- December 03, 2023, 11:05
- Welcome, Guest
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.
31
Requests For Features / Re: [IDEA] other graphics modes
« on: March 30, 2020, 15:17 »
This will probably not happen, as even resurrecting the ASCII mode is a lot of work, and later work to synchronize them. Not even starting on the art and FX animation. Moreover, the UI would be the same anyway.
32
Bug Reports / Re: Two 3x1 containers side-by-side
« on: March 30, 2020, 15:15 »
This is due to consistency - the object is treated as a wall (and this is something I'll be using it for later).
33
Discussion / Re: Nightmare requires a tedious, boring play style
« on: March 23, 2020, 04:05 »
I actually fully agree with you. Nightmare gameplay in DoomRL was designed somehow accidentally. The monsters were not supposed to be prevented from reviving, people found out engine limitations that would indeed prevent that, and started "clearing" levels on Nightmare. As it seemed to be something the high-level players did often I added some badges that required that.
At this moment, changing any behaviour related to Nightmare clears would require a serious rebalance of the challenges, and is definitely not something I have time to do.
Yet lessons were learned, and my major goal when designing Jupiter Hell is removing any tedious and boring tactic from the game as soon as I identify it. To do this retroactively for DoomRL would be much harder, especially not breaking other stuff and strategies along the way.
At this moment, changing any behaviour related to Nightmare clears would require a serious rebalance of the challenges, and is definitely not something I have time to do.
Yet lessons were learned, and my major goal when designing Jupiter Hell is removing any tedious and boring tactic from the game as soon as I identify it. To do this retroactively for DoomRL would be much harder, especially not breaking other stuff and strategies along the way.
34
General Discussion / Jupiter Hell 0.8.10 - Explorer - RELEASED!
« on: March 09, 2020, 10:18 »
Time for Jupiter Hell update 0.8.10 a.k.a. Explorer! The main theme of this update is revisiting Special Levels (including adding a new one too), minimap (and maximap :P) improvements, basic melee to prep us for Berserker, Scout and Marine class skill buffs and a lot of minor improvements!
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!
Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!
Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.
We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!
Also, you might notice that some places in Europa look a bit better this update :).
Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!
Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.
Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)
Special levels revisited
We made a pass on all special level rewards to make them feel... well, more special. Some of the levels have a reward drop based on your most commonly used weapon group, some have now unique items/mechanics as rewards - check the full changelog below!
Blacksite Vaults and CRI Armory red doors are now indestructible - the rewards are improved however, and there's always one red card to be found on the level. Valhalla Command has received a significant do-over along with a unique reward for fully clearing it!
Interesting unique rewards have also been added to Tyre Outpost and Containment Area. The backpack has been moved to Refueling Base.
We also introduced our first "alternative" level - instead of Military Barracks you might encounter Callisto Docking Bay - tell us what you think of it!
Also, you might notice that some places in Europa look a bit better this update :).
Our long term goal is to have each level have it's own flavored gimmick, and unique reward. Also, we plan on most levels to have at least one "alternative" later.
Minimap, megamap
To continue the theme of exploration, we finally added the option to configure minimap size - now you can choose between the old size, or two larger sizes. If you need to see the map even better, you can get a screen size map on screen (by holding "m" or left bumper on pad).
Basic melee
One of the major changes this patch was a revamp of the melee system in preparation for the upcoming Berserker update - all ranged weapons now have a melee attack, that you can use by bumping into an enemy, or forcing a melee attack with SHIFT-F (even diagonally). As there are no melee traits yet (wait for Berserker) the damage is not gonna be large, but may still be used as a ammo conserving finisher. More significantly, humanoid enemies will now always melee if in range 1 - which can be (ab)used to your advantage!
Scout and Marine class skill buff
Technician is currently the most powerfull class, and Scout the weakest, so time for some buffs!
Marine Adrenaline was the most complex skill to use, but we wanted Marine to be the "base class" - to fix that, but not lose Adrenaline's interesting mechanics, we changed it so it ALWAYS heals for a set amount of health, but heals more if convert pain. This allows it to be a panic button even if you forget to heal after the shotgun face hit, yet still awards the better player with more health if used in the proper situation.
Scout invisibility doesn't break smell tracking as opposed to techs smoke. To offset that, we're giving Scout a whopping +100% to critical chance when firing from stealth. Now those Skilled stealth shots are worth even more!
