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 1 
 on: April 30, 2025, 17:29 
Started by Omega Tyrant - Last post by Omega Tyrant
Kornel asked for a priority list on what to focus on of the remaining unimplemented proposals and unresolved issues, as he wants to wrap up 0.9.9.9 soon, so I'll get that done now. Note that the tiers aren't ordered within based on priority, but rather trying to order stuff based on how the OP is ordered. As things get finished up, I'll strike them through and color them light blue if they were implemented, pink if they're officially postponed to the next version, or red if they're officially rejected.

TOP PRIORITY
The following are things I think are absolutely necessary for 0.9.9.9:

*Make most special levels on Nightmare require killing every distinct enemy once to clear them rather than having every enemy dead at once, so that they no longer require an extremely tedious ordeal of corpse disposal to clear (especially now that the Enraged Timer could make it near impossible to clear the earlier special levels on N!). Additionally rebalance their enemy loadouts to incorporate the new enemies added, particularly on Nightmare (go to this post for details).

*Finish the trait rebalancing since we got some loose ends there still (covered in this post, particularly Bullet Dance still needs its buff, Survivalist + Entrenchment are overtuned, and Tough As Nails could be toned down to the originally proposed +5% energy resistances per level). The masteries can all be made less restrictive too as covered in this post.

*Fix the error with selecting Bullet Dance, and the bug with additive traits that sometimes causes their bonuses to get applied twice in a level up.

*Patch up the rough edges of infighting, as covered in this post (namely, add a flag that disables infighting in boss levels and certain special levels, disable infighting when Enraged Mode is triggered or with hunting enemies, don't have enemies infight their own species, don't let enemies retaliate against Archviles, and if possible, prevent enemies in a spawned monster group from infighting each other). There is also some remaining AI issues in that post that need to be fixed too (namely, Formers/Nobles will occasionally get stuck on items/armor instead of picking it up, Formers/Nobles will sometimes not use items at low health for unclear reasons, Lost Souls/Elementals/Cyberdemons will not aggro when you hit them out of their vision, and Souls/Cyberdemons will not retaliate when hit by other enemies).

*Fix the bug that is making full reloads instantaneous.

*When the Combat Shotgun's clip runs out and you do a normal reload, either manually or with Shottyman, you must still pump it after reloading to shoot it again, when previously any reload would cover the pump. Note that full reloading still covers the pump.

*The remaining bugs and issues in this post that have not been addressed yet (too many to list here, just CTRL + F "Grappling Armor" and look at every entry from there).

*Fix the unwinnable 4 Angelic Badges so that true 100% completion can be possible; UAC Angelic, Demonic Angelic, Speedrunner Angelic, and Pacifist Angelic (go to the Badges post of the OP for current suggestions on what to do with them).

*Fix Item Reveal not working in Nightmare when all enemies are dead. Also add a new message that notifies you when all distinct enemies on a floor have been killed in Nightmare and Angel of Darkness, so that players seeking 100% kills don't need to keep bringing up the Player Info screen to check (and perhaps tie the aforementioned Item Reveal to triggering that message?).

*Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains (current suggestion is a guaranteed randomized Exotic Armor since current Deimos special levels are lacking in armor rewards).

*Fix the softlocks in The Wall, Containment Area, and Mt. Erebus

HIGH PRIORITY
These are important things I think would really improve 0.9.9.9 and a good chunk of should make it into 0.9.9.9, but they aren't all necessary to implement now if stuff has to be left on the wayside for the next version (1.0.0.0 or 0.9.9.9.1?):

*The Chaingun, Frag Shotgun, Assault Rifle, and mods changes listed in the equipment section of the OP (the other suggested equipment changes listed would be nice, but those ones aren't as important and so I would put them down in the mid priority tier).

*Give default sounds to all mute enemies (the Nightmare enemies, Elite Formers, Lava Elemental, Agony Elemental, Arena Master, and Apostle). Aside from the subjective value of it livening up the game, it eliminates the ethical grey area with players modding sounds for those enemies, and it would be nice compensation for the Enraged Timer no longer letting you camp them too, so that players exploring around without Intuition 2 can detect these enemies are around without stumbling face first into them. Since adding new sounds into the game isn't on the table because of copyright concerns, Nightmare enemies and Elite Formers can just reuse the sounds of their normal counterparts, the Agony Elemental can just reuse the sounds of the Pain Elemental, and the Arena Master and Apostle can just reuse the sounds of the Archvile; Lava Elemental is unclear with what sounds to give, though in my own personal setup I gave it Mancubus sounds.

*Nerf the amount of bullets that Former Captains carry to 40, and buff the Nightmare Archvile's explosion radius to 2, as covered in the enemy section on the OP. Also Nightmare Cacodemons are overtuned after their massive buff and can be a bit tedious to kill, so they should have their current 50% fire and acid resistances nerfed or removed outright, or alternatively, have their innate armor reduced to 1 or give them a -25% resistance to bullet + sharpnel damage to better emphasize their vulnerability to physical weapons.

*Make single enemy type levels be able to have Nightmare enemies just like how Caves can (and make Archvile + Elite Formers be possible in the Black Magic level type) at sufficiently high level rolls, so that they no longer remain breather levels in deeper A100 and on higher difficulties. Also add a unique level feel message for these new Nightmare-enemy only levels and for spawning in Nightmare Demon/Cacodemon/Arachnotron/Elemental caves.

*From the Badges post of the OP, implement the suggested changes to the listed Bronze, Gold, Platinum, and Diamond badges, as well as change the Heroic badge series to be percentage-based as suggested (10%/30%/50%/70%/90% of medals for the Bronze, Silver, Gold, Platinum, and Diamond tiers respectively) to account for the new medals added in 0.9.9.8 and possible addition of any new medals in this or future versions, and add Heroic Angelic for obtaining all medals.

*Also from the aforementioned post, implement the suggest changes to the Shotgunnery Cross, Marksmanship Cross, Malicious Knives Cross, Sunrise Iron Fist, and Gargulec Medal.

*A toggle in the settings to disable the overlay filter of powerups.

*Some more of the proposed new exotics, uniques, and assemblies listed in the New Content post of the OP (don't need to do all of them now, but some more new toys than just Grappling Armor and Blood Boots would be sweet).

*Finish touching up the Apostle, in both its A100/666 fight and Hell Fortress fight, by increasing its teleporting chance per turn and implementing the suggestions for the Hell Fortress fight in this post (CTRL + F "Spruce up Hell Fortress' Apostle fight" to quickly find the exact suggested changes).

*Add method for guaranteed Dragonslayer and Berserker Armor in A100/666, so full wins in those modes do not remain terribly luck based. (If something more elaborate cannot be thought up, current idea is a 100% killrate up to floor 50/333 will spawn a Berserker Armor if you haven't found one already, and a 100% killrate up to floor 99/665 will spawn the Dragonslayer if it hasn't already spawned, while possibly locking the guaranteed spawns behind UV/N!).

