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 71 
 on: November 26, 2024, 05:08 
Started by LuckyDee - Last post by LuckyDee
Hey all,

Been a while since I last dropped in, but I figured I'd have another look seeing as how activity has been picking up again due to more TLC for DRL. How's everyone doing? Any people from the pre-JH era still around?

Cheers,


D

 72 
 on: November 21, 2024, 21:19 
Started by Omega Tyrant - Last post by Omega Tyrant
With the release of the first 0.9.9.9 beta, I'm gathering new bugs and other fixes to make regarding it here:

*Screenshots aren't being saved, unless you manually create a folder named "screenshot" in DRL's root folder

Self-explanatory, screenshots aren't saving without the aforementioned manual fix. With this version shaking up the folder structure, and moving the screenshot folder into the "drl" subfolder of the "user" folder, it simply seems the screenshot function hasn't been updated to account for the new folder setup.

*Nightmare's -10% speed penalty may not be working

So before, one of the errors listed was the player info screen not reflecting Nightmare's -10% speed penalty, but after playing Nightmare, it never seemed like I was any slower than usual, and after getting a setup to test with a Cacodemon while I was a Marine wearing equipment that neither sped me up nor slowed me down, I can confirm no speed penalty is applying (as the Cacodemon never got a double move, which it should about every 10 movements if the speed penalty was working).

After farther testing with previous versions back to 0.9.9.6 and Kornel stating he has no recollection of ever adding this "feature", it turns out it may not have actually existed in the first place (or if it did, it was silently removed back in a very old version prior to 0.9.9.6). Kornel also stated he doesn't like the idea of adding difficulty by nerfing the player, so we can probably expect it to never get (re)added to the game. However, there is the question on if enemies could get a universal +10% speed bonus instead (it has a similar effect to the speed penalty but the player won't be given a harder time on any time-sensitive event like a timed nuke level and dealing with N!'s respawning that becomes more frequent the longer the player is on the floor). It would have probably been overkill on old Nightmare that a lot of people found too difficult/unfun even with it lacking the supposed speed penalty, but with the new N! changes making respawns easier to manage and no longer needing to fuss with corpse disposal for kill %, it could be added as a farther means to spice up N! (as well as assuage any potential complaints from returning players of the changes making N! too easy), and farther replicate the "fast monsters" aspect of actual Doom's N! difficulty (my concern though would be that it could make some barely possible badges like Everyman Angelic veer into the realm of borderline impossibility, either way this should get some discussion).

*Item reveal is not working in Nightmare. Have it activate when all active enemies are dead, or after all unique enemies have been killed once.

The enemy reveal mechanic works as it's supposed to in Nightmare (triggering when there's 3 or less active enemies alive on the floor at once), but item reveal isn't activating, even if everything is dead and you destroy every corpse. Having it activate when you have everything dead at the same time, or after all unique enemies have been killed once, will work.

*The game may crash if you attempt to use the Dragonslayer's altfire, Whirlwind.

When testing the Dragonslayer, the good news is I can confirm the permanent berserk effect now works as it's supposed to. The bad news is, we got yet another game-breaking bug with it, this time the game will get a fatal error if you attempt to use Whirlwind. After reloading saves and testing it some, the bug is not consistent and Whirlwind will sometimes work as it's supposed to, while sometimes it crashes with said fatal error, so I'm unsure what's causing it.

*Technician Gold badge wasn't awarded on the run that fulfilled its condition, and was instead awarded at the end of the immediate next run.

A weird little bug I noticed; after copying over player data I used in prior betas, I did some quick test runs to knock out some more assemblies, so I don't get any Schematics when testing Nightmare, and in the process I finished all the basic assemblies, which should give Technician Gold. However, in the run I did so, I was not awarded Technician Gold, and it was instead awarded in the immediate next run after where I died before I could even make any assemblies. The linked Discord mortems show it, but for additional info, the Power Armor assembly was the last Basic Assembly needed, and in the run I got both the Schematics for it from Armory and created Power Armor immediately after before leaving Armory, so maybe that caused this bug?

*The Mortem's kill ratio message seems to be based on the total enemy kill ratio with respawns factored, rather than the unique enemy kill ratio.

Self-explanatory, so for example if you kill every unique enemy at least once and thus fulfill 100% kills but leave any respawns alive, you won't get the "This ass-kicking marine killed all of them!" message. Badges and medals that have a requisite kill ratio are being properly awarded based on the unique enemy kill count however, so a minor bug.

*If you fulfill the clear condition for a special level (typically having every enemy spawn activated and having everything dead at once) and then leave with any respawns alive, the game will give you the level clear message in the exit text and the Mortem, as well as any badges/medals that require clearing the level, but the level will not be counted as completed for Conqueror.

Another weird bug noticed; I thought with the change to how the enemy kill count works regarding respawns, you could now have special levels be considered complete after fulfilling their complete condition without having to make sure no respawns are up when exiting. If you do complete a level and then exit with any respawns alive, you get some weird half-state of completion; the level's exit text and the Mortem's level history text will be what you get for completing the level (e.g. for The Vaults, the Mortem states "He cracked the Vaults and cleared them out!" rather than "He managed to scavenge a part of the Vaults' treasures.", as seen in this mortem), and after testing, I can confirm you still get any badges/medals tied to completing the level (as seen in this mortem, where I still got the Grim Reaper's Pin and Reaper Diamond badge after leaving Limbo with respawns alive), but the level won't be counted as actually completed in the special level count section, so you won't get the Conqueror medal and (presumably) any badges that require achieving a Conqueror run.

*Modding display menu sometimes has inaccurate info.

