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1
Post Mortem / Re: [U|AoMr|89%|YAFW] I don't feel any greater respect to anything than this pistol!
« on: August 24, 2018, 21:12 »
Nice run! I've only managed AoMr once on UV and it took a *lot* of attempts. As for INT vs. FIN/WK, personally I'm a sucker for WK and modding things like crazy (and MSs to help get that much-needed knockback) but hey, whatever works, right? :)
2
Post Mortem / Re: [M|AAoPC|7%|YAVP] Lucky this time
« on: August 24, 2018, 21:00 »I don't understand those AoPc games. You dodge! :D That's all about them here IMHO.
For me, there's more to it than that - which way to move, getting enemies to get in each others' way, not having to worry/think about ammo or weapons... it makes for a somewhat lighter play experience that I enjoy.
Quote
Grats, AA of any kind is an achievement. I wonder tho, how often does one get killed in an AoPc game? 90%?
Thanks! Personally, if the history of my mortem directory is accurate, I've won 5/43 AoPc games on HNTR in 0.9.9.7. That's 38/43 deaths, which is actually just under 90% (88.4%). So you're not far off, which is funny, because I would have guessed off the top of my head that my success rate was at least a little higher than that.
3
Post Mortem / [M|AAoPC|7%|YAVP] Lucky this time
« on: August 23, 2018, 17:33 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Job, level 3 Hell Baron Major Technician,
sacrificed himself to kill the Mastermind at the City of Dis.
He survived 13292 turns and scored 36085 points.
He played for 18 minutes and 54 seconds.
He didn't like it too rough.
He killed 31 out of 441 hellspawn. (7%)
My, wasn't he a wimpy chump.
He was an Archangel of Pacifism!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 4
Levels completed : 0
-- Awards ----------------------------------------------------
Major Icarus Cross
Compet-n Gold Cross
-- Graveyard -------------------------------------------------
###########################################################
#>.........................................................
#..........................................................
#..........................................................
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#........................................................&.
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#..........................................................
#..........................................................
#...........................X..............................
#>.........................................................
###########################################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 1958/3
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Technician
Hellrunner (Level 2)
Dodgemaster (Level 1)
HR->HR->DM->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [3/6] (37%) (P)
[b] [ Weapon ] chainsaw (4d6)
[c] [ Boots ] protective boots [2/2] (50%) (A)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] green armor [1/1] (100%)
[b] blue armor [2/2] (100%)
[c] blue armor [2/2] (100%)
[d] red armor [1/4] (10%) (A)
[e] large med-pack
[f] large med-pack
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] large med-pack
[k] large med-pack
[l] phase device
[m] power mod pack
[n] steel boots [1/1] (89%)
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 25%
Fire - internal 0% torso 12% feet 0%
-- Kills -----------------------------------------------------
3 former humans
2 former sergeants
2 former captains
13 imps
2 demons
7 lost souls
1 arch-vile
1 Spider Mastermind
-- History ---------------------------------------------------
On level 2 he entered Hell's Arena.
He cowardly fled the Arena.
On level 5 he stormed the Chained Court.
On level 8 he encountered the Phobos Anomaly.
On level 11 he witnessed the Wall.
Not knowing what to do, he left.
He left level 14 as soon as possible.
On level 16 he found the Tower of Babel!
On level 20, hell froze over!
On level 22 he arrived at Mt. Erebus.
He decided it was too dangerous.
On level 23 he ran for his life from acid!
Then at last he found Dis!
He nuked level 24!
On level 24 he finally sacrificed himself to kill the Mastermind.
-- Messages --------------------------------------------------
You use a thermonuclear bomb. Warning! Explosion in 10 seconds!
Warning! Explosion in 9 seconds!
Warning! Explosion in 8 seconds!
Warning! Explosion in 7 seconds!
Warning! Explosion in 6 seconds!
Warning! Explosion in 5 seconds!
Boom! Boom! Boom! Boom! Warning! Explosion in 4 seconds! Boom! Boom! You are
hit! You are hit! Boom! Boom!
Warning! Explosion in 3 seconds! Boom! Boom! You are hit! You are hit! You
are hit!
Boom! Boom! Boom! Boom! Boom! Boom! Warning! Explosion in 2 seconds! Boom!
You are hit! Boom! Boom! Boom!
Warning! Explosion in 1 seconds! Boom! Boom! Boom! You are hit! Boom!