*Allow access to Hell's Armory, Deimos Lab, The Vaults, and House Of Pain on ITYTD (I can think up of enemy loadouts for them if needed, just Deimos Lab absolutely needs to have only one Shambler on ITYTD so that it won't be a death trap for newbs).

*Add the new special level pair on floor 4, currently conceptualized as Nuclear Plant and Toxin Refinery.

MID PRIORITY
These are things I would like to see still, but they are definitely expendable to postpone if need be:

*When Enraged Mode triggers, have the screen shake and have all remaining enemies' act sound play at once, for more aesthetic flair.

*The music can be turned off if too many sounds play at once (this only really happened to me when I spammed run -> wait near a lot of enemies, which given the Enraged Timer now invalidates, this isn't too important to fix if it's not simple).

*When picking up a Unique for the first time in a run, the accompanying green flash may not happen, though it's unclear if this bug is with certain Uniques (confirmed it happened with Enviroboots and Medical Powerarmor) or happens for other reasons. The yellow flash when repairing armor/boots with an Armor Shard also sometimes doesn't happen for unclear reasons. Both of these bugs are purely graphical however, as the Uniques without the green flash still get counted as collected, and your armor/boots are still repaired by Armor Shards regardless of the yellow flash not happening. All other flash effects appear to be working as they should.

*If you hold the wait command for an extended amount of time while enemies are revealed, enemies' sprites cannot visually keep up with their actual movement. As a result, when you let go of the wait button, the enemies' sprites will continue to move around until they "catch up" to their actual positions. This bug appears to be purely graphical however, as proceeding to do other things before the sprites "catch up" will have the game work correctly off of the enemies' actual positionings.

*Various minor text/UI errors listed in the OP.

*Add default sounds for all exotics, uniques, and artifacts.

*The rest of the suggested equipment changes in the Equipment section of the OP that weren't specified as High Priority prior.

*Add sounds for enemies spawning, reviving, and Archviles charging their attack.

*Add corpses for Elite Formers and Lava Elemental, as well as a corpse sprite for the player when they die. The Angel Of Death also currently lacks a corpse, though maybe that could be left intentional as a mercy in case it's added to the A100/666 spawn pool, or in case the player kills it in Unholy Cathedral before killing all the other enemies on N! to trigger the Cathedral collapsing, thus ensuring it can't respawn and force the player to kill it again.

*Allow the Angel Of Death to spawn in very deep floors of Angel Of 100/666 (suggested depth is 90+).

*In House Of Pain, seal away the Large Health Globes behind walls or doors that can only be opened with the Arena Master's Staff, farther incentivizing to carry the Staff along for this level.

*Disallow nukes from being activated in Hell Fortress, and disable any active powerups when the player enters Hell Fortress, so that they cannot trivialize Carmack with a Floor 23 Invuln or Berserk stack.

*Have dying to John Carmack count as a normal death instead of as a partial win, so that there is more risk in going for a full win.

*Expand the amount of possible Dual Angel combinations, as covered in this post.

*Allow the action command to open armor and ammo crates. Alternatively, allow them to be opened by bumping into them.

*Add more Angelic Badges, so that there is an equal amount of them compared to the amount of badges in the other badge tiers. Go to the Badges post of the OP for ideas.

*Any of the other new medal and badge ideas in the aforementioned post can also be considered mid priority.

*Adjust the higher level rankings to require more badges of the lower tiers, instead of capping out at 15 for each badge tier. Also make No-Life King require every badge, not just every Angelic.

*Create/readd locked vaults as they're described on the wiki, as well as add the proposed new Trap Rooms in the Features post of the OP. (It would be very cool to have these, but I don't think they'll be easy to add and test).

*Any of the new level events proposed in the New Content post of the OP. (Though getting at least the Max Carnage and Snake Eyes events would be neat)

*The new Chained Court alternative level, that is currently conceptualized as Central Processing (though Kantarza may already have that in the works?).

*When you have the Berserker Set equipped, the infinitely spawning Nightmare Demons and Nightmare Cacodemons severely complicate clearing special levels, so some caveat should be added to make clearing special levels with that set a much less tedious ordeal (whether not counting the spawned Nightmare enemies towards a special level's completion, disabling their spawning in special levels, or giving them a spawning limit of some sort so that the Berserker player will be guaranteed able to get everything dead eventually).

Low Priority
These are things I would still support being done, but yeah you don't need to worry about them right now unless they would be very low effort to implement:

*Ensure bridges that go over rivers aren't blocked off by walls or rooms with no doors.

*Give EXP for pulling Levers, but consider disabling it if you have Intuition.

*Add color coding to badges and medals in the endgame mortem.

*Disallow Dual-Angel challenges for any badge that requires a specific challenge. This includes Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Arena Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Reaper Diamond Badge to Arena Diamond Badge. (Aside from effort concerns, I'm also putting this in low priority because I'm not so sure I still support it, Sereging is very cheesy but maybe players should be allowed the extra creativity when badge hunting that Dual Angels allow. Maybe though just address some of the most egregious cheese that clearly goes against the spirit of the badges, like the Destroyer badges not actually requiring their respective Untouchable medals and all the badges that require Explorer/Conqueror not actually requiring those medals, thus resulting in those badges being much more easily won in AoOC despite it disqualifying the earning of said should-be requisite medals).

*Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem.

*Have more badges require at least a standard win, rather than any win. Current suggestion is every Gold, Platinum, and Diamond badge that requires winning the game should require at least a standard win, with the exceptions of those that already require a full win and Pacifist Gold.

*Have the trait selection screen be more color-coded (see the Features post of the OP for the example).

*Add a time display to the Player Info screen.

*Add support for more custom music slots in the Audio.lua file beyond floor 25, to give people the option to have more varied music play in A100/666 if they desire. (Don't know if this was intentional or not but this already works, so checking off).

*Any of the new challenges proposed in the New Content post of the OP.

 2 
 on: April 24, 2025, 12:33 
Started by Kantarza - Last post by TNT
Hard to decide since I like a lot of them, but overall chose Hell's Armory and The Wall.
The former represents a concept I really like in games in general (raiding stuff your foes have and/or blowing it up to deny it to them), and I like the enemies, gameplay and layout.

The Wall I chose for its simplicity and its iconic feel. Truth be told the gameplay of the Containment Area is probably better, but The Wall does something for me that's hard to describe.

 3 
 on: April 23, 2025, 11:05 
Started by Kantarza - Last post by Omega Tyrant
Phobos Lab is my favorite Ultimate Doom map, and the DRL version is such a well done creation. Also the UV and N! version with Nightmare Demons can make for some of the most heart pounding experiences in DRL but without getting exceedingly unfair.