The new modding display menu is a good addition to inform players what they're actually doing with any mod, but I noticed a couple issues. The first is when applying a bulk mod to armor and (presumably) boots, the display will show the bulk mod making said armor/boots 10% faster when it's the other way around (when applied however, the bulk mod still works as it's supposed to with making your armor/boots -10% slower). The second is when making an assembly like Tactical Boots or the Ripper that requires a second mod of the same type that you normally can't apply, the modding display will show the added effect of the second mod despite being unable to apply it without making the assembly (for example, if assembling Tactical Boots, the effect section will display your Steel Boots going from +10% to +20% speed).

*The game will not allow you to attempt applying Firestorm and Sniper mods to non-compatible equipment, notably preventing you from assembling Demolition Ammo.

Self-explanatory, this issue would also prevent being able to make any future assemblies that require adding a Firestorm or Sniper mod to non-compatible equipment (such as the proposed Scouting and Blastproof Armors).

*If too many sounds play in quick succession, the music will be turned off.

When employing the usual camping strats on Military Base, I noticed the music stopped playing. I saved and reloaded, which got the music playing again, but then I spammed some more run -> wait while nearby all the formers in the locked room and indeed that knocked out the music again. So it seems the cause is simply having too many sounds play at once, which can happen when spamming run -> wait near a group of enemies that can't reach you. The aforementioned saving and reloading restores the music, as does entering the next floor.

*Add ammo pickups to The Mortuary and Limbo.

A major mechanical change that was tested out is respawns no longer dropping any weapons and ammo they inherently have, both enemies revived by Nightmare/Angel of Darkness and by Archviles. With the other major respawn changes (corpses in your vision don't revive in Nightmare/AoD, and respawned enemies of either variety don't count towards the kill counter), this appears to be a fair change (100% kills in Nightmare without playing a melee build is very much viable, while you conversely can no longer farm a full inventory of ammo and Plasma Rifles off of any isolated Former, nor cheese Archviles with Formers on any difficulty to get as much ammo as you want). However, the big concern is Mortuary on any difficulty, as before you could rely on all the respawn ammo drops to soften the huge ammo sink the level normally would be, and even then you would still often come out with a significant net negative in ammo. With respawns no longer dropping ammo, you're outright in danger of running out of ammo or otherwise will likely deplete your ammo to a crippling degree, and if playing Nightmare, I don't see Mortuary being even viable without melee investment + strong melee weapon or having a Nano weapon (the Nuclear BFG helps, but aside from being able to easily get destroyed before picking it up, you can't easily recharge it when you got a bunch of enemies bearing down on you and it's not even that strong). To compensate, I think Mortuary should have ammo added, which can be in the form of at least one ammo box in each corner (have 10mm Ammochain in the top left, Power Battery in top right, Rocket Box in bottom right, and Shell Box in bottom left), and then on Nightmare, double the amount of them. As for Limbo, I thought it was fine without added ammo previously, as you could exploit the lava to great effect to easily dispose corpses and save lots of ammo, but with the new blood replacing the lava, thus requiring you to deplete much more ammo to kill enemies and allowing the Archviles to resurrect more than they could before, I think Limbo should get the same proposed ammo box in each corner (and then doubled on Nightmare).

*In the Nightmare version of The Vaults, the six Red Armors that are supposed to spawn next to the right vault's Barons may be bugged as it appears only one Red Armor is spawning, and the ease at teleporter camping the center vault's Nightmare enemies should be fixed.

As part of 0.9.9.8's big difficulty buff to The Vaults, on Nightmare it has UV's Arachnotrons and Archviles replaced with their Nightmare versions, and was supposed to spawn Red Armor next to the right vault's six Barons, so that they all have very good armor instead of only having one random armor between them. However, the Red Armors' spawning appears bugged or improperly implemented, as each time I played it, I only ever saw a single Red Armor drop from a right vault Baron each time (and it doesn't appear these Red Armors are accidentally spawning anywhere else, as the left vault with Nightmare Arachnotrons has no armors and I'm not seeing a bunch of Red Armors on the center vault's Barons either). Another issue is due to all Nightmare enemies becoming immune to fluids in 0.9.9.8, the newly added N! Arachnotrons and Archviles can walk over the lava blocking the center vault's teleporters and allow them to escape. Now I don't think this is itself a bad thing, it can add quite the scare factor to the level and it can put you in a really bad spot if a N! Arachnotron or Archvile suddenly pops up in a very awkward time across the long thin halls on the level or when you're trying to clear out one of the side vaults, and when going for the Scavenger badges, you still need to get lucky with Phasing into the center vault as the Barons still can't escape it. However, once you realize this and know both teleporters deposit teleportees right next to the stairs, you can simply camp next to the stairs to more safely kill each of the center vault's Nightmare enemies one-at-a-time, and then once they're all dead, you'll have a much easier time clearing out all the vaults. To prevent this, you can replace the lava blocking the teleporters with walls that can be destroyed conventionally, or by tying them to a lever inside the center vault that will destroy them (just make sure the lever is indestructible so it doesn't get destroyed in the inevitable crossfire when a player phases inside). Alternatively, if you want to keep the Nightmare enemies telporting outside of it, change the teleport destinations so the left teleporter's is as it currently is next to the stairs, while the right teleporter's drops you off on the opposite of the map; this would still allow you to spawn camp some of them (or maybe even all if you're lucky), but some others (or even most if unlucky) will evade the spawn camping and trying such can put you in a very dangerous position if one pops up in an unwanted direction while trying to kill another that just teleported in. I'm ok with either solution; the former makes opening the center vault and phasing into it a ton more dangerous, but the latter makes general exploring of the level paranoia-inducing and can be really evil with its potential to pinsir you between some of the nastiest enemies in the game.

*When using the Dragonslayer/Berserker Set in special levels, make killing the Nightmare Demons/Cacodemons not required for completion.

