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1
Post Mortem / [1.6|I|Royal|Ma|YAAM] A toxic crusader (Royal Diamond badge)
« on: January 18, 2023, 21:33 »
I've been making a lot of attempts at the Royal Trial challenge lately at Inferno difficulty, and I finally won with a Survivor build, nabbing the Royal Diamond badge in the process. Yay! :D I can't take all the credit, though, since Rexio kind of stole the show partway through. :P
It wasn't the first time I tried to put Rexio to use in this challenge, but it was the first time I was able to level him up enough to properly take on the late game opposition. I think what was different this time was a combination of me being extra careful with early Rexio, due to losing him early in previous attempts, and the fact that this time, he had the "toxin" modifier, so he had a ranged attack, so he pulled aggro of the enemies really easily, which helped me move into positions to control the battlefield more easily. (Though the beginning was still a bit touch and go, because on his first level-up, he lost his 100% poison resistance, so he took damage from his own attacks, and it took time for him to level up enough to get it back again)
One thing that did complicate matters a bit was that I encountered a bug where walking into Rexio while holding a melee weapon displayed the message "ouch" on the screen and permanently disabled my ability to bring up the menu for trading places with him and so on for the rest of the game. After that, any time I walked into him, I melee attacked him instead of bringing up the usual menu. I'm reliably informed that the "ouch" message is supposed to be displayed if your very first move into Rexio is with a melee weapon, and it isn't supposed to display this after he's been tamed, but apparently, if you do it after taming, he remains tamed, but you're unable to interact with him any more. This meant I had to generally be very careful about any movement when he was around, and it made navigating single-file paths quite tedious, because I frequently had to just wait on the spot for him to decide to randomly move in the correct direction for every step I wanted to take.
The only other really notable thing was that this was my first time seeing the Summoner as the final boss again since JH was released to the public. (He's so shiny now!) :D He's had some super mean design revisions, including doing a simultaneous summon of two archwarlocks on either side of me at point-blank range when he entered his last stage, one of which had the "deadly" modifier. If I hadn't had a phase kit, I probably would've been in trouble there. Also, he was notably uninterested in Rexio and kept making a beeline toward me. I was thankful for my autoloader barbed double shotgun, which let me keep pounding on him while running away, while Rexio handled most of the other mobs that got summoned in. It allowed me to deliver the coup de grace, myself. :)
It wasn't the first time I tried to put Rexio to use in this challenge, but it was the first time I was able to level him up enough to properly take on the late game opposition. I think what was different this time was a combination of me being extra careful with early Rexio, due to losing him early in previous attempts, and the fact that this time, he had the "toxin" modifier, so he had a ranged attack, so he pulled aggro of the enemies really easily, which helped me move into positions to control the battlefield more easily. (Though the beginning was still a bit touch and go, because on his first level-up, he lost his 100% poison resistance, so he took damage from his own attacks, and it took time for him to level up enough to get it back again)
One thing that did complicate matters a bit was that I encountered a bug where walking into Rexio while holding a melee weapon displayed the message "ouch" on the screen and permanently disabled my ability to bring up the menu for trading places with him and so on for the rest of the game. After that, any time I walked into him, I melee attacked him instead of bringing up the usual menu. I'm reliably informed that the "ouch" message is supposed to be displayed if your very first move into Rexio is with a melee weapon, and it isn't supposed to display this after he's been tamed, but apparently, if you do it after taming, he remains tamed, but you're unable to interact with him any more. This meant I had to generally be very careful about any movement when he was around, and it made navigating single-file paths quite tedious, because I frequently had to just wait on the spot for him to decide to randomly move in the correct direction for every step I wanted to take.
The only other really notable thing was that this was my first time seeing the Summoner as the final boss again since JH was released to the public. (He's so shiny now!) :D He's had some super mean design revisions, including doing a simultaneous summon of two archwarlocks on either side of me at point-blank range when he entered his last stage, one of which had the "deadly" modifier. If I hadn't had a phase kit, I probably would've been in trouble there. Also, he was notably uninterested in Rexio and kept making a beeline toward me. I was thankful for my autoloader barbed double shotgun, which let me keep pounding on him while running away, while Rexio handled most of the other mobs that got summoned in. It allowed me to deliver the coup de grace, myself. :)
Tormuse, level 16 Marine,
defeated The Summoner against all odds.
He survived for 21144 turns.
The run time was 5h 35m 48s.
World seed was 10615.
