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61
Requests For Features / Make rocket launcher more visible
« on: April 04, 2012, 08:49 »
Right now the rocket launcher is kinda hard to see on the floor in the graphic version. I've forgotten to take it several times in the arena now. I'm not sure what can be done about it, since the current graphic looks good, it's just that the colours are very similar to those of floor tiles. Maybe a somewhat thicker outline or something?
62
Requests For Features / WTF trees on the surface of Phobos?!
« on: April 02, 2012, 12:34 »
It took me quite a while to realize it but, why on earth (eh... not best way to put this) are there trees growing around the entrance to the phobos base? I realize that there isn't where else to put them (as long as the former AI bug making them shoot at the trees is present), but I just realized that it's a little weird. The Phobos base is supposed to be a normal research base, the trees grow only in hell in the original Doom.
So.. yeah, it's not a big issue, it can be handwaved easily in a number of ways and more importantly nobody but me probably cares enough to warrant any handwaving but still... it feels wrong to have trees growing on Phobos.
So.. yeah, it's not a big issue, it can be handwaved easily in a number of ways and more importantly nobody but me probably cares enough to warrant any handwaving but still... it feels wrong to have trees growing on Phobos.
63
Bug Reports / [0.9.9.6] Demon stuck in a teleportation loop
« on: March 31, 2012, 10:25 »
This actually happened twice to me today - a demon runs into a teleporter, which transports him nearby. The demons runs into the teleporter again and so on, until it's interrupted. The first one was looped in a teleporter that had it's destination on an adjacent tile. The second one (a couple of games later) was a couple of tiles away.
I had int 2 in both cases and a tracking map in the second one as well, so I could see that it's an infinite process. See the pictures - both demons are just after teleporting (Hehe... "The demon suddenly disappears! Suddenly a demon appears from nowhere! The demon suddenly disappears! Suddenly a demon appears from nowhere!"). The demon in the first picture was looping long before I entered the room.
BTW, I tried to telefrag the first demon (which ought to be very easy, since it couldn't move from the teleporter destination, but I found out that it's not possible: I got teleported to what looked like a random place instead =(
Also, what does "Suddenly you feel weird!" mean? Is that displayed after every teleport?
I had int 2 in both cases and a tracking map in the second one as well, so I could see that it's an infinite process. See the pictures - both demons are just after teleporting (Hehe... "The demon suddenly disappears! Suddenly a demon appears from nowhere! The demon suddenly disappears! Suddenly a demon appears from nowhere!"). The demon in the first picture was looping long before I entered the room.
BTW, I tried to telefrag the first demon (which ought to be very easy, since it couldn't move from the teleporter destination, but I found out that it's not possible: I got teleported to what looked like a random place instead =(
Also, what does "Suddenly you feel weird!" mean? Is that displayed after every teleport?
64
Bug Reports / [0.9.9.6] Single shotgun hitting newly spawned enemies
« on: March 26, 2012, 14:41 »
This is probably an old and known bug, but just in case: I killed the last caco in hell's arena with a standard shotgun, got asked if I want to go on, and when I said yes, a new caco spawned in front of me and immediately got damaged by the blast.
65
Bug Reports / [0.9.9.6] Phaseshift armor reducing enemy knockback?
« on: March 22, 2012, 12:19 »
I'm not entirely sure this is what happened, but I was playing AoH and got phaseshift armor as a reward in hell's arena. From that time on, I have problems with demons, since they didn't get knocked back by shotgun blasts, even when hitting them point-blank. Other enemies seemed to get knocked back just fine, though it's hard to tell with formers and imps, since they die so easily.
Maybe it was just some very unlucky rolls, or maybe it's a bug and it is caused by something other than the armor, but this is what it felt like to me.
Maybe it was just some very unlucky rolls, or maybe it's a bug and it is caused by something other than the armor, but this is what it felt like to me.
66
Requests For Features / Lost Soul AI change
« on: March 19, 2012, 08:33 »
Ok, I began writing this as a reply to discussion on some mortem, but then I dedcided to dedicate a thread to it.
Right now lost souls give a lot of trouble in AoMr, with the city of skulls being extremely hard. I have an idea how to change their AI, though I don't really know if A) it can be implemented, B) if it would really help.