Boom! Boom! Boom! Boom! Boom! Boom! No way! You're a pacifist!
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
873 brave souls have ventured into Phobos:
824 of those were killed.
3 of those were killed by something unknown.
2 didn't read the thermonuclear bomb manual.
And 24 couldn't handle the stress and committed a stupid suicide.
20 souls destroyed the Mastermind...
8 sacrificed itself for the good of mankind.
5 killed the bitch and survived.
7 showed that it can outsmart Hell itself.
--------------------------------------------------------------
Haven't played much DRL lately, but figured I'd try some AAoPc runs because, for me, pacifism games don't take as much time to play one way or another. This one turned out pretty well. A couple of Invul globes somewhere in the middle, lots of easily reachable Large Med Packs, very few levels where the stairs were far away, and a few homing phase devices. The most difficult level was 23 - viles, revs, and mancubi all over the place (spread out, not clustered) and the knockback from the rev shots was frustrating. I should have used the homing phase that I had, but for some reason I thought I had one more level to go before Dis and wanted to save it for that last level for some reason.
In general, it felt like a pretty smooth run, although I'm sure there were more close calls than I'm remembering.
4
Post Mortem / Re: [U|AoMr|YAFW|YAAM] Finally!
« on: June 26, 2016, 14:39 »
Thanks! I really debated over whether or not to try Limbo. I had at least one homing phase (maybe 2?) so I knew that if things got really bad I should be able to escape.
I think I got three of the Viles as soon as I went in without much effort - getting to the edges to get the others was a pain - I did use all four skulls to clear corpses. I probably could have done a better job of knocking back things into the lava to prevent respawns... I also thought about using a homing phase to "get behind enemy lines", but didn't. Not sure if it would have helped. I did have Int 2 by that point, so I could at least get a couple of turns warning to prevent from getting over-swarmed.
I liked your B3 blaster from your recent Ao100+AoMr run. I had bulk packs that I could have done the same thing with in this run, but didn't think about it for some reason. It would have helped a lot in Limbo.
I think I got three of the Viles as soon as I went in without much effort - getting to the edges to get the others was a pain - I did use all four skulls to clear corpses. I probably could have done a better job of knocking back things into the lava to prevent respawns... I also thought about using a homing phase to "get behind enemy lines", but didn't. Not sure if it would have helped. I did have Int 2 by that point, so I could at least get a couple of turns warning to prevent from getting over-swarmed.
I liked your B3 blaster from your recent Ao100+AoMr run. I had bulk packs that I could have done the same thing with in this run, but didn't think about it for some reason. It would have helped a lot in Limbo.
5
Post Mortem / [U|AoMr|YAFW|YAAM] Finally!
« on: June 18, 2016, 01:10 »
After literally hundreds of attempts at UV Angel of Marksmanship, I finally had a marine who found himself up to the challenge. (Going back through the old versions of the game, it looks like the last time I even finished UV was 0.9.9.1!)
My starting mod pack was agility (along with the Tech for being a Technician). What do the vets around here prefer to get for that starting mod? My simple A modded pistol served me well for most of the first 3rd of the game.
I pretty much burned all the health packs I had during the Arena (which I'm pretty sure didn't include the two from L1). I remember the first wave going really well, but taking some punishment from the 2nd wave and barons. There was also a point early on (I think it was L2 but I'm not sure) that I had 2 HP and got surprised by an imp and got hit, but it only did 1 damage.
In the CC, the Arena Master was more towards the right of the level than the left, which made it much easier - I didn't have to pass by all the minions to get to him (which usually does me in).
I don't remember assembling both those weapons in the Armory, but I know I waited until I had WK2 to do so. I don't remember the Shambler being much of an issue. I also don't remember if I found the Duelist Armor here or just before. The special pack in the Armory was a Nano pack. I was torn between putting it on the storm pistol, the energy pistol, or the Duelist Armor (which I thought would have made powered Duelist Armor with some obscene Melee resistance... but is that even possible?) As I have a tendency to run low on ammo late game, I thought putting it on the energy pistol was the best bet, as I already had several stack of bullets and a couple of ammo chains and I didn't want to lug around both ammo types. I did switch back and forth fairly often between the two.
I used the energy pistol to get into the right side of the containment area (although I did have a phase device I could have tried).
