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46
Discussion / Re: Can someone explain to me how angel of berserk is meant to be possible?
« on: December 26, 2008, 12:07 »Another strange thing: I was playing AoB recently and I found few Large Healing Spheres - and they did not give me Berserk. Wth ...That got taken out a while ago. No idea why the description of the challenge was never changed.
47
Berserk! / Re: Highest Berserk Killcount
« on: December 25, 2008, 19:06 »
Looks like I'm winning the thread so far. :V
I lost this one because I was too stupid to use my fairydust. :/
Code: [Select]
-- Berserk! (0.8.5 ) Post Mortem -------------------------------------
Character name : Malfeasance
Game type : Endless
Nights survived : 7
Monsters killed : 635
STR: 16 DEX: 12 END: 12 WIL: 12
Speed: 107 HP: -1/110 EN: 120/120
Base damage: 2d6+7 Weight: 12
-- Graveyard ---------------------------------------------------------
..................................................
..................................................
........................................===.......
..................................==....=.=.......
...............................=.==....=..........
....-.................%:.......===....=.=.=.......
...---............#.............=......=.=..#.....
....-......#.............%......=........#........
...................%:.%--......=............=.....
...................%%...--.i..#.=..........=......
...............%.#%%.:.%-%%:%..#---..%.....==.....
......-.............%%.%%-.%...-.--.Y.-...=.......
...-b.-...........%b...%%-.h..----.-b@@...=.Y......
...-#.--:...%.....%.%%%.%Y......#==.###...==......
.....-......#......#..%.%%....==-%=.b##..==.......
.........--..%.................=..==b##..=........
......#..-.-.........%%..........%...h....#.......
........---...........%......%..#%..:-..%.....=...
.........-........#.#.....%..:....:.--..#-...#=...
.................#.......Y%.%%.....%%--.--...==...
..........................::::%..:.%-..--...#.....
........#............-..-::%%.%:..:....-....==....
...#.#...............----....:....-------..#=.....
.................................%................
..................................................
-- Weapons left ------------------------------------------------------
Cannon (0/2) Crossbow (9/36) Knives (2) Bombs (4) FairyDust (1)
-- Kills (635) -------------------------------------------------------
6 demons
56 bulldemons
368 beasts
33 mandagores
4 defilers
74 imps
21 phasehounds
26 skeletons
3 wraiths
5 spores
30 townspeople
3 ice devils
5 yeti
1 blizzard
-- Skills (7) --------------------------------------------------------
Running (level 1)
Sweep attack (level 2)
Whirlwind attack (level 1)
Impale attack (level 2)
Jump attack (level 1)
-- Messages ----------------------------------------------------------
The blizzard freezes you!
The beast evades your blow.
The blizzard freezes you!
The blizzard freezes you!
You evade.
You miss the yeti.
The blizzard freezes you!
The yeti hits you!
You die!...
Press <Enter>
-- Achievements ------------------------------------------------------
Max kills in one turn : 5
Longest killing sequence : 8 kills in 8 turns.
Survived for : 2378 turns
Died on : Snow
Reason of death : killed by a yeti
I lost this one because I was too stupid to use my fairydust. :/
48
Discussion / Re: Can someone explain to me how angel of berserk is meant to be possible?
« on: December 25, 2008, 18:56 »
1) I don't think EE applies to melee.
2) Even if it does, you're much better off taking the survivability traits.
This is basically the only good AoB build order.
Bru->Bru->Ber->HR->HR->Fill rest with TaN/Iro/HR/Bru depending on equipment and preference. Sometimes if you're low on armor and/or meds it's best to take a level of HR before Ber, but ideally not.
The thing to remember about melee is their hit chance isn't any better than yours.
2) Even if it does, you're much better off taking the survivability traits.
This is basically the only good AoB build order.
Bru->Bru->Ber->HR->HR->Fill rest with TaN/Iro/HR/Bru depending on equipment and preference. Sometimes if you're low on armor and/or meds it's best to take a level of HR before Ber, but ideally not.
The thing to remember about melee is their hit chance isn't any better than yours.
49
Bug Reports / Unhandled Exception $77083387
« on: December 25, 2008, 16:38 »
Pretty sure I was just shooting an imp.
50
Discussion / Re: Combining speed modifiers
« on: December 25, 2008, 14:30 »
It's completely obscene. Do you really need to be more specific than that?
51
Bug Reports / Re: Level 10 stairs unreachable....
« on: December 25, 2008, 12:04 »
A note: I have Vista, and I've only had one crash so far since I started playing again, which is about par for the course. Neither DoomRL nor Vista is the OP's problem.
A note for Kornel: Vista is not the shitpile it used to be. Their main problem was driver support, which is now basically fixed.
A note for Kornel: Vista is not the shitpile it used to be. Their main problem was driver support, which is now basically fixed.