No reason not to throw it out here, though:
Lower their ordinary speed a little, but give them the ability to charge the player. Basically the lost soul would check if it has clear line of sight to the player and then (with some probability) perform a charge attack, that is move directly in the direction of the player and damaging him if it hits. This charge would be dodgeable (as if it was a projectile) and if the player successfully dodged, the lost soul would continue in its path until it hit an obstacle or reached maximum charge distance (not sure how far that should be, but it should represent the very rapid movement of the lost soul).
If there is an enemy in the path of the charge, the soul would stop and damage that enemy instead (as it worked in doom, according to what I read recently).
The souls would not always charge, sometimes they'd simply close in on the player as normal, and when in melee range, they would always attack normally.
I'm not sure if such a behavior can be scripted easily, I suppose it could be done using some sort of fake ranged attack, which would cause the soul to move instead of a projectile. The good thing about it would be that the souls would not hopelessly swarm the player so easily and souls in the back would probably end up biting the ones in front, making the encounter easier.
I imagine that a few sucessful dodges would lead to souls being all around the player, but not in melee range, hopefully. That could give pistol-based builds time to attack (and gun kata would benefit greatly from the ability to dodge them), while it would make the souls more spread out and thus make it a little harder for a dodging shotgunner.
Additional benefit is that single souls would be fun to encounter, with the possibility to bait them and use them against other monsters, plus YASDs by souls missing players and running into a barrel nearby instead.
Also, they would behave more like their counterparts from the real Doom, instead of being simply faster and weaker version of demons, so that is a definite plus, I think.
What do you think?
Right now lost souls give a lot of trouble in AoMr, with the city of skulls being extremely hard. I have an idea how to change their AI, though I don't really know if A) it can be implemented, B) if it would really help.
No reason not to throw it out here, though:
Lower their ordinary speed a little, but give them the ability to charge the player. Basically the lost soul would check if it has clear line of sight to the player and then (with some probability) perform a charge attack, that is move directly in the direction of the player and damaging him if it hits. This charge would be dodgeable (as if it was a projectile) and if the player successfully dodged, the lost soul would continue in its path until it hit an obstacle or reached maximum charge distance (not sure how far that should be, but it should represent the very rapid movement of the lost soul).
If there is an enemy in the path of the charge, the soul would stop and damage that enemy instead (as it worked in doom, according to what I read recently).
The souls would not always charge, sometimes they'd simply close in on the player as normal, and when in melee range, they would always attack normally.
I'm not sure if such a behavior can be scripted easily, I suppose it could be done using some sort of fake ranged attack, which would cause the soul to move instead of a projectile. The good thing about it would be that the souls would not hopelessly swarm the player so easily and souls in the back would probably end up biting the ones in front, making the encounter easier.
I imagine that a few sucessful dodges would lead to souls being all around the player, but not in melee range, hopefully. That could give pistol-based builds time to attack (and gun kata would benefit greatly from the ability to dodge them), while it would make the souls more spread out and thus make it a little harder for a dodging shotgunner.
Additional benefit is that single souls would be fun to encounter, with the possibility to bait them and use them against other monsters, plus YASDs by souls missing players and running into a barrel nearby instead.
Also, they would behave more like their counterparts from the real Doom, instead of being simply faster and weaker version of demons, so that is a definite plus, I think.
What do you think?
67
0.9.9.6 / [U|AoSh|87%|24|YAVP] Shotgun Gold
« on: March 17, 2012, 06:37 »
Wow.. this was a good run. I'm still somewhere between HMP and UV in skill level, so far only completing an UV game on AoMC (which is relatively easy).
I really enjoyed the army of the dead build, since it block fin, which means no whizkid, which is great, since I hate planning which mod to use for what and such. This way the only assemblies that interested me were tactical boots, tactical shotgun, elephant gun and fireproof armour. Of those, I only got the boots in the end. Armour worries disapeared after I found onyx mod for my red armour, so from then on it was just blasting with double shotgun and occasional radar shots with combat shotgun. I love simple builds.
