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Nightmare! / (0.9.9.9 Beta 1) [N!|AoP + AoRA|66%|YAVP] - Inquisitor Angelic is very possible
« on: December 05, 2024, 20:28 »
So of the seven Angelic badges that were never verifiably won in over a decade of 0.9.9.7 and in the few months 0.9.9.8 been out, Inquisitor Angelic was one of them, and as a result, me and Icy have been proposing to nerf its difficulty requirement. 0.9.9.9's first beta brought some huge changes to Nightmare! however; namely enemies can't respawn in vision (without the aid of Archviles that is), respawns don't count towards the kill percentage (so you no longer need to dispose of every corpse to get 100% kills, but also can no longer cheese a respawn to puff up your kill count for any badge that requires less), and respawns no longer drop their inventory on death (so you can no longer farm infinite ammo off of formers). With these changes, I've been playing N! a lot in testing out the beta, and it got me thinking about how they affect these unwon badges. Masochist Angelic becomes a bit more doable, as it'll make getting through Phobos Base Entry without getting hit less luck-based and you can now more safely kill things if you find a nice camping spot, allowing you to get more crucial levels (and perhaps make surviving long enough to get Vampyre viable, so someone should definitely eventually win this badge). Eagerness Angelic becomes actually realistic now without have to cheese with an early Trigun or a miraculous Dragonslayer, though its 90% kill requirement may be still a bit high (so we amended our proposal of lowering it to 75-80% instead of the 50% we proposed before these changes). UAC Angelic becomes slightly more realistic, but I still think it's virtually impossible without save scumming (and so the proposal of nerfing it to UV remains), and Demonic Angelic becomes a lot more viable in theory, but considering how ludicrously impossible it already was, still absolutely no one is getting this without lots of save scumming (and so the proposal of changing it to 100% kills + Untouchable Pin or Medal remains). Then Speedrun Angelic is virtually unaffected, while Pacifist Angelic didn't require Nightmare anyway, and so both remain just as impossible, direly needing their requirements to be changed to something more realistic.
That leaves Inquisitor Angelic, which isn't really affected by these changes all that much, as kill percent is irrelevant, and since it's AoRA, you're typically not staying around in one spot for long nor sticking around the level long enough for respawns to start becoming frequent, so easier to manage respawns isn't much a factor. Thinking it through though had me questioning if that badge was as impossible as it was hyped up to be; while AoP + AoRA is a very nasty combo (you lose most of your healing in a challenge where you're forced to rush and thus take a lot of damage you can't easily heal off, can't use Maps to find the stairs and other useful items, can't use Berserks to speed you up and lessen damage, and can't use Invulns to avoid damage or as a mulligan if running out of time), there's nothing that makes it inherently impossible unlike the other unwinnable badges, you must simply play quickly to beat the nuke timer and survive well enough to make it to Dis. No having to avoid getting hit a single time while regularly dealing with 50+ respawning enemies, no having to kill more cumulative enemies in AoRA than what Quartermaster Diamond requires on top of them respawning and being unable to heal on demand, no having to beat the game in an inhuman time limit while desperately trying to push through WTF enemy density, and no having to run through 24 floors with no traits while praying not a single enemy dies to infighting or kills themselves or spawns on lava. So why has no one won it, was it really that inhumanly difficult, or was it that few people, if any, actually gave it a real serious grind because they were that spooked by the combo of AoP + AoRA? Seeing how Angel of Purity is one of the least popular challenges, if not the most unpopular, I was wavering towards it being the latter, and so decided to give this badge a real try myself to ascertain if the badge really needed nerfing.
Right away, while it was certainly very tough, I got a feeling it was doable, as I was able to make it to Deimos without that many tries. I was unsure of the build, and I was initially trying Scout + early Intuition, but after a few deaths that couldn't make it past mid-Phobos, I ruled Intuition out; the first level practically does nothing, as knowing where powerups are is worthless when you can't use them, and since floors get so dense on N!, you can't avoid enemies anyway and they're often on top of you, so it was much more prudent to improve your combat and speed than being able to detect enemies outside vision. After I made it to Deimos 1 with the Scout and quickly died, I decided to try a Marine instead; this sounds unideal when speed is everything in AoRA and when AoP makes the Marine's powerup bonus irrelevant, but the most often cause of failure by far is simply running out of medkits and then health when you can no longer heal by powerups nor can keep armor in good shape, while punching through lots of enemies is the much greater obstacle than just finding the stairs, so having extra HP and those inherent 20% energy resistances makes a big difference here. Once I started using the Marine, I was able to consistently make it to mid-Deimos, so I knew this was the play if I could just be a bit luckier with items and floors.
As for traits, I naturally lead off with Hellrunner when it's AoRA and I want to limit whatever damage I can. After that it's Reloader + Finesse, you're relying on the Shotgun a lot, and this combo greatly increases the reliability of corner shooting, while giving you a lot more shots you can afford to make on each floor (you go from being able to do 150 shots + reload with the Shotgun per floor at maximum to 193). I was initially going for Rel2 too, but I found it wasn't too necessary and other traits were more imperative. Then you need Hellrunner 2 ASAP; aside from all the big advantages of HR2, you need it to reliably get through Phobos Anomaly without a Phase Device or Rocket Launcher that you often won't have, and even with HR2 you can end up burning all your medkits in the Anomaly if you're unlucky, so you can't risk making it to Anomaly without it. After HR2, I then go for Bru2 and Berserker; you can't really use melee much early on when healing is so limited and having HR blocks getting Vampyre, but when you can't repair armor, Berserker (that stacks very nicely with the Marine's resistances) is a major survivability boost once VMR start popping up (while you can then utilize it to quickly kill tough enemies when it makes sense to do so). After Berserker, I get Ironman to get some desperately needed HP and to better stretch out my few medkits I often have left by mid-Deimos (while slightly reducing physical damage is a nice plus too), and then I got another level of Fin when I made it far enough. As for the special levels, they're mostly a skip unless they let you more quickly escape a level and can be run through without much danger, but I did find it helpful to dip into Hell's Arena and kill some enemies, as with HR + Fin + Rel, you can do so without taking much damage and that extra EXP is helpful. The Chained Court is also mandatory; aside from the value of the Chainsaw itself, its Berserk on pickup still works, so this is essentially a free guaranteed full heal that you often really need, while you can also pick up some more EXP without taking much damage (I wouldn't complete the level though, I would just run through the right, pick off the formers there and kill the two Barons before leaving, that one free Berserk lasts just long enough for that and the two mod packs aren't worth burning your very limited medkits). When I got Deimos Lab, I would also take the opportunity to kill some enemies there as the beginning area gives you a very safe opportunity to do so and you can easily flee once time starts running low (it may even be worth going into the teleporters and possibly getting some medkits from the crates + the two mods and a nice weapon from the cache, but I never risked it as you can easily end up getting plasma'd by a Commando after teleporting or have to punch through a bunch of Cacos at awkward angles).
After making it to mid-Deimos so consistently, I knew this was completely doable, and after 12 attempts (plus about another half dozen or so I Q+Y'd on Phobos Base Entry), my theorycrafting about the badge would be proven correct. Finding a Phaseshift Armor in early Deimos was huge, and getting luckier with a random Nano mod in late Deimos was even better (which I put on the aforementioned Phaseshift Armor to ensure I always had decent armor in conjunction with Berserker and was very fast), while the RNG blessed me with late Phaseshift Boots too. That is not to say my luck was amazing though, I did get some really nasty floors in Deimos, including an Arachnotron cave in mid-Deimos that destroyed my armor reserve before that Nano mod and most of my medkits, and this very nasty maze at the end of Deimos, which I wouldn't have survived without Berserker. Hell started me off with another maze + barrel event, but once again thanks to Berserker, I am able to get through it. First half Hell was a bit shaky, as I only had a couple large medkits, and so I skipped Unholy Cathedral as a result despite how useful the Spear would be. When Hell 4 gave me those aforementioned Phaseshift Boots though, I also found a Homing Phase after killing a Baron and got a bunch of medkits from crates, at which the point the run was sealed. Once you make it to Dis you automatically won, as you can just let the timer run out and get the partial win, but since I had a bunch of medkits and very good armor, I go in and smash the Mastermind to bits.
Unfortunate this was in a beta and so it's not really "official" (which is why I didn't record a video of it), but I still found it worth posting as the first Inquisitor Angelic Badge, and to show that it is indeed possible. This is only the first beta of 0.9.9.9 and so things can end up changing quite a bit by the official release (such as N! possibly adding back a universal speed bonus for enemies that will make this a bit more difficult), but I can't see anything that can be changed that would make this badge impossible, so I'll be removing the proposal to nerf this badge's requirement to UV (and when 0.9.9.9 releases proper, I'll be sure to record a proper run of this badge). As for doing this badge in prior versions, as the Nightmare changes aren't a big difference to this badge as explained prior, this should be fully doable in 0.9.9.8. As for the possibility of this badge back in 0.9.9.7, I did use the Marine here, whose inherent 20% energy resistances did not exist then, and this run certainly wouldn't have succeeded without those resistances (that aforementioned Arachnotron cave that nearly killed me would have done me in for sure, and those resistances crucially stretched out my medkits as explained prior), but this should still be very possible with a Scout if you get good enough item + floor luck (I was able to get to Deimos with a Scout after all, it was just less consistent than with the Marine). Doing it in 0.9.9.7 however, would mean that Deimos and Hell have a bit less enemies (due to 0.9.9.8 modifying the danger formula to get higher values in Deimos and Hell, with the difference being most pronounced on N!), so that is one way this badge would be slightly easier there (and seeing how most of my runs were failing in Deimos, that could be meaningful).
With that all said, here's the glorious mortem:
That leaves Inquisitor Angelic, which isn't really affected by these changes all that much, as kill percent is irrelevant, and since it's AoRA, you're typically not staying around in one spot for long nor sticking around the level long enough for respawns to start becoming frequent, so easier to manage respawns isn't much a factor. Thinking it through though had me questioning if that badge was as impossible as it was hyped up to be; while AoP + AoRA is a very nasty combo (you lose most of your healing in a challenge where you're forced to rush and thus take a lot of damage you can't easily heal off, can't use Maps to find the stairs and other useful items, can't use Berserks to speed you up and lessen damage, and can't use Invulns to avoid damage or as a mulligan if running out of time), there's nothing that makes it inherently impossible unlike the other unwinnable badges, you must simply play quickly to beat the nuke timer and survive well enough to make it to Dis. No having to avoid getting hit a single time while regularly dealing with 50+ respawning enemies, no having to kill more cumulative enemies in AoRA than what Quartermaster Diamond requires on top of them respawning and being unable to heal on demand, no having to beat the game in an inhuman time limit while desperately trying to push through WTF enemy density, and no having to run through 24 floors with no traits while praying not a single enemy dies to infighting or kills themselves or spawns on lava. So why has no one won it, was it really that inhumanly difficult, or was it that few people, if any, actually gave it a real serious grind because they were that spooked by the combo of AoP + AoRA? Seeing how Angel of Purity is one of the least popular challenges, if not the most unpopular, I was wavering towards it being the latter, and so decided to give this badge a real try myself to ascertain if the badge really needed nerfing.
Right away, while it was certainly very tough, I got a feeling it was doable, as I was able to make it to Deimos without that many tries. I was unsure of the build, and I was initially trying Scout + early Intuition, but after a few deaths that couldn't make it past mid-Phobos, I ruled Intuition out; the first level practically does nothing, as knowing where powerups are is worthless when you can't use them, and since floors get so dense on N!, you can't avoid enemies anyway and they're often on top of you, so it was much more prudent to improve your combat and speed than being able to detect enemies outside vision. After I made it to Deimos 1 with the Scout and quickly died, I decided to try a Marine instead; this sounds unideal when speed is everything in AoRA and when AoP makes the Marine's powerup bonus irrelevant, but the most often cause of failure by far is simply running out of medkits and then health when you can no longer heal by powerups nor can keep armor in good shape, while punching through lots of enemies is the much greater obstacle than just finding the stairs, so having extra HP and those inherent 20% energy resistances makes a big difference here. Once I started using the Marine, I was able to consistently make it to mid-Deimos, so I knew this was the play if I could just be a bit luckier with items and floors.
As for traits, I naturally lead off with Hellrunner when it's AoRA and I want to limit whatever damage I can. After that it's Reloader + Finesse, you're relying on the Shotgun a lot, and this combo greatly increases the reliability of corner shooting, while giving you a lot more shots you can afford to make on each floor (you go from being able to do 150 shots + reload with the Shotgun per floor at maximum to 193). I was initially going for Rel2 too, but I found it wasn't too necessary and other traits were more imperative. Then you need Hellrunner 2 ASAP; aside from all the big advantages of HR2, you need it to reliably get through Phobos Anomaly without a Phase Device or Rocket Launcher that you often won't have, and even with HR2 you can end up burning all your medkits in the Anomaly if you're unlucky, so you can't risk making it to Anomaly without it. After HR2, I then go for Bru2 and Berserker; you can't really use melee much early on when healing is so limited and having HR blocks getting Vampyre, but when you can't repair armor, Berserker (that stacks very nicely with the Marine's resistances) is a major survivability boost once VMR start popping up (while you can then utilize it to quickly kill tough enemies when it makes sense to do so). After Berserker, I get Ironman to get some desperately needed HP and to better stretch out my few medkits I often have left by mid-Deimos (while slightly reducing physical damage is a nice plus too), and then I got another level of Fin when I made it far enough. As for the special levels, they're mostly a skip unless they let you more quickly escape a level and can be run through without much danger, but I did find it helpful to dip into Hell's Arena and kill some enemies, as with HR + Fin + Rel, you can do so without taking much damage and that extra EXP is helpful. The Chained Court is also mandatory; aside from the value of the Chainsaw itself, its Berserk on pickup still works, so this is essentially a free guaranteed full heal that you often really need, while you can also pick up some more EXP without taking much damage (I wouldn't complete the level though, I would just run through the right, pick off the formers there and kill the two Barons before leaving, that one free Berserk lasts just long enough for that and the two mod packs aren't worth burning your very limited medkits). When I got Deimos Lab, I would also take the opportunity to kill some enemies there as the beginning area gives you a very safe opportunity to do so and you can easily flee once time starts running low (it may even be worth going into the teleporters and possibly getting some medkits from the crates + the two mods and a nice weapon from the cache, but I never risked it as you can easily end up getting plasma'd by a Commando after teleporting or have to punch through a bunch of Cacos at awkward angles).
After making it to mid-Deimos so consistently, I knew this was completely doable, and after 12 attempts (plus about another half dozen or so I Q+Y'd on Phobos Base Entry), my theorycrafting about the badge would be proven correct. Finding a Phaseshift Armor in early Deimos was huge, and getting luckier with a random Nano mod in late Deimos was even better (which I put on the aforementioned Phaseshift Armor to ensure I always had decent armor in conjunction with Berserker and was very fast), while the RNG blessed me with late Phaseshift Boots too. That is not to say my luck was amazing though, I did get some really nasty floors in Deimos, including an Arachnotron cave in mid-Deimos that destroyed my armor reserve before that Nano mod and most of my medkits, and this very nasty maze at the end of Deimos, which I wouldn't have survived without Berserker. Hell started me off with another maze + barrel event, but once again thanks to Berserker, I am able to get through it. First half Hell was a bit shaky, as I only had a couple large medkits, and so I skipped Unholy Cathedral as a result despite how useful the Spear would be. When Hell 4 gave me those aforementioned Phaseshift Boots though, I also found a Homing Phase after killing a Baron and got a bunch of medkits from crates, at which the point the run was sealed. Once you make it to Dis you automatically won, as you can just let the timer run out and get the partial win, but since I had a bunch of medkits and very good armor, I go in and smash the Mastermind to bits.
Unfortunate this was in a beta and so it's not really "official" (which is why I didn't record a video of it), but I still found it worth posting as the first Inquisitor Angelic Badge, and to show that it is indeed possible. This is only the first beta of 0.9.9.9 and so things can end up changing quite a bit by the official release (such as N! possibly adding back a universal speed bonus for enemies that will make this a bit more difficult), but I can't see anything that can be changed that would make this badge impossible, so I'll be removing the proposal to nerf this badge's requirement to UV (and when 0.9.9.9 releases proper, I'll be sure to record a proper run of this badge). As for doing this badge in prior versions, as the Nightmare changes aren't a big difference to this badge as explained prior, this should be fully doable in 0.9.9.8. As for the possibility of this badge back in 0.9.9.7, I did use the Marine here, whose inherent 20% energy resistances did not exist then, and this run certainly wouldn't have succeeded without those resistances (that aforementioned Arachnotron cave that nearly killed me would have done me in for sure, and those resistances crucially stretched out my medkits as explained prior), but this should still be very possible with a Scout if you get good enough item + floor luck (I was able to get to Deimos with a Scout after all, it was just less consistent than with the Marine). Doing it in 0.9.9.7 however, would mean that Deimos and Hell have a bit less enemies (due to 0.9.9.8 modifying the danger formula to get higher values in Deimos and Hell, with the difference being most pronounced on N!), so that is one way this badge would be slightly easier there (and seeing how most of my runs were failing in Deimos, that could be meaningful).
With that all said, here's the glorious mortem:
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DRL (0.9.9.9 BETA 1) roguelike post-mortem character dump
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PUER, level 12 Arch-Vile Lt. Colonel Marine,
defeated the Mastermind at the City of Dis.
He survived 40811 turns and scored 581230 points.
He played for 1 hour, 1 minute and 17 seconds.
He opposed the Nightmare!
He killed 629 out of 951 encountered hellspawn. (66%)
He killed 677 out of 1053 enemy spawns total.
He was an Angel of Purity!
He was also an Angel of Red Alert!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 3
Levels completed : 0
-- Awards ----------------------------------------------------
UAC Star (bronze cluster) 25+ kills without taking damage
Inquisitor Gold Badge Complete Angel of Purity (AoP)
Inquisitor Platinum Badge Complete AoP on UV
Inquisitor Diamond Badge Complete AoP on N! as Marine
Inquisitor Angelic Badge Complete AoP+AoRA on N!
Quartermaster Bronze Badge Reach level 16 on Angel of Red Alert
Quartermaster Silver Badge Complete Angel of Red Alert (AoRA)
Quartermaster Platinum Badge Complete AoRA on N!
-- Graveyard -------------------------------------------------
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#....####............................####....##############
#...&####............................###...0.##############
#....####............................###.....##############
#....####.....................X......#.......##############
#..............................%.............##############
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-- Statistics ------------------------------------------------
Health 77/90 Experience 62068/12
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Class : Marine
Ironman (Level 3)
Finesse (Level 2)
Hellrunner (Level 2)
Reloader (Level 1)
Brute (Level 2)
Berserker (Level 1)
Whizkid (Level 1)
HR->Rel->Fin->Bru->HR->Bru->Ber->Iro->Iro->Fin->Iro->WK->
-- Equipment -------------------------------------------------
[ Armor ] phaseshift armor [4/4] (100%) (NP)
[ Weapon ] chainsaw (5d6) (BT)
[ Boots ] phaseshift boots [4/4] (100%)
[ Prepared ] shell box (x30)
-- Inventory -------------------------------------------------
combat shotgun (8d3) [3/5] (P1)
rocket launcher (6d6) [1/1]
Railgun (8d8) [40/40]
green armor [1/1] (100%)
shotgun shell (x50)
shotgun shell (x50)
shotgun shell (x50)
shotgun shell (x50)
rocket (x8)
power cell (x50)
small med-pack
small med-pack
large med-pack
large med-pack
phase device
phase device
rocket box (x25)
-- Resistances -----------------------------------------------
bullet - internal 90% torso 95% feet 90%
melee - internal 90% torso 95% feet 90%
shrapnel - internal 90% torso 95% feet 90%
acid - internal 80% torso 80% feet 80%
fire - internal 80% torso 80% feet 80%
plasma - internal 80% torso 80% feet 80%
-- Kills -----------------------------------------------------
73 former humans
80 former sergeants
37 former captains
104 imps
83 demons
162 lost souls
37 cacodemons
16 hell knights
29 barons of hell
10 arachnotrons
15 former commandos
9 pain elementals
7 mancubi
13 arch-viles
1 Cyberdemon
1 Spider Mastermind
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He saw, left a present and left.
On level 5 he stormed the Chained Court.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
He decided to nuke the forbidden Lab.
On level 10 he found the Railgun!
On level 16 he found the Tower of Babel!
On level 17 he assembled a tactical boots!
Level 23 was a hard nut to crack!
He left level 23 as soon as possible.
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
taste blood!
You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
berserk! You need to taste blood!
You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
taste blood!
You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
berserk! You need to taste blood!
You need to taste blood!
You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
You defeated the Spider Mastermind!
-- General ---------------------------------------------------
67 brave souls have ventured into Phobos:
14 of those were killed.
13 didn't read the thermonuclear bomb manual.
And 5 couldn't handle the stress and committed a stupid suicide.
35 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
14 killed the bitch and survived.
20 showed that it can outsmart Hell itself.
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2
Post Mortem / [U|AoMC+AoCn|94%|YAFW] - Finally get Scavenger Diamond in 0.9.9.8
« on: October 26, 2024, 18:25 »
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:
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:
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DRL (0.9.9.8a) roguelike post-mortem character dump
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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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-- 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.
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3
Post Mortem / [U|AoMC+AoCn|98%|YAFW] - Failed Scavenger Diamond run leads to first Klear Cross
« on: October 24, 2024, 19:19 »
I've been making attempts at the Scavenger Diamond badge over the past week, and been having an awful run of luck with it; most attempts I get House Of Pain, including every attempt I found a Napalm Launcher and/or several Phase Devices, and I've only gotten two attempts up to this point where I got The Vaults with at least one Phase Device, both of which I had only one Phase Device and both failed to get me into the center vault.
This run however looked like it was finally going to be it; I've been doing Angel Of Confidence + Angel of Max Carnage to speed up attempts, and Deimos 1 started me in a precarious situation next to multiple Chaingunners and a Pain Elemental, while a horizontal acid river severely restricted where I could go and I had no good corner shooting spot. I managed to survive that start, and then pulled off a Shambler's Head in Hell's Armory, which netted me an Onyx mod + Nano mod, while the Armory also had an Acid Spitter; I much rather have the Napalm Launcher, but the Acid Spitter can also be used to eliminate eligible teleport tiles in The Vaults and thus increase my chances of phasing into the center vault. The floor immediately after that I find a random second Onyx mod and Red Armor, so my armor is set to rush through the game without worry and I shortly find Gothic Boots after to use the second Onyx mod on, which will be nice for limiting the damage I take from reloading the aforementioned Acid Spitter. I then find a Chainsaw near the end of Deimos, so I also get a better melee weapon than the Chainsword too, for that extra assurance. This of course would be all for nought though if House Of Pain spawns yet fucking again... yet this time I do get The Vaults, with the Acid Spitter and two Phase Devices.
When in The Vaults, I clear out the left and right vaults, and then start covering the level in acid. This is a tedious process, and I'm quite limited in how much acid I can spread as the damage is still racking up even with me only taking 1 damage from each acid step. I also can't effectively use the Acid Spitter in the narrow passage ways, as it both covers less tiles and would end up net negative with reloading the Acid Spitter after (since every "sucked up" acid tile becomes a water tile, restoring it as a valid teleport spot). After covering most of the left and right vaults in acid, as well as the left and right nooks where you get more space to spread acid around, I probably had around at least a third of the level covered in acid to significantly increase my odds, and so I decide it's time to pop the Phase Devices. The first Phase Device... doesn't get me in the center vault, and then the second Phase Device... still doesn't get me in the center vault either...
Well I was feeling quite deflated, finally getting a good inventory setup while The Vaults spawns and I still don't get into the center vault, Scavenger Diamond runs should not be taking anywhere near this long. At this point I would normally Q+Y out, but decide to just finish the run. Shortly after I would randomly find a third Onyx mod, pretty useless at this point but why I couldn't get this luck with The Vaults? The rest of the run would be unremarkable, if not for me finding a Trigun in Hell 5. I was actually a bit disappointed at first when I saw the Pistol Unique that spawned was the Trigun and not the GCB (as the Grammaton Cross is one of the handful of medals I'm still missing), but then thought I may as well get the Fallout Platinum Cross out of the way (another medal I haven't gotten yet), especially as I did get the Nuclear BFG from Limbo and then found a random nuke after on Hell 6 to help puff up that nuke count. On Hell 7, an Invuln would spawn, and with enough medkits stockpiled to spam Angel Arm enough for Fallout Platinum Cross, I then start spamming it to puff up that nuke count... Where I then noticed that Angel Arm doesn't tire you like I thought it did, and realized I had an opportunity to get the newly added Klear Cross here, a medal I was dreading having to grind eventual runs for. With that, I then descend into Dis still invulnerable, and spam Angel Arm until my max HP got too low to use it anymore. With the Marine's 60 max HP, I was able to get 10 Angel Arms off, which, alongside the prior activated nuke, put my nuke count at 11. I then rocket jump to the stairs to keep my invuln intact for Hell Fortress, where I overcharged the Nuclear BFG for the win and for my 12th nuke, just enough to net me the first Klear Cross.
So while this run didn't achieve its goal, I did not end up empty handed, and it's a big relief that I ended up not needing to make a big grind for Klear Cross after all. I'm getting pretty close now to getting all the medals, with only six left...
This run however looked like it was finally going to be it; I've been doing Angel Of Confidence + Angel of Max Carnage to speed up attempts, and Deimos 1 started me in a precarious situation next to multiple Chaingunners and a Pain Elemental, while a horizontal acid river severely restricted where I could go and I had no good corner shooting spot. I managed to survive that start, and then pulled off a Shambler's Head in Hell's Armory, which netted me an Onyx mod + Nano mod, while the Armory also had an Acid Spitter; I much rather have the Napalm Launcher, but the Acid Spitter can also be used to eliminate eligible teleport tiles in The Vaults and thus increase my chances of phasing into the center vault. The floor immediately after that I find a random second Onyx mod and Red Armor, so my armor is set to rush through the game without worry and I shortly find Gothic Boots after to use the second Onyx mod on, which will be nice for limiting the damage I take from reloading the aforementioned Acid Spitter. I then find a Chainsaw near the end of Deimos, so I also get a better melee weapon than the Chainsword too, for that extra assurance. This of course would be all for nought though if House Of Pain spawns yet fucking again... yet this time I do get The Vaults, with the Acid Spitter and two Phase Devices.
