- August 31, 2024, 19:35
- 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.
Pages: [1]
1
Requests For Features / Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: August 08, 2024, 19:19 »
With 0.9.9.8 officially released, many of the suggestions in this compilation suggestions thread for 0.9.9.8 have been implemented. So at Kornel's suggestion, I'm starting up a new compilation thread for 0.9.9.9, to start a fresh thread and to have a better organized OP that doesn't cover all the stuff that was already implemented or formally rejected, as well as to cover new suggestions.
I'll be maintaining this thread in Icy's absence, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, I would recommend reading Icy's OP in the aforementioned linked thread, consider the feasibility of being able to implement the suggestion, and backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge team, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.
Changes
This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an X in its box means it has been implemented, a suggestion marked with ~ means it has been partially implemented, and a suggestion that is struck through has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.
Bugs/Exploits/Fixes
[?] Bug: If a former is killed out of vision by something other than you, an error message may pop up stating it failed an attempt to call a table value. This most commonly occurs when a Former Sergeant shoots a barrel and kills himself. (An attempt was made to fix this in the latest hotfix, but it requires thorough testing to confirm that it worked) 1
[ ] Bug: In armor and boots assemblies that require a Technical Mod, if the Technical Mod is applied before completing the assembly, the Technical Mod's resistance boosts will stack onto the assembly's resistances, making assemblies like Fireproof Armor more powerful than intended. 1
[ ] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. 1
[ ] Bug: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1
[ ] Bug: When initiating a rocket jump, the targeting cursor can extend beyond immediately adjacent tiles, despite rocket jumping only being able to hit immediately adjacent tiles (in previous versions, the game wouldn't let you extend targeting beyond this range). Additionally when initiating a rocket jump with enemies onscreen, the targeting cursor will default onto an enemy, forcing you to move it back to an adjacent tile to rocket jump. 1
[ ] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1
[ ] Bug: The Dragonslayer's permanent berserk isn't working (haven't actually verified if this is still true in the official 0.9.9.8 release but I haven't seen it in any changes addressing it on #forge-git since it was reported). 1
[ ] Bug: Non-lava fluids are supposed to be able to appear in A100/666 beyond floor 30 for greater level variety, but you still only encounter lava except for in specific level types/events/features that could already have water and acid appear.
[ ] Bug: Explosive projectiles can go through the outer the walls without exploding from certain angles. (Needs more thorough testing to fully identify how this bug works). 1
[X] Bug: When booting up the game, the loading bar will stretch beyond the screen.
[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava (this may have been fixed in a previous version, neither I nor Icy have ever experienced this and I haven't seen any reports of it in 0.9.9.8 nor 0.9.9.7). 1
[ ] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1
[ ] Exploit: Medical Armor in Nanofiber Skin Armor (N) can allow the player to take 1 damage and immediately heal it. Since this can be done infinitely, it may cause an issue if the total damage value reaches the highest possible. A suggested fix is changing the recharge delay of Nanofiber Skin Armor to 6 so that it can never reach 0. 1
[X] Fix: The Unlock All option doesn't unlock the harder difficulties.
[ ] Fix: When the Apostle spawns on the final floor of A100/A666, the ability to see all enemies immediately activates since all enemies technically die when you first enter the floor. Given this is supposed to be a boss fight, this mechanic should be disabled when the Apostle spawns like it is for boss levels. 1
[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.
[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. Additionally, the ending mortem says you "finally completed 100 floors of torture". 1 2
[X] Fix: Elite Former Captains erroneously didn't get the melee damage buff that all the other Elite Formers got. 1
[X] Fix: Nightmare Imps erroneously had two different speed values applied to them. 1
[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1
[X] Fix: The player's sprite does not update properly when armor is destroyed. 1
[X] Fix: In the ASCII version, the cursor for the look command does not show and the targeting cursor blends in the invulnerability overlay. 1
[X] Fix: Music resets to max volume regardless of setting whenever booting up the game or entering a new floor.
[ ] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors (this might be too technically difficult to implement). 1 2
Traits
[ ] Nerf Hellrunner's dodging bonus to +10% per level (needs discussion). 1
[ ] Nerf Vampyre (needs discussion). Some ideas include increasing its prerequisites, disallowing Vampyre from healing beyond 100%, and/or prevent the resistances of berserk from stacking with the resistances of the Marine. 1
[ ] Buff Entrenchment (needs discussion). Some ideas include increasing the resistance bonuses to +50% when chain firing, granting +20% to all resistances when just equipping a chain firing weapon, and some means to allow chain firing longer (such as reduce ammo consumption when chain firing or instant reloading when your clip runs out during chain firing). Alternatively, Entrenchment could be replaced with an entirely new mastery, a la Running Man -> Gunrunner in 0.9.9.7 1
[ ] Give Bullet Dance the additional perk of reloading faster when dual gunning. 1
[ ] Give Fireangel an additional offensive-based perk (needs discussion). One possible idea is when using rocket-based weapons, each shot will get +2 dice in damage calculation. 1
[ ] Buff Gun Kata to have an instant Pistol attack after dodging instead of it being near-instant. Also consider letting it apply Dodgemaster to all enemy projectiles inbetween moves (needs discussion). 1
[ ] Change Gunrunner's prerequisite of Juggler to Finesse 2. 1
Equipment and other Items
[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2
[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3
[ ] Frag Shotgun needs farther buffs. One idea to make it standout is to change its damage to 6d3 and decrease its firing speed to 0.5 seconds. Additionally allow it to spawn sooner and be less rare (such as a depth of 10 and weight of 3). 1 2
[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1
[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 2
[ ] Increase the Mjollnir's generation rate to 2 or 3. 2 3
[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2). 1
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 1
[ ] Change Nano-shrapnel to a master assembly, with an assembly requirement of PPPN or PPTN. 1
[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. They can keep the +10% plasma resistance as well if the proposed blood fluid is added and utilizes plasma damage. 1
[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1
[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, and a Sniper mod will give them the autohit property. 1
[ ] When a third Sniper Mod is applied to a ranged weapon, have it give the autohit property instead of doing nothing. 1
Enemies
[ ] Add sounds for Nightmare enemies, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2
[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2
[ ] Make Cacodemons and Nightmare Cacodemons more aggressive in their attack frequency. Possibly also consider buffing Nightmare Cacodemons to hit slightly harder. (needs discussion) 1
[ ] Farther buff all Elite Formers by increasing their melee accuracy. 1
[ ] Farther buff the Nightmare Archvile by increasing its attack's explosion radius to 2, matching the Arena Master's explosion radius. 1
[ ] Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+. 1
[ ] Lower the Shambler's spawning depth in A100/666 to 70+. 1
[ ] Increase the Lava Elemental's generation weight to 2 or 3 so it isn't so uncommon in deep levels of A100/666. 1
[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7
[ ] Buff the Apostle to have 500 HP and always teleport after being hit. Also kill all enemies and end the game when it dies like JC. 1 2 3 4
[ ] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6
Special levels
[ ] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1
[ ] Allow Hell's Arena to have both different rewards and different enemies depending on challenge. Dual challenges would use the harder set. 1 2 3
[ ] Make Military Base more difficult as it's still much easier than Phobos Lab. One idea is removing its Tracking Map on UV and N! difficulties. Another idea is if the "patrol" AI flag is added to the game, it could be applied to enemies here so the player cannot rely on camping at the start to kill everything. (Needs discussion) 1
[ ] Change how Schematics drops in Hell's Armory/Deimos Lab work, so that players do not miss out on a rare mod because of them and so each run is truly independent (can probably just have them drop separately from the rare mods). 1 2 3 4
[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2
[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains. What to replace it with needs discussion, but one idea is that it can instead be a random guaranteed exotic non-BFG ranged weapon, to make these levels potentially more appropriately rewarding. 1
[ ] In City of Skulls, replace the lever with a horizontal coordinate trap, so that it isn't free to run through. Also extend the middle pillars to go all the way up to the top and bottom of the screen, so that the player is forced to be between the pillars when the trap activates. 1 2
[ ] Define a default song to play for House Of Pain in the music.lua file, so that it doesn't play a random song at default that will likely be unfitting. Suggestions for the song to use are either Sign Of Evil (i.e. E1M8's track) or Dark Secrets (i.e. The Vaults' track).
[ ] Make Unholy Cathedral more difficult (needs discussion). Current suggestion is increasing the Demon count on HMP to match current UV/N!, then replacing half of them with their Nightmare versions on UV, and replacing all of them with their Nightmare versions on N!. 1
[ ] Prevent being able to teleport into the "mountain" on Mt. Erebus, so that the player does not end up potentially softlocked 1 2 3 4
[ ] Make Mt. Erebus more difficult (needs discussion). Some ideas include adding Cacodemons separately from Lost Souls/Pain Elementals (and then replacing them with their Nightmare versions on UV/N!), increasing the number of Revenants and Mancubi on UV/N! (or possibly even replacing them with Nightmare versions if they're added to the game), and/or having to fight two Lava Elementals as the boss fight instead of one. 1
Miscellaneous
[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4
[ ] High scores mostly devolve into playing Archangel of 666 and aren't really used. Perhaps they should be changed (needs discussion). 1
[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1
I'll be maintaining this thread in Icy's absence, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, I would recommend reading Icy's OP in the aforementioned linked thread, consider the feasibility of being able to implement the suggestion, and backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge team, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.
Changes
This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an X in its box means it has been implemented, a suggestion marked with ~ means it has been partially implemented, and a suggestion that is struck through has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.
Bugs/Exploits/Fixes
[?] Bug: If a former is killed out of vision by something other than you, an error message may pop up stating it failed an attempt to call a table value. This most commonly occurs when a Former Sergeant shoots a barrel and kills himself. (An attempt was made to fix this in the latest hotfix, but it requires thorough testing to confirm that it worked) 1
[ ] Bug: In armor and boots assemblies that require a Technical Mod, if the Technical Mod is applied before completing the assembly, the Technical Mod's resistance boosts will stack onto the assembly's resistances, making assemblies like Fireproof Armor more powerful than intended. 1
[ ] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. 1
[ ] Bug: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1
[ ] Bug: When initiating a rocket jump, the targeting cursor can extend beyond immediately adjacent tiles, despite rocket jumping only being able to hit immediately adjacent tiles (in previous versions, the game wouldn't let you extend targeting beyond this range). Additionally when initiating a rocket jump with enemies onscreen, the targeting cursor will default onto an enemy, forcing you to move it back to an adjacent tile to rocket jump. 1
[ ] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1
[ ] Bug: The Dragonslayer's permanent berserk isn't working (haven't actually verified if this is still true in the official 0.9.9.8 release but I haven't seen it in any changes addressing it on #forge-git since it was reported). 1
[ ] Bug: Non-lava fluids are supposed to be able to appear in A100/666 beyond floor 30 for greater level variety, but you still only encounter lava except for in specific level types/events/features that could already have water and acid appear.
[ ] Bug: Explosive projectiles can go through the outer the walls without exploding from certain angles. (Needs more thorough testing to fully identify how this bug works). 1
[X] Bug: When booting up the game, the loading bar will stretch beyond the screen.
[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava (this may have been fixed in a previous version, neither I nor Icy have ever experienced this and I haven't seen any reports of it in 0.9.9.8 nor 0.9.9.7). 1
[ ] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1
[ ] Exploit: Medical Armor in Nanofiber Skin Armor (N) can allow the player to take 1 damage and immediately heal it. Since this can be done infinitely, it may cause an issue if the total damage value reaches the highest possible. A suggested fix is changing the recharge delay of Nanofiber Skin Armor to 6 so that it can never reach 0. 1
[X] Fix: The Unlock All option doesn't unlock the harder difficulties.
[ ] Fix: When the Apostle spawns on the final floor of A100/A666, the ability to see all enemies immediately activates since all enemies technically die when you first enter the floor. Given this is supposed to be a boss fight, this mechanic should be disabled when the Apostle spawns like it is for boss levels. 1
[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.
[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. Additionally, the ending mortem says you "finally completed 100 floors of torture". 1 2
[X] Fix: Elite Former Captains erroneously didn't get the melee damage buff that all the other Elite Formers got. 1
[X] Fix: Nightmare Imps erroneously had two different speed values applied to them. 1
[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1
[X] Fix: The player's sprite does not update properly when armor is destroyed. 1
[X] Fix: In the ASCII version, the cursor for the look command does not show and the targeting cursor blends in the invulnerability overlay. 1
[X] Fix: Music resets to max volume regardless of setting whenever booting up the game or entering a new floor.
[ ] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors (this might be too technically difficult to implement). 1 2
Traits
[ ] Nerf Hellrunner's dodging bonus to +10% per level (needs discussion). 1
[ ] Nerf Vampyre (needs discussion). Some ideas include increasing its prerequisites, disallowing Vampyre from healing beyond 100%, and/or prevent the resistances of berserk from stacking with the resistances of the Marine. 1
[ ] Buff Entrenchment (needs discussion). Some ideas include increasing the resistance bonuses to +50% when chain firing, granting +20% to all resistances when just equipping a chain firing weapon, and some means to allow chain firing longer (such as reduce ammo consumption when chain firing or instant reloading when your clip runs out during chain firing). Alternatively, Entrenchment could be replaced with an entirely new mastery, a la Running Man -> Gunrunner in 0.9.9.7 1
[ ] Give Bullet Dance the additional perk of reloading faster when dual gunning. 1
[ ] Give Fireangel an additional offensive-based perk (needs discussion). One possible idea is when using rocket-based weapons, each shot will get +2 dice in damage calculation. 1
[ ] Buff Gun Kata to have an instant Pistol attack after dodging instead of it being near-instant. Also consider letting it apply Dodgemaster to all enemy projectiles inbetween moves (needs discussion). 1
[ ] Change Gunrunner's prerequisite of Juggler to Finesse 2. 1
Equipment and other Items
[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2
[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3
[ ] Frag Shotgun needs farther buffs. One idea to make it standout is to change its damage to 6d3 and decrease its firing speed to 0.5 seconds. Additionally allow it to spawn sooner and be less rare (such as a depth of 10 and weight of 3). 1 2
[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1
[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 2
[ ] Increase the Mjollnir's generation rate to 2 or 3. 2 3
[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2). 1
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 1
[ ] Change Nano-shrapnel to a master assembly, with an assembly requirement of PPPN or PPTN. 1
[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. They can keep the +10% plasma resistance as well if the proposed blood fluid is added and utilizes plasma damage. 1
[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1
[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, and a Sniper mod will give them the autohit property. 1
[ ] When a third Sniper Mod is applied to a ranged weapon, have it give the autohit property instead of doing nothing. 1
Enemies
[ ] Add sounds for Nightmare enemies, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2
[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2
[ ] Make Cacodemons and Nightmare Cacodemons more aggressive in their attack frequency. Possibly also consider buffing Nightmare Cacodemons to hit slightly harder. (needs discussion) 1
[ ] Farther buff all Elite Formers by increasing their melee accuracy. 1
[ ] Farther buff the Nightmare Archvile by increasing its attack's explosion radius to 2, matching the Arena Master's explosion radius. 1
[ ] Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+. 1
[ ] Lower the Shambler's spawning depth in A100/666 to 70+. 1
[ ] Increase the Lava Elemental's generation weight to 2 or 3 so it isn't so uncommon in deep levels of A100/666. 1
[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7
[ ] Buff the Apostle to have 500 HP and always teleport after being hit. Also kill all enemies and end the game when it dies like JC. 1 2 3 4
[ ] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6
Special levels
[ ] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1
[ ] Allow Hell's Arena to have both different rewards and different enemies depending on challenge. Dual challenges would use the harder set. 1 2 3
[ ] Make Military Base more difficult as it's still much easier than Phobos Lab. One idea is removing its Tracking Map on UV and N! difficulties. Another idea is if the "patrol" AI flag is added to the game, it could be applied to enemies here so the player cannot rely on camping at the start to kill everything. (Needs discussion) 1
[ ] Change how Schematics drops in Hell's Armory/Deimos Lab work, so that players do not miss out on a rare mod because of them and so each run is truly independent (can probably just have them drop separately from the rare mods). 1 2 3 4
[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2
[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains. What to replace it with needs discussion, but one idea is that it can instead be a random guaranteed exotic non-BFG ranged weapon, to make these levels potentially more appropriately rewarding. 1
[ ] In City of Skulls, replace the lever with a horizontal coordinate trap, so that it isn't free to run through. Also extend the middle pillars to go all the way up to the top and bottom of the screen, so that the player is forced to be between the pillars when the trap activates. 1 2
[ ] Define a default song to play for House Of Pain in the music.lua file, so that it doesn't play a random song at default that will likely be unfitting. Suggestions for the song to use are either Sign Of Evil (i.e. E1M8's track) or Dark Secrets (i.e. The Vaults' track).
