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 1 
 on: February 01, 2025, 04:31 
Started by Tormuse - Last post by Tormuse
So I beat the Summoner on level 50 and...  unexpectedly won the game.  This was a surprise to me, since the description says there are a hundred levels.  (Kornel tells me this was an error)  I fully expected the game to continue until another boss on level 100.  It makes me feel a bit silly that my previous game that got this far died on level 50;  I didn't know I was so close to the end.  Oh well...

Anyway, this was with last week's Gauntlet where pistols do double damage.  I would have preferred doing it with a Gun Kata build to make the most of that, but my attempt at GK didn't fare so well.  Survivor did much better, which is a bit embarrassing, since it makes me seem like a one-trick pony, since my last attempt that got this far was also with Survivor.  :P

The medusa's fang relic I found on level 18, which makes any hit against biological targets an instant kill at the cost of reducing your max health, turned the run into easy mode, relatively speaking, especially since it turns out there's a cap on how much it can reduce your health.  After it brought my max health down by about 50, (I think?) it no longer had a drawback, and I was able to insta-kill everything except bots for the rest of the game, and stockpiling multitools to increase my health at health stations mitigated the damage it had done in the meantime.  :)

I found a railgun on level 25, which does piercing damage, so it was my backup weapon for dealing with any bots, but once I got a nano mod for it on level 37, it became my primary weapon, freely wrecking anything that came my way for the rest of the game.  :)

Tormuse, level 47 Marine,
defeated The Summoner against all odds.

He survived for 43756 turns.
The run time was 10h 45m 0s.
World seed was 87102.
He scored 13332 points.
He was ULTRAVIOLENT!
He challenged the Gauntlet trial.

Gauntlet L24 - Exalted Curse
Gauntlet L25 - Exalted Curse
Gauntlet L32 - Exalted Summons
Gauntlet L40 - Infestation
Gauntlet L48 - Volatile Storage

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Blind Luck Star (+50)
   * Won despite getting down to 1hp at some point

He killed 2688 out of 2688 enemies.

 63 former grunts           27 toxic fiends
 22 former grenadiers       10 CalSec sentries
 8  corrupted grenadiers    9  security sentries
 8  hellish grenadiers      6  military sentries
 20 former CRI  grenadiers  2  CalSec bots
 4  CRI grenadiers          3  security bots
 14 former soldiers         2  military bots
 81 corrupted soldiers      5  guardian bots
 57 hellish soldiers        90 reavers
 38 former CRI soldiers     13 cryoreavers
 24 CRI soldiers            46 toxic reavers
 9  former sergeants        166archreavers
 16 corrupted sergeants     63 kerberi
 12 hellish sergeants       91 cyberi
 17 former CRI sergeants    12 cryoberi
 8  CRI sergeants           28 toxiberi
 32 former guards           64 medusae
 24 CRI guards              86 archmedusae
 15 former commandoes       63 ravagers
 44 corrupted commandoes    85 armored ravagers
 54 hellish commandoes      21 siege ravagers
 24 former CRI commandoes   61 plasma ravagers
 22 CRI commandoes          67 CRI marines
 5  former heavies          25 CRI bots
 14 corrupted heavies       131guardians
 28 hellish heavies         69 frost guardians
 12 former CRI heavies      27 sentinels
 1  CRI heavy               60 warlocks
 15 fanatics                34 archwarlocks
 185fiends                  5  watchers
 84 fire fiends             9  cryowatchers
 34 ice fiends              9  pyrowatchers

Traits
  Skilled L1
  Ironman L2
  Furious L3
  Hellrunner L3
  Son of a Gun L3
  Reloader L3
  Sustained fire L1
  Tough as Nails L3
  Rip and tear L3
  Army Surplus L3
  Cover Master L2
  Gunslinger L3
  Bloodhound L3
  Field Medic L3
  Whizkid L3
  Angry Motherfucker L3
  Running L2
  SURVIVOR L2

Trait order
  Hr->AMf->AMf->TaN->MSV->Iro->AMf->Iro->
  MSV->Fur->Cov->Cov->Arm->Whk->Whk->Whk->
  TaN->TaN->FMc->Fur->FMc->FMc->Fur->Arm->
  Arm->Rel->Ski->Blo->Blo->Blo->RaT->SoG->
  SoG->SoG->RaT->Hr->Gsl->Gsl->Gsl->RaT->
  Rel->Rel->SF->Hr->Run->Run