Critical hit changes
Speaking of critical hits - now everything can properly have a critical hit. Moreover, critical chance rolls over 100%. So if you have 240% crit chance with +50% critical damage, you'll do +100% damage with 40% chance to do +150%. 240% crit chance sounds impossible? Try Scout in Stealth, aiming two turns with Deadly Precision and shooting a good revolver :P. Speaking of criticals, Headshot now adds +100% crit chance instead of the plain damage bonus, but has a shorter cooldown and no accuracy penalty.
Accuracy mod pack
Accuracy mods now increase optimal range of a weapon instead of adding a flat accuracy bonus. This is actually a buff, especially in the case of weapons like SMG's or revolvers. Additionally this works for shotguns as well, increasing the distance to which you do full damage and the damage fallof starts! Additionally, ADV weapons now can roll with improved optimal distance.
Inventory size
You'll notice that the red keycards are now more important, and we've added a lot other stuff since the last inventory size upgrade, so we decided it's high time to increase default inventory size by 2 to make your exploring a bit less tedious.
Minor changes
Vaults can now have hold technical stations or the new manufacturing stations instead of the purple box. We increased the safe zone when entering the level (less near spawns), and changed the enemy amount curve a bit, reducing Callisto and Europa (to a lesser degree) enemy count. We buffed both .44 ammo exotics, did minor performance improvements, and fixed several bugs. See full list in the changelog below.
Changelog
Code: [Select]
Beta 0.8.10 - Explorer - March 9, 2020
NEW #1013 - Callisto Docking Bay added as Barracks alternative
NEW #1006 - basic melee - all weapons can be used in melee
NEW #1006 - melee override - use SHIFT-F to force melee attack
NEW #1028 - Scout - stealth gives +100% crit chance (stacks!)
NEW #1028 - Marine - adrenaline always heals a bit!
NEW #1004 - large map view! ("m" key or LBumper on pad)
NEW #1004 - base minimap can be made larger in configuration!
NEW #1016 - Valhalla Command revisited!
NEW #1032 - manufacturing stations, look in vaults and Tyre!
CHANGE #1029 - increased default inventory size by 2 slots
CHANGE #0905 - visual Europa upgrades
CHANGE #1029 - increased no spawn zone around player entry by 2
CHANGE #0977 - CRIArmory and BSVault doors are indestructible
CHANGE #0977 - CRIArmory and BSVault have a warden with 1 red card
CHANGE #0977 - both have "most used weapon" related rewards
CHANGE #0977 - Black Site Vault has 4 red card locked doors
CHANGE #0977 - CAnomaly has a tier 1 or 2 amp for most used weapon
CHANGE #0977 - CCommand has a adv weapon of most used weapon type
CHANGE #1022 - Tyre and Containment have a special reward!
CHANGE #1029 - improved Limbo rewards, Arena has 4 ammo boxes
CHANGE #1006 - AI - enemies with guns will now melee if in range 1
CHANGE #1006 - AI - enemies that run out of ammo will now melee
CHANGE #1001 - accuracy mod pack now increases optimal distance
CHANGE #1001 - ADV weapons may come with improved optimal distance
CHANGE #1010 - increased minimal spawn range on Io and Europa L1
CHANGE #0905 - Military Barracks - alternative layouts
CHANGE #1019 - minor optimization pass
CHANGE #1017 - vsync improvements to Vulkan version
CHANGE #1006 - exalted enemies wont engage in in-fighting
CHANGE #1026 - buffed both .44 exotic weapons
CHANGE #1027 - crit chance over 100% may proc crit damage again
CHANGE #1033 - minor difficulty scaling curve adjustment
CHANGE #1029 - Headshot now: +100% crit chance, no acc penalty, 4cd
CHANGE #1031 - vaults may now contian tech or manufacture stations
FIX #1024 - fix empty black squares on floor
FIX #1024 - fixed Io missing double door floor mesh
FIX #1024 - fixed area near L1 dropship having no physics mesh
FIX #1006 - removed free hack exploit
FIX #1004 - fixed a group of crash/exploits related to AoHubris
FIX #1003 - regenerate level if not enough elevators are created
FIX #0977 - CRI phase won't put you in a red keycard vault
FIX #1015 - untriggered telegraphs cleared on level exit
FIX #1006 - enemies will no longer target disabled bots/turrets
What's next
Next version will be the long awaited Berserker update - melee weapons (not just the chainsaw :P) and non-master melee related traits! We hope to squeeze some smaller changes in too, so even if you're not a melee fan you'll have something to play with :P. And after Berserker drops, it will be full speed ahead towards the Masters update! Drop by our Discord to see stuff unfold in realtime :)
35
Bug Reports / Re: Occasional missing tile
« on: March 03, 2020, 10:06 »
Yeah, noticed it too. On it.