[ ] Make Unholy Cathedral more difficult (needs discussion). Current suggestion is increasing the Demon count on HMP to match current UV/N!, then replacing half of them with their Nightmare versions on UV, and replacing all of them with their Nightmare versions on N!. 1
[ ] Prevent being able to teleport into the "mountain" on Mt. Erebus, so that the player does not end up potentially softlocked 1 2 3 4
[ ] Make Mt. Erebus more difficult (needs discussion). Some ideas include adding Cacodemons separately from Lost Souls/Pain Elementals (and then replacing them with their Nightmare versions on UV/N!), increasing the number of Revenants and Mancubi on UV/N! (or possibly even replacing them with Nightmare versions if they're added to the game), and/or having to fight two Lava Elementals as the boss fight instead of one. 1
Miscellaneous
[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4
[ ] High scores mostly devolve into playing Archangel of 666 and aren't really used. Perhaps they should be changed (needs discussion). 1
[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1
2
Post Mortem / [U|AoI|100%|YAVP] Eagerness Platinum with Gunrunner
« on: August 26, 2023, 06:47 »
Eagerness Platinum was the last Platinum badge I could get without playing Nightmare, so I went and finally got it. Also took the opportunity to try out Gunrunner, which I have never used before. The run went pretty smoothly without much bumps. Hell's Armory got a bit dicey when I was below 50% health before the Shambler was released and I didn't have Gunrunner yet, but through careful maneuvering between the buildings, I was able to kill it without getting hit. Then Armory had an Onyx mod, which I used to make the uncommon Lava Boots since I was blocked out of Whizkid and the Tower Shield sucks, allowing me to get the Armory's Supercharge. Those Lava boots would prove very clutch later, as Hell had a lot of annoying lava rivers that I was able to just ignore. Also found a Nano mod shortly after Armory, which had a Super Shotty as well, but too bad Gunrunner blocks Whizkid, so I just went for Power Red Armor instead of being able to make the rest of the game free. Spider's Lair was a bit concerning with no medits for backup, but it didn't get too dicey with some careful play. Mortuary I was iffy on with no skulls nor guaranteed medkits on me, but it actually was one of the easiest UV Mortuary runs I had yet, Gunrunner could handle it pretty damn well. And then since I had Lava Boots and Power Red Armor, Mt. Erebus was free (while I also found out that the Lava Element gives you a full heal, so that's nice to know). Unfortunately no Invuln spawned on the penultimate floor, so no full win, but it was funny just being able to run at the Mastermind and repeatedly flinching it with the BFG and Super Shotty, getting me a free damageless win on it.
I sorta regret not taking Brute after Gunrunner, as with the Shielded Armor, I could have easily done Cathedral if I did and so had the rare opportunity to get a UV AoI Conqueror. The later game though maybe could have gotten gnarly if I delayed Intuition and more Finesse + Hellrunner on top of losing 20 max HP to clear The Vaults with the Scythe, so perhaps it was for the best.
Overall Gunrunner was pretty fun when it works how you want it to, but having no control over the automatic firing when running could be annoying. That, alongside the severe Whizkid block, significant additional investment needed (Shottyman is practically necessary despite not being a prerequisite), and the limitation of only working when running, hinders it greatly, but it is usable. I could have just went with Shottyhead, which was available at the same time after I went for Shottyman before Gunrunner, but things would get boring if I keep picking Shottyhead all the time. I would still put Gunrunner above Gun Kata though among the Scout masteries, at least the investment it requires to get going isn't as absurd as what Gun Kata needs.
Also really hoping 0.9.9.8 lets Juggler work with any weapon swapping, it gets annoying have to exit out so much to modify my keybindings to use it with exotic/unique weapons. Anyway here is the mortem:
I sorta regret not taking Brute after Gunrunner, as with the Shielded Armor, I could have easily done Cathedral if I did and so had the rare opportunity to get a UV AoI Conqueror. The later game though maybe could have gotten gnarly if I delayed Intuition and more Finesse + Hellrunner on top of losing 20 max HP to clear The Vaults with the Scythe, so perhaps it was for the best.
Overall Gunrunner was pretty fun when it works how you want it to, but having no control over the automatic firing when running could be annoying. That, alongside the severe Whizkid block, significant additional investment needed (Shottyman is practically necessary despite not being a prerequisite), and the limitation of only working when running, hinders it greatly, but it is usable. I could have just went with Shottyhead, which was available at the same time after I went for Shottyman before Gunrunner, but things would get boring if I keep picking Shottyhead all the time. I would still put Gunrunner above Gun Kata though among the Scout masteries, at least the investment it requires to get going isn't as absurd as what Gun Kata needs.
Also really hoping 0.9.9.8 lets Juggler work with any weapon swapping, it gets annoying have to exit out so much to modify my keybindings to use it with exotic/unique weapons. Anyway here is the mortem:
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
IMPATIENCE, level 15 Cyberdemon General Scout,
defeated the Mastermind at the City of Dis.
He survived 401211 turns and scored 360464 points.
He played for 3 hours, 37 minutes and 9 seconds.
He was a man of Ultra-Violence!
He killed 1508 out of 1508 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Impatience!
He saved himself 5 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 9
Levels completed : 9
-- Awards ----------------------------------------------------
Cyberdemon's Head
Mastermind's Brain
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Armorer Badge
Chessmaster's Token
Hell Champion Medal
Eagerness Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
######................................#####################
#####...............####...............####################
####.......####.....####.....####.......###################
###........####.....####........#........##################
##.........####.....####..................#################
#..........####............................################
............................................###############
....####.............................###....###############
...&####..............................##....###############
....####..............................##....###############
....####...............................#....###############
............................................###############
#..........####............................################
##.........####.....#.........X...........#################
###........####.....#........%...........##################
####.......####.....##..................###################
#####...............##.................####################
######................................#####################
###########################################################
-- Statistics ------------------------------------------------
Health 115/60 Experience 114518/15
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Finesse (Level 3)
Hellrunner (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Intuition (Level 2)
Shottyman (Level 1)
Gunrunner (Level 1)
HR->HR->Rel->Fin->Jug->Rel->SM->DM->MGr->Int->Int->HR->Fin->Fin->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] plasma shield [0/0] (100%)
[b] [ Weapon ] super shotgun (9d4)x2 [0/2] (P1)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] elephant gun (12d3) [1/1]
[b] tactical shotgun (8d3) [5/5]
[c] rocket launcher (6d6) [1/1] (T1)
[d] laser rifle (1d7)x5 [40/40] (T1)
[e] missile launcher (6d7) [4/4] (P1)
[f] nuclear BFG 9000 (8d6) [40/40]
[g] BFG 9000 (10d6) [10/130] (B1)
[h] powered red armor [5/5] (100%)
[i] Angelic Armor [7/7] (100%)
[j] chainsaw (5d6) (B)
[k] shotgun shell (x54)
[l] shotgun shell (x70)
[m] shotgun shell (x70)
[n] shotgun shell (x70)
[o] rocket (x14)
[p] rocket (x14)
[q] rocket (x14)
[r] rocket (x14)
[s] power cell (x70)
[t] power cell (x70)
[u] lava protective boots [2]
[v] shell box (x95)
-- Resistances -----------------------------------------------
Plasma - internal 0% torso 95% feet 0%
-- Kills -----------------------------------------------------
110 former humans
80 former sergeants
56 former captains
161 imps
51 demons
665 lost souls
64 cacodemons
28 hell knights
57 barons of hell
42 arachnotrons
15 former commandos
61 pain elementals
34 revenants
26 mancubi
31 arch-viles
7 elite former humans
5 elite former sergeants
5 elite former captains
2 elite former commandos
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- 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.
He defeated the Hell Arena Master!
On level 5 he found the Arena Master's Staff!
On level 7 he marched into the Military Base.
On level 7 he assembled a tactical boots!
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a elephant gun!
On level 9 he assembled a lava boots!
He destroyed the evil within and reaped the rewards!
On level 10 he assembled a power armor!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the Shielded Armor!
On level 12 he assembled a fireproof armor!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he assembled a tactical shotgun!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 18 he found the Berserker Armor!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
Level 21 blasted him with an unholy atmosphere!
On level 22 he found the Cybernetic Armor!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
You quickly reload the BFG 9000. Your power battery is depleted.
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
You prepare the super shotgun instantly!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind dies. Congratulations! You defeated the Spider
Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
186 brave souls have ventured into Phobos:
69 of those were killed.
48 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
63 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
32 killed the bitch and survived.
25 showed that it can outsmart Hell itself.
--------------------------------------------------------------
3
Post Mortem / [U|AoRA|100%|YAFW] Quartermaster Diamond with Blademaster and no AoMC
« on: August 01, 2023, 01:16 »
When looking at the people who got Quartermaster Diamond according to the Badge Hunters thread, I noticed all but one (papilio's run) that were listed got it by combining it with Angel of Max Carnage. This inspired me to do it the "pure" way. Also since I usually play really campy and will willingly hit wait -> run for minutes on end to get a single enemy to walk into my vision, I wanted to try this challenge that will force me to play aggressively.
So first thing was deciding the build. I know Gunrunner is popular for this badge and papilio used it for his pure AoRA Quartermaster Diamond, but I had some major problems with it. For Gunrunner to be effective required getting Shottyman, so the build wouldn't truly come online until level 9 at minimum, and that's if I don't make a detour for Intuition, otherwise it would take all the way until level 11 to get everything, by which point I would be through most of the game already (I certainly wouldn't be able to safely handle most of the special levels with the incomplete Gunrunner build to get there faster). Papilio's run apparently did it without Intuition until late into the game, I don't know how he did it but I found Intuition too important to hold off, not only for finding enemies quickly but to also ensure I don't walk into enemy fire; with no time to camp, I really needed to know where enemies were to avoid taking too much damage. I also considered Cateye, which I used to get Quartermaster Gold on HNTR long ago, but for finding enemies, Intuition was usually enough, and rapid fire weapons are crappy at taking out the groups of enemies you often fight on UV. Additionally with no AoMC, I would have to spend levels in Eagle Eye rather than being able to speed myself up. This decision got solidified when I went to finally get Skull Silver a couple weeks ago and was trying Cateye, only to get frustrated with it even on just HNTR, with runs failing without me even reaching City of Skulls/Abyssal Plains, leading me to instead try Blademaster, which worked wonderfully and got me the idea to try it here.
So for the build strategy. First two levels I go straight to Intuition 2, immediately knowing powerup locations and the effectively enhanced vision to find enemies was imperative. Additionally this will delay Blademaster to just level 9, which I can get around the middle of the game, maybe even slightly sooner, quite a bit more workable than Gunrunner. After that I take the first level of Hellrunner, when that's essential for AoRA for obvious reasons and Brute is a dead level this early. After that I go for the two levels of Brute and Berserker however; that second level of Hellrunner would be really nice, but I'm approaching the Chained Court at this point, so I need Brute to effectively use the Chainsaw and Berserker itself is crucial. After Berserker, I go for the second level of Hellrunner, then the third level of Brute, and finally get Blademaster at level 9. Finesse and Whizkid came after for the extra attacking speed and some helpful assemblies.
Another part of the strategy was abusing Berserker to keep myself frequently berserked to do everything much faster. With the base 50 HP, you can reliably berserk yourself by blowing up a rocket in your face, and with good fire resistant armor, you can be taking as low as 1 HP in exchange for 20 actions of berserk, letting you blitz through levels. Combined with Blademaster and the Scythe, I'm able to clear out lategame levels in little over a minute, even when they have vaults with lots of extra enemies. Of course getting to that point wasn't easy, most runs just die in Phobos that I didn't Q+Y on, and by having to spend levels on Brute instead of getting Finesse, SoB, the second level of Hellrunner sooner, or even Reloader, those later Phobos floors got tough when I was still primarily using a Shotgun. Many floors just weren't winnable, but I was happy to exchange a tougher Phobos for ensuring the second half of the game would be a cinch, I would rather keep losing 15-30 minutes of work in Phobos than to lose an hour or two in late Deimos or Hell. Making it past Phobos though didn't guarantee victory; I would still be a few levels away from Blademaster, and indeed I have had quite a few runs die in early Deimos, two making it as far as Deimos 4 and no Blademaster still by that point (the first of those runs I lost from me missing a 98% hit on a Baron in melee when we were both near death and I still had medkits left, the other died when a lone enemy got lost in a maze that I couldn't find in time, while that first run I still also had no Rocket Launcher, and the second wouldn't just give me any armor). Finally after over 30 attempts that I didn't Q+Y near the start on, it came together...
The first couple floors were uneventful, as was Hell's Arena, where I did my usual strat of clearing two waves and running out. I found I could semi-reliably clear two waves in Hell's Arena, nice to get some extra EXP (enough to get me an extra level early on) as well as a large medkit and maybe a small medkit (if the RNG spawns it in a place I could still pick it up). Usually fully clearing it wasn't viable, and the couple times I possibly could I still declined; getting the guaranteed Rocket Launcher would be really nice (which was crucial for my strategy and the RNG was unkind with spawning them randomly, with most of my runs that made it to Deimos never finding one), but I really wanted the easy Chained Court, as I obviously needed the Chainsaw and wanted those two mods, while UnChained Court didn't seem viable without a big medkit expenditure and maybe still not even then. Speaking of the Chained Court, that went easy as always, but I also got an agility mod, great for speeding my boots up, and a power mod, which I found to be really helpful on the Shotgun for more reliably one-shotting formers and Imps, while also often saving me a shot on bigger demons (and increasing the likelihood that they don't get to me). Normally I would save the power mod for a Tactical Shotgun, but with no Phobos Lab/Military Base, I might not find a Combat Shotgun for several more levels and so learned the immediate utility with the P-modded Shotgun is better (and indeed I wouldn't find a Combat Shotgun this run until very late into the game). Shortly later on floor 6, I would find a Technical mod, which I wanted most on my Chainsaw (I initially would Bulk mod it before, but later found the faster attacking speed is more useful, as it would increase the likelihood of killing things without getting hit and would help activate Berserker quicker, especially important against strong melee enemies like Barons). Floor 7 gave me an easy Pinky/Caco cave, and I always skip Phobos Lab and Military Base; fuck trying to deal with the Nightmare Demons on a time limit, and the latter has so many enemies while the Elite Formers are actually dangerous when you can't just camp them, on top of both also having a ton of required running around and it being very easy for enemies to get lost wandering around in them. Then came Phobos Anomaly; the strategy here was trigger the ambush, run back to the starting room, then berserk Chainsaw through everything and heal back up with one of health globes. Then with the Bruisers, after triggering them, I would retreat to the halfway doorway and wait for them, as there the second one wouldn't be able to attack me at an awkward angle, then berserk Chainsaw through them and retreat back to the second health globe to heal up, with more than enough time to do so.
Then came Deimos, most runs don't make it this far, and while I had no Rocket Launcher yet, I did have several medkits, phase devices, and my Red Armor fully intact, so it was looking promising. First Deimos floor was a maze, which could have been really bad... but a group of Pinkies spawned right next to the start, so I was able to quickly get berserked and run through much of the level, including taking out several potentially troublesome Barons with little time and health lost. After clearing out the floor, I saw I got Hell's Armory, which was great! I have cleared Deimos Lab in a prior run before, but only because I had a Homing Phase and I couldn't grab any of the mods, which would be the likely case in any attempt as enemies get lost too easily in it. While I spent a few medkits in the Armory, it had not only a Super Shotgun, but a Nano Mod, making it more than worth it. The first thought is making a Nano Super Shotgun or a Nanomachic Rocket Launcher or Antigrav Boots, but I decided to go with the unsung Power Red Armor. First, I didn't even have Blademaster yet and was still levels away from being able to get Whizkid, what good would saving up for one of those assemblies be if I end up dying before I could get them? Second, as a melee build that will be rocket jumping and blowing myself up for berserk while time is of the essence, an armor with great fire resistance, melee resistance, no movement penalty, and regenerating durability was really ideal, even with its knockback resistance nerfing rocket jumping. Then in the second floor of Deimos, I not only found a Rocket Launcher immediately, ensuring I wouldn't be deprived of this vital weapon, but I also found this...
A second nano mod, this early? This run went from very promising to being the run. The first thought was making a Nano Super Shotgun or Antigrav Boots, but I decided I would save up for the Nanomachic Rocket Launcher, as I believed an infinite Rocket Launcher would work best with my strat here. Of course it would take several more levels before I could make it still, so the game wasn't exactly won yet. Up then came Containment Area, my initial plan was to clear it out without triggering the ambush for the extra EXP, rocket box, and maybe something nice from the crates. However I did get Blademaster by this point and decided to go all the way with it, which went without a hitch. Then came City Of Skulls, which with Blademaster, was still very easy to clear on UV with multiple minutes to spare (I would have skipped Abyssal Plains though, as it would be too easy for enemies to get lost wandering around in circles). The luck with special levels didn't stop there, as I then got Halls Of Carnage; Spider's Lair would have concerned me as a melee build that would need to camp to not get shredded, but Halls of Carnage you need to beat fast anyway and so it was no different (just needed to make damn sure none of the Lost Souls escaped the central room before progressing). Later half Deimos was easy even with just a T-modded Chainsaw still for my melee weapon, one floor got a little iffy when it had a bunch of napalm barrels and a couple enemies got lost near the end. Probably could have still found them in time but there was an Invulnerability, so I just camped it until the end, grabbed it, and then used rocket jumping to also take it with me to the next floor.