He scored 20196 points.
He challenged the INFERNO!
He took the royal way!
CALLISTO L1 -> MDF Central
MDF Central - Cleared!
MDF Central -> Callisto Docking Bay
Callisto Docking Bay - Cleared!
Callisto Docking Bay -> The Rift
The Rift - Cleared!
The Rift -> Valhalla Command
Valhalla Command - Cleared!
Valhalla Command -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly -> Military Barracks
Military Barracks - Cleared!
Military Barracks -> Valhalla Spaceport
EUROPA L1 -> The Pit
The Pit - Cleared!
The Pit -> Containment Area
Containment Area - Cleared!
Containment Area -> Tyre Outpost
Tyre Outpost - Cleared!
Tyre Outpost -> Frozen Temple
Frozen Temple - Cleared!
Frozen Temple -> Asterius Breach
Asterius Breach - Cleared!
Asterius Breach -> Refueling Base
Refueling Base - Cleared!
Refueling Base -> Europa Central Dig
IO L1 -> Infernal Lock
Infernal Lock - Cleared!
Infernal Lock - found Exosuit
Infernal Lock -> Dark Cathedral
Dark Cathedral - Cleared!
Dark Cathedral -> Noxious Hollow
Noxious Hollow - Cleared!
Noxious Hollow -> CRI Armory
CRI Armory - Cleared!
CRI Armory -> Black Site Vaults
Black Site Vaults - Cleared!
Black Site Vaults -> Io Warehouse
Io Warehouse - Cleared!
Io Warehouse -> Gateway
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Limbo - Cleared!
Limbo -> Precipice of Defeat
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
Blind Luck Star (+50)
* Won despite getting down to 1hp at some point
Royal Silver Badge
* Complete the Royal Trial
Royal Gold Badge
* Fully complete (all levels) the Royal Trial
Royal Platinum Badge
* Fully complete the Royal Trial on Hard+
Royal Diamond Badge
* Complete Royal Trial on Nightmare!
He killed 632 out of 632 enemies.
7 former grunts 4 military sentries
1 former CRI grunt 14 CalSec bots
4 former soldiers 8 security bots
13 hellish soldiers 5 military bots
3 former CRI soldiers 5 guardian bots
11 CRI soldiers 38 reavers
1 former sergeant 44 cryoreavers
3 hellish sergeants 36 toxic reavers
1 former CRI sergeant 86 archreavers
13 former guards 7 kerberi
4 CRI guards 3 cyberi
6 former commandoes 26 cryoberi
8 hellish commandoes 7 toxiberi
2 former CRI commandoes 2 medusae
8 CRI commandoes 1 archmedusa
2 former heavies 16 ravagers
5 hellish heavies 5 armored ravagers
1 CRI heavy 4 siege ravagers
5 fanatics 1 plasma ravager
2 security drones 6 CRI marines
6 combat drones 14 CRI bots
60 fiends 7 warlocks
20 fire fiends 4 archwarlocks
42 ice fiends 4 cryowatchers
11 toxic fiends 2 pyrowatchers
2 CalSec sentries 4 AsterTech sentries
5 security sentries
Traits
Ironman L3
Furious L2
Hellrunner L1
Tough as Nails L3
Rip and tear L1
Angry Motherfucker L3
SURVIVOR L2
Trait order
Hr->AMf->AMf->TaN->MSV->AMf->TaN->TaN->
MSV->Iro->Fur->Fur->Iro->RaT->Iro
Equipment
Slot #1 : AV3 7.62 assault rifle +B
* Speed-loader
* Auto-calibrated
* Calibrated 2
* Freezing 2
Slot #2 : CCB katana BAC
* Retaliate
* Freezing 2
* Guarded 10
* CC BioLabs
Slot #3 : AV2 12ga dual shotgun BA
* Stabilized 1
* Swap Harness
* Barbed 10
* Autoloader
Body : AV2 marine armor PB
* Acid shield
* Durable
* Meshed
* Compartments
Head : analytic visor B
* Durable
* Aim assist
* Tactical computer
Utility : AV3 utility AMP
* Metabolic boost
* Improved adrenaline
Relic : reaver's tendon
* Reaver's speed
Permanents
Demonblood
CRI backpack
Crystal skin
CRI backpack
Inventory
12ga shell (x50)
12ga shell (x2)
7.62 ammo (x100)
7.62 ammo (x100)
7.62 ammo (x55)
plasma grenade (x3)
gas grenade (x3)
krak grenade (x3)
smoke grenade (x2)
multitool (x4)
military stimpack
military stimpack
stimpack (x2)
large medkit
large medkit
large medkit
large medkit
2
Nightmare! / Re: [N!|ArchAoHu|21%|YAVP] I DID IT! :D (Everyman Angelic)
« on: November 12, 2022, 19:09 »
This seems like a good place to say congratulations to Icy for having the second confirmed achievement of this badge! :D
3
Nightmare! / Re: [N!|ArchAoHu|18%|YAVP] Everyman Angelic Badge
« on: November 12, 2022, 19:07 »
Hey, big congratulations to you, Icy! :D This must be very exciting! :) (Also, you're from Ontario too? I don't think I knew that!) :)
At first, I was skeptical about the viability of an intuition build for this challenge, but looking again, I realize that this is a case where playing with the graphics version of DRL has a massive advantage over playing the console version, as I did. In the console version, all powerups look identical when you're berserk, or invulnerable, or even if you use a radiation suit, and you can't tell what they actually are unless you have line of sight with them... but in graphics mode, you instantly know what all powerups on the whole level are as soon as you enter the level. This hypothetically makes it a snap to zero in on every invulnerability sphere you find to chain them together.