Equipment
  Slot #1 : AV3 7.62 sidearm BVE
   * Efficient
   * Vampiric 3
   * Disruptive 3
   * Calibrated 2
   * Sustain

  Slot #2 : AV3 plasma shotgun BAC
   * Second chamber
   * Stabilized 1
   * Freezing 2
   * Calibrated 2
   * Deadly 20
   * Slowdown

  Slot #3 : ERI railgun BCN
   * Hunter 10
   * NanoTech
   * Freezing 2
   * Efficient
   * Europan Recon Initiative
   * Electromagnetic rail

  Body : medi-fiber armor B3
   * Fire-resistant
   * Compartments
   * Auto-repair
   * Padded
   * Medi-fiber

  Head : ERI adrenal helmet PA2
   * Critical 10
   * Filtered
   * Crit Enhancer 25
   * Aim assist
   * Europan Recon Initiative
   * Cleanse protocol

  Utility : AV2 utility AMP
   * Metabolic boost
   * Carrier

  Relic : medusa's fang
   * Kiss of Death


Permanents
  Adrenal overload
  Relic Corruption
  Medusa's Curse

Inventory
  energy cell (x100)
  energy cell (x92)
  7.62 ammo (x100)
  gas grenade (x3)
  EMP grenade (x1)
  krak grenade (x3)
  frag grenade (x3)
  CRI phase kit (x3)
  multitool (x5)
  multitool (x5)
  stimpack (x3)
  stimpack (x3)
  stimpack (x3)
  stimpack (x3)
  stimpack (x3)

 2 
 on: February 01, 2025, 03:57 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Hotfix C added, fixing inventory crashes and removing continuous drop feature. Redownload!

 3 
 on: January 31, 2025, 08:49 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 5 is up! (crazy cadence, I know :P)

The big big one is the fixed dodge value. Yes, due to a bug, since 10 years all the versions had 95% dodge chance for the player, and no one noticed...

There are new nightmare monsters. New Ao100+ monster groups. New assembly. A continuous drop action. Cleaned up tactics/running (mostly internal stuff). Weapon group kills in mortems. Mouse pathing through hazard fluids if resistant. Colored mortem view. And much more. Especially fixes :P

DoomRL 0.9.9.9 BETA 5c Windows LQ

Code: [Select]
0.9.9.9 BETA 5
[new] -- GH#129: post mortem view colored and highlighted
[new] -- GH#128: grappling armor assembly added (BA) - -50 knockback, +30% melee res
[new] -- GH#218: nightmare souls, nightmare knights and nightmare elementals added
[new] -- GH#218: nightmare revenants and nightmare mancubi added
[new] -- GH#218: several new Ao100+ enemy group randomization entries added for levels 30+
[mod] -- GH#218: several Ao100+only enemies have their min-level reduced
[mod] -- GH#218: nightmare cacodemons stronger
[mod] -- GH#161: drop item action continues if no enemy/damage is present
[mod] -- GH#000: spawned enemies (lever/summon) will now "wake up" faster
[mod] -- GH#000: cleaned up tactic/running - now running/tired is a regular affect
[mod] -- GH#000: changed the display of affects to full words
[mod] -- GH#000: dodge bonus from armor additive, not multiplicative
[mod] -- GH#208: right Vault on UV+ has 4 barons, 4 armors
[mod] -- GH#212: kill weapon groups displayed in mortem
[mod] -- GH#118: Deimos/Armory - schematic drop is independent, rare mod/carmor always drops
[mod] -- GH#020: mouse pathing will be done through hazardous fluids if player is immune/100res
[mod] -- GH#128: cerberus boots/armor won't reduce item resistances if base item had better
[mod] -- GH#128: nano-shrapnel is a master assembly requiring an extra power mod
[fix] -- GH#000: thrown weapons will respect berserk damage multiplier
[fix] -- GH#201: fixed flickering on Linux ncurses build
[fix] -- GH#201: fixed explosion refresh issues when running in console mode
[fix] -- GH#000: MAJOR - dodge chance was calculated wrong (too high), fixed
[fix] -- GH#175: projectiles will no longer pass through walls at weird angles
[fix] -- RCFIX : feature items fade light-wise the same as the level
[fix] -- RCFIX : enemies fade light-wise a bit with distance
[fix] -- RCFIX : assembly eligibility tested before item filter (fixes demo ammo)
[fix] -- RCFIX : item reveal state doesn't reveal feature items (trees, barrels, etc)
[fix] -- RCFIX : fixed lingering glow color on player armor
[fix] -- RCFIX : emissive on glowing items should be more noticable
[fix] -- RCFIX : restore explosion color (needs a better solution)

 4 
 on: January 24, 2025, 10:00 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 4 is up!

