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Messages - Tormuse

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16
Post Mortem / [1.5a|M|Ma|YAAM] I am never entering Purgatory again
« on: September 11, 2022, 21:12 »
I've wanted to check out this new "Inferno" difficulty level I keep hearing about, but I understand the game wants me to jump through a bunch of hoops to unlock it, including going through a specific path through the new secret "Purgatory" section.  Even knowing how to get there, it took many attempts to succeed.  I can't imagine how someone could figure it out from scratch.

In a previous attempt, I came very close to doing it at UV difficulty with a Vampyre build, which failed, because an unfortunately timed hit by a cryoreaver slowed me down enough to allow a warlock in the final battle to get a double move on me and target my square and hit me before I could react.  (I had to review the recording/mortem to figure out what happened there)

Anyway, at some point, I stopped trying to do anything fancy, and just played a medium difficulty game, because I'm sick of playing Purgatory and just wanted to get it over with.  The bright white tileset used in Purgatory is not easy on the eyes.  Like...  it's seriously blinding, and I decided that as much fun as this game is, it's not worth going blind in real life.  I get the feeling the Devteam was going for the aesthetic used with invulnerability spheres from the original Doom of the 90's, which is fine when it's only a minute long...  but not when it's several hours.  Like...  let's not mince words here.  The colours used in Purgatory in Jupiter Hell are a bad choice and need to be changed.  (In my opinion)

I didn't record this game, but I did a recording of my very first attempt at Purgatory here, accompanied by Sylph in voice chat, so you can see what I mean.  (I don't think I saved the mortem for that one)  A Survivor build was a very poor choice for UV difficulty, since each level you pass in Purgatory takes off 5 max hp, and Survivor works better when your max hp is higher...  but it turns out that at medium difficulty, you only lose 2 max hp per level, so Survivor suddenly became viable again, particularly when I took a couple levels of Ironman and boosted my max hp from the health terminal in Callisto Mines.

The final battle with Harbinger was still pretty harrowing, though, since the Purgatory route causes warlocks to teleport in, and they have the ability to heal Harbinger into overhealth!  (Yikes!)  I had a previous attempt at this challenge fail at Harbinger, because I didn't realize at first that this was what was happening, plus one of the warlocks was hiding somewhere behind Harbinger, so I couldn't find it to stop healing him, and also, when I got Harbinger into his final phase, more warlocks teleported in, one of which was on the wrong side of the cover I was using to protect me from Harbinger.  (Grr!)

Anyway, on this attempt, I was better prepared, and anticipated all of these difficulties, but I still would have had a lot more difficulty without the Warlock's Eye relic, which did a lot to mitigate the warlock's effects.  I don't know if the relic did much to hurt Harbinger himself, but it at least helped clear the smaller minions, which let me focus my firepower on Harbinger and bring him down faster.

I'm glad I have that all over with.  Hopefully, my next stream of this game will be Inferno difficulty!  :D

Tormuse, level 10 Marine,
defeated the Harbinger against all odds.

He survived for 8653 turns.
The run time was 3h 2m 3s.
World seed was 26903.
He scored 4024 points.
He took MEDIUM risks.

CALLISTO L3 -> Callisto Mines L1
Callisto Mines L2 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Purgatory - found Firestorm
Purgatory - found Denial

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills

He killed 324 out of 324 enemies.

 38 former grunts           17 toxic fiends
 6  hellish grunts          6  CalSec sentries
 2  former grenadiers       1  military bot
 8  hellish grenadiers      25 reavers
 11 former soldiers         7  toxic reavers
 18 hellish soldiers        41 archreavers
 2  former sergeants        8  kerberi
 7  hellish sergeants       2  cyberi
 6  former guards           4  toxiberi
 27 hellish commandoes      13 ravagers
 12 hellish heavies         3  armored ravagers
 2  fanatics                6  siege ravagers
 5  security drones         4  plasma ravagers
 12 fiends                  4  warlocks
 49 fire fiends

Traits
  Ironman L2
  Hellrunner L2
  Tough as Nails L1
  Angry Motherfucker L3
  SURVIVOR L1

Trait order
  Hr->Hr->AMf->AMf->TaN->MSV->AMf->Iro->
  Iro

Equipment
  Slot #1 : JS 7.62 assault rifle BAV
   * Swap Harness
   * Vampiric 3
   * Calibrated 1
   * JoviSec

  Slot #2 : Firestorm
  Slot #3 : Denial
  Body : AV1 marine armor P
   * Carrier
   * Painkiller

  Head : AV3 tactical visor B
   * Durable
   * Target tracking
   * Aim assist

  Utility : AV3 shotgun AMP
   * Shotgun shred capacitor
   * Shotgun crit system

  Relic : warlocks's eye
   * Mirrored Gaze


Permanents
  Catharsis

Inventory
  12ga shell (x30)
  7.62 ammo (x100)
  7.62 ammo (x100)
  7.62 ammo (x4)
  CRI phase kit (x3)
  multitool (x2)
  large combat pack
  stimpack (x2)
  small medkit (x1)