I was lucky enough to find invulnerabiliy just before Cybie (I was a little afraid of him, since last try I died to him, with no dodgemaster) and even though in hell started to get pretty hot, I was still nicely stocked with medkits and since there were no traits that I needed anymore, I pretty much skipped levels whenever I could. I was actually kinda lucky, since in this flight I accidentally entered both lava pits and vaults (I was zerked), but fortunately didn't accidentaly enter mortuary (as I'm prone to do). That would be the end, probably, since I've found only one phase device in the whole run and it was on the last level.
Anyway, I had a nuke so I knew that mastermind is going to die, but I was lucky enough to find invulnerability on level 23. I didn't want to risk dying to JC though, so I just blew mastermind's brain out and got another gold medal.
BTW, AoSH is a little harder than standard game, right? I should try to beat standard UV game already.
I really enjoyed the army of the dead build, since it block fin, which means no whizkid, which is great, since I hate planning which mod to use for what and such. This way the only assemblies that interested me were tactical boots, tactical shotgun, elephant gun and fireproof armour. Of those, I only got the boots in the end. Armour worries disapeared after I found onyx mod for my red armour, so from then on it was just blasting with double shotgun and occasional radar shots with combat shotgun. I love simple builds.
I was lucky enough to find invulnerabiliy just before Cybie (I was a little afraid of him, since last try I died to him, with no dodgemaster) and even though in hell started to get pretty hot, I was still nicely stocked with medkits and since there were no traits that I needed anymore, I pretty much skipped levels whenever I could. I was actually kinda lucky, since in this flight I accidentally entered both lava pits and vaults (I was zerked), but fortunately didn't accidentaly enter mortuary (as I'm prone to do). That would be the end, probably, since I've found only one phase device in the whole run and it was on the last level.
Anyway, I had a nuke so I knew that mastermind is going to die, but I was lucky enough to find invulnerability on level 23. I didn't want to risk dying to JC though, so I just blew mastermind's brain out and got another gold medal.
BTW, AoSH is a little harder than standard game, right? I should try to beat standard UV game already.
--------------------------------------------------------------
DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------
Klear, level 13 Hell Baron Lt. Colonel Marine,
defeated the Mastermind on level 8 of Hell.
He survived 95566 turns and scored 250493 points.
He played for 2 hours, 43 minutes and 52 seconds.
He was a man of Ultra-Violence!
He killed 892 out of 1015 hellspawn. (87%)
He was an Angel of Shotgunnery!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 6
Levels completed : 4
-- Awards ----------------------------------------------------
Cyberdemon's Head
Mastermind's Brain
UAC Star (silver cluster)
Hell Champion Medal
Hell Armorer Badge
Shottyman Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
###################................................########
##################...............####...............#######
#################.......####.....####.....####.......######
################........####..X..####.....####........#####
###############.........####...%.####.....####.........####
##############..........####..............####..........###
#############............................................##
#############....####............................####....##
#############...&####............................####....##
#############....####............................####&...##
#############....####............................####....##
#############............................................##
##############..........####..............####..........###
###############.........####.....####.....####.........####
################........####.....####.....####........#####
#################.......####.....####.....####.......######
##################...............####...............#######
###################................................########
###########################################################
-- Statistics ------------------------------------------------
Health 60/60 Experience 71941/13
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Class : Marine
Tough as nails (Level 3)
Reloader (Level 3)
Brute (Level 2)
Berserker (Level 1)
Badass (Level 2)
Shottyman (Level 1)
Army of the Dead (Level 1)
Rel->Rel->Bad->SM->TaN->MAD->TaN->Bad->Bru->Bru->Ber->TaN->Rel->
-- Equipment -------------------------------------------------
[a] [ Armor ] gothic armor [6/6] (149%)
[b] [ Weapon ] double shotgun (9d3)x2 [0/2] (T1)
[c] [ Boots ] nothing
[d] [ Prepared ] combat shotgun (8d3) [5/5] (P1)
-- Inventory -------------------------------------------------
[a] red armor [4] (O)
[b] shotgun shell (x25)
[c] shotgun shell (x50)
[d] shotgun shell (x50)
[e] shotgun shell (x50)
[f] shotgun shell (x50)
[g] small med-pack
[h] large med-pack
[i] large med-pack
[j] homing phase device
[k] envirosuit pack
[l] thermonuclear bomb
[m] power mod pack
[n] bulk mod pack
[o] shockwave pack
[p] shell box (x100)
[q] shell box (x57)
[r] shell box (x100)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 0%
Melee - internal 0% torso 50% feet 0%
Shrapnel - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
75 former humans
71 former sergeants
47 former captains
100 imps
83 demons
321 lost souls
34 cacodemons
25 hell knights
38 barons of hell
8 arachnotrons
8 former commandos
29 pain elementals
14 revenants
17 mancubi
16 arch-viles
2 bruiser brothers
1 shambler
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he entered Hell's Arena.