I decided to push this one faster, as there's a ton internal GFX changes and I want to make sure they're stable. The outward facing effect is that there's self-illumination in the game now - you will notice it in several places on sprites (some may be overlit, comments welcome!) but also you might notice the much improved item glow which is now programmatical and much nicer.

Mouse control has been improved - scroll on edge is disabled by default (you can enable it in options) instead hold middle mouse button (usually scrollwheel) and move it to pan the map. Tell me if you like this default behaviour more! (and remind me to update the help files if this stays in the game!).

Finally there's a HUGE balance pass, mostly based on feedback of the indispensable Omega Tyrant and some older feedback by Icy. Some Kornelisms have also been added, don't kill me for the Fireangel buff :P.

Finally quite a bit of bugfixes as usual!

DoomRL 0.9.9.9 BETA 4 Windows LQ
DoomRL 0.9.9.9 BETA 4 Linux LQ

Code: [Select]
0.9.9.9 BETA 4
[mod] -- GH#197: G-version - added self-illumination to several sprites
[mod] -- GH#197: G-version - glow is calculated live and tied to self-illumination
[new] -- GH#000: G-version - mouse edge pan is disabled by default, use MMB to pan!
[mod] -- GH#206: balance - Vampyre no longer overheals, blocks TaN instead of SoB
[mod] -- GH#206: balance - Ammochain blocks Ironman instead of SoG
[mod] -- GH#206: balance - Army of the Dead blocks SoB instead of HR
[mod] -- GH#206: balance - Son of a gun is -10% firetime but +3 damage
[mod] -- GH#206: balance - Entrenchment buffed to 50%, also volleys after first are 1 ammo
[mod] -- GH#206: balance - Malicious Blades doubles damage of Blades
[mod] -- GH#206: balance - Survivalist, Gunrunner and Scavenger require only level 5
[mod] -- GH#206: balance - Survivalist, Gunrunner and Scavenger have less reqs and blocks
[mod] -- GH#206: balance - Fireangel - ALL missiles explode, +1 to existing explosions radius
[mod] -- GH#206: balance - Hellrunner dodge +15%->+10%
[mod] -- GH#206: balance - Marine inherent resists 20%->10%
[mod] -- GH#206: balance - berserk resistance boost 60%->50%
[mod] -- GH#206: balance - TaN grants 10% fire/acid/plasma resists per level
[mod] -- GH#206: balance - decreased movement penalty on heavier boots
[mod] -- RCFIX : blood boots - rarity 4->3, min level 25->20
[fix] -- RCFIX : fixed Gunrunner not working
[fix] -- RCFIX : fix for L2 intuition markers
[fix] -- RCFIX : fix for weapon kill count
[fix] -- RCFIX : players can no longer spawn in liquid
[fix] -- RCFIX : fixed edge mud sprite
[fix] -- RCFIX : don't spawn barrels on liquids
[fix] -- RCFIX : fix for assembly item color in inventory
[fix] -- RCFIX : fix for barrels erasing stairs if blown up on them

 5 
 on: January 18, 2025, 13:50 
Started by Bonedaddy - Last post by Omega Tyrant
Interesting strategy - been a while since I played A100 or a pistol build (or much at all), but I have fond memories of Sharpshooter builds for that challenge. Combine that with HR and INT and you can get yourself out of harms way and snipe a ton of enemies off before they become a problem. That worked on HNTR though, don't think I ever tried higher difficulty A100 runs.

