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Messages - ZicherCZ

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DiabloRL / Re: What is the help button or the keybindings please?
« on: December 13, 2017, 23:56 »
Check the "manual.txt" and "keybindings.lua" file in the same folder that contains the executable. All the info should be there.

Tormuse, you are a beast. Simple as that. Congratulations on pushing the boundaries of the possible yet again!

Speaking of the depths for minibosses, the table at the top of the monster generation page states the basic minimum depth where a monster can appear. Near the bottom of the same page, there is a table that displays adjustments of minimum depth by difficulty levels (unchanged for ITYTD and HNTR, -3 for HMP, -6 for UV and N!). That explains why you met those minibosses earlier, and the difficulty adjustments also explain why on UV+ you meet those bloody hell knights as early as level 3.

I updated the Wiki page to display this information above the basic table instead below it.

Discussion / Re: The Journey to 100%
« on: November 10, 2017, 12:41 »
Marksman Platinum Badge - Probably the hardest platinum badge in my opinion. I'll likely go with a Sharpshooter build for this, but I've really never been a fan of using Pistols. Needing to kill everything keeps the player honest and also means mixing with Overconfidence is unrealistic.
It may be a playstyle difference, or just my fondness of Sharpshooters - but I tend to disagree with the badge being one of the hardest. It's probably the fact that I only have five Platinum badges, out of which two were received on a single AoMr UV run. (damn, almost five years ago?)
Give it a shot, preferably a sharp one (sorry for the lame pun).

Discussion / Re: The Journey to 100%
« on: November 03, 2017, 01:08 »
Oh, did Icy add the "SEREG" in there?  That explains it.  :P  (I was wondering if he was reading from code for a future version of the game or something)  In any case, it's very fitting!  :D
The sentence in parentheses is the correct explanation: Sereg actually made it into the source code for 0.998. The previous line from the same code ("-- In memory of our best abuser of AoOC") says the same - the devs wanted to pay homage to the most prominent master of sereging ;).

The extra ammo strain is hardly any real problem, since you would only use the energy pistol against revenants. In my experience, keeping two stacks of cells sets you up for life. Also note that while GCB kills revs in four shots, a P-modded energy pistol only needs two.

Ouch, every death after completing Ao100 hurts like hell ...

I suppose you didn't find a blaster or enough mods for an energy pistol? With MSs, they are extremely useful against revenants with their 50% bullet resistance (that is, until you find a combat pistol and P3B2-mod it - with that beast, resistances hardly matter any more) ...

By clearing Nightmare DRL as an ordinary human, you proved yourself inhuman in fact. I need to buy a hat to raise it to you, Tormuse.

My sincere congratulations! :)

Discussion / Re: The Journey to 100%
« on: October 19, 2017, 02:23 »
Psst...  The Apostle is yellow!  :D

Incorrect.  I just tested it by setting the rundelay to 100.  It slowed down run-waiting and run-moving.

Hmm. Might be different for tiles vs. ASCII version (I tested on tiles).

Unless I don't have Berserker trait!  :)  (Malicious Blades FTW!)  :D

Exactly :)

Congratulations - especially on your patience! :)

Discussion / Re: The Journey to 100%
« on: October 19, 2017, 01:25 »
Hehehe... this will most likely have something to do with
Spoiler (click to show/hide)
Correct :).
Spoiler (click to show/hide)

Discussion / Re: The Journey to 100%
« on: October 19, 2017, 00:14 »
... and probably also "RunDelay" as well.  The game normally puts a delay between each wait action.  I personally have RunDelay set to 1 just in case I decide I want to interrupt the waiting for some reason, but some more bolder players set it to zero, so all the waiting occurs instantly.

RunDelay affects the delay between turns only if you are actually running - RunWait is unaffected and always occurs instantly. The test of RunWait performed by both Tormuse and me confirms this (with Tormuse's setting of RunDelay = 1 the game would only be able to process 60k wait actions per minute, and with my setting of RunDelay = 20 turns only 3k actions per minute).

What also needs to be mentioned - the Wait command always takes 1.0s, ignoring any player speed modifiers. Thus, a fast enough monster can enter your line of sight and get a shot at you before the player's Wait action actually ends. Keep that in mind and try to pick a safe location for runwaiting.