36
Bug Reports / Re: Attack telegraph arrows persist after enemy dies
« on: March 03, 2020, 10:06 »
Known bug, fixed in the current dev build.
37
Bug Reports / Re: Three green armors in Callisto 1
« on: March 03, 2020, 10:06 »
That's just RNG - doing a special case for "do not generate three armors" seems silly.
38
Bug Reports / Re: Crash report in Callisto
« on: February 27, 2020, 11:37 »
We have substantial issues with Vulkan drivers on this particular graphics card (Intel 620), we're investigating the issue, although it might take a bit of time (we don't have access to a 620 yet :/).
You might try playing on OpenGL in the meantime, chances are it will be more stable.
You might try playing on OpenGL in the meantime, chances are it will be more stable.
39
General Discussion / Jupiter Hell 0.8.9 - Protocol - RELEASED!
« on: February 24, 2020, 12:22 »
Introducing Jupiter Hell update 0.8.9 a.k.a. Protocol! You asked, and we listened, now you can command your hacked bots to do something else than just aimlessly stagger around! This is more of a "lots of small stuff" release, so there's a bit to go over!
Protocol
Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!
Voice
New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)
Music
If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P
Damage types
All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.
Telegraphed attacks
Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.
Exalted
If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.
Balance pass
Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.
Angel of Hubris
While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).
Other stuff
We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).
Changelog
What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)
Protocol
Once you successfully hack a bot or a drone, now you can bump into it to change it's main protocol - be it to wait, follow you or actively hunt for enemies. Additionally you can swap places with it or repair it using multitools! If your dream was an army of robotic followers, Protocol got you covered!
Voice
New voice lines from Mark Meer have been added to the game! We mostly focused on adding more variety to the lines that repeat themselves and add more weapon-specific quips. We also added some rare level entry quips that you may find if playing on the higher difficulties :)
Music
If you're a fan of Roland La Goy's JH soundtrack, you'll be happy to know that 4 new tracks have been added this release! The problematic part is that they're mostly placed on the later parts of the game, especially in Beyond, so hide your pride and lower the difficulty level for a few runs :P
Damage types
All "environmental" damage types have been buffed and most of them got a bit of an overhaul. Most of the status effects now do more damage. Smoke clears gas, gas clears smoke, and both clear fire. Fire now spreads! Fire and freeze cancel each other out. Bleed has a pain addition on tick against the player, and a flat accuracy debuff against enemies. EMP has been reworked so that even weaker EMP sources has slowing effect against the stronger EMP shielded enemies (looking at you CRI bots). Acid now damages armor a lot, but as long as you have armor, damage to health is significantly lower. Speaking of armor - it now degrades linearly, not in "jumps" as before.
Telegraphed attacks
Telegraphed attacks are now more obviously marked - this currently was just the charge attack. Now however being hit by a charge deals critical damage! The base melee damage of charging enemies has been reduced a bit to compensate. Additionally siege ravagers now telegraph their attack before shooting, but have been buffed a bit to compensate for that, and made less rare.
Exalted
If you ever met a RESILENT REGEN exalted you know that it's simply not fair - well, this will no longer happen :P. There's a bit of control what keywords can spawn together, additionally we added three new keywords to the pool - HUNTER, JUGGERNAUT and UNSTABLE. Especially the last one can turn out to be quite fun! Exalted spawn a bit more often, and can come in groups of 2 or 4, depending on difficulty, and spawn further from level entry points.
Balance pass
Late game has been rebalanced a bit, should provide more consistent ammo, and definitely there's more boxes to be found in Beyond. CRI plasma pistols now shoot using 1 cell at a cost of a small range nerf.
Angel of Hubris
While this might seem like a rehash of Angel of Confidence (you start on Io) to make things more fun you start with an exotic of your choice :).
Other stuff
We added a bit of visual flair - fade-in and fade-out animations on level transitions, different look of every class (especially armor-less) and made the game work better with widescreen monitors (no more UI scaling).
Changelog
Code: [Select]
Beta 0.8.9 - Protocol - February 24, 2020
NEW #986 - reprogram, swap position and repair hack bots/drones!
NEW #997 - Angel or Hubris! (with exotic choice!)