He left the Arena as a champion!
On level 8 he encountered the Phobos Anomaly.
On level 10 he entered Hell's Armory.
On level 10 he assembled a tactical boots!
On level 10 he found the Grammaton Cleric Beretta!
He destroyed the evil within and reaped the rewards!
On level 11 he assembled a fireproof armor!
On level 11 he ventured into the Halls of Carnage.
On level 13 he found the City of Skulls.
He wiped out the City of Skulls.
On level 16 he found the Tower of Babel!
He left level 19 as soon as possible.
On level 19 he entered the Vaults.
He came, he saw, but he left.
On level 20 he found the Acid Spitter!
On level 22 he entered the Lava Pits.
He decided it was too hot there.
He sounded the alarm on level 23!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
Mastermind hits you.
You see : a Spider Mastermind (severely wounded) | pool of blood | [ m ]ore
The Spider Mastermind hits you.
The Spider Mastermind hits you. The Spider Mastermind hits you.
You see : a Spider Mastermind (mortally wounded) | pool of blood | [ m ]ore
The Spider Mastermind hits you. The Spider Mastermind hits you.
The Spider Mastermind hits you. The Spider Mastermind hits you.
You see : a Spider Mastermind (almost dead) | pool of blood | [ m ]ore
The Spider Mastermind hits you.
The Spider Mastermind hits you. The Spider Mastermind hits you. The Spider
Mastermind hits you.
You see : a Spider Mastermind (almost dead) | pool of blood | [ m ]ore
The Spider Mastermind dies. Congratulations! You defeated the Spider
Mastermind! Press <Enter>...
You feel relatively safe now.
You pump a shell into the shotgun chamber.
-- General ---------------------------------------------------
373 brave souls have ventured into Phobos:
314 of those were killed.
4 of those were killed by something unknown.
9 didn't read the thermonuclear bomb manual.
And 13 couldn't handle the stress and committed a stupid suicide.
35 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
22 killed the bitch and survived.
7 showed that it can outsmart hell itself.
--------------------------------------------------------------
68
Bug Reports / [Fixed][0.9.9.6G Windows] former_ai entered infinite loop!
« on: March 17, 2012, 06:21 »
Something went wrong with a former commando. After each actions, the game generated some kind of error, created a log file and then needed me to press enter.
I cleared the monsters who were threatening me and then found that there is a former commando who is unable to shoot. Putting him out of his misery ended the errors.
Here's my error.log
Let me know if you need more details; I have screenshots of pretty much the whole thing, how it looked, what solved it etc.
I cleared the monsters who were threatening me and then found that there is a former commando who is unable to shoot. Putting him out of his misery ended the errors.
Here's my error.log
Code: [Select]
----------------------------------------------------------------------
Timestamp : 9.1.2012 15:15:01
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[].OnAction
Call params : ()
Error message : Lua error : lua\ai.lua:709: Object expected as parameter 1!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 9.1.2012 15:15:01
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $00464249 :
ELuaException : LuaError: beings[].OnAction -- Lua error : lua\ai.lua:709: Object expected as parameter 1!