When in The Vaults, I clear out the left and right vaults, and then start covering the level in acid. This is a tedious process, and I'm quite limited in how much acid I can spread as the damage is still racking up even with me only taking 1 damage from each acid step. I also can't effectively use the Acid Spitter in the narrow passage ways, as it both covers less tiles and would end up net negative with reloading the Acid Spitter after (since every "sucked up" acid tile becomes a water tile, restoring it as a valid teleport spot). After covering most of the left and right vaults in acid, as well as the left and right nooks where you get more space to spread acid around, I probably had around at least a third of the level covered in acid to significantly increase my odds, and so I decide it's time to pop the Phase Devices. The first Phase Device... doesn't get me in the center vault, and then the second Phase Device... still doesn't get me in the center vault either...
Well I was feeling quite deflated, finally getting a good inventory setup while The Vaults spawns and I still don't get into the center vault, Scavenger Diamond runs should not be taking anywhere near this long. At this point I would normally Q+Y out, but decide to just finish the run. Shortly after I would randomly find a third Onyx mod, pretty useless at this point but why I couldn't get this luck with The Vaults? The rest of the run would be unremarkable, if not for me finding a Trigun in Hell 5. I was actually a bit disappointed at first when I saw the Pistol Unique that spawned was the Trigun and not the GCB (as the Grammaton Cross is one of the handful of medals I'm still missing), but then thought I may as well get the Fallout Platinum Cross out of the way (another medal I haven't gotten yet), especially as I did get the Nuclear BFG from Limbo and then found a random nuke after on Hell 6 to help puff up that nuke count. On Hell 7, an Invuln would spawn, and with enough medkits stockpiled to spam Angel Arm enough for Fallout Platinum Cross, I then start spamming it to puff up that nuke count... Where I then noticed that Angel Arm doesn't tire you like I thought it did, and realized I had an opportunity to get the newly added Klear Cross here, a medal I was dreading having to grind eventual runs for. With that, I then descend into Dis still invulnerable, and spam Angel Arm until my max HP got too low to use it anymore. With the Marine's 60 max HP, I was able to get 10 Angel Arms off, which, alongside the prior activated nuke, put my nuke count at 11. I then rocket jump to the stairs to keep my invuln intact for Hell Fortress, where I overcharged the Nuclear BFG for the win and for my 12th nuke, just enough to net me the first Klear Cross.
So while this run didn't achieve its goal, I did not end up empty handed, and it's a big relief that I ended up not needing to make a big grind for Klear Cross after all. I'm getting pretty close now to getting all the medals, with only six left...
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DRL (0.9.9.8a) roguelike post-mortem character dump
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PLSNOMOREHOUSEOFPAIN,
level 15 Cyberdemon Lt. General Marine,
nuked the Mastermind at the Hell Fortress.
He survived 96213 turns and scored 458778 points.
He played for 1 hour, 17 minutes and 17 seconds.
He was a man of Ultra-Violence!
He killed 969 out of 982 hellspawn. (98%)
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 : 7
Levels completed : 6
-- Awards ----------------------------------------------------
UAC Star (bronze cluster) 25+ kills without taking damage
Aurora Medallion Found more than 3 uniques in one game
Fallout Platinum Cross Nuked at least 6 levels in one game
Klear Cross Nuked at least 12 levels in one game
Grim Reaper's Pin Clear the Mortuary/Limbo
Shambler's Head Clear Hell's Armory/Deimos Lab w/o taking damage
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 66/10 Experience 101689/15
ToHit Ranged +12 ToHit Melee +20 ToDmg Ranged +0 ToDmg Melee +12
-- Traits ----------------------------------------------------
Class : Marine
Finesse (Level 3)
Tough as nails (Level 1)
Brute (Level 4)
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->Bru->TaN->
-- Equipment -------------------------------------------------
[a] [ Armor ] phaseshift armor [2] (O)
[b] [ Weapon ] ripper (6d6)
[c] [ Boots ] antigrav steel boots [1/1] (100%) (A)
[d] [ Prepared ] shell box (x87)
-- Inventory -------------------------------------------------
[a] tactical rocket launcher (6d6) [5/5]
[b] assault shotgun (7d3) [6/6]
[c] Trigun (3d6) [6/6]
[d] Acid Spitter (10d10) [0/10] {a}
[e] red armor [4] (AO)
[f] Berserker Armor [0]
[g] Longinus Spear (8d8)
[h] rocket (x14)
[i] rocket (x14)
[j] rocket (x10)
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] homing phase device
[r] lava element
[s] lava gothic boots [10] (A)
[t] shell box (x100)
-- Resistances -----------------------------------------------
bullet - internal 60% torso 90% feet 60%
melee - internal 60% torso 90% feet 60%
shrapnel - internal 60% torso 90% feet 60%
acid - internal 80% torso 80% feet 80%
fire - internal 80% torso 80% feet 80%
plasma - internal 80% torso 80% feet 80%
-- Kills -----------------------------------------------------
19 former humans
56 former sergeants
38 former captains
53 imps
34 demons
452 lost souls
36 cacodemons
20 hell knights
49 barons of hell
23 arachnotrons
20 former commandos
42 pain elementals
31 revenants
36 mancubi
36 arch-viles
9 nightmare imps
3 nightmare cacodemons
5 nightmare demons
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
On level 1 he entered Hell's Armory.
On level 1 he found the Acid Spitter!
He destroyed the evil within and reaped the rewards!
On level 3 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 4 he found the City of Skulls.
On level 4 he assembled a antigrav boots!
He wiped out the City of Skulls.
On level 6 he assembled a chainsword!
On level 6 he assembled a tactical rocket launcher!
On level 7 he assembled a lava boots!
On level 8 he found the Tower of Babel!
On level 9 he ran for his life from lava!
On level 9 he entered the Vaults.
He managed to scavenge a part of the Vaults' treasures.
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 ripper!
On level 12 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 13 he found the Trigun!
He nuked level 14!
On level 14 he entered the Lava Pits.
On level 14 he found the Berserker Armor!
He managed to clear the Lava Pits completely!
He activated the Angel Arm on level 15!
He activated the Angel Arm on level 15!
He activated the Angel Arm on level 15!
He activated the Angel Arm on level 15!
Then at last he found Dis!
He activated the Angel Arm on level 16!
He activated the Angel Arm on level 16!
He activated the Angel Arm on level 16!
He activated the Angel Arm on level 16!
He activated the Angel Arm on level 16!
He activated the Angel Arm on level 16!
He left level 16 as soon as possible.
He defeated the Mastermind and found the TRUE EVIL!
He overloaded a nuclear BFG 9000 on level 17!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You wear/wield : a ripper (6d6)
Warning! Explosion in 9 seconds! You need to taste blood!
Warning! Explosion in 8 seconds! You need to taste blood!
You need to taste blood!
Warning! Explosion in 7 seconds! You need to taste blood!
Warning! Explosion in 6 seconds! You need to taste blood!
You need to taste blood!
Warning! Explosion in 5 seconds! You need to taste blood!
Warning! Explosion in 4 seconds! You need to taste blood!
You need to taste blood!
Warning! Explosion in 3 seconds! You need to taste blood!
Warning! Explosion in 2 seconds! You need to taste blood!
You need to taste blood!
Warning! Explosion in 1 seconds! You need to taste blood!
Congratulations! You defeated John Carmack! Press <Enter>...
You feel relatively safe now. You need to taste blood!
-- General ---------------------------------------------------
54 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.
32 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
5 killed the bitch and survived.
25 showed that it can outsmart Hell itself.
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4
Century Lounge / [U|ArchA666|60%|666|YASD] - Intentionally dying on floor 666 for annoying medals
« on: October 09, 2024, 19:51 »
0.9.9.8 has added two new particularly annoying medals:
*The Purple Heart, which requires you to die at level 20 or above
(spoilered in case anyone still cares about that particular weapon and its secrets).
With me missing the Experience Cross and another spoilery medal in 0.9.9.8, also very annoying medals to get, I thought up of a way to gather them all up at once; play A666 so you can reach level 25, maximize your chances of finding the spoilery equipment in a single run to I wasn't completely sure if this would actually work, as I thought maybe the spoilery medal would require you to win the game or some other conflict with medals would happen, but nope, it worked exactly as planned and now I won't need to do any other separate runs specifically for any of these medals.
As for the build, I went with Blademaster, as I'm good enough to survive early A100/666 with a melee build lacking a Chainsaw, and then Blademaster will mow through those hundreds of floors faster than any other build, especially once I found the weapon I was looking for (which luckily I found in the 100s, and even with it being current bugged to not give permanent berserk, is still absurdly powerful in the hands of Blademaster and I was able to maintain being berserked 99% of the time anyway). Could have done this run much faster than 20ish hours, but I was still mostly exploring floors through most of the game instead of stair diving as I really wanted to complete Armorer Gold (the last Gold badge I need to have them all again), which required me to find an Energy-shielded Vest (the last Exotic I haven't found yet on this 0.9.9.8 file), and the game gives you no message when Exotics spawn, so I couldn't just stair dive until getting the "there is something really valuable here!" message like I could with trying to find the Uniques. Of which, I didn't find a single Energy-shielded Vest until floor 451, or at least not one that was nabbed by a Former or Hell Noble first where it would inevitably get instantly destroyed by me having such a powerful melee weapon (and then the game spawned a second one on the floor immediately after, the RNG really wanted to troll me there). After that I could breeze through the last couple hundred floors in a couple hours, and I luckily managed to find the rest of the Uniques I was missing for Armorer Gold. I also wanted to complete the rest of the assemblies I haven't made yet for Technician Diamond, but I shortly realized building Cybernano Armor would lock me out of wearing that particular spoilery armor I needed to wear at the end, so unfortunately I still need to do that in another run (was able to build the Mother-In-Law at least before finding the spoilery weapon, the other assembly I was missing, and it was very fun rocket jumping around with it until said spoilerly weapon prevented me from using it anymore).
Lastly this could have been done on HNTR, but I did it UV, partly because it's the difficulty I find most fun, and partly to maximize the amount of Cyberdemons I could find so I get Cyberdemon rank, as I needed to kill about 70ish more of them to get the rank (and I did not feel like waiting until that many more non-100/666 games to get that rank back). I didn't get a single Cyberdemon level, but I still managed to find well more than enough to fulfill the kill requirements for Cyberdemon rank (I also did some exploiting with Archviles now being able to revive Cyberdemons in 0.9.9.8 to puff up the Cyberdemon kill counts, but that probably wasn't necessary).
Here is the monster mortem for anyone that wants to see all of it, though I'll give one last spoiler warning for those that care
*The Purple Heart, which requires you to die at level 20 or above
Spoiler (click to show/hide)
With me missing the Experience Cross and another spoilery medal in 0.9.9.8, also very annoying medals to get, I thought up of a way to gather them all up at once; play A666 so you can reach level 25, maximize your chances of finding the spoilery equipment in a single run to
Spoiler (click to show/hide)
As for the build, I went with Blademaster, as I'm good enough to survive early A100/666 with a melee build lacking a Chainsaw, and then Blademaster will mow through those hundreds of floors faster than any other build, especially once I found the weapon I was looking for (which luckily I found in the 100s, and even with it being current bugged to not give permanent berserk, is still absurdly powerful in the hands of Blademaster and I was able to maintain being berserked 99% of the time anyway). Could have done this run much faster than 20ish hours, but I was still mostly exploring floors through most of the game instead of stair diving as I really wanted to complete Armorer Gold (the last Gold badge I need to have them all again), which required me to find an Energy-shielded Vest (the last Exotic I haven't found yet on this 0.9.9.8 file), and the game gives you no message when Exotics spawn, so I couldn't just stair dive until getting the "there is something really valuable here!" message like I could with trying to find the Uniques. Of which, I didn't find a single Energy-shielded Vest until floor 451, or at least not one that was nabbed by a Former or Hell Noble first where it would inevitably get instantly destroyed by me having such a powerful melee weapon (and then the game spawned a second one on the floor immediately after, the RNG really wanted to troll me there). After that I could breeze through the last couple hundred floors in a couple hours, and I luckily managed to find the rest of the Uniques I was missing for Armorer Gold. I also wanted to complete the rest of the assemblies I haven't made yet for Technician Diamond, but I shortly realized building Cybernano Armor would lock me out of wearing that particular spoilery armor I needed to wear at the end, so unfortunately I still need to do that in another run (was able to build the Mother-In-Law at least before finding the spoilery weapon, the other assembly I was missing, and it was very fun rocket jumping around with it until said spoilerly weapon prevented me from using it anymore).
Lastly this could have been done on HNTR, but I did it UV, partly because it's the difficulty I find most fun, and partly to maximize the amount of Cyberdemons I could find so I get Cyberdemon rank, as I needed to kill about 70ish more of them to get the rank (and I did not feel like waiting until that many more non-100/666 games to get that rank back). I didn't get a single Cyberdemon level, but I still managed to find well more than enough to fulfill the kill requirements for Cyberdemon rank (I also did some exploiting with Archviles now being able to revive Cyberdemons in 0.9.9.8 to puff up the Cyberdemon kill counts, but that probably wasn't necessary).
Here is the monster mortem for anyone that wants to see all of it, though I'll give one last spoiler warning for those that care
Spoiler (click to show/hide)
5
Post Mortem / Badge Hunters for Version 0.9.9.8
« on: October 01, 2024, 11:44 »
For the old Badge Hunters thread that covered all previous versions, click this link.
In Game Hunter's absence, I'm starting up a new Badge Hunters thread that covers version 0.9.9.8 and beyond. This thread will document everyone who has obtained each Diamond and Angelic badge, with links to each of the winning mortems. If you obtained a Diamond or Angelic badge, be sure to post it to the Post Mortem board, and feel free to notify me directly so I can update this thread accordingly (I'll link mortems from external sources like Discord, but linking threads from here is preferred). Each badge's list of achievers will be in chronological order of when each person won the badge.
Legend
(^) - The linked mortem has video of the winning run.
(d) - The link goes to a mortem posted on Discord (be sure to join the Jupiter Hell Discord server to view such links)
(*) - The linked mortem fulfilled the requirements for the badge, but the badge doesn't show in the mortem since the player copied over a previous version's data where they obtained the badge previously.
(S) - The badge was achieved in the standard game (only noted for badges that don't explicitly require it).
(Pure) - The badge was achieved purely, as in, it was obtained in the requisite challenge only and not in a Dual Angel.
The following challenge headings are only noted for badges that don't explicitly require the noted challenge:
(AoOC) - The badge was achieved in or by mixing the challenge with Angel of Overconfidence.
(AoCn) - The badge was achieved in or by mixing the challenge with Angel of Confidence.
(AoMC) - The badge was achieved in or by mixing the challenge with Angel of Max Carnage.
(AoLT) - The badge was achieved in or by mixing the challenge with Angel of Light Travel.
(AoSh) - The badge was achieved in or by mixing the challenge with Angel of Shotgunnery.
(AoB) - The badge was achieved in or by mixing the challenge with Angel of Berserk.
Other headings will be added if needed
Armorer Diamond
Heroic Diamond
Gatekeeper Diamond
UAC Diamond
Veteran Diamond
Strongman Diamond
Elite Diamond
Demonic Diamond
Reaper Diamond
Berserker Diamond
Marksman Diamond
Shottyman Diamond
Lightfoot Diamond
Eagerness Diamond
Inquisitor Diamond
Quartermaster Diamond
Hunter Diamond
Destroyer Diamond
Masochist Diamond
Centurial Diamond
Everyman Diamond
Daredevil Diamond
Arena Diamond
Longinus Diamond
Scavenger Diamond
In Game Hunter's absence, I'm starting up a new Badge Hunters thread that covers version 0.9.9.8 and beyond. This thread will document everyone who has obtained each Diamond and Angelic badge, with links to each of the winning mortems. If you obtained a Diamond or Angelic badge, be sure to post it to the Post Mortem board, and feel free to notify me directly so I can update this thread accordingly (I'll link mortems from external sources like Discord, but linking threads from here is preferred). Each badge's list of achievers will be in chronological order of when each person won the badge.
Legend
(^) - The linked mortem has video of the winning run.
(d) - The link goes to a mortem posted on Discord (be sure to join the Jupiter Hell Discord server to view such links)
(*) - The linked mortem fulfilled the requirements for the badge, but the badge doesn't show in the mortem since the player copied over a previous version's data where they obtained the badge previously.
(S) - The badge was achieved in the standard game (only noted for badges that don't explicitly require it).
(Pure) - The badge was achieved purely, as in, it was obtained in the requisite challenge only and not in a Dual Angel.
The following challenge headings are only noted for badges that don't explicitly require the noted challenge:
(AoOC) - The badge was achieved in or by mixing the challenge with Angel of Overconfidence.
(AoCn) - The badge was achieved in or by mixing the challenge with Angel of Confidence.
(AoMC) - The badge was achieved in or by mixing the challenge with Angel of Max Carnage.
(AoLT) - The badge was achieved in or by mixing the challenge with Angel of Light Travel.
(AoSh) - The badge was achieved in or by mixing the challenge with Angel of Shotgunnery.
(AoB) - The badge was achieved in or by mixing the challenge with Angel of Berserk.
Other headings will be added if needed
Diamond Hunters
Technician DiamondArmorer Diamond
- Currently unachieved
Heroic Diamond
- Currently unachieved
Gatekeeper Diamond
- Omega Tyrant (S)
- wyvric (d) (S)
- Clamp360 (d) (S)
UAC Diamond
- Currently unachieved
Veteran Diamond
Strongman Diamond
Elite Diamond
- wyvric (d) (*)
Demonic Diamond
- Currently unachieved
Reaper Diamond
- Currently unachieved
Berserker Diamond
- apalapan (d) (AoOC)
Marksman Diamond
Shottyman Diamond
- wyvric (d) (*) (AoOC)
Lightfoot Diamond
- This badge is currently bugged and so may be unwinnable!
Eagerness Diamond
- wyvric (d) (Pure)
Inquisitor Diamond
- Currently unachieved
Quartermaster Diamond
- Currently unachieved
Hunter Diamond
- apalapan (AoOC)
Destroyer Diamond
Masochist Diamond
- Currently unachieved
Centurial Diamond
- Currently unachieved
Everyman Diamond
- Omega Tyrant (^) (Pure)
Daredevil Diamond
Arena Diamond
- This badge was only won once after over a decade in 0.9.9.7 and is very luck-based in nature, so it is strongly recommended you have video proof when claiming this badge!
Longinus Diamond
- wyvric (d) (*) (S)
Scavenger Diamond
- apalapan (S)
- Omega Tyrant (^) (AoMC) (AoCn)
6
Post Mortem / [U|AoMs|100%|YAFW] - The first UV pure AoMs Conqueror
« on: September 26, 2024, 13:04 »
Here is the Youtube link to the video of the entire run if you want to watch it.
To get Masochist Platinum, you just have to beat Angel of Masochism on at least Hurt Me Plenty difficulty, in addition to having no levels in the Badass trait. However, after looking on the Chaosforge forums and seeing that no one has beaten pure AoMs as a Conqueror on Ultra-Violence difficulty (there were a few AoMs Conqueror mortems I found, but they were either on lower difficulties or mixed AoMs with AoMC), I decided to aim for achieving that instead of just getting the Platinum badge.
For the build, I decided to have some fun and do Malicious Blades, since I don't see it fitting in to any runs I have planned in the near future, while the generalist nature of it makes it good for Conqueror runs and the great defensive boosts it grants will make it quite useful for a challenge you cannot heal on command in. I deviate from its prerequisites at the start to take a level in Ironman, as each level of Ironman essentially gets you 10 more HP after every level up (and another temporary extra 20 boosted HP), while saving a point of damage from formers and melee attacks early on is also pretty useful. After that it's straight to Malicious Blades to get those defensive boosts as soon as possible.
However, on my first try at this, I get incredible item luck that killed much of the challenge. First I get a Duelist Armor in floor 5, a very useful armor in general for being one of the few in the game that makes you faster for wearing it rather than slower, but that combined with its 75% melee resistance makes the usually very difficult Phobos Lab a ton more easier, as with it I could outrun Nightmare Demons without having to activate run and reduce all their bites to 1 damage when they got in (especially handy in a challenge where you cannot restore your tactics on a floor without certain powerups). Then in Deimos Lab, the weapon cache had a Frag Shotgun that was useless, but much more importantly a Super Shotgun, and then not only that, the mod cache after killing the Shamblers had not just one but TWO Nano mods (now killing the Shamblers without being able to heal would normally be a huge threat, but with Malicious Blades' 75% melee restance + 10% from Ironman, I could reduce all their melee attacks to 1 damage even with just Blue Armor, so after releasing them I immediately ran into one of the little mod rooms and waited until one teleported inside, where I was able to melee them individually to death without getting hit by any plasma bolts). With these Nano mods, I was able to make the broken Nano Shrapnel Super Shotgun, and Antigrav Boots (which let me get Technician Platinum too as that was the last advanced assembly I needed on 0.9.9.8), to ensure I could basically never get touched while never needing to worry about ammo (and when I did get hit, MMB ensured that damage wasn't much if it was anything but plasma or acid). Then shortly after that in Deimos 3 I find a Phaseshift Armor to make me even faster than Duelist Armor can, which when combined with the Antigrav Boots, meant I was getting about four to six moves for every move an enemy made. And late in the game I find a Medical Armor for good measure, whose ability to restore your health to 50% when it drops below at the expense of its durability still works in AoMs, meaning I had a means to heal at low health (I also discovered during this run that the Blood Skulls can still heal you in AoMs too after wasting the first one I got from the Agony Elemental, and then I found another one of those too randomly).
So basically, everything after Deimos Lab is a complete cakewalk where I just infinite Super Shotgun everything to death while moving as fast as actual Doom Guy, and so this run isn't really a good representation of this challenge as you'll almost never get this lucky, but hey, still the first UV pure AoMs Conqueror win, and the nature of Roguelikes is that you sometimes get incredibly lucky.
To get Masochist Platinum, you just have to beat Angel of Masochism on at least Hurt Me Plenty difficulty, in addition to having no levels in the Badass trait. However, after looking on the Chaosforge forums and seeing that no one has beaten pure AoMs as a Conqueror on Ultra-Violence difficulty (there were a few AoMs Conqueror mortems I found, but they were either on lower difficulties or mixed AoMs with AoMC), I decided to aim for achieving that instead of just getting the Platinum badge.
For the build, I decided to have some fun and do Malicious Blades, since I don't see it fitting in to any runs I have planned in the near future, while the generalist nature of it makes it good for Conqueror runs and the great defensive boosts it grants will make it quite useful for a challenge you cannot heal on command in. I deviate from its prerequisites at the start to take a level in Ironman, as each level of Ironman essentially gets you 10 more HP after every level up (and another temporary extra 20 boosted HP), while saving a point of damage from formers and melee attacks early on is also pretty useful. After that it's straight to Malicious Blades to get those defensive boosts as soon as possible.
However, on my first try at this, I get incredible item luck that killed much of the challenge. First I get a Duelist Armor in floor 5, a very useful armor in general for being one of the few in the game that makes you faster for wearing it rather than slower, but that combined with its 75% melee resistance makes the usually very difficult Phobos Lab a ton more easier, as with it I could outrun Nightmare Demons without having to activate run and reduce all their bites to 1 damage when they got in (especially handy in a challenge where you cannot restore your tactics on a floor without certain powerups). Then in Deimos Lab, the weapon cache had a Frag Shotgun that was useless, but much more importantly a Super Shotgun, and then not only that, the mod cache after killing the Shamblers had not just one but TWO Nano mods (now killing the Shamblers without being able to heal would normally be a huge threat, but with Malicious Blades' 75% melee restance + 10% from Ironman, I could reduce all their melee attacks to 1 damage even with just Blue Armor, so after releasing them I immediately ran into one of the little mod rooms and waited until one teleported inside, where I was able to melee them individually to death without getting hit by any plasma bolts). With these Nano mods, I was able to make the broken Nano Shrapnel Super Shotgun, and Antigrav Boots (which let me get Technician Platinum too as that was the last advanced assembly I needed on 0.9.9.8), to ensure I could basically never get touched while never needing to worry about ammo (and when I did get hit, MMB ensured that damage wasn't much if it was anything but plasma or acid). Then shortly after that in Deimos 3 I find a Phaseshift Armor to make me even faster than Duelist Armor can, which when combined with the Antigrav Boots, meant I was getting about four to six moves for every move an enemy made. And late in the game I find a Medical Armor for good measure, whose ability to restore your health to 50% when it drops below at the expense of its durability still works in AoMs, meaning I had a means to heal at low health (I also discovered during this run that the Blood Skulls can still heal you in AoMs too after wasting the first one I got from the Agony Elemental, and then I found another one of those too randomly).
So basically, everything after Deimos Lab is a complete cakewalk where I just infinite Super Shotgun everything to death while moving as fast as actual Doom Guy, and so this run isn't really a good representation of this challenge as you'll almost never get this lucky, but hey, still the first UV pure AoMs Conqueror win, and the nature of Roguelikes is that you sometimes get incredibly lucky.
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DRL (0.9.9.8a) roguelike post-mortem character dump
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NEEDNOHEALING,
level 16 Hell Baron Lt. General Technician,
nuked the Mastermind at the Hell Fortress.
He survived 353367 turns and scored 437751 points.
He played for 2 hours, 28 minutes and 12 seconds.
He was a man of Ultra-Violence!