Pistols can still work on higher difficulties in A100, though the early game problems get really exacerbated in A100. I've done Sharpshooter in UV A100 before, but I think a Scavenger works best for a Pistol build in A100; you can get traits to help you survive the early game, and then get SoG when you find a pistol actually worth using, while Scavenger lets you get all the rare mods that really benefit pistols (if you ever want to achieve the dream of wielding a P3N2S2 Combat Pistol or P3N1S2 Blaster, Scavenger makes that actually possible without playing A666). You lose out on Dualgunner, but I think Dualgunner is a trap anyway on higher difficulties without a Nanomachic Pistol or Nano-modded Blaster, where you'll far too often empty your pistols while several enemies are still in range, and so a single souped up pistol + ammo box is much more reliable. Cateye is another nice A100 pistol build option if you want to keep Dualgunner and want to stack SoG with SoB, while having a mastery that still helps pistols. Not too viable in the standard game as it requires so many traits (which will make you either not get Cateye or your pistols up to speed until very late), but in A100 you got more than enough time to make it work, while having a much smoother early game than with the actual Pistol masteries. I once did a UV A100 + AoMC run with Cateye where I finished as a pistol build and it was quite fun.


My most hated enemies by far were the VMR and the Nightmare Arachnotrons (which came probably the closest to ending me in the second big cave near the end). I ended up using a Hellwave Pack to even the odds against a mess of Viles and Mancs that were too tightly packed together for me to get at the Viles easily. I also ended up having to fight two Cyberdemons near the end of the run, one on an island level where he was right in the lava, and another in a regular level, and in both cases, they took two full double-mags to bring down.

If you really hate VMR, I would strongly advise picking up Berserker in A100 runs even if you have no intention to use melee (and it's just nice insurance in general to protect you in case you do get ambushed by a big hit or accidentally push a Napalm Barrel into lava). Archvile zaps will always trigger it, and Mancubus and Revenant rockets will trigger it nearly half the time, while when it does trigger, berserk's +60% resistances are applied before damage calculation. This is especially powerful with the 0.9.9.8 Marine, as those resistances stack on top of their inherent 20% energy resistances, and so you're basically running around with inherent 80% resistances against them before your own armor is factored (this reduces an Archvile zap down to 4 damage, and even a max damage Revenant/Mancubus rocket won't deal more than 5, while unmodded Red Armor or even weak Nanofiber Red Armor brings that down to 1). It's not just VMR either, high damage rolls from other several hard-hitting enemies, like Barons and the bosses, as well as barrels, and your own splash damage, will trigger it too. And of course when you're berserked, you're now much faster at everything to help you kill them easier (or escape if needed). Alternatively, if you don't want to get Berserker (or before you can get it), just simple Fireproof Red Armor will neuter the VMR's threat; with a Scout/Technician, it'll reduce an Archvile zap down to 5 damage and Revenants/Mancubi won't do more than 7 at max, while with the Marine's energy resistances, it'll just outright reduce their damage down to 1 without any mods nor TaN.

As for Nightmare Arachnotrons... yeah they're the biggest bastards and there's no way to effectively eliminate their threat, while they can't trigger Berserker either, and even if you got the defenses to reduce all their hits down to 1, you still won't be able to tank a swarm of them. If you spawn into a Nightmare Arachnotron cave and have Berserker, you could facerocket yourself to at least trigger it and speed yourself up, you really need speed to not get overwhelmed by them. They're also a very big reason you want to keep Tactical Boots or other speedy boots handy and don't want to only have a pair of heavy boots (especially when you got no Hellrunner...), speed is crucial to survive them and if each movement takes you over a second, a swarm of Nightmare Arachnotrons will just gun you down as you try maneuvering to better positioning (at least on HNTR, caves will have relatively few enemies and so you can more realistically stand your ground against them, but if you ever try A100 on the harder difficulties, definitely don't leave behind those speed-boosting boots).

Quote
I entered the final level on an Invulnerability, and since it was another Pitch Black level, I decided fuck it and busted out the Angel Arm for the first and only time on the run to finish things off with a bang.

Darkness levels are very nasty, especially when you don't got Berserker to protect you if you stumble into a big hit, so I would say just nuking it was a wise decision!

 6 
 on: January 17, 2025, 23:41 
Started by Bonedaddy - Last post by LuckyDee
Interesting strategy - been a while since I played A100 or a pistol build (or much at all), but I have fond memories of Sharpshooter builds for that challenge. Combine that with HR and INT and you can get yourself out of harms way and snipe a ton of enemies off before they become a problem. That worked on HNTR though, don't think I ever tried higher difficulty A100 runs.