The Cyberdemon went down easy, the first floor of Hell was easy, and then came the Cathedral, which was free as usual for a melee build, where I got the Scythe and the game was essentially won, compounded farther when I finally got that Nanomachic Rocket Launcher a couple floors later. At this point I was easily completing levels in under two minutes while taking minor damage, and even an Arachnotron cave was of little threat. I probably could have did the Mortuary but skipped it just to be safe (not that I needed the Nuclear BFG for a full win in AoRA anyway). In fact the only thing that threatened the run at this point was some hardware failure, which did nearly happened when my shitty keyboard started fucking up on the sixth floor of Hell. After many unplugs, replugs, and about an hour of troubleshooting while the game was still running, I finally got my keyboard and mice working properly again (which is the reason why the gameplay time stretched over three hours when it should have been around two). With that issue out of the way, I clear out floor 6 of Hell, clear The Lava Pits easily when Blademaster again let me kill all the Lost Souls in little time (and berserk Scythe gibbing Pain Elementals so they couldn't spawn Lost Souls was also nice for preserving my radsuits). The lategame also started drowning me in very good armor, with me finding a Plasma Shield on floor 5 of Hell, The Lava Pits had an Energy Shield and Lava Armor, and floor 7 had a Duelist Armor, but the Power Red Armor was all I needed and I never made use of them.
With an uneventful penultimate floor, I wait out the nuke's timer against the Mastermind before popping the Lava Element at the last second, then rocket myself ten times to build up berserk before entering Hell's Fortress. There I rocket jumped across to maintain my berserk and killed Carmack in a few clicks, finally netting me Quartermaster Diamond (my fifth diamond badge). Overall this is the most I grinded for a badge yet, but it was quite fun to be forced to play so aggressively. I don't think you need anywhere near as much luck as this run got to make the Blademaster strat work, just having some Red Armors and securing the Rocket Launcher in early Deimos should have been enough (which I cannot stress enough how much the RNG was hating me before this run by denying me Rocket Launchers), but I'm certainly not going to complain about the RNG giving me a break with the amazing item luck I got here.
With that all said, here's the mortem:
So first thing was deciding the build. I know Gunrunner is popular for this badge and papilio used it for his pure AoRA Quartermaster Diamond, but I had some major problems with it. For Gunrunner to be effective required getting Shottyman, so the build wouldn't truly come online until level 9 at minimum, and that's if I don't make a detour for Intuition, otherwise it would take all the way until level 11 to get everything, by which point I would be through most of the game already (I certainly wouldn't be able to safely handle most of the special levels with the incomplete Gunrunner build to get there faster). Papilio's run apparently did it without Intuition until late into the game, I don't know how he did it but I found Intuition too important to hold off, not only for finding enemies quickly but to also ensure I don't walk into enemy fire; with no time to camp, I really needed to know where enemies were to avoid taking too much damage. I also considered Cateye, which I used to get Quartermaster Gold on HNTR long ago, but for finding enemies, Intuition was usually enough, and rapid fire weapons are crappy at taking out the groups of enemies you often fight on UV. Additionally with no AoMC, I would have to spend levels in Eagle Eye rather than being able to speed myself up. This decision got solidified when I went to finally get Skull Silver a couple weeks ago and was trying Cateye, only to get frustrated with it even on just HNTR, with runs failing without me even reaching City of Skulls/Abyssal Plains, leading me to instead try Blademaster, which worked wonderfully and got me the idea to try it here.
So for the build strategy. First two levels I go straight to Intuition 2, immediately knowing powerup locations and the effectively enhanced vision to find enemies was imperative. Additionally this will delay Blademaster to just level 9, which I can get around the middle of the game, maybe even slightly sooner, quite a bit more workable than Gunrunner. After that I take the first level of Hellrunner, when that's essential for AoRA for obvious reasons and Brute is a dead level this early. After that I go for the two levels of Brute and Berserker however; that second level of Hellrunner would be really nice, but I'm approaching the Chained Court at this point, so I need Brute to effectively use the Chainsaw and Berserker itself is crucial. After Berserker, I go for the second level of Hellrunner, then the third level of Brute, and finally get Blademaster at level 9. Finesse and Whizkid came after for the extra attacking speed and some helpful assemblies.
Another part of the strategy was abusing Berserker to keep myself frequently berserked to do everything much faster. With the base 50 HP, you can reliably berserk yourself by blowing up a rocket in your face, and with good fire resistant armor, you can be taking as low as 1 HP in exchange for 20 actions of berserk, letting you blitz through levels. Combined with Blademaster and the Scythe, I'm able to clear out lategame levels in little over a minute, even when they have vaults with lots of extra enemies. Of course getting to that point wasn't easy, most runs just die in Phobos that I didn't Q+Y on, and by having to spend levels on Brute instead of getting Finesse, SoB, the second level of Hellrunner sooner, or even Reloader, those later Phobos floors got tough when I was still primarily using a Shotgun. Many floors just weren't winnable, but I was happy to exchange a tougher Phobos for ensuring the second half of the game would be a cinch, I would rather keep losing 15-30 minutes of work in Phobos than to lose an hour or two in late Deimos or Hell. Making it past Phobos though didn't guarantee victory; I would still be a few levels away from Blademaster, and indeed I have had quite a few runs die in early Deimos, two making it as far as Deimos 4 and no Blademaster still by that point (the first of those runs I lost from me missing a 98% hit on a Baron in melee when we were both near death and I still had medkits left, the other died when a lone enemy got lost in a maze that I couldn't find in time, while that first run I still also had no Rocket Launcher, and the second wouldn't just give me any armor). Finally after over 30 attempts that I didn't Q+Y near the start on, it came together...
The first couple floors were uneventful, as was Hell's Arena, where I did my usual strat of clearing two waves and running out. I found I could semi-reliably clear two waves in Hell's Arena, nice to get some extra EXP (enough to get me an extra level early on) as well as a large medkit and maybe a small medkit (if the RNG spawns it in a place I could still pick it up). Usually fully clearing it wasn't viable, and the couple times I possibly could I still declined; getting the guaranteed Rocket Launcher would be really nice (which was crucial for my strategy and the RNG was unkind with spawning them randomly, with most of my runs that made it to Deimos never finding one), but I really wanted the easy Chained Court, as I obviously needed the Chainsaw and wanted those two mods, while UnChained Court didn't seem viable without a big medkit expenditure and maybe still not even then. Speaking of the Chained Court, that went easy as always, but I also got an agility mod, great for speeding my boots up, and a power mod, which I found to be really helpful on the Shotgun for more reliably one-shotting formers and Imps, while also often saving me a shot on bigger demons (and increasing the likelihood that they don't get to me). Normally I would save the power mod for a Tactical Shotgun, but with no Phobos Lab/Military Base, I might not find a Combat Shotgun for several more levels and so learned the immediate utility with the P-modded Shotgun is better (and indeed I wouldn't find a Combat Shotgun this run until very late into the game). Shortly later on floor 6, I would find a Technical mod, which I wanted most on my Chainsaw (I initially would Bulk mod it before, but later found the faster attacking speed is more useful, as it would increase the likelihood of killing things without getting hit and would help activate Berserker quicker, especially important against strong melee enemies like Barons). Floor 7 gave me an easy Pinky/Caco cave, and I always skip Phobos Lab and Military Base; fuck trying to deal with the Nightmare Demons on a time limit, and the latter has so many enemies while the Elite Formers are actually dangerous when you can't just camp them, on top of both also having a ton of required running around and it being very easy for enemies to get lost wandering around in them. Then came Phobos Anomaly; the strategy here was trigger the ambush, run back to the starting room, then berserk Chainsaw through everything and heal back up with one of health globes. Then with the Bruisers, after triggering them, I would retreat to the halfway doorway and wait for them, as there the second one wouldn't be able to attack me at an awkward angle, then berserk Chainsaw through them and retreat back to the second health globe to heal up, with more than enough time to do so.
Then came Deimos, most runs don't make it this far, and while I had no Rocket Launcher yet, I did have several medkits, phase devices, and my Red Armor fully intact, so it was looking promising. First Deimos floor was a maze, which could have been really bad... but a group of Pinkies spawned right next to the start, so I was able to quickly get berserked and run through much of the level, including taking out several potentially troublesome Barons with little time and health lost. After clearing out the floor, I saw I got Hell's Armory, which was great! I have cleared Deimos Lab in a prior run before, but only because I had a Homing Phase and I couldn't grab any of the mods, which would be the likely case in any attempt as enemies get lost too easily in it. While I spent a few medkits in the Armory, it had not only a Super Shotgun, but a Nano Mod, making it more than worth it. The first thought is making a Nano Super Shotgun or a Nanomachic Rocket Launcher or Antigrav Boots, but I decided to go with the unsung Power Red Armor. First, I didn't even have Blademaster yet and was still levels away from being able to get Whizkid, what good would saving up for one of those assemblies be if I end up dying before I could get them? Second, as a melee build that will be rocket jumping and blowing myself up for berserk while time is of the essence, an armor with great fire resistance, melee resistance, no movement penalty, and regenerating durability was really ideal, even with its knockback resistance nerfing rocket jumping. Then in the second floor of Deimos, I not only found a Rocket Launcher immediately, ensuring I wouldn't be deprived of this vital weapon, but I also found this...
Spoiler (click to show/hide)
A second nano mod, this early? This run went from very promising to being the run. The first thought was making a Nano Super Shotgun or Antigrav Boots, but I decided I would save up for the Nanomachic Rocket Launcher, as I believed an infinite Rocket Launcher would work best with my strat here. Of course it would take several more levels before I could make it still, so the game wasn't exactly won yet. Up then came Containment Area, my initial plan was to clear it out without triggering the ambush for the extra EXP, rocket box, and maybe something nice from the crates. However I did get Blademaster by this point and decided to go all the way with it, which went without a hitch. Then came City Of Skulls, which with Blademaster, was still very easy to clear on UV with multiple minutes to spare (I would have skipped Abyssal Plains though, as it would be too easy for enemies to get lost wandering around in circles). The luck with special levels didn't stop there, as I then got Halls Of Carnage; Spider's Lair would have concerned me as a melee build that would need to camp to not get shredded, but Halls of Carnage you need to beat fast anyway and so it was no different (just needed to make damn sure none of the Lost Souls escaped the central room before progressing). Later half Deimos was easy even with just a T-modded Chainsaw still for my melee weapon, one floor got a little iffy when it had a bunch of napalm barrels and a couple enemies got lost near the end. Probably could have still found them in time but there was an Invulnerability, so I just camped it until the end, grabbed it, and then used rocket jumping to also take it with me to the next floor.
The Cyberdemon went down easy, the first floor of Hell was easy, and then came the Cathedral, which was free as usual for a melee build, where I got the Scythe and the game was essentially won, compounded farther when I finally got that Nanomachic Rocket Launcher a couple floors later. At this point I was easily completing levels in under two minutes while taking minor damage, and even an Arachnotron cave was of little threat. I probably could have did the Mortuary but skipped it just to be safe (not that I needed the Nuclear BFG for a full win in AoRA anyway). In fact the only thing that threatened the run at this point was some hardware failure, which did nearly happened when my shitty keyboard started fucking up on the sixth floor of Hell. After many unplugs, replugs, and about an hour of troubleshooting while the game was still running, I finally got my keyboard and mice working properly again (which is the reason why the gameplay time stretched over three hours when it should have been around two). With that issue out of the way, I clear out floor 6 of Hell, clear The Lava Pits easily when Blademaster again let me kill all the Lost Souls in little time (and berserk Scythe gibbing Pain Elementals so they couldn't spawn Lost Souls was also nice for preserving my radsuits). The lategame also started drowning me in very good armor, with me finding a Plasma Shield on floor 5 of Hell, The Lava Pits had an Energy Shield and Lava Armor, and floor 7 had a Duelist Armor, but the Power Red Armor was all I needed and I never made use of them.
With an uneventful penultimate floor, I wait out the nuke's timer against the Mastermind before popping the Lava Element at the last second, then rocket myself ten times to build up berserk before entering Hell's Fortress. There I rocket jumped across to maintain my berserk and killed Carmack in a few clicks, finally netting me Quartermaster Diamond (my fifth diamond badge). Overall this is the most I grinded for a badge yet, but it was quite fun to be forced to play so aggressively. I don't think you need anywhere near as much luck as this run got to make the Blademaster strat work, just having some Red Armors and securing the Rocket Launcher in early Deimos should have been enough (which I cannot stress enough how much the RNG was hating me before this run by denying me Rocket Launchers), but I'm certainly not going to complain about the RNG giving me a break with the amazing item luck I got here.
With that all said, here's the mortem:
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
NOTIME33, level 15 Arch-Vile Lt. General Scout,
nuked the Mastermind at the Hell Fortress.
He survived 66091 turns and scored 440520 points.
He played for 3 hours, 11 minutes and 24 seconds.
He was a man of Ultra-Violence!
He killed 1158 out of 1158 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Red Alert!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 8
Levels completed : 7
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (bronze cluster)
Aurora Medallion
Hell Armorer Badge
Quartermaster Diamond Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
.......................................................%..#
.......................................................%||#
.......................................................X}%#
.......................................................%%%#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 31/50 Experience 107250/15
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 2)
Hellrunner (Level 3)
Brute (Level 3)
Juggler (Level 1)
Berserker (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Blademaster (Level 1)
Int->Int->HR->Bru->Bru->Ber->HR->Bru->MBm->Fin->Fin->WK->WK->Jug->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] powered red armor [5/5] (86%)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] shotgun (9d3) [1/1] (P1)
-- Inventory -------------------------------------------------
[a] combat shotgun (7d3) [4/5] (T1)
[b] nanomachic rocket launcher (6d6) (T1)
[c] super shotgun (10d4)x2 [2/2] (P2T2)
[d] BFG 9000 (10d6) [130/130] (B1)
[e] duelist armor [2/2] (100%)
[f] plasma shield [0/0] (100%)
[g] energy shield [0/0] (100%)
[h] Lava Armor [4/4] (100%)
[i] shotgun shell (x70)
[j] shotgun shell (x70)
[k] shotgun shell (x4)
[l] shotgun shell (x70)
[m] power cell (x70)
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] phase device
[s] homing phase device
[t] hatred skull
[u] gothic boots [10/10] (200%)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 85% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 60%
Fire - internal 60% torso 95% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
120 former humans
104 former sergeants
52 former captains
127 imps
81 demons
384 lost souls
51 cacodemons
21 hell knights
59 barons of hell
22 arachnotrons
17 former commandos
41 pain elementals
14 revenants
27 mancubi
23 arch-viles
6 nightmare imps
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He saw, left a present and left.
On level 5 he stormed the Chained Court.
On level 8 he encountered the Phobos Anomaly.
Level 9 was a hard nut to crack!
On level 9 he found the Trigun!
On level 9 he assembled a tactical boots!
On level 9 he entered Hell's Armory.
On level 9 he assembled a power armor!
He decided to nuke Hell's production center.
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
Level 14 was a hard nut to crack!
On level 14 he ventured into the Halls of Carnage.
Level 15 was a hard nut to crack!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he assembled a nanomanufacture ammo!
On level 19 he found the Mjollnir!
On level 22 he entered the Lava Pits.
On level 22 he found the Lava Armor!
He managed to clear the Lava Pits completely!
Then at last he found Dis!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You need to taste blood!
Fire -- Choose target...
You see : floor
You need to taste blood!
Fire -- Choose target...
You see : floor
You need to taste blood!
You need to taste blood!
You prepare the Azrael's Scythe instantly!
You hit John Carmack. Carmack raises his hands and summons hellspawn! You
need to taste blood!
You hit John Carmack. You're going berserk! You need to taste blood!
You hit John Carmack. You need to taste blood!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now. Next! You're going berserk!
-- General ---------------------------------------------------
180 brave souls have ventured into Phobos:
67 of those were killed.
48 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
59 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
29 killed the bitch and survived.
24 showed that it can outsmart Hell itself.
