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Messages - Thexare

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1
--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 Lloyd Black, level 21 Mancubus Warrant Officer Marine,
 completed 100 levels of torture on level 100 of Hell.
 He survived 234103 turns and scored 674816 points.
 He played for 3 hours, 52 minutes and 20 seconds.
 He didn't like it too rough.

 He killed 1724 out of 1785 hellspawn. (96%)
 He held his right to remain violent.
 He was an Angel of 100!

-- Special levels --------------------------------------------

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

-- Awards ----------------------------------------------------

  UAC Star (silver cluster)
  Experience Medal
  Centurial Silver Badge
  Centurial Gold Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########.....#.#...===...|.......=...#=#################
  ##########............====.........=.=..===################
  #########.....|.....................=.==#===###...#########
  ########....X.....[.....#..........=..|==..=###.....#######
  ########..#.###........###.............======.==#...#######
  ########...#..##..#.............#[...|...=====.=....#######
  #########.####.#|...#............#.......========.#########
  ##############.#..|.......................=====.==#########
  ###############.###...........|............=##==..=########
  ###################................|...|......#=.===#######
  ##################................^........|.====.==#######
  #################......|........[....|.....[.====..=#######
  ################.....#........................=###====#####
  ###############.....#.##...#...........##.|.....#======####
  ##############.|...#######.}...........##..|....#====######
  #################..#######.....#.......##.....#.====#######
  #################..#######....#.......#####.#..##===#######
  ##################.########..#........#####..##.##=########
  ###########################################################

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

  Health 162/90   Experience 425284/21
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

  Class : Marine

    Ironman          (Level 3)
    Finesse          (Level 2)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 3)
    Reloader         (Level 2)
    Dodgemaster      (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->Rel->Rel->TH->TH->MAc->Fin->Fin->WK->HR->HR->DM->HR->Iro->Bad->Bad->WK->Iro->Iro->SoB->

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

    [a] [ Armor      ]   cybernano red armor [8]
    [b] [ Weapon     ]   hyperblaster (2d4)x3 [40/40]
    [c] [ Boots      ]   gothic boots [10/10] (194%)
    [d] [ Prepared   ]   high power nuclear plasma rifle (1d9)x6 [16/16]

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

    [a] power cell (x13)
    [b] large med-pack
    [c] large med-pack
    [d] large med-pack
    [e] large 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] homing phase device
    [n] homing phase device
    [o] agility mod pack
    [p] blood skull
    [q] hatred skull
    [r] hatred skull
    [s] 10mm ammo chain (x250)
    [t] 10mm ammo chain (x250)

-- Resistances -----------------------------------------------

    Fire       - internal 0%    torso 25%   feet 0%   

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

    128 former humans
    193 former sergeants
    187 former captains
    101 imps
    32 demons
    144 lost souls
    42 cacodemons
    61 hell knights
    202 barons of hell
    70 arachnotrons
    6 former commandos
    14 pain elementals
    102 revenants
    140 mancubi
    136 arch-viles
    20 nightmare imps
    28 nightmare cacodemons
    34 nightmare demons
    40 nightmare arachnotrons
    3 nightmare arch-viles
    4 elite former humans
    4 elite former captains
    2 elite former commandos
    23 bruiser brothers
    7 shamblers
    1 lava elemental

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

  On level 6 he assembled a gatling gun!
  On level 14 he assembled a tactical shotgun!
  On level 17 he assembled a nanofiber armor!
  On level 25 he assembled a hyperblaster!
  He sounded the alarm on level 30!
  On level 32 he assembled a nanofiber armor!
  On level 36 he stumbled into a nightmare demon cave!
  On level 37 he stumbled into a complex full of revenants!
  He sounded the alarm on level 39!
  On level 46 he encountered an armed nuke!
  Level 48 was a hard nut to crack!
  On level 50 he assembled a assault rifle!
  He sounded the alarm on level 55!
  On level 55 he found the Grammaton Cleric Beretta!
  On level 57 he stumbled into a nightmare cacodemon cave!
  On level 62 he found the Butcher's Cleaver!
  On level 65 he found the Mega Buster!
  Level 66 was a hard nut to crack!
  On level 67 he assembled a cybernano armor!
  On level 69 he stumbled into a nightmare arachnotron cave!
  Level 70 was a hard nut to crack!
  On level 70 he found the Berserker Armor!
  On level 74 he stumbled into a complex full of mancubi!
  On level 77 he found the Malek's Armor!
  On level 84 he ran for his life from acid!
  He sounded the alarm on level 87!
  Level 91 was a hard nut to crack!
  Level 95 was a hard nut to crack!
  Level 97 was a hard nut to crack!
  On level 97 he assembled a high power weapon!
  On level 98 he ran for his life from acid!
  On level 100 he stumbled into a nightmare arachnotron cave!
  On level 100 he finally completed 100 levels of torture.

