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Messages - Sachiko

Pages: 1 [2] 3 4 5
16
Requests For Features / Re: Special Level overhaul
« on: September 23, 2009, 17:38 »
Even a Rickroller unique would be cool, that's beyond the scope of this.

And I didn't mean THAT kind of monster, mind it.

17
Requests For Features / Re: Special Level overhaul
« on: September 23, 2009, 17:33 »
Know what WILL spice up the Spider's Lair more? Know what?

The answer is two words. Just two words. You ALL know you're aching for seeing that in 0.9.9, don't lie!

18
Bug Reports / Re: Game-Crashing bug!
« on: September 23, 2009, 16:53 »
Okie dokie. If the same bug occurs in 0.9.9, you can bet your guts I'll be here to report it. XD

19
Bug Reports / Re: Game-Crashing bug!
« on: September 23, 2009, 16:50 »
Oh, and by the way, I was playing in "Too young to die" level. Yeah, was practicing for the other levels. And when I finally reach Cybie and kill him in one go, BAM! Crash! You can guess I'm much pissed off.

20
Bug Reports / Game-Crashing bug!
« on: September 23, 2009, 16:46 »
Everything goes well as I progress through the game... I walk down Hell, I reach Cybie...

And when I kill Cybie and the game gives me the message that I have defeated him, the game crashes and saves my game right on Cybie's level, and I don't have the ammo I used to kill him.

I had a nuke with me, so I whipped it out and used it to see if it was just an ocassional bug. The nuke killed Cybie and me, indeed, but when it said that I had destroyed him, the same error occured again!

Then, it saved my game, once again. I loaded it again, and this time let Cybie kill me without putting a fight, and in my mortem, it says I sacrificed myself to destroy the Cyberdemon. What the hell, game?

21
Also, I thought megaspheres didn't exist! :O
In my experience, they spawn only during AoPurity games.

Nonsense. They can actually spawn in normal games, as well. I a 'Hurt Me Plenty!' run, I actually managed to pick up one. ONE!

To summarize, it is a matter of luck. You'll find one if you're very lucky, two if you're extremely lucky, three if the planets align correctly.

22
Requests For Features / Re: New unique items
« on: July 10, 2009, 04:31 »
Quietus - /

Damage: Melee - 8d6, Special - 8d8 Applies for each shot, 6d6
Accuracy: Melee - 0+, Special - 1+
Shots: 1, shoots out three * that home in on the nearest enemy, each choosing an single one.
Ammo: Special - 1, bites of 5% of HP.
Reload time: Special - 0, bites of 5% of HP.
Description: A ancient medieval longsword with a green fiery aura.

Wraithverge -

Damage: 12d9
Accuracy: 3+
Shots: 1 - Shoots out a single * (Color is white...) that homes in on the closest enemy with the highest amount of HP and then bounces off (1 turn) to chose another enemy no matter if the enemy it hit is dead or not, but cannot hit the enemy twice and if there is no enemy within the radius of 5 or it misses, then it dissipates.
Ammo: 1 - Health, bites of 10% of HP.
Reload Time: 0, bites of 10% of HP.
Description: A large, ornate crucifix with a large glowing ruby on the end.


Bloodscourge - |

Damage: 24d8
Accuracy: 1-
Shots: 1 - Shoots out three * that home in on an enemy, each choosing a single one. After it hit's it explodes with the force of 6d6 at an radius of 5 with knockback.
Ammo: 1 - Health, bites of 25% of HP
Reload Time: 0, bites of 25% of HP.
Description: A long, gnarled wooden staff with a large swirling red orb set into the skull-shaped headpiece.

These are weapons of the Fighter, Cleric and Mage from HeXen: Beyond Heretic

I see what you did there, Blade. And I love it!

23
I see what you did there...

24
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 01, 2009, 04:49 »
Indeed. I can't count the many times that hearing to the growls of the demons has helped me keep myself alert and capable of making a winning tactic.

For example, if I get close to a corner and I hear something like "Grrrrr... bark!", I know that there's a mancubus waiting for me, so I'll give him a fistful of rockets as a welcoming gift. I hear like someone's munching or grunting like a pig? Meh! Another former human! A bit of boomstick will make short work of him!

Keeping your ears open is a good way to be a step forward, both in the original game and in DoomRL.

25
Requests For Features / Re: Challenge modes ideas - old and new.
« on: December 29, 2008, 04:11 »
Hallucinations work best in roguelikes that don't have rocket launchers.

Wise words of wisdom.

Aaaanyways, I'm gonna make another challenge suggestion myself...

Angel of Silence:

You have a little problem. You're deaf-mute. To counterweight this lacking, your other senses have developed more than usual, but unfortunately, you can't hear a thing. At all.

Advantages: Your sight range is increased slightly.

Disadvantages: Anything that would generate a sound remains completely silent.

And believe me, remaining alert to the sounds that lurk by the dungeon can be quite a lifesaver sometimes. Each monster has a characteristic growl that helps you know what is waiting for you behind the door you're about to open, and also, if shooting a monster that is beyond your range of sight/Intuition, you won't know if you have hit it or even killed it. It can quite disrupt your tactics if you are not careful.

Thoughts?

26
Berserk! / Re: ammo
« on: December 09, 2008, 17:05 »
If you are skillful enough, you'll make it without additional knives, bombs, powder and other stuff. And that's the point of the game.
Actually the point of the game is to die eventually, but take as much of them with you as posible ;).

Still, if you're given extra ammo for killing monsters, you're breaking the spirit of the game. You're supposed to have few resources, and with those resources, you must be as much of a challenge for the monsters until you finally fall. If monsters drop ammo... Then you no longer have few resources.

27
Requests For Features / Re: I HAVE AN AWESOME IDEA!!!!(caps)
« on: December 09, 2008, 15:40 »
Indeed! Shotguns are awesome as they are! Making them stronger from far away is also not being faithful to the modus operandi of a shotgun. You must understand that a single square of distance in DOOMRL could be, like, half a metre? in reality, more or less. At that distance, the munitions of a shotgun shell disperse, making them hit a wider area, but also making them less effective. The very point of a shotgun is shooting from quasi-point-blank or you're doing it wrong.

28
Requests For Features / Re: 3 new suggestions
« on: December 09, 2008, 15:25 »
Possible quotes for when the powerups are running out...

Berserk: "You start calming down."
Invincibility: "You start feeling vulnerable..."

29
Requests For Features / Re: New Traits
« on: November 30, 2008, 04:31 »
Lean Mean Exp Machine, huh?

For some reason, I feel like it would fit in some other game, but not on DoomRL. Because, you know, DoomGuy enters a level, DoomGuy blows the brainz off of all demons in the level, DoomGuy is now walking like an idiot through the whole level as he generates his own experience... No, sir, that would be a way too much easy shortcut.

However (And here's an opinion), maybe for the more stealth and exploration inclined players, there should be a trait that lets you gain experience as you uncover the level. Trick is, you must uncover it yourself. No Computer Maps allowed.

30
Requests For Features / Re: Challenge modes ideas - old and new.
« on: November 30, 2008, 04:18 »
I c wat you did thar, ZZ.

That challenge should get some tweaks. Like, for example, DoomGuy always starting each level with just one weapon, then getting new ones from fallen enemies.

And only being able to continue the level after all monsters had been destroyed.

And of course, no special levels, except Cybie's, which is an arena already, anyways.

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