Second is Mortuary for its theming, iconicness, its music, and of course its challenge, while having plenty of tricks available to mitigate its challenge. Limbo in comparison is a let down, but the greatly improved 0.9.9.9 version will make it a worthy counterpart to Mortuary.

 4 
 on: April 23, 2025, 07:37 
Started by Kantarza - Last post by Kantarza
I'm in the process of building some new levels and whilst I have some ideas, I'd love to give the community something enjoyable. So I'm reaching out to the group to ask you "What is your favorite one or two levels? (and if you have time, a simple comment on why)" I can't promise the standard we're all used to but hopefully it's on the right track.
Of course for those who want to write a bit more, you're welcome! And thank you everyone who chooses to take part.

 5 
 on: April 17, 2025, 10:57 
Started by Kantarza - Last post by Omega Tyrant
Very nice to see the progression continue, and to see someone finding my progression thread useful!

Quote
Attracting attention with a pistol and then punching a monster (with Brute) from behind the doorway works well. Probably something to remember for future N! runs.

Yeah luring enemies into doors and meleeing them (or killing them in a way that won't knock them back) is one of the core strategies of N! (and Angel of Darkness), upcoming changes to how kill% works in 0.9.9.9 would render such corpse disposal strategies no longer completely necessary, but would still be handy to know to permanently get rid of any troublesome enemy.

Quote
Dodging formers bullet shots is not hard and saves a lot of damage

This is actually a 0.9.9.8 thing, currently dodging is bugged in a way that makes dodging everything (that can be dodged) have a 95% dodge rate regardless of no dodge-boosting factors. Normally with dodging pistol and chaingun fire, you only have a 10% dodge chance at base that increases by 3% for each tile of distance, so without any HR, you would get shredded from repeatedly approaching them in the open without the aforementioned dodging bug. So do keep that in mind if you reattempt this badge in 0.9.9.9! (where this bug has been already fixed)

Quote
Monsters who wall-slide up on you won't fire a ranged attack. For some reason I thought they did.

And this is a core part of why corner shooting works :p

Quote
If you pistol shoot a former captain and you hear them use a medkit, your next shot may still kill them!

Small medkits do heal a percentage amount (2 HP + 25% of the monster's health), which results in formers getting 5 HP back from them, so yes a sufficiently damaged former could have less than 9 HP after using a small medkit and thus be still in killing range for a Pistol.

Quote
Using a shotgun at long distance is probably ok. Probably.

I generally wouldn't risk this unless it's something bigger than an Imp you're shooting at and you're absolutely sure there's nothing behind out of vision that could get killed, very high damage rolls from even an unmodded Shotgun can one-shot a Former or Imp from long distance (or they could already be damaged from other factors like spawning in damaging fluids or getting telefragged, or you could easily blow up a barrel right out of your vision). If you used the Double Shotgun's single fire on the other hand, that could be safe, since it can't hit stuff outside your vision (except for one tile out in very specific angles), and it has such steep dropoff that even max damage rolls will fail to one-shot Formers and Imps near the edge of your vision. Hmm maybe I'll try a Double Shotgun when I reobtain this badge in 0.9.9.9's official release.

 6 
 on: April 17, 2025, 09:00 
Started by Kantarza - Last post by Kantarza
Took quite a few goes to get started but the first TaN after Vampyre eased the pressure substantially. Found a mid-late nano to build powered red armor and that sealed the deal.

Something @Omega Tyrant shared (https://forum.chaosforge.org/index.php/topic,8862.0.html) that made a big difference:
* You only have to kill the monster with your fists. Wounding is ok (and in my mind necessary in general).
* An unmodded pistol won't kill any monster (unless you miss and hit a barrel). OT also shared that a single SOB rank or SOG won't hurt either (but it's not much point in this run).

Some things I learnt:
* Attracting attention with a pistol and then punching a monster (with Brute) from behind the doorway works well. Probably something to remember for future N! runs.
* Dodging formers bullet shots is not hard and saves a lot of damage
* Monsters who wall-slide up on you won't fire a ranged attack. For some reason I thought they did.
* If you pistol shoot a distant monster from a doorway, they'll come into the doorway (see above).
* If you pistol shoot a distant monster and then run to the doorway, they won't necessarily follow you to the door. Instead they'll wander around. Don't try to shoot them again! You might kill them.
* If you pistol shoot a former captain and you hear them use a medkit, your next shot may still kill them!
* Using a shotgun at long distance is probably ok. Probably.

Some notes about fist-only from Omega Tyrant that I wish I had known at the start:
* Meleeing a monster with a non-melee weapon will not invalidate the run
* A monster shooting at you and blowing up a barrel while you wield another weapon won't invalidate the run
* Nuking doesn't invalidate the run (unless you aren't invincible!)

And then:
* Going to the JC level and failing will invalidate your run because spawned monsters will prevent your 100% claim

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 Kantarza, level 13 Cyberdemon Colonel Marine,
 defeated the Mastermind at the City of Dis.
 He survived 89131 turns and scored 188168 points.
 He played for 1 hour, 49 minutes and 39 seconds.
 He wasn't afraid to be hurt plenty.

 He killed 791 out of 791 hellspawn. (100%)
 This ass-kicking marine killed all of them!

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

  Levels generated : 11
  Levels visited   : 7
  Levels completed : 7

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

  Cyberdemon's Head          Killing the Cyberdemon w/o taking damage
  Medal of Prejudice         Won with 100% kills
  Shotgunnery Cross          Won & killed only with shotguns/fists
  Marksmanship Cross         Won & killed only with pistols/fists
  Sunrise Iron Fist          Won & killed only with your bare hands
  Hell Armorer Pin           Clear Hell's Armory/Deimos Lab
  Strongman Gold Badge       Win standard game using knives/fists HMP
  Strongman Platinum Badge   Win standard game using only fists HMP
  Strongman Diamond Badge    Win standard game fist-only HMP/100% kills

-- Graveyard -------------------------------------------------

  ###########################################################
  #>#####################................................####
  ######################...............####...............###
  #####################.......####.....####.....####.......##
  ####################........####.....####.....####........#
  ###################.........####.....####.....####.........
  ##################..........####..............####.........
  #################..........................................
  #################....####............................####..
  #################....####............................####..
  #################....####............................####&.
  #################....####............................####..
  #################..........................................
  ##################..........####..............####.........
  ###################.........####.....####.....####.........
  ####################......X%####.....####.....####........#
  #####################.......####.....####.....####.......##
  ######################...............####...............###
  #>#####################................................####
  ###########################################################

