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 21 
 on: September 03, 2023, 22:03 
Started by Icy - Last post by Icy
(Video)

I've started and stopped a few Archangel of 666 games, usually after finishing testing a build and then getting bored, but this time I decided to finish up the game. With the new version being worked on, I figured this would be a good last hurrah for version 0.9.9.7 which I've been playing off and on for about 10 years.

With Sharpshooter, damage is incredibly consistent and good for planning, and has the best ammo efficiency of almost any build. Full clearing 666 still mostly devolves to getting Biggest Fucking Gun and cleaning up after, of which Sharpshooter is decent at, but there are definitely better builds for it. One of the nice things with Pistols and Son of a Gun x5 though is with a firing speed of 0.1s, it gives the fastest action speed while still being able to recharge the BFG, keeping enemies in place as much as possible.

As I wasn't anticipating finding a pile of Nano Packs, the last three traits of Eagle Eye x2 and Reloader went to waste and would have better as Finesse x2 and Juggler. The former three were for Grammaton Cleric Beretta, which didn't see too much use overall really.

Compared to my other 666 full clears, this time I didn't have Tough as Nails x3 or Badass x2, and I found myself needing to be less aggressive and healing more since I only had half health and took more damage. I also overlooked that this would damage my armor more, which was an issue at a few points. Still, this was HNTR so it wasn't a huge deal. I also ended up using Cerberus equipment for the most part as Inquisitor Set and Phaseshift Set weren't sturdy enough without the extra defensive traits.

Sharpshooter is a very good trait, even with a tough start, but it's not particular great at full clearing long games like this.

Overall, this was a pretty fun game and I've now done a 666 full clear with each class.

---

Some highlights:

On the very first floor due to a lucky vault, I was able to get Red Armor (P). This is a really nice help for a build that starts off weak:

Spoiler (click to show/hide)

Early Gothic Armor was a nice find:

Spoiler (click to show/hide)

Getting Whizkid a bit later than I normally would, my inventory was getting stacked with mod packs:

Spoiler (click to show/hide)

Early Malek's Armor was also nice:

Spoiler (click to show/hide)

I already had my end-game armor by floor 27, which actually was a lot later than it could have been if I invested in Whizkid early:

Spoiler (click to show/hide)

Hot start:

Spoiler (click to show/hide)

Split islands:

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Very goofy vault:

Spoiler (click to show/hide)

Another hot start:

Spoiler (click to show/hide)

While Storm Bolter Pistol was my primary weapon for awhile, Energy Pistol was really nice for an additional ammo type, and being able to punch holes into walls:

Spoiler (click to show/hide)

Nano Pack on floor 95:

Spoiler (click to show/hide)

Hot start, or maybe a cold one I guess:

Spoiler (click to show/hide)

Grammaton Cleric Beretta on floor 99, which was mostly a boss killer early on:

Spoiler (click to show/hide)

Another hot start:

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Silly Archvile line:

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On a floor I was preparing to nuke, something at the edge of my vision caught my eye:

Spoiler (click to show/hide)

It was a bit of a puzzle to grab, but I did get it:

Spoiler (click to show/hide)

Horrendous inventory as I was waiting to find a Combat Pistol to make my end-game weapon:

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Interesting floor:

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Trigun exactly 100 floors after GCB, which was a nice power upgrade:

Spoiler (click to show/hide)

More Nano Packs. With this, I went for Biggest Fucking Gun (N):

Spoiler (click to show/hide)

Finally on floor 256, I found a Combat Pistol:

Spoiler (click to show/hide)

Going for a strike:

Spoiler (click to show/hide)

Another Nano Pack. I used this one for Antigrav Phaseshift Boots:

Spoiler (click to show/hide)

And another:

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I decided to go for a nice explosion here:

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The explosion gave a hefty wall of text in my messages:

Spoiler (click to show/hide)

Another split island, this one with a vault:

Spoiler (click to show/hide)

Found Dragonslayer, but not using it for this game:

Spoiler (click to show/hide)

Found it a second time too:

Spoiler (click to show/hide)

Finally found Inquisitor Boots, but didn't end up using them much anyway:

Spoiler (click to show/hide)

Double nuke room near the end of my game:

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Saw another Nano Pack on the second last floor. I likely blew up some throughout the game, but this one survived:

Spoiler (click to show/hide)

Final stats screen:

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---

Here's the mortem

Spoiler (click to show/hide)

 22 
 on: September 01, 2023, 18:00 
Started by Icy - Last post by Icy
Nano Packs are one of the most powerful items in the game, and are always highly sought after. They are a part of some of the strongest assemblies in the game, and can functionally give you infinite ammo for most weapons. Despite this, seemingly no player fully understands how they work as I've talked with players from top skill all the way down. There are a few reasons for this though as Nano Packs work somewhat unintuitively where you would only understand it if you've delved into the code. They also tend to be used for assemblies and not really focused on what they individually do. Finally, they are also rare enough that most players never find more than one in a game unless they're playing Angel of 100 or Archangel of 666. Because of this, I decided to explain the mechanics and details of them and how to best take advantage of its power.