The Spider's Lair was fairly easy with Int 2 - no real surprises.
The Vaults contained the Trigun (hooray!) and a Combat Pistol (which I didn't take). I don't remember if the blaster was there as well or if that came just before. I had it going into Limbo.
Limbo did not go as well as I would have liked, although I had 4 skulls (Fire, Hatred x 2, Blood) going in. I miss the old style ammo regeneration for the blaster, but I also understand why it had to change, although I did tend to prefer it over the energy pistol because of the 2 turn vs. 5 turn delay until regen.
On the level before the lava pits, there were two invulnerability globes not too far from the stairs to that level. I only had 1 enviro pack, and the invul was enough to get me to the other side to get the rest of the enviro suits to be able to get back (although I had homing phases at the time as well.)
I almost forgot about the Trigun's special power - I was just going to do a standard win, but then I remembered and decided to give it a shot (although I was nervous . I never saw a thermie.
My consecutive kill count could have been higher, but there was a level where I could not get to the special level stairs without stepping on a lava tile (because of a lava river and an exploded napalm barrel).
My starting mod pack was agility (along with the Tech for being a Technician). What do the vets around here prefer to get for that starting mod? My simple A modded pistol served me well for most of the first 3rd of the game.
I pretty much burned all the health packs I had during the Arena (which I'm pretty sure didn't include the two from L1). I remember the first wave going really well, but taking some punishment from the 2nd wave and barons. There was also a point early on (I think it was L2 but I'm not sure) that I had 2 HP and got surprised by an imp and got hit, but it only did 1 damage.
In the CC, the Arena Master was more towards the right of the level than the left, which made it much easier - I didn't have to pass by all the minions to get to him (which usually does me in).
I don't remember assembling both those weapons in the Armory, but I know I waited until I had WK2 to do so. I don't remember the Shambler being much of an issue. I also don't remember if I found the Duelist Armor here or just before. The special pack in the Armory was a Nano pack. I was torn between putting it on the storm pistol, the energy pistol, or the Duelist Armor (which I thought would have made powered Duelist Armor with some obscene Melee resistance... but is that even possible?) As I have a tendency to run low on ammo late game, I thought putting it on the energy pistol was the best bet, as I already had several stack of bullets and a couple of ammo chains and I didn't want to lug around both ammo types. I did switch back and forth fairly often between the two.
I used the energy pistol to get into the right side of the containment area (although I did have a phase device I could have tried).
The Spider's Lair was fairly easy with Int 2 - no real surprises.
The Vaults contained the Trigun (hooray!) and a Combat Pistol (which I didn't take). I don't remember if the blaster was there as well or if that came just before. I had it going into Limbo.
Limbo did not go as well as I would have liked, although I had 4 skulls (Fire, Hatred x 2, Blood) going in. I miss the old style ammo regeneration for the blaster, but I also understand why it had to change, although I did tend to prefer it over the energy pistol because of the 2 turn vs. 5 turn delay until regen.
On the level before the lava pits, there were two invulnerability globes not too far from the stairs to that level. I only had 1 enviro pack, and the invul was enough to get me to the other side to get the rest of the enviro suits to be able to get back (although I had homing phases at the time as well.)
I almost forgot about the Trigun's special power - I was just going to do a standard win, but then I remembered and decided to give it a shot (although I was nervous . I never saw a thermie.
My consecutive kill count could have been higher, but there was a level where I could not get to the special level stairs without stepping on a lava tile (because of a lava river and an exploded napalm barrel).
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Zap, level 16 Hell Baron Major Technician,
nuked the Mastermind at the Hell Fortress.
He survived 171958 turns and scored 416422 points.
He played for 2 days, 1 hour, 37 minutes and 36 seconds.
He was a man of Ultra-Violence!