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

  Health 120/60   Experience 70708/13
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Brute            (Level 3)
    Berserker        (Level 1)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Bru->Ber->Bad->MVm->Fin->Fin->TaN->TaN->Bad->TaN->Fin->

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

    [a] [ Armor      ]   powered red armor [5/5] (92%)
    [b] [ Weapon     ]   nothing
    [c] [ Boots      ]   plasteel boots [2/2] (82%) (A)
    [d] [ Prepared   ]   nothing

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

    [a] missile launcher (6d6) [4/4]
    [b] duelist armor [2/2] (100%)
    [c] Azrael's Scythe (9d9)
    [d] large med-pack
    [e] large med-pack
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] phase device
    [j] homing phase device
    [k] homing phase device
    [l] envirosuit pack
    [m] envirosuit pack
    [n] power mod pack
    [o] power mod pack
    [p] power mod pack
    [q] technical mod pack
    [r] technical mod pack
    [s] bulk mod pack
    [t] hatred skull
    [u] tactical boots [0/0] (100%)

-- Resistances -----------------------------------------------

    bullet     - internal 60%   torso 60%   feet 60% 
    melee      - internal 60%   torso 85%   feet 60% 
    shrapnel   - internal 60%   torso 60%   feet 60% 
    acid       - internal 80%   torso 80%   feet 95% 
    fire       - internal 80%   torso 95%   feet 95% 
    plasma     - internal 80%   torso 80%   feet 80% 

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

    66 former humans
    88 former sergeants
    30 former captains
    64 imps
    41 demons
    312 lost souls
    32 cacodemons
    22 hell knights
    17 barons of hell
    40 arachnotrons
    9 former commandos
    19 pain elementals
    4 revenants
    18 mancubi
    9 arch-viles
    5 elite former humans
    5 elite former sergeants
    2 elite former captains
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he found the Grammaton Cleric Beretta!
  On level 9 he found the Cybernetic Armor!
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  On level 19 he assembled a power armor!
  On level 19 he invaded the Unholy Cathedral!
  On level 19 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

-- Messages --------------------------------------------------

 taste blood!
 You hit the Spider Mastermind. You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You need to taste blood!
 The Spider Mastermind hits you. That hurt! You're going berserk! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You need to taste blood!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 You feel relatively safe now.

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

 152 brave souls have ventured into Phobos:
 111 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 37 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 22 killed the bitch and survived.
 13 showed that it can outsmart Hell itself.

--------------------------------------------------------------

 7 
 on: April 15, 2025, 10:07 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Beta 7 is up!

This one is VERY small feature wise, because there have been tons of trait code changes and I'd really like to test the stability of those changes ASAP.

There is however one huge change that will affect existing strategies - the enrage timer. At around 15 minutes ingame-time (around 15*60 moves), enemies become enraged - increased speed, accuracy, hunting flag and HALVED XP. This is done to counteract mass-wait in corner strategies that really don't have much to do with fun in the long run. Thanks to that I am able to partially revert the patrol change - some AI now patrols, some doesn't. Tell me what you think!

Also, be on very careful lookout to make sure all traits work as they did - most of them were moved from Pascal to Lua since the last version, including most Masters!

DoomRL 0.9.9.9 BETA 7 Windows LQ

Code: [Select]
0.9.9.9 BETA 7
[new] -- GH#252: staying too long on a level will enrage the enemies
[mod] -- GH#252: only some enemies keep to their patrol area
[mod] -- GH#000: enemy melee damage now randomized
[mod] -- GH#000: Malicious Blades will double damage of thrown knives
[fix] -- GH#241: clearing of level feeling on death/restart [brisbang]
[fix] -- GH#113: thermonuclear explosions on Abyssal Plains/Containment area count also clear the traps [brisbang]
[fix] -- GH#232: fixed Abyssal Plains trap not always triggering [brisbang]
[fix] -- GH#100: completion of Ao666 reports 666 levels completed [brisbang]

 8 
 on: April 09, 2025, 22:17 
Started by Omega Tyrant - Last post by Omega Tyrant
A bit of an update, 0.9.9.9 is still under development and seems still a while way from releasing, but seeing how more significant additions and balance changes than I anticipated are coming to it (some of which already been implemented in the betas, and some more planned), as well as some fundamental reworkings of Nightmare (the difficulty that most Diamond and Angelic badges require), I'm thinking I am going to separate the 0.9.9.8 badges to their own post after all, as the difficulty of obtaining each badge may significantly alter (or otherwise require strategy adjustments). In the meantime however, I decided to add new headings to indicate which mastery (or lack of) each listed mortem used; when browsing the old Badge Hunters thread, something I always wanted to immediately know was which build each run used (whether it be because I wanted to see the mortem of a specific build or to note which builds were most commonly used for a given badge), but you had to click the links to each individual mortem to get that info, making getting that info tedious. So I thought to make getting that important info more convenient in this new Badge Hunters thread, hopefully others find those new headings useful.

 9 
 on: April 09, 2025, 21:41 
Started by Kantarza - Last post by Omega Tyrant
Oh very nice, a new Angelic mortem for 0.9.9.8.

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As @OmegaTyrant mentioned, Vampyre is game-shattering but after getting through the dungeon, I struggle to believe you could make it another way. As you work your way into the latter half of the game, some levels started with over 200 monsters. Navigating that without berserk and healing seems improbable without savescumming.

Oh A666 on Nightmare without Vampyre is definitely doable, back in 0.9.9.7 there were five verified Centurial Angelic mortems, and none of them did it with Vampyre (granted Vampyre wasn't absurdly broken then, but it was still the best mastery on N!), while a couple didn't have Berserker either (though unless your mastery blocks it, I think you should always pick up Berserker in A100/666, as aside from being a very powerful trait in general, it's a very nice failsafe if you get surprised by a big hit at a bad time or run out of ammo without any sort of nano weapon). By the time you encounter such absurdly dense floors, you should have the firepower to kill enemies swiftly and the armor to withstand many hits.

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I only found about 1 chainsaw every 100 levels, the first at 120 and the second at 230. Possibly they were being blown up but chainsword (P) is a perfectly fine weapon.

Yeah a P Chainsword can be surprisingly sufficient with a few levels of Brute, another reason Vampyre is broken is because you don't even need the Chainsaw nor any of the melee artifacts to just steamroll through everything, just the Chainsword is enough to destroy everything (and then if you do get the Chainsaw or the melee artifacts...).

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Given you don’t need armor, focus on speed (and onyx protection purely for comfort). Faster means more you, less monsters and less pressing enter to get through the messages. Phaseshift APO armor is awesome, as are antigrav plasteel boots. Down to 0.16s while berserk (i.e. always since early on).