17
Post Mortem / [1.5a|U|Te|YAAM] Good doggy!
« on: September 10, 2022, 13:50 »
So this was a little different.  I was chatting with Sylph the other day, and we got the idea to each do a stream of Jupiter Hell at the same time with the same difficulty, class, and random seed, sort of as a test to see how our gameplay styles compare.  My streaming software bugged out partway through and split the resulting recording into three videos, but it looks like I didn't lose any footage, and you can find them here:

Part 1

Part 2

Part 3

And Sylph's perspective is here.

The game took about 6 hours overall, partly because we both play slowly, and partly because we were chatting via voice chat the whole time, and may have distracted each other.  :)

The highlight of the run was discovering the secret pet kerberos, Rexio.  (Okay, someone told me directly what to do while I was playing, but no complaints)  :P  Rexio starts out weak, but can be leveled up over time, eventually being strong enough to face down any enemy, including the Harbinger itself!  I still kept a close eye on him while he fought enemies, in case I needed to step in and help him, but he never seemed to actually be in any danger, since any time his hp got halfway down, he'd flip into "enraged" mode and rip any enemies apart while also regenerating.  I honestly could probably have just sat back and let him complete every level for me, and not have to lift a finger myself.  (He could probably stand to be nerfed a little)

Aside from that, not much else to say, since the above recordings speak for themselves.  I played with an Entrenchment build while Sylph played with a Sharpshooter build, up until facing the Ancient at the end of Io, where Sylph died, due to underestimating the boss, and I sent my save file over to her, so she could continue playing.

Incidentally, we streamed the games on Twitch.  My channel is here, while Sylph's channel is here.

Tormuse, level 16 Technician,
defeated the Harbinger against all odds.

He survived for 21634 turns.
The run time was 5h 51m 36s.
World seed was fixed at 1919.
He scored 7680 points.
He was ULTRAVIOLENT!

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
EUROPA L5 - Low Power
EUROPA L5 -> The Pit
The Pit - Cleared!
IO L2 - Infestation
IO L3 -> CRI Laboratory L1
CRI Laboratory L1 - Low Power
CRI Laboratory L2 -> CRI Armory
CRI Armory - found Firecrown
CRI Armory - Cleared!
Dante Station L2 - Exalted Summons
Dante Inferno - Cleared!
Dante Inferno - found Apocalypse

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 870 out of 870 enemies.

 46 former grunts           18 ice fiends
 3  corrupted grunts        21 CalSec sentries
 1  former CRI grunt        10 security sentries
 8  former grenadiers       18 CalSec bots
 1  corrupted grenadier     7  security bots
 2  CRI grenadiers          2  guardian bots
 13 former soldiers         8  reavers
 22 corrupted soldiers      28 cryoreavers
 5  former CRI soldiers     28 toxic reavers
 31 CRI soldiers            27 archreavers
 8  former sergeants        22 kerberi
 5  corrupted sergeants     13 cyberi
 2  former CRI sergeants    14 cryoberi
 5  CRI sergeants           7  toxiberi
 22 former guards           16 medusae
 2  corrupted guards        10 archmedusae
 10 CRI guards              19 ravagers
 4  former commandoes       9  armored ravagers
 14 corrupted commandoes    3  siege ravagers
 4  former CRI commandoes   12 plasma ravagers
 10 CRI commandoes          74 CRI marines
 3  former heavies          43 CRI bots
 3  corrupted heavies       14 guardians
 8  fanatics                7  sentinels
 18 security drones         6  warlocks
 67 fiends                  9  archwarlocks
 22 fire fiends

Traits
  Whizkid L2
  Powerjack L1
  Cover Master L2
  Son of a Gun L3
  Sustained fire L1
  Hoarder L1
  Toxicologist L1
  ENTRENCHMENT L3

Trait order
  Cov->SoG->Cov->SF->MEN->Hor->SoG->Whk->
  MEN->SoG->Pow->Tox->Whk->MEN

Equipment
  Slot #1 : CRI 7.62 gatling B
   * Barbed 1
   * CRI
   * Sustain
   * Peacekeeper
   * Spin-up

  Slot #2 : plasma rifle +BA2
   * Critical 25
   * Auto-calibrating 90%
   * Balanced 1
   * Swap Harness

  Slot #3 : AV2 12ga auto-shotgun AC
   * Critical 25
   * Freezing 2
   * Retaliate
   * Calibrated 2