He killed 1342 out of 1342 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Marksmanship!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 10
Levels completed : 10
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (gold cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
Veteran Gold Badge
Veteran Platinum Badge
Marksman Gold Badge
Marksman Platinum Badge
-- Graveyard -------------------------------------------------
###########################################################
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............................................%.X.|.|}|.|...#
###########################################################
-- Statistics ------------------------------------------------
Health 33/45 Experience 127320/16
ToHit Ranged +6 ToHit Melee +6 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Technician
Hellrunner (Level 2)
Son of a gun (Level 5)
Reloader (Level 1)
Eagle Eye (Level 3)
Intuition (Level 2)
Whizkid (Level 2)
Sharpshooter (Level 1)
SoG->SoG->SoG->EE->EE->EE->MSs->WK->WK->Int->Int->SoG->SoG->Rel->HR->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] Lava Armor [4/4] (90%)
[b] [ Weapon ] storm pistol (1d9)x2 [0/9] (P1)
[c] [ Boots ] tactical boots [0/0] (100%)
[d] [ Prepared ] blaster (2d5) [10/10] (P1T1)
-- Inventory -------------------------------------------------
[a] energy pistol (2d5) [6/6] (N1)
[b] Trigun (3d6) [6/6]
[c] red armor [4/4] (100%)
[d] red armor [4/4] (65%) (B)
[e] fireproof red armor [4/4] (90%)
[f] medical armor [2/2] (100%)
[g] duelist armor [4/4] (100%) (P)
[h] ballistic shield [0/0] (100%)
[i] Angelic Armor [7/7] (100%)
[j] 10mm ammo (x140)
[k] 10mm ammo (x112)
[l] 10mm ammo (x140)
[m] small med-pack
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] technical mod pack
-- Resistances -----------------------------------------------
Fire - internal 0% torso 75% feet 0%
Plasma - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
120 former humans
146 former sergeants
45 former captains
131 imps
74 demons
345 lost souls
52 cacodemons
58 hell knights
72 barons of hell
47 arachnotrons
25 former commandos
40 pain elementals
72 revenants
32 mancubi
38 arch-viles
4 nightmare imps
8 nightmare cacodemons
5 nightmare demons
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 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 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 storm bolter pistol!
On level 9 he assembled a energy pistol!
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 found the Acid Spitter!
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 19 he entered the Vaults.
On level 19 he found the Trigun!
He cracked the Vaults and cleared them out!
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 22 he assembled a fireproof armor!
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 activated the Angel Arm on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You see : a revenant (almost dead) | pool of blood | [ m ]ore
The missile hits the revenant. The revenant dies. The missile hits John
Carmack.
Fire -- Choose target...
You see : a revenant (mortally wounded) | floor | [ m ]ore
The missile hits the revenant. The revenant dies.
Fire -- Choose target...
You see : a revenant (heavily wounded) | blood | [ m ]ore
The missile hits the revenant.
Fire -- Choose target...
You see : out of vision
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
The missile hits John Carmack. John Carmack dies. Congratulations! You
defeated John Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
824 brave souls have ventured into Phobos:
776 of those were killed.
3 of those were killed by something unknown.
2 didn't read the thermonuclear bomb manual.
And 24 couldn't handle the stress and committed a stupid suicide.
19 souls destroyed the Mastermind...
7 sacrificed itself for the good of mankind.
5 killed the bitch and survived.
7 showed that it can outsmart Hell itself.
--------------------------------------------------------------
6
Discussion / Re: Plate Armor vs. Tower Shield
« on: March 08, 2015, 20:03 »
My old 9.9.5 folder shows the Plate Armor as an assembly and 9.9.6 has the Tower Shield. Here's a line from 9.9.6's version.txt:
[mod] -- TR#246: lots and lots of assembly changes (game_hunter)
I'm guessing that change was it.
[mod] -- TR#246: lots and lots of assembly changes (game_hunter)
I'm guessing that change was it.
7
Requests For Features / Re: Shooting out of LOS against tracking info
« on: September 01, 2014, 13:00 »Nope, the penalty stays in effect (same for Intuition2). Justified by the fact that you don't see the enemies, you just know where they are.
I know it stays in effect, I was just making the suggestion that it not (or be lessened somehow). I know what kind of enemy I'm aiming at - even if I can't *see* it, I'd think I would have a better chance to hit it when I know *exactly* where it is... especially when it doesn't know about me yet and (theoretically) isn't actively trying to avoid my fire. I'm just amazed (and a little frustrated, to be honest) at how often I seem to miss when firing at a known/mapped enemy just *one square* outside my line of sight.
8
Requests For Features / Shooting out of LOS against tracking info
« on: August 31, 2014, 20:01 »
When I find a power up that shows me where all the enemies are on the map, can/should that lessen the "shooting out of the LOS" penalty somehow?