With 0.9.9.8 Vampyre, yeah you want to prioritize speed on your armors, suddenly the Hellrunner block becomes rather irrelevant when you're able to run around with Phaseshift Armor everywhere while still reducing basically every hit to 1 damage. The upcoming Marine and berserk resistance nerfs in 0.9.9.9, as well as Vampyre's TaN block, may change the math on that though.

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All nests are comfortably clearable except nightmare arachnotrons. I did one to show I could and then skipped the rest. Very risky in open arenas.

If you're not going for all kills and you don't see anything nice on the level, I agree to just get out of Nightmare Arachnotron caves ASAP, they're probably the only level that can actually threaten Vampyre when enough of them shooting at you at once can instantly deplete all your HP, even Shambler levels would be preferable for Vampyre (which are normally I think the nastiest level you can encounter for most builds).

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If you weren't sure, you can reach level 25 before dungeon level 100 by clearing levels. I think I got there about dlevel 89.

Indeed, in versions prior to 0.9.9.7 (where A666 and dual angels were first added), the only way to get the Experience Cross was to play A100 on N! (but now you can do it on any difficulty by playing A666 or doing a dual angel of A100 + AoD).

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Finally, a big shout out to OmegaTyrant for his great advice, and Epyon for giving me so much fun!

Happy to see my advice helps! I've also updated the Badge Hunters thread with your mortem for Centurial Angelic and Technician Diamond, it's great to get a bit more activity there before 0.9.9.9 drops.

 10 
 on: April 09, 2025, 07:50 
Started by Kantarza - Last post by Kantarza
I've been continuing to work through achievements and I was now trying to get all assemblies and artifacts. I played HNTR Ao100+AoMr and found 2 dragonslayers which I had to leave behind. Then I played two Ao100 vampyres merely to find a single nano in each. After looking at the plat achievements I had yet to collect, I really wanted to take out the assemblies, artifacts and char level 25.

So I decided to go back on my word and take on 666 knowing it would mean lots more artifacts and hopefully nano kits. As @OmegaTyrant mentioned, Vampyre is game-shattering but after getting through the dungeon, I struggle to believe you could make it another way. As you work your way into the latter half of the game, some levels started with over 200 monsters. Navigating that without berserk and healing seems improbable without savescumming.

I didn't find it much of a grind even though it was 10.5hrs. The first 100 was interesting as I was level clearing, and the second 100 fine. After about 300, when the monsters picked up, and I finally got dragonslayer and the last nano I needed, I started to dive more seriously.
* I only found about 1 chainsaw every 100 levels, the first at 120 and the second at 230. Possibly they were being blown up but chainsword (P) is a perfectly fine weapon.
* In the early game I spent a lot of time clearing the full map, looking for nanos.
* Antigrav boots were awesome. Far less time taking damage, and realising that they self-heal is great. At one point I just pottered about on a lava elemental level and checked them, only to find they were at 2%. Phew!
* Picking up Hell's staff was great for diving because it was a free phase and potentially more, opening up the possibility of quicker access to stairs (ideally), a computer map (pretty good) or just health to try another phase.
* Getting Cerberus boots early on is very helpful to have the confidence to walk anywhere and destroy ranged monsters. Later on antigrav boots are the better trade - reducing hits (and they regenerate).
* Given you don’t need armor, focus on speed (and onyx protection purely for comfort). Faster means more you, less monsters and less pressing enter to get through the messages. Phaseshift APO armor is awesome, as are antigrav plasteel boots. Down to 0.16s while berserk (i.e. always since early on).
* All nests are comfortably clearable except nightmare arachnotrons. I did one to show I could and then skipped the rest. Very risky in open arenas.
* Levels get very dense later on.
* Felt good to get a full victory

Tips for newcomers:
* Don’t bother nuking or going for levers – you won’t get the achievement.
* If you weren't sure, you can reach level 25 before dungeon level 100 by clearing levels. I think I got there about dlevel 89.

My favorite moment was having some fun in a pain elemental nest. Got up to 480 monsters left on the level!

Finally, a big shout out to OmegaTyrant for his great advice, and Epyon for giving me so much fun!

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 Kantarza, level 25 Arch-Vile Colonel Marine,
 completed 100 levels of torture on level 666 of Hell.
 He survived 277410 turns and scored 32307425 points.
 He played for 10 hours, 33 minutes and 9 seconds.
 He opposed the Nightmare!

 He killed 18694 out of 61103 hellspawn. (30%)
 He was an Archangel of 666!

 He saved himself 11 times.

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

  Levels generated : 0
  Levels visited   : 0
  Levels completed : 0

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

  UAC Star (gold cluster)    100+ kills without taking damage
  Experience Cross           Reach experience level 25
  Apostle Insignia           Awarded for killing the Apostle
  Technician Platinum Badge  Discover all advanced assemblies
  Technician Diamond Badge   Discover all assemblies
  Armorer Gold Badge         Discover all exotics/uniques
  Centurial Angelic Badge    Complete ArchAo666 on N!

-- Graveyard -------------------------------------------------

  ###########################################################
  #####################=####..^.###.##.#####.=##..|.##%######
  #################===#=#####..#%.%.......##.%=c%...%##%#####
  ##################===###|}##.......%.%^..%==.%.##.#.%######
  ##################====#....%%%%%.%%....%.=====#####...#####
  ##################===.##...%...%%%..%...#..=..###..#%..%%..
  #################==##..##.%.....%..%..%%.%.%#.#####%%%..%..
  ##################=..#%.#.%%.%...............##..#..%%%%...
  #################=##..##.#..........%...%.......#%.#....#.#
  ##################====%.X......%%....%.%..........%...%%...
  ##################..==%..%%.....%.%%%.........%..%..#.....%
  ###################.%\%%..%%....%..%.%..%%#.%.%......%..[##
  ##################%.%....%.%...##.#........#.%...#...##%#.#
  ############.#####...........%.%.%....%...###.%......#####%
  ###########.#...##...............%.......#....%...#.#####..
  ###########%###.#..[%%..%...=.....%...#..#.....%.#%######..
  ############%.##%..#####=====.#%%...%......#%.#.########.##
  ############.....%#####=.====%.#...%.%%..%..%.#############
  ############...##########%==##.#.#.%...##...%##############
  ###########################################################

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

  Health 120/60   Experience 5721632/25
  ToHit Ranged +10  ToHit Melee +20  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Eagle Eye        (Level 5)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Ber->TaN->Bad->MVm->TaN->Bad->Fin->Fin->WK->TaN->WK->Bru->Fin->Bru->Bru->EE->EE->Int->Int->EE->EE->EE->Jug->

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

    [a] [ Armor      ]   Berserker Armor [4]
    [b] [ Weapon     ]   Dragonslayer (9d9)
    [c] [ Boots      ]   antigrav plasteel boots [2/2] (100%) (A)
    [d] [ Prepared   ]   nothing

