turns - has a radius of the following
    *
   ***
  *****
 *******
****.****
 *******
  *****
   ***
    *

Destroys anything (including walls, monsters, items, and the player) caught in the radius. Could be useful without being overpowering if you can only find it once per game (and rarely that often). Even for something like JC, I wouldn't want to risk getting close enough to use it on him, and then getting out of there, without getting caught in the blast because I paused to use med-kits.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Adrenaline Pump' Large Medikit
'Warning: Not for use by the weak and infirm.'

Rather than healing you, this makes you berserk. Inflicts 5 damage on use.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

'Improved' Phase Device
'When the only way out is through, sometimes that's the best place to go.'

As a normal phase device, but always teleports you to the stairs (normal, not special level). If something is on those stairs, it gets fragged.
That's all for now. They're just rough ideas, feel free to tinker with them.

Also, what about unique monsters? Not to the extent of Barney and Santa Clause, but say, something in-theme that has a chance to appear - and will be difficult to defeat, but has an improved chance of dropping a unique item. If that's approved of, I don't mind putting together some profiles for unique monsters, I already have a few good ideas.

56
Discussion / Re: AoB.. I can't do it
« on: December 29, 2007, 09:44 »
Right.. ive tried several AoB games, ... on M mode... and i cant even get past dungeon lvl 3. I never made it to the chainsaw.

Usually I run out of medpacks, get shot down by a hotgun, get crowded, blasted by barrels, or eaten by a few yellow 's'.

I must have tried at least 15 times (I dont savescum).

I know how to press tab to run. I know how to drop ammo on the floor to lure them near the door. I know how to wait and run around for a good oportunity to kill them. Any more ideas?

Anyway i give up on AoB xD.

Sounds like you're doing most things right. You need a bit of luck, but it is quite possible to get a 100% killrate (just posted one in the Mortem recently). I wouldn't attempt Hell's Arena unless there happens to be a berserk pack right next to the entrance, and you're high on medikits. And even then, just do the first round.

Conserve your health sources wisely - each one is probably more valuable to you for the refreshal of 'Run' rather than its health. Use Running to fight pretty much anything except Former Sergeants.

As for traits, my own progression tends to go Brute, Brute, Berserk, Berserk, Berserk, Eagle Eye - then it varies, but by that point, you should be much further than level 3 :P

Good luck.

57
Discussion / Re: The End has come
« on: December 28, 2007, 21:55 »
Quote
16:56 < CIA-3> ChaosForge: chaos-dev * r166 /DoomRL/src/ (dfbeing.pas dfdata.pas dfplayer.pas doomrl.lpi): Arch-vile raised monsters no longer give XP

I'll cry myself to sleep tonight.

That is all.

Wait.

Mortuary no longer gives XP?
Fuck that. AA isn't worth it...
And look, armor mods. No I don't need the AA. Mortuary = Unessesary.

I think an exception should be made for the Mortuary. After all... you haven't already killed those monsters once. Perhaps some way to code around this? Or, tracking if you killed the monster or not before it was raised might help.

58
Pre-0.9.9 / [M|AoB|100%|YAVP]
« on: December 28, 2007, 14:23 »
--------------------------------------------------------------
 DoomRL (v 0.9.8.8B) roguelike post-mortem character dump
--------------------------------------------------------------

 Nic, level 10 Demon Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 126184 turns and scored 87894 points.
 He didn't like it too rough.

 He killed 417 out of 417 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Berserk!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He invaded Spider's lair.
 He wandered into the Unholy Cathedral.
 He defeated the Angel of Death.
-- Graveyard -------------------------------------------------

  ###########################################################
  ...........................................................
  ...........................................................
  ...............................................###.........
  ....................................###........###.........
  .............###....................###........###.........
  .....###.....###....................###....................
  .....###.....###...###........|}......................###..
  .....###...........#>#........X|......................###..
  ...................###........###.....................###..
  ..............................###..........................
  ..............................###..........................
  #..........................................................
  #..........###.............................................
  #....###...###.............................................
  .....###...###..................###..###...................
  .....###........................###..###...................
  ................................###..###...................
  ...........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 46/50   Experience 41345/10
  ToHit +3  ToDmg Ranged +0  ToDmg Melee +9

-- Traits ----------------------------------------------------

    Hellrunner     (Level 3)
    Eagle Eye      (Level 1)
    Brute          (Level 3)
    Berserker      (Level 3)