9
Requests For Features / Re: Megabuster needs major buff
« on: April 01, 2014, 18:52 »
Random crazy ideas about the MegaBuster:
When first discovered, it could only have one mode available (a small damage 3-shot plasma burst). It would take cells to reload. I also think it would be interesting if this mode could be charged (perhaps by a regular reload, prompted, when already full?): the first charge takes a certain amount of time, changes the attack to a more damaging one-projectile plasma attack, and burns half the clip. The second charge takes even longer, changes the attack to an even-more damaging radius 1 plasma attack, and burns the whole clip. Kinda like the Beretta in reverse, plus the time to charge.
When enough of certain enemies are killed while wielding the MegaBuster, it "learns" new modes based on those enemies, most likely toned-down versions of their attacks. For example, killing the Cyberdemon might give you a "rocket" mode with a damage of 3d3 and blast radius of two. Killing a Shambler (or two) would give some lesser-powered version of their lightning attack. Killing the lava elemental would give a mode similar to the Napalm Launcher. The clip size and required ammo type would be different for each mode.
Lastly, the MegaBuster would allow the player to change modes via Alt-reload at a small time cost (again, similar to the Beretta).
I don't know if any of this is even possible or balanced, but from a "flavor" standpoint, I think it would be interesting.
When first discovered, it could only have one mode available (a small damage 3-shot plasma burst). It would take cells to reload. I also think it would be interesting if this mode could be charged (perhaps by a regular reload, prompted, when already full?): the first charge takes a certain amount of time, changes the attack to a more damaging one-projectile plasma attack, and burns half the clip. The second charge takes even longer, changes the attack to an even-more damaging radius 1 plasma attack, and burns the whole clip. Kinda like the Beretta in reverse, plus the time to charge.
When enough of certain enemies are killed while wielding the MegaBuster, it "learns" new modes based on those enemies, most likely toned-down versions of their attacks. For example, killing the Cyberdemon might give you a "rocket" mode with a damage of 3d3 and blast radius of two. Killing a Shambler (or two) would give some lesser-powered version of their lightning attack. Killing the lava elemental would give a mode similar to the Napalm Launcher. The clip size and required ammo type would be different for each mode.
Lastly, the MegaBuster would allow the player to change modes via Alt-reload at a small time cost (again, similar to the Beretta).
I don't know if any of this is even possible or balanced, but from a "flavor" standpoint, I think it would be interesting.
10
Post Mortem / [M|AoCn|YAAM+YAFW] Sometimes the RNG says YES!
« on: January 23, 2014, 22:46 »--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Jjk, level 12 Hell Knight Captain Technician,
defeated the Mastermind at the Hell Fortress.
He survived 77299 turns and scored 121666 points.
He played for 1 hour, 24 minutes and 26 seconds.
He didn't like it too rough.
He killed 571 out of 571 hellspawn. (100%)
This ass-kicking marine killed all of them!
He was an Angel of Confidence!
-- Special levels --------------------------------------------
Levels generated : 8
Levels visited : 8
Levels completed : 8
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Fallout Gold Cross
Grim Reaper's Badge
Hell Armorer Badge
Daredevil Bronze Badge
Daredevil Silver Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 50/50 Experience 66732/12
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Technician
Finesse (Level 2)
Hellrunner (Level 3)
Reloader (Level 2)
Dodgemaster (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Fireangel (Level 1)
Rel->Rel->SM->WK->WK->HR->HR->DM->MFa->Fin->Fin->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] Lava Armor [4/4] (95%)
[b] [ Weapon ] VBFG9000 (11d8) [40/150] (P1)
[c] [ Boots ] environmental plasteel boots [2/2] (67%)
[d] [ Prepared ] shell box (x96)
-- Inventory -------------------------------------------------
[a] plasmatic super shotgun (9d4)x2 [2/2] (P1)
[b] missile launcher (6d6) [3/6] (B2T2)
[c] nuclear BFG 9000 (8d6) [68/68] (B2)
[d] Grammaton Cleric Beretta (2d6) [18/18]
[e] nanofiber blue armor [1]
[f] red armor [6/6] (164%) (BP)
[g] red armor [6/6] (177%) (BP)
[h] Medical Powerarmor [4/4] (100%)
[i] Shielded Armor [2]
[j] Angelic Armor [7/7] (100%)
[k] Longinus Spear (8d8)
[l] shotgun shell (x56)
[m] small med-pack
[n] large med-pack
[o] large med-pack
[p] phase device
[q] acid-proof boots [0/0] (100%)
[r] rocket box (x20)
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 90%
Fire - internal 0% torso 75% feet 90%
Plasma - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
55 former humans
33 former sergeants
16 former captains
55 imps
60 demons
145 lost souls
47 cacodemons
38 hell knights
29 barons of hell
33 arachnotrons
5 former commandos
10 pain elementals
21 revenants
5 mancubi
12 arch-viles
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.