NEW #989 - new voice-over lines for various events
NEW #989 - 4 new music tracks for the late-game levels!
NEW #982 - visual distinction between player classes
NEW #987 - new exalted keywords - HUNTER, JUGGERNAUT, UNSTABLE
NEW #991 - trait pick order in mortem
CHANGE #984 - health orb generated under player can be picked up
CHANGE #803 - added slight fade-in and fade-out on level transition
CHANGE #759 - better telegraphed attack indicators
CHANGE #759 - siege ravagers now have telegraphed attack
CHANGE #759 - siege rav's buffed and made more common to compensate
CHANGE #759 - charge deals critical damage! (x2 fiends, x1.5 rest)
CHANGE #988 - smoke and gas kill fire and themselves respectively
CHANGE #988 - ignite/fire has limited spreading capability
CHANGE #988 - ignite and freeze cancel each other out
CHANGE #988 - bleed - pain on tick, flat acc debuf against enemies
CHANGE #988 - gas and smoke now reset scent to 0 on every tick
CHANGE #988 - all poison damage doubled, poison lasts 4 ticks
CHANGE #988 - acid status damage increased a lot - armor protects
much better from acid, but is damaged by it a lot too
CHANGE #974 - EMP reworked: more range in levels, not binary effect
CHANGE #994 - armor protection is now linear to its damage!
CHANGE #987 - exalted no longer can spawn both RESILIENT and REGEN
CHANGE #987 - slightly increased exalted spawn rate
CHANGE #987 - exalted groups can be 2 to 4 (difficulty factors in)
CHANGE #984 - exalted spawn further away from entry points
CHANGE #985 - CRI plasma pistol shots now cost 1, mag 4, range 4/8
CHANGE #985 - less plasma ammo in the CRI branch
CHANGE #984 - turrets don't spawn near the entry elevator
CHANGE #990 - Beyond has a bit more soldiers, more of them have.44
CHANGE #990 - Beyond L2 and L3 have now guaranteed boxes
CHANGE #996 - slight buffs to underused exotics
CHANGE #997 - UI preserves aspect ratio (widescreen UI better)
FIX #504 - no more MSVC runtime dependency
FIX #983 - fixed kill reason for suicide deaths
FIX #986 - hacked bots will no longer attack new hacked bots
FIX #986 - fixed issue with ALIVE but not TARGETABLE placement
FIX #980 - restarting music from 0% volume will now always work
What's next
Next version (0.8.10) will be subtitled Explorer and be themed around level generation and special levels - it's expected to land in two weeks time, so stay tuned! Also, be sure to drop by our Discord, where most of the design discussion takes place :)
40
Post Mortem / Re: [U YAVP | 92%] UAC gold
« on: February 20, 2020, 04:12 »"Both of?" I wonder who the other person is. :PMe? :P
41
Bug Reports / Re: OpenGL 4.3 compat. but won't start
« on: February 19, 2020, 13:55 »
Can you download any utility like GLinfo or GLZ and check what version it reports? Indeed seems intel HD 4400 reports now 4.3 support (although it seems this changed fairly recently, as I remember being sad that we wont support 4400 if we switch to 4.3).
42
General Discussion / Re: Jupiter Hell 0.8.8 - Gunslinger - RELEASED!
« on: February 13, 2020, 05:40 »
Both things are intended actually. The animation problem is that otherwise it would slow down gameplay, the health orb thing is because people don't want autopickup (although we probably should support manual get in that situation)
43
Post Mortem / Re: [0.8.8b|E|Sc|YAAM] - Gunslinger Is My First Love (First JH Win... Ever)
« on: February 13, 2020, 03:45 »
The weapons are treated fully separately.
44
Post Mortem / Re: [0.8.8b|E|Sc|YAAM] - Gunslinger Is My First Love (First JH Win... Ever)
« on: February 13, 2020, 02:18 »
Congrats!
Unfortunately status effect nullify each other, so if you stack a cold or emp mod over a ignite weapon, the ignite is effectively lost.
Unfortunately status effect nullify each other, so if you stack a cold or emp mod over a ignite weapon, the ignite is effectively lost.
Side point though: maybe in the next update, we can have the progression of traits chosen in the mortem like how we used to have in DRL. That way, it makes it easier for folks to learn play styles and what-not.Added to task list.
45
Bug Reports / Re: Crash in Europa
« on: February 13, 2020, 00:53 »
Uh, that's a really bad log, as it seems to have cut off during operation :/. What did you do - was it during level transition? Did the save parachute work?