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Messages - shark20061

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46
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 26, 2013, 13:11 »
I think it's 1/3 of MaxHP before any resistances or armor are applied. TaN and the berserk status itself won't affect the injury-based procs, but Ironman will.
Yup.  Also, the berserk resistance bonuses will apply to the damage that procs it.

Also, anytime you get hit and the message "That hurt!" pops up, it means that last hit had a chance at proccing Berserker.
There's no chance to proc -- it's guaranteed provided the attack has enough potential damage.

47
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 26, 2013, 06:56 »
you can't get Berserk from lava bath - only 12 dmg not enough for that. Or you need 40 hp max (you must get 25% or more dmg from hp_max at once)

36 HP max, actually.  You have to take one-third of your max HP to trigger the berserker bonus.

48
Yeah, the syntax changed.

You should use:
Code: [Select]
register_level "level_id" {
  ...
}

49
That also makes me wonder... what happens if you do suicide nuke the Mastermind on those challenges? Would you receive a Standard win instead of a Partial, or just a death?
It would count as a standard win.

50
If I'm reading the code correctly here, there's a restriction on full wins (and sacrifice wins) that the player must be on depth 24 or greater.  It should count a standard win correctly, but won't count full or sacrifice wins properly right now if you are playing AoCn or AoOC.  I see a quick fix but I want to find a way that would make the winning determination challenge-neutral.  I'll add a ticket to the tracker for now.

51
I've added this bug to the tracker.

52
...and done.  Both of the following changes are in the repo now.

Using 'l'ook will make a new line in the log, and no longer overwrite the last line.

Added a 'repeat level feeling' command, it is currently Shift-L (but it'll be customizable via keybindings).

53
I'm going to work on trying to fix this issue.  I plan on adding both an extra line when doing any 'l'ook action as well as a repeat feeling option.  I'll post again when the fix is in repo.

54
Heh, that's a nasty bug, but it's fixed in repo now.  I'll explain why it's nasty.

This bug comes up when a being has an OnAction hook, the player dies, there's a nuke waiting to go off, and the hook doesn't check to see if the game is still running first.

The issue is this: The being has 2 OnAction hooks that run one after the other: The AI hook, and the Being's own hook.  Only 3 beings have such a hook defined at the being level -- Shambler, Lava Elemental, and Apostle.

If you die to one of these beings because of one of their attacks, the death occurs during the AI OnAction script.  The bug happens if you have a nuke that has yet to go off (because the nuke will explode as part of the player dying), as this will end up killing the attacking being.

Then the error: The being will attempt to run it's being-level OnAction hook, and fail because at this point it doesn't exist anymore.  Crash.

TL,DR: Your game will error out if you die to the attacks of a Shambler, Lava Elemental, or Apostle and there is an active nuke on the map.

55
This is fixed in repo.  Shottyman won't reload weapons that self-charge or don't use ammo at all as of next version.

56
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 10, 2013, 22:43 »
There's still one thing I'm curious about though... What happens if you already got the DS and/or BA to randomly spawn and then trigger the forced spawns?  Will you get duplicated uniques?  Crashes?
It's extremely unlikely but it looks like it's possible to have a randomly spawned DS and then trigger the guaranteed one.  For the DS, you won't be able to pick it up.  It's slightly more likely with the BA, and you can pick up the second BA, but it's pointless if you already have one.

57
Bug Reports / Re: Deimos Lab Cache Error
« on: May 09, 2013, 01:32 »
This bug is related to the module.  The issue here is that the module sets all of the exotic mods weight's to 0.  The items that are chosen in those two spots are chosen from the exotic mods.  Because all the weights are 0, nothing is picked, and then the game attempts to place a null item (there's the error).

58
Fixed in repo.  Next version, right clicking won't try to reload guns that don't use ammo, even if they're empty.

59
Releases / Re: The Elevator of Dimensions (0.9.1)
« on: April 20, 2013, 20:58 »
And as Appuru said, that Prosperity Rune is way overpowered, partly due to the duration, I think.  It lasted me for a couple of levels with plenty of time to spare!

That's intentional.  The runes last until you grab a new one.  But I was asking yafl on IRC while I was playing if my health going to 250% was actually a bug.  It could probably be nerfed and not bother anyone.

I recognize that it's supposed to be a breather and that's fine; it's just a bit too long of a breather with too little variety of enemies, (plus the fact that they give you almost no experience) but then there isn't a whole lot of variety within the original Wolfenstein enemies anyway.  (Mostly different-clothinged guys with similar guns)  I think Elite Formers would be a bit out of place in a Wolfenstein-themed level, but maybe you could put in Grosse?  (The boss of the first episode; you could call them "Grosse clones" so you can have more of them)  :D  Maybe you could put in the Hitler clones that shoot fireballs from episode 3!  (As shown in this video)  Heck, maybe you could even put in Hitler himself as a final boss!  :P  (Also shown in that video; you would, of course, have to make him a two-stage boss)  ;)  Come to think of it, you could probably throw the Angel of Death in there, considering it was lifted from the Spear of Destiny expansion to Wolfenstein in the first place.

Yeah, I was actually expecting one of the bosses to show up during that level.  I got caught off guard when it just ended.

Yes, especially considering the kind of game this is, where death is a minor, temporary inconvenience, rather than the end of the game.  Nightmare! can afford to be a lot less forgiving.  (I sure hope I don't regret saying that!)  :P  Incidentally, I'd just like to say that as a game mechanic, it works very well and makes quite a fun game.  :)

I, at the very least, expected N! to spawn WAY more enemies but... it might be a good change to make them super strong instead.

60
Bug Reports / Re: Impossible to reach the exit
« on: April 20, 2013, 06:35 »
If you want people to actually carry envirosuits(as opposed to using them on the spot), have them buff body resistance to the acid and fire you're going to get bombarded with when you try to cross a large open area(namely, a lava/acid river), with no way to stay out of LoS besides careful radar shooting to lure enemies into range, and little guarantee that you've gotten all of them.

Surprise!  It actually does increase body acid and fire resistances!

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