Still, as you say, this does require a fair bit of skill, experience, and luck, (not to mention patience) :) so kudos on your victory! :D
At first, I was skeptical about the viability of an intuition build for this challenge, but looking again, I realize that this is a case where playing with the graphics version of DRL has a massive advantage over playing the console version, as I did. In the console version, all powerups look identical when you're berserk, or invulnerable, or even if you use a radiation suit, and you can't tell what they actually are unless you have line of sight with them... but in graphics mode, you instantly know what all powerups on the whole level are as soon as you enter the level. This hypothetically makes it a snap to zero in on every invulnerability sphere you find to chain them together.
Still, as you say, this does require a fair bit of skill, experience, and luck, (not to mention patience) :) so kudos on your victory! :D
4
Releases / Re: Doom : Repercussions of modding
« on: October 15, 2022, 21:28 »
I randomly felt like playing this mod again and after several attempts, won a Nightmare game as a Lost Soul. :)
Not a whole lot to say about it, compared to previous attempts at this challenge, except that I got lucky with a number of well placed berserk packs and invulnerability spheres early on. Also, the game was weirdly generous with bulk mods; I had 7 of them in my inventory at one point.
The funny part about that is I put the tech mod on my bite, because I figured I couldn't count on finding another bulk mod, and I wanted to save that for my armour. :P
Not a whole lot to say about it, compared to previous attempts at this challenge, except that I got lucky with a number of well placed berserk packs and invulnerability spheres early on. Also, the game was weirdly generous with bulk mods; I had 7 of them in my inventory at one point.
Spoiler: Screenshot (click to show/hide)
The funny part about that is I put the tech mod on my bite, because I figured I couldn't count on finding another bulk mod, and I wanted to save that for my armour. :P
Spoiler: Mortem (click to show/hide)
5
Modding / Re: [Module] Angel of Patience
« on: October 12, 2022, 17:47 »
For no particular reason, I felt like firing up my old 0.9.9.6 version of DRL so I could try out this mod again. I think I did better this time than my last attempt at UV difficulty... from 10 years ago. (Why must this game keep making me feel old?) O_o Anyway, I still only survived to round 5, but at least I managed to reach level 4 and get Dodgemaster this time. Alas, it wasn't enough to keep me alive, since that's when arachnotrons and former commandos started showing up, and DM doesn't help so much against them. :|
Nothing much else to say, except that I attempted the "litterbug" strategy again, but didn't survive long enough for it to be significant.
PS Is anyone considering updating this mod to version 0.9.9.7?
Nothing much else to say, except that I attempted the "litterbug" strategy again, but didn't survive long enough for it to be significant.
Spoiler: Mortem (click to show/hide)
PS Is anyone considering updating this mod to version 0.9.9.7?
6
Nightmare! / [N!|94%|YASD] Joint stream with Sylph
« on: October 02, 2022, 02:35 »
So... Sylph and I were feeling inspired to play DoomRL again, and we did simultaneous livestreams of ourselves playing the game at Nightmare difficulty while on voice chat.
Here's my recording.
(I was going to post Sylph's perspective here, but I don't think she put it on Youtube)
Both games were unsuccessful, owing largely, I think, to the RNG being stingy with healing sources. :P Still, I like to think we put on a good show, and got to Deimos, at least. :)
Here's my recording.
