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1
Discussion / The official ChaosForge Discord channel
« on: October 24, 2017, 12:40 »
Recently looking at the forum and actually engaging in some communication with current Inquisitorial staff made me realize that:
a) Since I stopped bothering with setting up an IRC client on latest hardware upgrade, my only means of communicating with those fine people is through this boards... and I visit like once every two months or so
b) ...hey, that reminds me there is a bunch of people still lurking on zombified corpse of what once was the official #Chaosforge IRC channel
So I decided to spend all of five minutes of my precious, precious time and thrown us together a barebone Discord channel. I mean, back when JH kickstarter was going on I breached the topic with Kornel, and he said he planned to do it post-KS... but he hasn't done it to date unless I'm mistaken, and I know such things can move at glacial pace here, so I decided to take initiative :P
So come, join and talk. About Jupiter Hell, older ChaosForge games, and other stuff. Or just lurk. Whatever rocks your collective boats. You're welcome. Unless you're a spambot. Invite link (note - I set having verified email on Discord as requirement for talking, just as a minor precaution at any spambots crawling to the link or something): https://discord.gg/P9ZA7hx
PS. For those not in the know Discord is essentially modern-day IRC, only decentralized, new, shiny, and doesn't require a client if you don't want to install one (it can be run in browser).
a) Since I stopped bothering with setting up an IRC client on latest hardware upgrade, my only means of communicating with those fine people is through this boards... and I visit like once every two months or so
b) ...hey, that reminds me there is a bunch of people still lurking on zombified corpse of what once was the official #Chaosforge IRC channel
So I decided to spend all of five minutes of my precious, precious time and thrown us together a barebone Discord channel. I mean, back when JH kickstarter was going on I breached the topic with Kornel, and he said he planned to do it post-KS... but he hasn't done it to date unless I'm mistaken, and I know such things can move at glacial pace here, so I decided to take initiative :P
So come, join and talk. About Jupiter Hell, older ChaosForge games, and other stuff. Or just lurk. Whatever rocks your collective boats. You're welcome. Unless you're a spambot. Invite link (note - I set having verified email on Discord as requirement for talking, just as a minor precaution at any spambots crawling to the link or something): https://discord.gg/P9ZA7hx
PS. For those not in the know Discord is essentially modern-day IRC, only decentralized, new, shiny, and doesn't require a client if you don't want to install one (it can be run in browser).
2
Discussion / New Doom 1 map by John Romero.
« on: January 16, 2016, 08:49 »
If you haven't heard already, after 21 years of not making Doom related stuff John Romero put out a Doom 1 map. To be specific it's a replacement map for E1M8. And he's still got the touch - the map is damn good and damn hard. You can find the download link on Romero's twitter (pinned tweet) or use a mirror I made for a friend (since John's dropbox seems to have been hit pretty hard and it barely loads): https://dl.dropboxusercontent.com/u/15336046/e1m8b.zip
Rip and Tear!
PS. Watch out for the cracks on the floor.
Rip and Tear!
PS. Watch out for the cracks on the floor.
3
Play-By-Forum / Chaosforge 4e PBF - IC
« on: February 11, 2014, 08:51 »
Almost twelve days have passed since you left from Fallcrest responding to a call for help from settlement of Winterhaven, placed about 50 miles to northwest. There you spent a week figuring things out. Missing townspeople led to zombies wandering around. Zombies led to nearby ruins of an outpost remembering times of Nerath empire, ruins that were positively crawling with various undead. And ruins led to a half-open magical portal of some sort, placed deep inside of them. On that you managed to learn a story - how about ten years ago another adventuring party went down to the very ruins to stop some cultist or necromancer from using the magical aparatus for his own malicious goal. Neither the adventurers nor the necromancer ever came back, and people of Winterhaven went on believing the previous party stopped the evil at cost of their very own lives. A belief that turned out to be based on false premises considering the recent infestation. Regardless you cleared the undead in the area, then re-sealed the portal - hopefully for good this time - using a ritual that local sage managed to find in his tomes.
Just as you were about to spend some time on rest and celebration, ruler of Winterhaven - Lord Ernest Padraig - called you once more, this time with news on how during your absence the weather in Fallcrest and areas around it suddenly turned from middle of summer to winter, and how this unnatural winter is supposedly spreading. Padraig asked, paying in advance, that you travel back to Fallcrest and check those reports, ideally figuring out what is the cause, and communicate the information you learn back to him once you know what's happening. Weary as you might be after your recently finished task you set out back south and east. At first it seemed the news might be false, weather near Winterhaven seemingly as it should be. But about five miles down the road you noticed that the air got cooler and that plants around you are starting to wither prematurely. Ten more and you find yourself wading through snow, and as you got closer to Fallcrest things only got worse. Deep snow, frozen rivers, snowstorms. The few areas where people were brave enough to try and settle outside of strong walls of established settlements now delerict and devoid of life. The winter seems to have got better over even monsters and brigands, the only "threat" you encounter during your journey back being a single goblin trying to gather some firewood. Now, finally, you seem to be nearing your destination, the walls of Fallcrest looming on the horizon. Just ten, twenty maybe minutes of walk more and perhaps you'll learn something about what is happening around you...