--------------------------------------------------------------
4
Post Mortem / [U|AoCn|100%|YAWF] Daredevil Platinum with Malicious Blades
« on: July 20, 2023, 07:16 »
For my 15th platinum badge, I went for Daredevil Platinum. Took a few deaths and a few other runs I Q +Y'd on before I got a starting level that was both doable and gave me enough resources to take on Deimos Lab/Hell's Armory. That second part is important; one run started me with a Lost Soul cave (I didn't even know you could still get those in Deimos on UV), which while very easy to beat with minimal damage, left me gaining only one level and with little ammo nor any armor, leading to me running out of shells in Hell's Armory before half the enemies were even dead, causing a swift demise once I had to try using the Chaingun with no SoB nor EE. When I finally got an ideal starting level that left me in good enough shape for Deimos Lab, it also had an Assault Shotgun and Laser Rifle. With getting such good weapons this early, I didn't dare try releasing the Shamblers (that I had little hope of taking on with not even having Berserker, due to going for a Malicious Blades build). This first run to get past Lab/Armory would prove successful, with the Assault Shotgun and Laser Rifle really helping with keeping me alive until I got MMB, and I would still make heavy use of them even after getting Azrael's Scythe. Unfortunately I didn't find many mods and so couldn't really mod them all out, making going for WK2 a mistake (at least I did get modded Tactical Boots out of it, so it wasn't entirely wasted).
For other notes, I was happy I got City of Skulls, not sure I could have handled the starting Hell Knight ambush in Abyssal Plains with the equipment I had and no Berserker to fall back on. The fight with the Agony Elemental got a bit out of hand, but with some strategic retreats I was able to handle only burning a single Medkit, and got a very nice two Hatred Skulls out of it (letting me beat Unholy Cathedral without a Piercing Knife and being some very good help in Mortuary). Really wanted Halls Of Carnage for the two mods there, but Spider's Lair wasn't bad. Was a bit unsure of tackling Mortuary with a generalist MMB build that lacked especially strong guns, but it went surprisingly well, coming out nearly net equal in Medkits and without burning too much ammo. It certainly helped that 4 Arch-Viles spawned near the start, so I was able to take out over half the Arch-Viles quickly after immediately using my second Hatred Skull. Then Lava Pits spawning instead of Mt. Erebus when I had no radsuits was bad, but thanks to MMB's fire resistance extending to your feet, running with just Protective Boots I found the floor before was enough to reduce lava damage to 1, making it easily doable after using a Phase Device to teleport to one of the islands. After going through an Arachnotron cave, a maze, and a lava flood for the final few floors before the end, Carmack went down without a real fight, netting me Daredevil Platinum.
Overall, Malicious Blades certainly didn't seem optimal for this badge and I may have survived one of the other attempts with a different build, but it worked out at the end and it was pretty fun.
For other notes, I was happy I got City of Skulls, not sure I could have handled the starting Hell Knight ambush in Abyssal Plains with the equipment I had and no Berserker to fall back on. The fight with the Agony Elemental got a bit out of hand, but with some strategic retreats I was able to handle only burning a single Medkit, and got a very nice two Hatred Skulls out of it (letting me beat Unholy Cathedral without a Piercing Knife and being some very good help in Mortuary). Really wanted Halls Of Carnage for the two mods there, but Spider's Lair wasn't bad. Was a bit unsure of tackling Mortuary with a generalist MMB build that lacked especially strong guns, but it went surprisingly well, coming out nearly net equal in Medkits and without burning too much ammo. It certainly helped that 4 Arch-Viles spawned near the start, so I was able to take out over half the Arch-Viles quickly after immediately using my second Hatred Skull. Then Lava Pits spawning instead of Mt. Erebus when I had no radsuits was bad, but thanks to MMB's fire resistance extending to your feet, running with just Protective Boots I found the floor before was enough to reduce lava damage to 1, making it easily doable after using a Phase Device to teleport to one of the islands. After going through an Arachnotron cave, a maze, and a lava flood for the final few floors before the end, Carmack went down without a real fight, netting me Daredevil Platinum.
Overall, Malicious Blades certainly didn't seem optimal for this badge and I may have survived one of the other attempts with a different build, but it worked out at the end and it was pretty fun.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
DOUBLADE5, level 14 Arch-Vile Lt. General Technician,
defeated the Mastermind at the Hell Fortress.
He survived 1065826 turns and scored 316399 points.
He played for 4 hours, 20 minutes and 45 seconds.
He was a man of Ultra-Violence!
He killed 1404 out of 1404 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Confidence!
He saved himself 2 times.
-- Special levels --------------------------------------------
Levels generated : 8
Levels visited : 7
Levels completed : 7
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Grim Reaper's Badge
Daredevil Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
.....................................................%%X%%#
.....................................................%.}|.#
.....................................................%||.%#
.........................................................%#
........................................................%.#
........................................................%.#
........................................................%.#
......................................................%%%.#
........................................................%.#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 44/50 Experience 96190/14
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +1 ToDmg Melee +10
-- Traits ----------------------------------------------------
Class : Technician
Finesse (Level 3)
Hellrunner (Level 3)
Son of a bitch (Level 1)
Brute (Level 3)
Dodgemaster (Level 1)
Whizkid (Level 2)
Malicious Blades (Level 1)
Fin->HR->HR->DM->Bru->Bru->MMB->WK->WK->Bru->SoB->Fin->Fin->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6/6] (195%) (ABP)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] tactical boots [0/0] (100%) (A)
[d] [ Prepared ] combat knife (2d5)
-- Inventory -------------------------------------------------
[a] tactical rocket launcher (6d6) [4/5] (T1)
[b] assault shotgun (8d3) [6/6] (P1)
[c] laser rifle (1d8)x5 [40/40] (P1T1)
[d] BFG 9000 (10d6) [100/100]
[e] blue armor [1/2] (46%)
[f] red armor [4/4] (100%)
[g] Angelic Armor [7/7] (100%)
[h] shotgun shell (x70)
[i] shotgun shell (x70)
[j] shotgun shell (x70)
[k] rocket (x14)
[l] rocket (x14)
[m] power cell (x70)
[n] power cell (x70)
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] large med-pack
[s] homing phase device
[t] phaseshift boots [4/4] (94%)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 50%
Melee - internal 0% torso 75% feet 75%
Shrapnel - internal 0% torso 50% feet 50%
Fire - internal 0% torso 75% feet 50%
-- Kills -----------------------------------------------------
35 former humans
56 former sergeants
65 former captains
71 imps
74 demons
754 lost souls
59 cacodemons
23 hell knights
56 barons of hell
54 arachnotrons
19 former commandos
54 pain elementals
26 revenants
27 mancubi
25 arch-viles
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
On level 1 he entered Deimos Lab.
He fought hard, but decided the reward was not worth it.
On level 3 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 4 he found the City of Skulls.
He wiped out the City of Skulls.
On level 6 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 8 he found the Tower of Babel!
On level 9 he assembled a tactical boots!
On level 9 he invaded the Unholy Cathedral!
On level 9 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 10 he found the Anti-Freak Jackal!
On level 12 he was foolish enough to enter the Mortuary!
On level 12 he assembled a tactical rocket launcher!
On level 12 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 14 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
On level 15 he ran for his life from lava!
On level 15 he found the Mega Buster!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 16!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
launcher.
Fire -- Choose target...
You see : floor
You dodge! Boom!
You dodge! The missile hits the cacodemon. You dodge! Boom! You dodge! The
missile hits the cacodemon.
Carmack raises his hands and summons hellspawn!
You wear/wield : a Azrael's Scythe (9d9) You dodge! The missile hits the
cacodemon. You dodge! The missile hits the baron of hell. You dodge! The
missile hits the cacodemon.
You hit John Carmack. You dodge! The missile hits the cacodemon. The
cacodemon dies. The cacodemon dies. You dodge! The missile hits the baron of
hell. You dodge! The missile hits the baron of hell. You are hit!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
143 brave souls have ventured into Phobos:
67 of those were killed.
12 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
58 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
29 killed the bitch and survived.
23 showed that it can outsmart Hell itself.
--------------------------------------------------------------
5
Post Mortem / [U|AoB|100%|YAFW] Knocking out Scavenger Diamond + two Platinums in one run
« on: July 18, 2023, 08:09 »
I was just going for only Berserker Platinum at first in this run and wasn't intending to kill everything. The first few attempts that made it past Phobos Base Entry without me hitting Q there didn't make it far once the Hell Knights came, however this attempt got me some very good luck with timely Berserk Packs and Supercharges being available during that awful dlevel 3-5 range. This early powerup luck allowed me to kill all those Hell Knights and Cacodemons on the way to The Chained Court, where maintaining a 100% kill rate is at its most difficult on AoB. I also found a Ballistic Armor on dlevel 5, helping me even farther with killing everything without burning too many resources before I got Vampyre, and made Phobos Lab a lot less painful, as well as ensuring I got very good Cerberus Armor later. With this early luck, I maintained a 100% kill rate throughout the game, netting me Azrael's Scythe, which allowed me to exploit its altfire in The Vaults to get Scavenger Diamond. I forgot Gargulec Cross was a medal you got for finishing with a 100% killrate in AoB on UV and I was one medal short of Heroic Platinum, so seeing them in the mortem at the end was a nice surprise, making me more thankful for that early luck and saving me from having to do another AoB UV run later on for the Gargulec Cross.
Deimos wasn't so nice with the luck though. Deimos Lab had a... Firestorm and Sniper mod, completely useless while I was really hoping to make Antigrav Boots and get infinite durability on my Cerberus Ballistic Armor. Then after I lost my Red Armor early in Deimos and before I could make Cerberus Armor, one level started me in a big open room full of Mancubi with nowhere to run. After one big blast from them, I was left at 16% health, but luckily I had a Homing Phase and nothing was waiting for me at the stairs, so I was able to recover and then clear out the level. I also accidentally built my second pair of Tactical Boots at WK1, so I wasted my chance at getting +25% speed Tactical Boots.
In Hell things went easier. I managed to find an Energy Shield, and combined with some nearby Invulnerability, really helped with clearing Limbo, which I found to be a lot harder than Mortuary when you're stuck to purely melee. Limbo still got dicey though; after clearing the middle and right islands, my Energy Shield was nearly destroyed, and trying to progress through the left islands wasn't working. I kept getting hit into lava, getting harassed by Nightmare Cacos out of reach in lava, and getting perpetually blown away by Mancubi and Revenants. I ended up fleeing to one of the corners on the right islands and huddling there waiting for all the enemies to come to me, killing them each one at a time until I finally finished them all. The rest of the run was smooth sailing after that.
Deimos wasn't so nice with the luck though. Deimos Lab had a... Firestorm and Sniper mod, completely useless while I was really hoping to make Antigrav Boots and get infinite durability on my Cerberus Ballistic Armor. Then after I lost my Red Armor early in Deimos and before I could make Cerberus Armor, one level started me in a big open room full of Mancubi with nowhere to run. After one big blast from them, I was left at 16% health, but luckily I had a Homing Phase and nothing was waiting for me at the stairs, so I was able to recover and then clear out the level. I also accidentally built my second pair of Tactical Boots at WK1, so I wasted my chance at getting +25% speed Tactical Boots.
In Hell things went easier. I managed to find an Energy Shield, and combined with some nearby Invulnerability, really helped with clearing Limbo, which I found to be a lot harder than Mortuary when you're stuck to purely melee. Limbo still got dicey though; after clearing the middle and right islands, my Energy Shield was nearly destroyed, and trying to progress through the left islands wasn't working. I kept getting hit into lava, getting harassed by Nightmare Cacos out of reach in lava, and getting perpetually blown away by Mancubi and Revenants. I ended up fleeing to one of the corners on the right islands and huddling there waiting for all the enemies to come to me, killing them each one at a time until I finally finished them all. The rest of the run was smooth sailing after that.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
IMAMANANDAHALF4,
level 15 Arch-Vile Lt. General Marine,
nuked the Mastermind at the Hell Fortress.
He survived 2251172 turns and scored 394538 points.
He played for 3 hours, 46 minutes and 16 seconds.
He was a man of Ultra-Violence!
He killed 1215 out of 1215 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Berserk!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 9
Levels completed : 9
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (bronze cluster)
Grim Reaper's Badge
Hell Armorer Badge
Gargulec Cross
Heroic Platinum Badge
Berserker Platinum Badge
Scavenger Diamond Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
.......................................................|X.#
........................................................}|#
........................................................|.#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 100/50 Experience 117276/15
ToHit Ranged +0 ToHit Melee +10 ToDmg Ranged +0 ToDmg Melee +15
-- Traits ----------------------------------------------------
Class : Marine
Ironman (Level 1)
Finesse (Level 3)
Tough as nails (Level 1)
Brute (Level 5)
Berserker (Level 1)
Whizkid (Level 2)
Badass (Level 1)
Vampyre (Level 1)
Bru->Bru->Ber->Fin->Bad->MVm->Fin->WK->Bru->WK->TaN->Bru->Fin->Iro->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] cerberus ballistic vest [0/0] (105%) (B)
[b] [ Weapon ] ripper (6d6) (T)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] combat knife (2d5)
-- Inventory -------------------------------------------------
[a] blue armor [4/4] (75%) (ABP)
[b] blue armor [2/2] (100%)
[c] red armor [6/6] (100%) (AP)
[d] red armor [6/6] (158%) (BPT)
[e] red armor [4/4] (86%)
[f] phaseshift armor [4/4] (72%) (AP)
[g] energy shield [0/0] (15%)
[h] Angelic Armor [7/7] (100%)
[i] large med-pack
[j] large med-pack
[k] large med-pack
[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
[t] lava element
[u] acid-proof boots [0/0] (100%)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 95% feet 60%
Melee - internal 60% torso 95% feet 60%
Shrapnel - internal 60% torso 95% feet 60%
Acid - internal 60% torso 95% feet 60%
Fire - internal 60% torso 95% feet 60%
Plasma - internal 60% torso 95% feet 60%
-- Kills -----------------------------------------------------
96 former humans
72 former sergeants
61 former captains
167 imps
62 demons
336 lost souls
58 cacodemons
40 hell knights
34 barons of hell
68 arachnotrons
14 former commandos
29 pain elementals
58 revenants
31 mancubi
35 arch-viles
16 nightmare imps
11 nightmare cacodemons
17 nightmare demons
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a tactical boots!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
He sounded the alarm on level 9!
On level 9 he entered Deimos Lab.
He destroyed the evil within and reaped the rewards!
On level 11 he assembled a tactical boots!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 13 he assembled a ripper!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he assembled a cerberus armor!
On level 16 he found the Tower of Babel!
He sounded the alarm on level 17!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he found the Acid Spitter!
On level 19 he entered the Vaults.
He managed to clear the Vaults completely!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 22 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
On level 23 he was targeted for extermination!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You need to taste blood!
You hit the lost soul. The lost soul dies. You need to taste blood!
John Carmack reloads his rocket launcher. You need to taste blood!
You hit the lost soul. The lost soul dies. You need to taste blood!
Carmack raises his hands and summons hellspawn! You need to taste blood!
You hit the lost soul. The lost soul dies. You're going berserk! You need to
taste blood!
You need to taste blood!
You hit John Carmack. You need to taste blood!
You hit John Carmack. You're going berserk! You need to taste blood!
You hit John Carmack. You need to taste blood!
You hit John Carmack. You're going berserk! You need to taste blood!
You hit John Carmack. You need to taste blood!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now. You're going berserk!
-- General ---------------------------------------------------
138 brave souls have ventured into Phobos:
63 of those were killed.
12 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
57 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
28 killed the bitch and survived.
23 showed that it can outsmart Hell itself.
--------------------------------------------------------------
6
Post Mortem / [U|100%|YAFW] Rocket jumping for Gatekeeper Diamond
« on: July 18, 2023, 07:31 »
I was playing a Fireangel build for fun, but realized that I could take advantage of the free rocket jumps to get past Phobos Anomaly damageless without having to get lucky with a Phase Device, and then Cybie is completely free with the requisite Dodgemaster (alongside Fireangel ensuring any splash if I get cornered near walls won't hurt me either). The first run I got past Anomaly without damage, but then got killed by the Shamblers in Deimos Lab (trying to fight them without having a Focused Double Shotgun nor Tactical Rocket Launcher turned out to be a very bad idea). The second run I got past Anomaly damageless again, and then got to Cybie this time, where he was effortlessly beaten without damage, netting Gatekeeper Diamond. I then completed the rest of the run for a full win.
Of particularly notable events, I found an Assault Shotgun on dlevel 5, which was amazing, never found one that early before. The luck got cruelly balanced out however by not finding a single Double Shotgun until Hell, so no Focused Double Shotgun for most of the run. Then I also ran into a big ammo crunch at the end, having to resort to killing individual Lost Souls with the Nuclear BFG in The Lava Pits to desperately conserve my shells. But I managed to get through with enough ammo at the end to finish off Carmack.
Of particularly notable events, I found an Assault Shotgun on dlevel 5, which was amazing, never found one that early before. The luck got cruelly balanced out however by not finding a single Double Shotgun until Hell, so no Focused Double Shotgun for most of the run. Then I also ran into a big ammo crunch at the end, having to resort to killing individual Lost Souls with the Nuclear BFG in The Lava Pits to desperately conserve my shells. But I managed to get through with enough ammo at the end to finish off Carmack.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Boomer, level 16 Arch-Vile Mjr General Technician,
nuked the Mastermind at the Hell Fortress.