So to access the super secret Apostle fight, you're supposed to make it to Hell Fortress with the Berserker Set on, which you can find randomly if you're very very lucky, but are intended to fulfill the conditions on Nightmare to get them the guaranteed way. Getting the Dragonslayer works fine enough, but then to get the guaranteed Berserker Armor from Mortuary/Limbo, you have to use the Dragonslayer. Prior to 0.9.9.8, this was very difficult, as being stuck using the Dragonslayer means you can't use any corpse disposal weapon and the Dragonslayer itself can't gib big enemies like the Spear and Scythe since it deals melee damage, but it was doable. 0.9.9.8 however, made it so that just equipping the Dragonslayer now spawns infinite Nightmare Demons, while equipping the Berserker Set spawns infinite Nightmare Cacodemons on top. This is fine on normal floors, but this makes beating Mortuary/Limbo on Nightmare with the Dragonslayer an insane task, as in addition to all the corpses repeatedly reviving, you now got the Nightmare Demons repeatedly spawning, who will also repeatedly revive when killed. When testing I was able to do it... but when playing an AoMC + AoLT game (so I guaranteed one-shot everything and guaranteed gibbed Revenants, Cacos, and Arachnotrons, while having the big speed boost of AoLT both limited damage I took and limited respawns/NDemon spawns), and when having Vampyre (which is near-IDDQD since 0.9.9.8). Even then I got low on health at points, and without AoMC + AoLT, I'm not so sure I could have gotten everything dead at once. I simply don't see beating Mortuary/Limbo on Nightmare with the Dragonslayer being viable with any build except with Vampyre and maybe Blademaster.

The simple fix to this would be to not count the infinitely spawned Nightmare Demons towards the level's completion, that way you won't end up in a state where Nightmare Demons keep spawning/respawning on opposite sides of the map and you're unable to ever get everything dead at once. I would apply this to other special levels too, as it makes completing them much more of a tedious pain (Lava Pits/Erebus could also get out of hand if you get bad luck with the Nightmare Demon spawns, especially since lava doesn't kill them anymore). If it's not possible to program it that way, perhaps the Nightmare Demon/Cacodemon spawning should be disabled on special levels, or if that isn't possible either, then maybe just cap their spawning at like 50 per floor (on any normal floor you shouldn't be ever facing more than that, and as a bonus it also limits some potential cheese strategies where you abuse the infinite Nightmare Demons to puff up your kill ratio).

*Have screen shaking intensity vary based on the strength of the projectile/explosion

A new toggable feature in 0.9.9.9 is the screen shaking whenever an explosion of any sort happens. I do sorta like it, but it's rather janky in its current implementation, as the screen shake is pretty strong and seems to always play at the same intensity, regardless of if it's a 2 damage Imp fireball or a 36 damage rocket. This obviously isn't intuitive, and is rather annoying to see the screen shaking so much when just getting pelted by Imps.

_________________________________________________________

The following aren't specifically fixes to issues with the new beta, but rather just new ideas for 0.9.9.9 in general I had that I haven't proposed here yet, and I thought I may as well get them out now instead of continuing to sit on them until it's too late:

*Have more badges require at least a standard win.

Currently, with any badge that require winning the game, a partial win will still award it, except for the few that explicitly require a full win. Unless you actually care about your run's score, this makes a standard win and partial win nearly functionally identical, when they will result in earning nearly all the same awards (the only exception is any badge/medal that has a damage limit requirement, as nuking yourself can push you beyond the damage limit, while instantly disqualifying you from any that require damageless). This also makes the Mastermind even more of a nonfactor than she usually is, since as long as you make it to her with a nuke, you can just set it off and get whatever badge(s) you were hunting without any worry of dying to her. As for what badges to change in this regard, I think every Gold to Diamond badge that require winning the game should at least require a standard win (if they don't already require a full win), with the obvious exception of Pacifist Gold (since you can only get a partial win unless you get a second nuke + Invuln near Dis and pull off a double nuke on the Mastermind + JC), and I would also leave out the Angelic badges as a bit of reprieve, since they're absurd enough as is (though if you wanted to make them require a standard win too, Pacifist Angelic would need an obvious exception, and I would make an exception for Everyman Angelic too).

*Have dying to John Carmack count as a normal death instead of as a partial win.

Something I always found a bit weird is how dying to Carmack still counts as you winning the game, and aside from that being unintuitive, due to partial wins being nearly identical to standard wins as described prior, this results in the choice to fight Carmack having no real risk to it. Die to Carmack while on a Diamond badge run? No big deal, you'll still be awarded the badge. If the prior change is implemented to make partial wins less rewarding, this would be less of an issue, though I would still make this change.

*Disallow nukes from being activated in Hell Fortress, and consider having any active powerups get turned off when entering Hell Fortress.

When fighting the Apostle most recently, I noticed the game outright doesn't let you activate a nuke when it spawns, and I thought why not have this apply to Carmack too? The Lava Element only having 9 actions of invulnerability is deliberate to prevent you from getting easy double nukes off on the Mastermind + Carmack, but as long as you find an Invulnerability on Floor 23 and can rocket jump, it's trivial to nuke the Mastermind and then make it to Hell Fortress to nuke Carmack in time too with that single Invuln (and if you have the Trigun, it's possible to get a double nuke on both with just the Lava Element). To get a full win, I think you should be required to actually fight and kill Carmack conventionally, rather than rely on getting lucky with a floor 23 Invuln and skip having to fight him altogether. On another note, perhaps have any active powerups get disabled when entering Hell Fortress too, as even without nuking Carmack, you can take a floor 23 Invuln all the way to him and easily kill him without damage, or at least get most of the work done before he is able to actually fight back (the game already tries to enforce a fair fight by punishing you for trying to shoot him from out of vision, so it'll be fitting for him to depower you upon entering).

*Spruce up Hell Fortress' Apostle fight.