Recharge Amount and Recharge Delay

First, items that recharge have two different properties which are the recharge amount and the recharge delay. Recharge amount is how much an item recharges on an action. For example, Blaster's recharge amount is 1, while Nuclear Plasma Rifle's recharge amount is 4. Recharge delay is how many actions have to pass before the recharging begins. For weapons, you have to not be firing, and for armors, you have to not be taking damage. For example, Malek's Armor has a recharge delay of 10, meaning 10 actions of not taking damage have to pass before it begins recharging durability. Nuclear BFG has a recharge delay of 0, so even after immediately firing, it already begins recharging.

Below are the following values for recharge amount and recharge delay:

Blaster - 1, 3
Nuclear Plasma Rifle - 4, 4
Nuclear BFG - 1, 0

Malek's Armor - 5, 10
Necroarmor - 2, 0
Nyarlaptotep's Boots - 5, 10

Tactical Armor - 2, 10
Tactical Boots - 2, 10
Power Armor - 5, 10
Nanofiber Skin Armor - 1, 5

One small detail is that the action must take at least 0.1s. If you have achieved a speed faster than that, whether it's moving, firing, or any other action, you will get a non-recharge action and get no recharge. There are only a few cases where this is relevant.

Nano Pack Mechanics

When it comes to applying a Nano Pack to an item, there are a few different checks it goes through before deciding what it does. First, the item is checked if it can already recharge. If it can, it will either reduce the recharge delay by 5, or if the recharge delay is already 0, it will add 1 to the recharge amount instead. If the item doesn't recharge, the Nano Pack will turn the item into one that recharges with a recharge delay of 5 and a recharge amount of 1 for weapons and 2 for armor.

For some examples, if a Nano Pack is applied to a plain Shotgun, it will become Shotgun (N) which has a recharge amount of 1 and a recharge delay of 5. If a Nano Pack is applied to a Blaster, it will reduce the recharge delay by 5, bringing it to 0, so your Blaster (N) will still have a recharge amount of 1, but have a recharge delay of 0 instead of 3. If a Nano Pack is applied to a Nuclear BFG, the recharge delay is already 0, so it instead will increase the recharge amount by 1, so Nuclear BFG (N) will have a recharge amount of 2 and recharge delay of 0.

The big appeal of these mechanics, and also very expensive, is when you begin using double or even triple Nano Packs on items. If you take a Shotgun (N), which has a recharge amount of 1 and a recharge delay of 5, and apply a second Nano Pack to it, Shotgun (NN) will have a recharge amount of 1, and a recharge delay of 0. As long as you don't encounter non-recharge actions, you can endlessly fire similar to Nano-Shrapnel and Nanomanufacture assemblies, but you have room for 3 extra mods instead of just 1 after completing the assembly.

Double Nano Packs and Triple Nano Packs

Let's look into various hypothetical items that can be created as a non-assembly with multiple Nano Packs.

Combat Pistol (PPPBB) is generally the cheap option for an extremely strong Pistol, but some players opt to go with Nanomanufacture Combat Pistol (P) for infinite firing and a little less power. However, you can instead go with Combat Pistol (PPPNN) which gives both the higher power while also being infinitely firing too. Alternatively, you could also go with Combat Pistol (PNNSS) to be able to fire infinitely and cancel accuracy penalties of distance and darkness. With Son of a Gun x5 reducing firing speed to 0.1s exactly, the additional speed multipliers of being a Scout or being Berserk can cause you to get non-recharge actions, but the natural clip of 15 is also helpful if you're getting these.

Plasma Shotgun has unique properties with a shotgun blast dealing Plasma damage, but can be very ammo hungry and doesn't fit well with Nano-Shrapnel assembly. However, if you were to make Plasma Shotgun (NNNPP) or (NNNTT), it would be recharging 2 ammo after each shot taking 3, giving you a full 30 shots of continuous firing even in the worst case scenario. This weapon is incredibly powerful at destroying corpses, walls, and has the best shotgun blast type, having the best range, depth, and lowest damage reduction. Multiple Nano Packs can turn it into a solo weapon instead of just a support.

