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Messages - ZicherCZ

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That's a really sweet run - congratulations!

Off Topic / Re: Working on a roguelike...
« on: February 27, 2019, 02:04 »
I've checked the savefile, and the only similarity I see between it and the previous one is that the last message before the freeze is about movement blocked by terrain. I can't seem to get the issue to repeat from that state. However, I do appreciate you sending it... please keep them coming if, god forbid, this keeps happening =P hopefully with enough information I'll figure this one out.

Edit: Did you attempt to study a book at all? I found one oddity in the code the might have been the culprit in such a case...

Hello Sereg,
the last message was indeed the "Movement blocked by terrain", but I'm quite certain that my last action was walking along the corridor, into free space. I'm not certain whether I did study the book in that run.

Edit: More feedback incoming :).

So I got a105, found the dark grimoire and cast the moonglobe. As a light source with no need for fuel, it is quite useful, especially for actions with long durations (unlocking a "very complex lock" took almost 2000 turns). However, when I looted a chest, the ancient falchion could not fit my backpack and ended on the floor. When I moved away, the falchion was not displayed at all - it was still lying there, but invisible from even a single tile away. I tried dropping a few different items, and they were also invisible. It looks as if the items were "displayed" with a black character on a black background. Is this intentional?

Also, the fighting log while using the moonglobe shows a minor inconsistency. The monsters are only displayed with their eyes ("), and the player knows what he hit or missed ("The tomb serpent misses you" and "You hit the tomb serpent"), when the creature dies, it is only referenced as a "source of [color] eyes", as in "The source of green eyes convulses in the throes of death". It's looks even worse with the "swarm of tiny scarabs" - these are not displayed at all, effectively invisible, you know that you hit the swarm, but the death message goes "The source of <no visible monster> convulses in the throes of death".

The third thing I noticed is that under moonglobe, a mummified swordsman is only seen as "a faint eldritch glow". Seeing one did not seem to affect my sanity, making the moonglobe even more useful.

Off Topic / Re: Working on a roguelike...
« on: February 26, 2019, 00:57 »
Ah well, yet another freeze, and this time completely out of the blue. I just downloaded version a104 and was happily walking in a corridor, when the game froze. And again, char.sav and game.sav were generated (and attached here) and the game allowed me to continue after relaunch.

One more little piece of feedback: Potions lying on the floor are now displayed as a dot, which makes them easy to miss among all those broken chests, urns and doors, even with the potion displayed in the upper-right Detail window. In a number of traditional roguelikes, potions are instead displayed as an exclamation mark (!), so I'd suggest changing the symbol to that. Unless, of course, the symbol is deliberate and justified by potions being small and easy to miss :) .

Off Topic / Re: Working on a roguelike...
« on: February 25, 2019, 06:32 »
Hey Sereg,

in addition to my bug posted earlier today, another error was generated when I was trying to unlock a single-locked door on floor 1. The error log file suggests a division by zero. The game allowed me to continue playing afterwards.

Screenshot and error log are attached.

Off Topic / Re: Working on a roguelike...
« on: February 25, 2019, 01:38 »
Hey Sereg,
I got around to try your game at version A102. On a best run so far, I managed to get to floor 11, but shortly afterwards, after killing a few monsters there, the game froze entirely (I think that killing a tomb serpent was the very last action prior to the freeze).
Closing the game window generated the char.sav and game.sav files, attached. Launching the game again allowed me to continue the game with no ill effects.

Otherwise, good job. The game breathes Lovecraftian atmosphere, so I will definitely give a few more shots.

Edit: I just happened to "start seeing red", and I must say that the red overlay is quite heavy on the eyes. I would suggest a darker shade. Also, after the effects ended, only the area of my light radius was drawn normally, the rest of the level was still drawn red. Upon my next action, the rest of the level was also drawn normally.

Nightmare! / Re: [N!|AoMC|92%|YAVP] How come I didn't PWN?
« on: September 07, 2018, 07:01 »
Really, there should be docs about this mechanics somewhere.

Quote from: DoomRL Wiki
Every 10.0s on a level, there is a chance for corpses to respawn. There are two checks for a corpse to respawn: a global check that must be passed if any corpses are to respawn, and then another spawn for each corpse. For the global check, the chance of passing starts at 20% when entering the level and grows by 1% for each subsequent check. The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.

Maybe I could get some if I'd clear CC then Vaults, as I missed both of them obviously, but I was afraid to go with just SoG3 and Int vs them barons, and without means for corpse removal this would mean serious troubles vs Arena Master later, if I'd wreck them. So, I left them alone. Obvious other misses were Skulls/Planes, either place is not for pistols, The Wall/Containment as I had no phases, and frankly I'm not fond of jumping into a huge Baron crossfire anyway, UC as it's melee only, also I went to skip Spider Lair trying to not mes up a good run, and the BFG is of no help for AoMr. Lava Pits? Maybe, but elemental heals, and running after him across lava asks for good boots. And there was no Military Base. So nowhere to get much xp.