So I finally got to experience fighting the Apostle in Hell Fortress... and it was even more disappointing than the A100/666 fight. No unique entrance text to indicate anything is different, just the standard victory text when winning, and there's nothing different about the level itself, so you just fight the Apostle in a big empty room (which also means its resurrecting abilities don't get displayed, as the only other enemies are the Nightmare Demons/Cacodemons spawned by the Berserker set, which the fight should end before enough of them spawn to really get involved). Aside from more flavor with unique entrance and victory text, and the prior proposed buffs to the Apostle itself, a big way I think the fight could be improved is having a ton of corpses spawn in Hell Fortress with the Apostle, so its resurrecting capabilities actually get put to use.

*In The Lava Pits and Mt. Erebus on Nightmare, remove the last remaining Radsuit.

Previously I proposed have difficulty-dependent Radsuits on Lava Pits and Erebus to make them more appropriately difficult on the harder difficulties, which was implemented. When finally playing Nightmare however, I noticed the last Radsuit was not removed. Considering Lava Pits and Erebus see no real difficulty increase on N! as is compared to UV, other than a moderately more durable Lava Elemental, having no Radsuits on the level should be a fair change, especially since Radsuits last longer on N! and you can get more use of that single Radsuit than you could on UV (well Erebus needs way more than that, but even if its difficulty is buffed up elsewhere as I proposed before, I think it should still have the Radsuit removed).

*Allow Firestorm mods to be compatible with explosive weapons that have an explosion radius smaller than 3, having them increase these weapons' explosion radius by +1 instead of the usual +2.

Currently, there's an odd restriction with the Firestorm mod, where explosive weapons with an explosion radius of 1 or 2 cannot be modded with it (with the exception of the Tristar Blaster). This restriction doesn't make any real sense and is completely unintuitive (even Icy mistakenly thought you could apply Firestorm mods to small explosion weapons, as you can see in his guide to the Napalm Launcher here), as well as needlessly farther limits the utility of a rare mod that is already limited in its usage. If there's concern of a Tactical Rocket Launcher/Napalm Launcher having its explosion radius increased from 2 to 4 or a Demolition Pistol having its radius increased from 1 to 3 being too strong, then simply have the Firestorm mod give these weapons only a +1 radius boost rather than +2.

*Let the Lava Element appear as a random drop.

The Lava Element is an item with some potentially interesting applications beyond just serving as a guaranteed means to get a full win, as a source of temporary on-demand Invuln at any time. However, even if not saving it for a full win, you only have it for a single random floor you likely won't have any trouble with and then Dis, while you can never get it in A100 where you'll be much more probable to come across a floor that you would actually want to use it. As such, I think it would be neat if you could get the Lava Element outside of Lava Pits/Erebus as a random drop if you're lucky and get to play with it in more interesting scenarios beyond "set off nuke, pop Lava Element at 2 seconds left". You could give it a spawning weight of 3 or 2, and if you want to make the random drop of it an A100/666 exclusive, then set the spawning depth at 30+ .

*More Angelic badge ideas for existing special level sets

I previously thought up ideas of badge sets for special levels that currently have none, so why not potential ideas for completing the sets that already go up to Diamond?

Reaper Angelic: Clear The Mortuary/Limbo on N! in Angel of Humanity. (This is certainly a lot harder than Reaper Diamond, and gives you a reason to actually play AoH on Nightmare).

Scavenger Angelic: Clear The Vaults by luck on N! in Angel of Light Travel. (I don't think just upping it to Nightmare is enough compared to Scavenger Diamond, so the AoLT stipulation will add even more luck to it as you won't be able to stockpile much Phase Devices nor much rockets for a Napalm Launcher, nevermind the added difficulty of just making it to The Vaults with limited ammo and medkits in your inventory that you're sacrificing to fit Phase Devices and rockets in).

Longinus Angelic: Unsure, perhaps clear Unholy Cathedral on N! without Brute, Finesse, and Hellrunner, while excluding AoMC and AoLT? (Restricting Finesse and Hellrunner means outspeeding strategies will need some very specific equipment, particularly a Ripper or else you'll need to spend hours throwing a knife, or a very very good melee armor or two with a Hatred Skull or lots of medkits, might still be too easy for an Angelic badge but could be ok if the proposed change of adding Nightmare Demons to UC on N! is implemented)

Arena Angelic: I'm unsure of this one too, maybe clear Hell's Arena on Nightmare in Archangel of Humanity? (It is difficult to think of something harder than current Arena Diamond without pushing it into the realm of impossibility or lottery luck, and I'm thinking Archangel of Humanity is the only viable option here; you're not restricted to melee-only, but missing out on those two or three extra traits is very significant and of course you only have 10-14 max HP, I think it could be harder than AoB but shouldn't be impossible with the implemented Nightmare changes)

 73 
 on: November 20, 2024, 20:46 
Started by Omega Tyrant - Last post by Omega Tyrant
Since 0.9.9.9 has progressed enough in development to start getting beta versions tested (which is going to be implementing some major changes for Nightmare), I'm going to put this endeavor on hold for now. When 0.9.9.9 officially launches, I'll resume it, and hopefully the unwinnable badges get fixed this time, so 100% can be actually possible.

 74 
 on: November 20, 2024, 20:41 
Started by Omega Tyrant - Last post by Omega Tyrant
Currently version 0.9.9.9 is in active development and is having beta versions tested for it, so in case anyone wonders, I'm gonna clarify that Diamond and Angelic badges obtained in any of the beta versions will not be counted here. As for what to do with this thread when 0.9.9.9 launches proper, I'm thinking unlike what the previous Badge Hunters thread did (where each version had separate Badge Hunters posts), I'll just roll 0.9.9.8 and 0.9.9.9 together, due to the short timeframe between both and 0.9.9.8 not having gotten much attention before 0.9.9.9 started getting beta versions, so people won't feel forced to reobtain badges they already got in 0.9.9.8 (while using the header system to note mortems that were achieved in 0.9.9.8). If 0.9.9.9 does majorly change any badges besides the unwinnable ones though, I may rethink doing that (such as if badges that require a specific challenge stop allowing Dual Angels). I'll also note that anyone that posts a 0.9.9.8 mortem with a Diamond or Angelic badge will still be counted here during the wait for 0.9.9.9, so if you have any, still post them!