He killed 1293 out of 1293 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Masochism!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice Won with 100% kills
UAC Star (silver cluster) 50+ kills without taking damage
Aurora Medallion Found more than 3 uniques in one game
Conqueror Pin Completed all generated levels
Angelic Pin Clear the Mortuary/Limbo w/o taking damage
Hell Armorer Pin Clear Hell's Armory/Deimos Lab
Chessmaster's Token Complete Hell's Arena on AoMs/AoI on UV
Hell Champion Medal Clear Hell's Arena
Technician Platinum Badge Discover all advanced assemblies
Masochist Gold Badge Complete Angel of Masochism (AoMs)
Masochist Platinum Badge Complete AoMs on HMP w/o Bad
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 70/70 Experience 133978/16
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +2 ToDmg Melee +8
-- Traits ----------------------------------------------------
Class : Technician
Ironman (Level 2)
Finesse (Level 3)
Hellrunner (Level 2)
Son of a bitch (Level 2)
Brute (Level 2)
Dodgemaster (Level 1)
Whizkid (Level 3)
Malicious Blades (Level 1)
Iro->HR->Fin->HR->Bru->Bru->DM->MMB->WK->WK->Fin->Iro->Fin->SoB->WK->SoB->
-- Equipment -------------------------------------------------
[a] [ Armor ] phaseshift armor [4/4] (93%) (APT)
[b] [ Weapon ] nano super shotgun (6d4)x2 (P1T1)
[c] [ Boots ] antigrav plasteel boots [2/2] (100%) (A)
[d] [ Prepared ] combat knife (2d5)
-- Inventory -------------------------------------------------
[a] tactical rocket launcher (6d7) [5/5] (P1T1)
[b] BFG 9000 (10d6) [100/100]
[c] BFG 9000 (10d6) [100/100]
[d] red armor [6/6] (100%) (P)
[e] medical armor [4/4] (191%) (ABPT)
[f] Shielded Armor [2]
[g] Angelic Armor [7/7] (100%)
[h] Azrael's Scythe (9d9)
[i] rocket (x14)
[j] rocket (x14)
[k] rocket (x14)
[l] phase device
[m] phase device
[n] homing phase device
[o] homing phase device
[p] blood skull
[q] rocket box (x25)
[r] rocket box (x25)
[s] power battery (x120)
[t] power battery (x120)
-- Resistances -----------------------------------------------
bullet - internal 20% torso 95% feet 70%
melee - internal 20% torso 95% feet 95%
shrapnel - internal 20% torso 95% feet 70%
acid - internal 0% torso 10% feet 50%
fire - internal 0% torso 60% feet 75%
plasma - internal 0% torso 10% feet 0%
-- Kills -----------------------------------------------------
111 former humans
88 former sergeants
67 former captains
186 imps
119 demons
301 lost souls
93 cacodemons
60 hell knights
63 barons of hell
30 arachnotrons
17 former commandos
29 pain elementals
37 revenants
34 mancubi
26 arch-viles
7 nightmare cacodemons
12 nightmare demons
2 nightmare arch-viles
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a tactical shotgun!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical boots!
On level 9 he found the Frag Shotgun!
He nuked level 9!
He decided to nuke the forbidden Lab.
On level 10 he assembled a nano-shrapnel!
On level 10 he assembled a antigrav boots!
On level 10 he assembled a hyperblaster!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he found the Shielded Armor!
On level 14 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
On level 17 he assembled a tactical rocket launcher!
On level 17 he trespassed on the House of Pain.
He conquered the House!
On level 19 he invaded the Unholy Cathedral!
On level 19 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 22 he entered the Lava Pits.
On level 22 he found the Necroarmor!
He managed to clear the Lava Pits completely!
On level 23 he stumbled into a complex full of revenants!
On level 23 he was targeted for extermination!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You feel your invincibility fading...
You feel vulnerable again.
There are stairs leading downward here.
This is it. This is the lair of all evil! What will you meet here?
You are hit!
Carmack raises his hands and summons hellspawn!
The hell knight dies. The hell knight dies.
The hell knight dies. You hear the scream of a freed soul!
John Carmack reloads his rocket launcher.
You hear the scream of a freed soul!
You are hit!
John Carmack dies. Congratulations! You defeated John Carmack! Press
<Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
32 brave souls have ventured into Phobos:
12 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 1 couldn't handle the stress and committed a stupid suicide.
18 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
3 killed the bitch and survived.
13 showed that it can outsmart Hell itself.
--------------------------------------------------------------
7
Post Mortem / [M|AoRA|100%|YAFW] - The rare AoRA Conqueror
« on: September 23, 2024, 22:04 »
As I did not feel like doing the grind to get Quartermaster Diamond again yet in 0.9.9.8, I went just for Quartermaster Gold on easy old HNTR, and got Skull Silver out of the way, so I won't need to do City of Skulls/Abyssal Plains in the eventual Quartermaster Platinum and Diamond runs if I'm not in a good position to do them (I especially wouldn't bother with Abyssal Plains on UV/N! even with Blademaster). Along the way though, I decided to see if I can check off doing a Conqueror on AoRA, and succeeded at that, a rare feat even on HNTR difficulty. Unfortunately unlike with my prior two mortems I posted here where I claimed the first AoI and AoD conquerors, I can't claim the first AoRa conqueror, as Papilio did me beat to it. Being the second to have done it is still nice though.
Unlike Papilio, who went with Gunrunner, I went the Int2 -> Blademaster route like I did previously for Quartermaster Diamond and getting Skull Silver previously in 0.9.9.7. This made Hell's Arena harder, and I was barely able to get Phobos Lab done (had to use a bunch of rocket jumps and finished with less than 30 seconds to spare), but made all the Deimos and Hell special levels a lot easier, particularly City of Skulls and Unholy Cathedral. In this particular run, I got blessed by a vault with a Combat Shotgun on floor 2, but then the luck balanced the other end when I got consecutive Lost Soul caves in the middle of Phobos. Sure that was good for being super easy levels to clear, but meant I got shafted a lot of EXP, and so I didn't even have Berserker by Phobos Lab, while later still didn't have Blademaster by City Of Skulls. City Of Skulls still ended up being pretty easy with Berserker + rocket jumping and a Shell Box-aided Tactical Shotgun, but Phobos Lab came close as stated before. Deimos Lab also came pretty close despite this just being HNTR, and I had to burn the Homing Phase I had after killing the Shamblers and cleaning out the mod cache (which included an Onyx mod, very good, but also a Sniper mod, useless), while having to skip on the weapon cache (which had a Nuclear Plasma Rifle and Combat Translocator, not at all useful for this run but I still would have wanted to pick them up to work towards Armorer Platinum/Diamond). For one more note, enemies being revealed on the final three and items being revealed when all enemies are dead is a very helpful addition for AoRA, which does make getting 100% kills in the normal levels a bit easier, but that does get counterbalanced by Intuition 2's extended enemy detection radius being nerfed, that likely ended up costing me my first run (this overall took me two attempts, where I Q+Y'd out on my first attempt in Hell's Arena because I missed an enemy when going back and forth, that costed me too much time to clear it).
As for doing a UV AoRA Conqueror run, I think it is possible, but it would be absurdly difficult, even moreso than getting Quartermaster Diamond, and only a Blademaster build could realistically do it. Maybe someday I'll try for that...
Unlike Papilio, who went with Gunrunner, I went the Int2 -> Blademaster route like I did previously for Quartermaster Diamond and getting Skull Silver previously in 0.9.9.7. This made Hell's Arena harder, and I was barely able to get Phobos Lab done (had to use a bunch of rocket jumps and finished with less than 30 seconds to spare), but made all the Deimos and Hell special levels a lot easier, particularly City of Skulls and Unholy Cathedral. In this particular run, I got blessed by a vault with a Combat Shotgun on floor 2, but then the luck balanced the other end when I got consecutive Lost Soul caves in the middle of Phobos. Sure that was good for being super easy levels to clear, but meant I got shafted a lot of EXP, and so I didn't even have Berserker by Phobos Lab, while later still didn't have Blademaster by City Of Skulls. City Of Skulls still ended up being pretty easy with Berserker + rocket jumping and a Shell Box-aided Tactical Shotgun, but Phobos Lab came close as stated before. Deimos Lab also came pretty close despite this just being HNTR, and I had to burn the Homing Phase I had after killing the Shamblers and cleaning out the mod cache (which included an Onyx mod, very good, but also a Sniper mod, useless), while having to skip on the weapon cache (which had a Nuclear Plasma Rifle and Combat Translocator, not at all useful for this run but I still would have wanted to pick them up to work towards Armorer Platinum/Diamond). For one more note, enemies being revealed on the final three and items being revealed when all enemies are dead is a very helpful addition for AoRA, which does make getting 100% kills in the normal levels a bit easier, but that does get counterbalanced by Intuition 2's extended enemy detection radius being nerfed, that likely ended up costing me my first run (this overall took me two attempts, where I Q+Y'd out on my first attempt in Hell's Arena because I missed an enemy when going back and forth, that costed me too much time to clear it).
As for doing a UV AoRA Conqueror run, I think it is possible, but it would be absurdly difficult, even moreso than getting Quartermaster Diamond, and only a Blademaster build could realistically do it. Maybe someday I'll try for that...
--------------------------------------------------------------
DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------
IMAQUARTERMASTER,
level 13 Hell Baron Lt. General Scout,
nuked the Mastermind at the Hell Fortress.
He survived 53767 turns and scored 190110 points.
He played for 1 hour, 32 minutes and 11 seconds.
He didn't like it too rough.
He killed 871 out of 871 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Red Alert!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice Won with 100% kills
UAC Star (bronze cluster) 25+ kills without taking damage
Aurora Medallion Found more than 3 uniques in one game
Conqueror Pin Completed all generated levels
Grim Reaper's Pin Clear the Mortuary/Limbo
Hell Armorer Pin Clear Hell's Armory/Deimos Lab
Hell Champion Medal Clear Hell's Arena
Skull Silver Badge Clear City of Skulls/Abyssal Plains on AoRA
Quartermaster Bronze Badge Reach level 16 on Angel of Red Alert
Quartermaster Silver Badge Complete Angel of Red Alert (AoRA)
Quartermaster Gold Badge Complete AoRA with 100% kills
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 85/50 Experience 77666/13
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 2)
Hellrunner (Level 2)
Brute (Level 3)
Berserker (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Blademaster (Level 1)
Int->Int->HR->Bru->Bru->Ber->HR->Bru->MBm->Fin->Fin->WK->WK->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [11/11] (95%)
[b] [ Weapon ] Longinus Spear (8d8)
[c] [ Boots ] tactical boots [0/0] (100%) (A)
[d] [ Prepared ] shell box (x65)
-- Inventory -------------------------------------------------
[a] tactical rocket launcher (6d6) [5/5]
[b] assault shotgun (9d3) [6/6] (P2)
[c] BFG 9000 (10d6) [130/169] (B2)
[d] red armor [6] (AOP)
[e] duelist armor [2/2] (100%) (A)
[f] rocket (x11)
[g] rocket (x14)
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] phase device
[p] homing phase device
[q] plasteel boots [4/4] (100%) (P)
[r] shell box (x100)
[s] power battery (x120)
-- Resistances -----------------------------------------------
bullet - internal 60% torso 95% feet 60%
melee - internal 60% torso 95% feet 60%
shrapnel - internal 60% torso 95% feet 60%
acid - internal 60% torso 60% feet 60%
fire - internal 60% torso 60% feet 60%
plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
106 former humans
65 former sergeants
29 former captains
92 imps
69 demons
326 lost souls
40 cacodemons
36 hell knights
22 barons of hell
12 arachnotrons
6 former commandos
19 pain elementals
16 revenants
12 mancubi
9 arch-viles
1 nightmare demon
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He saw, left a present and left.
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he assembled a tactical shotgun!
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical boots!
He decided to nuke the forbidden Lab.
On level 10 he ran for his life from acid!
He sounded the alarm on level 11!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
He left level 16 as soon as possible.
On level 17 he entered the Vaults.
On level 17 he found the Railgun!
He cracked the Vaults and cleared them out!
On level 19 he stumbled into a complex full of imps!
On level 19, hell froze over!
On level 19 he invaded the Unholy Cathedral!
On level 19 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
On level 20 he assembled a tactical rocket launcher!
He managed to clear Limbo from evil!
On level 22 he found the BFG 10K!
On level 22 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You hit the lost soul. The lost soul dies. Next!
You hit the lost soul. The lost soul dies. Next! You're going berserk!
You hit the lost soul. The lost soul dies. Next!
You need to taste blood!
You hit the lost soul. The lost soul dies. Next! You're going berserk!
You hit the lost soul. The lost soul dies. Next!
You hit the lost soul. The lost soul dies. Next! You're going berserk!
The lost soul hits you. You need to taste blood!
You hit the lost soul. The lost soul dies. Next!
You hit the lost soul. The lost soul dies. Next!
You hit the lost soul. The lost soul dies. Next!
You hit John Carmack. 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. Next!
-- General ---------------------------------------------------
31 brave souls have ventured into Phobos:
12 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 1 couldn't handle the stress and committed a stupid suicide.
17 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
3 killed the bitch and survived.
12 showed that it can outsmart Hell itself.
--------------------------------------------------------------
8
Discussion / My mortem dump thread and progression record to as close to 100% as I can get
« on: September 20, 2024, 17:02 »
This thread is to document the mortems for all the badges and medals I obtained in 0.9.9.8, as for most of them I did not feel like making individual threads here for (and so the Post Mortem board does not get flooded with my runs). This also records my progression to 100% (or rather how close I can get, given how many of the Angelic badges and Arena Diamond are currently realistically impossible). I additionally will be using a scoring system I devised to track how "close" I'm getting to 100%, which is being used instead of just doing a flat percentage of every badge/medal because it would be silly to treat a Bronze badge of equal weight to an Angelic badge. The scoring system is as follows:
*Each Bronze badge is worth 1 point
*Each Silver is worth 2 points
*Each Gold is worth 4 points
*Each Platinum is worth 8 points
*Each Diamond is worth 16 points
*Each Angelic is worth 32 points.
*Each Medal is worth 3 points.
While badges can vary significantly in difficulty in each tier (e.g. Brick and Lava Silver have probably been obtained less than most Golds and even some Platinums, whereas Gatekeeper Diamond is easier than most Platinums), the difficulty average of each badge tier is roughly twice as hard as the preceding tier, and doing it this way, I won't get bogged down with trying to attribute specific subjective scores to every individual badge. Then there are medals that are tricky to score, as there is no discrete tiering with them, and they range wildly in difficulty from Bronze level (Arena Bronze and Hell Arena Champion are literally the same thing) to harder than most Platinums (few people have probably ever gotten Hell Arena Pwnage or Chessmaster's Cross). For simplicity sake, each medal will be assigned 3 points regardless of difficulty, so again I don't get bogged down with assigning subjective scores to every individual medal and so the maximum score ends up at a clean 1500 ((26*1)+(26*2)+(26*4)+(26*8)+(26*16)+(17*32)+(50*3)=1500)
First standard HMP run for many Bronze/Silver/Gold badges and medals
This is my first run of the official 0.9.9.8 release (well I had one run before, but I tested an old telefragging bug that someone reported, and after it was confirmed fixed, I decided to kill myself by telefragging to see if you got a funny death message for it, unfortunately you don't :( ). The Unlock All setting was bugged in the release version, with it not unlocking the harder difficulties, so I had to start off with a standard HMP game. I did a quick run through with the currently broken Vampyre in a mostly uneventful run that gathered up many of the easy badges and medals, other than me taking a detour to obtain Iron Skull for the first time (which thankfully had its requirement reduced to a less absurd 5000 damage). Still a tedious medal, but I didn't need to spend too much time on it, as getting halfway there at City Of Skulls, and then just taking many lava baths before picking up healing items/powerups in the second half of the game was enough to get me to 5000 damage.
Badge count - [12|4|2|0|0|0] Medal count - 9/50 Score - 55/1500 (3.67%)
First standard UV run for Veteran and Elite Platinum, as well as some more medals and several Golds/Silvers/Bronzes
Here is my first official UV run of 0.9.9.8. I advanced enough as a player that I can consistently fully beat standard UV with virtually any build and don't need to make any thorough plans for it, so I just went with my favorite build of Shottyhead here. Aside from picking up some more Silvers and Golds, I reobtained Veteran and Elite Platinum here, while also picking up the Hell Arena's Key and Shambler Head (the latter of which I believe is the first time I got it outside of AoMC). Nearly picked up the Angelic Pin too, but making Nano Shrapnel with the Double Shotgun proved to be a mistake as I couldn't hit things outside my vision with it without shooting at very specific angles, so I tried waiting the center of Mortuary behind the walls for cover after clearing out one side, where an Imp then got a double move and hit me (I thought Imps couldn't do that to Scouts, but maybe wait was changed to no longer be affected by the Scout's speed bonus?).
Badge count - [13|6|6|2|0|0] Medal count - 14/50 Score - 107/1500 (7.13%)
Quick run for Pacifist badges and Icarus + Compet-n medals
For the official 0.9.9.8 release, I opted to not use the Unlock All option, as I wanted to see how quickly I could unlock everything. So after the UV run, I went for the quick Angel Of Pacifism run to get another rank of unlocks, which took some attempts, and in one of those failed ones I got Pacifism Bronze (excluded the mortem here because I forgot about it initially and trying to edit it back into this first post later had it hitting the character limit, while I didn't feel like editing all the posts to fit it in chronologically, surely no one cares about the mortem for a Bronze badge?). In less than an hour I was able to get a successful run, picking up the Pacifism Bronze to Gold badges, as well as all the Icarus and Compet-n crosses, which got me enough medals to get Heroic Silver too.
Badge count - [14|8|7|2|0|0] Medal count - 19/50 Score - 131/1500 (8.73%)
UV A100 run for Centurial Bronze to Platinum
Next up I went for an A100 run once it was unlocked, easily my favorite challenge mode, and throughout all my time playing DRL, I have probably put as much or more time into A100 runs than I have playing standard games. Again I can make about any build work in A100 on UV (I even did a 100% UV A100 run with Entrechment once during the beta process), but went with Scavenger here. Part of it is because Scavenger is really fun in A100 (especially so with 0.9.9.8 letting Scavenger now disassemble any type of equipment), but part of it is I also wanted to build as many assemblies I can, particularly the annoying ones that require rare weapons and/or rare mods, to both build towards the Technician badges and to get them out of the Schematics pool for Armory/Deimos Lab (unfortunately 0.9.9.8 has not changed how Schematics drop, so you want to get all the assemblies done ASAP so you don't have them cost you a crucial rare mod in any of the harder challenge runs). There was still quite a few I was unable to make (quite annoying I didn't find a single BFG nor Chainsaw despite them being made less rare in 0.9.9.8), but I was able to get the majority of assemblies done, while thanks to Technicians getting the newly added WK3, I was able to build the ultimate pistol to completely eradicate the lategame (a P3N2S2 Combat Pistol, a 3d6 Combat Pistol that was effectively Nanomachic and retained its accuracy against out-of-sight enemies). With this run, I get the Centurial Bronze to Platinum badges done, as well as the Experience Medal.
Badge count - [15|10|8|3|0|0] Medal count - 20/50 Score - 151/1500 (10.07%)
Zen Master's Cross AoOC run for many annoying medals, Heroic Gold, and Daredevil Gold
0.9.9.8 added new some medals, four of which are the Pacifism Medal (win with 10% or less kills outside of AoPc), the Shotgunnery and Marksmanship Crosses (win with all your kills being with fists and shotguns or pistols respectively, outside of AoSh and AoMr), and the Zen Master's Cross (win without directly killing anything outside of AoPc). These medals are quite annoying (especially the Shotgunnery and Marksmanship Crosses that feel pointless when we already got weapon-locked challenges), but in the beta testing I discovered that going for the Zen Master's Cross will get all those medals, as well as the Malicious Knives Cross and Sunrise Iron Fist, due to a technicality in the coding where those medals are earned by not recording a kill with any disqualifying weapon. So if you don't kill anything directly... you don't record any disqualifying kills, and thus you'll obtain all of them in a pseudo-pacifist run.
With that mind, I just did some quick AoOC runs on HNTR playing a stair-diving pacifist, nabbing the Nuclear BFG from Mortuary/Limbo, and then nuking the Mastermind. It took a few attempts, but you don't need to get that lucky to win this way. With a whopping six new medals from this run, I get enough for Heroic Gold, and also pick up Daredevil Gold too.
Badge count - [15|10|10|3|0|0] Medal count - 26/50 Score - 177/1500 (11.80%)
*Each Bronze badge is worth 1 point
*Each Silver is worth 2 points
*Each Gold is worth 4 points
*Each Platinum is worth 8 points
*Each Diamond is worth 16 points
*Each Angelic is worth 32 points.
*Each Medal is worth 3 points.
While badges can vary significantly in difficulty in each tier (e.g. Brick and Lava Silver have probably been obtained less than most Golds and even some Platinums, whereas Gatekeeper Diamond is easier than most Platinums), the difficulty average of each badge tier is roughly twice as hard as the preceding tier, and doing it this way, I won't get bogged down with trying to attribute specific subjective scores to every individual badge. Then there are medals that are tricky to score, as there is no discrete tiering with them, and they range wildly in difficulty from Bronze level (Arena Bronze and Hell Arena Champion are literally the same thing) to harder than most Platinums (few people have probably ever gotten Hell Arena Pwnage or Chessmaster's Cross). For simplicity sake, each medal will be assigned 3 points regardless of difficulty, so again I don't get bogged down with assigning subjective scores to every individual medal and so the maximum score ends up at a clean 1500 ((26*1)+(26*2)+(26*4)+(26*8)+(26*16)+(17*32)+(50*3)=1500)
First standard HMP run for many Bronze/Silver/Gold badges and medals
This is my first run of the official 0.9.9.8 release (well I had one run before, but I tested an old telefragging bug that someone reported, and after it was confirmed fixed, I decided to kill myself by telefragging to see if you got a funny death message for it, unfortunately you don't :( ). The Unlock All setting was bugged in the release version, with it not unlocking the harder difficulties, so I had to start off with a standard HMP game. I did a quick run through with the currently broken Vampyre in a mostly uneventful run that gathered up many of the easy badges and medals, other than me taking a detour to obtain Iron Skull for the first time (which thankfully had its requirement reduced to a less absurd 5000 damage). Still a tedious medal, but I didn't need to spend too much time on it, as getting halfway there at City Of Skulls, and then just taking many lava baths before picking up healing items/powerups in the second half of the game was enough to get me to 5000 damage.
Badge count - [12|4|2|0|0|0] Medal count - 9/50 Score - 55/1500 (3.67%)
Spoiler (click to show/hide)
First standard UV run for Veteran and Elite Platinum, as well as some more medals and several Golds/Silvers/Bronzes
Here is my first official UV run of 0.9.9.8. I advanced enough as a player that I can consistently fully beat standard UV with virtually any build and don't need to make any thorough plans for it, so I just went with my favorite build of Shottyhead here. Aside from picking up some more Silvers and Golds, I reobtained Veteran and Elite Platinum here, while also picking up the Hell Arena's Key and Shambler Head (the latter of which I believe is the first time I got it outside of AoMC). Nearly picked up the Angelic Pin too, but making Nano Shrapnel with the Double Shotgun proved to be a mistake as I couldn't hit things outside my vision with it without shooting at very specific angles, so I tried waiting the center of Mortuary behind the walls for cover after clearing out one side, where an Imp then got a double move and hit me (I thought Imps couldn't do that to Scouts, but maybe wait was changed to no longer be affected by the Scout's speed bonus?).
Badge count - [13|6|6|2|0|0] Medal count - 14/50 Score - 107/1500 (7.13%)
Spoiler (click to show/hide)
Quick run for Pacifist badges and Icarus + Compet-n medals
For the official 0.9.9.8 release, I opted to not use the Unlock All option, as I wanted to see how quickly I could unlock everything. So after the UV run, I went for the quick Angel Of Pacifism run to get another rank of unlocks, which took some attempts, and in one of those failed ones I got Pacifism Bronze (excluded the mortem here because I forgot about it initially and trying to edit it back into this first post later had it hitting the character limit, while I didn't feel like editing all the posts to fit it in chronologically, surely no one cares about the mortem for a Bronze badge?). In less than an hour I was able to get a successful run, picking up the Pacifism Bronze to Gold badges, as well as all the Icarus and Compet-n crosses, which got me enough medals to get Heroic Silver too.
Badge count - [14|8|7|2|0|0] Medal count - 19/50 Score - 131/1500 (8.73%)
Spoiler (click to show/hide)
UV A100 run for Centurial Bronze to Platinum
Next up I went for an A100 run once it was unlocked, easily my favorite challenge mode, and throughout all my time playing DRL, I have probably put as much or more time into A100 runs than I have playing standard games. Again I can make about any build work in A100 on UV (I even did a 100% UV A100 run with Entrechment once during the beta process), but went with Scavenger here. Part of it is because Scavenger is really fun in A100 (especially so with 0.9.9.8 letting Scavenger now disassemble any type of equipment), but part of it is I also wanted to build as many assemblies I can, particularly the annoying ones that require rare weapons and/or rare mods, to both build towards the Technician badges and to get them out of the Schematics pool for Armory/Deimos Lab (unfortunately 0.9.9.8 has not changed how Schematics drop, so you want to get all the assemblies done ASAP so you don't have them cost you a crucial rare mod in any of the harder challenge runs). There was still quite a few I was unable to make (quite annoying I didn't find a single BFG nor Chainsaw despite them being made less rare in 0.9.9.8), but I was able to get the majority of assemblies done, while thanks to Technicians getting the newly added WK3, I was able to build the ultimate pistol to completely eradicate the lategame (a P3N2S2 Combat Pistol, a 3d6 Combat Pistol that was effectively Nanomachic and retained its accuracy against out-of-sight enemies). With this run, I get the Centurial Bronze to Platinum badges done, as well as the Experience Medal.
Badge count - [15|10|8|3|0|0] Medal count - 20/50 Score - 151/1500 (10.07%)
Spoiler (click to show/hide)
Zen Master's Cross AoOC run for many annoying medals, Heroic Gold, and Daredevil Gold
0.9.9.8 added new some medals, four of which are the Pacifism Medal (win with 10% or less kills outside of AoPc), the Shotgunnery and Marksmanship Crosses (win with all your kills being with fists and shotguns or pistols respectively, outside of AoSh and AoMr), and the Zen Master's Cross (win without directly killing anything outside of AoPc). These medals are quite annoying (especially the Shotgunnery and Marksmanship Crosses that feel pointless when we already got weapon-locked challenges), but in the beta testing I discovered that going for the Zen Master's Cross will get all those medals, as well as the Malicious Knives Cross and Sunrise Iron Fist, due to a technicality in the coding where those medals are earned by not recording a kill with any disqualifying weapon. So if you don't kill anything directly... you don't record any disqualifying kills, and thus you'll obtain all of them in a pseudo-pacifist run.
With that mind, I just did some quick AoOC runs on HNTR playing a stair-diving pacifist, nabbing the Nuclear BFG from Mortuary/Limbo, and then nuking the Mastermind. It took a few attempts, but you don't need to get that lucky to win this way. With a whopping six new medals from this run, I get enough for Heroic Gold, and also pick up Daredevil Gold too.