  Slot #4 : Apocalypse
   * Spin-up

  Body : necrotic armor B
   * Loading feed
   * Necrotic

  Head : Firecrown
  Utility : AV2 utility AMP
   * Metabolic boost
   * Carrier

  Relic : ancient necklace
   * Ancient Resistance


Permanents
  CRI backpack

Inventory
  energy cell (x100)
  energy cell (x96)
  rocket (x10)
  12ga shell (x50)
  7.62 ammo (x100)
  7.62 ammo (x100)
  plasma grenade (x2)
  gas grenade (x3)
  gas grenade (x2)
  smoke grenade (x3)
  CRI phase kit (x1)
  military stimpack
  stimpack (x3)
  large medkit
  large medkit

18
Post Mortem / [1.4f|U|Sc|AoB|YAAM] Quad Ghost
« on: July 31, 2022, 15:05 »
For no particular reason, I felt like playing an Angel of Berserk game with a Ghost build.  :)

Leaning into the Scout's stealthing ability was a very shaky strategy in the early game, and for a time, I was living med kit to med kit, and very uncertain if I'd be able to win.  The Shadow Blade that I found mid-Europa was a big help, letting me do triple damage with my stealth strikes, (and quadruple damage once I got Executioner) and getting the Demonblood effect from the Dark Cathedral helped considerably, and that was when I knew I had the game in the bag.

That was also around the time I found the armour with the "silent" perk, which helped me get more out of my stealthing.  I was using the melee amp I found in Frozen Temple (that gave a damage and guard boost) up until the end of Dante Inferno, where I couldn't resist switching it up for a utility amp that also had "silent," so my two silent perks, combined with Skilled 2, meant that for the last two levels, I was getting four stealth strikes per stealth, (if there were enough enemies present) and since Ghost 3 made my stealth cost 12, and I was getting 3 energy back per kill thanks to Energy Leech 3, I was able to break even for each of my stealths.  :)

I got the Medusa's Fang toward the end, which instantly kills damaged biological enemies at the cost of permanently reducing your health, and I almost got rid of it, figuring I didn't want my health reduced, until I realized that it only triggers the health reduction if you deal non-fatal damage...  and my quad damage from the Shadow Blade was pretty good at one-shotting everything, and once Soulstealer was leveled up with smaller enemies, it was able to one-shot pretty much everything too, so I don't think I ever actually activated the Medusa's Fang ability at all.

In the end, Harbinger didn't even see me coming.  I ran up to him while stealthed, whacked him for four stealth strikes, then stealthed again, and whacked him for four more stealth strikes.  He spent his last moments firing off his mortars blindly, and was dead without ever seeing his attacker.  :)

Tormuse, level 18 Scout,
defeated the Harbinger against all odds.

He survived for 18334 turns.
The run time was 5h 49m 2s.
World seed was 40288.
He scored 7761 points.
He was ULTRAVIOLENT!
He was an Angel of Berserk!

CALLISTO L5 - Lockdown
CALLISTO L5 -> Military Barracks
Military Barracks - Cleared!
EUROPA L2 - Volatile Storage
Europa Concourse -> Europa Ruins L1
Europa Ruins L1 - found Twin Viper
Europa Ruins L2 - The Hunt
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L2 -> Shadow Halls L1
Shadow Halls L1 - Low Power
Shadow Halls L3 -> Dark Cathedral
Dark Cathedral - Cleared!
Dark Cathedral - found Exosuit
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found Firecrown
Dante Station L3 - Exalted Summons

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (silver cluster) (+100)
   * 50+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 774 out of 774 enemies.

 46 former grunts           40 ice fiends
 6  corrupted grunts        8  toxic fiends
 1  former CRI grunt        20 CalSec sentries
 11 former grenadiers       8  security sentries
 5  corrupted grenadiers    2  military sentries
 2  former CRI  grenadiers  11 CalSec bots
 11 former soldiers         4  security bots
 18 corrupted soldiers      72 reavers
 5  hellish soldiers        39 cryoreavers
 3  former CRI soldiers     25 toxic reavers
 4  former sergeants        39 archreavers
 2  corrupted sergeants     5  cyberi
 1  hellish sergeant        9  cryoberi
 1  former CRI sergeant     6  toxiberi
 11 former guards           12 medusae
 6  corrupted guards        12 archmedusae
 5  former commandoes       35 ravagers
 6  corrupted commandoes    19 armored ravagers
 3  hellish commandoes      13 siege ravagers
 4  former CRI commandoes   17 plasma ravagers
 1  former heavy            25 CRI marines
 2  corrupted heavies       8  CRI bots
 1  hellish heavy           21 guardians
 5  security drones         12 sentinels
 7  combat drones           5  warlocks
 46 fiends                  12 archwarlocks
 17 fire fiends

Traits
  Skilled L3
  Hellrunner L3
  Executioner L3
  Hacker L1
  Dodgemaster L1
  Energy leech L3
  GHOST L3

Trait order
  Skl->EnL->Skl->EnL->EnL->Hak->MGH->Exe->
  Exe->Exe->Skl->MGH->MGH->Hr->Hr->Hr->
  Dm