 75 
 on: November 08, 2024, 02:46 
Started by Sambojin - Last post by carthagodrl
Hi, semi-first-time poster here, so sorry if I do anything wrong! Just checking, did you guys encounter Access Violation errors when trying to use any kind of mods in-game?

They're consistently reproduced in my Winlator setup and kinda crimping my Gun Kata build as it really needs technical mods for pistols :')

 76 
 on: November 04, 2024, 07:18 
Started by carthagodrl - Last post by carthagodrl
Hi everyone, first time posting here so apologies if I'm doing anything wrong... I'm playing DRL in Winlator 8.0, and consistently get an Access Violation error even using any in-game mod items.

Does anybody have any idea what might be causing this?

 77 
 on: October 28, 2024, 06:54 
Started by Omega Tyrant - Last post by Omega Tyrant
For another potential hotfix for bugs and other issues, here is how I would prioritize the listed bugs and other issues based on how urgent I think they are:

Critical priority
*The trait selection lockup bug. (Uncommon but game-ending when it happens, with no way to salvage your game nor even a mortem in that state, but no apparent cause has yet been identified)

High priority
*Lightfoot Diamond and Angelic badges aren't being awarded when their requirements are fulfilled. (This is likely being caused by indirect kills being erroneously categorized as "melee" kills, which would effectively make these badges impossible to get)
*Dragonslayer doesn't grant any amount of berserk. (Aside from this notorious weapon's signature mechanic not working, this is a potential run ender if picked up by a build without Berserker or Malicious Blades, as you need to be berserked or have Malicious Blades' defensive boosts to survive being locked to a melee-only weapon)
*Halls Of Carnage's lava flood sometimes doesn't activate, allowing you to play the level at whatever pace you desire. (A beneficial bug, but aside from making a special level much easier than intended, this bug seems to occur at random and so it cannot be anticipated if any given run will benefit from this bug or not)
*You can easily softlock in House Of Pain on Nightmare and in Angel Of Darkness if you don't have the Arena Master's Staff, from an enemy reviving in an earlier room while you're locked in a later room. (While there are a couple other special level softlocks, this one stands out as it doesn't require an unwise Phase Device use, but it may not have an easy quick fix that would make this eligible for a hotfix, ideas on how to address it are in the special level section of the OP)

Mid priority
*A Technical mod's resistance boosts on armors/boots get carried over in assemblies that uses a Technical mod, as long as the mod isn't applied last to finish the assembly. (A beneficial bug, but it does make several assemblies better than they're supposed to be)
*Corpses can sometimes be ungibbable by explosions and plasma(tic) shotguns. (I see it frequently happen in House Of Pain's first room, where a Pinky corpse or two will just refuse to gib, but it's unclear what is causing it and that is not the only level it can happen)
*Brute's accuracy bonus is still not being applied properly to thrown knives/Mjollnir.
*When using the look command, you are unable to scroll the screen with your keyboard, preventing keyboard-only players in graphic mode from seeing the whole floor.
*Direct explosive hits seem to have their damage calculation occur after knockback, making them weaker than they should be or even deal no damage at all. (Would list this as high priority but it's a long-standing bug from prior versions and so may not have a simple fix)
 
Low priority
*Sharpshooter's effect doesn't work with the Demolition Pistol and (presumably) the Anti-Freak Jackal. (Could arguably be mid priority, but the affected weapons are rare and Sharpshooter isn't hurt that much by it, so it can be set aside for the next full version if it's not a simple fix)
*When rocket jumping, your targeting cursor can extend beyond immediate adjacent tiles, despite not being able to target any tile beyond that range. Previous versions would just lock its targeting to its valid range, which made rocket jumping around quicker to input. (As a heavy rocket jump user that is very annoyed by this bug, my personal bias wants to label this as mid priority, but it ultimately has little gameplay impact)
*Projectiles can occasionally clip through walls at weird angles, including explosive projectiles going through outer boundary walls without exploding. (Could be quite exploitable in the right circumstances, but happens rarely enough and is usually not impactful enough to be an urgent bug. Needs more testing to determine what causes it, I seen it happen in House Of Pain's first room a couple times in particular but seen it in random floors too)
*Ammo stacks dropped by ammo dispensing lever aren't affected by the difficulty multiplier. (Not sure if this is an actual bug or intended, but it's a minor issue either way)
*In floors beyond level 30 in A100/666, you still predominantly only see lava instead of a greater variety in fluid generation. (Not sure if an actual bug or if the new level 30+ fluid generation formula just has a very heavy bias towards lava, but either way you're not seeing greater fluid variety in deep A100)
*When the Apostle spawns on the final floor of A100/666, it and all enemies that revive/get spawned will be immediately revealed by the enemy reveal mechanic since technically everything dies when you first enter the floor, despite this being a boss fight. (Could arguably be mid or even high priority, but labelling as low priority since very very few people will actually encounter this and since the Apostle hasn't gotten its planned buffs yet that could make it an actually compelling boss fight).
*House Of Pain doesn't have a default song defined in the music.lua file, so it'll play a random song unless you add a proper entry for it in the music.lua file yourself.
*Various UI issues that don't affect gameplay. (see the OP for all that been compiled so far)

 78 
 on: October 26, 2024, 18:25 
Started by Omega Tyrant - Last post by Omega Tyrant
For the complete video of this run, here is the Youtube link.