Just as you were about to spend some time on rest and celebration, ruler of Winterhaven - Lord Ernest Padraig - called you once more, this time with news on how during your absence the weather in Fallcrest and areas around it suddenly turned from middle of summer to winter, and how this unnatural winter is supposedly spreading. Padraig asked, paying in advance, that you travel back to Fallcrest and check those reports, ideally figuring out what is the cause, and communicate the information you learn back to him once you know what's happening. Weary as you might be after your recently finished task you set out back south and east. At first it seemed the news might be false, weather near Winterhaven seemingly as it should be. But about five miles down the road you noticed that the air got cooler and that plants around you are starting to wither prematurely. Ten more and you find yourself wading through snow, and as you got closer to Fallcrest things only got worse. Deep snow, frozen rivers, snowstorms. The few areas where people were brave enough to try and settle outside of strong walls of established settlements now delerict and devoid of life. The winter seems to have got better over even monsters and brigands, the only "threat" you encounter during your journey back being a single goblin trying to gather some firewood. Now, finally, you seem to be nearing your destination, the walls of Fallcrest looming on the horizon. Just ten, twenty maybe minutes of walk more and perhaps you'll learn something about what is happening around you...
Quote
Right, some room for you to talk before we start proper. Introduce/describe yourselves, chat a bit, you know the drill.
As a result of Padraig's payment each of you has now 100 gold pieces - no more, no less :P Hope that answers your question about having any change LuckyDee. Also anyone who didn't have Adventurer's Kit in their inventory now has one.
Oh and as for how long the party was formed - Fallcrest was pretty low on people with adventurer "gift" when the call from Winterhaven came, most other adventurers being busy with different threats around the world. You're the people they managed to put together on short notice ;)
4
Play-By-Forum / Chaosforge 4e PBF - OOC
« on: January 30, 2014, 07:54 »
No one remembers how it started. Even the oldest known scriptures describe the world around you as torn by a struggle between good and evil, light and dark. At times the forces of light prevail and the world enters a period of peace and prosperity, like in the times of an ancient unnamed empire described in crumbling texts studied by scholars, when two races united and brought civilization to lands around them. But the forces of darkness are never far away; always searching for a way to reestablish their dominance. Even the empire of old was unable to last on, eventually splitting into two separate ones - Arkhosia an Bael Turath, which then warred until one of the races got nearly wiped out and both lost their claim to glory, perhaps forevermore.
This cycle of civilization building up and getting torn down repeated many times, with last great empire, Nerath, coming from efforts of humans and ending with great war against marauding gnoll hordes. It has been over a century and a half since that time, and yet again honest folk are covering in their houses and barricading their towns to stave off monsters and brigands. To their rescue come Adventurers: great heroes born randomly - and worryingly rarely - with ability to tap into powers beyond mortal ken. Able to achieve feats unreachable for normal people, survive wounds that'd fell lesser men and sometimes even cheat death they face off against threats to civilization. And among these Adventurers... are you.
Elemental Damage Weapons
- Lightning Kopesh (Gosok) - Active
- Frost Dagger (Isirius) - Disabled
- Flaming Flail (Quill) - Active
Experience
Stats Average For Campaign
Killing Blows
Map Legend
Status Icons
- "Hearts Icon" will be used as indication for regeneration
- Bloodied isn't present on the above list - it's a icon similar to "Heart's Icon" but with blood drops instead of hearts. You'll learn to recognize it soon enough anyway
Die Roller
http://orokos.com/roll/
Character Creation Guidelines and Houserules
- Character Level 4
- Magic Items of level 5, 4 and 3 (one each) as well as 680 gp to spend on any further magic items (for new people - it is reccomended you prioritize getting a weapon, some sort of armor and possibly a neck item)
- You get to pick a Theme but NOT a Background (to clear up potential confusion from new people Background in this context means one of the ones that provide a minor mechanical bonus not backstory written by you ;P)
- No evil alignment
- Available classes:
- Available races:
- Available themes:
- Free +1/+2/+3 to attacks and non-AC defenses at levels 1/11/21. And an Epic <Defense> feat equivalent at level 21 (hahahaha, yeah right as if we'll last *that* long)
- All expertise feats, feat Robust Defenses and similar, as well as Great Fortitude/Lightning Reflexes/Iron Will feats (and their superior counterparts) are not available
- Racial encounter powers are usable twice per encounter but only once per round
- At milestone you regain use of one daily power (not couning magic item powers) chosen by you in addition to getting an action point
This cycle of civilization building up and getting torn down repeated many times, with last great empire, Nerath, coming from efforts of humans and ending with great war against marauding gnoll hordes. It has been over a century and a half since that time, and yet again honest folk are covering in their houses and barricading their towns to stave off monsters and brigands. To their rescue come Adventurers: great heroes born randomly - and worryingly rarely - with ability to tap into powers beyond mortal ken. Able to achieve feats unreachable for normal people, survive wounds that'd fell lesser men and sometimes even cheat death they face off against threats to civilization. And among these Adventurers... are you.