He destroyed the evil within and reaped the rewards!
On level 2 he found the Medical Powerarmor!
On level 3 he assembled a plasmatic shrapnel!
On level 3 he arrived at the Containment Area.
He emerged from the Containment Area victorious!
On level 4 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 6 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 7 he assembled a nanofiber armor!
On level 8 he found the Tower of Babel!
On level 9 he invaded the Unholy Cathedral!
He nuked level 9!
On level 9 he found the Longinus Spear!
He then destroyed the Unholy Cathedral!
On level 10 he assembled a VBFG9000!
On level 11 he entered the Vaults.
He nuked level 11!
On level 11 he found the Grammaton Cleric Beretta!
He managed to clear the Vaults completely!
On level 12 he found the Shielded Armor!
On level 12 he was foolish enough to enter the Mortuary!
On level 12 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 14 he assembled a environmental boots!
On level 14 he arrived at Mt. Erebus.
On level 14 he found the Lava Armor!
He managed to raise Mt. Erebus completely!
Then at last he found Dis!
He nuked level 16!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
Fire -- Choose target...
You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
The baron of hell dies. The baron of hell dies.
You dodge! Carmack raises his hands and summons hellspawn!
You use a lava element. You feel invincible!
You wear/wield : a VBFG9000 (11d8) [30/150] (P1) You dodge! The missile hits
the baron of hell.
Unknown command. Press "?" for help.
You reload the VBFG9000. You are hit! You dodge! The missile hits the
revenant. The baron of hell dies.
Unknown command. Press "?" for help.
Fire -- Choose target...
You see : a revenant (wounded) | blood | [ m ]ore
The missile hits the revenant. The revenant dies. John Carmack dies.
Congratulations! You defeated John Carmack! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
270 brave souls have ventured into Phobos:
248 of those were killed.
1 of those was killed by something unknown.
2 didn't read the thermonuclear bomb manual.
And 8 couldn't handle the stress and committed a stupid suicide.
11 souls destroyed the Mastermind...
2 sacrificed itself for the good of mankind.
5 killed the bitch and survived.
4 showed that it can outsmart Hell itself.
--------------------------------------------------------------
Well, I know it's only HNTR, but holy crap was this enjoyable... I did not find a single Enviro Suit outside of Erebus, and only one Agility pack... but the power mods (and nukes!) seemed to rain down from the heavens.
I was planning on playing a shotgun build and the Armory saw fit to gift me with a Super Shotgun and a Power Mod on the right side of the map and a Sniper Mod after the Shambler's demise. (Even after wasting the plasma shotgun from the Armory from the previous AoCn run!) Somehow I managed to wait the two more level ups to get up to Whizkid 2, *then* I made that oh-so-wonderful weapon (and had another power mod to immediately stick on it.) That thing ripped through *everything*. (The center of the Abyssal Plains for example - I don't think I've ever cleared it out so fast).
The invulnerability globe on the level before the cathedral wasn't near those stairs, but I got lucky with a Phase Device (and I believe the nuke was on that level as well). I could have used the homing phase that I had (the two stairs were fairly close to each other) but luckily I didn't have to... BOOM... one spear.
I was having some serious shell issues by the time I got to the Vaults - I went in (Invulnerable) and *then* realized I didn't have the AM Staff like I'm used to - so I just decided to pop it with yet another nuke that I had found.
I think I had a couple dozen shells left when I took on the Mortuary, but I had oodles of plasma and the VBFG9000 got me started... once I got rid of the first few viles, the sergeants that were resurrected here and there helped get my ammo back to respectable levels. One nice shiny armor to go with my spear (even though I never used both).
(As an aside, does anyone else find the AA underpowered and/or seemingly extra fragile? I know it's 11/11 with the spear, but in the past it seems to lose its durability rather rapidly when fire/acid/plasma is involved - or maybe I just play less carefully when I get it... I'd almost rather see it have F/A/P resistances instead, or maybe some sort of "holy aura" ability that makes the enemies weaker somehow. Maybe they lose HP per turn just by being too close to you, or something like that.)