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

    [a] Mother-In-Law (6d9) [1/1] (T1)
    [b] Trigun (3d6) [6/6]
    [c] phaseshift armor [4] (AOP)
    [d] cerberus gothic armor [0] (O)
    [e] ripper (6d6) (T)
    [f] large med-pack
    [g] large med-pack
    [h] large med-pack
    [i] large med-pack
    [j] homing phase device
    [k] homing phase device
    [l] Hell Staff
    [m] cerberus plasteel boots [0/0] (100%) (A)
    [n] antigrav phaseshift boots [4/4] (100%)
    [o] Nyarlaptotep's Boots [6/6] (100%)

-- Resistances -----------------------------------------------

    bullet     - internal 60%   torso 95%   feet 60% 
    melee      - internal 60%   torso 95%   feet 60% 
    shrapnel   - internal 60%   torso 95%   feet 60% 
    acid       - internal 80%   torso 80%   feet 95% 
    fire       - internal 80%   torso 80%   feet 95% 
    plasma     - internal 80%   torso 80%   feet 80% 

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

    732 former humans
    1505 former sergeants
    2291 former captains
    149 imps
    69 demons
    2406 lost souls
    731 cacodemons
    534 hell knights
    1928 barons of hell
    590 arachnotrons
    49 former commandos
    551 pain elementals
    1044 revenants
    1358 mancubi
    1799 arch-viles
    92 nightmare imps
    382 nightmare cacodemons
    911 nightmare demons
    308 nightmare arachnotrons
    98 nightmare arch-viles
    26 elite former humans
    14 elite former sergeants
    126 elite former captains
    95 elite former commandos
    311 bruiser brothers
    260 shamblers
    118 lava elemental
    69 agony elementals
    147 Cyberdemons
    1 Apostle