EDIT: Two more real-color-Apostle considerations - if you actually go for it, don't put Berserker armor on before you actually run DS out. BA causes nightmare demons to be spawned constantly, which would break any chance of running DS out in any reasonable timeframe.
Also note that the Apostle has longer line of sight, great speed and a good chance to attack, so it may attack you well before you actually see it. And if it does, the attack is strong enough to always proc Berserker trait.

Discussion / Re: The Journey to 100%
« on: October 18, 2017, 12:10 »
What?  That got left in when KK released the source?  Holy crap... he said he didn't like the negative medals...  =.=

Must've been too funny to resist.
Well, since DRL 0997.1 Sneak Repo was already out for some time ...

For the record, Gutts' Sorrow is not the only "new" medal left in the source. I also noticed a "Klear Cross" - those who remember Klear as a forum member might guess what the medal is awarded for, and others can, well, guess too (or code-dive for it).

EDIT: Another such medal noticed - the Purple Heart. A hint here - Tormuse recently stated that he learned something the very very hard way. He would receive the medal in that game (although the requirements are not quite as strict).

Discussion / Re: The Journey to 100%
« on: October 17, 2017, 22:57 »
Hold down the wait button (.) for exactly one minute and see how much time passes. Then extrapolate how long you'd have to weigh down your keyboard with a battery or something like that. I'm actually curious.

Why so complicated? Set your RunWait command duration to 10M turns. Get the Dragonslayer. Clear a level, so nothing can disturb you. Use the RunWait command. Grab a coffee or two before the game processes 10M turns.

My guess is that the game samples the input at some fixed rate (24,30,60) times per second.

IMHO, I don't think so. From my experience, the game does not redraw the screen during long RunWaits, until there is actually something to redraw (e.g. a monster enters your line of sight). This makes long runwaiting quite tedious if you grabbed a Tracking map earlier, and the game animates all the monster movements.

EDIT: So I decided to actually test this. I set up the MaxWait parameter to 10 000 000, cleared Phobos base and level 2, and positioned myself to see water (fluids are animated while you're just idling around, but the animation freezes during runwaiting - with that I had an easy visual check that the game was still processing). Then I pressed the RunWait command.

After exactly 10 minutes, the water animation was still frozen, so the game was still processing. I interrupted the runwait and checked the "@" screen. The result is attached - 21 418 426 "turns" have passed. Now, the "turns" in the "@" screen mean 0.1s of ingame-time ticks, a wait command always takes 1.0s of ingame time (= 10 "turns"), and when I started, I was at 3086 "turns".

So in 10 minutes, slightly over 2M of "wait" actions were processed, and 10M turns would pass in ~47 minutes.

My computer is a five years old laptop - more up-to-date machines could probably handle the processing quite a bit faster.

Discussion / Re: The Journey to 100%
« on: October 16, 2017, 07:02 »
As to the maximum that stat could be, BerserkLimit is a LongInt, so that means you could have up to 2,147,483,647 on your Berserk timer before the game would be upset with you.

Only in theory. For the Berserker trait, the more turns you already have on your berserk "counter", the smaller are further increases. If you are not yet zerking, you gain 20 turns. If you already are and have n turns remaining, you only gain 10 - (n div 10), minimum 1 turn. This effectively means that the cap is 90 turns - after each next Berserker proc, you would only gain a single turn. This math is valid for both type of Berserkers procs (four hits in a row, and being hit hard enough).
For the record, Berserk Packs give 40 turns and Hatred Skulls give 5 turns per corpse destroyed. These items may surpass the effective cap of the Berserker trait, but of course they are not that common.

Discussion / Re: The Journey to 100%
« on: October 15, 2017, 04:08 »
And on my current run (MSs Ao666 around dlev 30 - and with a GCB!) this might well come in handy. Although with a mandatory EE3, I don't know how much difference it'll make. Anybody care to do the math on this one?
At EE3 there would be a noticable difference only if you 1) use running tactics and 2) full-auto mode and 3) your target is at the far end of your LOS. Even then you would still have a 84% hit chance. If a single condition mentioned above is not true, the hit chance goes up to 95%. If two or three of the conditions are not true (or if you fire in single shots, without regard to anything else), there would be no difference at all, and your hit chance is at >98%, the maximum possible.

Well, those were the maths. And since neither the Wiki nor the source code mention any existence of GCB alt-fire, all of the maths may be moot.

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