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Messages - Dervis

Pages: [1] 2 3 ... 14
General Discussion / Re: Wiki / game info?
« on: September 09, 2019, 15:12 »
from what i've seen, the special branches/levels so far are:

mines -> anomaly (archreavers - substantially easier now that they don't spawn directly next to you)
valhalla terminal -> valhalla command (bots, now two military bots so greater chance they'll drop a useful mod)
no special branch -> military base (formers)

biolabs -> containment area (similar to anomaly)
dig zone -> tyre outpost (formers)
no special branch -> ?

black site -> vaults (turrents + demons)
cri labs -> cri armory (a shitload of cri bots, would not recommend going here unless you have really powerful pierce weapons)
no special branch -> ?

arena (small to heavy demons - no drops?)
limbo (vars demons)
Military base has hellish soldiers not formers, you'll end up with some extra holes if you underestimate them. Nonetheless it has fixed spawns so you memorize where each one is and it makes it easy. Good place to pick up a Chaingun or 7.62 rifle if you haven't already.

Main europa special level is Refueling base. It has chaingun ravagers and archreavers and a guaranteed tech station besides 4 or 5 boxes.

Cri armory is rough with the CRI bots ambushes, if you can manage it though you'll have your pick of a bunch of exotic weapons and the CRI armor.

Main Io branch special level is the Io Warehouse. Reavers, Archreavers, and 10 boxes, 2 of each kind I think.

Arena has 3 waves of enemies. x fire fiends, x-1 archreavers and x-2 siege ravagers. It spawns a portal to the last level in the middle at the end.
Limbo just has a bunch of archreavers and 4 or 5 boxes.
The entire Beyond area is a work in progress so it might change significantly in the future.

Callisto transition level is Valhalla Space Station. Known for sometimes having security bots everywhere and the occasional former heavy, so beware those rockets. 1 guaranteed med box + common box.
Europa transition level is Europa Central Dig. Mostly fixed layout with fixed enemies (fire fiends, archreavers, armored ravagers) although they wander around, no loot whatsoever.
Io transition level is Io Gateway, fixed layout with lots of unavoidable fights featuring CRI bots, archreavers and armored ravagers. 2 med boxes and 2 ammo boxes.

Bug Reports / Re: Scavenger crash
« on: August 18, 2019, 11:40 »
It's a LUA error on the scavenger function, it tried to check which weapon you had in hand, but it was empty so it crashed.
Code: [Select]
00:23:45.57 [CRITICAL] lua::function_base::call : call failed - [string "__func = function ( self, user, item )..."]:12: attempt to index local 'weapon' (a nil value)

Bug Reports / Re: Stuck in Anomaly
« on: August 11, 2019, 00:37 »
Ugh, that's rough, you should post that on bug reports.

Anyway, you can go into your JH directory and delete the save file. That'll let you start a new game.

Bug Reports / Re: Bug Report
« on: August 10, 2019, 11:42 »
Intel G45 seems to be limited to OpenGL 2.1.

JH requires at least OpenGL 4.3, so it won't run under that GPU.

You should wait for Kornel to check this post anyway.

Wow, that Everyman badge is really impressive. I thought it was one of the impossible ones.

I got a Marksman Angelic so you can add that to the doable ones too. If you can make it to Armory, SoG5 should carry you the rest of the game.

Discussion / Re: Doomrl Guide
« on: April 04, 2019, 16:11 »
That's quite a good read, and quite thorough as well.
I probably disagree on a couple of stuff but I'd rather point out the 2 actual mistakes:

Power armor - Only usable on common armors, so no powered energyshield vest for you:P. That being said, powered red armor is top-tier armor and it's only not used more often because anti-gravity boots are ridiculously overpowered.