Elemental Damage Weapons
- Lightning Kopesh (Gosok) - Active
- Frost Dagger (Isirius) - Disabled
- Flaming Flail (Quill) - Active
Experience
Spoiler (click to show/hide)
Stats Average For Campaign
Spoiler (click to show/hide)
Killing Blows
Spoiler (click to show/hide)
Map Legend
Status Icons
- "Hearts Icon" will be used as indication for regeneration
- Bloodied isn't present on the above list - it's a icon similar to "Heart's Icon" but with blood drops instead of hearts. You'll learn to recognize it soon enough anyway
Die Roller
http://orokos.com/roll/
Character Creation Guidelines and Houserules
- Character Level 4
- Magic Items of level 5, 4 and 3 (one each) as well as 680 gp to spend on any further magic items (for new people - it is reccomended you prioritize getting a weapon, some sort of armor and possibly a neck item)
- You get to pick a Theme but NOT a Background (to clear up potential confusion from new people Background in this context means one of the ones that provide a minor mechanical bonus not backstory written by you ;P)
- No evil alignment
- Available classes:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
- All expertise feats, feat Robust Defenses and similar, as well as Great Fortitude/Lightning Reflexes/Iron Will feats (and their superior counterparts) are not available
- Racial encounter powers are usable twice per encounter but only once per round
- At milestone you regain use of one daily power (not couning magic item powers) chosen by you in addition to getting an action point
Spoiler: "Original Post" (click to show/hide)
5
Graveyard / Hackmaster 4e IC - Dungeons the Crawling
« on: September 22, 2013, 07:15 »
Prologue - Pick up my sword, it's time to do business
You meet in a tavern over a frosty mug of ale...
...
... oh how you wish it were that simple. Instead you wake up in what seems a small clerical station, to memories of being beat up by a bunch of thugs, and feeling of whacked heads. Thankfully you don't seem to find any permanent damage - ah the wonders of clerical healing: they take away hurt, leave the pain. There is an acolyte in the room that you are stationed in but it seems he didn't notice you two waking up yet - he seems to be more preoccupied with person lain on the third sickbed. Judging the nonsense the last person seems to be spounting - you catch something about dungeons made of solid gold and guarded by three headed firebreathing ogres - he must have been hit on the head harder than you were, but oddly enough the acolyte seems to be intent on writing down his feverish raving.
You meet in a tavern over a frosty mug of ale...
...
... oh how you wish it were that simple. Instead you wake up in what seems a small clerical station, to memories of being beat up by a bunch of thugs, and feeling of whacked heads. Thankfully you don't seem to find any permanent damage - ah the wonders of clerical healing: they take away hurt, leave the pain. There is an acolyte in the room that you are stationed in but it seems he didn't notice you two waking up yet - he seems to be more preoccupied with person lain on the third sickbed. Judging the nonsense the last person seems to be spounting - you catch something about dungeons made of solid gold and guarded by three headed firebreathing ogres - he must have been hit on the head harder than you were, but oddly enough the acolyte seems to be intent on writing down his feverish raving.
Spoiler: "GM Notes" (click to show/hide)
6
Forum / PM system is broken
« on: September 11, 2013, 07:47 »* Malek Deneith walks in, takes out a hammer and hammers in a nail in the wall. On that nail he hangs a sign with text written on it in what seems to be blood of some unfortunate small animal
Quote
The ability to send forum PMs is broken. We captured and hold Guts/Gattsu hostage. Fix the PM system or we'll have him deported to be a protagonist in a generic, low budget harem anime.
* Malek Deneith ponders for a moment then nail a smaller parchment to the sign
Quote
Error 403
We're sorry, but we could not fulfill your request for /index.php?action=pm;sa=send2 on this server.
You do not have permission to access this server. Before trying again, close your browser, run anti-virus and anti-spyware software and remove any viruses and spyware from your computer.
Your technical support key is: 5949-40b0-b40c-8ddc
You can use this key to fix this problem yourself.
If you are unable to fix the problem yourself, please contact the WEBMA5TER and be sure to provide the technical support key shown above.