Nano-Shrapnel Super Shotgun (P) is often viewed as one of the god weapons of the game, giving 6d4x2 Piercing damage that can be endlessly fired. However, Super Shotgun (NNNPP) also provides infinite firing with recharge amount of 2 and recharge delay of 0, and while being Shrapnel damage instead of Piercing, it boasts a massive 10d4x2, which is significantly more powerful that Nano-Shrapnel Super Shotgun and other variants. You could also opt to go with (NNNTT) for even faster firing and still higher damage with 8d4x2.

Rocket Launcher (NNFFF) allows for 2 extra Firestorm Packs over Nanomanfacture Rocket Launcher (F), giving a much larger blast radius. With the non-assembly, multi Nano Pack build, the blast radius reaches a massive 10, able to blow up a giant portion of each floor, while also being able to be fired infinitely.

Nuclear BFG (NNNFF) gives a recharge amount of 4 and a recharge delay of 0, meaning you can fire a giant BFG ball every 10 actions and melt everything. It's not as massive as the radius from Biggest Fucking Gun, but you can fire the non-assembly variant pretty repetitively. You can also go with a regular BFG (NNNBB) to have a recharge amount of 2 and recharge delay of 0, but holding a clip of 169 cells, letting you fire 4 consecutive shots and then being able to recharge for more later.

Laser Rifle normally fires far too many shots, but with the Marine's Ammochain firing only 1 shot per burst, Laser Rifle (NNFFF) becomes infinitely firing like Nanomanufacture Laser Rifle (F), but shoots out 4 extra shots per burst, giving a giant increase in damage. With Triggerhappy x2 and Son of a Bitch x5, you'll get 13 shots per burst, which you can endlessly shoot, each doing 1d7 + 5, giving a maximum damage of 156 and average damage of 117 every time you press to shoot.

As you can see, many of these weapons are ridiculously powerful, but of course come at extremely high costs that likely are only obtainable during Angel of 100 and Archangel of 666 games.

Medical Armor

Because Onyx Pack exists for armors, Nano Packs are inferior as you can have infinite durability instead of recharging durability. However, there is one exception to this with Medical Armor, as the healing effect from it comes from durability. Onyx Packs don't technically make armors have infinite durability, but instead hide it and skip the check when taking damage. However, Medical Armor healing doesn't do this, so you can still have your Medical Armor (O) drop down to 1%.

A single Nano Pack will result in Medical Armor (N) with a recharge amount of 2 and recharge delay of 5, meaning that you can let the armor recharge after healing you, but you have to finish taking damage first before it kicks in. There is a way around this however, with Nanofiber Skin Armor assembly made with Medical Armor, essentially giving you a Medical Armor already having a recharge amount of 1 and recharge delay of 5, and then finishing the item with a Nano Pack, giving a recharge amount of 1 and recharge delay of 0. What this means is that as soon as you take damage, Medical Armor will heal you like normal, but also immediately restore 1 durability. If you were to continuously be taking 1 damage, you can then immediately heal 1 damage, and the armor will self-repair for the same amount. This means you can find a nice pool of acid to stand in and hypothetically take infinite damage, possibly leading to adverse effects as the variable for tracking damage taken might either cap off, or possibly roll over back to 0. This could be an alternative way to earn Iron Skull instead of using Vampyre as well.

Outro

Hopefully with this information, more players will understand better how Nano Packs work and consider making some of the hypothetical weapons possible if they're fortunate to find multiples. I've requested that the Medical Armor exploit be fixed in a future version, with an easy fix of Nanofiber Skin Armor having a recharge delay of 6, preventing the value from reaching 0.

 23 
 on: September 01, 2023, 03:11 
Started by Jasy4 - Last post by Kornel Kisielewicz
This was fixed, GOG version is behind, I'll try to make them push an update!

 24 
 on: September 01, 2023, 03:11 
Started by Vigilante - Last post by Kornel Kisielewicz
This was fixed, GOG version is behind, I'll try to make them push an update!

 25 
 on: September 01, 2023, 03:10 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
High time to start working on another release, don't you think?

There are some old changes in the repository that never were publicly tested, so I need a baseline BETA 1 tested to go further. Also this version includes changes to linux curses display (you'll need to compile it yourself to check it out). Changelog below.

