Chaosforge Forum

  • April 14, 2024, 10:55
  • Welcome, Guest
Please login or register.

Login with username, password and session length

Show Posts

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

Topics - Frankosity

Pages: [1]
1 / [M/85%/YAVP] First Win! Also: hate Mortuary.
« on: February 21, 2011, 06:17 »
 DoomRL (v. roguelike post-mortem character dump

 Buddy Dacote, level 10 Cacodemon Sergeant, defeated the Cyberdemon
 on level 25 of the Phobos base.
 He survived 137776 turns and scored 96758 points.
 He played for 1 hour, 7 minutes and 53 seconds.
 He didn't like it too rough.

 He killed 585 out of 682 hellspawn. (85%)
 He was an Angel of Berserk!

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

  Levels generated : 8
  Levels visited   : 5
  Levels completed : 3

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

  Cyberdemon's Head
  Berserker Silver Badge
  Berserker Gold Badge
  Longinus Gold Badge

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

  Health 120/60   Experience 46848/10
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

    Ironman          (Level 1)
    Tough as nails   (Level 3)
    Brute            (Level 3)
    Berserker        (Level 1)
    Badass           (Level 1)
    Vampyre          (Level 1)


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

    [a] [ Armor      ]   red armor [4/4] (68%)
    [b] [ Weapon     ]   Longinus Spear (8d8)
    [c] [ Boots      ]   tactical boots [1/1] (100%)
    [d] [ Prepared   ]   modified combat knife (3d5) (B)

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

    [a] blue armor [2/2] (100%)
    [b] modified blue armor [2/2] (190%) (B)
    [c] nanofiber red armor [3]
    [d] Medical Powerarmor [2/4] (39%)
    [e] small 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] large med-pack
    [m] envirosuit pack
    [n] plasteel boots [4/4] (100%)

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

    83 former humans
    63 former sergeants
    16 former captains
    87 imps
    53 demons
    154 lost souls
    34 cacodemons
    13 barons of hell
    1 Cyberdemon
    19 hell knights
    16 arachnotrons
    8 former commandos
    1 Angel of Death
    7 pain elementals
    10 arch-viles
    8 mancubi
    10 revenants
    2 bruiser brothers

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

  He started his journey on the surface of Phobos.
  On level 4 he stormed the Chained Court.
  On level 12 he assembled a nanofiber armor!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he encountered the Phobos Hellgate.
  On level 16 he invaded the Unholy Cathedral!
  On level 16 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 17 he assembled a tactical boots!
  On level 17 he found the Medical Powerarmor!
  On level 22 he was foolish enough to enter the Mortuary!
  He managed to escape from the Mortuary!
  On level 23 he entered the Lava Pits.
  He decided it was too hot there.
  Then at last he found Phobos Arena!
  On level 25 he finally defeated the Cyberdemon.

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

 Before him 37 brave souls have ventured into Phobos:
 35 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 killed the bastard and survived.


After a string of failed games of every stripe, barring an early win with a MAD build, this is the first time - in any version - I've won AoB. After I got the Chainsaw and Badass the game became a lot smoother, and once I got my hands on Vampyre and the Longinus Spear it was probably the easiest endgame I've ever had.

I tried to complete the Mortuary after finding two Berserks near the entrance,  but the game decided to dick me over by having the direction I charged in not have any Arch Viles. By the time I ran back to the centre the berserk had run out and I got swamped. I tried my best to break through and activate berserk again, but they wore me down way too fast and I ended up bravely making a tactical retreat, at which point I slaughtered my way flawlessly down to the Arena.

As you can see, the Tactical Boots came very late, and I ended up assembling Nanofibre Armour instead of a Chainsword due to absent mindedness, but it was definitely worth it for the guaranteed damage reduction in a pinch.