7
Graveyard / Hackmaster 4e OOC - Skulls for the GM Shield, Kills for the TPK Throne
« on: August 13, 2013, 08:24 »
Active Characters:
Jasper Grindle the Gnome Titan Veteran Altar Boy (S.K. Ren)
Gard the Dark Elf Apprentice (LuckyDee)
Awaiting Re-Evaluation, Orphaned or otherwise Inactive Characters:
Orphaned Characters:
Sho Lee Wu the Human Grashopper (Original owner: shark20061)
Halls of the Dead:
Jace the Human Altar Boy (raekuul) - killed by pair of orcs after getting mauled by Dire Elk
Maoun the Pixie Sprite Alter Boy (S.K. Ren) - pincushioned by orcish arrows
Michael Songsteel the Human Veteran (Motorheadbanger) - ganged upon by a band of orcs
Samuel Greenwood the Human Apprentice (Matt_S) - mutilated by trio of orcs while running away like a sissy
Houserules
Jasper Grindle the Gnome Titan Veteran Altar Boy (S.K. Ren)
Gard the Dark Elf Apprentice (LuckyDee)
Awaiting Re-Evaluation, Orphaned or otherwise Inactive Characters:
Orphaned Characters:
Sho Lee Wu the Human Grashopper (Original owner: shark20061)
Halls of the Dead:
Jace the Human Altar Boy (raekuul) - killed by pair of orcs after getting mauled by Dire Elk
Maoun the Pixie Sprite Alter Boy (S.K. Ren) - pincushioned by orcish arrows
Michael Songsteel the Human Veteran (Motorheadbanger) - ganged upon by a band of orcs
Samuel Greenwood the Human Apprentice (Matt_S) - mutilated by trio of orcs while running away like a sissy
Houserules
Spoiler: "Character Creation" (click to show/hide)
Spoiler: "Character Class Clarification" (click to show/hide)
Spoiler: "Items New and Changed" (click to show/hide)
Spoiler: "Outfitting Packages" (click to show/hide)
Spoiler: "Skills" (click to show/hide)
Spoiler: "Food and Water" (click to show/hide)
Spoiler: "Spellbooks" (click to show/hide)
Spoiler: "Spell Components" (click to show/hide)
Spoiler: "Fatigue" (click to show/hide)
Spoiler: "Hexmap Travel" (click to show/hide)
Spoiler: "On Sessions" (click to show/hide)
Spoiler: "Coupons" (click to show/hide)
Spoiler: "Hacklopedia Articles In Use" (click to show/hide)
Spoiler: "Date and Time" (click to show/hide)
Spoiler: "WIP" (click to show/hide)
Spoiler: "Original post" (click to show/hide)
8
Graveyard / Hackmaster 4e IC - Quest for the Unknown
« on: February 17, 2012, 05:06 »
Rogahn the Fearless and Zelligar the Unknown. Even the youngest in Garweeze Wurld heard their names, and elders and sages speak about those two legendary figures with respect or even awe...
You have heard parts of the story before. Rogahn was a great warrior, his reputation spreading far and wide. Zelligar was as famous, though his cause the renown came from his mastery of art of magic. No one knows how the two men came together but whatever circumstances of their meeting it resulted in a strong bond of friendship forming between them, a bond that would last for ages. Not long after the pair disappeared from the view of civilization, and rumors started floating about them constructing some sort of hideaway, deep in the wilderness. Some even started whispering that their common motive was greed, or some evil goal. In any case they jointly led a life in seclusion, only occasionally venturing away from their secret stronghold to add to their reputations.
It wasn't until many years later, when from lands to the northwest came a great gnome-titan invasion threatening to engulf the Meletian Kingdom, that the duo surfaced yet again. Rogahn leading a small army of hirelings, and Zelligar wielding his fearsome magics faced the gnome-titans in a battle in a narrow pass, and forced the invasion back. Before they returned to their place of solitude they were richly rewarded for their deeds, and while most agree that bulk of the fortune was spent on furthering the construction of their hideaway, rumors said a good amount remained.
But the most exciting part is the most recent one. Last year Rogahn and Zelligar apparently decided to join an expedition into lands of Gnome Portectorates. Taking most of their hirelings with them, they disappeared into the lands of hated gnome folk, on a great adventure, which some think might've been asked by the very gawds themselves. Lately a word of a great battle in the gnome-titan lands reached your ears, along with speculation that Rogahn and Zelligar met their demise there. If that's true then their secret base would've been nearly unguarded and ripe for exploration... and ripe for the looting.
It's no wonder that when a passing grel hunter with a scar through his eye - how such an individual managed to let the guard let him in better left unknown - offered you to sell a map leading to what he believed to be the fabled hideout of the duo you decided to risk the chance of the map being fake and bought it after pooling your money. Banding together you quickly organized yourself and went on a journey, hoping that nobody else would find the place before you do...