He survived 981294 turns and scored 409220 points.
He played for 5 hours, 59 minutes and 18 seconds.
He was a man of Ultra-Violence!
He killed 1458 out of 1458 hellspawn. (100%)
This ass-kicking marine killed all of them!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 10
Levels completed : 10
-- Awards ----------------------------------------------------
Cyberdemon's Head
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Armorer Badge
Hell Arena Key
Gatekeeper Diamond Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
........................................................||#
........................................................|.#
....................................................X.....#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 70/70 Experience 123704/16
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Technician
Ironman (Level 2)
Finesse (Level 3)
Hellrunner (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Fireangel (Level 1)
HR->Rel->Rel->SM->HR->DM->MFa->WK->WK->Fin->Jug->Fin->HR->Fin->Iro->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6/6] (77%) (AP)
[b] [ Weapon ] BFG 9000 (10d6) [79/169] (B2F1)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] shell box (x78)
-- Inventory -------------------------------------------------
[a] focused double shotgun (9d4)x2 [0/2] (P1)
[b] tactical rocket launcher (6d6) [3/5] (T1)
[c] assault shotgun (10d3) [5/6] (P3T2)
[d] red armor [4/4] (100%) (A)
[e] red armor [4/4] (72%)
[f] red armor [2/4] (45%) (A)
[g] Cybernetic Armor [7/7] (100%)
[h] Necroarmor [6/6] (100%)
[i] Angelic Armor [7/7] (95%)
[j] shotgun shell (x12)
[k] rocket (x5)
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] homing phase device
[r] acid-proof boots [0/0] (100%)
-- Resistances -----------------------------------------------
Fire - internal 0% torso 25% feet 0%
-- Kills -----------------------------------------------------
127 former humans
90 former sergeants
78 former captains
147 imps
89 demons
458 lost souls
59 cacodemons
75 hell knights
53 barons of hell
38 arachnotrons
34 former commandos
36 pain elementals
58 revenants
33 mancubi
54 arch-viles
8 nightmare imps
12 nightmare demons
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- 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 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a tactical boots!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
He destroyed the evil within and reaped the rewards!
On level 11 he assembled a tactical rocket launcher!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
On level 17 he assembled a focused double shotgun!
On level 18 he found the Hellwave Pack!
On level 19 he stumbled into a complex full of arch-viles!
On level 19 he entered the Vaults.
On level 19 he found the Acid Spitter!
He cracked the Vaults and cleared them out!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 22 he entered the Lava Pits.
On level 22 he found the Necroarmor!
He managed to clear the Lava Pits completely!
On level 23 he was targeted for extermination!
On level 23 he found the Cybernetic Armor!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You use a large med-pack. You feel fully healed.
You quickly reload the focused double shotgun.
John Carmack reloads his rocket launcher.
You don't have a plasma rifle!
You prepare the tactical rocket launcher instantly!
You prepare the BFG 9000 instantly!
You prepare the focused double shotgun instantly!
You quickly reload the focused double shotgun.
You dodge!
Carmack raises his hands and summons hellspawn!
The revenant dies. The revenant dies. The revenant dies. The revenant dies.
The revenant dies. The revenant dies.
You prepare the BFG 9000 instantly!
The missile hits John Carmack. The revenant dies. John Carmack dies.
Congratulations! You defeated John Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
126 brave souls have ventured into Phobos:
60 of those were killed.
7 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
53 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
27 killed the bitch and survived.
20 showed that it can outsmart Hell itself.
--------------------------------------------------------------
7
Post Mortem / [U|100%|YAAM] Mundane run inadvertently gets me Technician Diamond
« on: July 18, 2023, 07:00 »
Nothing special about this run, was just a run for fun when the schematics for Nanofiber Skin Armor dropped on Hell's Armory. This would normally annoy me, but that was the last assembly I never made nor found the schematics for prior, so this run netted me Technician Platinum and Technician Diamond. I know Technician Diamond is probably the least impressive Diamond badge, but thought to post this in case the Badge Hunters thread ever gets updated. I did get exceptional luck with finding both Duelist Armor and Phaseshift Boots, especially nice when doing a MAD build so I wasn't painfully slow during it. Also despite the schematics drop, I found two random Onyx mods later. Unfortunately they came after I already modded the Duelist Armor and MAD means no Whizkid, so I ended up slapping one on a Red Armor, and then the other on Gothic Boots late in the run for the hell of it because I found nothing else worthwhile to use it on. Ended up missing out on a full win when the Nuclear BFG got blown up in Limbo and I couldn't find another nuke before reaching Dis, oh well.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Monsieur Crow,
level 16 Arch-Vile Br. General Marine,
defeated the Mastermind at the City of Dis.
He survived 821336 turns and scored 393705 points.
He played for 5 hours, 42 minutes and 55 seconds.
He was a man of Ultra-Violence!
He killed 1429 out of 1429 hellspawn. (100%)
This ass-kicking marine killed all of them!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Cyberdemon's Head
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Conqueror Badge
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
Technician Platinum Badge
Technician Diamond Badge
-- Graveyard -------------------------------------------------
###########################################################
##################................................#########
#################...............####...............########
################.......####.....####.....####.......#######
###############........####.....####.....####........######
##############.........####.....####.....####.........#####
#############..........####..............####..........####
############............................................###
############....####............................####....###
############....####............................####....###
############....####............................####&...###
############....###.............................####....###
############............................................###
#############..........####..............####..........####
##############.........####.....####.....####.........#####
###############........####.....####.....####........######
################.......####.....####.....####.......#######
#################.............X.####...............########
##################.............%..................#########
###########################################################
-- Statistics ------------------------------------------------
Health 54/60 Experience 127762/16
ToHit Ranged +0 ToHit Melee +10 ToDmg Ranged +2 ToDmg Melee +17
-- Traits ----------------------------------------------------
Class : Marine
Tough as nails (Level 3)
Son of a bitch (Level 2)
Reloader (Level 2)
Brute (Level 5)
Berserker (Level 1)
Badass (Level 1)
Shottyman (Level 1)
Army of the Dead (Level 1)
Rel->Rel->SM->Bru->Bru->Ber->Bad->MAD->TaN->Bru->TaN->Bru->TaN->SoB->SoB->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] duelist armor [4/4] (69%) (P)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] phaseshift boots [4/4] (84%) (A)
[d] [ Prepared ] shell box (x91)
-- Inventory -------------------------------------------------
[a] elephant gun (12d3) [1/1]
[b] tactical shotgun (8d3) [5/5]
[c] rocket launcher (6d6) [0/1] (T1)
[d] BFG 9000 (10d6) [130/130] (B1)
[e] Railgun (8d8) [40/40]
[f] red armor [4] (O)
[g] shotgun shell (x70)
[h] shotgun shell (x70)
[i] shotgun shell (x70)
[j] rocket (x14)
[k] rocket (x14)
[l] rocket (x14)
[m] power cell (x70)
[n] power cell (x70)
[o] power cell (x70)
[p] power cell (x70)
[q] large med-pack
[r] large med-pack
[s] large med-pack
[t] gothic boots [10] (O)
[u] shell box (x100)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 95% feet 60%
Melee - internal 60% torso 95% feet 60%
Shrapnel - internal 60% torso 95% feet 60%
Acid - internal 60% torso 60% feet 60%
Fire - internal 60% torso 60% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
109 former humans
96 former sergeants
51 former captains
173 imps
72 demons
541 lost souls
61 cacodemons
27 hell knights
77 barons of hell
17 arachnotrons
19 former commandos
41 pain elementals
35 revenants
28 mancubi
43 arch-viles
2 nightmare imps
4 nightmare cacodemons
5 nightmare demons
7 elite former humans
5 elite former sergeants
5 elite former captains
2 elite former commandos
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- 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 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he marched into the Military Base.
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 8 he assembled a fireproof armor!
On level 9 he entered Hell's Armory.
On level 9 he found the Railgun!
On level 9 he assembled a tactical shotgun!
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he found the Cybernetic Armor!
On level 13 he assembled a tactical boots!
On level 14 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
He left level 16 as soon as possible.
On level 17 he assembled a elephant gun!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 18 he found the Mega Buster!
On level 19 he entered the Vaults.
On level 19 he found the Charch's Null Pointer!
He cracked the Vaults and cleared them out!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 21 he encountered an armed nuke!
On level 22 he ran for his life from lava!
On level 22 he arrived at Mt. Erebus.
On level 22 he found the Medical Powerarmor!
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You need to taste blood! You feel vulnerable again.
You need to taste blood!
You need to taste blood!
You need to taste blood!
You need to taste blood!
You miss the Spider Mastermind. You need to taste blood!
You need to taste blood!
You need to taste blood!
You are hit! You are hit! You are hit! You are hit! You are hit! You are hit!
You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
124 brave souls have ventured into Phobos:
59 of those were killed.
7 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
52 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
27 killed the bitch and survived.
19 showed that it can outsmart Hell itself.
--------------------------------------------------------------
8
Post Mortem / [U|AoMr|100%|YAFW] - Clicking to win Marksman Platinum
« on: January 18, 2018, 09:53 »
Pistols are my least favorite build, but with me missing Marksman Gold and Platinum, as well as Arena Gold, I saw this as an opportunity to knock three of them out. I went as a Sharpshooter, as it's the only Pistol master I like (when I have it that is, how rough it is pre-Sharpshooter usually keeps me away from using it). And surprisingly, I managed to complete the run and get all three badges in the first try.
It nearly ended right away though at Hell's Arena. When I got to the third wave I was out of medkits, tired, and decently damaged, then when I gift dropped an armor to attract the first Baron, it got to me before I could get damage it much, leaving me about one hit from death after killing it. Instead of gift dropping the armor near me for the second Baron, I just waited at a corner, hoping it would show up in a farther away spot in the open so I could get more shots at it before it got near and reload while it was out of view. Fortunately it did do that, and I was able to kill it before it got to me. With the power mod I made a high power Pistol, as I figured the extra power, chance of knockback, and an ammochain would offset the lower clip size.
After Hell's Arena the rest of Phobos went really well, and I skipped the Unchained Court as I had no idea how I would handle the Barons there with just a Pistol, but when Phobos Lab spawned instead of Military Base, I decided to take it on, as I really wanted to get Sharpshooter before the Bruiser Brothers and Deimos. Despite coming into the level with many medkits (including three large ones and a Blood Skull), a radsuit, and two phase devices, trying to take on the Nightmare Demons with Pistols, without Sharpshooter, no ammochain, and nothing boosting my movement speed, turned out to be a really really bad idea. I was able to take out the first couple of them in the cave without issue, by going in, taking a couple potshots, getting out, closing the door, and repeating. But then it all went to shit with the rest of the caved Nightmare Demons, who would get up to me before I could exit the cave, I couldn't get to run much in the acid without going in myself, and took a really really long time to die in the acid. I ended up clearing the cave, but not without expending my radsuit, Blood Skull, and all my medkits bar one small one, while still having the rest of the level to go. Then when I opened the door to the left portion of the map, the two Nightmare Demons there were already on top of me, and I promptly ran away, but they would then corner me in the lower right of the acid pool while still not near death from the acid running, so I used a phase device and prayed, which ended up teleporting me away in the lower left portion of the map, saving me. Then when I hit the final switch and activated the final ambush, I immediately used my final radsuit and ran back in to the lever pool away from the Nightmare Demons, but I would then get cornered by three of them in the lower right while they were again not near death. So I used my second phase device, and the RNG favored me once more, teleporting me back to the central acid pool room. I then went across the bridge, and perpetually waited at the door there, shooting at the Formers/Imps that came into view and hoping the Nightmare Demons would kill themselves in the acid, while ready to run in and close the door if any popped into my view. Fortunately they all died offscreen and once I got the message that everything was dead, I went around picking up the remaining rewards and left.
Going into Anomaly with no phase device on AoMr and still no Sharpshooter concerned me, but I was able to run back into the starting room without taking too much damage, and part way into dealing with the ambush I finally got Sharpshooter, where I promptly finished the rest of the ambush and killed the brothers without much of an issue.
Deimos as a whole went with no bumps. Hell's Armory went really easily, and I got a nano mod out of it; making a Nanomachic Pistol was an obvious usage of it, but I held onto it, figuring I wouldn't need it that much as a Sharpshooter and either to make Nanofiber Skin Armor (as that and Cybernano are the only assemblies I have yet to make for Technician Diamond), or to hopefully find a Combat Pistol or Blaster I could make Nanomachic. I was planning to do The Wall/Containment Area for Brick Silver, but unfortunately I couldn't find another power mod to make an Energy Pistol by the time it showed up (power mods ended up really scarce on this run). I skipped the City of Skulls, as fuck trying it on AoMr. I went into Spider's Lair, and though I took a bit more damaged than I should have, I expended only a single medkit that I had a copious supply of and cleared it. Then for Cybie I had no Dodgemaster and still no Energy Pistol nor any exotic/unique Pistols, but I was able to still dodge most of his rockets, while Fireproof Red Armor well protected me from the few rockets I was hit by.
Then Hell went just as easily as Deimos. Skipping UC on AoMr is without question, and I skipped The Vaults too, as I wasn't going to gamble away the 100% killrate on a single phase device. Then I was going to skip The Mortuary, as going into it on AoMr is suicidal, especially with no skulls. But with me still down two power mods to make Nanofiber Skin Armor and no Combat Pistol/Blaster in sight, I decided to make a Pistol I've been bulk modding to a Nanomachic Pistol, and with it and SoG4 I figured I would be able to kill everything in the Mortuary faster than the Arch-viles could revive them. Entering the level, I immediately used a Shockwave Pack I had after grabbing a Supercharge, killed the three Archies in sight, and starting making my way left to get the power mod to use on my Nanomachic Pistol. I was taking a decent beating as I made my way left, but my assessment about the Nanomachic Pistol proved correct, and my Energy Shield protected me well enough from taking too much damage. I would get to the power mod and get SoG5, finish the left area, and then made myself right. When I reached the center, I just started mashing click all towards the right side, slaughtering enemies out of my view and promptly knocking them back as they went into it, and when I heard an Archie screech, I would just keep shooting towards its direction until it died. I took little damage from this point, saving my Energy Shield that had 6% durability left, and after a few things were left alive, I wandered around and finished the stragglers to clear it.
I then clicked to win throughout the rest of Hell, found a Megasphere to restore my Energy Shield, cleared the Lava Pits with no issues at all, and then killed John Carmack without getting hit. Even with no exotic nor unique Pistols, Sharpshooter can still be broken.
It nearly ended right away though at Hell's Arena. When I got to the third wave I was out of medkits, tired, and decently damaged, then when I gift dropped an armor to attract the first Baron, it got to me before I could get damage it much, leaving me about one hit from death after killing it. Instead of gift dropping the armor near me for the second Baron, I just waited at a corner, hoping it would show up in a farther away spot in the open so I could get more shots at it before it got near and reload while it was out of view. Fortunately it did do that, and I was able to kill it before it got to me. With the power mod I made a high power Pistol, as I figured the extra power, chance of knockback, and an ammochain would offset the lower clip size.
After Hell's Arena the rest of Phobos went really well, and I skipped the Unchained Court as I had no idea how I would handle the Barons there with just a Pistol, but when Phobos Lab spawned instead of Military Base, I decided to take it on, as I really wanted to get Sharpshooter before the Bruiser Brothers and Deimos. Despite coming into the level with many medkits (including three large ones and a Blood Skull), a radsuit, and two phase devices, trying to take on the Nightmare Demons with Pistols, without Sharpshooter, no ammochain, and nothing boosting my movement speed, turned out to be a really really bad idea. I was able to take out the first couple of them in the cave without issue, by going in, taking a couple potshots, getting out, closing the door, and repeating. But then it all went to shit with the rest of the caved Nightmare Demons, who would get up to me before I could exit the cave, I couldn't get to run much in the acid without going in myself, and took a really really long time to die in the acid. I ended up clearing the cave, but not without expending my radsuit, Blood Skull, and all my medkits bar one small one, while still having the rest of the level to go. Then when I opened the door to the left portion of the map, the two Nightmare Demons there were already on top of me, and I promptly ran away, but they would then corner me in the lower right of the acid pool while still not near death from the acid running, so I used a phase device and prayed, which ended up teleporting me away in the lower left portion of the map, saving me. Then when I hit the final switch and activated the final ambush, I immediately used my final radsuit and ran back in to the lever pool away from the Nightmare Demons, but I would then get cornered by three of them in the lower right while they were again not near death. So I used my second phase device, and the RNG favored me once more, teleporting me back to the central acid pool room. I then went across the bridge, and perpetually waited at the door there, shooting at the Formers/Imps that came into view and hoping the Nightmare Demons would kill themselves in the acid, while ready to run in and close the door if any popped into my view. Fortunately they all died offscreen and once I got the message that everything was dead, I went around picking up the remaining rewards and left.