Badge count - [15|10|10|3|0|0] Medal count - 26/50 Score - 177/1500 (11.80%)
Spoiler (click to show/hide)
9
Post Mortem / [HMP|AoD|100%|YAFW] - First AoD Conqueror?
« on: September 20, 2024, 14:25 »
I did this run a few weeks ago and wasn't going to post it here, but when building my mortem dump thread, I thought to take a search to see if anyone has actually done a Conqueror run in Angel of Darkness before, and the only such thread I could find was this TwoDev thread. Of course it's accepted now that TwoDev's runs were bullshit (whether it be from him hacking the game to give himself god mode or posting outright fabricated mortems), so I'm going to assume this is the first time a Conqueror run in AoD has been pulled off (or at least the first one to do it legitimately and post it here). This was only on HMP and was why I wasn't going to post it here at first, but a Conqueror in AoD is still quite imposing. Hell's Arena in particular is very difficult, when you have no means yet of easy corpse disposal, are lacking traits even with the boosted EXP gain, and the reduced vision means you can't safely run -> wait anywhere on the map. Yet, surprising myself given how I couldn't do it the few times I tried before in some casual AoD runs, I managed to pull it off first try (taking advantage of Brute letting me kill Demons on the stairs easily so they had no corpse, and intentionally eating a few calculated plasma balls on troublesome Cacodemon corpses to destroy them). Then the rest of the run after went pretty smooth, while Berserker protected me from any big hits from enemies I couldn't see. Mortuary was going to be the big hurdle and I was ready for it with Blademaster + Scythe, but got Limbo instead. Not wanting to risk dying from getting repeatedly hit into lava and Limbo not having conductive ground for melee fighting, I just immediately hit the switches and then homing phased to huddle in one of the corners, waiting for nearly every enemy to come up to me and kill them. It was quite time consuming and I was always worried about accidentally going down the stairs (very easy to misclick when hitting the space bar now descends), but it wasn't hard once that setup was done. Most disappointed though I didn't get Spider's Lair, and so now I'll need to do another AoD run to get Arachno Silver (or try getting it whenever I eventually go for Hunter Diamond, which probably wouldn't be ideal).
Don't have much other commentary unfortunately, as again with this run being a few weeks old, I don't have fresh thoughts and didn't record much of it in the Discord server. However I did find out that you can still get the newly added Darkness event in AoD, and if it happens, your vision gets reduced to four tiles, pretty nasty.
https://pbs.twimg.com/media/GX8hcUZXwAA5azf?format=jpg&name=large
Don't have much other commentary unfortunately, as again with this run being a few weeks old, I don't have fresh thoughts and didn't record much of it in the Discord server. However I did find out that you can still get the newly added Darkness event in AoD, and if it happens, your vision gets reduced to four tiles, pretty nasty.
https://pbs.twimg.com/media/GX8hcUZXwAA5azf?format=jpg&name=large
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DRL (0.9.9.8a) roguelike post-mortem character dump
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BLADE, level 18 Mancubus 1st Lieutenant Scout,
nuked the Mastermind at the Hell Fortress.
He survived 1252501 turns and scored 383738 points.
He played for 4 hours, 40 minutes and 38 seconds.
He wasn't afraid to be hurt plenty.
He killed 1316 out of 1316 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Darkness!
He saved himself once.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice Won with 100% kills
UAC Star (silver cluster) 50+ kills without taking damage
Aurora Medallion Found more than 3 uniques in one game
Conqueror Pin Completed all generated levels
Grim Reaper's Pin Clear the Mortuary/Limbo
Hell Armorer Pin Clear Hell's Armory/Deimos Lab
Hell Champion Medal Clear Hell's Arena
Hunter Bronze Badge Reach level 9 on Angel of Darkness
Hunter Silver Badge Complete Angel of Darkness (AoD)
Hunter Gold Badge Complete AoD on HMP/80% kills
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 71/70 Experience 164552/18
ToHit Ranged +0 ToHit Melee +10 ToDmg Ranged +0 ToDmg Melee +15
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 2)
Finesse (Level 2)
Hellrunner (Level 2)
Brute (Level 5)
Juggler (Level 1)
Berserker (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Blademaster (Level 1)
Int->Int->Bru->Bru->Ber->Fin->Jug->Fin->WK->HR->Bru->WK->HR->MBm->Iro->Bru->Bru->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] powered red armor [5/5] (100%) (T)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] phaseshift boots [8/8] (100%) (AP)
[d] [ Prepared ] shell box (x85)
-- Inventory -------------------------------------------------
[a] tactical shotgun (8d3) [3/5]
[b] plasmatic combat shotgun (7d3) [5/5] (T1)
[c] tactical rocket launcher (6d6) [0/5] (T1)
[d] BFG 9000 (10d6) [100/100]
[e] Angelic Armor [7/7] (100%)
[f] shotgun shell (x70)
[g] rocket (x13)
[h] power cell (x70)
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] technical mod pack
[q] lava element
[r] environmental plasteel boots [2/2] (100%)
[s] shell box (x100)
[t] shell box (x100)
-- Resistances -----------------------------------------------
bullet - internal 80% torso 95% feet 80%
melee - internal 80% torso 95% feet 80%
shrapnel - internal 80% torso 95% feet 80%
acid - internal 60% torso 70% feet 60%
fire - internal 60% torso 95% feet 60%
plasma - internal 60% torso 70% feet 60%
-- Kills -----------------------------------------------------
137 former humans
117 former sergeants
43 former captains
159 imps
141 demons
324 lost souls
74 cacodemons
65 hell knights
48 barons of hell
44 arachnotrons
6 former commandos
19 pain elementals
43 revenants
29 mancubi
15 arch-viles
26 nightmare cacodemons
15 nightmare demons
3 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 6 he assembled a tactical boots!
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a tactical shotgun!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a plasmatic shrapnel!
He destroyed the evil within and reaped the rewards!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he assembled a double chainsaw!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 14 he was stumbling in the dark!
On level 14 he ventured into the Halls of Carnage.
On level 16 he found the Tower of Babel!
On level 17 he entered the Vaults.
On level 17 he found the BFG 10K!
He cracked the Vaults and cleared them out!
On level 19 he assembled a tactical rocket launcher!
On level 19 he invaded the Unholy Cathedral!
On level 19 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 20 he was foolish enough to enter Limbo!
On level 20 he assembled a power armor!
On level 20 he assembled a environmental boots!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You hit the lost soul. The lost soul dies. Next!
You hit the lost soul. The lost soul dies. Next! You feel like a killing
machine! You're going berserk!
You hit the lost soul. The lost soul dies. Next!
You need to taste blood!
You hit the lost soul. The lost soul dies. Next! You're going berserk!
You hit the lost soul. The lost soul dies. Next!
You need to taste blood!
You hit the lost soul. The lost soul dies. Next!
You hit the lost soul. The lost soul dies. Next! You're going berserk!
You hit the lost soul. The lost soul dies. Next!
You hit John Carmack. 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>...
Next! You're going berserk!
-- General ---------------------------------------------------
15 brave souls have ventured into Phobos:
6 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 1 couldn't handle the stress and committed a stupid suicide.
7 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
1 killed the bitch and survived.
4 showed that it can outsmart Hell itself.
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10
Post Mortem / [U|AoI|100%|YAAM] - First AoI Conqueror?
« on: September 19, 2024, 01:36 »
I wasn't going to post individual threads for platinums and diamonds I already obtained back in 0.9.9.7 (I plan to make a mortem dump thread for those), but for my reobtaining of Eagerness Platinum in 0.9.9.8, I thought it was worth posting by itself, as I believe it is the first AoI conqueror run, and in UV no less (in my search to see if someone did it back in 0.9.9.7, I see papilio came close but couldn't get The Vaults). Most special levels become a lot more dangerous in AoI, as they have little to no means of healing when you can't bring medkits in, so that alone made completing a conqueror that much more imposing. But the big stumbling block was The Vaults; you can't bring the Arena Master Staff in nor Phase Devices, so there is no way to get into the center vault (couldn't even use the Whisper Of Death exploit, as you have no way to restore your tactics for the requisite four uses without bringing medkits in). The only way to clear The Vaults in AoI is to be lucky enough to find a Nuclear Plasma Rifle or BFG and an invuln right before The Vaults, and then nuking The Vaults (can't do it with a regular nuke either, as you can't carry those in AoI). In 0.9.9.8, this is still true for The Vaults, but a new paired level for The Vaults was added in 0.9.9.8, House of Pain, which is fully beatable without the Arena Master's Staff, which luckily spawned in this run and thus the first AoI conqueror. That wasn't the goal of this run, I was just aiming to get Lava Silver out of the way too and so played Scavenger to absolutely ensure I could get Cerberus or Lava Boots (though Scavenger is very nice for AoI as it lets you bypass the inability to stash mods in your inventory for later use, either by slapping a mod you want to save on some piece of equipment and then scavenging it later to get the mod back, or an exploit I discovered where scavenging with an empty inventory slot will have the resulting mod deposited straight to your inventory to use whenever you want). But I tend to just normally do every special level unless there is serious reason to skip it, and so went through them all along the way, while happening to get House Of Pain to complete the conqueror (though Unchained Court did kill me twice due to Barons destroying the berserks, and I also actually died in Military Base once because I tried the camping at the beginning doors strat without being able to gift drop the Elite Formers due to no medkits nor phase devices, leading to an Elite Sergeant coming up to one of the doors and SSGing me to death before I could act). Unfortunately I couldn't cap it off with a full win too, as no invuln spawned on Hell 7 (can't bring a Lava Element with you in AoI), so I had to settle for blowing away the Mastermind with the Biggest Fucking Gun. That means the first AoI full win conqueror is still on the table for someone to achieve.
Also big RIP to my F-modded Hyperblaster, had to scavenger it at the end to complete the Biggest Fucking Gun after I couldn't get another Firestorm mod. Tried recycling a ton of other mods I had through random assemblies at the end to finish my Nuclear VBFG too to get that assembly out of the way, but the game wouldn't give me just one more Power mod, oh well.
Also big RIP to my F-modded Hyperblaster, had to scavenger it at the end to complete the Biggest Fucking Gun after I couldn't get another Firestorm mod. Tried recycling a ton of other mods I had through random assemblies at the end to finish my Nuclear VBFG too to get that assembly out of the way, but the game wouldn't give me just one more Power mod, oh well.
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DRL (0.9.9.8a) roguelike post-mortem character dump
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NOTIMETOWASTE,
level 16 Hell Baron 1st Lieutenant Technician,
defeated the Mastermind at the City of Dis.
He survived 389267 turns and scored 403123 points.
He played for 4 hours, 20 minutes and 10 seconds.
He was a man of Ultra-Violence!
He killed 1652 out of 1652 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Impatience!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Cyberdemon's Head Killing the Cyberdemon w/o taking damage
Mastermind's Brain Killing the Mastermind w/o taking damage
Medal of Prejudice Won with 100% kills
UAC Star (gold cluster) 100+ kills without taking damage
Aurora Medallion Found more than 3 uniques in one game
Conqueror Pin Completed all generated levels
Grim Reaper's Pin Clear the Mortuary/Limbo
Hell Armorer Pin Clear Hell's Armory/Deimos Lab
Chessmaster's Token Complete Hell's Arena on AoMs/AoI on UV
Hell Champion Medal Clear Hell's Arena
Technician Gold Badge Discover all basic assemblies
Lava Silver Badge Clear the Lava Pits/Mt. Erebus on AoI
Eagerness Bronze Badge Reach level 9 on Angel of Impatience
Eagerness Silver Badge Complete Angel of Impatience (AoI)
Eagerness Gold Badge Complete AoI on HMP
Eagerness Platinum Badge Complete AoI on UV as non-Marine
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 61/50 Experience 132456/16
ToHit Ranged +4 ToHit Melee +4 ToDmg Ranged +4 ToDmg Melee +4
-- Traits ----------------------------------------------------
Class : Technician
Finesse (Level 2)
Hellrunner (Level 1)
Son of a bitch (Level 4)
Eagle Eye (Level 2)
Juggler (Level 1)
Intuition (Level 2)
Whizkid (Level 3)
Scavenger (Level 1)
SoB->EE->EE->Int->Int->WK->WK->MSc->SoB->Fin->Jug->HR->Fin->WK->SoB->SoB->
-- Equipment -------------------------------------------------
[a] [ Armor ] fireproof red armor [4] (AO)
[b] [ Weapon ] biggest fucking gun (20d12) [45/325] (B1)
[c] [ Boots ] tactical boots [0/0] (100%) (A)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] tactical shotgun (9d3) [5/5] (P1T1)
[b] tactical rocket launcher (6d6) [5/5] (T1)
[c] plasma rifle (1d7)x6 [40/40] (S2)
[d] nuclear BFG 9000 (10d6) [40/40] (P2)
[e] shotgun shell (x70)
[f] shotgun shell (x70)
[g] shotgun shell (x70)
[h] shotgun shell (x28)
[i] shotgun shell (x70)
[j] shotgun shell (x70)
[k] rocket (x6)
[l] rocket (x14)
[m] rocket (x14)
[n] power cell (x8)
[o] cerberus protective boots [0/0] (100%) (A)
[p] shell box (x100)
[q] shell box (x62)
-- Resistances -----------------------------------------------
bullet - internal 0% torso 20% feet 0%
melee - internal 0% torso 4294967286% feet 0%
shrapnel - internal 0% torso 20% feet 0%
acid - internal 25% torso 35% feet 25%
fire - internal 25% torso 90% feet 25%
plasma - internal 0% torso 10% feet 0%
-- Kills -----------------------------------------------------
133 former humans
83 former sergeants
47 former captains
172 imps
101 demons
729 lost souls
29 cacodemons
30 hell knights
68 barons of hell
50 arachnotrons
15 former commandos
61 pain elementals
33 revenants
28 mancubi
37 arch-viles
3 nightmare imps
6 nightmare cacodemons
16 nightmare demons
2 nightmare arch-viles
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
He defeated the Hell Arena Master!
On level 5 he found the Arena Master's Staff!
On level 7 he assembled a tactical boots!
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a tactical shotgun!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a hyperblaster!
On level 9 he assembled a fireproof armor!
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he assembled a cerberus boots!
On level 13 he assembled a tactical rocket launcher!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
He left level 16 as soon as possible.
On level 17 he trespassed on the House of Pain.
On level 17 he found the Necroarmor!
He conquered the House!
On level 18 he found the Grammaton Cleric Beretta!
On level 19 he invaded the Unholy Cathedral!
On level 19 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 21 he assembled a lava boots!
On level 22 he arrived at Mt. Erebus.
On level 22 he assembled a tactical armor!
He managed to raise Mt. Erebus completely!
On level 23 he assembled a tactical boots!
On level 23 he assembled a tactical boots!
On level 23 he assembled a biggest fucking gun!
On level 23 he assembled a ballistic armor!
On level 23 he assembled a fireproof boots!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
There is an envirosuit pack lying here.
No time to waste. You use an envirosuit pack from the ground. You feel
protected!
There are stairs leading downward here.
You enter the damned city of Dis...
There is a lever (woah!) here.
You pull the lever...
Out of range! Out of range!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
You quickly reload the biggest fucking gun. Your power battery is depleted.
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
19 brave souls have ventured into Phobos:
9 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 1 couldn't handle the stress and committed a stupid suicide.
8 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
2 killed the bitch and survived.
4 showed that it can outsmart Hell itself.
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11
Post Mortem / [U|AoH|100%|YAFW] Everyman Diamond with the new and improved Survivalist
« on: September 16, 2024, 17:29 »
Here is the Youtube link of the entire run if you want to watch it.
Back in 0.9.9.7, the only non-Angelic badges that you don't need to play Nightmare for that I never got were Armorer Diamond (which is just a grindfest you'll eventually get if you play long enough) and Everyman Diamond. Everyman Diamond is a very intimidating badge, that few people ever gotten even with the aid of dual-angel cheese, so I put it off for a long time, but before finally making the plunge into Nightmare, I decided to try getting this last UV badge I never attempted in 0.9.9.7.
When it comes to handling Angel of Humanity, you have two main ways to handle your build; one is you try to never get hit, playing as evasively and carefully as possible, but given how enemy dense the levels can get on UV, the chances of you managing to never get hit by something that will instant kill you over 24 floors, in addition to all the special levels, are very slim, especially without the reliably strong offense you would have in Angel of Max Carnage. The other build you can try is, counterintuitively, an extreme tanking build; you might risk lacking the speed or offense to handle some tough situations, and with such low HP you can never just stand there tanking everything, but it does give you a lot more margin for error. With those considerations, I decided to go the tanking route with Survivalist, which was significantly improved in 0.9.9.8 by the Marine gaining an inherent 20% resistance to fire/acid/plasma damage, in addition to Ironman being buffed to give +10% resistances to bullet/shrapnel/melee damage per level, and Survivalist getting doubled healing from small medkits and health globes.
When it comes to trait order, I open with Ironman, as while the extra 2 max HP is very little (4 when boosted), it does still make a difference in ensuring you don't get killed in one or two hits, and more importantly, the +10% physical resistances is quite helpful in the early game, allowing you to take 1 less point of damage against most enemy attacks in the early game. I then take Badass, as with it letting you retain boosted health to 150%, effectively gave me 21 max HP with how health globes will often get you over 100% with such low HP, overall significantly improving my margin of error. I then deviate from Survivalist's prereqs to go for two levels of Finesse and two levels of Whizkid; Finesse is very helpful in general for improving offense, safety, and increasing the reliability of corner shooting, but more important is needed for getting Whizkid, as assembling Cerberus Armor is critical, in addition to improving other equipment to make up for the lack of power and speed. Once that is done, it's finishing Survivalist with getting two levels of Tough As Nails and a second level of Ironman, and once I get Survivalist, i become a hell of a lot more durable, being able to actually tank stuff in Cerberus Armor. I then take the second level of Badass to effectively make my max HP 32, my health isn't looking so fragile anymore. After that it's the final level of Finesse, then Ironman for farther durability, then a level of Brute to make Unholy Cathedral not take so long, then one more level of Ironman, and finally I take one more level of Brute to make killing Carmack with the Scythe easier.
Now for all the levels and my commentary on how they went:
Phobos Base Entry - This level is easy, as the Red Armor in conjunction with the level of Ironman ensures nearly everything does 1 damage, with only high damage rolls at close range from the Sergeants being able to do a bit more, and there aren't many enemies altogether. However, given this is the first floor, if I took more than a couple hits I would just Q+Y out, as each HP this early is precious, and there is very little time loss resetting until you get a good Phobos Base Entry.
Floor 2 - I swap to the Green Armor here to preserve my Red Armor, as you won't be able to encounter any armor shards until floor 5 and I really need it for later. Wearing Green Armor makes me very vulnerable and I die a couple times on this floor, but again little time is lost, so making this floor a lot harder to preserve the Red Armor was worth it.
Hell's Arena - Cacodemons are scary this early, as even with Red Armor and the Marine's 20% plasma resistance, their plasma balls will deal 4 damage on average, and can deal up to 8 damage, so often they will kill you in three or even two hits if you're unlucky. Enemies additionally spawn in random spots, so if you get surrounded by Cacos and Pinkies at the start of any wave, it's basically game over. Then there's the two Barons in the final wave, whose acid balls deal 6 damage on average to a Marine in Red Armor, and up to as high as 12 with a max damage roll. All while you lack the speed to outrun anything here, and with no offense boosting traits, enemies will often get to you before they die when corner shooting them. It's not too hard though if you take it carefully, and with the Barons you can lure them into a favorable position with gift dropping (try to lure them as away as you can see them without them seeing you, and then just start hammering away with the Shotgun when they pop up, you'll often be able to kill them this way before they reach you even with no offense boosting traits). Clearing Hell's Arena gives some very nice rewards, but especially so in AoH, when the usual Blue Armor is replaced with a randomly chosen Ballistic Vest, Phaseshift Armor, or Acid-proof Boots. If you get the Boots, that's an instant reset, as they're far less useful. The Ballistic Vest meanwhile, with its 50% resistances to all physical damage, makes a very good base for the Cerberus Armor, which gives you an armor that reduces all damage by at least half, bolstered even farther by the levels of Ironman I'm getting, and it'll be handy for The Chained Court, Phobos Lab, and any Demon caves before it's turned Cerberus. Then there's Phaseshiift Armor, which has weaker physical resistances (30%) and so would make a weaker Cerberus Armor, but it does has some perks that made me want it more (which luckily I did get in my first Hell's Arena clear); it has an extra point of protection that makes it defend better against energy attacks, a massive +25% movespeed bonus that will actually let me outrun enemies before I turn it Cerberus, and it has the potential to create the Phaseshift set if I find the Phaseshift Boots, which will grant me immunity to damaging fluids (very important, as lava deals 12 damage, 8 damage once you factor the Marine's 20% fire res and the two levels of TaN I get, so yeah I want to avoid lava at all costs). The weaker physical resistances will be alleviated by Ironman anyway, as well as a bug in this version that has the Technical mod's resistance boosts carry over to armor assemblies that use it (effectively meaning Cerberus Phaseshift Armor will have 50% physical resistances, and after a couple levels of Ironman + TaN, it will reduce any physical hit to 1 damage).
Floors 3 to 5 - Hell Knights and Cacodemons start showing up in this range, while caves can also start spawning, and floor 4 was particularly dangerous here, with me once ending up trapped by a Hell Knight in a dead end, but thanks to running and the Phaseshift Armor, I was able to pull through this range without much issue.
The Chained Court - You got four Barons now, a bunch of formers that can chip you down, as well as the Arena Master, a buffed up Archvile whose zap will always deal 4 damage to a marine in Red Armor, a whopping 11 if I'm wearing Phaseshift or Blue Armor. All in a level where you have little cover and no good camping spots. You however get the Chainsaw, as well as two more Berserks, and when berserked, everything here will be doing only 1 damage to you in Red Armor. Leveraging the berserks and avoiding letting the Barons destroy them is crucial, with my strat being to take the Chainsaw, immediately head up to one group of Barons and saw them down as well as any formers that get in the way, then taking one of the Berserks to heal up and head down to the other group of Barons, aided by the Marine's extended powerup duration. The first part went without a hitch, but the second part got a little dicey as the Barons wandered a bit far into where the Chaingunners and Arena Master are, so I ended up shotgunning them down slowly at a distance, which still managed to kill them before the berserk ran out. After that I make sure to gib the Baron corpses and camp the central building until the Arena Master pops up, picking off any formers that show up in the meantime. Once he does, I get a shot on him to draw his attention if he hasn't already started charging his attack, and then make a mad dash for the final berserk, then get back to him and Chainsaw him down, while making sure I'm not exposed to a former while fighting him. Once he is dead, it's then mopping up the rest of the formers, though taking it slowly as Chaingunners can rack up damage quickly when you have such low health.
Floors 6 and 7 - Barons, Former Commandos, Arachnotrons, and Revenants start showing up as regular enemies, so this can be a very dangerous range when I don't yet got Cerberus Armor. Floor 6 especially when it spawned me in a cave with Cacodemons and Pinkies, but Phaseshift Armor shined here, as I was able to leverage its movespeed to outmaneuver them and take little damage. Then floor 7 I get very lucky; first there was a vault I found quickly, which once cleared out, made for a very good camping spot, and it had an Onyx Armor, an amazing base for the Cerberus Armor (it has no physical resistances to give the armor, but its infinite durability is carried over). Since the Phaseshift Armor was already nearly Cerberus, my priority was still towards turning it Cerberus, and the Onyx Armor would not be needed at all if I get an Onyx mod later to get infinite durability for the Cerberus Phaseshift Armor, but I hold onto it just in case. This floor also had THREE power mods, very very nice, as I could ensure Cerberus Armor before Deimos, and build a P-modded Tactical Shotgun. I hold off turning the Phaseshift Cerberus as it'll be better as normal Phaseshift for...
Phobos Lab - Often this is one of the hardest special levels in the game, as the Nightmare Demons are so durable, so fast, and so strong (with their bite dealing 11 to 13 damage, 6 to 8 with one level of Ironman and in Red Armor, enough to quickly two-three shot me). Phaseshift Armor and the P-modded Tactical Shotgun made this level very easy, as I was able to outrun the Nightmare Demons without activating run, while with the power and technical mods bolstering its protection + melee resistance, they would only deal 1 damage to me anyway even if they did get in to hit me. An Invulnerability I was able to take in too to clear out much of the cave without them being able to harm at all? Couldn't ask for an easier Phobos Lab, Military Base may have even been tougher than this despite normally being much easier.
Phobos Anomaly - The ambush is a potential obstacle, but in Red Armor, a Marine will only take 1-3 damage from a rocket jump. So once you reach 12 steps from the starting room, destroy the door on the other end, activate run, trigger the ambush, and rocket jump out of there, then mop up from safety and heal. When it comes to the Bruisers, the Cerberus Armor will reduce their acid balls to 1 damage, but I opt to stay in Red Armor and use a radsuit to buff my acid resistance by +25% instead to try preserving the Cerberus Armor, while utilizing hit and run tactics with the Tactical Shotgun until I got to a good corner shooting spot I created. The extra acid resistance proved to not be needed, as i killed them without getting hit.
Hell's Armory - Deimos Lab was the level I most dreaded, as even with Cerberus Armor, the dual Shamblers could deal up to 4 damage still, while it would take so long to kill them with how lacking my offense is and I can't evade with my lack of speed. Instead I got Hell's Armory, which with it having only a single Shambler for the boss fight, was much easier. I messed up at the start by letting a Commando get several shots at me instead of Chainsawing him when he got in melee range like I should have, but after that it was smooth sailing camping and clearing out the level. Unfortunately the weapon cache had nothing useful (it had a Combat Pistol but I'm not investing in Son of a Gun, so worthless). It had the mods for me to assemble a Hyperblaster, which offered much superior DPS to the Tactical Shotgun, especially against the Shambler whose 3 armor weakens shotguns a lot. The Shambler fight didn't go pretty, and you can see in the video how two of them could have been a big problem, but I killed him before he got me in too critical of health. Unfortunately the mod cache didn't have an Onyx or Nano mod as I was hoping, but a Firestorm mod is nice for the Hypberblaster, and that prior found Onyx Armor came useful here, as I was able to turn it Cerberus to ensure I had infinite durability Cerberus Armor to fall back on if the Phaseshift got damaged or just to preserve it for when I need the physical resistances.