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

 arachnotron. The missile hits the nightmare arachnotron. The missile hits the
 nightmare arachnotron. The missile hits the nightmare arachnotron.
 Chain fire ( full ) -- Choose target or abort...
 You see : a nightmare arachnotron (mortally wounded) | floor | [ m ]ore
 The missile hits the nightmare arachnotron. The missile hits the nightmare
 arachnotron. The nightmare arachnotron dies. You feel relatively safe now.
 You reload the hyperblaster.
 Argh!!! Lava!
 Argh!!! Lava!
 Argh!!! Lava!
 There are stairs leading downward here.
 There are stairs leading downward here.
 You did it! You completed 100 levels of DoomRL! You're the champion! Press
 <Enter>...

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

 43 brave souls have ventured into Phobos:
 31 of those were killed.
 And 3 couldn't handle the stress and committed a stupid suicide.

 9 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 8 killed the bitch and survived.

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

Been away from this for a while, but the Jupiter Hell kickstarter made me pick it up again.

As you can see, I actually could've skipped the last two floors, but the murdertrain cannot leave its rails.

Level 50 saw me making an Assault Plasma Rifle. It proved... disappointing, compared to the Hyperblaster. A 2.5sec reload isn't a problem when you only reload after 40 bursts.

67, Cybernano Red. Wasn't expecting that. Was going to just be content with my Onyx Red. Then I found the Nano Pack.

I still don't know how to use the damn Berserker Armor or Dragonslayer. Oh well.

97, High Power Nuclear Plasma Rifle. Theoretically, a nice backup. In practice, by then I'd actually managed to find a good stockpile of cells, and the accuracy and fire speed of the Hyperblaster was preferred.

2
Quote
quite useless marine's MSv

The ability to negate half or more of the damage of rapid-fire enemies is useless now? Unless the trait changed since I ran the numbers back in the 995 (I think) beta, anyway...

Edit: Ah, I see the damage-to-zero thing is only 50% currently. Unfortunate.

3
Releases / Re: Skulltag Arena
« on: March 20, 2013, 19:22 »
He wasn't spawned on a wall, he teleported onto one.

4
Releases / Re: Skulltag Arena
« on: March 19, 2013, 20:18 »
Bug report for the 0.9.9.7 version - final boss got stuck in a wall. Had to lure him into shooting an adjacent me to break the wall he was inside, as I was in a melee build. Though my railgun might've done the job, hmm...

Also, I noticed only a single bulk mod, playing on ITYTD, and no tech mods, but I'm not sure how random the item drops are.

5
I vote Nay to this - I think gameplay systems should be more simplified than they are now
How's this for a simple mix of ideas: Tech mods increase resistances already present, and "related" resistances -these would be grouped into Melee/Bullet/Shrapnel, and Fire/Plasma. Physical or Energy, basically, should be easy enough to remember. So on Blue or Red, you'd get a Fire and Plasma resistance boost, while Green would boost Melee, Bullet, and Shrapnel resistance.

The only time this formula wouldn't work is Onyx Armor, I'll let someone else figure out what to do there.

6
Discussion / Re: Shotgun thread
« on: February 19, 2013, 20:27 »
Will they ever fix fire-angel?
Fixed in the betas.

Quote
And i was browsing through the wiki and noticed that fire-angel is the technicians shotgun mastery which i dont understand because shotguns dont have explosive damage...
While true, shotguns are prone to barrel-popping. There's another little trait change that'll make Fireangel more interesting, though - and no, it's not an explosive shotgun. It should be! But it isn't.

7
Announcements / Re: ChaosForge Donation Drive!
« on: November 23, 2012, 13:53 »
So, where's that announcement?

8
Announcements / Re: ChaosForge Donation Drive!
« on: November 19, 2012, 11:59 »
There we go, finally managed to get a transfer to go through. Should be in your account in a day or two.

But I had to use my debit card, meaning there was a fee added, meaning I couldn't afford to go for the $64. This annoys me.

I'll try to get the other $32 to you sometime; it'll be too late for the donation drive, but I said I'd do it so I'm going to.

9
Announcements / Re: ChaosForge Donation Drive - Stretch Goals!
« on: November 07, 2012, 16:42 »
It may be a good idea to copy these into the main donation drive post as well. Makes it easier to point people to this if we can do it all with one link.

I'm putting up a link on my blog, incidentally.

10
Enemy spawning isn't hard at all, the mechanics are already in game.
Does that include the ability to shut down individual spawners with a lever?

Because even if the special level doesn't get in, that could be a good random level type/event.

11
Announcements / Re: ChaosForge Donation Drive!
« on: November 05, 2012, 16:28 »
Update: I'll definitely be able to donate the Friday after this one (so, just under two weeks). I'll be going with Western Union I think; Bank to Bank has no fee, and if I use my debit card it should be in the next day (as opposed to up to five business days).

I'll PM you to get the information closer to that time, otherwise I'll forget I did it and lose track of it, because that's what I do.

12
I like the idea of a rapid-fire specific area, and this level you designed may not be balanced per se, but has a good feel as presented. Not sure about the Unique item mentioned (there are a lot of new things to add for just one unique) but regardless, I think this could be adapted slightly to make things work.
I did have some concerns about the unique mechanics in both the level and the weapon, but it seems like the sort of thing you could make use of for other levels and weapons in the future - the enemy spawners could be a particularly nasty level event. I'd thought that it's just one thing to add for the weapon, though, as I thought mod limitations could already be set.

