Chaosforge Forum

  • November 14, 2024, 08:12
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - singalen

Pages: 1 2 3 [4] 5 6 ... 12
46
Post Mortem / Almost there: YASD Tech/Medium
« on: October 12, 2019, 22:52 »
First time I got that far. Didn't know there won't be any ammo Beyond, so didn't have enough with me, so became reckless.

Technician's Field Medic is really OP, I didn't even use his activated abilities much.
Didn't figure out how to activate Scavenger.
Bringing 6 keycards to Vaults would be really tough; clearing them wasn't. I figured I can shoot beyond range with a Hunter Rifle and take out those pesky turrets. Why isn't Hunter Rifle a Sniper Rifle? Is there a better one?..

Took most of my Saturday. Taking a break from JH for a while now.

The mortem format lacks the armor's percentage.

Flynn Taggart, level 14 Technician, killed on
BEYOND L3 by a archreaver.

He survived for 19590 turns.
The run time was 5h 21m 54s.
He scored 3106 points.
He took MEDIUM risks.

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L1 -> The Arena
The Arena - cleared
BEYOND L2 -> Limbo
Limbo - cleared

Awards
  CRI Star (bronze cluster) (+25)
   * 25+ kills without taking damage
  Explorer Ribbon (+50)
   * Visited all encountered special levels
  Conqueror Ribbon (+100)
   * Completed all encountered special levels

He killed 431 out of 448 enemies.

  18 former soldiers
  2 former CRI guards
  47 fire fiends
  4 corrupted sergeants
  3 corrupted grunts
  9 former CRI soldiers
  31 turrets
  14 rocket turrets
  5 corrupted heavys
  7 toxic reavers
  3 former commandos
  16 former grunts
  12 cryoreavers
  15 former guards
  6 siege ravagers
  11 CRI marines
  11 reavers
  2 corrupted guards
  3 military bots
  2 plasma ravagers
  1 former CRI grunt
  24 security bots
  1 former CRI heavy
  1 former heavy
  3 combat drones
  1 corrupted commando
  41 fiends
  22 security drones
  3 exalted soldiers
  34 archreavers
  6 exalted fiends
  20 ravagers
  9 CRI bots
  3 former CRI sergeants
  2 hellish commandos
  30 armored ravagers
  4 corrupted soldiers
  10 former sergeants

Traits
  Ironman L2
  Packrat L1
  Son of a Bitch L2
  Whizkid L3
  Gun hoarder
  Scavenger
  Tinkerer
  Field Medic
  Overkill

Equipment
  Slot #1 : ADV rocket launcher
  Slot #2 : .44 hunter rifle PB
  Slot #3 : ADV 7.62 assault rifle A
  Slot #4 : CRI plasma rifle P2BA
  Body    : red armor PB
  Utility : CRI rifle power control

Inventory
  energy cell (x34)
  rocket (x10)
  rocket (x1)
  7.62 ammo (x32)
  .44 ammo (x31)
  krak grenade (x2)
  smoke grenade (x2)
  CRI phase kit (x1)
  military stimpack
  military stimpack
  stimpack (x1)
  large medkit

47
Post Mortem / Re: scout UV win, arena not showing as cleared?
« on: October 11, 2019, 16:30 »
Nice. I feel I could make it too if I played more than a couple times a week.

@Epyon: as there are different ADV weapons, it would be nice to see their stats in the mortem.

48
Bug Reports / Re: crash entering europa
« on: October 10, 2019, 17:57 »
Correct. JH, as well as DRL, does that.
Generally, the data between entering a level and crash would be lost, which is nothing in your case.
You can compress the log (I recommend 7z), upload it to a 3rd-party service, like Dropbox, and share a link.

49
General Discussion / Re: Jupiter Hell 0.8.3 RELEASED!
« on: October 09, 2019, 22:40 »
It would be nice if targeting mode displayed the item on the floor of the targeted cell. For example, in the top right corner, if there is no enemy/door to target now.

50
General Discussion / Re: Jupiter Hell 0.8.3 RELEASED!
« on: October 06, 2019, 19:19 »
Balance notes after playing for some time on the lover levels.
* The ammo-only crates (blue ones?) feel like a waste of level points (if the level generator works same way as in DRL). Now that the ammo is in abundance to balance lack of unloading, is there a need for them?