(I was going to post Sylph's perspective here, but I don't think she put it on Youtube)
Both games were unsuccessful, owing largely, I think, to the RNG being stingy with healing sources. :P Still, I like to think we put on a good show, and got to Deimos, at least. :)
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Tormuse, level 9 Apostle Chaos Lt. General Technician,
couldn't evade a revenant's fireball on level 1 of the Deimos base.
He survived 249688 turns and scored 187011 points.
He played for 4 hours, 2 minutes and 52 seconds.
He opposed the Nightmare!
He killed 676 out of 717 hellspawn. (94%)
He held his right to remain violent.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 3
Levels completed : 3
-- Awards ----------------------------------------------------
UAC Star (silver cluster)
Hell Champion Medal
-- Graveyard -------------------------------------------------
###########################################################
B.....==.........................................}........#
....====..h..............R........>X..............|.......#
####===..............|..............#######+####..........#
...#...........0....}....^..........#.....*....#..........#
...#...........===#=####............#..........#.#/####...#
####.............#=====#............#.......0..#.#....#...#
.....######......======#............#..........#.#..0.#...#
#....#|.h.#......======#..........|.#.........+#.#....#...#
#....#.||.#......======/.####/#####|###.#...####.#....#...#
#....#|.../......#=====#.#...*....#..............#....#..%#
#....#..|.#......#######.#........#..............#....#...#
#....#....#.....|..............####%.............######..>#
#....######...............................................#
#.................|...........c............%.........|....#
......................h...........i............}|..%......#
0............................................}.}..........#
.............................................|......%0....#
.............................h.0........h.................#
###########################################################
-- Statistics ------------------------------------------------
Health 0/50 Experience 37108/9
ToHit Ranged +4 ToHit Melee +4 ToDmg Ranged +2 ToDmg Melee +2
-- Traits ----------------------------------------------------
Class : Technician
Finesse (Level 1)
Hellrunner (Level 1)
Son of a bitch (Level 2)
Eagle Eye (Level 2)
Juggler (Level 1)
Whizkid (Level 2)
SoB->SoB->EE->HR->Fin->Jug->EE->WK->WK->
-- Equipment -------------------------------------------------
[a] [ Armor ] green armor [1/1] (83%)
[b] [ Weapon ] combat shotgun (7d3) [5/5] (T1)
[c] [ Boots ] tactical boots [0/0] (100%) (A)
[d] [ Prepared ] chaingun (1d6)x4 [52/52] (B1)
-- Inventory -------------------------------------------------
[a] rocket launcher (6d6) [1/1]
[b] plasma rifle (1d7)x6 [40/40]
[c] green armor [1/1] (31%)
[d] blue armor [2/2] (54%)
[e] red armor [1/4] (11%)
[f] chainsaw (4d6) (T)
[g] 10mm ammo (x60)
[h] 10mm ammo (x100)
[i] shotgun shell (x50)
[j] shotgun shell (x22)
[k] shotgun shell (x50)
[l] rocket (x10)
[m] power cell (x50)
[n] power cell (x50)
[o] power cell (x50)
[p] power cell (x50)
[q] power cell (x42)
[r] large med-pack
[s] phase device
[t] envirosuit pack
[u] Arena Master's Staff
[v] 10mm ammo chain (x250)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 15% feet 0%
Shrapnel - internal 0% torso 15% feet 0%
-- Kills -----------------------------------------------------
228 former humans
92 former sergeants
68 former captains
91 imps
52 demons
46 lost souls
16 cacodemons
13 hell knights
15 barons of hell
1 arachnotron
9 former commandos
4 pain elementals
5 nightmare imps
4 nightmare cacodemons
10 nightmare demons
7 elite former humans
5 elite former sergeants
7 elite former commandos
2 bruiser brothers
1 Arena Master
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 2 he entered Hell's Arena.
He left the Arena as a champion!
On level 5 he stormed the Chained Court.
On level 5 he found the Arena Master's Staff!
He defeated the Hell Arena Master!
On level 7 he marched into the Military Base.
He purified his fellow comrades.
On level 8 he encountered the Phobos Anomaly.
On level 8 he assembled a tactical boots!
On level 9 he finally couldn't evade a revenant's fireball.
-- Messages --------------------------------------------------
You pump a shell into the shotgun chamber.