I had made Power/Bulk Plasteel boots at some point just because I wanted to put the mods somewhere (and not carry them) and then after finishing the level before Erebus there was a Tech Mod sitting all by its lonesome and I thought, "Eh, I'll just throw it on the boots, why not?" and had completely forgotten that that would make some environmental boots, which allowed me to sprint to the Mountain and get to the Enviropacks on the other side (although I stupidly let the other two in the middle get destroyed by a mancubus). This was unfortunate because there was still an enemy left on the map after I had cleaned out the middle, and I didn't want to risk walking back out into the lava again... so I fired a VBFG shot to the left and got the last lost soul. The LE went down without any trouble (since he came to find me) and then I used the homing phase I'd saved from earlier to get out without another lava bath (although I'm sure I could have survived the run with what I had, if I'd have had to).
Found another nuke and there was another invul globe near the entrance to Dis. JC was certainly enjoying his diet of plasma shells, but then he started summoning stuff. I wasn't worried about dying, I could kill it all fairly easily enough, but I really wanted a YAAM on this run, so I kept trying to kill all the summons... the problem was that JC was so low on health by then that he was going to die even though I wasn't trying to kill him (just his cronies). So I used the LE just to make sure nothing funny happened and then VBFG'd a nearby revenant... the shockwave killed JC, but there were several other critters around... and it didn't look like the VFBG blast killed any of them, yet I got the YAAM anyway... I was a little confused about that. (In hindsight, I should have overloaded the NBFG and used the LE to survive... but I forgot that I had the NBFG at that point. And it was somewhat satisfying to introduce JC to my little friend.
One other odd thing was that on the player info victories screen this only counted as a Standard win... is that normal for AoCn?
11
Discussion / Re: Tiles or ASCII?
« on: August 24, 2013, 18:25 »
ASCII. Like others have commented, I like being able to see the whole map at once. i tried the tile mode a few times (and again, as others have said the tiles are well done) and it just didn't click for me for some reason.
And, as a side note, I like the availability of the low-quality download too... the difference between 100 MB and 5 MB is a big deal for my crappy internet connection.
And, as a side note, I like the availability of the low-quality download too... the difference between 100 MB and 5 MB is a big deal for my crappy internet connection.
12
Discussion / The Hellgate exit
« on: June 23, 2013, 08:33 »
When the player moves on to the exit in the Hellgate, what all happens game-engine-wise before the teleporter kicks in? Is it different than the regular teleportation squares? I had a character die from one of the Bruiser's acid balls after he had moved onto the exit... (and yes, I probably should have popped one of those med-packs in there somewhere, but I was expecting to be whisked away instantly and thought I was safe.)
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Rtd, level 2 Hell Knight 2nd Lieutenant Scout,
was baptised by a bruiser brother at the Hellgate.
He survived 3198 turns and scored 9998 points.
He played for 3 minutes and 57 seconds.
He didn't like it too rough.
He killed 22 out of 165 hellspawn. (13%)
Who gave him the ticket to Hell, anyway?
He was an Archangel of Pacifism!
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 1
Levels completed : 0
-- Awards ----------------------------------------------------
None
-- Graveyard -------------------------------------------------
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...s......#...................................#....####..##
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..........#.................................##....#....#|##
..........+...................................B......X.#|##
s.s.......#.................................##....#....#|##
.....s....#................................####...##..##.##
s......O..#..................................B#....####..##
s.........####...................#.........####..........##
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O....s.s..####...................###...................####
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-- Statistics ------------------------------------------------
Health 0/50 Experience 932/2
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Class : Scout
Hellrunner (Level 1)
Intuition (Level 1)
Int->HR->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [1/6] (7%) (P)
[b] [ Weapon ] chainsaw (4d6)
[c] [ Boots ] protective boots [2/2] (100%)
[d] [ Prepared ] nothing
-- Inventory -------------------------------------------------
[a] green armor [1/1] (53%)
[b] green armor [1/1] (100%)
[c] blue armor [1/2] (25%)
[d] large med-pack
[e] large med-pack
[f] large med-pack
[g] large med-pack
[h] large med-pack
[i] large med-pack
[j] thermonuclear bomb
-- Resistances -----------------------------------------------
Acid - internal 0% torso 0% feet 25%
Fire - internal 0% torso 6% feet 0%
-- Kills -----------------------------------------------------
3 former humans
1 former sergeant
2 former captains
11 imps
5 lost souls
-- History ---------------------------------------------------
He left level 2 as soon as possible.