Floor 10 to 11 - These floors were a nice demonstration of how powerful a Marine in Cerberus Armor is, as I took quite a few blows from Barons and a Mancubus that got the drop on me, which would normally be fatal in a normal game, let alone in AoH, but the Cerberus Armor was reducing all their hits to 1 damage, so I survived without too much issue.
The Wall - Containment Area is usually quite a bit harder, but with Cerberus Onyx Armor, neither of these levels would have been hard. In the Wall, just break through, corner shoot it while wearing the Cerberus Onyx Armor to prevent the Cerberus Phaseshift armor from getting damaged, and try to get the Baron's corpses to stack on each other to prevent the Archvile from reviving them, while occasionally just blowing them up with the Rocket Launcher.
Floor 12 - I took a full Commando volley, which even in Cerberus Armor managed to knock nearly 40% of my health off, but the floor went without any real problems, and I get Survivalist here, which from now on will reduce basically half of all hits I take to 0 damage.
Abyssal Plains - The beginning ambush here from Hell Knights with no cover can be a problem, and even with Cerberus Armor + Survivalist, I took a lot of damage getting to the Large Medkit. Was able to easily heal myself up after though with one of the health globes, and while Arachnotrons can be dangerous in a level with no good cover, mop up of the level went without a hitch, as the health globes were more than enough to recover any damage I took. Then there's the Agony Elemental ambush, but with a Shell Box for fast reloads and two levels of Finesse, the Tactical Shotgun was able to handle it easily. Unfortunately I got three Blood Skulls from the Agony Elemental, was really hoping for a Hatred Skull or two, and even a Fire Skull would have been better, but sometimes the luck gotta balance out.
Floors 13 to 14 - These floors are mostly uneventful, even a bunch of VMR spawning near me isn't very scary at this point. I found a nuke though, which I decide to hold onto in case I want to nuke the Cathedral or Mortuary/Limbo later.
Spider's Lair - Normally this level would be very scary in AoH, as due to the Arachnotrons firing five shots each time they attack, they can still deal up to 5 damage to you even if your defenses are good enough to reduce all their hits to 1 damage, while you're fighting over a dozen of them in a large open level with no good cover. However not only does Survivalist does a lot to protect against them, but I had an Invuln on Floor 14 that I'm able to carry into here, which I take great advantage of to kill most of the Arachnotrons for free, and then mop up of the remaining few was easy. Halls Of Carnage could have been the greater danger here, when my build lacks speed and I had no Homing Phase to cheese it, but I'm happy getting Spider's Lair to get the Spider Killer Cross, otherwise I would need to play AoH again just to get that annoying medal. I also decide to ditch the Missile Launcher at this point as I plan on making a Tactical Rocket Launcher very soon, and Tech mod the Plasteel Boots, in case I can make Cerberus Boots or Lava Boots later, or at least fireproof them in case I need them for Lava Pits/Erebus or just for safety near lava.
Tower Of Babel - After an uneventful floor 15, it was time for the Cyberdemon fight, which with his rockets being unable to deal more than 1 damage to me in P-modded Cerberus Armor, was a very easy fight, when he can't threaten me even during the 2.5 second reloads of the Hyperblaster.
Floor 17 - An uneventful floor, but I'm able to finally assemble my Tactical Rocket Launcher, and I also pick up a Green Armor, as I will need an agility modded one later for the Cathedral to outspeed the Angel Of Death, but hold off on modding it just in case I can find something better...
House of Pain - The opening room that surrounds you with Arachnotrons could be dangerous, but another Invuln allows me to trivialize it. Then the second and third rooms aren't bad when Cerberus Armor negates the threat, you just have to avoid getting knocked into the acid/lava. Then the Nightmare Archviles in the final battle can actually do damage, as 70% plasma resistance + 2 protection and 2 TaN still can't reduce their damage below 4, but I got a nice corner shooting spot to take them out with just the Tactical Shotgun boosted by fast reloads from the Shell Box, and I took care to dispose the Arachnotron corpses before leaving the first room so they couldn't be revived. Among the random rewards I got an Acid Spitter, which was worthless, but I did get another Phaseshift Armor. This may have seemed worthless too, but with it I no longer needed the Green Armor for Cathedral, and having the Phaseshift Armor instead would be much preferred, as messing up against the Angel of Death won't get me near instantly killed with its melee resistance, while I can also take advantage of its +50% knockback boost for very far rocket jumps when invulnerable (as turning the first Phaseshift Armor Cerberus gave it a big knockback resistance instead that limited my rocket jumps).
Floors 18 to 19 - The random floors at this point are of low threat to me with how tanky I've gotten and how far I can stretch Invulns out. But on Floor 19 I found what I wanted most, Phaseshift Boots to complete the Phaseshift Set. They nearly got destroyed by a Mancubus, but I managed to get them, and at that point fluids were no longer a danger. I keep the Plasteel Boots though, in case I need to fight near lava in the Cerberus Onyx Armor.
Unholy Cathedral - With the Phaseshift Armor and Phaseshift Boots, I'm able to outspeed the Angel of Death without any Hellrunner, and with three levels of Finesse, I can attack faster than him too with the Chainsaw, while getting a level of Brute also means the process of running away and slowly whittling him down with the Chainsaw inbetween his moves wouldn't take so tediously long either. I did mess up a couple times, which is very dangerous when the AoD does 16-18 damage before armor/resistances, but with me having 60% physical resistances from the Phaseshift Armor and three levels of Ironman in addition to 4 protection from the Phaseshift Armor and two levels of TaN, he only dealt 2 to 3 damage, so nothing too bad despite the scary red screen flash when getting hit. Getting Azrael's Scythe for this is pretty nice too, as it will be my strongest means of offense going forward.
Floor 20 - The final floor before The Mortuary or Limbo, the potential run ender, but for this final level of preparation, I get two Invulns in an otherwise yet another uneventful floor, very very handy for what comes next.
Limbo - I considered just nuking it, but I decided to beat it conventionally, and with the two Invulns +, Phaseshift Set, I put on a masterclass of how useful Rocket Jumping can be, darting around the level to destroy a ton of corpses before the Archviles can revive many and then killing everything before the Invulns even ran out, netting me an Angelic Pin too for the no damage clear of Limbo. I leave behind the Angelic Armor though, as it offers nothing better than my current armors, but the Nuclear BFG is nice.
Floors 21 to 23 and Mt. Erebus - The run is practically won at this point, the Phaseshift Set will trivialize both The Lava Pits and Mt. Erebus, while there is little that the random floors can do to threaten me. Floor 22 had an Aracnotron cave, which could have been some threat, but with some more Invulns, I'm able to clear it without any damage.
Dis: Taking yet another Invuln with me, I could just have rocket jumped in and smashed the Mastermind with the Scythe, but I wanted the full win, so I nuke her with the Nuclear BFG (keeping the other nuke instead in case I need it to nuke Carmack, as I can activate it straight from my inventory, much better in the middle of a fight).
Hell Fortress: Thanks to rocket jumping, I'm able to carry the invuln I used to nuke Dis into the Fortress, allowing me to kill John Carmack with the Scythe before he could even get the chance to deal damage. In the event the Invuln ran out and his spawns got out of control, I still had the Lava Element on deck to get some more invuln, as well as nuke him as a last resort.
With that all done, here is the mortem. Overall this only took me a handful of attempts, with the first run that got past Hell's Arena going the entire way, and so I definitely think Quartermaster Diamond is the even harder of the UV Diamond badges, which in comparison took me 30ish attempts over several days to get.
Back in 0.9.9.7, the only non-Angelic badges that you don't need to play Nightmare for that I never got were Armorer Diamond (which is just a grindfest you'll eventually get if you play long enough) and Everyman Diamond. Everyman Diamond is a very intimidating badge, that few people ever gotten even with the aid of dual-angel cheese, so I put it off for a long time, but before finally making the plunge into Nightmare, I decided to try getting this last UV badge I never attempted in 0.9.9.7.
When it comes to handling Angel of Humanity, you have two main ways to handle your build; one is you try to never get hit, playing as evasively and carefully as possible, but given how enemy dense the levels can get on UV, the chances of you managing to never get hit by something that will instant kill you over 24 floors, in addition to all the special levels, are very slim, especially without the reliably strong offense you would have in Angel of Max Carnage. The other build you can try is, counterintuitively, an extreme tanking build; you might risk lacking the speed or offense to handle some tough situations, and with such low HP you can never just stand there tanking everything, but it does give you a lot more margin for error. With those considerations, I decided to go the tanking route with Survivalist, which was significantly improved in 0.9.9.8 by the Marine gaining an inherent 20% resistance to fire/acid/plasma damage, in addition to Ironman being buffed to give +10% resistances to bullet/shrapnel/melee damage per level, and Survivalist getting doubled healing from small medkits and health globes.
When it comes to trait order, I open with Ironman, as while the extra 2 max HP is very little (4 when boosted), it does still make a difference in ensuring you don't get killed in one or two hits, and more importantly, the +10% physical resistances is quite helpful in the early game, allowing you to take 1 less point of damage against most enemy attacks in the early game. I then take Badass, as with it letting you retain boosted health to 150%, effectively gave me 21 max HP with how health globes will often get you over 100% with such low HP, overall significantly improving my margin of error. I then deviate from Survivalist's prereqs to go for two levels of Finesse and two levels of Whizkid; Finesse is very helpful in general for improving offense, safety, and increasing the reliability of corner shooting, but more important is needed for getting Whizkid, as assembling Cerberus Armor is critical, in addition to improving other equipment to make up for the lack of power and speed. Once that is done, it's finishing Survivalist with getting two levels of Tough As Nails and a second level of Ironman, and once I get Survivalist, i become a hell of a lot more durable, being able to actually tank stuff in Cerberus Armor. I then take the second level of Badass to effectively make my max HP 32, my health isn't looking so fragile anymore. After that it's the final level of Finesse, then Ironman for farther durability, then a level of Brute to make Unholy Cathedral not take so long, then one more level of Ironman, and finally I take one more level of Brute to make killing Carmack with the Scythe easier.
Now for all the levels and my commentary on how they went:
Phobos Base Entry - This level is easy, as the Red Armor in conjunction with the level of Ironman ensures nearly everything does 1 damage, with only high damage rolls at close range from the Sergeants being able to do a bit more, and there aren't many enemies altogether. However, given this is the first floor, if I took more than a couple hits I would just Q+Y out, as each HP this early is precious, and there is very little time loss resetting until you get a good Phobos Base Entry.
Floor 2 - I swap to the Green Armor here to preserve my Red Armor, as you won't be able to encounter any armor shards until floor 5 and I really need it for later. Wearing Green Armor makes me very vulnerable and I die a couple times on this floor, but again little time is lost, so making this floor a lot harder to preserve the Red Armor was worth it.
Hell's Arena - Cacodemons are scary this early, as even with Red Armor and the Marine's 20% plasma resistance, their plasma balls will deal 4 damage on average, and can deal up to 8 damage, so often they will kill you in three or even two hits if you're unlucky. Enemies additionally spawn in random spots, so if you get surrounded by Cacos and Pinkies at the start of any wave, it's basically game over. Then there's the two Barons in the final wave, whose acid balls deal 6 damage on average to a Marine in Red Armor, and up to as high as 12 with a max damage roll. All while you lack the speed to outrun anything here, and with no offense boosting traits, enemies will often get to you before they die when corner shooting them. It's not too hard though if you take it carefully, and with the Barons you can lure them into a favorable position with gift dropping (try to lure them as away as you can see them without them seeing you, and then just start hammering away with the Shotgun when they pop up, you'll often be able to kill them this way before they reach you even with no offense boosting traits). Clearing Hell's Arena gives some very nice rewards, but especially so in AoH, when the usual Blue Armor is replaced with a randomly chosen Ballistic Vest, Phaseshift Armor, or Acid-proof Boots. If you get the Boots, that's an instant reset, as they're far less useful. The Ballistic Vest meanwhile, with its 50% resistances to all physical damage, makes a very good base for the Cerberus Armor, which gives you an armor that reduces all damage by at least half, bolstered even farther by the levels of Ironman I'm getting, and it'll be handy for The Chained Court, Phobos Lab, and any Demon caves before it's turned Cerberus. Then there's Phaseshiift Armor, which has weaker physical resistances (30%) and so would make a weaker Cerberus Armor, but it does has some perks that made me want it more (which luckily I did get in my first Hell's Arena clear); it has an extra point of protection that makes it defend better against energy attacks, a massive +25% movespeed bonus that will actually let me outrun enemies before I turn it Cerberus, and it has the potential to create the Phaseshift set if I find the Phaseshift Boots, which will grant me immunity to damaging fluids (very important, as lava deals 12 damage, 8 damage once you factor the Marine's 20% fire res and the two levels of TaN I get, so yeah I want to avoid lava at all costs). The weaker physical resistances will be alleviated by Ironman anyway, as well as a bug in this version that has the Technical mod's resistance boosts carry over to armor assemblies that use it (effectively meaning Cerberus Phaseshift Armor will have 50% physical resistances, and after a couple levels of Ironman + TaN, it will reduce any physical hit to 1 damage).
Floors 3 to 5 - Hell Knights and Cacodemons start showing up in this range, while caves can also start spawning, and floor 4 was particularly dangerous here, with me once ending up trapped by a Hell Knight in a dead end, but thanks to running and the Phaseshift Armor, I was able to pull through this range without much issue.
The Chained Court - You got four Barons now, a bunch of formers that can chip you down, as well as the Arena Master, a buffed up Archvile whose zap will always deal 4 damage to a marine in Red Armor, a whopping 11 if I'm wearing Phaseshift or Blue Armor. All in a level where you have little cover and no good camping spots. You however get the Chainsaw, as well as two more Berserks, and when berserked, everything here will be doing only 1 damage to you in Red Armor. Leveraging the berserks and avoiding letting the Barons destroy them is crucial, with my strat being to take the Chainsaw, immediately head up to one group of Barons and saw them down as well as any formers that get in the way, then taking one of the Berserks to heal up and head down to the other group of Barons, aided by the Marine's extended powerup duration. The first part went without a hitch, but the second part got a little dicey as the Barons wandered a bit far into where the Chaingunners and Arena Master are, so I ended up shotgunning them down slowly at a distance, which still managed to kill them before the berserk ran out. After that I make sure to gib the Baron corpses and camp the central building until the Arena Master pops up, picking off any formers that show up in the meantime. Once he does, I get a shot on him to draw his attention if he hasn't already started charging his attack, and then make a mad dash for the final berserk, then get back to him and Chainsaw him down, while making sure I'm not exposed to a former while fighting him. Once he is dead, it's then mopping up the rest of the formers, though taking it slowly as Chaingunners can rack up damage quickly when you have such low health.
Floors 6 and 7 - Barons, Former Commandos, Arachnotrons, and Revenants start showing up as regular enemies, so this can be a very dangerous range when I don't yet got Cerberus Armor. Floor 6 especially when it spawned me in a cave with Cacodemons and Pinkies, but Phaseshift Armor shined here, as I was able to leverage its movespeed to outmaneuver them and take little damage. Then floor 7 I get very lucky; first there was a vault I found quickly, which once cleared out, made for a very good camping spot, and it had an Onyx Armor, an amazing base for the Cerberus Armor (it has no physical resistances to give the armor, but its infinite durability is carried over). Since the Phaseshift Armor was already nearly Cerberus, my priority was still towards turning it Cerberus, and the Onyx Armor would not be needed at all if I get an Onyx mod later to get infinite durability for the Cerberus Phaseshift Armor, but I hold onto it just in case. This floor also had THREE power mods, very very nice, as I could ensure Cerberus Armor before Deimos, and build a P-modded Tactical Shotgun. I hold off turning the Phaseshift Cerberus as it'll be better as normal Phaseshift for...
Phobos Lab - Often this is one of the hardest special levels in the game, as the Nightmare Demons are so durable, so fast, and so strong (with their bite dealing 11 to 13 damage, 6 to 8 with one level of Ironman and in Red Armor, enough to quickly two-three shot me). Phaseshift Armor and the P-modded Tactical Shotgun made this level very easy, as I was able to outrun the Nightmare Demons without activating run, while with the power and technical mods bolstering its protection + melee resistance, they would only deal 1 damage to me anyway even if they did get in to hit me. An Invulnerability I was able to take in too to clear out much of the cave without them being able to harm at all? Couldn't ask for an easier Phobos Lab, Military Base may have even been tougher than this despite normally being much easier.
Phobos Anomaly - The ambush is a potential obstacle, but in Red Armor, a Marine will only take 1-3 damage from a rocket jump. So once you reach 12 steps from the starting room, destroy the door on the other end, activate run, trigger the ambush, and rocket jump out of there, then mop up from safety and heal. When it comes to the Bruisers, the Cerberus Armor will reduce their acid balls to 1 damage, but I opt to stay in Red Armor and use a radsuit to buff my acid resistance by +25% instead to try preserving the Cerberus Armor, while utilizing hit and run tactics with the Tactical Shotgun until I got to a good corner shooting spot I created. The extra acid resistance proved to not be needed, as i killed them without getting hit.
Hell's Armory - Deimos Lab was the level I most dreaded, as even with Cerberus Armor, the dual Shamblers could deal up to 4 damage still, while it would take so long to kill them with how lacking my offense is and I can't evade with my lack of speed. Instead I got Hell's Armory, which with it having only a single Shambler for the boss fight, was much easier. I messed up at the start by letting a Commando get several shots at me instead of Chainsawing him when he got in melee range like I should have, but after that it was smooth sailing camping and clearing out the level. Unfortunately the weapon cache had nothing useful (it had a Combat Pistol but I'm not investing in Son of a Gun, so worthless). It had the mods for me to assemble a Hyperblaster, which offered much superior DPS to the Tactical Shotgun, especially against the Shambler whose 3 armor weakens shotguns a lot. The Shambler fight didn't go pretty, and you can see in the video how two of them could have been a big problem, but I killed him before he got me in too critical of health. Unfortunately the mod cache didn't have an Onyx or Nano mod as I was hoping, but a Firestorm mod is nice for the Hypberblaster, and that prior found Onyx Armor came useful here, as I was able to turn it Cerberus to ensure I had infinite durability Cerberus Armor to fall back on if the Phaseshift got damaged or just to preserve it for when I need the physical resistances.
Floor 10 to 11 - These floors were a nice demonstration of how powerful a Marine in Cerberus Armor is, as I took quite a few blows from Barons and a Mancubus that got the drop on me, which would normally be fatal in a normal game, let alone in AoH, but the Cerberus Armor was reducing all their hits to 1 damage, so I survived without too much issue.
The Wall - Containment Area is usually quite a bit harder, but with Cerberus Onyx Armor, neither of these levels would have been hard. In the Wall, just break through, corner shoot it while wearing the Cerberus Onyx Armor to prevent the Cerberus Phaseshift armor from getting damaged, and try to get the Baron's corpses to stack on each other to prevent the Archvile from reviving them, while occasionally just blowing them up with the Rocket Launcher.
Floor 12 - I took a full Commando volley, which even in Cerberus Armor managed to knock nearly 40% of my health off, but the floor went without any real problems, and I get Survivalist here, which from now on will reduce basically half of all hits I take to 0 damage.
Abyssal Plains - The beginning ambush here from Hell Knights with no cover can be a problem, and even with Cerberus Armor + Survivalist, I took a lot of damage getting to the Large Medkit. Was able to easily heal myself up after though with one of the health globes, and while Arachnotrons can be dangerous in a level with no good cover, mop up of the level went without a hitch, as the health globes were more than enough to recover any damage I took. Then there's the Agony Elemental ambush, but with a Shell Box for fast reloads and two levels of Finesse, the Tactical Shotgun was able to handle it easily. Unfortunately I got three Blood Skulls from the Agony Elemental, was really hoping for a Hatred Skull or two, and even a Fire Skull would have been better, but sometimes the luck gotta balance out.
Floors 13 to 14 - These floors are mostly uneventful, even a bunch of VMR spawning near me isn't very scary at this point. I found a nuke though, which I decide to hold onto in case I want to nuke the Cathedral or Mortuary/Limbo later.
Spider's Lair - Normally this level would be very scary in AoH, as due to the Arachnotrons firing five shots each time they attack, they can still deal up to 5 damage to you even if your defenses are good enough to reduce all their hits to 1 damage, while you're fighting over a dozen of them in a large open level with no good cover. However not only does Survivalist does a lot to protect against them, but I had an Invuln on Floor 14 that I'm able to carry into here, which I take great advantage of to kill most of the Arachnotrons for free, and then mop up of the remaining few was easy. Halls Of Carnage could have been the greater danger here, when my build lacks speed and I had no Homing Phase to cheese it, but I'm happy getting Spider's Lair to get the Spider Killer Cross, otherwise I would need to play AoH again just to get that annoying medal. I also decide to ditch the Missile Launcher at this point as I plan on making a Tactical Rocket Launcher very soon, and Tech mod the Plasteel Boots, in case I can make Cerberus Boots or Lava Boots later, or at least fireproof them in case I need them for Lava Pits/Erebus or just for safety near lava.
Tower Of Babel - After an uneventful floor 15, it was time for the Cyberdemon fight, which with his rockets being unable to deal more than 1 damage to me in P-modded Cerberus Armor, was a very easy fight, when he can't threaten me even during the 2.5 second reloads of the Hyperblaster.
Floor 17 - An uneventful floor, but I'm able to finally assemble my Tactical Rocket Launcher, and I also pick up a Green Armor, as I will need an agility modded one later for the Cathedral to outspeed the Angel Of Death, but hold off on modding it just in case I can find something better...
House of Pain - The opening room that surrounds you with Arachnotrons could be dangerous, but another Invuln allows me to trivialize it. Then the second and third rooms aren't bad when Cerberus Armor negates the threat, you just have to avoid getting knocked into the acid/lava. Then the Nightmare Archviles in the final battle can actually do damage, as 70% plasma resistance + 2 protection and 2 TaN still can't reduce their damage below 4, but I got a nice corner shooting spot to take them out with just the Tactical Shotgun boosted by fast reloads from the Shell Box, and I took care to dispose the Arachnotron corpses before leaving the first room so they couldn't be revived. Among the random rewards I got an Acid Spitter, which was worthless, but I did get another Phaseshift Armor. This may have seemed worthless too, but with it I no longer needed the Green Armor for Cathedral, and having the Phaseshift Armor instead would be much preferred, as messing up against the Angel of Death won't get me near instantly killed with its melee resistance, while I can also take advantage of its +50% knockback boost for very far rocket jumps when invulnerable (as turning the first Phaseshift Armor Cerberus gave it a big knockback resistance instead that limited my rocket jumps).
Floors 18 to 19 - The random floors at this point are of low threat to me with how tanky I've gotten and how far I can stretch Invulns out. But on Floor 19 I found what I wanted most, Phaseshift Boots to complete the Phaseshift Set. They nearly got destroyed by a Mancubus, but I managed to get them, and at that point fluids were no longer a danger. I keep the Plasteel Boots though, in case I need to fight near lava in the Cerberus Onyx Armor.
Unholy Cathedral - With the Phaseshift Armor and Phaseshift Boots, I'm able to outspeed the Angel of Death without any Hellrunner, and with three levels of Finesse, I can attack faster than him too with the Chainsaw, while getting a level of Brute also means the process of running away and slowly whittling him down with the Chainsaw inbetween his moves wouldn't take so tediously long either. I did mess up a couple times, which is very dangerous when the AoD does 16-18 damage before armor/resistances, but with me having 60% physical resistances from the Phaseshift Armor and three levels of Ironman in addition to 4 protection from the Phaseshift Armor and two levels of TaN, he only dealt 2 to 3 damage, so nothing too bad despite the scary red screen flash when getting hit. Getting Azrael's Scythe for this is pretty nice too, as it will be my strongest means of offense going forward.
Floor 20 - The final floor before The Mortuary or Limbo, the potential run ender, but for this final level of preparation, I get two Invulns in an otherwise yet another uneventful floor, very very handy for what comes next.
Limbo - I considered just nuking it, but I decided to beat it conventionally, and with the two Invulns +, Phaseshift Set, I put on a masterclass of how useful Rocket Jumping can be, darting around the level to destroy a ton of corpses before the Archviles can revive many and then killing everything before the Invulns even ran out, netting me an Angelic Pin too for the no damage clear of Limbo. I leave behind the Angelic Armor though, as it offers nothing better than my current armors, but the Nuclear BFG is nice.
Floors 21 to 23 and Mt. Erebus - The run is practically won at this point, the Phaseshift Set will trivialize both The Lava Pits and Mt. Erebus, while there is little that the random floors can do to threaten me. Floor 22 had an Aracnotron cave, which could have been some threat, but with some more Invulns, I'm able to clear it without any damage.
Dis: Taking yet another Invuln with me, I could just have rocket jumped in and smashed the Mastermind with the Scythe, but I wanted the full win, so I nuke her with the Nuclear BFG (keeping the other nuke instead in case I need it to nuke Carmack, as I can activate it straight from my inventory, much better in the middle of a fight).
Hell Fortress: Thanks to rocket jumping, I'm able to carry the invuln I used to nuke Dis into the Fortress, allowing me to kill John Carmack with the Scythe before he could even get the chance to deal damage. In the event the Invuln ran out and his spawns got out of control, I still had the Lava Element on deck to get some more invuln, as well as nuke him as a last resort.
With that all done, here is the mortem. Overall this only took me a handful of attempts, with the first run that got past Hell's Arena going the entire way, and so I definitely think Quartermaster Diamond is the even harder of the UV Diamond badges, which in comparison took me 30ish attempts over several days to get.
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DRL (0.9.9.8a) roguelike post-mortem character dump
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NOHEALTH, level 16 Hell Baron Mjr General Marine,
nuked the Mastermind at the Hell Fortress.
He survived 948711 turns and scored 434704 points.
He played for 3 hours, 22 minutes and 11 seconds.
He was a man of Ultra-Violence!