I put off finally playing Nightmare to get the Scavenger Diamond badge back, which took me over a week. In previous versions, you could cheese this badge by getting Azrael's Scythe and exploiting its altfire, Whisper Of Death, which deals 20 damage to every enemy on the map at the expense of max HP, allowing you to kill every enemy in The Vaults without actually getting inside any of said vaults, technically fulfilling the requirements for the badge. In version 0.9.9.8 however, The Vaults had its spawning depth swapped with Unholy Cathedral, which made it no longer possible to get the Scythe before The Vaults, so now you must actually get inside each of the vaults in order to clear it. 0.9.9.8 also buff the enemy layout in The Vaults significantly; previously on UV difficulty, you just had 4 Archviles in the left vault, 4 Revenants in the right vault, and 4 of both in the center vault, so just coming in Fireproof Red Armor would greatly neuter the enemy thread. In 0.9.9.8 however, the left vault now has 6 Arachnotrons, 6 Barons in the right vault, and 4 of both in addition to 4 Archviles in the center vault. This mixture of different damage types means you can no longer just rely on some easily obtained fire-resistant armor, while Arachnotrons also rack up damage much more quickly even when you have strong armor, and Barons will steal the armors within the vaults to get much more resilient. So you not only need to get lucky, but also have an ideal setup to actually surviving getting teleported into a small room full of nasty enemies. 0.9.9.8 also added an alternative level to The Vaults called House Of Pain, which you cannot get the Scavenger badges in, so half of all runs will be unable to even get a chance at this badge by default (well theoretically anyway, I've been having House Of Pain spawn well more than half the time, enough so that I'm half-convinced there could be a bug giving it a disproportionate spawning rate).

For the actual strategy, first the build. To survive teleporting into the center vault, being berserked is a must and so you want Berserker, which leaves two viable masteries; Vampyre and Blademaster. Blademaster could work, but Vampyre is the clear optimal choice; that 60% resistances from berserk stacks with the 20% inherent energy resistances the Marine has, which when combined with any decent armor, will reduce all damage from The Vaults' enemies to 1. Berserked melee is also very powerful, which will give you the DPS to kill the enemies, and will ensure any Barons that get any good armor will fall swiftly (unless you're unlucky enough for them to get an armor with very good melee resistance). Vampyre giving you HP back for each kill will also keep your health up, which is crucial to keep you from dying to a death of a thousand cuts. Vampyre itself is additionally broken good in 0.9.9.8, which will allow you to rush through the game in a way you wouldn't be able to do with a weaker mastery, significantly speeding up attempts when you're likely going to have make several of them at the least.

Speaking of speeding up attempts, the Scavenger badges don't require a standard game or any specific challenge, so I do a Dual-Angel of Angel of Confidence + Angel of Max Carnage. Normally when it comes to spamming quick attempts, Angel of Overconfidence is the gold standard for starting you off in Hell. However, AoOC will give you only a single floor of preparation, so not only you will be lacking crucial levels when entering The Vaults that could leave you too weak, the odds are very low you'll also find the items you need (at least one Phase Device + decent armor), and then the odds are even lower that you'll actually get into the center vault. Angel of Confidence, on the other hand, provides a middle ground; it starts you off in Deimos instead, which gives you 8 random floors + Tower Of Babel + four special levels, giving more than enough time to get the traits and armor you need, as well as making it likely you'll get the necessary Phase Devices (on average you'll get two over the 8 random floors, if you're lucky you can get more, but if unlucky you could still get none at all). Then by combining it with Angel of Max Carnage to make everything always do max damage and have max accuracy, it'll speed the game up by allowing you to kill enemies much faster, especially as you do need to explore floors thoroughly to find as many Phase Devices as you can and anything else helpful (it is also helpful for killing Formers and Hell Nobles before they use items they may have found, which includes Phase Devices that you need, just be careful to not gib the Formers as that will destroy any items they have). Doing this in AoMC does sound counter-productive to actually surviving getting into The Vaults, and normally that would be a death sentence, but as explained earlier, Vampyre is so strong that it'll still shrug off all those hits for 1 damage as long as you have good enough armor. AoCn + AoMC did result in me dying or quitting out a few times on the first floor, as the game can start you in an unsurvivable situation, but the majority of the time I could survive whatever floor it starts me in.

When it comes to the special levels along the way, doing Hell's Armory/Deimos Lab is a must, which Berserker + AoMC makes the normally tough Shambler fights a breeze. Aside from getting much needed equipment and mods (as well as increased odds at getting a particularly helpful weapon I'll get to in a bit), I really want an Onyx or Nano mod, as Vampyre wants an indestructible or regenerating armor to bumrush through the rest of the game and thus make attempts go faster. If I didn't get a Nano nor Onyx mod from the Armory/Lab, and didn't find a Red Armor on the first floor to at least make Nanofiber Red Armor for some sort of indestructible armor, I would just Q+Y out, but for the majority of runs I got at least one of those. When I got an Onyx or Nano mod, I would try saving it for a Red Armor or something else better than Blue Armor, but if I didn't find one by the end of Deimos 3, I would just put it on Blue Armor, as that would suffice since a berserk Marine's resistances are so strong. With the rest of the special levels, I would do The Wall/Containment Area, as they're easy for Vampyre, while the Backpack + rockets is very handy for a particular strat I'll describe in a bit, and you need some sort of Rocket Launcher to open the left and right vaults, so the guaranteed Missile Launcher is nice if you haven't found a Rocket Launcher yet. City Of Skulls/Abyssal Plains can be skipped, but I do them still to get some extra EXP since they're easy for Vampyre and have lots of rockets. Then I do Halls Of Carnage since I often could use the two mods it has, but would skip Spider's Lair, as I don't really need the BFG nor anything else on the level and am surely strong enough at this point to not need anymore traits.