$00464249 TDOOMLUA__ONERROR, line 589 of src/doomlua.pas
$0044F8B7 TLUASYSTEM__PROTECTEDRUNHOOK, line 476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
$0046024C TTHING__CALLHOOK, line 152 of src/dfthing.pas
$004A6D10 TBEING__ACTION, line 1058 of src/dfbeing.pas
$004A6E2C TBEING__CALL, line 1076 of src/dfbeing.pas
$0041F8EE TDOOM__RUN, line 457 of src/doombase.pas
$00401FFC main, line 61 of src/doomrl.pas
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 10.3.2012 13:37:30
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $0041D892 :
EInOutError : Access denied
$0041D892 VDEBUG_init, line 306 of e:/Projects/fpcvalkyrie/src/vdebug.pas
$0040C554
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:01
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:26
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:36
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:39
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:42
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:45
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:49
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:51
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:53
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:50:56
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:51:01
Error level : ERROR
Message : Lua hook OnAction caught ELuaStateException!
Call path : beings[commando].OnAction
Call params : ()
Error message : Lua error : lua\core.lua:960: AI : former_ai entered infinite loop!
----------------------------------------------------------------------
----------------------------------------------------------------------
Timestamp : 17.3.2012 13:51:16
Error level : CRITICAL
Message : Player action exception!
Error message : Access violation
----------------------------------------------------------------------
Let me know if you need more details; I have screenshots of pretty much the whole thing, how it looked, what solved it etc.
69
0.9.9.6 / [H|76%|YAVP] Got it!
« on: March 14, 2012, 14:48 »
After several more tries at strongman gold, I decided to do what I should have done from the start and went for Vampyre. With beserker and the marine bonuses everything became so much easier. By the time I got to the chained court, I had the inventory filled with medkits. Since I reached it at 200% hp, I saved all the berserker packs and the chainsaw for when it was finished (giftdroping really helped here) and the lasted to the anomaly, where I could massacre everything without a problem.
Well, I had a small problem that while vampyre kept me healthy, my armors kept getting destroyed. Since I still had a load of medkits, I decided to solve this problem by going around without armour. It proved to me much simplier and didn't even bother me at all.
I tried to clean the mortuary, but in the end it proved to be too dangerous, so I retreated. I think I would have made it, but I didn't want to risk it.
Mastermind was quite easy, though I was a little scared until I started to zerk. From that moment she was doomed.
Well, I had a small problem that while vampyre kept me healthy, my armors kept getting destroyed. Since I still had a load of medkits, I decided to solve this problem by going around without armour. It proved to me much simplier and didn't even bother me at all.
I tried to clean the mortuary, but in the end it proved to be too dangerous, so I retreated. I think I would have made it, but I didn't want to risk it.
Mastermind was quite easy, though I was a little scared until I started to zerk. From that moment she was doomed.
--------------------------------------------------------------
DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------
Klear, level 10 Hell Baron Lt. Colonel Marine,
defeated the Mastermind on level 8 of Hell.
He survived 79238 turns and scored 139413 points.
He played for 55 minutes and 12 seconds.
He wasn't afraid to be hurt plenty.
He killed 560 out of 728 hellspawn. (76%)
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 6
Levels completed : 2
-- Awards ----------------------------------------------------
Malicious Knives Cross
Strongman Gold Badge
-- Graveyard -------------------------------------------------
###########################################################
############.................%..............###############
###########...............####X..............##############
##########.......####.....####.....####.......#############
#########........####.....####.....####........############
########.........####.....####.....####.........###########
#######..........####..............####..........##########
######............................................#########
######....####............................####....#########
######...&####............................####....#########
######....####............................####&...#########
######....####............................####....#########
######............................................#########
#######..........####..............####..........##########
########.........####.....####.....####.........###########
#########........####.....####.....####........############
##########.......####.....####.....####.......#############
###########...............####...............##############
############................................###############
###########################################################
-- Statistics ------------------------------------------------
Health 49/60 Experience 46242/10
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Class : Marine
Finesse (Level 1)
Tough as nails (Level 2)
Brute (Level 3)
Berserker (Level 1)
Badass (Level 2)
Vampyre (Level 1)
Bru->Bru->Ber->Bad->Bru->MVm->Bad->TaN->TaN->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] nothing
[b] [ Weapon ] chainsword (8d2)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] piercing combat knife (3d6)
-- Inventory -------------------------------------------------
[a] small med-pack
[b] small med-pack
[c] small med-pack
[d] small med-pack
[e] small med-pack
[f] homing phase device
[g] envirosuit pack
[h] envirosuit pack
[i] thermonuclear bomb
[j] thermonuclear bomb
[k] agility mod pack
[l] agility mod pack
[m] bulk mod pack
[n] bulk mod pack
[o] shockwave 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 60% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
67 former humans
76 former sergeants
25 former captains
54 imps
54 demons
148 lost souls
16 cacodemons
16 hell knights
27 barons of hell
27 arachnotrons
8 former commandos
13 pain elementals
10 revenants
3 mancubi
11 arch-viles
2 bruiser brothers
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 4 he assembled a piercing blade!