He killed 1185 out of 1185 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Humanity!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice Won with 100% kills
UAC Star (silver cluster) 50+ kills without taking damage
Aurora Medallion Found more than 3 uniques in one game
Conqueror Pin Completed all generated levels
Untouchable Pin Won taking less than 500 damage
Angelic Pin Clear the Mortuary/Limbo w/o taking damage
Hell Armorer Pin Clear Hell's Armory/Deimos Lab
Every Soldier's Medal Clear The Wall/Containment Area on AoHu
Thomas's Medal Win AoHu as Conqueror
Hell Champion Medal Clear Hell's Arena
Spider-Killer Cross Clear Spider's Lair on AoHu
Everyman Gold Badge Complete Angel of Humanity (AoHu)
Everyman Platinum Badge Complete AoHu as Conqueror
Everyman Diamond Badge Complete AoHu on UV as Conqueror
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 40/20 Experience 134414/16
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Class : Marine
Ironman (Level 4)
Finesse (Level 3)
Tough as nails (Level 2)
Brute (Level 2)
Whizkid (Level 2)
Badass (Level 2)
Survivalist (Level 1)
Iro->Bad->Fin->Fin->WK->WK->TaN->TaN->Iro->MSv->Bad->Fin->Iro->Bru->Iro->Bru->
-- Equipment -------------------------------------------------
[a] [ Armor ] cerberus phaseshift armor [0/0] (100%) (A)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] phaseshift boots [4/4] (100%) (A)
[d] [ Prepared ] shell box (x81)
-- Inventory -------------------------------------------------
[a] tactical shotgun (9d3) [5/5] (P1)
[b] tactical rocket launcher (6d6) [0/5] (T1)
[c] hyperblaster (2d4)x5 [34/40] (F1)
[d] BFG 9000 (12d6) [220/220] (B3P2)
[e] cerberus onyx armor [2] (P)
[f] phaseshift armor [2/2] (100%)
[g] shotgun shell (x70)
[h] rocket (x14)
[i] rocket (x9)
[j] large med-pack
[k] large med-pack
[l] large med-pack
[m] large med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] thermonuclear bomb
[r] lava element
[s] shell box (x100)
[t] shell box (x100)
[u] power battery (x120)
-- Resistances -----------------------------------------------
bullet - internal 40% torso 90% feet 40%
melee - internal 40% torso 90% feet 40%
shrapnel - internal 40% torso 90% feet 40%
acid - internal 20% torso 90% feet 20%
fire - internal 20% torso 90% feet 20%
plasma - internal 20% torso 70% feet 20%
-- Kills -----------------------------------------------------
95 former humans
75 former sergeants
43 former captains
109 imps
105 demons
368 lost souls
56 cacodemons
27 hell knights
60 barons of hell
57 arachnotrons
11 former commandos
28 pain elementals
58 revenants
16 mancubi
39 arch-viles
9 nightmare imps
5 nightmare cacodemons
12 nightmare demons
2 nightmare arch-viles
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 6 he assembled a tactical boots!
On level 7 he assembled a tactical shotgun!
On level 7 he sneaked into the Phobos Lab.
On level 7 he assembled a cerberus armor!
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a hyperblaster!
On level 9 he assembled a cerberus armor!
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 17 he assembled a tactical rocket launcher!
On level 17 he trespassed on the House of Pain.
On level 17 he found the Acid Spitter!
He conquered the House!
On level 19 he invaded the Unholy Cathedral!
On level 19 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 20 he was foolish enough to enter Limbo!
On level 20 he found the Angelic Armor!
He managed to clear Limbo from evil!
On level 21 he stumbled into a complex full of revenants!
On level 21 he assembled a fireproof boots!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
hit! The cacodemon dies. You are hit! You are hit! You are hit! Fire -- Choose
target...
You see : pool of blood
The cacodemon dies. The cacodemon dies. The cacodemon dies. The cacodemon
dies. John Carmack reloads his rocket launcher. Fire -- Choose target...
You see : floor
You dodge! You dodge! You dodge!
You wear/wield : a Azrael's Scythe (9d9) You are hit! You are hit! You are
hit! You are hit!
You hit John Carmack. You dodge! The missile hits the cacodemon.
You hit John Carmack. You are hit! You are hit! John Carmack reloads his
rocket launcher.
You hit John Carmack. You are hit! You are hit!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
27 brave souls have ventured into Phobos:
12 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 1 couldn't handle the stress and committed a stupid suicide.
13 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
2 killed the bitch and survived.
9 showed that it can outsmart Hell itself.
--------------------------------------------------------------
12
Requests For Features / Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: August 08, 2024, 19:19 »
With 0.9.9.8 officially released, many of the suggestions in this compilation suggestions thread for 0.9.9.8 have been implemented. So at Kornel's suggestion, I'm starting up a new compilation thread for 0.9.9.9, to start a fresh thread and to have a better organized OP that doesn't cover all the stuff that was already implemented or formally rejected, as well as to cover new suggestions.
I'll be maintaining this thread in Icy's absence, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, I would recommend reading Icy's OP in the aforementioned linked thread, consider the feasibility of being able to implement the suggestion, and backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge team, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.
Changes
This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an "X" in its box and colored light blue means it has been implemented; a suggestion marked with "~" and colored light green means it has been partially implemented, while a suggestion marked with "~" and colored pink has been soft rejected but may by partially implemented in another way; a suggestion marked with "?" and colored light yellow means an attempt was made to implement it but needs testing to confirm it is working properly, or marks an "issue" that may not be an issue at all; and a suggestion that is struck through and colored red has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.
Bugs/Exploits/Fixes
[?] Bug: The game may lock up on the trait selection screen upon levelling up, where the game still runs with the music playing and you're able to scroll through the background with the mouse, but your trait selection does not register and you cannot exit the screen, forcing you to kill DRL in Task Manager to exit and lose your progress. 1 2 (May have incidentally been fixed in the JHC UI changes, needs thorough testing to fully confirm it has been fixed.)
[~] Bug: Nightmare's -10% speed penalty seems to not be working. 1 2 (Kornel has no recollection of ever adding Nightmare's speed penalty nor likes the idea of difficulties nerfing the player, and after farther testing previous versions back to 0.9.9.6, it may have never actually existed in the first place, or was removed in a very old pre-graphics version. It's up in the air on if this "feature" will be (re)implemented as a universal speed bonus for enemies instead, which needs discussion.)
[ ] Bug: In the latest beta, if you complete a special level on Nightmare/AoD and then exit with any respawns alive, the exit text and mortem history text gives you the level's completion messages, and you'll earn any badges/medals that require completing the level, but the game doesn't actually count the level as completed for Conqueror purposes. 1
[X] Bug: If a former is killed out of vision by something other than you, an error message may pop up stating it failed an attempt to call a table value. This most commonly occurs when a Former Sergeant shoots a barrel and kills himself. 1
[ ] Bug: Corpses will sometimes be ungibbable by explosions and plasma(tic) shotguns for no apparent reason. 1
[ ] Bug: Lightfoot Diamond and Angelic badges aren't being awarded when their criteria is fulfilled, perhaps indirect kills are being counted as "melee" kills? (I can confirm this badge isn't being awarded, unsure what is the cause if it's not the change to indirect kill attribution causing it) 1 2 3
[X] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. 1
[X] Bug: Sharpshooter doesn't work with explosive pistols, even on direct hits. 1
[X] Bug: In armor and boots assemblies that require a Technical Mod, if the Technical Mod is applied before completing the assembly, the Technical Mod's resistance boosts will stack onto the assembly's resistances, making assemblies like Fireproof Armor more powerful than intended. 1
[ ] Bug: The new modding UI in the latest beta will not allow you to attempt modding non-compatible equipment with Firestorm and Sniper mods, which prevents you from assembling Demolition Ammo (and any future assembly that would require applying them to normally non-compatible equipment). 1
[X] Bug: The Dragonslayer's permanent berserk isn't working, with it granting no additional turns of Berserk at all. 1
[ ] Bug: Using the Dragonslayer's altfire, Whirlwind, can crash the game. It's unclear what conditions causes this crash, as sometimes you can use Whirlwind without the crash happening. 1
[ ] Bug: When initiating a rocket jump, the targeting cursor can extend beyond immediately adjacent tiles, despite rocket jumping only being able to hit immediately adjacent tiles (in previous versions, the game wouldn't let you extend targeting beyond this range). Additionally when initiating a rocket jump with enemies onscreen, the targeting cursor will default onto an enemy, forcing you to move it back to an adjacent tile to rocket jump. 1
[ ] Bug: Projectiles can go through walls without exploding from certain angles, including the outer boundary walls, and explosive projectiles will not explode when clipping. (Needs more thorough testing to fully identify how this bug works). 1
[X] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1
[X] Bug: The lava flood in Halls Of Carnage sometimes does not activate. 1 2
[ ] Bug: Screenshots aren't saving properly as of the latest beta, unless you manually create a folder named "screenshot" in DRL's root folder. 1
[ ] Bug: Technician badges may have issues in the latest beta with being awarded properly? (Only a single example so far, where a Technician Gold badge wasn't awarded in the run that finished all basic assemblies, but rather in the run after) 1
[ ] Bug: If too many sounds play in quick succession, the music can get turned off until you enter a new floor or save and reload. 1
[X] Bug: When booting up the game, the loading bar will stretch beyond the screen.
[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava. 1 (This may have been fixed in the old 0.9.9.8 beta, neither I nor Icy have ever experienced this and no one has reported it happening yet.)
[ ] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1
[ ] Exploit: Medical Armor in Nanofiber Skin Armor (N) can allow the player to take 1 damage and immediately heal it. Since this can be done infinitely, it may cause an issue if the total damage value reaches the highest possible. A suggested fix is changing the recharge delay of Nanofiber Skin Armor to 6 so that it can never reach 0. 1
[X] Fix: The Unlock All option doesn't unlock the harder difficulties.
[ ] Fix: The item reveal mechanic when all enemies are dead does not work in Nightmare, it should activate when all enemies are dead at the same time, or after each individual enemy has been killed once. 1
[~] Fix: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1 2 (Confirmed to be an intentional design choice, but a direct damage component on explosive hits may be added?)
[ ] Fix: The new screen shaking effect should have its intensity based on the strength of the inciting projectile/explosion, rather than shaking at the same intensity regardless. 1
[ ] Fix: The new modding menu can display incorrect info, noticed instances so far is it displaying bulk mods making armors/boots 10% faster rather than -10% slower, and showing you being able to apply more than one of the same mod to armors/boots/melee weapons when you can't. 1
[ ] Fix: The mortem's kill ratio message in the latest beta is based on the total enemy kill ratio with respawns, rather than the unique enemy kill ratio, when it should be based on the latter. 1
[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.
[ ] Fix: Ironman's trait description is unclear with it stating you get +20% max health, which isn't fully true as Marines still only get +10 HP rather than 12 HP, so it should be reworded to state +10 HP. 1
[ ] Fix: In Scavenger's trait description, update it to clarify that melee weapons, armors, and boots can be scavenged. 1
[ ] Fix: Angel of Humanity's and Archangel of Humanity's descriptions should clarify that Marines start with 12 max HP rather than 20. 1
[ ] Fix: For weapons with very long names (such as the "Burst nuclear plasma rifle"), the name can stretch beyond the available UI space on the HUD, obscuring its ammo. And for armors with very long names, their names will instead stretch into the next line the HUD, obscuring your weapon's name. Whether it be scaling down long names, letting them stretch farther into the HUD, or anything else, something should be done to fix this issue. 1 2
[ ] Fix: When using the Look command, you are unable to scroll the screen with the keys, forcing the use of a mouse to do so. As an obvious detriment to keyboard-only players, this should be fixed. 1 2
[ ] Fix: When equipping a weapon from the ground that auto-equips on pickup, such as Azrael's Scythe, the game will erroneously give the "You don't have [X weapon]!" message. 1
[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1
[ ] Fix: The infinitely spawning Nightmare Demons and Nightmare Cacodemons when equipping the Dragonslayer and Berserker Set severely complicate clearing special levels with said equipment. Either they shouldn't count towards a special level's completion, their spawning should be disabled in special levels, or they should have a spawning limit of some sort. 1
[X] Fix: When the Apostle spawns on the final floor of A100/A666, the ability to see all enemies immediately activates since all enemies technically die when you first enter the floor. Given this is supposed to be a boss fight, this mechanic should be disabled when the Apostle spawns like it is for boss levels. 1
[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. Additionally, the ending mortem says you "finally completed 100 floors of torture". 1 2
[~] Fix: Non-lava fluids are supposed to be able to appear in A100/666 beyond floor 30 for greater level variety, but you still only encounter lava except for in specific level types/events/features that could already have water and acid appear. (Technically this was implemented correctly already but several level types and events with their own fluid generation formulas are overriding it, may get overhauled anyway when blood is added as a new fluid.)
[X] Fix: Elite Former Captains erroneously didn't get the melee damage buff that all the other Elite Formers got. 1
[X] Fix: Nightmare Imps erroneously had two different speed values applied to them. 1
[X] Fix: The player's sprite does not update properly when armor is destroyed. The player additionally doesn't show the proper armor and weapon equipped at the start of challenges and mods that have different starting default equipment. 1
[X] Fix: In the ASCII version, the cursor for the look command does not show and the targeting cursor blends in the invulnerability overlay. 1
[X] Fix: Music resets to max volume regardless of setting whenever booting up the game or entering a new floor.
[ ] Fix: Repeated sounds (such as from several enemies being hit at once) can still get too loud, the sounds should be better staggered out instead of stacking all at once on each other, or perhaps add a limit of some sort that prevents the same sounds from being stacked too loudly on each other. 1 2
[~] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors. 1 2 (This might be too technically difficult to implement.)
Traits
[ ] Nerf Hellrunner's dodging bonus to +10% per level (needs discussion). 1
[ ] Nerf Vampyre (needs discussion). Some ideas include increasing its prerequisites, disallowing Vampyre from healing beyond 100%, and/or prevent the resistances of berserk from stacking with the resistances of the Marine. 1
[ ] Buff Entrenchment (needs discussion). Some ideas include increasing the resistance bonuses to +50% when chain firing, granting +20% to all resistances when just equipping a chain firing weapon, and some means to allow chain firing longer (such as reduce ammo consumption when chain firing or instant reloading when your clip runs out during chain firing). Alternatively, Entrenchment could be replaced with an entirely new mastery, a la Running Man -> Gunrunner in 0.9.9.7 1
[ ] Give Bullet Dance the additional perk of reloading faster when dual gunning. 1
[ ] Give Fireangel an additional offensive-based perk (needs discussion). One possible idea is when using rocket-based weapons, each shot will get +2 dice in damage calculation. 1
[ ] Buff Gun Kata to have an instant Pistol attack after dodging instead of it being near-instant. Also consider letting it apply Dodgemaster to all enemy projectiles inbetween moves (needs discussion). 1
[ ] Change Gunrunner's prerequisite of Juggler to Finesse 2. 1
Equipment and other Items
[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2
[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3
[ ] Buff the Chaingun's accuracy to +3. 1
[ ] Increase the Blaster's generation weight to 4. 1
[ ] Frag Shotgun needs farther buffs. One idea to make it standout is to change its damage to 6d3 and decrease its firing speed to 0.5 seconds. Additionally allow it to spawn sooner and be less rare (such as a depth of 10 and weight of 3). 1 2
[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1
[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 2
[ ] Increase the Mjollnir's generation rate to 2 or 3. 2 3
[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2). 1
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 1
[ ] Farther buff Ballistic Armor by having it retain any plasma and acid resistances the base armor has. 1
[ ] Buff Grappling Boots to retain the base boots' movement speed instead of having a set -10% speed. 1
[ ] Change Nano-shrapnel to a master assembly, with an assembly requirement of PPPN or PPTN. 1
[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. They can keep the +20% plasma resistance as well if the proposed blood fluid is added and utilizes plasma damage. 1
[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1
[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, in addition to possibly increasing the lower of damage die or sides by +1 too, and a Sniper mod will give them the autohit property. 1
[ ] Allow Firestorm mods to be added to explosive weapons with an explosion radius of 1 and 2. If done, consider making the mod give them only a +1 radius boost rather than the usual +2 boost. 1
[ ] Give Sniper mods an effect for Shotguns, instead of doing nothing. One idea is each Sniper mod applied to a Shotgun will reduce its dropoff reduction rate by 1% (so a basic Shotgun with one Sniper mod will have its dropoff damage reduced from 7% to 6% per tile, and if triple modded with Sniper mods, its dropoff damage will be reduced from 7% to 4% per tile). 1
[ ] When a third Sniper Mod is applied to a ranged weapon, have it give the autohit property instead of doing nothing. 1
[ ] Allow the Lava Element to appear as a randomly spawned item. Make its spawning weight 2 or 3, and perhaps give it a spawning depth of 30+ so it can only randomly appear in A100/666. 1
Enemies
[ ] Add sounds for Nightmare enemies, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2
[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2
[ ] Make Cacodemons and Nightmare Cacodemons more aggressive in their attack frequency. Possibly also consider buffing Nightmare Cacodemons to hit slightly harder. (needs discussion) 1
[ ] Farther buff all Elite Formers by increasing their melee accuracy. 1
[ ] Farther buff the Nightmare Archvile by increasing its attack's explosion radius to 2, matching the Arena Master's explosion radius. 1
[ ] Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+. 1
[ ] Lower the Shambler's spawning depth in A100/666 to 70+. 1
[ ] Increase the Lava Elemental's generation weight to 2 or 3 so it isn't so uncommon in deep levels of A100/666. 1
[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7
[~] Buff the Apostle to have 500 HP and always teleport after being hit. Also when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4 (Apostle has gotten massive resistances instead that makes it drastically more durable, but instant teleportation on hit has not been added yet nor ending the game when it dies in A100/666.)
[ ] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6
Special levels
[ ] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1
[ ] Make Military Base more difficult as it's still much easier than Phobos Lab. One idea is removing its Tracking Map on UV and N! difficulties. Another idea is if the "patrol" AI flag is added to the game, it could be applied to enemies here so the player cannot rely on camping at the start to kill everything. (Needs discussion) 1
[ ] Change how Schematics drops in Hell's Armory/Deimos Lab work, so that players do not miss out on a rare mod because of them and so each run is truly independent (can probably just have them drop separately from the rare mods). 1 2 3 4
[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2
[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains. What to replace it with needs discussion, but one idea is that it can instead be a random guaranteed exotic non-BFG ranged weapon, to make these levels potentially more appropriately rewarding. 1
[ ] In City of Skulls, replace the lever with a horizontal coordinate trap, so that it isn't free to run through. Also extend the middle pillars to go all the way up to the top and bottom of the screen, so that the player is forced to be between the pillars when the trap activates. 1 2
[ ] Buff the enemy layout on the Nightmare! version of City of Skulls and Spider's Lair, as these levels currently have no difference compared to UV (aside from extra HP for the Agony Elemental) and are much easier than their respective counterpart levels (needs discussion). How much to buff them is contingent on if a N! speed bonus for enemies is implemented, but current idea is increasing the amount of Pain Elementals in City of Skull's second wave, and replacing a third of the Arachnotrons with their Nightmare variants in Spider's Lair. 1
[ ] The Nightmare! version of The Vaults was supposed to give each of the six Barons in the right vault a set of Red Armor to pick up, but currently it seems only one Red Armor is spawning. Additionally, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, so a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies. 1
[~] If you don't have the Arena Master's Staff, you can softlock in House Of Pain on Nightmare and in Angel Of Darkness from dead enemies reviving while you're locked in another room, so something should be done to prevent this softlock. 1 (Enemy respawning has been disabled on the level altogether for the timebeing, may be temporary if another solution is figured out to prevent softlocks while enabling respawning.)
[ ] In House Of Pain, make using the Arena Master's Staff required to access the Large Health Globes on the level. 1
[X] Define a default song to play for House Of Pain in the music.lua file, so that it doesn't play a random song at default that will likely be unfitting. Suggestions for the song to use are either Sign Of Evil (i.e. E1M8's track) or Dark Secrets (i.e. The Vaults' track).
[ ] Make Unholy Cathedral more difficult (needs discussion). Current suggestion is increasing the Demon count on HMP to match current UV/N!, then replacing half of them with their Nightmare versions on UV, and replacing all of them with their Nightmare versions on N!. 1
[ ] Add ammo pickups to The Mortuary, to compensate for respawns no longer dropping ammo. Current idea is an ammo box in each corner, and double them on Nightmare. Consider adding ammo to Limbo on Nightmare too if changes are made to make it more difficult. 1
[ ] If Blood is added as a new fluid, replace the lava in Limbo with it. 1
[ ] In The Lava Pits and Mt. Erebus on Nightmare difficulty, remove the last Radsuit, so that there is no Radsuits on the level at all. 1
[ ] Prevent being able to teleport into the "mountain" on Mt. Erebus, so that the player does not end up potentially softlocked 1 2 3 4
[ ] Make Mt. Erebus more difficult (needs discussion). Some ideas include adding Cacodemons separately from Lost Souls/Pain Elementals (and then replacing them with their Nightmare versions on UV/N!), increasing the number of Revenants and Mancubi on UV/N! (or possibly even replacing them with Nightmare versions if they're added to the game), and/or having to fight two Lava Elementals as the boss fight instead of one. 1
[ ] Disallow nukes from being activated in Hell Fortress altogether. Additionally have any active powerups get turned off when entering Hell Fortress, so you cannot take an Invulnerability or Berserk stack into Hell Fortress to trivialize it. 1
[ ] Improve the Apostle fight in Hell Fortress. Suggestions include giving it unique entrance text, unique victory text, and have the fight spawn a ton of corpses of strong enemies when entering the level, so that the Apostle's resurrecting capabilities get utilized. 1
Miscellaneous
[ ] Have dying to John Carmack count as a normal death instead of as a partial win. 1
[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4
[~] Obtaining high scores mostly devolve into playing Archangel of 666 and aren't really used as a means to compare runs. Perhaps they should be changed (needs discussion). 1 (High scores have been separated into their own individual boards for each challenge, so A100/666 scores will no longer dominate a player's high score leaderboard.)
[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1
I'll be maintaining this thread in Icy's absence, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, I would recommend reading Icy's OP in the aforementioned linked thread, consider the feasibility of being able to implement the suggestion, and backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge team, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.
Changes
This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an "X" in its box and colored light blue means it has been implemented; a suggestion marked with "~" and colored light green means it has been partially implemented, while a suggestion marked with "~" and colored pink has been soft rejected but may by partially implemented in another way; a suggestion marked with "?" and colored light yellow means an attempt was made to implement it but needs testing to confirm it is working properly, or marks an "issue" that may not be an issue at all; and a suggestion that is struck through and colored red has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.
Bugs/Exploits/Fixes
[?] Bug: The game may lock up on the trait selection screen upon levelling up, where the game still runs with the music playing and you're able to scroll through the background with the mouse, but your trait selection does not register and you cannot exit the screen, forcing you to kill DRL in Task Manager to exit and lose your progress. 1 2 (May have incidentally been fixed in the JHC UI changes, needs thorough testing to fully confirm it has been fixed.)
[~] Bug: Nightmare's -10% speed penalty seems to not be working. 1 2 (Kornel has no recollection of ever adding Nightmare's speed penalty nor likes the idea of difficulties nerfing the player, and after farther testing previous versions back to 0.9.9.6, it may have never actually existed in the first place, or was removed in a very old pre-graphics version. It's up in the air on if this "feature" will be (re)implemented as a universal speed bonus for enemies instead, which needs discussion.)
[ ] Bug: In the latest beta, if you complete a special level on Nightmare/AoD and then exit with any respawns alive, the exit text and mortem history text gives you the level's completion messages, and you'll earn any badges/medals that require completing the level, but the game doesn't actually count the level as completed for Conqueror purposes. 1
[X] Bug: If a former is killed out of vision by something other than you, an error message may pop up stating it failed an attempt to call a table value. This most commonly occurs when a Former Sergeant shoots a barrel and kills himself. 1
[ ] Bug: Corpses will sometimes be ungibbable by explosions and plasma(tic) shotguns for no apparent reason. 1
[ ] Bug: Lightfoot Diamond and Angelic badges aren't being awarded when their criteria is fulfilled, perhaps indirect kills are being counted as "melee" kills? (I can confirm this badge isn't being awarded, unsure what is the cause if it's not the change to indirect kill attribution causing it) 1 2 3
[X] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. 1
[X] Bug: Sharpshooter doesn't work with explosive pistols, even on direct hits. 1
[X] Bug: In armor and boots assemblies that require a Technical Mod, if the Technical Mod is applied before completing the assembly, the Technical Mod's resistance boosts will stack onto the assembly's resistances, making assemblies like Fireproof Armor more powerful than intended. 1
[ ] Bug: The new modding UI in the latest beta will not allow you to attempt modding non-compatible equipment with Firestorm and Sniper mods, which prevents you from assembling Demolition Ammo (and any future assembly that would require applying them to normally non-compatible equipment). 1
[X] Bug: The Dragonslayer's permanent berserk isn't working, with it granting no additional turns of Berserk at all. 1
[ ] Bug: Using the Dragonslayer's altfire, Whirlwind, can crash the game. It's unclear what conditions causes this crash, as sometimes you can use Whirlwind without the crash happening. 1
[ ] Bug: When initiating a rocket jump, the targeting cursor can extend beyond immediately adjacent tiles, despite rocket jumping only being able to hit immediately adjacent tiles (in previous versions, the game wouldn't let you extend targeting beyond this range). Additionally when initiating a rocket jump with enemies onscreen, the targeting cursor will default onto an enemy, forcing you to move it back to an adjacent tile to rocket jump. 1
[ ] Bug: Projectiles can go through walls without exploding from certain angles, including the outer boundary walls, and explosive projectiles will not explode when clipping. (Needs more thorough testing to fully identify how this bug works). 1
[X] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1
[X] Bug: The lava flood in Halls Of Carnage sometimes does not activate. 1 2
[ ] Bug: Screenshots aren't saving properly as of the latest beta, unless you manually create a folder named "screenshot" in DRL's root folder. 1
[ ] Bug: Technician badges may have issues in the latest beta with being awarded properly? (Only a single example so far, where a Technician Gold badge wasn't awarded in the run that finished all basic assemblies, but rather in the run after) 1
[ ] Bug: If too many sounds play in quick succession, the music can get turned off until you enter a new floor or save and reload. 1
[X] Bug: When booting up the game, the loading bar will stretch beyond the screen.
[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava. 1 (This may have been fixed in the old 0.9.9.8 beta, neither I nor Icy have ever experienced this and no one has reported it happening yet.)
[ ] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1
[ ] Exploit: Medical Armor in Nanofiber Skin Armor (N) can allow the player to take 1 damage and immediately heal it. Since this can be done infinitely, it may cause an issue if the total damage value reaches the highest possible. A suggested fix is changing the recharge delay of Nanofiber Skin Armor to 6 so that it can never reach 0. 1
[X] Fix: The Unlock All option doesn't unlock the harder difficulties.