51
General Discussion / Listening to Roguelike Radio #154
« on: October 04, 2019, 13:03 »
* Sorry to hear that it took you that insane amount of resources to create a Mac version. It's a huge sacrifice, and I value it tremendously!
I can envision a headline in some press: "Apple's proprietary technology costs $100k to an indie game developer to port a game to Mac and drives them almost broke".
* I believe, RTX will make the missing lighting pre-calculation "problem" go away eventually. Maybe a bit too late, maybe not.
* Can't wait for a Switch version, even though then I'll be completely lost for the society. Will do my best to sell it to all the Switch gamers I know.
* I'm really happy to have pointed out that Zenimax only demands to take down the names :D Don't want to steal the credit for being the first with the idea, but I remember pointing this out.
* Can the game's animations be modded? For some reason, I feel that animation of hunkering down and shooting from behind a cover would feel super-fun. I do understand that it's a way lower priority than the stuff you have on your hands now.

52
Bug Reports / Re: Console mode crashes on Mac
« on: September 25, 2019, 14:11 »
You mean, I cannot access Mac console without running a Terminal.app?
Can it be mitigated with a quick hack: create a second app and to bundle an Alacritty or other terminal emulator with a permissive license?

53
Bug Reports / Console mode crashes on Mac
« on: September 24, 2019, 23:52 »
Crash log:
Spoiler (click to show/hide)

54
General Discussion / Re: Jupiter Hell 0.8.3 RELEASED!
« on: September 24, 2019, 22:59 »
* Got it about med station, thanks.
* My impression was the game already has debris after rockets explosion, and smoke from barrels. If those don't work here, then sorry, it's not as if I'm demanding more fluff for the sake of it.
* Shame. On. Me. I didn't even think of reading the help! (no sarcasm except for self-irony)

I totally understand that voice acting is expensive and you only have a couple of sessions and you are generally stretched too thin.

What I think is that you may get more out of these limited resources, because there is a quite cheap way to make the writing of the voice more awesome: by filtering ideas that your followers may throw at you for free. Barring a little investment of time, like creating a couple of forum posts and a Discord channel. Discord even allows voting for the ideas with emoticons.

More notes:
* just tried switching current weapon in E screen with 1-2-3. What if it worked? OTOH, E screen shouldn't switch the active weapon in-game, it will take time units.
* I still expect Esc key to work in all the windows: game over window, score table, the main menu, etc.
* When I shoot enemies at the range of my sight and hit (I see blood on the floor), they just turn around and go away. In DRL, they would pursue me.

55
General Discussion / Re: Jupiter Hell 0.8.3 RELEASED!
« on: September 22, 2019, 10:04 »
Love the speedup on low-end machines!

* I expect keys C, E etc to work in their peer windows too. Like, E will switch me to equipment screen from character screen.
* When leaving medical station after increasing health, my marine has to spend a turn on exiting, and cannot (seemingly?) use Adrenaline to full extent of 45% pain he was in, and only use 21%. Can we auto-return when the station is out of charges? Or is it a balancing choice?
* Weapon description in E window could also mention the kind of ammo. Not just "36" but "36 of 7.62".
* How can I examine the descriptions of traits that I already have, or others? My total shooting/moving speed?
* I expect more debris and smoke in the first room, as the dropship was shot down and crash-landed. Probably shattered floor.
* I miss "use from the floor" U key.
* Can we have a game mechanics FAQ? I remember a discussion of what the Dodge changing during the animation means, but kill me if I remember what's the idea of it. Same stands for weapon ranges. Same for, what is the distance in the range, Manhattan distance or Pythagoras's distance?

Ideas:
* when a profanity level is set to 0, default the character name to some mr. Nice Guy character, like Steve Rogers;
* some more voice fluff: when a game was idle, and a player takes an action, say something like "I thought you left me here" or "Aaaah, you scared me!" (Starcraft reference). Opening a storage: "Now, what do we have here..." with variations like "Thank you, Santa!"; he can misspell it as "Satan" on high profanity level, but I'm afraid it would be too much for USA. In general, there are so many more funny things for the voice. Making a brainstorm in Discord/at the forum might be fun.

56
Post Mortem / Re: UV conquerer
« on: September 07, 2019, 22:18 »
Wow, you're good.
I'm quite OK at DRL, but for some reason I'm horrible at JH.

57
Bug Reports / Lighting artifacts on Mac/Iris
« on: September 04, 2019, 12:16 »
on this MacBook: https://support.apple.com/kb/sp703?locale=en_US

Note the rectangular shades on the floor, and the triangular shards in a corner light.
I see these all the time.


58
General Discussion / Re: Jupiter Hell 0.8.1 RELEASED!
« on: August 30, 2019, 19:31 »
Toxic damage gave me an idea.
What if JuHeGuy be immune to toxic damage as long as his armor is at or over 100%? Or 90%. And maybe pro-rate it below that.
This should extend the decision space, and thus increase the variability of game situations.

59
Discussion / Aww cute.
« on: August 30, 2019, 14:10 »

60
OK, I'll just do it.
wiki can take years or forever to crystallize, so let's start with something.

Pages: 1 2 3 [4] 5 6 ... 12