 7 
 on: January 17, 2025, 14:54 
Started by Bonedaddy - Last post by Bonedaddy
--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 John Romero, level 21 Cacodemon Warrant Officer Marine,
 completed 100 levels of torture on level 100 of Hell.
 He survived 524150 turns and scored 703070 points.
 He played for 4 hours, 51 minutes and 34 seconds.
 He didn't like it too rough.

 He killed 1902 out of 1902 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of 100!

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

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

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

  Medal of Prejudice         Won with 100% kills
  Experience Medal           Reach experience level 20+
  Armorer Silver Badge       Discover 30 exotics/uniques

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..*.......................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..................*.......................................#
  ......................................*...................#
  ..........................................................#
  ...................................................X......#
  ..........................................................#
  ....................=.....................................#
  ..................==.=....................................#
  ..................===.....................................#
  ...................==.....................................#
  ###########################################################

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

  Health 55/55   Experience 448988/21
  ToHit Ranged +6  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Son of a gun     (Level 5)
    Eagle Eye        (Level 3)
    Dualgunner       (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Badass           (Level 2)

  SoG->SoG->DG->SoG->Fin->Fin->WK->WK->EE->EE->EE->SoG->Bad->SoG->TaN->TaN->Int->Bad->TaN->Int->Fin->

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

    [a] [ Armor      ]   red armor [6] (OP)
    [b] [ Weapon     ]   pistol (2d7) [6/6] (A1P3T1)
    [c] [ Boots      ]   Enviroboots [0]
    [d] [ Prepared   ]   Trigun (3d6) [6/6]

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

    [a] tactical shotgun (9d3) [5/5] (P1)
    [b] 10mm ammo (x100)
    [c] 10mm ammo (x100)
    [d] 10mm ammo (x16)
    [e] 10mm ammo (x100)
    [f] shotgun shell (x27)
    [g] shotgun shell (x50)
    [h] small med-pack
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] power mod pack
    [m] power mod pack
    [n] power mod pack
    [o] technical mod pack
    [p] agility mod pack
    [q] bulk mod pack
    [r] bulk mod pack
    [s] 10mm ammo chain (x250)
    [t] 10mm ammo chain (x250)

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

    acid       - internal 20%   torso 20%   feet 100%
    fire       - internal 20%   torso 45%   feet 100%
    plasma     - internal 20%   torso 20%   feet 20% 

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

    120 former humans
    152 former sergeants
    194 former captains
    84 imps
    39 demons
    250 lost souls
    109 cacodemons
    70 hell knights
    201 barons of hell
    83 arachnotrons
    5 former commandos
    36 pain elementals
    110 revenants
    129 mancubi
    166 arch-viles
    18 nightmare imps
    37 nightmare cacodemons
    20 nightmare demons
    27 nightmare arachnotrons
    5 nightmare arch-viles
    4 elite former humans
    7 elite former sergeants
    2 elite former captains
    1 elite former commando
    23 bruiser brothers
    6 shamblers
    1 lava elemental
    1 agony elemental
    2 Cyberdemons

-- History ---------------------------------------------------

  On level 7 he found the Trigun!
  On level 12 he found the Enviroboots!
  On level 16 he assembled a storm bolter pistol!
  Level 21 blasted him with an unholy atmosphere!
  On level 21 he found the Grammaton Cleric Beretta!
  On level 39 he encountered an armed nuke!
  On level 40 he stumbled into a complex full of revenants!
  On level 40 he assembled a tactical shotgun!
  On level 43 he stumbled into a complex full of revenants!
  He sounded the alarm on level 47!
  On level 53, hell froze over!
  On level 53 he found the Hellwave Pack!
  On level 56 he stumbled into a nightmare cacodemon cave!
  Level 63 was a hard nut to crack!
  Level 65 was a hard nut to crack!
  On level 67 he encountered an armed nuke!
  On level 68 he ran for his life from acid!
  On level 73, hell froze over!
  Level 74 blasted him with an unholy atmosphere!
  Level 82 was a hard nut to crack!
  On level 84 he was stumbling in the dark!
  He sounded the alarm on level 88!
  On level 89 he stumbled into a nightmare arachnotron cave!
  On level 94 he stumbled into a complex full of mancubi!
  He sounded the alarm on level 96!
  On level 98 he stumbled into a nightmare arachnotron cave!
  On level 100 he was stumbling in the dark!
  He activated the Angel Arm on level 100!
  On level 100 he finally completed 100 levels of torture.