[ ] Fix: The item reveal mechanic when all enemies are dead does not work in Nightmare, it should activate when all enemies are dead at the same time, or after each individual enemy has been killed once. 1
[~] Fix: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1 2 (Confirmed to be an intentional design choice, but a direct damage component on explosive hits may be added?)
[ ] Fix: The new screen shaking effect should have its intensity based on the strength of the inciting projectile/explosion, rather than shaking at the same intensity regardless. 1
[ ] Fix: The new modding menu can display incorrect info, noticed instances so far is it displaying bulk mods making armors/boots 10% faster rather than -10% slower, and showing you being able to apply more than one of the same mod to armors/boots/melee weapons when you can't. 1
[ ] Fix: The mortem's kill ratio message in the latest beta is based on the total enemy kill ratio with respawns, rather than the unique enemy kill ratio, when it should be based on the latter. 1
[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.
[ ] Fix: Ironman's trait description is unclear with it stating you get +20% max health, which isn't fully true as Marines still only get +10 HP rather than 12 HP, so it should be reworded to state +10 HP. 1
[ ] Fix: In Scavenger's trait description, update it to clarify that melee weapons, armors, and boots can be scavenged. 1
[ ] Fix: Angel of Humanity's and Archangel of Humanity's descriptions should clarify that Marines start with 12 max HP rather than 20. 1
[ ] Fix: For weapons with very long names (such as the "Burst nuclear plasma rifle"), the name can stretch beyond the available UI space on the HUD, obscuring its ammo. And for armors with very long names, their names will instead stretch into the next line the HUD, obscuring your weapon's name. Whether it be scaling down long names, letting them stretch farther into the HUD, or anything else, something should be done to fix this issue. 1 2
[ ] Fix: When using the Look command, you are unable to scroll the screen with the keys, forcing the use of a mouse to do so. As an obvious detriment to keyboard-only players, this should be fixed. 1 2
[ ] Fix: When equipping a weapon from the ground that auto-equips on pickup, such as Azrael's Scythe, the game will erroneously give the "You don't have [X weapon]!" message. 1
[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1
[ ] Fix: The infinitely spawning Nightmare Demons and Nightmare Cacodemons when equipping the Dragonslayer and Berserker Set severely complicate clearing special levels with said equipment. Either they shouldn't count towards a special level's completion, their spawning should be disabled in special levels, or they should have a spawning limit of some sort. 1
[X] Fix: When the Apostle spawns on the final floor of A100/A666, the ability to see all enemies immediately activates since all enemies technically die when you first enter the floor. Given this is supposed to be a boss fight, this mechanic should be disabled when the Apostle spawns like it is for boss levels. 1
[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. Additionally, the ending mortem says you "finally completed 100 floors of torture". 1 2
[~] Fix: Non-lava fluids are supposed to be able to appear in A100/666 beyond floor 30 for greater level variety, but you still only encounter lava except for in specific level types/events/features that could already have water and acid appear. (Technically this was implemented correctly already but several level types and events with their own fluid generation formulas are overriding it, may get overhauled anyway when blood is added as a new fluid.)
[X] Fix: Elite Former Captains erroneously didn't get the melee damage buff that all the other Elite Formers got. 1
[X] Fix: Nightmare Imps erroneously had two different speed values applied to them. 1
[X] Fix: The player's sprite does not update properly when armor is destroyed. The player additionally doesn't show the proper armor and weapon equipped at the start of challenges and mods that have different starting default equipment. 1
[X] Fix: In the ASCII version, the cursor for the look command does not show and the targeting cursor blends in the invulnerability overlay. 1
[X] Fix: Music resets to max volume regardless of setting whenever booting up the game or entering a new floor.
[ ] Fix: Repeated sounds (such as from several enemies being hit at once) can still get too loud, the sounds should be better staggered out instead of stacking all at once on each other, or perhaps add a limit of some sort that prevents the same sounds from being stacked too loudly on each other. 1 2
[~] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors. 1 2 (This might be too technically difficult to implement.)
Traits
[ ] Nerf Hellrunner's dodging bonus to +10% per level (needs discussion). 1
[ ] Nerf Vampyre (needs discussion). Some ideas include increasing its prerequisites, disallowing Vampyre from healing beyond 100%, and/or prevent the resistances of berserk from stacking with the resistances of the Marine. 1
[ ] Buff Entrenchment (needs discussion). Some ideas include increasing the resistance bonuses to +50% when chain firing, granting +20% to all resistances when just equipping a chain firing weapon, and some means to allow chain firing longer (such as reduce ammo consumption when chain firing or instant reloading when your clip runs out during chain firing). Alternatively, Entrenchment could be replaced with an entirely new mastery, a la Running Man -> Gunrunner in 0.9.9.7 1
[ ] Give Bullet Dance the additional perk of reloading faster when dual gunning. 1
[ ] Give Fireangel an additional offensive-based perk (needs discussion). One possible idea is when using rocket-based weapons, each shot will get +2 dice in damage calculation. 1
[ ] Buff Gun Kata to have an instant Pistol attack after dodging instead of it being near-instant. Also consider letting it apply Dodgemaster to all enemy projectiles inbetween moves (needs discussion). 1
[ ] Change Gunrunner's prerequisite of Juggler to Finesse 2. 1
Equipment and other Items
[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2
[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3
[ ] Buff the Chaingun's accuracy to +3. 1
[ ] Increase the Blaster's generation weight to 4. 1
[ ] Frag Shotgun needs farther buffs. One idea to make it standout is to change its damage to 6d3 and decrease its firing speed to 0.5 seconds. Additionally allow it to spawn sooner and be less rare (such as a depth of 10 and weight of 3). 1 2
[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1
[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 2
[ ] Increase the Mjollnir's generation rate to 2 or 3. 2 3
[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2). 1
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 1
[ ] Farther buff Ballistic Armor by having it retain any plasma and acid resistances the base armor has. 1
[ ] Buff Grappling Boots to retain the base boots' movement speed instead of having a set -10% speed. 1
[ ] Change Nano-shrapnel to a master assembly, with an assembly requirement of PPPN or PPTN. 1
[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. They can keep the +20% plasma resistance as well if the proposed blood fluid is added and utilizes plasma damage. 1
[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1
[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, in addition to possibly increasing the lower of damage die or sides by +1 too, and a Sniper mod will give them the autohit property. 1
[ ] Allow Firestorm mods to be added to explosive weapons with an explosion radius of 1 and 2. If done, consider making the mod give them only a +1 radius boost rather than the usual +2 boost. 1
[ ] Give Sniper mods an effect for Shotguns, instead of doing nothing. One idea is each Sniper mod applied to a Shotgun will reduce its dropoff reduction rate by 1% (so a basic Shotgun with one Sniper mod will have its dropoff damage reduced from 7% to 6% per tile, and if triple modded with Sniper mods, its dropoff damage will be reduced from 7% to 4% per tile). 1
[ ] When a third Sniper Mod is applied to a ranged weapon, have it give the autohit property instead of doing nothing. 1
[ ] Allow the Lava Element to appear as a randomly spawned item. Make its spawning weight 2 or 3, and perhaps give it a spawning depth of 30+ so it can only randomly appear in A100/666. 1
Enemies
[ ] Add sounds for Nightmare enemies, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2
[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2
[ ] Make Cacodemons and Nightmare Cacodemons more aggressive in their attack frequency. Possibly also consider buffing Nightmare Cacodemons to hit slightly harder. (needs discussion) 1
[ ] Farther buff all Elite Formers by increasing their melee accuracy. 1
[ ] Farther buff the Nightmare Archvile by increasing its attack's explosion radius to 2, matching the Arena Master's explosion radius. 1
[ ] Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+. 1
[ ] Lower the Shambler's spawning depth in A100/666 to 70+. 1
[ ] Increase the Lava Elemental's generation weight to 2 or 3 so it isn't so uncommon in deep levels of A100/666. 1
[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7
[~] Buff the Apostle to have 500 HP and always teleport after being hit. Also when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4 (Apostle has gotten massive resistances instead that makes it drastically more durable, but instant teleportation on hit has not been added yet nor ending the game when it dies in A100/666.)
[ ] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6
Special levels
[ ] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1
[ ] Make Military Base more difficult as it's still much easier than Phobos Lab. One idea is removing its Tracking Map on UV and N! difficulties. Another idea is if the "patrol" AI flag is added to the game, it could be applied to enemies here so the player cannot rely on camping at the start to kill everything. (Needs discussion) 1
[ ] Change how Schematics drops in Hell's Armory/Deimos Lab work, so that players do not miss out on a rare mod because of them and so each run is truly independent (can probably just have them drop separately from the rare mods). 1 2 3 4
[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2
[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains. What to replace it with needs discussion, but one idea is that it can instead be a random guaranteed exotic non-BFG ranged weapon, to make these levels potentially more appropriately rewarding. 1
[ ] In City of Skulls, replace the lever with a horizontal coordinate trap, so that it isn't free to run through. Also extend the middle pillars to go all the way up to the top and bottom of the screen, so that the player is forced to be between the pillars when the trap activates. 1 2
[ ] Buff the enemy layout on the Nightmare! version of City of Skulls and Spider's Lair, as these levels currently have no difference compared to UV (aside from extra HP for the Agony Elemental) and are much easier than their respective counterpart levels (needs discussion). How much to buff them is contingent on if a N! speed bonus for enemies is implemented, but current idea is increasing the amount of Pain Elementals in City of Skull's second wave, and replacing a third of the Arachnotrons with their Nightmare variants in Spider's Lair. 1
[ ] The Nightmare! version of The Vaults was supposed to give each of the six Barons in the right vault a set of Red Armor to pick up, but currently it seems only one Red Armor is spawning. Additionally, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, so a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies. 1
[~] If you don't have the Arena Master's Staff, you can softlock in House Of Pain on Nightmare and in Angel Of Darkness from dead enemies reviving while you're locked in another room, so something should be done to prevent this softlock. 1 (Enemy respawning has been disabled on the level altogether for the timebeing, may be temporary if another solution is figured out to prevent softlocks while enabling respawning.)
[ ] In House Of Pain, make using the Arena Master's Staff required to access the Large Health Globes on the level. 1
[X] Define a default song to play for House Of Pain in the music.lua file, so that it doesn't play a random song at default that will likely be unfitting. Suggestions for the song to use are either Sign Of Evil (i.e. E1M8's track) or Dark Secrets (i.e. The Vaults' track).
[ ] Make Unholy Cathedral more difficult (needs discussion). Current suggestion is increasing the Demon count on HMP to match current UV/N!, then replacing half of them with their Nightmare versions on UV, and replacing all of them with their Nightmare versions on N!. 1
[ ] Add ammo pickups to The Mortuary, to compensate for respawns no longer dropping ammo. Current idea is an ammo box in each corner, and double them on Nightmare. Consider adding ammo to Limbo on Nightmare too if changes are made to make it more difficult. 1
[ ] If Blood is added as a new fluid, replace the lava in Limbo with it. 1
[ ] In The Lava Pits and Mt. Erebus on Nightmare difficulty, remove the last Radsuit, so that there is no Radsuits on the level at all. 1
[ ] Prevent being able to teleport into the "mountain" on Mt. Erebus, so that the player does not end up potentially softlocked 1 2 3 4
[ ] Make Mt. Erebus more difficult (needs discussion). Some ideas include adding Cacodemons separately from Lost Souls/Pain Elementals (and then replacing them with their Nightmare versions on UV/N!), increasing the number of Revenants and Mancubi on UV/N! (or possibly even replacing them with Nightmare versions if they're added to the game), and/or having to fight two Lava Elementals as the boss fight instead of one. 1
[ ] Disallow nukes from being activated in Hell Fortress altogether. Additionally have any active powerups get turned off when entering Hell Fortress, so you cannot take an Invulnerability or Berserk stack into Hell Fortress to trivialize it. 1
[ ] Improve the Apostle fight in Hell Fortress. Suggestions include giving it unique entrance text, unique victory text, and have the fight spawn a ton of corpses of strong enemies when entering the level, so that the Apostle's resurrecting capabilities get utilized. 1
Miscellaneous
[ ] Have dying to John Carmack count as a normal death instead of as a partial win. 1
[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4
[~] Obtaining high scores mostly devolve into playing Archangel of 666 and aren't really used as a means to compare runs. Perhaps they should be changed (needs discussion). 1 (High scores have been separated into their own individual boards for each challenge, so A100/666 scores will no longer dominate a player's high score leaderboard.)
[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1
13
Post Mortem / [U|AoI|100%|YAVP] Eagerness Platinum with Gunrunner
« on: August 26, 2023, 06:47 »
Eagerness Platinum was the last Platinum badge I could get without playing Nightmare, so I went and finally got it. Also took the opportunity to try out Gunrunner, which I have never used before. The run went pretty smoothly without much bumps. Hell's Armory got a bit dicey when I was below 50% health before the Shambler was released and I didn't have Gunrunner yet, but through careful maneuvering between the buildings, I was able to kill it without getting hit. Then Armory had an Onyx mod, which I used to make the uncommon Lava Boots since I was blocked out of Whizkid and the Tower Shield sucks, allowing me to get the Armory's Supercharge. Those Lava boots would prove very clutch later, as Hell had a lot of annoying lava rivers that I was able to just ignore. Also found a Nano mod shortly after Armory, which had a Super Shotty as well, but too bad Gunrunner blocks Whizkid, so I just went for Power Red Armor instead of being able to make the rest of the game free. Spider's Lair was a bit concerning with no medits for backup, but it didn't get too dicey with some careful play. Mortuary I was iffy on with no skulls nor guaranteed medkits on me, but it actually was one of the easiest UV Mortuary runs I had yet, Gunrunner could handle it pretty damn well. And then since I had Lava Boots and Power Red Armor, Mt. Erebus was free (while I also found out that the Lava Element gives you a full heal, so that's nice to know). Unfortunately no Invuln spawned on the penultimate floor, so no full win, but it was funny just being able to run at the Mastermind and repeatedly flinching it with the BFG and Super Shotty, getting me a free damageless win on it.
I sorta regret not taking Brute after Gunrunner, as with the Shielded Armor, I could have easily done Cathedral if I did and so had the rare opportunity to get a UV AoI Conqueror. The later game though maybe could have gotten gnarly if I delayed Intuition and more Finesse + Hellrunner on top of losing 20 max HP to clear The Vaults with the Scythe, so perhaps it was for the best.
Overall Gunrunner was pretty fun when it works how you want it to, but having no control over the automatic firing when running could be annoying. That, alongside the severe Whizkid block, significant additional investment needed (Shottyman is practically necessary despite not being a prerequisite), and the limitation of only working when running, hinders it greatly, but it is usable. I could have just went with Shottyhead, which was available at the same time after I went for Shottyman before Gunrunner, but things would get boring if I keep picking Shottyhead all the time. I would still put Gunrunner above Gun Kata though among the Scout masteries, at least the investment it requires to get going isn't as absurd as what Gun Kata needs.
Also really hoping 0.9.9.8 lets Juggler work with any weapon swapping, it gets annoying have to exit out so much to modify my keybindings to use it with exotic/unique weapons. Anyway here is the mortem:
I sorta regret not taking Brute after Gunrunner, as with the Shielded Armor, I could have easily done Cathedral if I did and so had the rare opportunity to get a UV AoI Conqueror. The later game though maybe could have gotten gnarly if I delayed Intuition and more Finesse + Hellrunner on top of losing 20 max HP to clear The Vaults with the Scythe, so perhaps it was for the best.
Overall Gunrunner was pretty fun when it works how you want it to, but having no control over the automatic firing when running could be annoying. That, alongside the severe Whizkid block, significant additional investment needed (Shottyman is practically necessary despite not being a prerequisite), and the limitation of only working when running, hinders it greatly, but it is usable. I could have just went with Shottyhead, which was available at the same time after I went for Shottyman before Gunrunner, but things would get boring if I keep picking Shottyhead all the time. I would still put Gunrunner above Gun Kata though among the Scout masteries, at least the investment it requires to get going isn't as absurd as what Gun Kata needs.
Also really hoping 0.9.9.8 lets Juggler work with any weapon swapping, it gets annoying have to exit out so much to modify my keybindings to use it with exotic/unique weapons. Anyway here is the mortem:
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DoomRL (0.9.9.7) roguelike post-mortem character dump
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IMPATIENCE, level 15 Cyberdemon General Scout,
defeated the Mastermind at the City of Dis.
He survived 401211 turns and scored 360464 points.
He played for 3 hours, 37 minutes and 9 seconds.
He was a man of Ultra-Violence!
He killed 1508 out of 1508 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Impatience!
He saved himself 5 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 9
Levels completed : 9
-- Awards ----------------------------------------------------
Cyberdemon's Head
Mastermind's Brain
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Armorer Badge
Chessmaster's Token
Hell Champion Medal
Eagerness Platinum Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 115/60 Experience 114518/15
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Finesse (Level 3)
Hellrunner (Level 3)
Reloader (Level 2)
Juggler (Level 1)
Dodgemaster (Level 1)
Intuition (Level 2)
Shottyman (Level 1)
Gunrunner (Level 1)
HR->HR->Rel->Fin->Jug->Rel->SM->DM->MGr->Int->Int->HR->Fin->Fin->Iro->
-- Equipment -------------------------------------------------
[a] [ Armor ] plasma shield [0/0] (100%)
[b] [ Weapon ] super shotgun (9d4)x2 [0/2] (P1)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] elephant gun (12d3) [1/1]
[b] tactical shotgun (8d3) [5/5]
[c] rocket launcher (6d6) [1/1] (T1)
[d] laser rifle (1d7)x5 [40/40] (T1)
[e] missile launcher (6d7) [4/4] (P1)
[f] nuclear BFG 9000 (8d6) [40/40]
[g] BFG 9000 (10d6) [10/130] (B1)
[h] powered red armor [5/5] (100%)
[i] Angelic Armor [7/7] (100%)
[j] chainsaw (5d6) (B)
[k] shotgun shell (x54)
[l] shotgun shell (x70)
[m] shotgun shell (x70)
[n] shotgun shell (x70)
[o] rocket (x14)
[p] rocket (x14)
[q] rocket (x14)
[r] rocket (x14)
[s] power cell (x70)
[t] power cell (x70)
[u] lava protective boots [2]
[v] shell box (x95)
-- Resistances -----------------------------------------------
Plasma - internal 0% torso 95% feet 0%
-- Kills -----------------------------------------------------
110 former humans
80 former sergeants
56 former captains
161 imps
51 demons
665 lost souls
64 cacodemons
28 hell knights
57 barons of hell
42 arachnotrons
15 former commandos
61 pain elementals
34 revenants
26 mancubi
31 arch-viles
7 elite former humans
5 elite former sergeants
5 elite former captains
2 elite former commandos
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
He defeated the Hell Arena Master!
On level 5 he found the Arena Master's Staff!
On level 7 he marched into the Military Base.
On level 7 he assembled a tactical boots!
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Hell's Armory.
On level 9 he assembled a elephant gun!
On level 9 he assembled a lava boots!
He destroyed the evil within and reaped the rewards!
On level 10 he assembled a power armor!
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the Shielded Armor!
On level 12 he assembled a fireproof armor!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he assembled a tactical shotgun!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 16 he found the Tower of Babel!
On level 18 he found the Berserker Armor!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
Level 21 blasted him with an unholy atmosphere!
On level 22 he found the Cybernetic Armor!
On level 22 he arrived at Mt. Erebus.
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
You quickly reload the BFG 9000. Your power battery is depleted.
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
The missile hits the Spider Mastermind. The Spider Mastermind flinched!
You prepare the super shotgun instantly!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind flinched! The Spider Mastermind flinched!
The Spider Mastermind dies. Congratulations! You defeated the Spider
Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
186 brave souls have ventured into Phobos:
69 of those were killed.
48 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
63 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
32 killed the bitch and survived.
25 showed that it can outsmart Hell itself.
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14
Post Mortem / [U|AoRA|100%|YAFW] Quartermaster Diamond with Blademaster and no AoMC
« on: August 01, 2023, 01:16 »
When looking at the people who got Quartermaster Diamond according to the Badge Hunters thread, I noticed all but one (papilio's run) that were listed got it by combining it with Angel of Max Carnage. This inspired me to do it the "pure" way. Also since I usually play really campy and will willingly hit wait -> run for minutes on end to get a single enemy to walk into my vision, I wanted to try this challenge that will force me to play aggressively.
So first thing was deciding the build. I know Gunrunner is popular for this badge and papilio used it for his pure AoRA Quartermaster Diamond, but I had some major problems with it. For Gunrunner to be effective required getting Shottyman, so the build wouldn't truly come online until level 9 at minimum, and that's if I don't make a detour for Intuition, otherwise it would take all the way until level 11 to get everything, by which point I would be through most of the game already (I certainly wouldn't be able to safely handle most of the special levels with the incomplete Gunrunner build to get there faster). Papilio's run apparently did it without Intuition until late into the game, I don't know how he did it but I found Intuition too important to hold off, not only for finding enemies quickly but to also ensure I don't walk into enemy fire; with no time to camp, I really needed to know where enemies were to avoid taking too much damage. I also considered Cateye, which I used to get Quartermaster Gold on HNTR long ago, but for finding enemies, Intuition was usually enough, and rapid fire weapons are crappy at taking out the groups of enemies you often fight on UV. Additionally with no AoMC, I would have to spend levels in Eagle Eye rather than being able to speed myself up. This decision got solidified when I went to finally get Skull Silver a couple weeks ago and was trying Cateye, only to get frustrated with it even on just HNTR, with runs failing without me even reaching City of Skulls/Abyssal Plains, leading me to instead try Blademaster, which worked wonderfully and got me the idea to try it here.
So for the build strategy. First two levels I go straight to Intuition 2, immediately knowing powerup locations and the effectively enhanced vision to find enemies was imperative. Additionally this will delay Blademaster to just level 9, which I can get around the middle of the game, maybe even slightly sooner, quite a bit more workable than Gunrunner. After that I take the first level of Hellrunner, when that's essential for AoRA for obvious reasons and Brute is a dead level this early. After that I go for the two levels of Brute and Berserker however; that second level of Hellrunner would be really nice, but I'm approaching the Chained Court at this point, so I need Brute to effectively use the Chainsaw and Berserker itself is crucial. After Berserker, I go for the second level of Hellrunner, then the third level of Brute, and finally get Blademaster at level 9. Finesse and Whizkid came after for the extra attacking speed and some helpful assemblies.
Another part of the strategy was abusing Berserker to keep myself frequently berserked to do everything much faster. With the base 50 HP, you can reliably berserk yourself by blowing up a rocket in your face, and with good fire resistant armor, you can be taking as low as 1 HP in exchange for 20 actions of berserk, letting you blitz through levels. Combined with Blademaster and the Scythe, I'm able to clear out lategame levels in little over a minute, even when they have vaults with lots of extra enemies. Of course getting to that point wasn't easy, most runs just die in Phobos that I didn't Q+Y on, and by having to spend levels on Brute instead of getting Finesse, SoB, the second level of Hellrunner sooner, or even Reloader, those later Phobos floors got tough when I was still primarily using a Shotgun. Many floors just weren't winnable, but I was happy to exchange a tougher Phobos for ensuring the second half of the game would be a cinch, I would rather keep losing 15-30 minutes of work in Phobos than to lose an hour or two in late Deimos or Hell. Making it past Phobos though didn't guarantee victory; I would still be a few levels away from Blademaster, and indeed I have had quite a few runs die in early Deimos, two making it as far as Deimos 4 and no Blademaster still by that point (the first of those runs I lost from me missing a 98% hit on a Baron in melee when we were both near death and I still had medkits left, the other died when a lone enemy got lost in a maze that I couldn't find in time, while that first run I still also had no Rocket Launcher, and the second wouldn't just give me any armor). Finally after over 30 attempts that I didn't Q+Y near the start on, it came together...
The first couple floors were uneventful, as was Hell's Arena, where I did my usual strat of clearing two waves and running out. I found I could semi-reliably clear two waves in Hell's Arena, nice to get some extra EXP (enough to get me an extra level early on) as well as a large medkit and maybe a small medkit (if the RNG spawns it in a place I could still pick it up). Usually fully clearing it wasn't viable, and the couple times I possibly could I still declined; getting the guaranteed Rocket Launcher would be really nice (which was crucial for my strategy and the RNG was unkind with spawning them randomly, with most of my runs that made it to Deimos never finding one), but I really wanted the easy Chained Court, as I obviously needed the Chainsaw and wanted those two mods, while UnChained Court didn't seem viable without a big medkit expenditure and maybe still not even then. Speaking of the Chained Court, that went easy as always, but I also got an agility mod, great for speeding my boots up, and a power mod, which I found to be really helpful on the Shotgun for more reliably one-shotting formers and Imps, while also often saving me a shot on bigger demons (and increasing the likelihood that they don't get to me). Normally I would save the power mod for a Tactical Shotgun, but with no Phobos Lab/Military Base, I might not find a Combat Shotgun for several more levels and so learned the immediate utility with the P-modded Shotgun is better (and indeed I wouldn't find a Combat Shotgun this run until very late into the game). Shortly later on floor 6, I would find a Technical mod, which I wanted most on my Chainsaw (I initially would Bulk mod it before, but later found the faster attacking speed is more useful, as it would increase the likelihood of killing things without getting hit and would help activate Berserker quicker, especially important against strong melee enemies like Barons). Floor 7 gave me an easy Pinky/Caco cave, and I always skip Phobos Lab and Military Base; fuck trying to deal with the Nightmare Demons on a time limit, and the latter has so many enemies while the Elite Formers are actually dangerous when you can't just camp them, on top of both also having a ton of required running around and it being very easy for enemies to get lost wandering around in them. Then came Phobos Anomaly; the strategy here was trigger the ambush, run back to the starting room, then berserk Chainsaw through everything and heal back up with one of health globes. Then with the Bruisers, after triggering them, I would retreat to the halfway doorway and wait for them, as there the second one wouldn't be able to attack me at an awkward angle, then berserk Chainsaw through them and retreat back to the second health globe to heal up, with more than enough time to do so.