On level 5 he stormed the Chained Court.
On level 7 he witnessed the Wall.
Not knowing what to do, he left.
On level 8 he encountered the Phobos Anomaly.
On level 10 he assembled a tactical boots!
On level 11 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 20 he assembled a chainsword!
On level 20 he was foolish enough to enter the Mortuary!
He managed to escape from the Mortuary!
He left level 22 as soon as possible.
On level 22 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
taste blood!
You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
taste blood!
You use a large med-pack. You feel fully healed. The Spider Mastermind hits
you. You need to taste blood!
You hit the Spider Mastermind. You're going berserk! You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind hits you. You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind hits you. 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.
You need to taste blood!
-- General ---------------------------------------------------
355 brave souls have ventured into Phobos:
297 of those were killed.
4 of those were killed by something unknown.
9 didn't read the thermonuclear bomb manual.
And 13 couldn't handle the stress and committed a stupid suicide.
34 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
21 killed the bitch and survived.
7 showed that it can outsmart hell itself.
--------------------------------------------------------------
70
0.9.9.6 / [H|84%|11|YASD] Going for strongman gold...
« on: March 14, 2012, 03:56 »
I've decided to give another try (ok, dozens of tries) to getting strongman gold badge. I've already got strongman platinum, but this is certainly much harder.
This time I decided to go for malicious blades. Even though the beginning is tough without berserker, the sate game should be pretty standard, except I won't get to use longinus spear, but dual chainswords will do. After a few tries, I got a game where RNG decided to help me quite a lot - I found ballistic vest very early (melee resistance in so good) and mods to make a chainsword on level 6. I found that engeneer's tracking map ability is huge when planning to take out enemies. On some levels I've spent quite some time moving barrels to open new places where to giftdrop/ambush, and sometimes even setting traps so that the monsters can commit suicide (sometimes even successfully!)
Phase in the Anomaly moved me behind the bruisers, so I could simply leave without anyone noticing me, but I was running out of medpacks soon and was a little careless in the armory, so I went to the next level with about 25%. I emerged next to the stairs, but there was some good stuff not far and the only enemies I could see were lost souls, which I was able to easily dispatch without taking damage. I got too greedy, though, and suddenly found myself with even less health facing a pain elemental and a couple of lost souls that swarmed me. No problem, I thought, I have both shockwave and hellwave packs, I'll get some XP, go to the next level and hopefully find some way to get health back up. Unfortunately, I didn't notice that I'm standing not far from a barrel. Game over. Oh, and the level got nuked afterwards. Not that I care, at least I've taken the bastards with me =)
It's a shame. With some luck on the next level (or maybe on this one), I could probably reach MMb and provided I overcame the big C, have a good shot at getting the badge.
Edit: Forgot the mortem =)
This time I decided to go for malicious blades. Even though the beginning is tough without berserker, the sate game should be pretty standard, except I won't get to use longinus spear, but dual chainswords will do. After a few tries, I got a game where RNG decided to help me quite a lot - I found ballistic vest very early (melee resistance in so good) and mods to make a chainsword on level 6. I found that engeneer's tracking map ability is huge when planning to take out enemies. On some levels I've spent quite some time moving barrels to open new places where to giftdrop/ambush, and sometimes even setting traps so that the monsters can commit suicide (sometimes even successfully!)