Now for helpful items, the best thing you want to find is a Napalm Launcher. As mentioned earlier, a Phase Device can't plop you on acid nor lava, so if you find a Napalm Launcher, you can force a Phase Device to put you in the center vault by covering every single outside floor tile in lava before using a Phase Device, guaranteeing you success. A Napalm Launcher is uncommon, but not exceedingly so, and I found it four times in over a dozen attempts. The first three times, House Of Pain spawned... but finally in this attempt where I get a Napalm Launcher in Deimos Lab, I end up getting The Vaults, allowing me to finally succeed. When trying to get Scavenger Diamond this way, you really want to build Cerberus or Lava Boots, to ensure you don't hurt yourself too much when covering The Vaults in lava. An Acid Spitter can be used similarly, but it's much less effective, as the Napalm Launcher just uses rockets and so you can stockpile a bunch of them to cover the entire map in lava, whereas the Acid Spitter will have to "absorb" the acid its single shot leaves behind, which besides being a tedious process, the Acid Spitter will be unable to leave behind a net positive of acid in the thin hallway areas of The Vaults, so you won't be able to cover the majority of floor space with it.

As for total attempts, I didn't keep track, and I Q+Y'd out of most unsuccessful runs, but it was somewhere around a dozen to two. As I said in the beginning, the vast majority of runs had House Of Pain spawn, including all my runs where I had a Napalm Launcher (before this successful run), and/or had several Phase Devices stockpiled. And in runs where I got the Vaults, I either had no Phase Device, or in two cases, a single one, which failed to get me into the center vault (you have a 29.36% chance to get teleported into the center vault, so you need two to have more than a 50% chance, and four to reach 75+% odds). Then there was a run where I got The Vaults with two Phase Devices and an Acid Spitter, but even after covering as much of the level as I could in acid, both Phase Devices failed to get me in (though I at least managed to salvage a Klear Cross out of that run). I took a break for a couple days after that very deflating failed run, but in my immediate next attempt after, I finally did get a run with a Napalm Launcher and The Vaults, netting me Scavenger Diamond at last. Once you succeed and exit The Vaults with everything dead, you can die and still get the Scavenger Diamond badge, but I go and rush through the rest of the game to finish the run.

Now for the mortem:

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 PLSGIVEMETHEVAULTS,
 level 14 Cyberdemon Lt. General Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 188054 turns and scored 319446 points.
 He played for 1 hour, 19 minutes and 40 seconds.
 He was a man of Ultra-Violence!

 He killed 920 out of 974 hellspawn. (94%)
 He held his right to remain violent.
 He was an Angel of Max Carnage!
 He was also an Angel of Confidence!

-- Special levels --------------------------------------------

  Levels generated : 8
  Levels visited   : 8
  Levels completed : 8

-- Awards ----------------------------------------------------

  Cyberdemon's Head          Killing the Cyberdemon w/o taking damage
  UAC Star (bronze cluster)  25+ kills without taking damage
  Aurora Medallion           Found more than 3 uniques in one game
  Grim Reaper's Pin          Clear the Mortuary/Limbo
  Hell Armorer Pin           Clear Hell's Armory/Deimos Lab
  Scavenger Platinum Badge   Clear The Vaults by luck
  Scavenger Diamond Badge    Clear The Vaults by luck on UV+

-- Graveyard -------------------------------------------------

  ###########################################################
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  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  .........................................................X#
  .......................................................|}.#
  .........................................................|#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
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  ###########################################################

-- Statistics ------------------------------------------------

  Health 120/60   Experience 95812/14
  ToHit Ranged +12  ToHit Melee +18  ToDmg Ranged +0  ToDmg Melee +9

-- Traits ----------------------------------------------------

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 1)
    Brute            (Level 3)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Fin->Bad->MVm->Fin->WK->WK->Bru->Bad->Fin->Jug->TaN->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   blue armor [4] (OPT)
    [b] [ Weapon     ]   Longinus Spear (8d8)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x95)

-- Inventory -------------------------------------------------

    [a] tactical rocket launcher (6d6) [3/5]
    [b] plasma rifle (1d10)x8 [40/40] (F1P3)
    [c] assault shotgun (8d3) [6/6] (P1)
    [d] napalm launcher (7d7) [1/1]
    [e] BFG 9000 (10d6) [100/100]
    [f] Angelic Armor [7/7] (100%)
    [g] rocket (x12)
    [h] power cell (x70)
    [i] power cell (x70)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] phase device
    [n] cerberus protective boots [0/0] (100%)
    [o] shell box (x100)
    [p] shell box (x100)
    [q] rocket box (x25)
    [r] rocket box (x25)
    [s] power battery (x120)

-- Resistances -----------------------------------------------

    bullet     - internal 60%   torso 80%   feet 60% 
    melee      - internal 60%   torso 80%   feet 60% 
    shrapnel   - internal 60%   torso 80%   feet 60% 
    acid       - internal 80%   torso 90%   feet 80% 
    fire       - internal 80%   torso 90%   feet 80% 
    plasma     - internal 80%   torso 95%   feet 80% 

-- Kills -----------------------------------------------------

    43 former humans
    68 former sergeants
    21 former captains
    79 imps
    55 demons
    339 lost souls
    23 cacodemons
    34 hell knights
    50 barons of hell
    34 arachnotrons
    19 former commandos
    46 pain elementals
    39 revenants
    13 mancubi
    31 arch-viles
    10 nightmare imps
    7 nightmare cacodemons
    1 nightmare demon
    2 shamblers
    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.
  On level 1 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 2 he assembled a chainsword!
  On level 3 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 4 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 5 he assembled a cerberus boots!
  On level 6 he ventured into the Halls of Carnage.
  On level 6 he assembled a tactical shotgun!
  On level 8 he found the Tower of Babel!
  On level 9 he entered the Vaults.
  On level 9 he found the Cybernetic Armor!
  He managed to clear the Vaults completely!
  On level 11 he invaded the Unholy Cathedral!
  On level 11 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 12 he was foolish enough to enter Limbo!
  On level 12 he assembled a tactical rocket launcher!
  On level 12 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 14 he entered the Lava Pits.
  On level 14 he found the Necroarmor!
  He managed to clear the Lava Pits completely!
  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 --------------------------------------------------