You load a shell into the combat shotgun.
Fire -- Choose target...
You see : floor
You pump a shell into the shotgun chamber.
You load a shell into the combat shotgun.
Fire -- Choose target...
You see : rocket (x10) | blood
You pump a shell into the combat shotgun chamber.
You load a shell into the combat shotgun.
You hear an explosion!
Fire -- Choose target...
You see : 10mm ammo (x24) | floor
You pump a shell into the combat shotgun chamber.
You load a shell into the combat shotgun. You are hit! You die!... Press
<Enter>...
-- General ---------------------------------------------------
1760 brave souls have ventured into Phobos:
1380 of those were killed.
8 of those were killed by something unknown.
189 didn't read the thermonuclear bomb manual.
And 60 couldn't handle the stress and committed a stupid suicide.
123 souls destroyed the Mastermind...
6 sacrificed itself for the good of mankind.
85 killed the bitch and survived.
32 showed that it can outsmart Hell itself.
--------------------------------------------------------------
7
Post Mortem / [1.5a|I|Ma|YASD] Dual Inferno with Sylph
« on: September 16, 2022, 19:39 »
So, much like last week, I streamed myself playing JH along with Sylph, who was playing at the same time with the same random number seed... this time at the newly introduced Inferno difficulty level! :) (My first time attempting it!) :D
I played with a Survivor build, while Sylph played with an Entrenchment build. Neither of us survived, though Sylph got a little further than me. The difficulty just ramped up more quickly than either of us were prepared for, I guess. The nice part is that this means you get more experience earlier, (if you can survive) :P but it's gonna take some practice and effort to make any headway in this difficulty, I think.
Anyway, here's the video from my perspective...
...and here's Sylph's perspective.
I played with a Survivor build, while Sylph played with an Entrenchment build. Neither of us survived, though Sylph got a little further than me. The difficulty just ramped up more quickly than either of us were prepared for, I guess. The nice part is that this means you get more experience earlier, (if you can survive) :P but it's gonna take some practice and effort to make any headway in this difficulty, I think.
Anyway, here's the video from my perspective...
...and here's Sylph's perspective.
Tormuse, level 9 Marine,
killed on Europa Concourse by a security bot.
He survived for 8498 turns.
The run time was 3h 6m 2s.
World seed was fixed at 3939.
He scored 4239 points.
He challenged the INFERNO!
Death log
* your action, you're at 6 health
* corrupted soldier deals 4 damage to you
* your action, you're at 2 health
* your action, you're at 2 health
* security bot deals 2 damage to you
* health down to 0, you die
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L1 - Exalted Summons
Callisto Rift L3 - Low Power
Callisto Rift L3 -> The Rift
The Rift - Cleared!
The Rift - found Thompson
CALLISTO L6 - Low Power
EUROPA L2 - Infestation
He killed 313 out of 337 enemies.
40 former grunts 29 fiends
8 former grenadiers 35 fire fiends
2 corrupted grenadiers 16 ice fiends
17 former soldiers 12 toxic fiends
8 corrupted soldiers 7 CalSec sentries
3 former sergeants 2 military sentries
1 corrupted sergeant 13 CalSec bots
22 former guards 1 military bot
7 former commandoes 25 reavers
4 former heavies 13 cryoreavers
1 corrupted heavy 3 toxic reavers
5 fanatics 1 medusa
8 security drones 1 ravager
Traits
Hellrunner L2
Tough as Nails L1
Army Surplus L1
Angry Motherfucker L3
SURVIVOR L1
Trait order
Hr->AMf->AMf->TaN->MSV->AMf->Arm->Hr->
Equipment
Slot #1 : Thompson
Slot #2 : AV2 machete
* Hunter 20
* Ambush 20
Slot #3 : rocket launcher
Body : AV2 basic armor PB
* Durable
* Meshed
* Auto-med 10
* Auto-repair
Head : analytic visor B
* Durable
* Aim assist
* Tactical computer
Utility : AV2 auto AMP
* Automatic reloader
* Auto gyro-stabilizer
Relic : reaver's tendon
* Reaver's speed
Permanents
Rift Attunement
Inventory
rocket (x4)
12ga shell (x32)
7.62 ammo (x100)
7.62 ammo (x100)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x5)
9mm ammo (x32)
multitool (x1)
8
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
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)
9
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.
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
10
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. :)
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
11
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. :)
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
12
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.
13
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...)
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)
14
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.
15
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.
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)