Phase in the Anomaly moved me behind the bruisers, so I could simply leave without anyone noticing me, but I was running out of medpacks soon and was a little careless in the armory, so I went to the next level with about 25%. I emerged next to the stairs, but there was some good stuff not far and the only enemies I could see were lost souls, which I was able to easily dispatch without taking damage. I got too greedy, though, and suddenly found myself with even less health facing a pain elemental and a couple of lost souls that swarmed me. No problem, I thought, I have both shockwave and hellwave packs, I'll get some XP, go to the next level and hopefully find some way to get health back up. Unfortunately, I didn't notice that I'm standing not far from a barrel. Game over. Oh, and the level got nuked afterwards. Not that I care, at least I've taken the bastards with me =)
It's a shame. With some luck on the next level (or maybe on this one), I could probably reach MMb and provided I overcame the big C, have a good shot at getting the badge.
Edit: Forgot the mortem =)
--------------------------------------------------------------
DoomRL (v.0.9.9.6G) roguelike post-mortem character dump
--------------------------------------------------------------
Klear, level 5 Hell Baron Lt. Colonel Technician,
killed by a soldier on level 3 of the Deimos base.
He survived 54494 turns and scored 33001 points.
He played for 40 minutes and 56 seconds.
He wasn't afraid to be hurt plenty.
He killed 249 out of 293 hellspawn. (84%)
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 2
Levels completed : 0
-- Awards ----------------------------------------------------
None
-- Graveyard -------------------------------------------------
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#.........>X...............................................
#..........................................................
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#......................*...................................
#..........................................................
#..........................................................
#..........................................................
#..........................................................
#..........................................................
#..........................................................
#..........................................................
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#..........................................................
#..........................................................
#..........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 9669/5
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Class : Technician
Finesse (Level 1)
Hellrunner (Level 2)
Brute (Level 2)
Bru->Bru->HR->HR->Fin->
-- Equipment -------------------------------------------------
[a] [ Armor ] ballistic vest [1/1] (40%)
[b] [ Weapon ] chainsword (8d2)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] assault shotgun (7d3) [6/6]
-- Inventory -------------------------------------------------
[a] shotgun (8d3) [1/1]
[b] shotgun (8d3) [1/1]
[c] green armor [1/1] (25%)
[d] green armor [1/1] (43%)
[e] green armor [1/1] (29%)
[f] blue armor [2/2] (64%)
[g] red armor [4/4] (54%)
[h] combat knife (2d5)
[i] combat knife (2d5)
[j] shotgun shell (x49)
[k] rocket (x8)
[l] power cell (x45)
[m] phase device
[n] phase device
[o] technical mod pack
[p] technical mod pack
[q] shockwave pack
[r] Hellwave Pack
[s] shell box (x100)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 25% feet 0%
Melee - internal 0% torso 25% feet 0%
Shrapnel - internal 0% torso 25% feet 0%
-- Kills -----------------------------------------------------
54 former humans
38 former sergeants
11 former captains
73 imps
20 demons
36 lost souls
1 cacodemon
5 hell knights
3 barons of hell
2 arachnotrons
1 former commando
4 pain elementals
1 revenant
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 3 he found the Hellwave Pack!
On level 5 he stormed the Chained Court.
On level 6 he assembled a chainsword!
On level 8 he encountered the Phobos Anomaly.
On level 10 he assembled a tactical boots!
On level 10 he entered Hell's Armory.
He left the Armory without drawing too much attention.
On level 11 he encountered an armed nuke!
On level 11 he finally killed by a soldier.
-- Messages --------------------------------------------------
You stop running.
The lost soul hits you. The lost soul hits you.
You hit the lost soul. The lost soul dies.
There are stairs leading downward here.
You hit the pain elemental. The pain elemental hits you.
You hit the pain elemental. The pain elemental hits you.
You hit the pain elemental. The pain elemental dies. The lost soul hits you.
You hit the lost soul. The lost soul dies. The lost soul hits you. The lost
soul hits you.
You hit the lost soul. The lost soul dies. The lost soul hits you. The lost
soul hits you. The lost soul hits you. The lost soul hits you.
You hit the lost soul. The lost soul dies. The lost soul hits you. The lost
soul hits you. The lost soul hits you.
You use a shockwave pack. The barrel explodes! The barrel explodes! You
die!... Press <Enter>...
now.
-- General ---------------------------------------------------
326 brave souls have ventured into Phobos:
270 of those were killed.