52
Discussion / Re: Can someone explain to me how angel of berserk is meant to be possible?
« on: December 25, 2008, 11:32 »
You guys really need to take
1) a chill pill.
2) Kornel's advice.
I was one of the main haters of AoB back in the day. You can do a search of my name to find me saying pretty much the same things. I think pretty much all newbies hit that wall, and getting over it is what makes them not newbies anymore. AoB is hard, no doubt of that, but if you understand the tactics it's possible and even fun.
If you don't have the patience for the videos, I can distill the main points for you.
1) Use bait. Oh lordy would you use bait. In AoB, your main threat for most of the game is shotgunners. They have one important weakness though; any color h (and I think the Bs, too) will, until it is very close or unless it is already standing on something it likes, approach an item on the ground to the exclusion of any other action. Blade, the top player of the game, pioneered this tactic, but I feel I made my own refinements to it that you can see in the video and my short discussion with Blade in the thread about how it worked. This and other tactics which require you to sit behind something may sound boring, but the tedium can be largely eliminated by remembering that run mode works with waiting, and it's very satisfying kicking in the door and cutting some fool to ribbons after he picks up the empty pistol you dropped for him. If you see a wad of hs in the middle of a big room, also remember that you can string them along with more than one piece so long as the FoV from one reaches the other.
2) Use corners, doorways, and other cover/chokepoints. Entering the line of sight of as few monsters as possible is key to your survival. Peek around a little to get a sense of what's around the next bend before you run in. If it's too much to handle, you'll be able to get back into cover before they hurt you, and you can approach from a different angle or just skip that group. This is especially important against the melee enemies; using cover can turn a pack of c or s of absolutely any size to a pile of XP at almost no risk once you have the chainsaw.
3) Shut the doors! This is especially important in "maze of rooms" and "lots of barrels" levels. This limits LoS, makes traps safer to use, prevents non-humanoids from wandering, and lets you know where wandering humanoids are since you can see on the map when a door opens. If you know the situation, you control it.
4) Close the distance. Don't be afraid to get in the fray. Basic foos shoot like storm troopers, all you need to take out up to three of them is to juke and jive your way up there. Imps and captains can be almost totally neutralized by running and green armor. With a level of HR and some blue, commandos, O, and B become your prey. The thing to remember is that with the exception of Mancubi and possibly Barons, enemies will not use their ranged attack when you're toe-to-toe with them, and the two exceptions are still pretty rare. If you can run fast enough to get to the center of a large group of enemies without taking too much, it doesn't matter what letter they are, you win.
5) Let c and s close the distance for you. These are faster than normal enemies. If you walk into their face, they'll get the first hit, sometimes the first two. Close until three-four squares separate you, then start strafing and backpedaling until they stumble into your reach. As Musashi said, cut them down strongly.
6) Use discretion. You need to kill most of the monsters. You do not need to kill all of the monsters. Killing everything gets you to about level ten in NTR, but you become a fearsome juggernaut at level six or seven. Distance is the main factor. Can you get to the middle of those seven O before they start burping at you? If not, let it slide. If you're fully stocked and the noises you're hearing are bigger than the XP you need, you can even skip most of a level without losing too much.
1) a chill pill.
2) Kornel's advice.
I was one of the main haters of AoB back in the day. You can do a search of my name to find me saying pretty much the same things. I think pretty much all newbies hit that wall, and getting over it is what makes them not newbies anymore. AoB is hard, no doubt of that, but if you understand the tactics it's possible and even fun.
If you don't have the patience for the videos, I can distill the main points for you.
1) Use bait. Oh lordy would you use bait. In AoB, your main threat for most of the game is shotgunners. They have one important weakness though; any color h (and I think the Bs, too) will, until it is very close or unless it is already standing on something it likes, approach an item on the ground to the exclusion of any other action. Blade, the top player of the game, pioneered this tactic, but I feel I made my own refinements to it that you can see in the video and my short discussion with Blade in the thread about how it worked. This and other tactics which require you to sit behind something may sound boring, but the tedium can be largely eliminated by remembering that run mode works with waiting, and it's very satisfying kicking in the door and cutting some fool to ribbons after he picks up the empty pistol you dropped for him. If you see a wad of hs in the middle of a big room, also remember that you can string them along with more than one piece so long as the FoV from one reaches the other.
2) Use corners, doorways, and other cover/chokepoints. Entering the line of sight of as few monsters as possible is key to your survival. Peek around a little to get a sense of what's around the next bend before you run in. If it's too much to handle, you'll be able to get back into cover before they hurt you, and you can approach from a different angle or just skip that group. This is especially important against the melee enemies; using cover can turn a pack of c or s of absolutely any size to a pile of XP at almost no risk once you have the chainsaw.