DoomRL 0.9.9.8 BETA 1 Windows LQ

If you're not on Windows, you can always compile the development branch from github - find me on the Jupiter Hell discord if you need help with that!

Code: [Select]
0.9.9.8 BETA 1
[new] -- TR#307: description for badges and medals in mortem.txt
[new] -- TR#---: event added: darkness
[mod] -- TR#---: Nightmare no longer prevents saving
[mod] -- TR#---: animation engine upgrade
[mod] -- TR#294: targeting ranges use vision calculation and are locked to vision range unless the weapon specifies a different range (shark)
[mod] -- TR#310: character screen (@) shows dodge and knockback modifiers.
[mod] -- TR#---: Ao100 / AAo666 full wins now counted as such.
[mod] -- TR#---: AoOC retooled -- starting inventory changed.
[mod] -- TR#---: separte path support (separate data/score etc, esp on Linux)
[mod] -- TR#---: curses used on Linux instead of FPCVideo
[fix] -- TR#---: melee kills tracked properly AoLT and ArchAoLT now working as intended
[fix] -- TR#---: kills are only assigned to an item if the item was used to kill
[fix] -- TR#---: weapon OnKill is called only if weapon is used to kill the enemy
[fix] -- TR#154: plural items (boots) are now properly described on floor
[fix] -- TR#---: fixed mouse scrolling along map edges (shark)
[fix] -- TR#---: right click won't try to reload weapons that don't use ammo (shark)
[fix] -- TR#290: mouse targeting now respects missile range property and vision range (shark)
[fix] -- TR#290: targeting line has consistent coloring rules between console and graphics mode.
[fix] -- TR#303: SegFault from melee attacking during weapon restricted challenges fixed (shark)
[fix] -- TR#---: better timed explosion animations for weapons firing multiple shots (shark)
[fix] -- TR#---: pump action weapons that self charge or don't use ammo will allow 'r' to pump them (shark)
[fix] -- TR#---: Shottyman no longer move-reloads self charging weapons (shark)
[fix] -- TR#---: BFG10K has better scattering, and scatters at close range (shark)
[fix] -- TR#303: Fixed a crash caused by a weird interaction between the player's death, a nuke, and being OnAction hooks (shark)
[fix] -- TR#---: 'l'ooking no longer overwrites the last line of the message log (shark)
[fix] -- TR#---: Repeat level feeling command added (Shift-L by default) (shark)
[fix] -- TR#---: Hell's Armory/Deimos Lab can now generate a unique as its special item.
[fix] -- TR#311: Armory/Deimos Lab won't pick assemblies created in the current game as a schematic choice.
[fix] -- TR#---: MMB now properly performs both attacks always. (shark)
[fix] -- TR#---: Demons shouldn't freeze up any more.
[fix] -- TR#---: Vaults: Opened spaces no longer marked permanent.
[fix] -- TR#---: Deimos Lab: Schematic generation matches Armory rules.
[fix] -- TR#---: Military Base: Work around for graphics issues.
[fix] -- TR#---: Arch-Viles now take damage from acid/lava.
[fix] -- TR#---: Berserker trigger is based on Nominal HP (Iro/Marine will no longer affect it), still has minimum of 10 damage (for AoHu).
[fix] -- TR#309: AoOC now counts sacrifice and full wins properly.
[fix] -- TR#---: Technicians now get starting tech mod on challenges that were (incorrectly) removing it.

 26 
 on: August 31, 2023, 16:21 
Started by Icy - Last post by Icy
I agree with both buffs. It would help make it far more viable, wouldn't be game-breaking at all, would likely still be a mid-tier build as you said, and also isn't a dramatic change.

 27 
 on: August 31, 2023, 10:33 
Started by Icy - Last post by Omega Tyrant
So thinking of buffs for Survivalist, which is widely considered a very underwhelming mastery, and I found myself agreeing with the consensus after finally trying it for myself in a UV run. I find thinking of buffs to try making it competitive while keeping the idea of it intact to be tricky; as is, you could obviously just let it get Hellrunner or Son of a Bitch to make it a lot better, but the idea of the trait is you trade being an absolute tank for terrible offense. One old suggestion I found on this board was to make it guaranteed to reduce damage to 0 when you have strong enough defenses to do so, but I agreed with the replies to that thread that would have the potential to be broken under the right circumstances.