Equipment
  Slot #1 : Soulstealer
  Slot #2 : shadow blade A
   * Guarded 15
   * Resilient
   * Shadow blade

  Body : AV3 combat armor PA
   * Swift
   * Meshed
   * Durable
   * Silent

  Head : Firecrown
  Utility : AV3 utility AMP
   * Energetic
   * Silent

  Relic : medusa's fang
   * Kiss of Death


Permanents
  Demonblood

Inventory
  gas grenade (x3)
  krak grenade (x1)
  frag grenade (x3)
  smoke grenade (x3)
  CRI phase kit (x3)
  multitool (x3)
  combat pack (x3)
  military stimpack
  stimpack (x3)
  small medkit (x3)
  large medkit
  large medkit

19
Post Mortem / [1.4f|U|Ma|YAAM] Ultimate survivor
« on: July 16, 2022, 16:13 »
A fun little run where I had Survivor, health Demonblood, and Ravager's Heart, so I was healing up to 25% health from Survivor, up to 50% from Demonblood, and up to 75% from Ravager's Heart.  :)  The neat thing is the health regen stacked, so I was getting healed at triple rate below 25%, and double rate below 50%.  (This meant I basically never got the Survivor-based critical bonuses;  oh well...)

The game started as sort of a test of the viability of the Warlock's Horn relic, which I found in Callisto Anomaly, to see if the game is still playable with the 20% experience reduction, and I was still able to get up to level 17 by the end, so I wasn't hampered too badly.  I didn't get to actually use the Warlock's Horn for its true purpose, to block the Archwarlock's gaze, since I had to switch it out for the Ravager's Heart, (which I didn't really want to, but I felt compelled to, to see how the health regen worked)  :)  but for a while, the Warlock's Horn's bleeding protection was helpful for occasions I wanted to use melee.

For early/midgame, I mostly used a nice AV1 7.62 rifle with 40% critical on it, and didn't really make the switch over to melee until Io when I was able to get a decent katana.  I never found any indestructible armour, so my armour got shredded pretty consistently, but I had some pretty nice powered armour for a while, which helped me zip around, cutting enemies more quickly, but it finally broke against Harbinger himself.  Oh well...

One other funny thing, since Demonblood and Ravager's Heart both reduce healing effects down to 25%, and they stack, small medkits would only heal me for 2hp, and small healing orbs and combat packs didn't heal me at all.  :)

Tormuse, level 17 Marine,
defeated the Harbinger against all odds.

He survived for 15632 turns.
The run time was 4h 49m 1s.
World seed was 79056.
He scored 7734 points.
He was ULTRAVIOLENT!

CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - The Hunt
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
CALLISTO L6 - Lockdown
EUROPA L3 - Volatile Storage
Europa Concourse - found Thompson
Europa Concourse -> Europa Ruins L1
Europa Ruins L2 - Lockdown
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L3 -> Shadow Halls L1
Shadow Halls L1 - Volatile Storage
Shadow Halls L2 -> Dark Cathedral
Dark Cathedral - Cleared!
Dark Cathedral - found BFT 10K
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found Avalanche
Dante Station L3 - The Hunt

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 806 out of 806 enemies.

 43 former grunts           10 ice fiends
 6  corrupted grunts        17 toxic fiends
 1  former CRI grunt        10 CalSec sentries
 11 former grenadiers       15 security sentries
 2  corrupted grenadiers    4  military sentries
 2  former CRI  grenadiers  7  CalSec bots
 21 former soldiers         8  security bots
 24 corrupted soldiers      70 reavers
 12 former CRI soldiers     41 cryoreavers
 2  CRI soldiers            29 toxic reavers
 10 former sergeants        57 archreavers
 3  corrupted sergeants     11 kerberi
 4  former CRI sergeants    7  cyberi
 1  CRI sergeant            19 cryoberi
 27 former guards           3  toxiberi
 6  corrupted guards        17 medusae
 2  former CRI guards       10 archmedusae
 3  former commandoes       25 ravagers
 9  corrupted commandoes    18 armored ravagers
 3  former CRI commandoes   9  siege ravagers
 1  former heavy            16 plasma ravagers
 2  corrupted heavies       20 CRI marines
 7  security drones         22 CRI bots
 2  combat drones           14 guardians
 2  military drones         9  warlocks
 62 fiends                  12 archwarlocks
 32 fire fiends

Traits
  Ironman L3
  Hellrunner L3
  Tough as Nails L2
  Rip and tear L2
  Angry Motherfucker L3
  SURVIVOR L3

Trait order
  Hr->Hr->Hr->TaN->MSV->AMf->Iro->AMf->
  AMf->MSV->RaT->RaT->MSV->Iro->Iro->TaN->