3) Shut the doors! This is especially important in "maze of rooms" and "lots of barrels" levels. This limits LoS, makes traps safer to use, prevents non-humanoids from wandering, and lets you know where wandering humanoids are since you can see on the map when a door opens. If you know the situation, you control it.
4) Close the distance. Don't be afraid to get in the fray. Basic foos shoot like storm troopers, all you need to take out up to three of them is to juke and jive your way up there. Imps and captains can be almost totally neutralized by running and green armor. With a level of HR and some blue, commandos, O, and B become your prey. The thing to remember is that with the exception of Mancubi and possibly Barons, enemies will not use their ranged attack when you're toe-to-toe with them, and the two exceptions are still pretty rare. If you can run fast enough to get to the center of a large group of enemies without taking too much, it doesn't matter what letter they are, you win.
5) Let c and s close the distance for you. These are faster than normal enemies. If you walk into their face, they'll get the first hit, sometimes the first two. Close until three-four squares separate you, then start strafing and backpedaling until they stumble into your reach. As Musashi said, cut them down strongly.
6) Use discretion. You need to kill most of the monsters. You do not need to kill all of the monsters. Killing everything gets you to about level ten in NTR, but you become a fearsome juggernaut at level six or seven. Distance is the main factor. Can you get to the middle of those seven O before they start burping at you? If not, let it slide. If you're fully stocked and the noises you're hearing are bigger than the XP you need, you can even skip most of a level without losing too much.
53
Discussion / Re: Post all Chaosforge games videos here!
« on: December 25, 2008, 10:35 »
If you mean attachments here on the forums, the filesize limit is 128k. :V
54
Discussion / Re: Post all Chaosforge games videos here!
« on: December 24, 2008, 22:57 »
Totally ace, man! I'm gonna have to start saving them to my own space to make sure they don't get waxed again. Too bad the other old ones aren't there, but the Guts Man stuff was the best part anyway. Thanks!
55
Requests For Features / Re: Ideas for Implementing Spider Mastermind
« on: December 24, 2008, 12:56 »
I know the SM's weapon was called a chaingun, but didn't it actually fire like a full-auto shotgun? I distinctly remember the thing's shots leaving pockmarks identical to the pattern of the shotty.
56
Discussion / Re: Post all Chaosforge games videos here!
« on: December 24, 2008, 12:41 »
So, long shot here, but is there any chance anybody saved the old demos from this thread? I'm getting back into the game now that I have my new rig, and I'd like to watch the Guts Man Chronicles, but Mediafire killed them. I could swear I had them saved someplace, but if I did, I've no idea where. :/
57
Bug Reports / Re: Scores Missing
« on: June 15, 2008, 12:52 »
...You did encrypt them.
Why did you encrypt them? This seems like much more effort than it's worth to keep somebody from faking something that ultimately doesn't matter. x_x
Why did you encrypt them? This seems like much more effort than it's worth to keep somebody from faking something that ultimately doesn't matter. x_x
58
Bug Reports / Re: Scores Missing
« on: June 15, 2008, 04:35 »
Update: as a result of trying the highscore sorting, which I hadn't even realized existed until just now, I have determined that the problem is not that the information isn't being written, but that the .dats are in fact becoming corrupted somehow. All the lists other than my main one contained serious errors similar to those introduced when I changed values within the .dat by hand. In addition to garbage, pieces of legitimate data appeared out of place. As a result, I realized that the majority of both .dats is dedicated to telling the program where to look instead of the information itself. I could not, in fact, find where the data is stored among all the formatting info.
Why'd you do it this way, Kornel? Having a running total stored in the same place as directions for reading it always results in corruption eventually. Is there any particular reason you couldn't hardcode the table format into the game and just put the info in the .dats?
Sometimes I really wish I had the source for this sucker. ;_;
Why'd you do it this way, Kornel? Having a running total stored in the same place as directions for reading it always results in corruption eventually. Is there any particular reason you couldn't hardcode the table format into the game and just put the info in the .dats?
Sometimes I really wish I had the source for this sucker. ;_;
59
Requests For Features / Rebuild .dats from Mortem Folder
« on: June 15, 2008, 03:11 »
If you can't figure out why this is happening, there's a way to provide a temporary solution. Create a program that reconstructs the .dats using the finished games in /mortem as input. This way, if a player's running total breaks for any reason, they can fix it instantly by running this little .bat. Of course, this would make it easier to falsify the .dats, but that could be prevented by including a checksum of some kind at the end of each mortem, and if somebody really wants to fake stuff then bully for them anyway. Not everyone is interested in unlocks.
60
Bug Reports / Re: Scores Missing
« on: June 15, 2008, 03:01 »
Thanks man, but I really don't want to lose my stat tracking. I'm proud of some of this stuff. I mainly don't want to play Purity again. It was boring.