Now the proposed inherent 10% omni resistances for the Marine would definitely help Survivalist more than any of the other Marine masteries, though that on its own won't be enough. So after thinking it through, I propose the following buffs:

Reduce the required levels of Ironman from 3 to 2
Have Survivalist double the health recovery of Small Medkits and Small Health Globes

With the first buff, you will be able to get Survivalist a bit sooner, and can put off that third level of Ironman for getting other, better stuff. Especially helpful when Finesse and Whizkid are essentially a must to succeed with this mastery, which alongside Survivalist will currently take you until level 11 at minimum to get them all, really damn late just to get a build in a functional state. I'll also note the other general masteries (Gunrunner and Scavenger) only require five cumulative traits, so having Survivalist do the same would keep it consistent with them (and it's certainly not better enough than them to be a minimum level 7 mastery).

With the second buff, it'll help Survivalist better do its job of keeping you alive and give it a noticeable benefit in the mid game before you can get good enough armor to take advantage of the 0 damage perk, as well as still let it do something in the late game if you're unable to get good enough armor. This also helps give it an actual healing boon over Vampyre, which otherwise does the extreme damage tanking a whole lot better (and still usually would even with this buff). With all these buffs, Survivalist probably still wouldn't be more than mid at best (offense > pure defense will always be true in DRL after all), but I think it would make it reasonably viable, and give players that like tanking builds a legitimate alternative to Vampyre.

 28 
 on: August 31, 2023, 08:46 
Started by Vigilante - Last post by Vigilante
These new actions on rare tech stations: "Add ADV mod slot" and "Add ADV/EXO mod slots" don't actually cost anything at all, as long as there are enough charges to make them accessible you can execute them, but charges won't be actually spent.
(Version 1.7, from GOG)

 29 
 on: August 29, 2023, 17:23 
Started by Icy - Last post by Icy
I can agree with all of that.

 30 
 on: August 29, 2023, 07:41 
Started by Icy - Last post by Omega Tyrant
On the talk of nerfing Inquisitor Set, I do stand by what I said earlier about it, but I do think Nyarlaptotep's Boots and Malek's Armor themselves could receive a slight nerf. I would reduce their movement speed from +25% to +20%, as well as decrease their generation weight from 3 to 2.

With Nyarlaptotep's Boots, on their own they clearly outclass all other boots. With +25% speed, they're as fast as A-modded Tactical Boots and A-modded Phaseshift Boots, except while those boots have no protection and average protection respectively, the Laptop Boots have as much protection as you can get without having full fluid immunity (with them reducing acid damage to 1 and lava damage to 2, which then gets reduced to 1 when running or if you have any TaN investment). If you find them and can't or aren't making Antigrav Boots, you have no reason to not wear them unless you can complete the Phaseshift set (which has its own limitations, as you'll have to wear defensively mediocre armor unless you take a big sacrifice in mobility by making Cerberus Phaseshift Armor). If you reduce it to +20%, there would at least be an argument for wearing the other boots without having to make Antigrav Boots, and you would no longer get the absolute best of non-Antigrav movement speed and non-immunity fluid protection in a single pair of boots.

As for Malek's Armor, it doesn't egregiously outclass other armors on its own, with quite a few being better defensively. But still, the only armors that can match or exceed its movement bonus are Phaseshift Armor, Duelist Armor, and A-modded Tactical Armor, none of which come close defensively without using the former two in the very expensive and hard committal Nanofiber Skin and Cybernano Armor assemblies. AP Energy-shielded Vest does boost movement too while outclassing Malek's Armor defensively, but Malek's Armor still beats the Vest's movement bonus by a solid 10% and has inherent regeneration without the need for any rare mods, before even considering the potential of the Inquisitor Set (and that regeneration has no catch, unlike Lava Armor and Necro Armor). As a single piece, it combines mobility and protection in a way that no other armor does without other rare finds and heavy investment. Reducing its movement speed to +20% would keep it inline with the Laptop Boots after its proposed nerf, and make it not as much ahead of other armors without any investment. You could probably justify nerfing the speed of both to +15%, but I do like to be cautious with nerfing, and they are uniques still, so I would be fine with +20%.

As for the generation weight, at 3 each, they're currently among the more common uniques, despite both being clearly among the best uniques and being highly desirable equipment for virtually any build. They do have one of the latest spawn depths (not spawning until floor 15), but that is still overly common for such strong equipment, and so a generation weight of 2 would be more fitting. On another note, I would bump the Medical Powerarmor's generation weight to 3; even with its proposed buffs it still wouldn't be amazing, so it should be one of the more common uniques.

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