Bug Reports / Quartermaster Platinum awarded at under 100% kills
« on: January 07, 2010, 10:16 »
 DoomRL (v.0.9.9) roguelike post-mortem character dump

 Bobby Prince, level 7 Cacodemon Warrant Officer, sacrificed himself to kill the Cyberdemon
 on level 25 of the Phobos base.
 He survived 36053 turns and scored 33322 points.
 He played for 28 minutes and 53 seconds.
 He didn't like it too rough.

 He killed 258 out of 354 hellspawn. (72%)
 He was an Angel of Red Alert!

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

  UAC Star (bronze cluster)
  Minor Icarus Cross
  Compet-n Silver Cross
  Quartermaster Silver Badge
  Quartermaster Platinum Badge

Despite only having 72% kill ratio, I was still awarded the badge for achieving 100% kills.

Discussion / AoRA Tips
« on: January 07, 2010, 03:35 »
I can't seem to make an inch of headway into Angel of Red Alert. Does anyone have any advice on how to approach the challenge, what traits to use, etc.?

Requests For Features / 'Flavoured' Levers
« on: January 03, 2010, 14:33 »
It might be interesting to have levers given an adjective based their type, chosen randomly per game, similarly to how other roguelikes like Nethack roguelikes handle potions. For example, one game might have health depots identified by a red lever, whereas in the next a red lever might signify a lava-flood lever.

The main purpose of this feature would be to allow players to identify specific effects by observation and elimination; it wouldn't necessarily decrease the risk involved in lever use, as you still won't know what a type of lever will do until after you've pulled it, but it would increase the attraction of using them, as there's the potential payoff of identifying a beneficial lever, which is normally impossible.

Requests For Features / Balance- Plasma Weapon Damage
« on: November 27, 2009, 05:13 »
With the fact that energy damage halves armour protection, I think DoomRL's plasma weaponry need a damage downgrade. As it is, a Former Commando can one-shot the player if you have any less than half health and decent armour, and Arachnotrons are no better. I can't count the number of times I've rounded a corner and instantly lost half my health to a lucky volley from an Arachno.

If energy damage is armour-piercing, I think it's reasonable to reduce the amount of damage energy weapons do to balance this out.

In Doom, it was possible to delay or prevent an enemy attack by hitting them enough that they'd flinch, interrupting any attacks or movement they were in the process of performing. With DoomRL, it cold be the case that doing over a certain amount of damage to an enemy gives a chance of them "flinching", interrupting their next turn and preventing an attack or move in your turn.

One way of balancing such a feature so that you can't infinitely stunlock enemies, and making it much harder to flinch bigger bad guys like Hell Barons could be either having the necessary damage be a specific fraction of an enemy's health, like 10-15% or more, or implement it so that you need to do above a specific threshold of damage, like with the Berserker trait, at which point a die is rolled which has to be above/ below a certain number to flinch, with a modifier applied depending on the type of enemy; i.e, you can flinch a Former Human with relative ease, but a Hell Knight will rarely do so, and the Cyberdemon is practically immune.

My other idea comes from Dungeon Crawl- when an enemy finds you in its line of sight, it calls out, alerting other nearby enemies to your presence, who then move in on you (obviously, the alerted enemies don't then call out when they see you. That would be annoying.) This would prevent players from luring enemies enemies away from groups and engaging them solo.

1. Spectre- I thought that the Spectre could be implemented as a monster with identical properties to the Demon, but represented by a blank space, rather than a letter. This would give it much the same effect as the spectres in Doom; they are actually quite visible if you're paying attention, but if you're distracted by other enemies in the same room they can sneak up on you and get right in your face.

2. Invisibility Artifact- I'm reasonably certain this has been brought up before, but it could simply give the player a much higher dodge chance for the duration of the effect, like around +30%, so Hellrunner specialists don't become literally unhittable with it

Another possible feature is one I picked up from playing a Doom mod: if you're not actively attacking anything, after a few seconds they become unaware of your presence, allowing you to sneak past or get the drop on enemies. This would be very handy for berserkers and shotgunners.