Juggling shotguns from inventory - The method you listed isn't the best one. You just need to carry 2 non-shotguns with you, and you won't have to waste the 0.5 seconds dropping the empty shotty. When quick-equipping a weapon the game will always choose the one with the most ammo.
Typical scenario is going into Hell's Arena with 6 shotguns, a pistol and a combat knife. Fire a shotgun, play with z, 1 and 2 until you have the pistol and knife equipped, and next time you press 3 you'll have a loaded shotgun ready.

General Discussion / How to get into beta?
« on: October 20, 2018, 12:17 »
Hey! It's been a while :).

JH is looking great. How can i get into the beta?


Discussion / Re: Angel of Berserk and Large Health Globes
« on: January 02, 2010, 05:37 »
I voted no just because I think the balance of AoB is quite sweet at the moment. Although it might be a bit too difficult for newbies, it's fun for the veterans.
If you think this should be fixed than you'd have to increase the difficulty in Nightmare! (probably by getting rid of the double duration on power-ups).

Discussion / Re: Nightmare difficulty - how?!?
« on: November 19, 2009, 06:02 »
Hi folks...
I've been playing nightmare difficulty recently. It seems the common concensus from the post mortem boards is that ammochain is the easiest nightmare build, so I'm giving that a try. However, I figure I need the agility mods from the chained court in order to do this, and that means a rocket launcher.
You can get the agility mods from the Chained Court without a rocket launcher relatively easily, so you don't need to win the Arena just for it.

Ever heard of the "Gnome with the wand of death"? :P

Bug Reports / Re: Score is abnormally low
« on: October 28, 2009, 06:51 »
The score issue is well known. Score takes into account your hp at game end time, and nuking gets you at -6000hp which really hurts your score. Reducing the nuke to a more sensible value of 1000-1200hp should fix it in my opinion.

About the shotgun kill: Whenever a monster dies it credits the kill to whatever weapon you're holding. There are probably a number of ways to fix this.

The relatively safe message is a common feature: you nuke, clear the level, get congratulated for clearing the level, then die horribly :P.

Entering Spider's Lair on Angel of Max Carnage? Wasn't that too big a risk?

Discussion / Re: Which Medals Are Awarded for What?
« on: October 27, 2009, 13:37 »
Compet-n Silver Cross: Get lots of level clears (You feel relatively safe). Gold and platinum are impossible on non-Ao100.

Compet-n Medals are for speedruns (real time). I'm not sure about the times but they're 30/20/10 min or less. Not that hard to win.

Spoiler (click to show/hide)

0.9.9 / Re: [M|90%|AoB|YAVP] I did it at last!11
« on: October 23, 2009, 12:47 »
I'll comment for him. "Oh, look! A Butcher's Cleaver on AoB lvl 2! The RNG must really, really hate me!" :P

EDIT: After posting this, I'm noticing guns reloading after second shot kill. Will continue keeping an eye on gunkata behaviour.

When dualwielding with gunkata trait, my pistols get reloaded only when the first shot of the two makes the kill, not if the killing shot is the second one. Is this intended? It's a bit annoying, especially against pain elementals/lost souls, with bad luck my pistols get empty despite lost souls dying left and right. Then I reload just one pistol, kill a soul with that and then both guns get reloaded.
What happens is that Gunkata only reloads when you kill your primary target. For example, if you attack something, you miss and the bullet ends up killing something behind it, you will NOT get a reload. Also, if you're targetting a floor rather than a monster you won't get reloads.

This other thing I mentioned in a mortem but it's probably good to have it here in bug reports too: it looks like "win the game" badges aren't awarded if you nuke the cyberdeamon, but lose against JC. This happened in my recent AoPc game: I nuked Cybie while invincible, didn't have another nuke so I let JC kill me, and I didn't get the pacifism badge. Dying while nuking cybie counts as a victory badge-wise, so I'm thinking this ought to count as well. Also in the mortem said I nuked cybie on lvl 26, not 25.
This was found during the beta and as far as I know, this is intended. Losing to JC counts as a loss rather than a partial win.

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