To gain more XP early, you may consider not continuing the Arena after the second round. You would walk away a sweet chunk of XP and some loot, while keeping a full killrate and the easier version of CC afterwards. That CC would also be fairly easy if you'd just wait for all the formers to come to you, then take the berserk packs to deal with the barons and you should end up with one more berserk left for healing.
For the other levels you mentioned, I'd say that MSs would make quite a difference there, with City of Skulls as the most prominent example. Lost souls are a guaranteed two-hit kill with MSs. And if you're lucky enough to find a blaster or to assemble an energy pistol, The Wall, Containment Area and Vaults become much easier as you have no need for phasing in and out. Some other special levels would  also become easier due to guaranteed knockback, for which you only need anything better than an unmodded basic pistol.

Wow. UV AoMr full win, with no combat pistol, no Sharpshooter and no master trait either? That's some good stuff.

Discussion / Re: Quick questions thread!
« on: August 24, 2018, 04:50 »
What's so good in that cerberus armor?
The answer is quite easy - value for mods. In a standard game, where the majority of Hell enemies are fire-based (revenants, mancubi and archviles), you're quite likely to find the requested mods well before. Cerberus armor then gives 70% fire and acid resistance and 50% plasma resistance (and 2 protection on top of that, with a P-mod afterslap), which makes for quite a lot of defense at a relatively cheap price. Plus, armor shards and reserve red armors are quite plentiful in Hell.

The other armors you mentioned - nanofiber is outright weak in terms of defense (it halves the original protection and resists, traded off by being indestructible). Powered armor, AOP and cybernano then all require either a nano mod or an onyx mod, which are far too rare to find in a standard game (outside of Armory/Deimos Lab) to reliably count upon. The Inquisitor Set is also far too rare in a standard game. Of course, Ao100/666 are a completely different matter, you will sooner or later find everything there. But even in these games, cerberus (or a fireproof red, which is even cheaper) is a go-to armor before you can find anything better.

Post Mortem / Re: [H|YAAM]Finally got my MSs run!
« on: March 27, 2018, 08:42 »
Could have built a Storm Bolter at one point too (might have actually built it to get the assembly for the first time) but for a while I was bumping into ammo issues and felt like this was a better weapon.

If you were having ammo problems, then I would recommend against using storm bolter anyway. As soon as you would reach SoG4, you would deal 12 damage with each bullet, which is the knockback threshold. The first bullet could then easily push your target out of line of the second bullet, and your ammo problems would only get worse.

Post Mortem / Re: [H|YAAM]Finally got my MSs run!
« on: March 26, 2018, 14:08 »
Seems that RNG was not exactly generous to you, with only a standard pistol and two P-mods. It only shows how powerful Sharpshooters are, once they start rolling. Good job!

Discussion / Re: Quick questions thread!
« on: March 12, 2018, 07:04 »
Is it worth trying to build a Demolition Ammo assembly on a MSs run? Even if I was building it from a combat pistol I'm not sure if that's better than the 3P2B White Death
If you have the required mods and WK2 (and preferably an extra P-mod to slap on after building the assembly), then definitely go for it.

You would probably not use it as a primary damage weapon (White Death is a lot better in that aspect), but it works well as a handy corpse-disposal and wall-breaking tool. It consumes 10mm ammo, so you can safely ditch that missile launcher and rockets to free some inventory slots. It is a pistol, and fires with your pistol speed - useful at times when you need to dig through a wall quickly. Last but not least, with SoG5 you have a guaranteed two-tile knockback, as opposed to White Death's single tile - useful when you are in an open space and need to knock enemies out of LOS swiftly.

Now that's a way to introduce yourself. And as a Sharpshooter <3 ... Congratulations, and welcome to the forums!

@LD, I see a demolition pistol in the prepared slot. This makes short work of any corpses.

Discussion / Re: Quick questions thread!
« on: February 03, 2018, 05:32 »
Thanks. Well, the original plasma shotgun or plasmatic one does gib corpses, seems to always work from any range. But once I added another P to my PN plasma shotgun and made it into assembly it supposedly turned to non-plasmatic shrapnel type as I understand it.
Making it into assembly isn't even critical as it has capacity for 10 shots and I mostly used it for gibbing in an ao666 game, but I wanted less waiting.
Ah, that makes it clear then.
PN-plasma shotgun works just fine, as you mentioned, but by adding another P mod (and not cancelling the following "Do you want to create the assembly?" prompt) you created a nano-shrapnel shotgun assembly, which changes the damage type to Piercing (without regard to original damage). Piercing damage doesn't gib corpses at all.
If you had cancelled the "create assembly" prompt, you would end up with a PPN-plasma shotgun, as you probably wished. If you did not receive such a prompt at all, that would be a bug.

Discussion / Re: Quick questions thread!
« on: February 03, 2018, 04:29 »
Is nano plasma shotgun not gibbing corpses a bug that I should report?
Unlikely. Plasma weapons need to deal quite a lot of damage to gib a living enemy (200% max health). As for corspes, shotguns in general do not damage corpses who were dead before the attack, only explosions do.
Unless there is something very specific going on, it's probably not a bug. And, with a stall of D***RL development, there's probably no one who would fix a bug anyway ...

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