  Bru->Bru->Ber->Ber->Ber->EE->HR->Bru->HR->HR->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   Longinus Spear (8d8)
    [c] [ Boots      ]   protective boots [1/4] (20%)
    [d] [ Prepared   ]   chainsaw (4d6)

-- Inventory -------------------------------------------------

    [a] green armor [1/1] (100%)
    [b] green armor [1/1] (100%)
    [c] small med-pack
    [d] small med-pack
    [e] small med-pack
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] phase device
    [n] phase device
    [o] phase device
    [p] thermonuclear bomb
    [q] thermonuclear bomb
    [r] protective boots [4/4] (100%)

-- Kills -----------------------------------------------------

    59 former humans
    47 former sergeants
    19 former captains
    22 imps
    63 demons
    42 lost souls
    21 cacodemons
    7 barons of hell
    1 Cyberdemon
    5 hell knights
    29 arachnotrons
    8 former commandos
    1 Angel of Death
    4 pain elementals
    8 arch-viles
    4 mancubi

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 4 he stormed the Chained Court.
  On level 16 he invaded the Unholy Cathedral!
  He then destroyed the Unholy Cathedral!
  On level 18 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 There is a advanced plasma rifle (1d8)x8 [40/40] lying here.
 You start running!
 You stop running.
 Boom! Your blue armor is damaged!
 The Cyberdemon reloads his rocket launcher.
 You hit the Cyberdemon. The Cyberdemon hits you. The Cyberdemon hits you.
 Your blue armor is completely destroyed!
 You use a large med-pack. You feel like a killing machine! You feel fully
 healed. You need to taste blood!
 You hit the Cyberdemon. You're going berserk! You need to taste blood! The
 Cyberdemon hits you.
 You hit the Cyberdemon. The Cyberdemon dies. Congratulations! You defeated
 the Cyberdemon! Press <Enter> You need to taste blood!

-- General ---------------------------------------------------

 Before him 198 brave souls have ventured into Phobos:
 187 of those were killed.
 6 of those were killed by something unknown.
 And 3 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 2 souls claim to have killed him...
 2 killed the bastard and survived.

--------------------------------------------------------------

This was mainly attempted as a response to somebody else's mortem (I've forgotten whose) who claimed that 100% kills in the early levels was impossible. In Hard, I'd tend to agree - or at least, difficult enough to be frustrating rather than challenging in a fun kind of way. But it's not that bad in Normal once you've beaten the first couple of levels, with judicious use of Running tactics.

It came close a couple of times - on the 23rd level, I stood a little close to two barrels, and an unlucky shot from a former foo blew them both up, taking me to 8% HP. Another time, I wasn't watching my health and a bash from a Lost Soul or something took me to 2%.

Still, rather easy, overall. I found an invulnerability globe on the 23rd level, and had enough turns to go down the final stairs and nuke Cybie, actually. But considering all the work I'd done to maintain the 100% killrate, I figured I'd save the 'full win' for another time.

Does anyone else think challenges should have a specific difficulty level? E.g, you can only do AoB on Hard, or AoMr on Ultra, or Lt on Normal, etc. It'd make it more of a specific challenge - rather than 'Well I unlocked ---- rank by beating xxx challenge, but I did it on the easiest setting possible', whereas some other kings among us mere mortals will be doing every challenge available on Nightmare :P

I had around three or four arena levels, don't know whether it's some kind of AoB bug, because I tend to see a lot of them in AoB and few if any in other games.

59
Bug Reports / Strange Barrel Crash
« on: December 27, 2007, 16:30 »
I ducked behind a barrel on level 2 of an AoB challenge, and some kind of cross-fire involving imps and sergeants and other barrels resulted in a crash and some weird garbled message about writing a line number down (I'd have followed it if it wasn't spread across half the screen and unreadable).

It seems to have saved my game, so I can continue from a 'new' level 2, but annoyingly, with only the hitpoints I had when it crashed. Better than nothing, of course.

60
Pre-0.9.9 / [H|100%|YAFVP] At last!
« on: December 27, 2007, 13:15 »
--------------------------------------------------------------
 DoomRL (v 0.9.8.8B) roguelike post-mortem character dump
--------------------------------------------------------------

 Nic, level 13 Imp Corporal, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 239444 turns and scored 191262 points.
 He wasn't afraid to be hurt plenty.

 He killed 741 out of 741 hellspawn. (100%)
 This ass-kicking marine killed all of them!