This could really work as a Ao100 special level with the $128 donation level of the current donation campaign *hint, hint*
Yeah, well, there's something funny about that. Y'see, $128 is more than I earn in an entire week, before expenses, and I've got bills coming up this Friday. That's why I'm posting it here. I still intend to donate (I don't live alone, I can get away with not earning a whole lot), but there's no realistic way I'm going to get to $128 before the drive ends.

13
This idea came of several things:
1. I want a Doom 64 tribute in DoomRL.
2. I want the Unmaker, dammit! Maybe this should be point 1.
3. I want a ranged equivalent of the Unholy Cathedral. Well, it's rapid-fire specific, but whatever. I like the idea of a level dedicated to challenging a specific kind of build.

So, the special levels.

Profane Sanctum:
Level Feeling: This looks like a shrine of some sort...
Effect: You can only use rapid-fire weapons.
Upon using the wrong weapon: The hell with respect, you need a better gun!

Enemies consist primarily of Arachnotrons and Nightmare Imps, possibly with scattered Hell Knights and Barons of Hell for flavor. Ideally we would avoid Arch-Viles, Former Captains, and Revenants, because they (chaingunners in the Captain's case) weren't in Doom 64. When the first batch of enemies falls, the lever in the middle of the level becomes functional. Pulling it will summon the Mother Demon, and phase two of the level begins. In addition to the Mother Demon, new enemies will spawn in the level periodically, whose spawn points can be locked down with levers toward the corner of the level.

Rough level design concept:
Code: [Select]
######*################################################################*######
#············································································#
#······································.·····································#
#··························.·········.#####.···········.·····················#
#···.·····####·········###······························###·····####·········#
#········.#&·#··········###····························###······#·&#.···.····#
#········.#··#··················.···##·····##···.···············#··#.········#
#·········####········#·············##.···.##··············#····####·········#
#···>·················#······#·····················#·······#·················#
#···@·················#·····M#·.········&········.·#·······#············.····#
#·····················#······#·····················#····.··#·················#
#·····················#·············##.···.##···········.··#·················#
#·········####··················.···##·····##···.···············####·········#
#········.#··#··········###····························###······#··#.········#
#···.····.#&·#·········###······························###·····#·&#.···.····#
#·········####··············.········.#####.·········.··········####·········#
#············································································#
#······································.·····································#
#············································································#
######*################################################################*######

The *s denote where enemies will spawn in while the Mother Demon is alive. Each lever-in-a-box will close the closest spawn point. Newly-spawned enemies give no XP, and are still alive when the Mother Demon falls. The two closest walls to the middle blocking the levers (for example, for the southwest lever, it's the north and east wall) are destroyed when the Mother Demon spawns. Other than the walls by the corner levers, and maybe the four pillars near the middle lever, all walls are destructible and have lower health than normal. No enemies (other than the Mother Demon's spawn) listed, will let other people figure that out. The Unmaker spawns on the Mother Demon's corpse here (but if she's added to Ao100, not there obviously)

New Boss:

Mother Demon
M
HP: Enough.
Armor: Yes. (I'm being vague so someone better at balance can figure these out)
Attacks: Rocket Swarm 3d4x3 Fire, radius 3, accuracy +4
Melee: 5d2, 5 panel knockback - this is in case you can't block melee from functioning. I'd rather make her just hop away,  but I'm not sure that would work well. Then again, not sure you can make an attack do guaranteed knockback unrelated to damage. *shrug* The intent is to make her bad at melee, but good at avoiding it.
Description: "Damn it, she's back again? Better make sure you finish her for good this time."

The Unmaker
}
Pickup: What the !@#%* is this?
Description:
Damage: 1d10x6 Plasma (6-60)
Average Damage: 5.5x6=33
Fire Time: 1s
Reload Time: 1.5s
Accuracy: +3
Clip Size: 60
Special: Four mod slots, regardless of class or Whizkid investment. Weapon fires one more shot per mod used (example, a PTAB Unmarker is 1d11x10). Cannot be used in any assemblies. This is to represent the way the gun upgrades with the Demon Keys.


Alright, I'm sure I botched the balance horribly, but whatever. There's the concept.

14
Announcements / Re: ChaosForge Donation Drive!
« on: October 29, 2012, 23:31 »
I don't have a credit card, but I have a Visa debit card, never had an issue with running it as credit. So yeah, that'd work.

And depending on how much my next check is, I'll look into it - the three-day transfer option didn't appear to have fees when I checked, but that was just a quick skim.

15
Announcements / Re: ChaosForge Donation Drive!
« on: October 29, 2012, 22:46 »
Reading about a fair number of issues there. Possible security issues, definitely a tendency to trip anti-fraud systems (which may be why people are worried about security issues)

Unfortunately it's not free for the sender, but Western Union maybe? If nothing else, they're established enough that they wouldn't have the latter problem.

(I can't donate for a couple days at the least anyway, though)

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