Several days later you find yourselves near the end of the journey. Apparently during the last year civilization creeped upon the place Rogahn and Zelligar call home, since not far from where your map was leading you, you stumble upon a village - a collection of few small houses with a shoddy inn, barely capable old cleric and a marketplace that's visited by merchants roughly each Run'mar - that got settled lately. You spend the night, and the next day - Flur'mar, the useless day - before finally leaving early on the first day of new year. It's Sa'Mar of the First Week of Haar'Kiev year 174 T.R., the New Year's Day and the first day of Spring. The midday passed not long ago, and it's still a bit chilly, but you're warmed by the thought that the threacherous, narrow pathway you and your pack animals are traversing should lead you to your goal - a place marked on the map with the rune 'Q', at least according to what Maoun, being the only one able to read tells you.
You have heard parts of the story before. Rogahn was a great warrior, his reputation spreading far and wide. Zelligar was as famous, though his cause the renown came from his mastery of art of magic. No one knows how the two men came together but whatever circumstances of their meeting it resulted in a strong bond of friendship forming between them, a bond that would last for ages. Not long after the pair disappeared from the view of civilization, and rumors started floating about them constructing some sort of hideaway, deep in the wilderness. Some even started whispering that their common motive was greed, or some evil goal. In any case they jointly led a life in seclusion, only occasionally venturing away from their secret stronghold to add to their reputations.
It wasn't until many years later, when from lands to the northwest came a great gnome-titan invasion threatening to engulf the Meletian Kingdom, that the duo surfaced yet again. Rogahn leading a small army of hirelings, and Zelligar wielding his fearsome magics faced the gnome-titans in a battle in a narrow pass, and forced the invasion back. Before they returned to their place of solitude they were richly rewarded for their deeds, and while most agree that bulk of the fortune was spent on furthering the construction of their hideaway, rumors said a good amount remained.
But the most exciting part is the most recent one. Last year Rogahn and Zelligar apparently decided to join an expedition into lands of Gnome Portectorates. Taking most of their hirelings with them, they disappeared into the lands of hated gnome folk, on a great adventure, which some think might've been asked by the very gawds themselves. Lately a word of a great battle in the gnome-titan lands reached your ears, along with speculation that Rogahn and Zelligar met their demise there. If that's true then their secret base would've been nearly unguarded and ripe for exploration... and ripe for the looting.
It's no wonder that when a passing grel hunter with a scar through his eye - how such an individual managed to let the guard let him in better left unknown - offered you to sell a map leading to what he believed to be the fabled hideout of the duo you decided to risk the chance of the map being fake and bought it after pooling your money. Banding together you quickly organized yourself and went on a journey, hoping that nobody else would find the place before you do...
***
Several days later you find yourselves near the end of the journey. Apparently during the last year civilization creeped upon the place Rogahn and Zelligar call home, since not far from where your map was leading you, you stumble upon a village - a collection of few small houses with a shoddy inn, barely capable old cleric and a marketplace that's visited by merchants roughly each Run'mar - that got settled lately. You spend the night, and the next day - Flur'mar, the useless day - before finally leaving early on the first day of new year. It's Sa'Mar of the First Week of Haar'Kiev year 174 T.R., the New Year's Day and the first day of Spring. The midday passed not long ago, and it's still a bit chilly, but you're warmed by the thought that the threacherous, narrow pathway you and your pack animals are traversing should lead you to your goal - a place marked on the map with the rune 'Q', at least according to what Maoun, being the only one able to read tells you.
Spoiler (click to show/hide)
9
Graveyard / Hackmaster 4e OOC
« on: February 10, 2012, 10:46 »
Characters:
Jasper Grindle the Gnome Titan Veteran Altar Boy (S.K. Ren)
Player Went Missing:
Sho Lee Wu the Human Grashopper (shark20061)
Orphaned Characters:
Vicward Carter the Human Apprentice
Halls of the Dead:
Jace the Human Altar Boy (raekuul) - killed by pair of orcs after getting mauled by Dire Elk
Maoun the Pixie Sprite Alter Boy (S.K. Ren) - pincushioned by orcish arrows
Michael Songsteel the Human Veteran (Motorheadbanger) - ganged upon by a band of orcs
Samuel Greenwood the Human Apprentice (Matt_S) - mutilated by trio of orcs while running away like a sissy
Jasper Grindle the Gnome Titan Veteran Altar Boy (S.K. Ren)
Player Went Missing:
Sho Lee Wu the Human Grashopper (shark20061)
Orphaned Characters:
Vicward Carter the Human Apprentice
Halls of the Dead:
Jace the Human Altar Boy (raekuul) - killed by pair of orcs after getting mauled by Dire Elk
Maoun the Pixie Sprite Alter Boy (S.K. Ren) - pincushioned by orcish arrows
Michael Songsteel the Human Veteran (Motorheadbanger) - ganged upon by a band of orcs
Samuel Greenwood the Human Apprentice (Matt_S) - mutilated by trio of orcs while running away like a sissy
Spoiler: "House Rules, Definitions and Other Trivia" (click to show/hide)
Spoiler: "Hacklopedia Articles In Use" (click to show/hide)
Spoiler: "Date and Time" (click to show/hide)
Spoiler: "WIP" (click to show/hide)
10
Requests For Features / Suggestion for some shotgun-related changes
« on: September 01, 2011, 16:24 »
DISCLAIMER: This post was originally made in a beta thread, as a suggestion but nothing was done with it due to upcoming deadline for 0.9.9.4 release. It has been split unchanged and moved to this forum for a wider discussion.