Going into Anomaly with no phase device on AoMr and still no Sharpshooter concerned me, but I was able to run back into the starting room without taking too much damage, and part way into dealing with the ambush I finally got Sharpshooter, where I promptly finished the rest of the ambush and killed the brothers without much of an issue.
Deimos as a whole went with no bumps. Hell's Armory went really easily, and I got a nano mod out of it; making a Nanomachic Pistol was an obvious usage of it, but I held onto it, figuring I wouldn't need it that much as a Sharpshooter and either to make Nanofiber Skin Armor (as that and Cybernano are the only assemblies I have yet to make for Technician Diamond), or to hopefully find a Combat Pistol or Blaster I could make Nanomachic. I was planning to do The Wall/Containment Area for Brick Silver, but unfortunately I couldn't find another power mod to make an Energy Pistol by the time it showed up (power mods ended up really scarce on this run). I skipped the City of Skulls, as fuck trying it on AoMr. I went into Spider's Lair, and though I took a bit more damaged than I should have, I expended only a single medkit that I had a copious supply of and cleared it. Then for Cybie I had no Dodgemaster and still no Energy Pistol nor any exotic/unique Pistols, but I was able to still dodge most of his rockets, while Fireproof Red Armor well protected me from the few rockets I was hit by.
Then Hell went just as easily as Deimos. Skipping UC on AoMr is without question, and I skipped The Vaults too, as I wasn't going to gamble away the 100% killrate on a single phase device. Then I was going to skip The Mortuary, as going into it on AoMr is suicidal, especially with no skulls. But with me still down two power mods to make Nanofiber Skin Armor and no Combat Pistol/Blaster in sight, I decided to make a Pistol I've been bulk modding to a Nanomachic Pistol, and with it and SoG4 I figured I would be able to kill everything in the Mortuary faster than the Arch-viles could revive them. Entering the level, I immediately used a Shockwave Pack I had after grabbing a Supercharge, killed the three Archies in sight, and starting making my way left to get the power mod to use on my Nanomachic Pistol. I was taking a decent beating as I made my way left, but my assessment about the Nanomachic Pistol proved correct, and my Energy Shield protected me well enough from taking too much damage. I would get to the power mod and get SoG5, finish the left area, and then made myself right. When I reached the center, I just started mashing click all towards the right side, slaughtering enemies out of my view and promptly knocking them back as they went into it, and when I heard an Archie screech, I would just keep shooting towards its direction until it died. I took little damage from this point, saving my Energy Shield that had 6% durability left, and after a few things were left alive, I wandered around and finished the stragglers to clear it.
I then clicked to win throughout the rest of Hell, found a Megasphere to restore my Energy Shield, cleared the Lava Pits with no issues at all, and then killed John Carmack without getting hit. Even with no exotic nor unique Pistols, Sharpshooter can still be broken.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Octozooka, level 14 Arch-Vile Br. General Technician,
nuked the Mastermind at the Hell Fortress.
He survived 1865259 turns and scored 340522 points.
He played for 4 hours, 26 minutes and 38 seconds.
He was a man of Ultra-Violence!
He killed 1200 out of 1200 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Marksmanship!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 6
Levels completed : 6
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
Marksman Gold Badge
Marksman Platinum Badge
Arena Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
................................................X.........#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..............................................|...........#
..............................................|||.........#
.............................................||}|.........#
.............................................||||.........#
###########################################################
-- Statistics ------------------------------------------------
Health 86/50 Experience 96244/14
ToHit Ranged +6 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Technician
Hellrunner (Level 2)
Son of a gun (Level 5)
Eagle Eye (Level 3)
Dodgemaster (Level 1)
Whizkid (Level 2)
Sharpshooter (Level 1)
SoG->SoG->SoG->EE->EE->EE->MSs->WK->WK->HR->HR->SoG->SoG->DM->
-- Equipment -------------------------------------------------
[a] [ Armor ] energy shield [0/0] (100%)
[b] [ Weapon ] nanomachic pistol (2d5) (P1)
[c] [ Boots ] tactical boots [0/0] (100%) (A)
[d] [ Prepared ] power battery (x120)
-- Inventory -------------------------------------------------
[a] energy pistol (2d5) [6/6]
[b] BFG 9000 (10d6) [220/220] (B3)
[c] fireproof red armor [4/4] (100%)
[d] red armor [4/4] (90%) (A)
[e] Angelic Armor [7/7] (100%)
[f] power cell (x50)
[g] power cell (x50)
[h] power cell (x50)
[i] power cell (x50)
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] homing phase device
[r] envirosuit pack
[s] plasteel boots [2/2] (100%)
-- Resistances -----------------------------------------------
Acid - internal 25% torso 95% feet 25%
Fire - internal 25% torso 95% feet 25%
Plasma - internal 0% torso 80% feet 0%
-- Kills -----------------------------------------------------
126 former humans
141 former sergeants
47 former captains
188 imps
89 demons
228 lost souls
65 cacodemons
42 hell knights
31 barons of hell
45 arachnotrons
38 former commandos
30 pain elementals
39 revenants
42 mancubi
30 arch-viles
12 nightmare demons
2 bruiser brothers
1 shambler
1 lava elemental
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
On level 2 he assembled a high power weapon!
He left the Arena as a champion!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a fireproof armor!
He destroyed the evil within and reaped the rewards!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he assembled a tactical boots!
On level 16 he found the Tower of Babel!
On level 19 he assembled a energy pistol!
On level 20 he assembled a nanomanufacture ammo!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 22 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
The missile hits John Carmack.
The missile hits John Carmack.
The missile hits John Carmack.
Carmack raises his hands and summons hellspawn!
The missile hits the revenant.
The missile hits the revenant.
The missile hits the revenant.
The missile hits the revenant.
The missile hits the revenant. The revenant dies.
The missile hits John Carmack.
The missile hits John Carmack.
The missile hits John Carmack.
The missile hits John Carmack.
The missile hits John Carmack. John Carmack dies. Congratulations! You
defeated John Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
119 brave souls have ventured into Phobos:
59 of those were killed.
7 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
47 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
25 killed the bitch and survived.
16 showed that it can outsmart Hell itself.
--------------------------------------------------------------
9
Post Mortem / [U|AoP|93%|YAVP] Inquisitor Platinum
« on: January 16, 2018, 04:58 »
Angel of Purity was the last angel challenge I had yet to complete, never even attempting it in the five years I played DoomRL, so I decided to finally do it and go straight for the Platinum. Build-wise, I went with my standard Shottyhead build that I usually default to, with the only (initial) deviation being going for HR in my first level, instead of going straight to Shottyman as I usually do, to help avoid damage straight away.
As for the run, being a Shotgun build, Hell's Arena was a given stop and was completed without issue. I skipped the Unchained Court; I had a lot of difficulty beating it with this build in a normal UV run, so there was no way I was going to try it while being unable to use the Berserks. I was hoping for Military Base but got Phobos Lab instead; I was worried radsuits would count as powerups, but entered anyway, and I was relieved to see they didn't. I had no radsuits going into the level, so I couldn't just run into the acid to handle the caved Nightmare Demons, but I was still able to take them out without taking much damage (a Ballistic Vest helped), and the rest of the level went smoothly. Anomaly was easy, and then Deimos Lab wasn't hard either. On Deimos Lab I found a Missile Launcher in the weapon cache, which I found very disappointing (especially as I've had awful luck lately with finding them spawning so often, with me finding three of them outside the guaranteed two in one run). However it came very handy in taking out the Shamblers, but came across even greater disappointment at finding the level's reward; since there would be no way to restore armor durability (outside lucky levers maybe?), I was really hoping for an onyx or nano mod (the latter of which I was planning to make a Power Red Armor or Nanofiber Skin Armor with, especially since I didn't make a Fireproof Red Armor due to the inability to restore durability). Instead it was a firestorm mod and Cybernetic Armor... Speaking of more bad luck I had with RNG spawn this run, I found a second rare mod shortly after Deimos Lab...which was another firestorm mod (I had a shot at a Biggest Fucking Gun in a normal game, but already threw away the first one). Then I found only two technical mods the whole run (despite usually overflowing with them), and the second one wasn't found until halfway through Hell (so I couldn't make a Focused Double Shotty until then). And then I found no phase devices at all until Hell.
Anyway, shortly after Deimos Lab I was running into an ammo shortage as Sergeants weren't spawning enough, but I had an ample supply of large medkits and a good amount of spare armor, with multiple bulk-modded red armors, so I was looking good survivability wise. I did Containment Area, as I could rely on using rockets to clear it and conserve shells, which went easily though I inadvertently let the Backpack get blown up. I went into Abyssal Plains to get the shell box and more exp, and after a rough start where I expended a Hellwave Pack I found the level before to deal with the surrounding Hell Knights, the rest of the level went well. Then I went through Spider's Lair for extra exp and the BFG, expending a large medkit in the process. I would finally end my ammo shortage in the last level of Deimos, where I got a Sergeant and Arch-Vile together, exploiting it to fill myself up with stacks of shells. Then Cybie fell easily as I had Dodgemaster.
In Hell my riskier play was starting to catch up to me, as my medkit supply rapidly diminished, while Hell Nobles kept stealing them from me. I almost died in the first level of Hell, when I was blasted by a Revenant into the middle of lava while wearing a Tactical Armor, being left at 10% health. Immediately expending a medkit I was able to survive, though when entering the third level of Hell, I was out of medkits, and on that third level I spawned in a Maze, making for a dire situation. Through very cautious play and a lot of camping in a less-open-than-usual spot, I was able to survive the level, losing about a quarter of my health. I also started taking IM at this point instead of more HR or Fin, as I really needed that extra 10 HP (and the extra HP I would get from medkits). Unfortunately I got no medkits in that level as the Hell Nobles got them, and I skipped the Vaults; I was willing to give up my 100% killrate to get some exp/stuff from there and it's an easy level, but I didn't want to take any risks. I was then able to make it through the 4th level without much damage, but I only got a small medkit from there. So I decided to enter Limbo, use a Homing Phase and grab a large medkit, then get out (I would have done it if I had medkits on me and didn't blow up the skulls from the Agony Elemental earlier). After that point everything went really smoothly, got a couple more large medkits without taking much damage, and then killed the Mastermind easily as I had a Plasma Shield.
As for the run, being a Shotgun build, Hell's Arena was a given stop and was completed without issue. I skipped the Unchained Court; I had a lot of difficulty beating it with this build in a normal UV run, so there was no way I was going to try it while being unable to use the Berserks. I was hoping for Military Base but got Phobos Lab instead; I was worried radsuits would count as powerups, but entered anyway, and I was relieved to see they didn't. I had no radsuits going into the level, so I couldn't just run into the acid to handle the caved Nightmare Demons, but I was still able to take them out without taking much damage (a Ballistic Vest helped), and the rest of the level went smoothly. Anomaly was easy, and then Deimos Lab wasn't hard either. On Deimos Lab I found a Missile Launcher in the weapon cache, which I found very disappointing (especially as I've had awful luck lately with finding them spawning so often, with me finding three of them outside the guaranteed two in one run). However it came very handy in taking out the Shamblers, but came across even greater disappointment at finding the level's reward; since there would be no way to restore armor durability (outside lucky levers maybe?), I was really hoping for an onyx or nano mod (the latter of which I was planning to make a Power Red Armor or Nanofiber Skin Armor with, especially since I didn't make a Fireproof Red Armor due to the inability to restore durability). Instead it was a firestorm mod and Cybernetic Armor... Speaking of more bad luck I had with RNG spawn this run, I found a second rare mod shortly after Deimos Lab...which was another firestorm mod (I had a shot at a Biggest Fucking Gun in a normal game, but already threw away the first one). Then I found only two technical mods the whole run (despite usually overflowing with them), and the second one wasn't found until halfway through Hell (so I couldn't make a Focused Double Shotty until then). And then I found no phase devices at all until Hell.
Anyway, shortly after Deimos Lab I was running into an ammo shortage as Sergeants weren't spawning enough, but I had an ample supply of large medkits and a good amount of spare armor, with multiple bulk-modded red armors, so I was looking good survivability wise. I did Containment Area, as I could rely on using rockets to clear it and conserve shells, which went easily though I inadvertently let the Backpack get blown up. I went into Abyssal Plains to get the shell box and more exp, and after a rough start where I expended a Hellwave Pack I found the level before to deal with the surrounding Hell Knights, the rest of the level went well. Then I went through Spider's Lair for extra exp and the BFG, expending a large medkit in the process. I would finally end my ammo shortage in the last level of Deimos, where I got a Sergeant and Arch-Vile together, exploiting it to fill myself up with stacks of shells. Then Cybie fell easily as I had Dodgemaster.
In Hell my riskier play was starting to catch up to me, as my medkit supply rapidly diminished, while Hell Nobles kept stealing them from me. I almost died in the first level of Hell, when I was blasted by a Revenant into the middle of lava while wearing a Tactical Armor, being left at 10% health. Immediately expending a medkit I was able to survive, though when entering the third level of Hell, I was out of medkits, and on that third level I spawned in a Maze, making for a dire situation. Through very cautious play and a lot of camping in a less-open-than-usual spot, I was able to survive the level, losing about a quarter of my health. I also started taking IM at this point instead of more HR or Fin, as I really needed that extra 10 HP (and the extra HP I would get from medkits). Unfortunately I got no medkits in that level as the Hell Nobles got them, and I skipped the Vaults; I was willing to give up my 100% killrate to get some exp/stuff from there and it's an easy level, but I didn't want to take any risks. I was then able to make it through the 4th level without much damage, but I only got a small medkit from there. So I decided to enter Limbo, use a Homing Phase and grab a large medkit, then get out (I would have done it if I had medkits on me and didn't blow up the skulls from the Agony Elemental earlier). After that point everything went really smoothly, got a couple more large medkits without taking much damage, and then killed the Mastermind easily as I had a Plasma Shield.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Chai, level 15 Arch-Vile Br. General Scout,
defeated the Mastermind at the City of Dis.
He survived 2318054 turns and scored 328055 points.
He played for 7 hours, 1 minute and 49 seconds.
He was a man of Ultra-Violence!
He killed 1119 out of 1196 hellspawn. (93%)
He held his right to remain violent.
He was an Angel of Purity!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 8
Levels completed : 7
-- Awards ----------------------------------------------------
Cyberdemon's Head
UAC Star (gold cluster)
Aurora Medallion
Hell Armorer Badge
Hell Champion Medal
Inquisitor Gold Badge
Inquisitor Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
#############................................##############
############...............####...............#############
###########.......####.....####.....####.......############
##########........####.....####.....####........###########
#########.........####.....###.........#.........##########
########..........####............................#########
#######............................................########
#######....####............................####....########
#######...&####............................####....########
#######....####.............................###....########
#######....####...............X.............###....########
#######..............................%.............########
########..........####............................#########
#########.........####.....##....................##########
##########........####.....#....................###########
###########.......####.....##..................############
############...............##.................#############
#############................................##############
###########################################################
-- Statistics ------------------------------------------------
Health 62/70 Experience 102687/15
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 2)
Finesse (Level 2)
Hellrunner (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
HR->Rel->Rel->SM->Fin->Jug->MSh->HR->DM->Fin->WK->WK->Iro->Iro->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] plasma shield [0/0] (69%)
[b] [ Weapon ] tactical rocket launcher (6d6) [2/5]
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] shell box (x100)
-- Inventory -------------------------------------------------
[a] focused double shotgun (9d4)x2 [2/2] (P1)
[b] tactical shotgun (8d3) [5/5]
[c] BFG 9000 (10d6) [20/100]
[d] Revenant's Launcher (7d6) [0/1]
[e] red armor [4/4] (82%)
[f] red armor [6/6] (134%) (ABP)
[g] red armor [4/4] (95%)
[h] duelist armor [2/2] (80%)
[i] shotgun shell (x50)
[j] shotgun shell (x50)
[k] shotgun shell (x13)
[l] shotgun shell (x50)
[m] shotgun shell (x50)
[n] rocket (x3)
[o] rocket (x10)
[p] rocket (x10)
[q] large med-pack
[r] large med-pack
[s] large med-pack
[t] homing phase device
[u] rocket box (x20)
-- Resistances -----------------------------------------------
Plasma - internal 0% torso 95% feet 0%
-- Kills -----------------------------------------------------
116 former humans
86 former sergeants
38 former captains
153 imps
94 demons
326 lost souls
35 cacodemons
48 hell knights
55 barons of hell
38 arachnotrons
18 former commandos
28 pain elementals
24 revenants
22 mancubi
18 arch-viles
12 nightmare demons
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
-- 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 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical boots!