On level 5 he stormed the Chained Court.
On level 8 he encountered the Phobos Anomaly.
On level 8 he finally was baptised by a bruiser brother.
-- Messages --------------------------------------------------
a pacifist!
The lost soul hits you. You dodge! The missile hits the lost soul. The lost
soul dies. No way! You're a pacifist! The lost soul dies. No way! You're a
pacifist!
You open the door.
The lost soul hits you. The lost soul hits you.
You close the door.
You stop running.
Suddenly the walls disappear!
You dodge! You dodge!
The missile hits the bruiser brother.
The bruiser brother hits you.
You are hit! You are hit!
You are hit! Your red armor is damaged!
You are hit!
You are hit! Your red armor is damaged! You die!... Press <Enter>...
-- General ---------------------------------------------------
144 brave souls have ventured into Phobos:
131 of those were killed.
1 didn't read the thermonuclear bomb manual.
And 5 couldn't handle the stress and committed a stupid suicide.
7 souls destroyed the Mastermind...
1 sacrificed itself for the good of mankind.
4 killed the bitch and survived.
2 showed that it can outsmart Hell itself.
--------------------------------------------------------------
13
Discussion / Re: Practical use of skulls/Arena Master staff
« on: May 08, 2013, 11:13 »This idea is interesting. It could also work as a single charge for the staff - after you die, the charge is gone, but you arise and the staff remains only to act as a lockpick for the Vaults with its lousy fire attack.
Actually, I was thinking that the Staff would not remain after reviving you and hence could not be used as the lockpick for the Vaults (if you weren't there yet). I also wanted to force a decision to be made at the vaults themselves: do I spend the Staff to crack the Vaults, or do I keep it and save the "Get out of Jail Free" card for later?
Yes, this is yet another side of this question. Here we come up to the point of deciding whether we need an Item of Life here in DoomRL or not.
These items, I believe, will not just lay on the ground like ammo clips. :)
Personally I think it might be handy (homing phase devices, to some extent, belong to the category of life-saving items), however, obtaining such an item here must either be very difficult through special levels, or extremely unlikely as a random item spawn, like the homing phases. I don't think that the Arena Master's Staff which is discussed within this topic can potentially fulfill such a role. It will definitely require more balancing, like making the Chained Court tougher, or creating a completely new item used for such purpose in another special level.
That's why I tied this effect to the Arena Master's Staff - there's only *one*.
I'm sure one could balance the life-saving effects as needed (maybe it really pumps you up on ITYTD but has some serious drawbacks on N!). Whether or not DoomRL needs such an item is a debate for more experienced DoomRL veterans than myself... I just wanted to give the Staff a more compelling reason for lugged around all the time.
14
Requests For Features / Re: Tech mods and armor, small change?
« on: May 04, 2013, 17:45 »
How about a new exotic (or unique?) mod pack that allows you to choose one resistance type to improve on your armor?
15
Discussion / Re: Practical use of skulls/Arena Master staff
« on: April 24, 2013, 17:41 »
Another random thought about what the Arena Master's Staff could do:
If you are carrying it in your inventory when you die, it does 4d2 points of damage (not sure what type) to every enemy in sight. You then gain half that much HP and are invulnerable for a few turns (3-5?). The staff is then removed from your inventory.
Imagine:
"You Die! Suddenly, the Arena Master's Staff glows a hideous crimson and hellish necrotic energies bring you back from the dead!"
...somewhat of a cross between an Amulet of Life Saving (ADOM/Nethack) and the Hell Mask from _Splatterhouse_.
If you are carrying it in your inventory when you die, it does 4d2 points of damage (not sure what type) to every enemy in sight. You then gain half that much HP and are invulnerable for a few turns (3-5?). The staff is then removed from your inventory.
Imagine:
"You Die! Suddenly, the Arena Master's Staff glows a hideous crimson and hellish necrotic energies bring you back from the dead!"
...somewhat of a cross between an Amulet of Life Saving (ADOM/Nethack) and the Hell Mask from _Splatterhouse_.
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