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Posting some ideas for modifying shotguns since the recent changes sparked a discussion on these on irc:
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Of shotguns and pellets
Let's face it - the current situation where shotguns cover an area in a semi-hitscan kind of way seems to be getting more and more troublesome, especially considering that each and every other weapon rolls for hit. Yes, it's nice to have it on our side, but it's not so nice when you get face to face with a bunch of sergeants and know for sure you won't be able to dodge out of the way, now is it? Hence my proposal is to make shotguns shoot a number of pellets instead of what they do now. How that is supposed to work? Well the AoE cone would still be here, but instead of everything in it getting hit automatically, creatures would be the target of a number of d3 damage "pellets" (so for example combat shotgun would shoot seven of such d3 hits), which would follow the normal to-hit procedure starting with the nearest target... BUT any pellets that would miss the first target would get to try to hit targets further on, until either pellets or targets run out. Some bonuses to hit at close range and penalties at longe would probably make sense also.
One problem with this idea (aside from coding hell for Kornel :P) is the armor. Obviously shrapnel = armor x 2 thing would have to go no matter what, but with individual pellets being d3, maybe d4 for some exotics some monsters would get immune to shotguns. I see two ways around it:
1) Have damage be applied for all pellets that hit in a single go (so if three pellets hit BoH it gets hurt by 3d3 not 3 x d3)
2) Increase the damage on pellets to something like d6 or even d8. This might seem imbalanced at first but remember that: a) with to hit being rolled a monster is unlikely to get hit with full blow and b) right now shotguns due their 'hit everything in cone' way of dealing damage can deal *much* more than the number on the weapon would suggest
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Of shotguns, combat shotguns and sergeants
Okay, this one is likely to be unpopular, but I think it deserves to be presented anyway. In current beta Combat Shotguns were pushed to level 6, and "vanilla" shotguns got their reload time halved to make them more notable. The result was, from what I hear (yet have to download the RC3 myself) were pretty devastating, especially for people who play AoB. Here is where my most likely to be unpopular suggestion comes in - remove "vanilla" shotguns. Flag them as monster-only weapon and move CShotty where it was before the RC to fill in the gap. Really, though some may argue - since times eternal shotgun was just a bridge to CShotty, and at best got it's five minutes of glory if somebody ammassed several of them and decided to brave the (back then easier I believe) Hell's Arena. I sincerly believe that no amount of pushing CShotty back will make shotguns a notable weapon - it's only delaying the inevitable swap-out, and as shown above any attempts to buff it are likely to result in unforseen problems with sergeants who appear early, aplenty and wield it.
Should that idea prove to be no-go, and people really, really insist on keeping the vanilla shotgun then at least do another thing and make the sergeant-shotgun unbuffed mob-only version of vanilla shotgun.
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Of sergeants and shells
This is a minor thing compared to the two others but... Well I've recently thought about shell drops and noticed something: the floor-appearing shells come in packs of 8 which is usually pretty ignorable amount all things considered. On the other hands sergeants carry around enormous amount of 30 shells each. This leads to situation where early game shotty players have more ammo than they need and can carry (due to plentiful sergeants), while on later levels when sergeants start to appear sparingly they suddenly have troubles to supply their weapons of choice, since most of the time they only find amounts that are a drop in the sea of need when faced with much hardier and more armored mobs that appear on later levels. I think some rebalance is in order, not sure what numbeers would be good though.
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Posting some ideas for modifying shotguns since the recent changes sparked a discussion on these on irc:
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Of shotguns and pellets
Let's face it - the current situation where shotguns cover an area in a semi-hitscan kind of way seems to be getting more and more troublesome, especially considering that each and every other weapon rolls for hit. Yes, it's nice to have it on our side, but it's not so nice when you get face to face with a bunch of sergeants and know for sure you won't be able to dodge out of the way, now is it? Hence my proposal is to make shotguns shoot a number of pellets instead of what they do now. How that is supposed to work? Well the AoE cone would still be here, but instead of everything in it getting hit automatically, creatures would be the target of a number of d3 damage "pellets" (so for example combat shotgun would shoot seven of such d3 hits), which would follow the normal to-hit procedure starting with the nearest target... BUT any pellets that would miss the first target would get to try to hit targets further on, until either pellets or targets run out. Some bonuses to hit at close range and penalties at longe would probably make sense also.