On level 9 he found the Cybernetic Armor!
On level 9 he assembled a tactical shotgun!
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he assembled a tactical armor!
On level 12 he found the Hellwave Pack!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he assembled a tactical rocket launcher!
On level 16 he found the Tower of Babel!
On level 20 he was foolish enough to enter Limbo!
He managed to escape from Limbo!
On level 21 he assembled a focused double shotgun!
On level 21 he found the Revenant's Launcher!
On level 22 he entered the Lava Pits.
On level 22 he found the Necroarmor!
He managed to clear the Lava Pits completely!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
You prepare the tactical shotgun instantly!
You prepare the focused double shotgun instantly!
Boom! You are hit! Boom! Boom! Boom! Boom!
You dodge! You dodge! Boom!
You dodge! Boom! You are hit! You dodge! Boom! Boom! You are hit!
You dodge! You dodge!
You prepare the tactical rocket launcher instantly!
You dodge! You dodge! Boom!
The missile hits the Spider Mastermind. You are hit! You are hit! You are
hit!
The missile hits the Spider Mastermind. You are hit! You are hit!
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
115 brave souls have ventured into Phobos:
58 of those were killed.
6 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
45 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
24 killed the bitch and survived.
15 showed that it can outsmart Hell itself.
--------------------------------------------------------------
10
Post Mortem / [H|100%|YAAM] Punching my way for Strongman Diamond/First diamond
« on: January 14, 2018, 09:34 »
For my first diamond I decided to go for Strongman Diamond (and in the process get the rest of the Strongman badges that I haven't gotten yet). My first attempt I tried to exploit the Juggler trick of past versions to use melee weapons while my hands were empty, but I wasn't aware that 0.9.9.7 fixed kill attribution so it's properly given to the actual weapon used to kill and not what you had equipped, thus resulting in no Strongman badges when I got to the result screen. In my second attempt, I got to dlevel 14 and decided to try Spider's Lair, for experience and to get some much needed armor shards for my heavily battered armor that I was experiencing a severe drought of. However shortly into it, I decided to equip my Combat Shotgun to help attract/weaken Arachnotrons and shortly after one I was attacking was killed by another behind it while I had it equipped. I wasn't given a definitive answer in my thread asking about fist-only runs if kills are attributed to your equipped weapon when a monster dies by indirect means, but I didn't want to potentially finish the rest of the run for nothing so I gave up there. The third run however was successful.
For my traits I went to Brute 3 immediately, as I really needed that extra punching power and wouldn't be able to activate Berserker with my fists without it anyway. After getting Vampyre I went and picked up two levels of Finesse, as besides providing much needed help to my offensive prowess, being able to get an extra hit or two in would save a lot of retaliatory hits in return and open up Whizkid, saving me more damage than TaN would, and I didn't bother getting the second level of Badass as I figured it would be useless when I could rarely stay above 150% even with Vampyre. After Finesse I went for TaN instead of Whizkid, as I had no worthwhile modding I could do with my armor.
For my progression, I completely skipped Hell's Arena; I figure a single wave was doable, but I didn't want to be left without any means of healing afterward while I would be taking so much unavoidable damage. Chained Court is a given stop, and then fortunately I got Military Base, where I was able to camp out and punch out of the formers with little damage, while the elites provided enough experience to get me to Vampyre before Anomaly. Then Hell's Armory went smoothly, giving me a nice stock of Blue Armors and an onyx mod. Unfortunately I immediately made my Red Armor ballistic, so I couldn't rid myself of armor concerns nor maybe make a Tower Shield that would reduce all melee damage to 1 without berserk for a while. I decided to hold on to it instead of using it on a Blue, in hopes of finding another Red Armor or a good exotic armor (which wouldn't come for a long time). That supply of Blue Armors went away fast even with many power and bulk mods, and my Ballistic Red Armor was perpetually damaged, while new Blues were uncommon and Armor Shards weren't anywhere close to common enough to keep up. I tried Spider's Lair again for those Armor Shards, using a junk Green Armor and then no armor when it got destroyed, but I was able to beat it expending only a single medkit, making Spider's Lair worthwhile. Speaking of medkits, I found a ton of large ones in this run, and despite Vampyre not being able to keep up with the damage I took, I only expended a few throughout the run. Another time I used one was when I had a really close call with a Mancubus in a hallway while wearing the Ballistic Red Armor, where I nearly died but a Berserker proc saved me and left me at 28% health. I also did City of Skulls, having an Invulnerability near the stairs that allowed me to get past the initial ambush without damage, then I used rocket jumps to find more Souls/Elementals before my Invulnerability ran out, and used more rocket jumping while berserk to get near Elementals before they could spawn too many Souls. Did the same for the Agony Elemental, getting in melee range before it spawned anything more than a single Pain Elemental, and then I was able to take it and its spawn out without issue. I got three Hatred Skulls from it, and carried two around for emergencies afterward.
Cybie was a bit troublesome, his rockets were failing to activate Berserker and I was taking a significant amount of damage while my final Blue Armor was getting shredded, so I just ran into his melee range and don the Ballistic Red Armor, using the Chainsaw to weaken him until he was near death and then finishing him off with my fists. Then in the Unholy Cathedral I did the same Chainsaw to near death and then punching strat to kill the AoD, though I left the Scythe behind as I figured it would be too risky to use it over the Chainsaw to weaken the Mastermind. The following Hell levels were rough, with one starting me in a room where the only way out had two Revenants while I lacked any fire resistance. I tried getting through, but after a few rockets that dealt quite a bit of damage but failed to activate Berserker, I used a Homing Phase to get out of there, while next to the stairs was fortunately next to a swarm of Pinkies that allowed me to heal up and get some berserk to clear out a good portion of the map. I skipped the Vaults, as I didn't want to gamble with my lone Phase Device and while lacking fire resistance, and then of course skipped The Mortuary/Limbo, as my fists would have no chance in hell of putting up a remotely reasonable DPS that would allow me to keep up, while it would be extremely risky to try corpse disposing without something inadvertently getting killed while my hands weren't empty. Then finally on the fifth level of Hell, after being about ready to use my Onyx mod on a Blue Armor, I found another Red Armor to use my Onyx on, ending my armor crisis. Also found a Gothic Armor right next to it, ensuring I would be taking 1 melee damage from everything, but I never needed it as I blitzed through the rest of the run with my PO-modded Red Armor and killed the Mastermind without issue. I was going to use a Hatred Skull before going into Dis, but with only a few corpses near the stairs, I ran out before I could even hit the switch.
For my traits I went to Brute 3 immediately, as I really needed that extra punching power and wouldn't be able to activate Berserker with my fists without it anyway. After getting Vampyre I went and picked up two levels of Finesse, as besides providing much needed help to my offensive prowess, being able to get an extra hit or two in would save a lot of retaliatory hits in return and open up Whizkid, saving me more damage than TaN would, and I didn't bother getting the second level of Badass as I figured it would be useless when I could rarely stay above 150% even with Vampyre. After Finesse I went for TaN instead of Whizkid, as I had no worthwhile modding I could do with my armor.
For my progression, I completely skipped Hell's Arena; I figure a single wave was doable, but I didn't want to be left without any means of healing afterward while I would be taking so much unavoidable damage. Chained Court is a given stop, and then fortunately I got Military Base, where I was able to camp out and punch out of the formers with little damage, while the elites provided enough experience to get me to Vampyre before Anomaly. Then Hell's Armory went smoothly, giving me a nice stock of Blue Armors and an onyx mod. Unfortunately I immediately made my Red Armor ballistic, so I couldn't rid myself of armor concerns nor maybe make a Tower Shield that would reduce all melee damage to 1 without berserk for a while. I decided to hold on to it instead of using it on a Blue, in hopes of finding another Red Armor or a good exotic armor (which wouldn't come for a long time). That supply of Blue Armors went away fast even with many power and bulk mods, and my Ballistic Red Armor was perpetually damaged, while new Blues were uncommon and Armor Shards weren't anywhere close to common enough to keep up. I tried Spider's Lair again for those Armor Shards, using a junk Green Armor and then no armor when it got destroyed, but I was able to beat it expending only a single medkit, making Spider's Lair worthwhile. Speaking of medkits, I found a ton of large ones in this run, and despite Vampyre not being able to keep up with the damage I took, I only expended a few throughout the run. Another time I used one was when I had a really close call with a Mancubus in a hallway while wearing the Ballistic Red Armor, where I nearly died but a Berserker proc saved me and left me at 28% health. I also did City of Skulls, having an Invulnerability near the stairs that allowed me to get past the initial ambush without damage, then I used rocket jumps to find more Souls/Elementals before my Invulnerability ran out, and used more rocket jumping while berserk to get near Elementals before they could spawn too many Souls. Did the same for the Agony Elemental, getting in melee range before it spawned anything more than a single Pain Elemental, and then I was able to take it and its spawn out without issue. I got three Hatred Skulls from it, and carried two around for emergencies afterward.
Cybie was a bit troublesome, his rockets were failing to activate Berserker and I was taking a significant amount of damage while my final Blue Armor was getting shredded, so I just ran into his melee range and don the Ballistic Red Armor, using the Chainsaw to weaken him until he was near death and then finishing him off with my fists. Then in the Unholy Cathedral I did the same Chainsaw to near death and then punching strat to kill the AoD, though I left the Scythe behind as I figured it would be too risky to use it over the Chainsaw to weaken the Mastermind. The following Hell levels were rough, with one starting me in a room where the only way out had two Revenants while I lacked any fire resistance. I tried getting through, but after a few rockets that dealt quite a bit of damage but failed to activate Berserker, I used a Homing Phase to get out of there, while next to the stairs was fortunately next to a swarm of Pinkies that allowed me to heal up and get some berserk to clear out a good portion of the map. I skipped the Vaults, as I didn't want to gamble with my lone Phase Device and while lacking fire resistance, and then of course skipped The Mortuary/Limbo, as my fists would have no chance in hell of putting up a remotely reasonable DPS that would allow me to keep up, while it would be extremely risky to try corpse disposing without something inadvertently getting killed while my hands weren't empty. Then finally on the fifth level of Hell, after being about ready to use my Onyx mod on a Blue Armor, I found another Red Armor to use my Onyx on, ending my armor crisis. Also found a Gothic Armor right next to it, ensuring I would be taking 1 melee damage from everything, but I never needed it as I blitzed through the rest of the run with my PO-modded Red Armor and killed the Mastermind without issue. I was going to use a Hatred Skull before going into Dis, but with only a few corpses near the stairs, I ran out before I could even hit the switch.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Tyson, level 12 Arch-Vile Colonel Marine,
defeated the Mastermind at the City of Dis.
He survived 1799968 turns and scored 176533 points.
He played for 3 hours, 6 minutes and 49 seconds.
He wasn't afraid to be hurt plenty.
He killed 702 out of 702 hellspawn. (100%)
This ass-kicking marine killed all of them!
He saved himself 2 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 7
Levels completed : 7
-- Awards ----------------------------------------------------
Medal of Prejudice
Sunrise Iron Fist
UAC Star (bronze cluster)
Hell Armorer Badge
Strongman Bronze Badge
Strongman Silver Badge
Strongman Gold Badge
Strongman Platinum Badge
Strongman Diamond Badge
-- Graveyard -------------------------------------------------
###########################################################
###########................................################
##########...............####...............###############
#########.......####.....####.....####.......##############
########........####.....####.....####........#############
#######.........####.....####.....####.........############
######..........####..............####..........###########
#####............................................##########
#####....####............................####....##########
#####...&####............................####....##########
#####....####............................####....##########
#####....####............................####....##########
#####............................................##########
######..........####..............####..........###########
#######.........####.....####.....####.........############
########........####.....####.....####........#############
#########.......####.....####.....####.......##############
##########...............####..%............###############
###########...................X............################
###########################################################
-- Statistics ------------------------------------------------
Health 108/60 Experience 64787/12
ToHit Ranged +0 ToHit Melee +8 ToDmg Ranged +0 ToDmg Melee +12
-- Traits ----------------------------------------------------
Class : Marine
Finesse (Level 2)
Tough as nails (Level 2)
Brute (Level 4)
Berserker (Level 1)
Whizkid (Level 1)
Badass (Level 1)
Vampyre (Level 1)
Bru->Bru->Bru->Ber->Bad->MVm->Fin->Fin->TaN->TaN->WK->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6] (OP)
[b] [ Weapon ] nothing
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] chainsaw (4d6) (T)
-- Inventory -------------------------------------------------
[a] combat shotgun (7d3) [5/5] (T1)
[b] rocket launcher (6d6) [1/1]
[c] super shotgun (8d4)x2 [2/2]
[d] blue armor [4/4] (55%) (P)
[e] ballistic red armor [4/4] (100%)
[f] gothic armor [6/6] (200%) (A)
[g] shotgun shell (x53)
[h] rocket (x14)
[i] rocket (x14)
[j] small med-pack
[k] large med-pack
[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
[t] technical mod pack
[u] agility mod pack
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 60% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 60%
Fire - internal 60% torso 85% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
70 former humans
67 former sergeants
32 former captains
95 imps
66 demons
206 lost souls
27 cacodemons
22 hell knights
21 barons of hell
31 arachnotrons
5 former commandos
12 pain elementals
6 revenants
16 mancubi
7 arch-viles
5 elite former humans
5 elite former sergeants
2 elite former captains
2 bruiser brothers
1 shambler
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 7 he marched into the Military Base.
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 8 he assembled a ballistic armor!
On level 9 he entered Hell's Armory.
On level 9 he assembled a tactical boots!
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he found the Trigun!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he found the Butcher's Cleaver!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Boom! You dodge! Boom! You dodge! Boom! You dodge! Boom! You are hit! You
dodge! Boom! You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You need to taste blood!
You are hit! You are hit! You are hit! You are hit! You are hit! You are hit!
You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
berserk! You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
114 brave souls have ventured into Phobos:
58 of those were killed.
6 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
44 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
23 killed the bitch and survived.
15 showed that it can outsmart Hell itself.
--------------------------------------------------------------
11
Post Mortem / [M|AoH|100%|YAFW] Tanking for Everyman Platinum
« on: January 06, 2018, 09:19 »
I've cleared all of the angel challenges except for AoP and AoH, so I decided I would finally play AoH, as I could get its Platinum on HNTR. I didn't want to spend a lot of time throwing knives at the Angel of Death and don't trust my sense of timing to hit him without retaliation, so I decided to go with a tanking melee build to achieve a AoH conqueror run. It sounded counter-intuitive, but I figured the early levels would be easy enough to just rely on basic Shotgun + corner shooting until I got Vampyre, and then I could rely on Vampyre with a good armor and constant berserk to keep me alive for the rest of the run.
A key part of the run was getting the Ballistic Vest from Hell's Arena, for a 50+% resistance to everything Cerberus Armor later on, while before it's Cerberus I could use it with a P-mod to reduce melee damage from everything to 1-3 without berserk. I kept restarting until I got it, dying a few times to Cacodemons in HA, and fortunately after the first time getting the Ballistic Vest, the run was a victorious one that went pretty smoothly. At Deimos Lab, I was able to outmaneuver the Shamblers and isolate them to take them out one at a time, while Berserker protected me from being instant-killed when I got hit by one of their bolts. In the process I got a Nano and Onyx mod, and I used the former to get Antigrav Plasteel Boots to make me ridiculously fast even with no Hellrunner and armor, while ensuring I wouldn't be screwed if hit into lava. Speaking of lava, I inadvertently discovered during the run that stepping into lava would proc berserk, while I took only 1 damage, so I would exploit that and rockets to ensure I was never without berserk in the later game. I also went for a Ripper instead of using the Spear, as I figured the half-second attack speed would be especially useful for this run/build and merit the Whizkid/mod investment. As for the onyx mod, I was initially hesitant on using it on the Cerberus Armor, as I really wanted to get a power mod on it to ensure everything did 1 damage, but ultimately figured berserk + TaN would do it well enough that I would be better off making its durability infinite.
Overall I can't remember any part of this run being particularly challenging or any close calls, even Limbo went really smooth. I was concerned about Spider's Lair and was a bit relieved when it didn't spawn, but also a bit disappointed I missed out on the Spider Killer's Cross.
A key part of the run was getting the Ballistic Vest from Hell's Arena, for a 50+% resistance to everything Cerberus Armor later on, while before it's Cerberus I could use it with a P-mod to reduce melee damage from everything to 1-3 without berserk. I kept restarting until I got it, dying a few times to Cacodemons in HA, and fortunately after the first time getting the Ballistic Vest, the run was a victorious one that went pretty smoothly. At Deimos Lab, I was able to outmaneuver the Shamblers and isolate them to take them out one at a time, while Berserker protected me from being instant-killed when I got hit by one of their bolts. In the process I got a Nano and Onyx mod, and I used the former to get Antigrav Plasteel Boots to make me ridiculously fast even with no Hellrunner and armor, while ensuring I wouldn't be screwed if hit into lava. Speaking of lava, I inadvertently discovered during the run that stepping into lava would proc berserk, while I took only 1 damage, so I would exploit that and rockets to ensure I was never without berserk in the later game. I also went for a Ripper instead of using the Spear, as I figured the half-second attack speed would be especially useful for this run/build and merit the Whizkid/mod investment. As for the onyx mod, I was initially hesitant on using it on the Cerberus Armor, as I really wanted to get a power mod on it to ensure everything did 1 damage, but ultimately figured berserk + TaN would do it well enough that I would be better off making its durability infinite.