-- Messages --------------------------------------------------

 You enter Hell, level 100. There's the smell of blood in the air! This floor
 is pitch-black!
 You swap your weapons instantly!
 Do you want to use the dangerous Angel Arm?? [y/n]
 You activate the Angel Arm! Your life is drained! You feel relatively safe
 now.
 You feel your invincibility fading...
 You feel vulnerable again.
 You swap your weapons instantly!
 You dualreload your guns!
 There are stairs leading downward here.
 You did it! You completed 100 levels of DRL! You're the champion! Press
 <Enter>...

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

 46 brave souls have ventured into Phobos:
 37 of those were killed.
 And 4 couldn't handle the stress and committed a stupid suicide.

 5 souls destroyed the Mastermind...
 3 killed the bitch and survived.
 2 showed that it can outsmart Hell itself.

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

So I just cranked out my very first masterless win on Ao100 (actually my very first masterless win period), and I decided to go pistolero.

I got the Trigun shortly after I opted to go Dualgunner, but when it's your main gun in a dual-wield setup, you can't dual-reload because Shift+R (the key that does dual-reload) is what activates the Angel Arm. Since I wasn't crazy about switching guns every time I had to reload, I stuck the Trigun in my prepared slot and used another pistol as my main gun. The Storm Bolter and Grammaton Cleric Beretta got left behind because rapid-fire eats ammo like crazy on top of the dual-wielding, and you don't have access to Ammochain if you're doing a pistol run as it is, so I opted for a gun that had three power mods, one agility mod and one tech mod as my main pistol-wise. Dualgunner really is the way to go if you're doing a masterless pistol run, and I was doing enough damage with my guns near the end with Son of a Gun 5 to blow Mancs, Viles, Barons and other enemies back even without Son of a Bitch, so I didn't put any points into that trait.

With the Enviroboots and some onyx-modded red armor, I didn't have to worry about standing in the bad or getting my armor wrecked, so my main concern was 1.) keeping myself in health, and 2.) keeping myself in ammo. The former wasn't much of a problem once I power-modded my armor and sunk a few points into Badass and Tough as Nails (I badly wanted to get my hands on a Nano mod so I could assemble another Cybernano Armor, but I didn't get a single damn one the entire run). As for the latter, Former Captains drop enough ammo to last you a while, and they can be found even in Hell and Beyond.

My most hated enemies by far were the VMR and the Nightmare Arachnotrons (which came probably the closest to ending me in the second big cave near the end). I ended up using a Hellwave Pack to even the odds against a mess of Viles and Mancs that were too tightly packed together for me to get at the Viles easily. I also ended up having to fight two Cyberdemons near the end of the run, one on an island level where he was right in the lava, and another in a regular level, and in both cases, they took two full double-mags to bring down.

I entered the final level on an Invulnerability, and since it was another Pitch Black level, I decided fuck it and busted out the Angel Arm for the first and only time on the run to finish things off with a bang.

 8 
 on: January 17, 2025, 10:57 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 3 is up!

The big one is a change to how barrels behave and move. You can slide them around much more freely, and slide them over items, through doors, etc. But most importantly you ALSO move with the pushed barrel. And it looks smoother too!

Speaking of smooth, several small visual improvements have been done - including improvement of reticle rendering and a bump animation for melee.

The usual suspect bugfixes were also made, most importantly I think I finally fixed the melee count bug affecting Lightfoot badges. See below for the rest of changes.

There's also a linux build - untested, but if it works it should have less abusive requirements towards glibc etc.

Report all errors and give feedback on the changes!

DoomRL 0.9.9.9 BETA 3 Windows LQ
DoomRL 0.9.9.9 BETA 3 Linux LQ

Code: [Select]
0.9.9.9 BETA 3
[new] -- GH#149: settings - you can now clear a keybinding using Backspace
[new] -- GH#188: settings - you can now disable mouse rendering and interaction
[new] -- GH#094: barrels can be moved much more freely now!
[new] -- GH#094: you move with the barrel now!
[mod] -- GH#192: G-version - auto-target reticle now follows enemy sprite
[mod] -- GH#193: G-version - melee bump animation added
[mod] -- GH#193: G-version - smooth barrel movement
[mod] -- GH#017: you can invoke the combat translocator to self-phase for a higher cost
[fix] -- GH#018: player info will show level name instead of "level X of Phobos Base"
[fix] -- GH#191: fixed overdraw on diagonal movement
[fix] -- GH#197: fixed lut correction
[fix] -- GH#183: fixed melee kill counting (fixes Lightfoot Badges)

 9 
 on: January 01, 2025, 22:15 
Started by Omega Tyrant - Last post by Omega Tyrant
This post is to organize new bugs and issues found in the 2nd beta of 0.9.9.9.