One problem with this idea (aside from coding hell for Kornel :P) is the armor. Obviously shrapnel = armor x 2 thing would have to go no matter what, but with individual pellets being d3, maybe d4 for some exotics some monsters would get immune to shotguns. I see two ways around it:
1) Have damage be applied for all pellets that hit in a single go (so if three pellets hit BoH it gets hurt by 3d3 not 3 x d3)
2) Increase the damage on pellets to something like d6 or even d8. This might seem imbalanced at first but remember that: a) with to hit being rolled a monster is unlikely to get hit with full blow and b) right now shotguns due their 'hit everything in cone' way of dealing damage can deal *much* more than the number on the weapon would suggest
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Of shotguns, combat shotguns and sergeants
Okay, this one is likely to be unpopular, but I think it deserves to be presented anyway. In current beta Combat Shotguns were pushed to level 6, and "vanilla" shotguns got their reload time halved to make them more notable. The result was, from what I hear (yet have to download the RC3 myself) were pretty devastating, especially for people who play AoB. Here is where my most likely to be unpopular suggestion comes in - remove "vanilla" shotguns. Flag them as monster-only weapon and move CShotty where it was before the RC to fill in the gap. Really, though some may argue - since times eternal shotgun was just a bridge to CShotty, and at best got it's five minutes of glory if somebody ammassed several of them and decided to brave the (back then easier I believe) Hell's Arena. I sincerly believe that no amount of pushing CShotty back will make shotguns a notable weapon - it's only delaying the inevitable swap-out, and as shown above any attempts to buff it are likely to result in unforseen problems with sergeants who appear early, aplenty and wield it.
Should that idea prove to be no-go, and people really, really insist on keeping the vanilla shotgun then at least do another thing and make the sergeant-shotgun unbuffed mob-only version of vanilla shotgun.
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Of sergeants and shells
This is a minor thing compared to the two others but... Well I've recently thought about shell drops and noticed something: the floor-appearing shells come in packs of 8 which is usually pretty ignorable amount all things considered. On the other hands sergeants carry around enormous amount of 30 shells each. This leads to situation where early game shotty players have more ammo than they need and can carry (due to plentiful sergeants), while on later levels when sergeants start to appear sparingly they suddenly have troubles to supply their weapons of choice, since most of the time they only find amounts that are a drop in the sea of need when faced with much hardier and more armored mobs that appear on later levels. I think some rebalance is in order, not sure what numbeers would be good though.
11
Discussion / Sound API discussion and requests
« on: June 09, 2011, 16:33 »
Okay short version - the God Hand stated that DoomRL 0.9.9.4, when it starts to get coded will see a rewrite of sound API... again. Since it'd be silly to have him rewrite said API only to find that he needs to do it again a version or two later to include something else I proposed to make a topic to discuss what works and what doesn't with the sound/music systems and what do we want to see in new API if anything.
So here is the thread... two or three weeks later than it should (Ugh). Current stated goals for the new API are to allow for:
1) random sounds and music
2) pan and volume control
3) positional control (and maybe an OpenAL implementation for true surround sound)
If there is something you want to see changed or improved regarding to sounds and musics write so while there is still time.
my personal ideas:
- Ability to mix and match between random music and pre-set music (so I could for example have the same music for special levels always, but music on regular levels would be randomized)
- Ability to have several sound to be played in order from one bind if at all possible (i.e. if I have reload sound in three pieces currently I'd have to find a way to merge it in one file - what I'd want to see is a way to bind them all to <weapon>.reload and have them played in order)
So here is the thread... two or three weeks later than it should (Ugh). Current stated goals for the new API are to allow for:
1) random sounds and music
2) pan and volume control
3) positional control (and maybe an OpenAL implementation for true surround sound)
If there is something you want to see changed or improved regarding to sounds and musics write so while there is still time.