Just to clarify, after attacking you do become partially visible, and can thus be attacked, albeit with the  increased dodge chance.

Requests For Features / New Powerup- Light Amplification
« on: June 14, 2009, 11:08 »
A relatively useless power-up in Doom, in DoomRL it could basically extend the player's sight radius by a respectable amount for a limited amount of time. I'd leave the specific amount as a balance decision, but I'd say a +5 or so would probably be quite reasonable.

Discussion / Tips for Angel of Purity?
« on: April 30, 2009, 05:24 »
So, after about 70 deaths I finally managed to beat Hurt Me Plenty, and now the only thing standing between me and Major rank is Angel of Purity. But I just can't beat the damn thing! What are the best traits/ tactics to use for this challenge?

So I beat HMP earlier today, and after a failed AoP run i decided to put Major on hold for the moment and tried some AoDD. A couple of failed runs later and I get this:

Ilya Bely, level 11 Demon Captain, nuked the Cyberdemon.
 on level 26 of the Phobos base.
 He survived 141029 turns and scored 116706 points.
 He didn't like it too rough.

 He killed 551 out of 662 hellspawn. (83%)
 He was an Angel of D&D!

 The world crashed on him 5 times.
 He saved himself 5 times.

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

  Health 41/100   Experience 53150/11
  ToHit +5  ToDmg Ranged +0  ToDmg Melee +0

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

    Tough as nails (Level 3)


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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   modified BFG 9000 (11d8) [20/100] (D1)
    [c] [ Boots      ]   protective boots [1/2] (47%)
    [d] [ Prepared   ]   Revenant's Launcher (6d6) [1/1]

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

    88 former humans
    58 former sergeants
    21 former captains
    99 imps
    55 demons
    41 lost souls
    25 cacodemons
    19 barons of hell
    1 Cyberdemon
    27 hell knights
    10 arachnotrons
    1 John Carmack
    6 former commandos
    5 pain elementals
    6 arch-viles
    10 mancubi
    12 revenants

-- 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 7 he found the Assault Shotgun!
  On level 10 he witnessed the Wall.
  On level 10 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 11 he ventured into the Halls of Carnage.
  On level 17 he found the Baron Armor!
  On level 19 he found the Nuclear Plasma Rifle!
  On level 21 he found the Revenant's Launcher!
  Then at last he found Phobos Arena!
  He nuked level 25!
  He defeated the Cyberdemon and found the TRUE EVIL!
  Then finally in hell itself, he killed the final EVIL.

For me, this run was extraordinary at least in the fact that I got a full win, which I'd never managed before. The thing which will stick out for other people, though, is the bit where it says I entered the Wall twice.

It's because I did.

Basically, I got to the Wall, slaughtered everything there with the Assault Shotgun and lots of rockets, then after I picked up the BackPack I dropped everything in my inventory to sort out my ammo slots, which had gone a bit strange from the new maximum ammo stack. At which point I get the empty inventory crash.

So, after a few tries (which is why the mortem reports 5 crashes), I decide to just get on with it, clearing out the level again and getting the backpack again (didn't do anything D:)

So, after beating the Wall AGAIN on a single health pack and minimal ammo, I then proceed to get my first full win, after getting my inventory reset on Phobos Base 10. Not too shabby, eh?

Requests For Features / Running
« on: April 11, 2009, 16:00 »
I'm not a great fan of the system around running at the moment. The fact that you stay Tired until you use a health pack/globe or go down a level means I never use it, in the grand old OCD tradition of "just in case".

Plus, it seems strange that you become Tired even if you only ran for one turn.

Would it be possible to implement a counter of sorts which would keep track of how many turns you spend running, and when you stop you're Tired for twice/equal to that number of turns? There'd need to be a limit on how many turns you can run for, of course, and there could be a movement/accuracy penalty for being tired, meaning choosing when to run and for how long would have to be very carefully considered.

Pages: [1]