 He found the Phobos Arena.
 He stormed the Chained Court.
 He ventured into the Halls of Carnage.
 He found the Hell's Armory.
 He fought on Hell's Arena.
 He became a champion of Hell's Arena!
 He faced The Wall.
 And he cleared it completely!.
 He was caught in the Mortuary!
 And he managed to clear it!
-- Graveyard -------------------------------------------------

  ###########################################################
  #..........................................................
  #..........................................................
  #........................................................##
  #........................................................##
  #.......##.............................###...............##
  #.......##....X........................#>#.................
  #.......##..............###...###......###.................
  #.......................###...###..........................
  #...............|}......###...###..........................
  #..............|.|.......................###.............##
  #............###.........................###..###........##
  #........................................###..###........##
  #.............................................###..........
  #............###...........................................
  #............###................###........................
  #............###................###........................
  #...............................###........................
  #..........................................................
  ###########################################################

-- Statistics ------------------------------------------------

  Health 83/80   Experience 71720/13
  ToHit +6  ToDmg Ranged +3  ToDmg Melee +3

-- Traits ----------------------------------------------------

    Ironman        (Level 3)
    Finesse        (Level 2)
    Son of a bitch (Level 3)
    Eagle Eye      (Level 2)
    Whizkid        (Level 1)
    Triggerhappy   (Level 2)

  EE->SoB->SoB->TH->TH->SoB->Fin->Fin->WK->Iro->Iro->Iro->EE->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Angelic Armor [6/6] (100%)
    [b] [ Weapon     ]   advanced plasma rifle (1d11)x8 [20/68] (D3R1S2M2)
    [c] [ Boots      ]   protective boots [4/4] (97%)
    [d] [ Prepared   ]   advanced BFG 9000 (10d8) [100/130] (R1S2M1)

-- Inventory -------------------------------------------------

    [a] modified chaingun (1d7)x5 [50/50] (D1S1)
    [b] red armor [4/4] (100%)
    [c] red armor [4/4] (100%)
    [d] red armor [4/4] (100%)
    [e] 10mm ammo (x140)
    [f] 10mm ammo (x140)
    [g] 10mm ammo (x140)
    [h] 10mm ammo (x140)
    [i] 10mm ammo (x66)
    [j] power cell (x54)
    [k] power cell (x70)
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] large med-pack
    [s] phase device

-- Kills -----------------------------------------------------

    117 former humans
    119 former sergeants
    44 former captains
    24 imps
    83 demons
    56 lost souls
    92 cacodemons
    36 barons of hell
    1 Cyberdemon
    25 hell knights
    54 arachnotrons
    16 former commandos
    6 pain elementals
    13 arch-viles
    2 mancubi

-- 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 8 he found Hell's Armory.
  On level 9 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he ventured into the Halls of Carnage.
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to clear the Mortuary from evil!
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

-- Messages --------------------------------------------------

 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon reloads
 his rocket launcher.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon.
 Unknown command. Press "?" for help.
 Fire -- Choose target... The missile hits the Cyberdemon. The missile hits
 the Cyberdemon. The missile hits the Cyberdemon. The missile hits the
 Cyberdemon. The missile hits the Cyberdemon. The Cyberdemon dies.
 Congratulations! You defeated the Cyberdemon! Press <Enter>

-- General ---------------------------------------------------

 Before him 129 brave souls have ventured into Phobos:
 125 of those were killed.
 2 of those were killed by something unknown.
 And 2 couldn't handle the stress and committed a stupid suicide.

--------------------------------------------------------------

If only there'd been a nuke at some point during that game, I feel fairly confident I could have taken out the secret boss (there'd been an invincibility globe just prior to the stairs to Cybie). Sadly, it was not to be. Not a single globe!

Still, that aside, I'm quite pleased. The biggest challenge was easily the Mortuary - is the placement of Viles there fixed? There seemed to be about 6 on one side, and just two on the other. Which was bad for me - once I'd taken out about four on the left, I decided 'The rest must be on the right' and spent ages wandering around trying to find them. While meanwhile they were having a party at the far left. I ran out of cells on the shot that killed the last one - leaving two hell-knights and a caco alive. Lucky I had my CG.

Pretty standard otherwise - found my first advanced weapon, the plasma rifle, around level 21, where it wasn't much help. Still, it let me stick all the mods I was hauling around somewhere. Cybie was easy. I think I've worked out the strategy to this game now - just avoid getting in those situations where there are around 10 monsters firing at you and you can't escape. If only it was as easily done as it is said ;)

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