*Various audio issues

In addition to certain sounds having defaults that have always ignored any new sound you try defining for them in the sound.lua and now audio.lua files (such as the Nightmare Cacodemon and Lava Elemental projectiles using the default fireball sound regardless of what you put in for them, or the Revenant's projectile using the Rocket Launcher's sound even if you try giving it a different sound), I have found new sounds that ignore what you set for them.

*The Shambler's projectile now always uses the default fireball sound, ignoring what you set it for it in the audio file.
*All melee weapons use the default fireball sound when attacking with them, not only ignoring what you set for them but also the default sounds that were already assigned to some of them.
*Activating levers uses the powerup sound, rather than what you set for them nor the default switch sound (this does not apply to levers in special levels however, which are correctly using the switch sound).

One other minor audio issue is when releasing the Shamblers in Hell's Armory and Deimos Lab, their act sound upon releasing is distance-based. This is fine for Deimos Lab when you're right next to the spot they spawn when hitting the lever to release them, but in Hell's Armory, since the Shambler is released on the other side of the map, you don't hear it at all. Maybe you could argue it's better this way, but previously this sound wasn't distance-based.

*Warning messages are not colored

Self-explanatory, warning messages for when your armor is damaged/destroyed, when a nuke countdown is happening, or simply from killing everything on the level, are no longer colored. You can see a screenshot of it in this Discord message.

*If an item's name gets too long, it'll take up two lines of space in your inventory menu, and push other items off the screen.

Also self-explanatory, you can see a screenshot of it in this Discord message.

*If a run earns enough unique medals to earn one of the Heroic badges, you won't be awarded said badges until the next run you complete.

So like with the Technician badges, it appears the Heroic badges are also bugged to not be awarded on the actual run you earn them in, with the game instead giving them on your next run you complete, as seen in this Discord message. I assume this issue will also apply to the Armorer badges.

*You are unable to equip autoequip weapons from the ground if you are already holding another weapon, even if you have inventory space for it.

Yet another self-explanatory issue, you can see a screenshot of it in this Discord message.

*Gunrunner's autofiring is bugged.

So with the new JH targeting opening up the possibility to control Gunrunner's autofiring when running instead of only firing at the closest enemy, I thought to try testing if it worked that way now... only to find that Gunrunner's autofiring doesn't work at all. You'll run, and the targeting cursor will go to the closest enemy if you have it targeting a different enemy, with no firing happening. And even if you were pre-targeting the closest enemy, it still doesn't autofire. A pretty crippling bug that needs to be fixed ASAP (and hopefully Gunrunner will gain control over where its autofire shoots when that is fixed).

*If you reload a save, when you run -> wait with enemies revealed, you cannot stop it manually.

Normally, if you do run -> wait when enemies are revealed from a Tracking Map or the enemy revealed mechanic, you are able to interrupt it before whatever max wait time you have set in your config file. However in the current beta, if you save and then reload it, you are unable to stop it until an enemy gets in your vision or it hits the max wait time, and any inputs you do try inputting seemingly get "buffered" to get inputted immediately after you reach the max wait time. Weirdly this bug seems to only be present when you reload a save, as I have not encountered it on any run before saving.

*Cerberus Boots have a flat 50% plasma resistance, rather than giving +50% resistance to the base boots with a cap of 100%.

Not a bug, but something I noticed when making Cerberus Plasteel Boots, they had 50% plasma resistance rather than 60%. This isn't a big deal in this particular instance, but the main reason I bring it up is if you were to make Cerberus Boots out of the new Blood Boots, the resulting Cerberus Blood Boots would have 50% plasma resistance rather than 100%, which makes no sense. Since the only other moddable boots with any plasma resistance is Plasteel boots, this change would mainly just allow you to make Cerberus Blood Boots that retain their blood immunity (and make Plasteel boots a slightly better option for Cerberus Boots, which isn't a bad idea to help differentiate the resulting Cerberus Boots based on which boots you use, as otherwise they're all identical aside from Cerberus Gothic Boots having 200% durability).