Equipment
  Slot #1 : Avalanche
  Slot #2 : BFT 10K
  Slot #3 : Soulstealer
  Body :  - NONE -
  Head :  - NONE -
  Utility : AV3 utility AMP
   * Carrier
   * Adrenal

  Relic : ravager's heart
   * Ravager's Blood


Permanents
  Medusa's Curse
  Relic Corruption
  Demonblood

Inventory
  energy cell (x100)
  energy cell (x85)
  plasma grenade (x1)
  gas grenade (x2)
  krak grenade (x3)
  frag grenade (x1)
  smoke grenade (x1)
  large combat pack
  military stimpack
  stimpack (x1)
  large medkit
  large medkit

20
Releases / Re: The Inferno Module
« on: May 08, 2022, 14:57 »
I guess this is a bug. I think they actually are theoretically destroyable, but their hp gets reset each time they move.

In my game, neither rockets nor plasma shotgun were able to destroy them.  If there was a way to destroy them, short of letting them get revived and killing them somewhere else, to destroy the corpse there, I didn't discover it.

I sort of forgot about the assemblies...

Okay, I'm glad I looked those up.  They're so hyper-specific, that even through trial and error, I would never have found them, not the least because mod packs simply don't drop frequently enough to allow that kind of experimentation.  I look forward to seeing if I can try some of them out.  :)

I don't think I intended this, but not sure if I want to fix it... Maybe I should. (Melee probably doesn't need the help I guess?)

I kind of like the effect;  the concept of doing stealth melee kills appeals to me.  It's up to you whether or not that deserves a change, but yeah, it's probably worth keeping in mind that currently, the game is hugely unbalanced in favour of melee.

If you'd like to give ranged builds a significant, but not unbalancing, buff, I would suggest allowing revived corpses in Acheron to drop ammo.  That level is a relative breeze for melee that doesn't have to care about ammo, but for a ranged build, going up against unlimited enemies with limited ammo is not fun.  If I could at least restock along the way, I'd have a fighting chance.  I mean it would still be a grisly war of attrition, where the only actual progress is made if you can manage to injure an Arch-Vile, but it would at least be feasible.

21
Releases / Re: The Inferno Module
« on: May 07, 2022, 16:27 »
I made another attempt.  I made a concerted effort to push through Acheron this time, pressing forward faster than was wise, and burning through three med packs in the process, but the enemies were still reviving faster than I could kill them.  I had a plasmatic shotgun to help with corpse disposal, but it seems that the corpses that spawn in the river are undestroyable, so there's no way to stop the Arch-Viles from surrounding themselves with raised enemies, and I couldn't get close enough to them to even injure them, let alone kill them.

By the way, one thing I forgot to mention, but in the previous game, you may notice that I got 5 Shambler kills.  That's because (apparently) the switch that summons the Shambler can be activated as many times as you want.  I'm not sure if that's a particularly wise thing to do, but I thought I'd mention it in case it's a bug.  (Come to think of it, I didn't check if they each give you experience;  hmm...)

Spoiler: Mortem (click to show/hide)

22
Releases / Re: The Inferno Module
« on: May 06, 2022, 08:24 »
Without looking at your two spoiler comments, I did notice that my vision radius was decreasing and increasing periodically on that level, so I assume that has something to do with their presence.  I honestly can't remember whether my vision was in a reduced state at the time I got munched, so I probably should have paid closer attention to that, especially since they don't make any sound, so there wasn't any other cue that they were present.

23
Releases / Re: The Inferno Module
« on: May 04, 2022, 11:51 »
So I've been trying this mod out again lately, seeing if I can get a proper UV ranged build going, and this is one of my more successful games, playing with a masterless technician build.

Naturally, this meant I couldn't do Blood Temple, but I still made a quick visit there for Explorer purposes, and left without triggering the ambush.

I got overwhelmed at Acheron.  I haven't quite gotten a handle on how to take care of the Arch-Viles quickly enough before they ressurrect everything;  I'll have to reconsider my approach next time.  In any case, I burned through all my med packs on that level and I was forced to homing phase out.  I left 46 enemies behind on that level;  up 'til that point, I had a perfect 100% kill ratio.  Oh well...

In the end, I was done in by a pair of Nightmare Spectres that I didn't even see coming.  Somehow, both of them went from being invisible to biting me in the space of the one second I spent reloading my tactical shotgun.  How the heck fast are those guys?!?  I know their whole deal is that you can't see them until they're close, but I really was totally unaware they were there until I was dead.  They must've gotten a triple move on me, and/or they have some kind of variability in how far away they can be seen from or something.  I could have saved my life with my last large med pack, but I really didn't think I was in imminent danger of dying.

Spoiler: Mortem (click to show/hide)

24
Thanks!  :D

I have always found the scrapgun pretty crap, so is there something I am missing that makes it great?