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

  On level 13 he assembled a chainsword!
  On level 31 he assembled a cerberus boots!
  On level 32 he found the Cybernetic Armor!
  On level 34 he stumbled into a nightmare demon cave!
  On level 37, hell froze over!
  On level 38 he ran for his life from lava!
  He sounded the alarm on level 41!
  On level 41 he found the Berserker Armor!
  On level 42 he ran for his life from acid!
  On level 43 he was stumbling in the dark!
  On level 45 he ran for his life from lava!
  On level 46 he ran for his life from lava!
  On level 47, hell froze over!
  Level 50 blasted him with an unholy atmosphere!
  On level 54 he was targeted for extermination!
  On level 54 he assembled a cerberus armor!
  Level 55 blasted him with an unholy atmosphere!
  On level 55 he found the Mega Buster!
  On level 56 he was stumbling in the dark!
  On level 59 he was targeted for extermination!
  On level 61 he ran for his life from lava!
  On level 64 he found the Hellwave Pack!
  Level 69 was a hard nut to crack!
  On level 69 he assembled a antigrav boots!
  Level 70 was a hard nut to crack!
  On level 75 he stumbled into a nightmare arachnotron cave!
  On level 76 he assembled a Mother-In-Law!
  On level 79 he stumbled into a nightmare cacodemon cave!
  On level 82 he found the Acid Spitter!
  On level 83 he was targeted for extermination!
  On level 85 he stumbled into a complex full of Cyberdemons!
  On level 87 he stumbled into a lava elemental cave!
  Level 89 blasted him with an unholy atmosphere!
  On level 98 he stumbled into a nightmare cacodemon cave!
  On level 99 he found the Anti-Freak Jackal!
  Level 110 was a hard nut to crack!
  Level 111 was a hard nut to crack!
  He left level 113 as soon as possible.
  On level 115, hell froze over!
  On level 118 he was targeted for extermination!
  On level 122 he ran for his life from lava!
  On level 124 he was stumbling in the dark!
  On level 127 he found the Shielded Armor!
  On level 128 he found the Charch's Null Pointer!
  Level 130 blasted him with an unholy atmosphere!
  On level 132 he was bombarded!
  He left level 136 as soon as possible.
  On level 138 he found the Medical Powerarmor!
  Level 139 blasted him with an unholy atmosphere!
  He left level 142 as soon as possible.
  On level 143 he found the Subtle Knife!
  He left level 144 as soon as possible.
  He left level 155 as soon as possible.
  On level 165 he assembled a nano-shrapnel!
  On level 166 he ran for his life from lava!
  He left level 167 as soon as possible.
  He left level 168 as soon as possible.
  He left level 173 as soon as possible.
  He left level 174 as soon as possible.
  He left level 175 as soon as possible.
  On level 184 he found the BFG 10K!
  He left level 185 as soon as possible.
  On level 186 he was walking in fire!
  He left level 187 as soon as possible.
  He left level 190 as soon as possible.
  On level 191 he stumbled into a nightmare demon cave!
  On level 192 he stumbled into a complex full of Cyberdemons!
  On level 192 he found the Necroarmor!
  On level 194 he was stumbling in the dark!
  He left level 194 as soon as possible.
  On level 195 he stumbled into a complex full of arch-viles!
  On level 199 he stumbled into a complex full of arch-viles!
  On level 201 he stumbled into a nightmare arachnotron cave!
  He left level 202 as soon as possible.
  He left level 204 as soon as possible.
  He left level 205 as soon as possible.
  He left level 206 as soon as possible.
  He left level 207 as soon as possible.
  Level 210 was a hard nut to crack!
  On level 212 he stumbled into a nightmare demon cave!
  He left level 212 as soon as possible.
  On level 213 he ran for his life from lava!
  On level 214 he found the Railgun!
  On level 215 he stumbled into a nightmare demon cave!
  On level 216 he encountered an armed nuke!
  He left level 216 as soon as possible.
  He left level 217 as soon as possible.
  He left level 218 as soon as possible.
  He left level 219 as soon as possible.
  On level 220 he stumbled into a nightmare demon cave!
  He left level 220 as soon as possible.
  He left level 222 as soon as possible.
  On level 223 he was targeted for extermination!
  On level 223 he found the Revenant's Launcher!
  On level 224 he ran for his life from lava!
  He left level 226 as soon as possible.
  He left level 227 as soon as possible.
  On level 228 he ran for his life from lava!
  On level 229 he stumbled into a nightmare demon cave!
  On level 230 he stumbled into a complex full of bruiser brothers!
  Level 230 was a hard nut to crack!
  On level 234 he found the Jackhammer!
  He left level 239 as soon as possible.
  He left level 244 as soon as possible.
  On level 245 he stumbled into a nightmare demon cave!
  He left level 245 as soon as possible.
  He left level 246 as soon as possible.
  On level 248 he was targeted for extermination!
  He left level 248 as soon as possible.
  On level 251 he assembled a ripper!
  Level 253 was a hard nut to crack!
  He left level 254 as soon as possible.
  Level 255 was a hard nut to crack!
  He left level 256 as soon as possible.
  On level 259 he stumbled into a nightmare cacodemon cave!
  He left level 259 as soon as possible.
  He left level 260 as soon as possible.
  On level 261 he ran for his life from acid!
  Level 262 was a hard nut to crack!
  On level 262 he found the Mjollnir!
  On level 263 he ran for his life from lava!
  He left level 264 as soon as possible.
  He left level 265 as soon as possible.
  He left level 268 as soon as possible.
  He left level 269 as soon as possible.
  On level 270, hell froze over!
  He left level 270 as soon as possible.
  On level 271, hell froze over!
  On level 272 he was bombarded!
  He left level 273 as soon as possible.
  He left level 274 as soon as possible.
  He left level 279 as soon as possible.
  Level 281 blasted him with an unholy atmosphere!
  On level 282 he found the Malek's Armor!
  He left level 284 as soon as possible.
  On level 285 he stumbled into a lava elemental cave!
  He left level 286 as soon as possible.
  He left level 288 as soon as possible.
  He left level 290 as soon as possible.
  On level 293 he stumbled into a nightmare cacodemon cave!
  He left level 293 as soon as possible.
  He left level 294 as soon as possible.
  He left level 295 as soon as possible.
  He left level 296 as soon as possible.
  He left level 297 as soon as possible.
  He left level 298 as soon as possible.
  On level 299 he stumbled into a nightmare demon cave!
  He left level 299 as soon as possible.
  On level 300 he stumbled into a complex full of arch-viles!
  He sounded the alarm on level 303!
  He left level 304 as soon as possible.
  On level 307, hell froze over!
  He left level 307 as soon as possible.
  He left level 308 as soon as possible.
  He left level 309 as soon as possible.
  On level 311 he found the Trigun!
  He left level 312 as soon as possible.
  He left level 314 as soon as possible.
  He left level 316 as soon as possible.
  On level 318 he encountered an armed nuke!
  He left level 318 as soon as possible.
  He left level 319 as soon as possible.
  Level 321 blasted him with an unholy atmosphere!
  He left level 323 as soon as possible.
  On level 324 he stumbled into a nightmare cacodemon cave!
  He left level 324 as soon as possible.
  On level 325 he ran for his life from lava!
  He left level 326 as soon as possible.
  Level 328 blasted him with an unholy atmosphere!
  He left level 329 as soon as possible.
  He left level 330 as soon as possible.
  On level 331, hell froze over!
  He left level 332 as soon as possible.
  He left level 333 as soon as possible.
  On level 335 he stumbled into a nightmare cacodemon cave!
  He left level 335 as soon as possible.
  He left level 336 as soon as possible.
  On level 337 he stumbled into a nightmare arachnotron cave!
  He left level 337 as soon as possible.
  On level 338 he stumbled into a nightmare arachnotron cave!
  He left level 338 as soon as possible.
  He left level 341 as soon as possible.
  On level 342 he stumbled into a nightmare arachnotron cave!
  He left level 343 as soon as possible.
  He left level 344 as soon as possible.
  Level 345 was a hard nut to crack!
  He left level 345 as soon as possible.
  He left level 346 as soon as possible.
  On level 347, hell froze over!
  He left level 350 as soon as possible.
  He left level 353 as soon as possible.
  Level 356 was a hard nut to crack!
  He left level 356 as soon as possible.
  On level 358 he was stumbling in the dark!
  He left level 358 as soon as possible.
  On level 363 he stumbled into a nightmare arachnotron cave!
  He left level 364 as soon as possible.
  He left level 365 as soon as possible.
  He left level 367 as soon as possible.
  He left level 368 as soon as possible.
  He left level 369 as soon as possible.
  On level 370 he stumbled into a complex full of arch-viles!
  On level 372 he found the Hell Staff!
  On level 375 he stumbled into a nightmare demon cave!
  He left level 375 as soon as possible.
  He left level 376 as soon as possible.
  He left level 377 as soon as possible.
  On level 379, hell froze over!
  He left level 380 as soon as possible.
  He left level 382 as soon as possible.
  Level 384 blasted him with an unholy atmosphere!
  On level 386 he stumbled into a nightmare arachnotron cave!
  He left level 386 as soon as possible.
  He left level 387 as soon as possible.
  He left level 388 as soon as possible.
  He left level 389 as soon as possible.