*Blood Boots (almost) cannot be obtained outside of A100/666

I noticed in the source code that Blood Boots have a minimum depth of 25, which considering boots cannot spawn in vaults, this make Blood Boots almost unobtainable outside of A100/666 (I say "almost", because you can obtain them in Lava Pits/Mt. Erebus since item spawns there are based on floor 25, but your chances are very low that you'll get them there). I imagine this was intentional, given blood is primarily an A100 feature, with its only standard game appearance currently being in Limbo and rarely in caves on UV/N!. However, making Blood Boots an almost A100 exclusive makes it a particular pain in the ass for the Armorer badges, as now you cannot possibly get Armorer Gold without playing A100 or getting very lucky in the one special level you can find them, which isn't a big deal, but the bigger pain comes in that you now wouldn't be able to get Armorer Diamond without playing A100 at least three times (and likely more as you can go entire A100 runs without ever finding the Blood Boots), or otherwise getting very lucky with them spawning in Lava Pits/Erebus three times. And Blood Boots could still be useful in the standard game, so being able to get them if you're lucky could be nice (whether to make Limbo easier or as a life saver if you get a really bad late blood cave on UV/N!). A minimum depth of 17 or even 20 for the Blood Boots can work. If these boots must be kept an A100 exclusive, I wouldn't mind the Armorer badges being overhauled however to be less of a pure grind.

_________________________________________________________

The following aren't bugs/issues, but a couple more balancing ideas.

*Lessen the speed penalty on heavy boots.

A new mechanic added is fluids slowing your movement down by 20%. I like this change, but I think this change is excessively punishing on heavy boots that were given a big movespeed penalty to previously compensate for their ability to run through fluids with little to no damage, back when there was no speed penalty from fluids. For example, when playing a Scout wearing Cerberus Boots with no Hellrunner, you will have an abysmal 1.48 second movement speed in fluids with no armor on (or armor with no speed bonus/penalty), and an abominable 1.77 second speed when wearing Red Armor that wasn't agility-modded on top of those boots (better hope there's no speedy enemies around or you might get triple-attacked). And of course those numbers would be even worse for the Marine and Technician, while if the N! enemy speed bonus is added back on top, maybe a quadruple attack could be possible... As such, I propose the following move speed adjustments:

Gothic Boots: -15% -> -10%
Environmental Boots: -25% -> -15%
Enviroboots: -25% -> -15%
Lava Boots: -30% -> -20%
Cerberus Boots: -30% -> -20%

I'll also note that these new values still make these boots slower in fluids than they were in versions prior to the fluid-slowing moving mechanic, and they're still slow enough that you would rather wear movement-boosting boots normally, even after agility-modding them (-10% speed Cerberus Boots vs +25% speed Tactical Boots is no contest for what you want to be wearing at all times).

*Buff Tough As Nails to give +5% inherent energy resistances per level in addition to +1 inherent protection, nerf the Marine's inherent energy resistances to 10%, nerf Berserk's resistance bonuses to +50%, change Vampyre's SoB block to TaN, and change Malicious Blades' TaN block to Badass or SoG.

This is several different things but I'm putting them all under the same entry, as they're tied together, addressing TaN being an underpowered trait whose block means little to any mastery that blocks it, a requisite Marine nerf that would be needed if TaN is buffed to keep Marines from getting too tanky, addressing the overpowered defenses granted by Berserk and the Berserker trait, and a way to farther nerf the currently broken Vampyre, while giving the currently underpowered Malicious Blades something. I wrote up a big post explaining the rationale behind these changes in the JH Discord, but in case the person reading this isn't in the JH Discord or don't want to open Discord up, I'll repost it here under the following spoiler tags:

Spoiler (click to show/hide)

 10 
 on: December 31, 2024, 22:57 
Started by Omega Tyrant - Last post by Omega Tyrant
Nice summary, I'll go through it in detail when I plan to do another run. Question though - what do you mean by floors and ceilings?

Floor means how good the build will be at its worst with bad RNG (particularly regarding item drops and generated EXP pool), and ceiling means how good a build will be at its best. So a good floor means the build will still function well even if you're getting repeated difficult bad levels while stuck with nothing more than common items and whatever you can get guaranteed from special levels, and a good ceiling means the build becomes that much more exponentially powerful when you do get all the good stuff.

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