my personal ideas:
- Ability to mix and match between random music and pre-set music (so I could for example have the same music for special levels always, but music on regular levels would be randomized)
- Ability to have several sound to be played in order from one bind if at all possible (i.e. if I have reload sound in three pieces currently I'd have to find a way to merge it in one file - what I'd want to see is a way to bind them all to <weapon>.reload and have them played in order)
12
Modding / [SPOILER] Sounds for Shambler
« on: May 07, 2011, 12:52 »
As requested by Game Hunter sounds to use with Shambler. Note that there are more sounds than necessary - you'll have to decide yourself how to work with them, myself I use this:
Code: [Select]
-- Shambler
shambler = {
die = "sounds/Bosses/shambler/sdeath.wav",
act = "sounds/Bosses/shambler/ssight.wav",
hit = "sounds/Bosses/shambler/shurt2.wav",
melee = "sounds/Bosses/shambler/melee2.wav",
fire = "sounds/Bosses/shambler/lhit.wav",
},
13
Graveyard / [4e] The Garden of Graves - IC
« on: November 14, 2010, 07:18 »
"A small issue"
"It shouldn't be a problem to heroes of your caliber"
Oh it's always "small problem" and "easily solved" when people hire you, and they expect for you to take the cheapest pay. One does wonder why don't they solve them by themselves if they are so easy. The thing was, that with half of your small group near broke, you needed to take the job. The task itself was fairly straightforward, if not necessarily easy to finish - something was pillaging and burning small settlements near the city of Fallcrest. You were hired to track it down and kill it. What was it exactly was a less clear matter - of few survivors some claimed they saw a dragon, others talked about a pack of dog-like creatures. Whatever it was, the destruction it caused was rather easy to follow, and it seemed you might be near catching up with it soon.
"It shouldn't be a problem to heroes of your caliber"
Oh it's always "small problem" and "easily solved" when people hire you, and they expect for you to take the cheapest pay. One does wonder why don't they solve them by themselves if they are so easy. The thing was, that with half of your small group near broke, you needed to take the job. The task itself was fairly straightforward, if not necessarily easy to finish - something was pillaging and burning small settlements near the city of Fallcrest. You were hired to track it down and kill it. What was it exactly was a less clear matter - of few survivors some claimed they saw a dragon, others talked about a pack of dog-like creatures. Whatever it was, the destruction it caused was rather easy to follow, and it seemed you might be near catching up with it soon.
Spoiler (click to show/hide)
14
Graveyard / [4e] The Garden of Graves - OOC
« on: November 09, 2010, 13:27 »
I'm considering starting yet another 4e game here on the boards. I can't speak much without spoiling but it would start with an adventure for level 10 character, and could possibly go up to early epics (I'm saying possibly because who knows would interest - both of potential players and mine - last the whole way). There will be an overarching plot spanning through the whole thing, even if not necessarily present in each adventure along the way.
Fair warnings:
1) I'm probably not as good DM as other people running games here, and I will be working on published material, so while I'll try my best be prepared to endure some less then stellar efforts on my part if you join.
2) This is Dungeons and Dragons 4e. Combat will happen and will happen a lot most likely. If you get bored with combat easily that's probably not a game for you.
So, anyvictims voulnteers?
Confirmed players:
-Tavana (Controller)
-Gargulec (Defender)
-SKRen (Striker)
-Madtrixr (Leader)
-thelaptop (Striker)
Fair warnings:
1) I'm probably not as good DM as other people running games here, and I will be working on published material, so while I'll try my best be prepared to endure some less then stellar efforts on my part if you join.
2) This is Dungeons and Dragons 4e. Combat will happen and will happen a lot most likely. If you get bored with combat easily that's probably not a game for you.
So, any
Confirmed players:
-Tavana (Controller)
-Gargulec (Defender)
-SKRen (Striker)
-Madtrixr (Leader)
-thelaptop (Striker)
15
Off Topic / General humor thread - 4 teh lulz!
« on: August 10, 2010, 14:02 »
So as mentioned on IRC I dug up loltastic take on Starcraft 1 history. Since it was wee bit too long to paste into IRC I'm posting it here, and since we didn't have a general humor thread I'm making one.
Disclaimer: Stuff below is (obviously) not of my making. I just dug it up on internet somwhere (gamefaqs I think) and saved it. Enjoy.
Disclaimer: Stuff below is (obviously) not of my making. I just dug it up on internet somwhere (gamefaqs I think) and saved it. Enjoy.
Spoiler: "Chapter 1 - The Protoss" (click to show/hide)
Spoiler: "Chapter 2 - The Zerg" (click to show/hide)
Spoiler: "Chapter 3 - The Terrans" (click to show/hide)
Spoiler: "Chapter 4 - The Terran Campaign" (click to show/hide)
Spoiler: "Chapter 5 - The Zerg Campaign" (click to show/hide)
Spoiler: "Chapter 6 - The Protoss Campaign" (click to show/hide)
Spoiler: "Chapter 7 - The Protoss Expansion" (click to show/hide)
Spoiler: "Brood War Intro" (click to show/hide)
Spoiler: "Chapter 8 - The Terran Expansion" (click to show/hide)
Spoiler: "Chapter 9 - The Zerg Expansion" (click to show/hide)
Spoiler: "OMG SECRET MISSION" (click to show/hide)