3 of those were killed by something unknown.
9 didn't read the thermonuclear bomb manual.
And 13 couldn't handle the stress and committed a stupid suicide.
33 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
20 killed the bitch and survived.
7 showed that it can outsmart hell itself.
--------------------------------------------------------------
71
Bug Reports / [NotBug][0.9.9.6] Nightmare versions don't have sounds - bug?
« on: March 13, 2012, 08:53 »
I didn't play Ao100 much (much less N!) so it's been ages since I encountered nightmare versions. Is it normal that they don't make any sounds under any circumstances? I suppose it's to make them more challenging, but it looks weird and the wiki doesn't mention it, so I thought maybe it's a bug.
72
Requests For Features / Technician and Light-Amp Goggles
« on: March 12, 2012, 08:25 »
Ok, this isn't very important and it could well be that it's already implemented (though the wiki disagrees), but I think that for flavour reasons, technicians should have the increased duration of the Light-Amp Goggles powerup instead of marines. I view the berserker packs and invulnerability as feats of toughness, while longer use of the goggles seems like something the technicians should enjoy.
I'm not sure if it's a big balance issue. I'd say the powerup is not so common that this change would upset the balance, but balance is always a sensitive thing.
I'm not sure if it's a big balance issue. I'd say the powerup is not so common that this change would upset the balance, but balance is always a sensitive thing.
73
Bug Reports / [0.9.9.6G Windows] Sergeant doesn't teleport when knocked back
« on: March 11, 2012, 04:52 »
I took this screenshot one turn later, so the sergeant is already dead, but what happened was that he was standing next to the teleporter, I shot him with shotgun, which pushed him back onto the teleporter, but even though he survived that shot (blue armour), he kept standing on the TP and shooting back. Or would have if I didn't kill him with another shot.
Now that I think of it, maybe it's simply that he didn't have the time to teleport, since I was playing shottyhead and TP takes 1 sec... if that's the case... problem solved. =)
Now that I think of it, maybe it's simply that he didn't have the time to teleport, since I was playing shottyhead and TP takes 1 sec... if that's the case... problem solved. =)
74
Bug Reports / [0.9.9.6G Windows] Shambler's missed projectile shoots through a wall
« on: March 11, 2012, 04:47 »
I obviously didn't manage to take a screenshot during the split second it was happening, but I was standing in the same place as on the screenshot. The Shambler shot at me, but he missed me and... well, somehow missed the wall behind me and the projectile could be seen leaving the map in that direction.
It's nothing gamebreakng, obviously, but I thought it was interesting.
It's nothing gamebreakng, obviously, but I thought it was interesting.
75
Discussion / Bad habits
« on: March 07, 2012, 13:33 »
Getting better at DoomRL is often simply a matter of kicking some bad gameplay habits and learning the good ones. There is bunch of stuff I know I'm doing wrong, but for some reason can't manage to stop doing.
There may be some other that I'm not even aware of, so if you post yours here, it can potentially help all of us.
Ok, here I mine:
I don't read level feelings. Ever. Sometimes I realize it and try to find it in the message list just after it's too late =)
I don't use running as much as I could. Even when I need to run for a healing globe, I tend to save running for... no idea what.
I forget to use the rocket launcher (even though I always carry one with 10-20 ammo) to make things easier for myself. I often even run through lava rather than blow a hole in a wall a go through there instead.
I still use the U key to use medkits and stuff, even though it already led to YASD when I was standing on a lever.
There's probably more, but these are a few from the top of my head. So what about you?
There may be some other that I'm not even aware of, so if you post yours here, it can potentially help all of us.
Ok, here I mine:
I don't read level feelings. Ever. Sometimes I realize it and try to find it in the message list just after it's too late =)
I don't use running as much as I could. Even when I need to run for a healing globe, I tend to save running for... no idea what.
I forget to use the rocket launcher (even though I always carry one with 10-20 ammo) to make things easier for myself. I often even run through lava rather than blow a hole in a wall a go through there instead.
I still use the U key to use medkits and stuff, even though it already led to YASD when I was standing on a lever.
There's probably more, but these are a few from the top of my head. So what about you?