 You need to taste blood! Fire -- Choose target...
 You see : blood
 You need to taste blood!
 You reload the tactical rocket launcher. You need to taste blood! Fire --
 Choose target...
 You see : blood
 You need to taste blood! Fire -- Choose target...
 You see : floor
 You need to taste blood! You feel vulnerable again.
 You wear/wield : a Longinus Spear (8d8)
 You hit John Carmack. You are hit! That hurt! 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.

-- General ---------------------------------------------------

 55 brave souls have ventured into Phobos:
 18 of those were killed.
 2 didn't read the thermonuclear bomb manual.
 And 2 couldn't handle the stress and committed a stupid suicide.

 33 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 5 killed the bitch and survived.
 26 showed that it can outsmart Hell itself.

--------------------------------------------------------------

 79 
 on: October 25, 2024, 10:11 
Started by Icy - Last post by Icy
(Video)

I've been a bit inexperienced with fist-only runs, and I'm still getting used to the newest version, so I thought I would take care of both with this run. As always with melee, the start is the hardest part, but once I finished my build, I was basically immortal unless I did something dumb. I didn't even bother grabbing Invulnerabilities, and eventually the only items I cared for were anything that could nuke a floor for a level skip. I'm pretty confident I could have done this on Ultra-Violence, and perhaps even Nightmare with this finished build, especially if I used a real weapon like Ripper or Butcher's Cleaver, but it would be quite difficult to get it started on higher difficulties.

Part way into the run, I switched to Phaseshift Set since I only took marginally more damage, but was able to freely move across acid and lava, which was a good speed-up in real time. However, the increased knockback made me cautious about accidentally clicking on the stairs, or myself and using inventory items, so I eventually slowed down how I played and also removed all Homing Phase Devices I carried. I had a nice collection of armors and boots, but they barely got used if at all.

Some highlights:

Early on, I found Duelist Armor, which is amazing with its change to give high melee resistance:

Spoiler (click to show/hide)

Later I used Nanofiber assembly on it to give a permanent source of melee damage reduction:

Spoiler (click to show/hide)

However, not long after, I found Shielded Armor:

Spoiler (click to show/hide)

This Baron exploded with items like a pinata:

Spoiler (click to show/hide)

Later into the game, I assembled this mighty defensive armor:

Spoiler (click to show/hide)

I found my first Onyx Pack quite far into the game:

Spoiler (click to show/hide)

This was my end-game equipment. I could have gone with Cybernano Phaseshift Armor, but wanted to keep it possible to switch in case anything nasty came up:

Spoiler (click to show/hide)

Various Nano Packs I found that I didn't bother picking up:

Spoiler (click to show/hide)

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Double massacre switch floor:

Spoiler (click to show/hide)

Pitch-black maze, very annoying combination:

Spoiler (click to show/hide)

And the final endscreen. I went out of my way to take some extra damage as I was a bit under 40,000. I believe this is the highest anyone has ever taken in a single game.

Spoiler (click to show/hide)

And here's the mortem!

Spoiler (click to show/hide)

 80 
 on: October 24, 2024, 19:31 
Started by Omega Tyrant - Last post by Omega Tyrant
UV AoMC + AoCn run gets Fallout Platinum Cross and Klear Cross

I posted this in its own Post Mortem thread, as I believe it's the first time anyone gotten the newly added Klear Cross. I've been grinding for Scavenger Platinum + Diamond, and this run was initially aiming for that, but after a crushing failure at The Vaults in what was my most promising run yet, I decided to play out the rest of the run and happened to find a Trigun. I was just going to get the Fallout Platinum Cross out of the way with it, but when noticing that Angel Arm doesn't tire you and after getting the Nuclear BFG from Limbo + another random nuke, I realized I could get Klear Cross too, a medal I thought was going to require its own horrible grind. The improvised detour went as planned, and now my medal count is up to 44, leaving only six medals left to complete the collection and the Heroic Diamond badge.

Badge count - [26|26|26|15|4|0] Medal count - 44/50 Score - 498/1500 (33.20%)

Spoiler (click to show/hide)

UV AoMC + AoCn run for Scavenger Platinum + Diamond

I posted this in its own Post Mortem thread, as while I did get Scavenger Diamond previously in 0.9.9.7, I did so via the Azrael's Scythe cheese method and not through the actually teleporting into the center vault, while said cheese is no longer possible in 0.9.9.8, so this is the first time I got the Scavenger Platinum and Diamond badges through the "intended" way (albeit aided by the Napalm Launcher). With these badges, I'm now tied with my Diamond badge count of 5 from 0.9.9.7, as well as only one Platinum behind with 16 but with many more medals, putting me at roughly around the same progress I finished 0.9.9.7 with. I also only have a single Platinum I can get without playing Nightmare (Armorer Platinum, which is a terrible grind not worth going for at this moment when I'm at 590 specials found currently), and only two Diamonds I can get without playing Nightmare (Armorer Diamond, which is also not worth grinding for specifically at this time, and Quartermaster Diamond, which I got previously in 0.9.9.7 but don't quite feel like going for it again yet in 0.9.9.8).

Badge count - [26|26|26|16|5|0] Medal count - 44/50 Score - 522/1500 (34.80%)

Spoiler (click to show/hide)

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