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Messages - IronBeer

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16
One would think that, if he is a direct result of the player using those two items, he would at least provide a challenge...
(9d9)x2 + (whatever) is an average of around 80 damage a swing. There aren't monsters made that can withstand that kind of power.

17
Discussion / Re: Oh dragonslayer why do you taunt me
« on: May 03, 2013, 23:40 »
[Stuff under the spoiler]
Spoiler (click to show/hide)
(It's a safe spoiler, guys. It should be sufficiently cryptic.)

18
Discussion / Re: What am I missing?
« on: May 02, 2013, 14:28 »
In .997 you must pick it up.
That's really harsh if true.

19
Modding / IronBeer's Sound Overhaul Mod
« on: April 30, 2013, 12:11 »
I was debating whether or not I should make this public, but I ultimately decided to do so. The mod is exactly what it sounds like in the title- I've gone through and thoroughly overhauled the sounds on a lot of the things in DoomRL, particularly the weapons and items, though some monsters did get improved sounds as well. The balance impact should be minimal at the very worst- basic monsters only gained more "individualized" attack sounds, and the only monsters to get "unique" pain sounds are the bosses.

My mod incorporates Malek Deneith's "Boss Monsters" sound mod, and GrimmC's mods for the (Combat/Double) Shotgun and the Combat Knife, and repackages all their lua controls under one file.

Download Link! (mediafire)

Installing the mod is pretty simple:
1.) Drop the "wav" folder and the "newsound.lua" file into your DoomRL directory.
2.) In your config.lua file, you will need to find the following line:
Code: [Select]
dofile "sound.lua"and change that line to say:
Code: [Select]
dofile "newsound.lua"This line is near the beginning of config.lua, and should be easy to find.
3.) For the weapon sounds to work as intended, you will also need to find
Code: [Select]
SoundEquipPickup = falseand set it to "true" if you have not done so previously.

Known Issues:
*I developed this mod under 0996, so I don't have sounds for the new unique items featured in 0997. If anybody runs across the ItemIDs for the new loot, please let me know ASAP.


To the best of my memory, the specific additions and changes the mod makes are:
Spoiler (click to show/hide)

Also, to the best of my memory, the sounds that the mod uses are sourced as follows:
Spoiler (click to show/hide)

20
Discussion / Re: Oh dragonslayer why do you taunt me
« on: April 29, 2013, 12:24 »
If it's not considered too spoily, can someone who has picked it up at least indicate whether the conditions are something anyone can fulfill on any floor, or if they're such that if the right random circumstances aren't present(say, It involves a phase device or some such, and you're not carrying one, and there's not one on the level) you simply won't be able to achieve it?
You can meet the "primary" criteria with any character. However, the "secondary" condition(s) have shifted a bit from version to version, so you may need to hold on to a particular item, or have some RNG co-operation.

21
I've been a supporter of this idea before, and I'll support it still.

22
Discussion / Re: Doom Guy's Mind: Episode 7
« on: April 10, 2013, 22:07 »
I laughed. A lot. Bookmarked!

Of course, the original comic is a masterpiece. I'm not surprised people today can't quite match it's quality.

23
I don't agree with this suggestion.

24
Discussion / Re: Oh dragonslayer why do you taunt me
« on: March 30, 2013, 08:55 »
[REDACTED PER REQUEST. APOLOGIES]

25
Damned, Tormuse is right... red armor doesn't reduce knockback !
No knockback reductions are applied when rocketjumping. Just by the way.

26
Requests For Features / Re: Improve interface for Juggler
« on: March 28, 2013, 14:10 »
Either make juggler only work on the prepared slot or make it work on the entire inventory.

Just make it consistent.
How about this: make Juggler a two-level trait like Badass. First level of Juggler behaves as it currently does, barring the numpad interaction. Second level allows intsa-swapping to/from any weapons in your inventory.

No more of these exploity numpad shenanigans, and we get what I *think* was the original intention of that interaction.

27
Discussion / Re: Best Melee fighter in Doom RL
« on: February 28, 2013, 11:50 »
I've always had better luck with Blademaster or Malicious Blades than with Vampyre. MVm is a COOL trait, I'm not going to deny that, but my personal style is better served by the other two options.

Blademaster is good because you can rapidly close in with a foe and tear them up. Tankiness isn't a huge deal since a berserk status makes any doomguy very hard to kill, and the free action after a kill is a massive plus for Blademaster. Pain Elementals (and their progeny) become trivial, and even packs of 1- to 2-swing enemies die rapidly. Plus, nobody ever said you had to use that free action offensively.

Malicious Blades isn't really a melee-first build, but it plays really well with the item- and upgrade-happy nature of the Technician class. To truly shine, MMB needs Juggler, which can be snagged the very next level after getting the master. Your playstyle changes once you have Juggler- essentially, you trade in the convenience of your prepared slot for a huge defensive buff. Typically, I play a MMB character as a gunfighter first, with a strong melee backup for enemies in my face or melee-weak monsters. Also, rocketjumping is a neat trick that a MMB character can do with almost no pain. It's a great way to conserve actions from a powerup, lets you rapidly close in on an enemy, and is incredibly handy in the Mortuary (since the splash from your rockets will gib corpses!).

28
I think information about cornershooting should be added to manual. Because it's completely both non-obvious and necessary to play.
Somewhat counter-intuitively, DoomRL does not play like Doom.... at first.

Early game, you're relatively weak and fragile, so you must stick to cover to survive. In fact, most builds demand that you stay in cover and cornershoot. Off the top of my head, only builds like Gun Kata and Fireangel let you truly "run and gun" or mix it up with the monsters. For a beginner, I'd suggest working towards Ammochain at first. It's got nutty synergy with weapon modding, and will massively boost your offensive capabilities.

29
Discussion / Re: Quick questions thread!
« on: February 17, 2013, 11:05 »
Question 1: is armor damage calculated before or after resistances applied? For example, if I have 95% fire resistance and hit for 20 fire damage, will armor be damaged as it is 20 damage, or 1?

Question 2: is dodge chance from HR and tactical boots/armor working for all shots in burst of commandos etc?
Good questions.

1.) I don't have an empirical backup to my answer, but personal experience suggests that resistances are applied first.

2.) Dodge chances are calculated individually for each shot in a burst. This also means that Dodgemaster is not terribly helpful against Arachnotrons and Commandos, since the trait only procs against the first shot of a barrage.

30
Discussion / Re: Branching Out to Other Roguelikes
« on: February 07, 2013, 11:04 »
Dwarf Fortress. Need I say more?

Ok- in case I do, here's why I'd suggest it. Incredibly in-depth systems for combat, environmental interaction, and fortress construction. I mean, where else could you fight a sasquatch, chop one of its arms off, pick up said arm, then beat the still-living creature to death with its own arm? Also, magma cannons for fortress defense; that is in fact a thing. Also, Dwarf Fortress has some of the best-looking ASCII I've yet seen in a roguelike, and there are a lot of graphics packs available.

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