I don't know about "great," but it does relatively high damage for 9mm ammo, and has the benefit that Scavenger 1 gets you as much ammo as you want for it in late game.  There are certainly better weapons out there, but it served me well until I got my melee game off the ground.  :)

25
Releases / Re: The Inferno Module
« on: April 12, 2022, 19:33 »
The current version of Inferno already works with version 0.9.9.7 of DRL.  (The current version of DRL)  I got it from this link that Tehtmi posted on page 8 of this thread.  I've been playing it on version 0.9.9.7 for years, (from time to time) and it's always worked fine.

EDIT:  Here are Tehtmi's instructions from 2017 for getting it working.

26
Modding / Re: WolfRL
« on: April 11, 2022, 20:16 »
is there a link for this if so please post it

I haven't tried it, but someone posted this link not too long ago.  It looks like they just uploaded their entire copy of DRL along with the WolfRL mod for it.  Give it a try.

27
After my Gunrunner game from the other day, I got the idea to do another Gunrunner build, this time focusing on melee, for a "Bladerunner" build.  :D

This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies.  Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time.  :)  (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second)  :D

Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6.  By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.

Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...


Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me.  There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds.  (Soulstealer was so charged up that the killing blow did no less than 766 damage!)  :D

Tormuse, level 18 Scout,
defeated the Harbinger against all odds.

He survived for 17177 turns.
The run time was 5h 4m 13s.
World seed was 2508.
He scored 7798 points.
He was ULTRAVIOLENT!

CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Infestation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Scrapgun
EUROPA L2 - Low Power
Europa Concourse -> Europa Ruins L1
Europa Ruins L2 - Exalted Summons
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L3 -> Shadow Halls L1
Shadow Halls L1 - Exalted Summons
Shadow Halls L2 -> Dark Cathedral
Dark Cathedral - Cleared!
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 849 out of 849 enemies.

 46 former grunts           7  security sentries
 6  corrupted grunts        9  CalSec bots
 1  former CRI grunt        4  security bots
 6  former grenadiers       55 reavers
 1  corrupted grenadier     43 cryoreavers
 2  former CRI  grenadiers  19 toxic reavers
 19 former soldiers         47 archreavers
 21 corrupted soldiers      8  kerberi
 9  former CRI soldiers     10 cyberi
 6  former sergeants        17 cryoberi
 4  corrupted sergeants     6  toxiberi
 4  former CRI sergeants    16 medusae
 25 former guards           8  archmedusae
 2  corrupted guards        29 ravagers
 3  former commandoes       21 armored ravagers
 14 corrupted commandoes    8  siege ravagers
 2  former CRI commandoes   21 plasma ravagers
 7  security drones         22 CRI marines
 12 combat drones           21 CRI bots
 115fiends                  15 guardians
 26 fire fiends             4  sentinels
 32 ice fiends              13 warlocks
 22 toxic fiends            5  archwarlocks
 11 CalSec sentries

Traits
  Dash L2
  Hellrunner L3
  Son of a Gun L3
  Executioner L1
  Hoarder L1
  Dodgemaster L3
  Scavenger L1
  GUNRUNNER L3

Trait order
  SoG->SoG->SoG->Das->Hor->MGU->Hr->Scv->
  MGU->Exe->Hr->Dm->MGU->Dm->Hr->Dm->
  Das

Equipment
  Slot #1 : Scrapgun +A
   * Calibrated 1
   * Auto-calibrated
   * Spin-up

  Slot #2 : AV3 plasma shotgun +A
   * Calibrated 1
   * Auto-calibrating 6%
   * Critical 50
   * Sustain

  Slot #3 : Soulstealer
  Body : duramesh scout armor P
   * Meshed
   * Duramesh

  Head :  - NONE -
  Utility : AV3 utility AMP
   * Camoboost
   * Silent

  Relic : cryoreaver's claw
   * Windchill


Permanents
  Medusa's Curse
  Demonblood

Inventory
  energy cell (x100)
  9mm ammo (x100)
  plasma grenade (x1)
  gas grenade (x3)
  EMP grenade (x1)
  krak grenade (x3)
  smoke grenade (x3)
  CRI phase kit (x2)
  large combat pack
  large combat pack
  combat pack (x2)
  stimpack (x1)

28
Post Mortem / [1.3a|U|Sc|YAAM] Run 'n gun
« on: April 09, 2022, 11:07 »
For no particular reason, I decided to do a UV game with a Gunrunner build, and got conqueror.  Yay!  :D  (100% kills too!)  :)  I had serious doubts about my ability to win toward the end, since I was almost completely out of ammo, even with scavenger 3, but I just barely managed to pull it off.