Then came Deimos, most runs don't make it this far, and while I had no Rocket Launcher yet, I did have several medkits, phase devices, and my Red Armor fully intact, so it was looking promising. First Deimos floor was a maze, which could have been really bad... but a group of Pinkies spawned right next to the start, so I was able to quickly get berserked and run through much of the level, including taking out several potentially troublesome Barons with little time and health lost. After clearing out the floor, I saw I got Hell's Armory, which was great! I have cleared Deimos Lab in a prior run before, but only because I had a Homing Phase and I couldn't grab any of the mods, which would be the likely case in any attempt as enemies get lost too easily in it. While I spent a few medkits in the Armory, it had not only a Super Shotgun, but a Nano Mod, making it more than worth it. The first thought is making a Nano Super Shotgun or a Nanomachic Rocket Launcher or Antigrav Boots, but I decided to go with the unsung Power Red Armor. First, I didn't even have Blademaster yet and was still levels away from being able to get Whizkid, what good would saving up for one of those assemblies be if I end up dying before I could get them? Second, as a melee build that will be rocket jumping and blowing myself up for berserk while time is of the essence, an armor with great fire resistance, melee resistance, no movement penalty, and regenerating durability was really ideal, even with its knockback resistance nerfing rocket jumping. Then in the second floor of Deimos, I not only found a Rocket Launcher immediately, ensuring I wouldn't be deprived of this vital weapon, but I also found this...
A second nano mod, this early? This run went from very promising to being the run. The first thought was making a Nano Super Shotgun or Antigrav Boots, but I decided I would save up for the Nanomachic Rocket Launcher, as I believed an infinite Rocket Launcher would work best with my strat here. Of course it would take several more levels before I could make it still, so the game wasn't exactly won yet. Up then came Containment Area, my initial plan was to clear it out without triggering the ambush for the extra EXP, rocket box, and maybe something nice from the crates. However I did get Blademaster by this point and decided to go all the way with it, which went without a hitch. Then came City Of Skulls, which with Blademaster, was still very easy to clear on UV with multiple minutes to spare (I would have skipped Abyssal Plains though, as it would be too easy for enemies to get lost wandering around in circles). The luck with special levels didn't stop there, as I then got Halls Of Carnage; Spider's Lair would have concerned me as a melee build that would need to camp to not get shredded, but Halls of Carnage you need to beat fast anyway and so it was no different (just needed to make damn sure none of the Lost Souls escaped the central room before progressing). Later half Deimos was easy even with just a T-modded Chainsaw still for my melee weapon, one floor got a little iffy when it had a bunch of napalm barrels and a couple enemies got lost near the end. Probably could have still found them in time but there was an Invulnerability, so I just camped it until the end, grabbed it, and then used rocket jumping to also take it with me to the next floor.
The Cyberdemon went down easy, the first floor of Hell was easy, and then came the Cathedral, which was free as usual for a melee build, where I got the Scythe and the game was essentially won, compounded farther when I finally got that Nanomachic Rocket Launcher a couple floors later. At this point I was easily completing levels in under two minutes while taking minor damage, and even an Arachnotron cave was of little threat. I probably could have did the Mortuary but skipped it just to be safe (not that I needed the Nuclear BFG for a full win in AoRA anyway). In fact the only thing that threatened the run at this point was some hardware failure, which did nearly happened when my shitty keyboard started fucking up on the sixth floor of Hell. After many unplugs, replugs, and about an hour of troubleshooting while the game was still running, I finally got my keyboard and mice working properly again (which is the reason why the gameplay time stretched over three hours when it should have been around two). With that issue out of the way, I clear out floor 6 of Hell, clear The Lava Pits easily when Blademaster again let me kill all the Lost Souls in little time (and berserk Scythe gibbing Pain Elementals so they couldn't spawn Lost Souls was also nice for preserving my radsuits). The lategame also started drowning me in very good armor, with me finding a Plasma Shield on floor 5 of Hell, The Lava Pits had an Energy Shield and Lava Armor, and floor 7 had a Duelist Armor, but the Power Red Armor was all I needed and I never made use of them.
With an uneventful penultimate floor, I wait out the nuke's timer against the Mastermind before popping the Lava Element at the last second, then rocket myself ten times to build up berserk before entering Hell's Fortress. There I rocket jumped across to maintain my berserk and killed Carmack in a few clicks, finally netting me Quartermaster Diamond (my fifth diamond badge). Overall this is the most I grinded for a badge yet, but it was quite fun to be forced to play so aggressively. I don't think you need anywhere near as much luck as this run got to make the Blademaster strat work, just having some Red Armors and securing the Rocket Launcher in early Deimos should have been enough (which I cannot stress enough how much the RNG was hating me before this run by denying me Rocket Launchers), but I'm certainly not going to complain about the RNG giving me a break with the amazing item luck I got here.
With that all said, here's the mortem:
So first thing was deciding the build. I know Gunrunner is popular for this badge and papilio used it for his pure AoRA Quartermaster Diamond, but I had some major problems with it. For Gunrunner to be effective required getting Shottyman, so the build wouldn't truly come online until level 9 at minimum, and that's if I don't make a detour for Intuition, otherwise it would take all the way until level 11 to get everything, by which point I would be through most of the game already (I certainly wouldn't be able to safely handle most of the special levels with the incomplete Gunrunner build to get there faster). Papilio's run apparently did it without Intuition until late into the game, I don't know how he did it but I found Intuition too important to hold off, not only for finding enemies quickly but to also ensure I don't walk into enemy fire; with no time to camp, I really needed to know where enemies were to avoid taking too much damage. I also considered Cateye, which I used to get Quartermaster Gold on HNTR long ago, but for finding enemies, Intuition was usually enough, and rapid fire weapons are crappy at taking out the groups of enemies you often fight on UV. Additionally with no AoMC, I would have to spend levels in Eagle Eye rather than being able to speed myself up. This decision got solidified when I went to finally get Skull Silver a couple weeks ago and was trying Cateye, only to get frustrated with it even on just HNTR, with runs failing without me even reaching City of Skulls/Abyssal Plains, leading me to instead try Blademaster, which worked wonderfully and got me the idea to try it here.
So for the build strategy. First two levels I go straight to Intuition 2, immediately knowing powerup locations and the effectively enhanced vision to find enemies was imperative. Additionally this will delay Blademaster to just level 9, which I can get around the middle of the game, maybe even slightly sooner, quite a bit more workable than Gunrunner. After that I take the first level of Hellrunner, when that's essential for AoRA for obvious reasons and Brute is a dead level this early. After that I go for the two levels of Brute and Berserker however; that second level of Hellrunner would be really nice, but I'm approaching the Chained Court at this point, so I need Brute to effectively use the Chainsaw and Berserker itself is crucial. After Berserker, I go for the second level of Hellrunner, then the third level of Brute, and finally get Blademaster at level 9. Finesse and Whizkid came after for the extra attacking speed and some helpful assemblies.
Another part of the strategy was abusing Berserker to keep myself frequently berserked to do everything much faster. With the base 50 HP, you can reliably berserk yourself by blowing up a rocket in your face, and with good fire resistant armor, you can be taking as low as 1 HP in exchange for 20 actions of berserk, letting you blitz through levels. Combined with Blademaster and the Scythe, I'm able to clear out lategame levels in little over a minute, even when they have vaults with lots of extra enemies. Of course getting to that point wasn't easy, most runs just die in Phobos that I didn't Q+Y on, and by having to spend levels on Brute instead of getting Finesse, SoB, the second level of Hellrunner sooner, or even Reloader, those later Phobos floors got tough when I was still primarily using a Shotgun. Many floors just weren't winnable, but I was happy to exchange a tougher Phobos for ensuring the second half of the game would be a cinch, I would rather keep losing 15-30 minutes of work in Phobos than to lose an hour or two in late Deimos or Hell. Making it past Phobos though didn't guarantee victory; I would still be a few levels away from Blademaster, and indeed I have had quite a few runs die in early Deimos, two making it as far as Deimos 4 and no Blademaster still by that point (the first of those runs I lost from me missing a 98% hit on a Baron in melee when we were both near death and I still had medkits left, the other died when a lone enemy got lost in a maze that I couldn't find in time, while that first run I still also had no Rocket Launcher, and the second wouldn't just give me any armor). Finally after over 30 attempts that I didn't Q+Y near the start on, it came together...
The first couple floors were uneventful, as was Hell's Arena, where I did my usual strat of clearing two waves and running out. I found I could semi-reliably clear two waves in Hell's Arena, nice to get some extra EXP (enough to get me an extra level early on) as well as a large medkit and maybe a small medkit (if the RNG spawns it in a place I could still pick it up). Usually fully clearing it wasn't viable, and the couple times I possibly could I still declined; getting the guaranteed Rocket Launcher would be really nice (which was crucial for my strategy and the RNG was unkind with spawning them randomly, with most of my runs that made it to Deimos never finding one), but I really wanted the easy Chained Court, as I obviously needed the Chainsaw and wanted those two mods, while UnChained Court didn't seem viable without a big medkit expenditure and maybe still not even then. Speaking of the Chained Court, that went easy as always, but I also got an agility mod, great for speeding my boots up, and a power mod, which I found to be really helpful on the Shotgun for more reliably one-shotting formers and Imps, while also often saving me a shot on bigger demons (and increasing the likelihood that they don't get to me). Normally I would save the power mod for a Tactical Shotgun, but with no Phobos Lab/Military Base, I might not find a Combat Shotgun for several more levels and so learned the immediate utility with the P-modded Shotgun is better (and indeed I wouldn't find a Combat Shotgun this run until very late into the game). Shortly later on floor 6, I would find a Technical mod, which I wanted most on my Chainsaw (I initially would Bulk mod it before, but later found the faster attacking speed is more useful, as it would increase the likelihood of killing things without getting hit and would help activate Berserker quicker, especially important against strong melee enemies like Barons). Floor 7 gave me an easy Pinky/Caco cave, and I always skip Phobos Lab and Military Base; fuck trying to deal with the Nightmare Demons on a time limit, and the latter has so many enemies while the Elite Formers are actually dangerous when you can't just camp them, on top of both also having a ton of required running around and it being very easy for enemies to get lost wandering around in them. Then came Phobos Anomaly; the strategy here was trigger the ambush, run back to the starting room, then berserk Chainsaw through everything and heal back up with one of health globes. Then with the Bruisers, after triggering them, I would retreat to the halfway doorway and wait for them, as there the second one wouldn't be able to attack me at an awkward angle, then berserk Chainsaw through them and retreat back to the second health globe to heal up, with more than enough time to do so.
Then came Deimos, most runs don't make it this far, and while I had no Rocket Launcher yet, I did have several medkits, phase devices, and my Red Armor fully intact, so it was looking promising. First Deimos floor was a maze, which could have been really bad... but a group of Pinkies spawned right next to the start, so I was able to quickly get berserked and run through much of the level, including taking out several potentially troublesome Barons with little time and health lost. After clearing out the floor, I saw I got Hell's Armory, which was great! I have cleared Deimos Lab in a prior run before, but only because I had a Homing Phase and I couldn't grab any of the mods, which would be the likely case in any attempt as enemies get lost too easily in it. While I spent a few medkits in the Armory, it had not only a Super Shotgun, but a Nano Mod, making it more than worth it. The first thought is making a Nano Super Shotgun or a Nanomachic Rocket Launcher or Antigrav Boots, but I decided to go with the unsung Power Red Armor. First, I didn't even have Blademaster yet and was still levels away from being able to get Whizkid, what good would saving up for one of those assemblies be if I end up dying before I could get them? Second, as a melee build that will be rocket jumping and blowing myself up for berserk while time is of the essence, an armor with great fire resistance, melee resistance, no movement penalty, and regenerating durability was really ideal, even with its knockback resistance nerfing rocket jumping. Then in the second floor of Deimos, I not only found a Rocket Launcher immediately, ensuring I wouldn't be deprived of this vital weapon, but I also found this...
Spoiler (click to show/hide)
A second nano mod, this early? This run went from very promising to being the run. The first thought was making a Nano Super Shotgun or Antigrav Boots, but I decided I would save up for the Nanomachic Rocket Launcher, as I believed an infinite Rocket Launcher would work best with my strat here. Of course it would take several more levels before I could make it still, so the game wasn't exactly won yet. Up then came Containment Area, my initial plan was to clear it out without triggering the ambush for the extra EXP, rocket box, and maybe something nice from the crates. However I did get Blademaster by this point and decided to go all the way with it, which went without a hitch. Then came City Of Skulls, which with Blademaster, was still very easy to clear on UV with multiple minutes to spare (I would have skipped Abyssal Plains though, as it would be too easy for enemies to get lost wandering around in circles). The luck with special levels didn't stop there, as I then got Halls Of Carnage; Spider's Lair would have concerned me as a melee build that would need to camp to not get shredded, but Halls of Carnage you need to beat fast anyway and so it was no different (just needed to make damn sure none of the Lost Souls escaped the central room before progressing). Later half Deimos was easy even with just a T-modded Chainsaw still for my melee weapon, one floor got a little iffy when it had a bunch of napalm barrels and a couple enemies got lost near the end. Probably could have still found them in time but there was an Invulnerability, so I just camped it until the end, grabbed it, and then used rocket jumping to also take it with me to the next floor.
The Cyberdemon went down easy, the first floor of Hell was easy, and then came the Cathedral, which was free as usual for a melee build, where I got the Scythe and the game was essentially won, compounded farther when I finally got that Nanomachic Rocket Launcher a couple floors later. At this point I was easily completing levels in under two minutes while taking minor damage, and even an Arachnotron cave was of little threat. I probably could have did the Mortuary but skipped it just to be safe (not that I needed the Nuclear BFG for a full win in AoRA anyway). In fact the only thing that threatened the run at this point was some hardware failure, which did nearly happened when my shitty keyboard started fucking up on the sixth floor of Hell. After many unplugs, replugs, and about an hour of troubleshooting while the game was still running, I finally got my keyboard and mice working properly again (which is the reason why the gameplay time stretched over three hours when it should have been around two). With that issue out of the way, I clear out floor 6 of Hell, clear The Lava Pits easily when Blademaster again let me kill all the Lost Souls in little time (and berserk Scythe gibbing Pain Elementals so they couldn't spawn Lost Souls was also nice for preserving my radsuits). The lategame also started drowning me in very good armor, with me finding a Plasma Shield on floor 5 of Hell, The Lava Pits had an Energy Shield and Lava Armor, and floor 7 had a Duelist Armor, but the Power Red Armor was all I needed and I never made use of them.
With an uneventful penultimate floor, I wait out the nuke's timer against the Mastermind before popping the Lava Element at the last second, then rocket myself ten times to build up berserk before entering Hell's Fortress. There I rocket jumped across to maintain my berserk and killed Carmack in a few clicks, finally netting me Quartermaster Diamond (my fifth diamond badge). Overall this is the most I grinded for a badge yet, but it was quite fun to be forced to play so aggressively. I don't think you need anywhere near as much luck as this run got to make the Blademaster strat work, just having some Red Armors and securing the Rocket Launcher in early Deimos should have been enough (which I cannot stress enough how much the RNG was hating me before this run by denying me Rocket Launchers), but I'm certainly not going to complain about the RNG giving me a break with the amazing item luck I got here.
With that all said, here's the mortem:
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DoomRL (0.9.9.7) roguelike post-mortem character dump
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NOTIME33, level 15 Arch-Vile Lt. General Scout,
nuked the Mastermind at the Hell Fortress.
He survived 66091 turns and scored 440520 points.
He played for 3 hours, 11 minutes and 24 seconds.
He was a man of Ultra-Violence!
He killed 1158 out of 1158 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Red Alert!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 8
Levels completed : 7
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (bronze cluster)
Aurora Medallion
Hell Armorer Badge
Quartermaster Diamond Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 31/50 Experience 107250/15
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +9
-- Traits ----------------------------------------------------
Class : Scout
Finesse (Level 2)
Hellrunner (Level 3)
Brute (Level 3)
Juggler (Level 1)
Berserker (Level 1)
Intuition (Level 2)
Whizkid (Level 2)
Blademaster (Level 1)
Int->Int->HR->Bru->Bru->Ber->HR->Bru->MBm->Fin->Fin->WK->WK->Jug->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] powered red armor [5/5] (86%)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] shotgun (9d3) [1/1] (P1)
-- Inventory -------------------------------------------------
[a] combat shotgun (7d3) [4/5] (T1)
[b] nanomachic rocket launcher (6d6) (T1)
[c] super shotgun (10d4)x2 [2/2] (P2T2)
[d] BFG 9000 (10d6) [130/130] (B1)
[e] duelist armor [2/2] (100%)
[f] plasma shield [0/0] (100%)
[g] energy shield [0/0] (100%)
[h] Lava Armor [4/4] (100%)
[i] shotgun shell (x70)
[j] shotgun shell (x70)
[k] shotgun shell (x4)
[l] shotgun shell (x70)
[m] power cell (x70)
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] phase device
[s] homing phase device
[t] hatred skull
[u] gothic boots [10/10] (200%)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 85% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 60%
Fire - internal 60% torso 95% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
120 former humans
104 former sergeants
52 former captains
127 imps
81 demons
384 lost souls
51 cacodemons
21 hell knights
59 barons of hell
22 arachnotrons
17 former commandos
41 pain elementals
14 revenants
27 mancubi
23 arch-viles
6 nightmare imps
2 bruiser brothers
1 shambler
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He saw, left a present and left.
On level 5 he stormed the Chained Court.
On level 8 he encountered the Phobos Anomaly.
Level 9 was a hard nut to crack!
On level 9 he found the Trigun!
On level 9 he assembled a tactical boots!
On level 9 he entered Hell's Armory.
On level 9 he assembled a power armor!
He decided to nuke Hell's production center.
On level 11 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
Level 14 was a hard nut to crack!
On level 14 he ventured into the Halls of Carnage.
Level 15 was a hard nut to crack!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he assembled a nanomanufacture ammo!
On level 19 he found the Mjollnir!
On level 22 he entered the Lava Pits.
On level 22 he found the Lava Armor!
He managed to clear the Lava Pits completely!
Then at last he found Dis!
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 : floor
You need to taste blood!
Fire -- Choose target...
You see : floor
You need to taste blood!
You need to taste blood!
You prepare the Azrael's Scythe instantly!
You hit John Carmack. Carmack raises his hands and summons hellspawn! You
need to taste blood!
You hit John Carmack. 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. Next! You're going berserk!
-- General ---------------------------------------------------
180 brave souls have ventured into Phobos:
67 of those were killed.
48 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
59 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
29 killed the bitch and survived.
24 showed that it can outsmart Hell itself.
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15
Post Mortem / [U|AoCn|100%|YAWF] Daredevil Platinum with Malicious Blades
« on: July 20, 2023, 07:16 »
For my 15th platinum badge, I went for Daredevil Platinum. Took a few deaths and a few other runs I Q +Y'd on before I got a starting level that was both doable and gave me enough resources to take on Deimos Lab/Hell's Armory. That second part is important; one run started me with a Lost Soul cave (I didn't even know you could still get those in Deimos on UV), which while very easy to beat with minimal damage, left me gaining only one level and with little ammo nor any armor, leading to me running out of shells in Hell's Armory before half the enemies were even dead, causing a swift demise once I had to try using the Chaingun with no SoB nor EE. When I finally got an ideal starting level that left me in good enough shape for Deimos Lab, it also had an Assault Shotgun and Laser Rifle. With getting such good weapons this early, I didn't dare try releasing the Shamblers (that I had little hope of taking on with not even having Berserker, due to going for a Malicious Blades build). This first run to get past Lab/Armory would prove successful, with the Assault Shotgun and Laser Rifle really helping with keeping me alive until I got MMB, and I would still make heavy use of them even after getting Azrael's Scythe. Unfortunately I didn't find many mods and so couldn't really mod them all out, making going for WK2 a mistake (at least I did get modded Tactical Boots out of it, so it wasn't entirely wasted).
For other notes, I was happy I got City of Skulls, not sure I could have handled the starting Hell Knight ambush in Abyssal Plains with the equipment I had and no Berserker to fall back on. The fight with the Agony Elemental got a bit out of hand, but with some strategic retreats I was able to handle only burning a single Medkit, and got a very nice two Hatred Skulls out of it (letting me beat Unholy Cathedral without a Piercing Knife and being some very good help in Mortuary). Really wanted Halls Of Carnage for the two mods there, but Spider's Lair wasn't bad. Was a bit unsure of tackling Mortuary with a generalist MMB build that lacked especially strong guns, but it went surprisingly well, coming out nearly net equal in Medkits and without burning too much ammo. It certainly helped that 4 Arch-Viles spawned near the start, so I was able to take out over half the Arch-Viles quickly after immediately using my second Hatred Skull. Then Lava Pits spawning instead of Mt. Erebus when I had no radsuits was bad, but thanks to MMB's fire resistance extending to your feet, running with just Protective Boots I found the floor before was enough to reduce lava damage to 1, making it easily doable after using a Phase Device to teleport to one of the islands. After going through an Arachnotron cave, a maze, and a lava flood for the final few floors before the end, Carmack went down without a real fight, netting me Daredevil Platinum.
Overall, Malicious Blades certainly didn't seem optimal for this badge and I may have survived one of the other attempts with a different build, but it worked out at the end and it was pretty fun.
For other notes, I was happy I got City of Skulls, not sure I could have handled the starting Hell Knight ambush in Abyssal Plains with the equipment I had and no Berserker to fall back on. The fight with the Agony Elemental got a bit out of hand, but with some strategic retreats I was able to handle only burning a single Medkit, and got a very nice two Hatred Skulls out of it (letting me beat Unholy Cathedral without a Piercing Knife and being some very good help in Mortuary). Really wanted Halls Of Carnage for the two mods there, but Spider's Lair wasn't bad. Was a bit unsure of tackling Mortuary with a generalist MMB build that lacked especially strong guns, but it went surprisingly well, coming out nearly net equal in Medkits and without burning too much ammo. It certainly helped that 4 Arch-Viles spawned near the start, so I was able to take out over half the Arch-Viles quickly after immediately using my second Hatred Skull. Then Lava Pits spawning instead of Mt. Erebus when I had no radsuits was bad, but thanks to MMB's fire resistance extending to your feet, running with just Protective Boots I found the floor before was enough to reduce lava damage to 1, making it easily doable after using a Phase Device to teleport to one of the islands. After going through an Arachnotron cave, a maze, and a lava flood for the final few floors before the end, Carmack went down without a real fight, netting me Daredevil Platinum.
Overall, Malicious Blades certainly didn't seem optimal for this badge and I may have survived one of the other attempts with a different build, but it worked out at the end and it was pretty fun.
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DoomRL (0.9.9.7) roguelike post-mortem character dump
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DOUBLADE5, level 14 Arch-Vile Lt. General Technician,
defeated the Mastermind at the Hell Fortress.
He survived 1065826 turns and scored 316399 points.
He played for 4 hours, 20 minutes and 45 seconds.
He was a man of Ultra-Violence!
He killed 1404 out of 1404 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Confidence!
He saved himself 2 times.
-- Special levels --------------------------------------------
Levels generated : 8
Levels visited : 7
Levels completed : 7
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Grim Reaper's Badge
Daredevil Platinum Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 44/50 Experience 96190/14
ToHit Ranged +0 ToHit Melee +6 ToDmg Ranged +1 ToDmg Melee +10
-- Traits ----------------------------------------------------
Class : Technician
Finesse (Level 3)
Hellrunner (Level 3)
Son of a bitch (Level 1)
Brute (Level 3)
Dodgemaster (Level 1)
Whizkid (Level 2)
Malicious Blades (Level 1)
Fin->HR->HR->DM->Bru->Bru->MMB->WK->WK->Bru->SoB->Fin->Fin->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [6/6] (195%) (ABP)
[b] [ Weapon ] Azrael's Scythe (9d9)
[c] [ Boots ] tactical boots [0/0] (100%) (A)
[d] [ Prepared ] combat knife (2d5)
-- Inventory -------------------------------------------------
[a] tactical rocket launcher (6d6) [4/5] (T1)
[b] assault shotgun (8d3) [6/6] (P1)
[c] laser rifle (1d8)x5 [40/40] (P1T1)
[d] BFG 9000 (10d6) [100/100]
[e] blue armor [1/2] (46%)
[f] red armor [4/4] (100%)
[g] Angelic Armor [7/7] (100%)
[h] shotgun shell (x70)
[i] shotgun shell (x70)
[j] shotgun shell (x70)
[k] rocket (x14)
[l] rocket (x14)
[m] power cell (x70)
[n] power cell (x70)
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] large med-pack
[s] homing phase device
[t] phaseshift boots [4/4] (94%)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 50%
Melee - internal 0% torso 75% feet 75%
Shrapnel - internal 0% torso 50% feet 50%
Fire - internal 0% torso 75% feet 50%
-- Kills -----------------------------------------------------
35 former humans
56 former sergeants
65 former captains
71 imps
74 demons
754 lost souls
59 cacodemons
23 hell knights
56 barons of hell
54 arachnotrons
19 former commandos
54 pain elementals
26 revenants
27 mancubi
25 arch-viles
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.
He fought hard, but decided the reward was not worth it.
On level 3 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 4 he found the City of Skulls.
He wiped out the City of Skulls.
On level 6 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 8 he found the Tower of Babel!
On level 9 he assembled a tactical boots!
On level 9 he invaded the Unholy Cathedral!
On level 9 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 10 he found the Anti-Freak Jackal!
On level 12 he was foolish enough to enter the Mortuary!
On level 12 he assembled a tactical rocket launcher!
On level 12 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 14 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
On level 15 he ran for his life from lava!
On level 15 he found the Mega Buster!
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 --------------------------------------------------
launcher.
Fire -- Choose target...
You see : floor
You dodge! Boom!
You dodge! The missile hits the cacodemon. You dodge! Boom! You dodge! The
missile hits the cacodemon.
Carmack raises his hands and summons hellspawn!
You wear/wield : a Azrael's Scythe (9d9) You dodge! The missile hits the
cacodemon. You dodge! The missile hits the baron of hell. You dodge! The
missile hits the cacodemon.
You hit John Carmack. You dodge! The missile hits the cacodemon. The
cacodemon dies. The cacodemon dies. You dodge! The missile hits the baron of
hell. You dodge! The missile hits the baron of hell. You are hit!
You hit John Carmack. John Carmack dies. Congratulations! You defeated John
Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
143 brave souls have ventured into Phobos:
67 of those were killed.
12 didn't read the thermonuclear bomb manual.
And 6 couldn't handle the stress and committed a stupid suicide.
58 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
29 killed the bitch and survived.
23 showed that it can outsmart Hell itself.
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