  On level 390 he ran for his life from acid!
  On level 390 he found the Dragonslayer!
  He left level 391 as soon as possible.
  He left level 395 as soon as possible.
  He left level 396 as soon as possible.
  On level 397 he stumbled into a nightmare demon cave!
  He left level 397 as soon as possible.
  On level 398 he ran for his life from lava!
  He left level 400 as soon as possible.
  He left level 403 as soon as possible.
  He left level 405 as soon as possible.
  On level 407 he stumbled into a nightmare arachnotron cave!
  He left level 407 as soon as possible.
  He left level 409 as soon as possible.
  On level 412 he stumbled into a nightmare cacodemon cave!
  He left level 412 as soon as possible.
  On level 413 he was stumbling in the dark!
  He left level 413 as soon as possible.
  He left level 414 as soon as possible.
  On level 419 he stumbled into a nightmare demon cave!
  On level 420 he stumbled into a complex full of mancubi!
  He left level 420 as soon as possible.
  He left level 421 as soon as possible.
  He left level 423 as soon as possible.
  He left level 424 as soon as possible.
  He left level 427 as soon as possible.
  On level 430 he was stumbling in the dark!
  Level 431 blasted him with an unholy atmosphere!
  He left level 431 as soon as possible.
  On level 437 he ran for his life from lava!
  On level 438 he stumbled into a agony elemental cave!
  He left level 439 as soon as possible.
  He left level 440 as soon as possible.
  On level 441 he stumbled into a nightmare cacodemon cave!
  He left level 441 as soon as possible.
  He left level 442 as soon as possible.
  On level 447 he assembled a antigrav boots!
  He left level 449 as soon as possible.
  He left level 450 as soon as possible.
  On level 452 he encountered an armed nuke!
  On level 453 he stumbled into a complex full of arch-viles!
  On level 453 he ran for his life from acid!
  On level 454 he stumbled into a complex full of arch-viles!
  He left level 455 as soon as possible.
  On level 457 he ran for his life from acid!
  He left level 458 as soon as possible.
  He left level 462 as soon as possible.
  He left level 463 as soon as possible.
  On level 468 he stumbled into a nightmare arachnotron cave!
  He left level 468 as soon as possible.
  Level 472 was a hard nut to crack!
  He left level 472 as soon as possible.
  On level 475 he stumbled into a nightmare arachnotron cave!
  On level 477 he stumbled into a nightmare arachnotron cave!
  He left level 477 as soon as possible.
  He left level 478 as soon as possible.
  On level 479 he ran for his life from lava!
  Level 484 blasted him with an unholy atmosphere!
  He left level 485 as soon as possible.
  On level 489 he stumbled into a agony elemental cave!
  On level 492 he was stumbling in the dark!
  On level 492 he found the Grammaton Cleric Beretta!
  He left level 492 as soon as possible.
  He sounded the alarm on level 496!
  On level 498 he stumbled into a nightmare cacodemon cave!
  He left level 499 as soon as possible.
  He left level 502 as soon as possible.
  Level 503 was a hard nut to crack!
  He left level 503 as soon as possible.
  On level 504 he stumbled into a nightmare arachnotron cave!
  He left level 504 as soon as possible.
  He left level 505 as soon as possible.
  Level 508 blasted him with an unholy atmosphere!
  On level 509 he stumbled into a nightmare demon cave!
  On level 511 he stumbled into a complex full of arch-viles!
  On level 512 he was stumbling in the dark!
  Level 513 was a hard nut to crack!
  On level 514 he stumbled into a complex full of arch-viles!
  He sounded the alarm on level 514!
  He left level 514 as soon as possible.
  On level 516 he ran for his life from lava!
  He left level 516 as soon as possible.
  He left level 519 as soon as possible.
  On level 520 he ran for his life from lava!
  He left level 520 as soon as possible.
  On level 521 he encountered an armed nuke!
  He left level 522 as soon as possible.
  On level 523 he was walking in fire!
  He left level 524 as soon as possible.
  On level 525 he was bombarded!
  He left level 525 as soon as possible.
  He left level 526 as soon as possible.
  On level 530 he stumbled into a complex full of arch-viles!
  On level 532 he was targeted for extermination!
  On level 536 he was stumbling in the dark!
  He left level 536 as soon as possible.
  On level 540 he stumbled into a nightmare arachnotron cave!
  He left level 540 as soon as possible.
  He left level 543 as soon as possible.
  He left level 545 as soon as possible.
  On level 548 he stumbled into a nightmare cacodemon cave!
  On level 549 he found the Nyarlaptotep's Boots!
  He left level 549 as soon as possible.
  On level 550 he ran for his life from lava!
  He left level 553 as soon as possible.
  He left level 554 as soon as possible.
  He sounded the alarm on level 559!
  He left level 560 as soon as possible.
  Level 563 was a hard nut to crack!
  He left level 565 as soon as possible.
  On level 566 he stumbled into a nightmare cacodemon cave!
  He left level 566 as soon as possible.
  He left level 568 as soon as possible.
  Level 569 was a hard nut to crack!
  Level 571 was a hard nut to crack!
  He left level 571 as soon as possible.
  He left level 572 as soon as possible.
  He left level 575 as soon as possible.
  On level 576 he stumbled into a nightmare demon cave!
  He left level 576 as soon as possible.
  He left level 577 as soon as possible.
  Level 578 blasted him with an unholy atmosphere!
  He left level 578 as soon as possible.
  On level 579 he stumbled into a nightmare demon cave!
  He left level 579 as soon as possible.
  On level 580 he stumbled into a nightmare arachnotron cave!
  He left level 580 as soon as possible.
  He left level 583 as soon as possible.
  He sounded the alarm on level 585!
  He sounded the alarm on level 587!
  On level 588 he ran for his life from lava!
  He left level 589 as soon as possible.
  He left level 591 as soon as possible.
  On level 593 he ran for his life from lava!
  He left level 594 as soon as possible.
  On level 595 he ran for his life from lava!
  He left level 598 as soon as possible.
  On level 601 he ran for his life from lava!
  On level 602 he stumbled into a nightmare demon cave!
  He left level 603 as soon as possible.
  He left level 604 as soon as possible.
  On level 607 he stumbled into a nightmare cacodemon cave!
  Level 609 blasted him with an unholy atmosphere!
  He left level 609 as soon as possible.
  On level 611 he was stumbling in the dark!
  He left level 611 as soon as possible.
  He left level 613 as soon as possible.
  On level 615 he stumbled into a nightmare arachnotron cave!
  He left level 615 as soon as possible.
  He left level 616 as soon as possible.
  He left level 618 as soon as possible.
  On level 619 he was targeted for extermination!
  He left level 619 as soon as possible.
  He left level 620 as soon as possible.
  On level 621 he stumbled into a nightmare cacodemon cave!
  He left level 621 as soon as possible.
  On level 622, hell froze over!
  He left level 625 as soon as possible.
  He left level 628 as soon as possible.
  Level 631 was a hard nut to crack!
  On level 636, hell froze over!
  He left level 636 as soon as possible.
  Level 638 was a hard nut to crack!
  He left level 639 as soon as possible.
  He left level 641 as soon as possible.
  Level 642 blasted him with an unholy atmosphere!
  He left level 645 as soon as possible.
  On level 648 he stumbled into a nightmare demon cave!
  He left level 649 as soon as possible.
  On level 650 he encountered an armed nuke!
  On level 652 he was bombarded!
  On level 653 he stumbled into a nightmare arachnotron cave!
  He left level 653 as soon as possible.
  He left level 654 as soon as possible.
  He left level 656 as soon as possible.
  He left level 657 as soon as possible.
  He left level 658 as soon as possible.
  He left level 659 as soon as possible.
  He sounded the alarm on level 661!
  He left level 662 as soon as possible.
  He left level 663 as soon as possible.
  He left level 664 as soon as possible.
  He left level 665 as soon as possible.
  On level 666 he stumbled into a nightmare demon cave!
  On level 666 he finally completed 100 levels of torture.

-- Messages --------------------------------------------------

 You hit the Apostle. The nightmare demon hits you. You need to taste blood!
 You hit the Apostle. The nightmare cacodemon hits you. You are engulfed in
 flames! That hurt! You're going berserk! The nightmare demon hits you. You
 need to taste blood!
 Unknown command. Press "h" for help.
 You hit the Apostle. The Apostle dies. You're going berserk! You need to taste
 blood!
 You hit the nightmare demon. The nightmare demon dies. The nightmare cacodemon
 hits you. You need to taste blood!
 You hit the nightmare cacodemon. The nightmare cacodemon dies. You need to
 taste blood!
 There are stairs leading downward here. You need to taste blood!
 You're crazy, you know that, right? Hell, congratulations anyway! Press
 <Enter>...

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

 137 brave souls have ventured into Phobos:
 97 of those were killed.
 1 of those was killed by something unknown.
 2 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 36 souls destroyed the Mastermind...
 2 sacrificed itself for the good of mankind.
 21 killed the bitch and survived.
 13 showed that it can outsmart Hell itself.

--------------------------------------------------------------

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