I was very speedy!  Between HR 3, the Exosuit unique, and the metabolic boost from my amp, I was moving at 0.5 seconds per move, (0.3 seconds while dashing) which went well with my chaingun with barbed 3, and actually turned out to be crucial for saving ammo at the end, since I could hit enemies with a few rounds, and then move fast enough to keep away from them while they bled to death.  In some cases, I even just danced back and forth in front of them, while they had a lot of difficulty hitting me, due to my dodge chance.  (Although I seriously wonder how to hit chances work in this, since they were sometimes still able to hit me, despite, in some cases, supposedly having -290% accuracy from bleeding stacks)

Another thing that was a big help was that super shotgun with rush 10, (damage bonus after move) which synergized nicely with the build, which is based on constantly moving.  I was pretty pleased to be able to deliver the coup de grace to Harbinger with my last shot from that gun.  :)

I was disappointed to find that the sustain mod didn't seem to work with the rail rifle.  (Or didn't work consistently?)  I think there were some shots that returned ammo as expected, but mostly not, and I'm not sure why that is.  If the mod had worked properly, a lot of my ammo worries would have been alleviated, particularly in Dante Inferno, which was a huge ammo drain, with very little return.

At one point, in the interest of saving ammo, I picked up a katana from the ground to whack a couple of reavers, and I noticed that Gunrunner's reduced attack time applied to melee weapons too, so now, I really want to do a melee-focused Gunrunner build game.  (Bladerunner, anyone?)  :D

Tormuse, level 18 Scout,
defeated the Harbinger against all odds.

He survived for 16286 turns.
The run time was 6h 25m 47s.
World seed was 8888.
He scored 7621 points.
He was ULTRAVIOLENT!

CALLISTO L2 -> Callisto Rift L1
Callisto Rift L2 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
Europa Concourse - Secure Vault
EUROPA L5 -> The Pit
The Pit - found Denial
The Pit - Cleared!
IO L5 - Lockdown
IO L5 -> Io Warehouse
Io Warehouse - found Exosuit
Io Warehouse - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 831 out of 831 enemies.

 60 former grunts           14 toxic fiends
 6  corrupted grunts        11 CalSec sentries
 1  former CRI grunt        7  security sentries
 6  former grenadiers       2  military sentries
 5  corrupted grenadiers    8  CalSec bots
 6  former CRI  grenadiers  4  security bots
 2  CRI grenadiers          1  military bot
 7  former soldiers         28 reavers
 16 corrupted soldiers      29 cryoreavers
 7  former CRI soldiers     18 toxic reavers
 6  former sergeants        54 archreavers
 6  corrupted sergeants     12 kerberi
 3  former CRI sergeants    8  cyberi
 25 former guards           13 cryoberi
 4  corrupted guards        8  toxiberi
 4  former commandoes       11 medusae
 10 corrupted commandoes    4  archmedusae
 6  former CRI commandoes   31 ravagers
 2  CRI commandoes          14 armored ravagers
 1  former heavy            7  siege ravagers
 3  corrupted heavies       7  plasma ravagers
 5  security drones         34 CRI marines
 4  combat drones           9  CRI bots
 2  military drones         15 guardians
 77 fiends                  2  sentinels
 39 fire fiends             9  warlocks
 50 ice fiends              12 archwarlocks

Traits
  Dash L1
  Hellrunner L3
  Son of a Gun L3
  Hoarder L2
  Dodgemaster L2
  Scavenger L3
  GUNRUNNER L3

Trait order
  SoG->SoG->SoG->Das->MGU->Hr->Hr->Dm->
  MGU->Hor->Hor->Scv->MGU->Dm->Scv->Hr->
  Scv

Equipment
  Slot #1 : AV1 chaingun +BA
   * Swap Harness
   * Calibrated 1
   * Auto-calibrated
   * Barbed 3
   * Spin-up

  Slot #2 : AV2 rail rifle BS
   * Swap Harness
   * Sustain
   * Extended Mag 8
   * Hunter 8
   * Scope

  Slot #3 : 12ga super shotgun A
   * Calibrated 1
   * Rush 10
   * Rinse, Repeat

  Body : Exosuit
  Head : analytic visor B
   * Durable
   * Aim assist
   * Tactical computer

  Utility : AV2 utility AMP
   * Metabolic boost
   * Energetic

  Relic :  - NONE -

Permanents
  CRI backpack

Inventory
  energy cell (x21)
  7.62 ammo (x2)
  gas grenade (x2)
  smoke grenade (x2)
  CRI phase kit (x2)
  multitool (x1)
  large medkit

29
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: April 08, 2022, 10:30 »
I know this forum, and this game, and this whole site are dead as hell, but I'd really like to download this mod and the link doesn't work =(

Here.  I just threw my copy on my Google Drive.  Try this link.  :)

30
Post Mortem / [1.2d|N!|Te|YASD] Explored a little too far
« on: March 11, 2022, 22:53 »
So I wanted to get the CRI and Jovisec Diamond badges for winning on Nightmare difficulty masterless as an explorer, and I decided to try playing as a technician, since I have the fewest victories with that class.  Ultimately, I failed, I'd say mostly due to trying to complete the Dante Inferno special level, even though (as I found out from Kornel after the fact) it wasn't actually necessary to do so.  (Oops!)