Overall I can't remember any part of this run being particularly challenging or any close calls, even Limbo went really smooth. I was concerned about Spider's Lair and was a bit relieved when it didn't spawn, but also a bit disappointed I missed out on the Spider Killer's Cross.
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Vampyrez, level 14 Arch-Vile Colonel Marine,
nuked the Mastermind at the Hell Fortress.
He survived 960579 turns and scored 150223 points.
He played for 3 hours, 37 minutes and 32 seconds.
He didn't like it too rough.
He killed 687 out of 687 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Humanity!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice
Aurora Medallion
Conqueror Badge
Grim Reaper's Badge
Hell Armorer Badge
Every Soldier's Medal
Thomas's Medal
Hell Champion Medal
Everyman Gold Badge
Everyman Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..................................................||......#
..................................................X}......#
...................................................|......#
###########################################################
-- Statistics ------------------------------------------------
Health 28/14 Experience 80908/14
ToHit Ranged +0 ToHit Melee +8 ToDmg Ranged +0 ToDmg Melee +12
-- Traits ----------------------------------------------------
Class : Marine
Ironman (Level 1)
Finesse (Level 2)
Tough as nails (Level 1)
Brute (Level 4)
Berserker (Level 1)
Whizkid (Level 2)
Badass (Level 2)
Vampyre (Level 1)
Bru->Bad->Bru->Ber->Fin->MVm->Fin->WK->WK->Bru->Bad->TaN->Iro->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] cerberus ballistic vest [0] (O)
[b] [ Weapon ] ripper (7d6) (B)
[c] [ Boots ] antigrav plasteel boots [2/2] (100%) (A)
[d] [ Prepared ] shell box (x93)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] tactical rocket launcher (6d6) [4/5] (T1)
[c] nuclear BFG 9000 (8d6) [40/40]
[d] BFG 9000 (10d6) [180/220] (B3T1)
[e] red armor [6/6] (100%) (AP)
[f] Angelic Armor [7/7] (100%)
[g] shotgun shell (x70)
[h] rocket (x14)
[i] rocket (x13)
[j] rocket (x14)
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] homing phase device
[q] shockwave pack
[r] Hell Staff
[s] shell box (x100)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 95% feet 60%
Melee - internal 60% torso 95% feet 60%
Shrapnel - internal 60% torso 95% feet 60%
Acid - internal 60% torso 95% feet 95%
Fire - internal 60% torso 95% feet 85%
Plasma - internal 60% torso 95% feet 60%
-- Kills -----------------------------------------------------
82 former humans
52 former sergeants
15 former captains
85 imps
59 demons
197 lost souls
39 cacodemons
33 hell knights
34 barons of hell
26 arachnotrons
6 former commandos
6 pain elementals
8 revenants
22 mancubi
11 arch-viles
1 nightmare demon
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- 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 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 8 he assembled a fireproof armor!
On level 9 he entered Deimos Lab.
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
Level 13 was a hard nut to crack!
On level 13 he found the Necroarmor!
On level 14 he assembled a antigrav boots!
On level 14 he assembled a tactical rocket launcher!
On level 14 he assembled a cerberus armor!
On level 14 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
On level 17 he assembled a ripper!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 19 he stumbled into a complex full of mancubi!
Level 19 blasted him with an unholy atmosphere!
On level 19 he entered the Vaults.
On level 19 he found the Cybernetic Armor!
He cracked the Vaults and cleared them out!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 21 he found the Acid Spitter!
On level 21 he assembled a tactical shotgun!
On level 22 he found the Hell Staff!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He nuked level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You need to taste blood!
John Carmack reloads his rocket launcher. You need to taste blood!
You need to taste blood!
You hit the lost soul. The lost soul dies. You're going berserk! You need to
taste blood!
You need to taste blood!
You hit the lost soul. The lost soul dies. You need to taste blood!
You hit John Carmack. You're going berserk! The lost soul hits you. You need
to taste blood!
You hit John Carmack. You are hit! The lost soul dies. That hurt! You' going
berserk! The lost soul dies. The lost soul dies. You need to taste blood!
You hit John Carmack. You're going berserk! You need to taste blood!
You hit John Carmack. You need to taste blood!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now. You're going berserk!
-- General ---------------------------------------------------
97 brave souls have ventured into Phobos:
48 of those were killed.
6 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
37 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
21 killed the bitch and survived.
14 showed that it can outsmart Hell itself.
--------------------------------------------------------------
12
Discussion / How exactly do fist-only runs work?
« on: January 04, 2018, 23:39 »
I recently tried going for my first diamond, the Strongman Diamond Badge, and I was under the impression that what weapon is attributed to kills was counted by whatever you had equipped in your primary weapon slot when a monster dies. So for my strategy, I went for Juggler and then had the Chainsaw/Azrael's Scythe in my prepared slot while keeping my primary slot empty, thus still allowing me to deal substantial damage with my "fists" and make the rest of the run past the Chained Court a lot easier. However while doing this and succeeding with a 100% killrate on HMP in a normal game, ensuring everything died while I had nothing equipped in my primary slot, I was not awarded the Strongman Diamond Badge.
So maybe I accidentally killed something when I used shotguns to weaken Demons in early levels or the couple of times I needed to blow a hole through a wall with a rocket, or maybe when I used Fire Skulls in the Mortuary it didn't count as fist kills, or maybe I accidentally left a weapon equipped in my primary slot when I melee'd something to death. However in the player records, it stated I have no fist kills on the Angel of Death, when I most certainly killed him with nothing in my primary slot, and I killed near a thousand Lost Souls in the run after Abyssal Plains got out of hand and an aborted attempt at getting the Iron Skull medal, yet the records listed only a few hundred fist kills on Souls. So are those records off, or does using Juggler to attack with a melee weapon in your prepared slot count as killing with that weapon instead of what is in your primary slot? And does using non-fist weapons at all prohibit you from getting fist-based badges/medals? Additionally, are item-based kills like from the Fire Skull attributed to your equipped weapon, or are attributed differently?
For one more piece of information, I did admittedly save scum to get the Scavenger Platinum from The Vaults during this run, where I did quit out and copied my save file back over until I succeeded in teleporting into the center vault. Would that have messed up the game's record keeping that resulted in my pre-Vault fist kills not counting?
So maybe I accidentally killed something when I used shotguns to weaken Demons in early levels or the couple of times I needed to blow a hole through a wall with a rocket, or maybe when I used Fire Skulls in the Mortuary it didn't count as fist kills, or maybe I accidentally left a weapon equipped in my primary slot when I melee'd something to death. However in the player records, it stated I have no fist kills on the Angel of Death, when I most certainly killed him with nothing in my primary slot, and I killed near a thousand Lost Souls in the run after Abyssal Plains got out of hand and an aborted attempt at getting the Iron Skull medal, yet the records listed only a few hundred fist kills on Souls. So are those records off, or does using Juggler to attack with a melee weapon in your prepared slot count as killing with that weapon instead of what is in your primary slot? And does using non-fist weapons at all prohibit you from getting fist-based badges/medals? Additionally, are item-based kills like from the Fire Skull attributed to your equipped weapon, or are attributed differently?
For one more piece of information, I did admittedly save scum to get the Scavenger Platinum from The Vaults during this run, where I did quit out and copied my save file back over until I succeeded in teleporting into the center vault. Would that have messed up the game's record keeping that resulted in my pre-Vault fist kills not counting?
13
Requests For Features / Vaults needs altered enemy choosing? Currently at hardest on HNTR difficulty
« on: September 24, 2014, 11:11 »
When I played DoomRL on HNTR, I found the Vaults to be one of the most difficult special levels in the game; in fact, I probably only found the Mortuary/Limbo to be tougher. I regularly found myself expending more resources on it than the worth of the rewards of the level. So to my surprise, when I started playing HMP, while other special levels went up a noticeable bump in difficulty, the Vaults actually got easier, significantly so. It was a pure breather level, and went from one of the hardest to one of the easiest special levels in the game.
By this point of the game, you're pretty much guaranteed to have a Fireproof Red Armor, which ensures Arachnotrons and Barons will hit you harder than the VMR will. And since above HNTR it's pure VMR here, you can just don that armor and not have to worry about Barons and Arachs wrecking it on you. Additionally, due to the cramped nature of the level, you can't really exploit the dodgeability of the Barons' attacks.
The biggest issue though is the fact Barons wear armor they find, and well, there's armor for the Barons to wear in the Vaults they spawn in. So unless you rush them immediately and put yourself in significant danger while risking destroying the items within the Vaults in the crossfire, you'll be guaranteed to be fighting armored Barons. And it's likely they could be wearing Red/Exotic/Unique armor, making them take forever to kill (as well as making it very likely that any good armor that spawns will be brutalised, if not outright destroyed, before you can get it).
As such, I think Mancubi and Revenants should be the enemies in HNTR, Arachnotrons replace the Mancubi in HMP, and Arch-viles replace the Arachs while Barons replace the Revenants on UV/N!.
I apologise for the nuisance if this has already been addressed and fixed in 0.9.9.8.
By this point of the game, you're pretty much guaranteed to have a Fireproof Red Armor, which ensures Arachnotrons and Barons will hit you harder than the VMR will. And since above HNTR it's pure VMR here, you can just don that armor and not have to worry about Barons and Arachs wrecking it on you. Additionally, due to the cramped nature of the level, you can't really exploit the dodgeability of the Barons' attacks.
The biggest issue though is the fact Barons wear armor they find, and well, there's armor for the Barons to wear in the Vaults they spawn in. So unless you rush them immediately and put yourself in significant danger while risking destroying the items within the Vaults in the crossfire, you'll be guaranteed to be fighting armored Barons. And it's likely they could be wearing Red/Exotic/Unique armor, making them take forever to kill (as well as making it very likely that any good armor that spawns will be brutalised, if not outright destroyed, before you can get it).
As such, I think Mancubi and Revenants should be the enemies in HNTR, Arachnotrons replace the Mancubi in HMP, and Arch-viles replace the Arachs while Barons replace the Revenants on UV/N!.
I apologise for the nuisance if this has already been addressed and fixed in 0.9.9.8.
14
0.9.9.6 / [M|AoSh|100%|YAFW] My first full win and challenge clear
« on: May 02, 2012, 21:24 »--------------------------------------------------------------
DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------
Josh, level 12 Cacodemon Sergeant Major Scout,
nuked the Mastermind on level 9 of Hell.
He survived 106712 turns and scored 132493 points.
He played for 4 hours, 16 minutes and 47 seconds.
He didn't like it too rough.
He killed 835 out of 835 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Shotgunnery!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 8
Levels completed : 8
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Champion Medal
Hell Armorer Badge
Veteran Bronze Badge
Shottyman Bronze Badge
Shottyman Silver Badge
Scavenger Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
................................................X.........#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
..........................................................#
###########################################################
-- Statistics ------------------------------------------------
Health 84/60 Experience 65864/12
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Finesse (Level 2)
Hellrunner (Level 2)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 1)
Shottyman (Level 1)
Shottyhead (Level 1)
Rel->Rel->SM->HR->Fin->Jug->MSh->HR->Fin->WK->DM->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [7/7] (100%)
[b] [ Weapon ] super shotgun (11d4)x2 [2/2] (P3)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] assault shotgun (9d3) [8/8] (B1P2)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [5/5]
[b] fire shield [4/4] (190%)
[c] phaseshift armor [2/2] (100%) (T)
[d] duelist armor [2/2] (100%)
[e] Lava Armor [4/4] (100%)
[f] shotgun shell (x50)
[g] shotgun shell (x37)
[h] shotgun shell (x50)
[i] shotgun shell (x50)
[j] small med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] homing phase device
[o] agility mod pack
[p] shockwave pack
[q] Hell Staff
[r] phaseshift boots [4/4] (100%)
[s] shell box (x100)
-- Resistances -----------------------------------------------
None
-- Kills -----------------------------------------------------
133 former humans
89 former sergeants
29 former captains
95 imps
55 demons
246 lost souls
52 cacodemons
26 hell knights
31 barons of hell
32 arachnotrons
7 former commandos
14 pain elementals
8 revenants
9 arch-viles
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- 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 5 he found the Arena Master's Staff!
On level 5 he assembled a tactical boots!
He defeated the Hell Arena Master!
On level 7 he assembled a fireproof armor!
On level 8 he encountered the Phobos Anomaly.
On level 10 he assembled a elephant gun!
On level 10 he entered Hell's Armory.
On level 10 he assembled a tactical armor!
He destroyed the evil within and reaped the rewards!
On level 13 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he assembled a tactical shotgun!
On level 16 he found the Tower of Babel!
On level 17 he found the Hell Staff!
On level 19 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 20 he found the Lava Armor!
On level 20 he assembled a fire shield!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 22 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
He nuked level 25!
Then finally in hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
hear the scream of a freed soul!
Warning! Explosion in 7 seconds!
Warning! Explosion in 6 seconds!
The lost soul dies.
Warning! Explosion in 5 seconds!
You dodge!
Warning! Explosion in 4 seconds!
John Carmack reloads his rocket launcher.
Warning! Explosion in 3 seconds!
You dodge!
Warning! Explosion in 2 seconds!
You use a lava element. You feel invincible! John Carmack reloads his rocket
launcher. Warning! Explosion in 1 seconds!
Congratulations! You defeated John Carmack! Press <Enter>...
You feel relatively safe now.
Argh!!! Lava!
-- General ---------------------------------------------------
17 brave souls have ventured into Phobos:
13 of those were killed.
1 didn't read the thermonuclear bomb manual.
3 souls destroyed the Mastermind...
2 killed the bitch and survived.
1 showed that it can outsmart hell itself.
--------------------------------------------------------------
I managed to achieve my first full win, as well as clear my first challenge, and achieve 100% kills for the first time. I started off pretty rough, being nearly killed by the Arena Master and then by the Bruiser Brothers. Things started to pick up in Deimos, starting with the assembly of an Elephant gun and finding my first onyx mod. In level 11/12, I found a Super Shotgun, which eliminated the need to make a Focused Double Barrelled Shotgun, and helped immensely against the remaining bosses.
Despite accidentally picking Finesse instead of Dodgemaster before the Cyberdemon, the Cyberdemon was only able to hit me a few times, which didn't deal much damage having the fireproof red armor. And the Super Shotgun was able to take him down surprisingly quick even without MAD.
I chose to take on the Mortuary, despite only having a few medkits on me. And surprisingly, unlike my AoMr Sharpshooter run that ended up horribly there, things went real smoothly. Two of the Archviles were bunched together on the left, with the third nearby. Each of my two hatred skulls were able to take out an Archvile, along with several other enemies. And the Super Shotgun was still effective at attacking groups of enemies at a distance. I would have to say, this attempt at Mortuary went easier than my first attempt that I barely survived, despite then having access to more than shotguns.
In the end, with a nuke and nuke BFG, and having an invulnerability sphere spawn near the stairs to Dis, I was able to nuke the Mastermind with the lava element still intact, and then nuke John Carmack for the win.
For some other notes, I was able to construct my first Fireshield, though I unfortunately didn't get to utilise it much, as I wasn't able to make it until after the Cyberdemon, didn't encounter a single Mancubus, and spawned in two consecutive Arachnotron caves in Hell. The RNG was kind to me for this run after Phobos, getting the Super Shotgun at the halfway point, finding an array of useful exotic/unique armor and boots, and being able to pull off a double nuke in the end. I also somehow missed the Halls of Carnage.
Now to go on to HMP in my next standard game.
15
Requests For Features / Quicksave protection?
« on: May 01, 2012, 02:06 »
I recently had a A100 run that was going amazingly well. When I was on the 89th floor, about to advance to the 90th while still in perfect shape, my laptop suddenly turned itself off due to low battery, without having gave me the low battery warning beforehand. With no save protection for such circumstances, that run is now gone, with absolutely nothing to show for it.
As such, would it be possible to implement a feature, where if Doom RL is abruptly ended while still in play, the game will do a quicksave of where you were before the game turned off? Seeing such deep runs just vanish like that is discouraging.
As such, would it be possible to implement a feature, where if Doom RL is abruptly ended while still in play, the game will do a quicksave of where you were before the game turned off? Seeing such deep runs just vanish like that is discouraging.
Pages: [1]