The run was carried by finding "Vengeance," a unique hunter rifle with a significant damage boost, plus incremental critical chance boosts from consecutive shots without reloading, which was later helped by armour with "loading feed," so I didn't have to manually reload it, so it permanently kept the critical bonus maxed out, consistently doing quadruple+ damage with each shot.  (I was slightly disappointed to discover that there's a cap on how high the critical bonus can go;  I half expected it to keep climbing into the thousands of percent, until I could one-shot anything;  oh well...)  :P

I recorded the whole run, which you can watch at the following links.

Part 1 - Callisto

Part 2 - Europa

Part 3 - Io

Part 4 - Dante

The recordings mostly speak for themselves, so I can't think what else to comment on.  The only other really notable decision I made along the way was getting rid of the Ravager's Heart relic at the end of Io.  I have no idea whether or not that was the right decision, but considering that I ran out of health items at the end, maybe it was a mistake?  Who knows?

Tormuse, level 16 Technician,
killed on Dante Inferno by a toxic reaver.

He survived for 11555 turns.
The run time was 5h 40m 50s.
World seed was 6449.
He scored 6626 points.
He opposed the NIGHTMARE!

Death log
 * your action, you're at 5 health
 * your action, you're at 5 health
 * toxic reaver deals 8 damage to you
 * health down to -3, you die

CALLISTO L2 - Volatile Storage
Callisto Hub -> Valhalla Terminal L1
Valhalla Terminal L2 - Low Power
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - found Vengeance
Valhalla Command - Cleared!
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L3 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
IO L3 - Volatile Storage
Io Nexus -> Io Black Site L1
Io Black Site L1 - The Hunt
Io Black Site L2 -> Black Site Vaults
Dante Station L2 - The Hunt

Awards
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Explorer Ribbon (+100)
   * Visited all encountered special levels

He killed 863 out of 1033 enemies.

 34 former grunts           3  toxic fiends
 1  former CRI grunt        14 CalSec sentries
 1  former grenadier        12 security sentries
 1  corrupted grenadier     2  military sentries
 6  former CRI  grenadiers  16 CalSec bots
 19 former soldiers         8  security bots
 24 corrupted soldiers      2  guardian bots
 15 hellish soldiers        16 reavers
 1  former CRI soldier      26 cryoreavers
 12 former sergeants        22 toxic reavers
 1  corrupted sergeant      24 archreavers
 1  hellish sergeant        9  cyberi
 2  former CRI sergeants    9  cryoberi
 18 former guards           9  toxiberi
 6  former commandoes       16 medusae
 17 corrupted commandoes    11 archmedusae
 16 hellish commandoes      19 ravagers
 7  former CRI commandoes   24 armored ravagers
 3  former heavies          4  siege ravagers
 2  corrupted heavies       17 plasma ravagers
 3  hellish heavies         22 CRI marines
 2  security drones         10 CRI bots
 2  combat drones           13 guardians
 52 fiends                  9  sentinels
 26 fire fiends             3  warlocks
 15 ice fiends              5  archwarlocks

Traits
  Whizkid L3
  Cover Master L3
  Son of a Gun L3
  Hoarder L2
  Headshot L2
  Scavenger L1
  Grenadier L1

Trait order
  SoG->SoG->SoG->Cov->Cov->Hor->Hsh->Whk->
  Whk->Whk->Gre->Scv->Hor->Cov->Hsh

Equipment
  Slot #1 : Vengeance
   * Scope

  Slot #2 : AV2 9mm SMG +B2
   * Barbed 1
   * Critical 40
   * Auto-calibrated
   * Speed-loader
   * Frenzy 3

  Slot #3 : AV2 12ga auto-shotgun +BA
   * Autoloader
   * Specialist
   * Calibrated 1
   * Auto-calibrating 74%
   * Critical 40

  Slot #4 : CRI BFT9K B
   * Swap Harness
   * BFT

  Body : AV2 basic armor PB2
   * Loading feed
   * Durable
   * Carrier
   * Compartments
   * Padded

  Head : AV2 tactical visor PB
   * Crit Enhancer 25
   * Health Monitor
   * Durable
   * Aim assist

  Utility : AV2 utility AMP
   * Metabolic boost
   * Auto-med 10

  Relic :  - NONE -

Permanents
  Relic Corruption

Inventory
  energy cell (x100)
  energy cell (x57)
  12ga shell (x50)
  12ga shell (x16)
  .44 ammo (x50)
  .44 ammo (x50)
  .44 ammo (x2)
  9mm ammo (x16)
  gas grenade (x2)
  EMP grenade (x1)
  smoke grenade (x2)
  multitool (x2)

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