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Messages - VANDAM

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1
Discussion / Re: Found Dragonslayer but can't pick it up
« on: August 31, 2014, 18:34 »
TBH, I don't remember the conditions anymore. If I were to reimplement it, then ideally the condition should be randomly generated. I explicitly wanted it to be unspoilerable. Like in the dark times, before the internet.
So, it will all end like:
no dmg ||
pick soulsphere ||
be invuln ||
take one damage from former human on the same floor ||
nuke lvl ||
ahhh, I know, have 1 hp after cleaning the UC on n!
?

2
says that you don't know keybinding, and the fact that you can move diagonally

3
Discussion / Re: DoomRL Arsenal - Beta 6 out now
« on: February 21, 2014, 04:58 »
ZDoom should autosave on starting a new level, so all levels after MAP01 should be the same each time you die and reload. MAP01 would always be random, though.
This is wrong. To be more precise, generally wrong, random in zdoom is calculated (AFICR) on movements and pickups so one can cheat when he opens storage crates (exploit: pick health globe, drop armor, weapon and so on, then open the crate, you'll get differrent equipment). and yes, in order to get another weapons you should reload level in the end of the previous one, still level generation is based on time and other things so the equipment will almost always stay the same.

4
Post Mortem / Re: [E|95%|YAVP] First win ever!
« on: December 29, 2013, 14:05 »
Congratulations!

5
Releases / Re: Evolustuff (1.0.3)
« on: August 02, 2013, 09:10 »
Now there are too many armor degrading mods and it always repeats piercing or plasma form (had about 10 on one weapon).

6
Releases / Re: Evolustuff (1.0.3)
« on: August 01, 2013, 17:00 »
and there is no durability_max
also what happened to damage mods?

7
Releases / Re: Evolustuff (1.0.2)
« on: August 01, 2013, 14:59 »
I haven't made any advancement in a month, so I may as well post what I've done now.
I fixed most of the broken stuff and made a few improvements.
New DL in the OP.

[1.0.3]
-changed armor/boot durability bonus to be durability max making the durability no longer heal a few percents on kill when the upgrade kicks in but allowing them to be repaired past 100%
-fixed console mode crash on mod loading
-made stuff evolution happen based on an experience threshold (currently at 100xp, expected to change for balance purposes, may become dynamic or dependent)
-fixed stats no longer being granted since last version, including damage types that never worked before
-the additional shots upgrade now asks for confirmation, allowing to skip it
-shot cost reducer now reduces shot cost by 25% instead of just -1
-split the always hit flag in two others that remove range penalty and remove out of vision penalty respectively
-nerfed max explosion radius from 20 to 14
-some upgardes won't go past twice the original item's power, giving more chance to exotics and generally powerful weapons found to still be worth using
Only had additional shot upgrade on any weapon on 1.0.3

8
Requests For Features / Re: N+ difficulty
« on: June 21, 2013, 01:12 »
That's ridiculously few attempts. I'm pretty sure I gave it several hundred attempts and never got farther than Deimos 2. I guess more skill is involved than I thought.

BTW, did you start with HR or INT?
HR.

9
Discussion / Re: Quick questions thread!
« on: June 20, 2013, 16:22 »
Spoiler (click to show/hide)

10
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 16:05 »
Your "Prepare to die" thing should be a angel
Angel of Death (All enemies boosted to stronger versions)
and if you want to do it along with something else, you do a dualangel.
UV or N! Angel of Death and Humanity would be the hardest thing possible.

That actually sounds really fun. Id love to try on Hey not too rough, as the hardest challenge I've ever done.

Spoiler (click to show/hide)
>JC should Spawn Cybies.
Apostle will be stupid compared to 4 C.
Inquisitor set suits all of the above and Apo is not a problem. We need to go deeper. Enemies with immunities to nukes, fire, plasma… Regenerating enemies, rage enemies, teleporting near you enemies, God enemies for a period of time (They used invul sphere). I think that this should be a difficulty setting because I want to play AA version of this difficulty. To keep AAo666 interesting: every 10 levels +10 hp to enemies (+600 hp on last lvls GREAT (Former human that can kill you)), ammo drop +3, to hit +1/2, eos +1/16 (+4 Great), to dmg +1/2 (+33 (Instadeath welcome!)).....

Recently i was thinking about ways to improve N! gameplay, and my ideas so far:
Phobos is hard enough now as it is. No need to touch it imho.
Starting with  Deimos every enemy has a chance to be replaced with it's N! variant (elite for formers) with chance increasing with Depth.
In Hell1 this chance reaches 100%. Hell is no place for former wusses with pistols.
Then from Hell1 and onwards you suffer speed reduction. -10% more per every level, up to -80% in Dis. In case you don't know it's not that much actually - 1.8s instead of 1.0s.

Ammo drops should be increased though.

Hmm, speed idea is good, really good, also hp can be drained.
I think that this game should be improved in tactics not in RNG rage running (like in most of the AA (luck + basic skills (you should think and then do))).


And since we are in imaginationland  I want to introduce AAoDS (opens after UW and 3 AA badges). It's a whole new story where you start with DS+BA, and you're fighting hordes of (heaven) enemies and this challenge has std win, part win, ult win (with something special)

11
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 15:14 »
You know I actually once planned to make a mod that would be something like this.
DoomRL: Prepare to die edition.

Replace all formers with their Elite varitations.
Nightmare monsters everywhere.
Hell knights > Barons
Barons > Bruisers

It would've made even normal enemy encounters so much more interesting. Though getting past the first level could've been real hell.

Ofcourse if this were a new diffuculty we should go deeper:

Bruisers in Anamoly are Cybies.
Tower of Babel turns into Cyberden. 4 Cybies with few bruisers helping em out.
Unholy cathedral's lost souls are nightmare demons, demons are agony elementals.
Angel of Death's damage ignores berserk resistances.
Dis is replaced with anachrophobia where the spidermastermind has plenty of nightmare anachrons helping her out.
Getting full win? Meet the bossrush.

or something like that.
Yeah!
I think this concept should be improved and written then we can try programming this difficulty.
It's better. The main tactic behind strongman badges is shooting enemies enough to soften them up before finishing them off with fists. If you can count, you can do it semi-reliably.

BTW, how long did it take to get AAoPc, Vandam? That's a pretty ridiculous challenge.

It took me 42 tries, great number I think.

12
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 06:05 »
Cornershoot with your fists? Or do you use weapons? If so, what if something dies? I just lost an MKC on my latest run because of a very few rounds wielding a rocket launcher(which I had only for wall destruction, and was the only non-knife weapon that ever touched my inventory other then exotic/unique pickups and my original pistol) that I never even fired.

Seems to me like a very risky way to handle a run like that, although I suppose the alternative - actually using your fists - is so incredibly difficult that it may not even be possible. Then again, until I saw that screenshot up there, I thought that about a lot of Angelic badges.

I suppose the bit about idols is a fair point, if you really feel that way - but you may have inadvertently become an idol just by posting this thread, anyway ;)
If someone dies, you play this game again… over and over, till you get sick, or RNG smiles on you, and you can cornershoot with fists. I don't think that TRUE fist only 90% N! run is possible (only if every level will be with lava and you have Inq set (so you can punch C and V)). I know, but it's useless for me. I want to enjoy the N! and boss versions of enemies on every lvl (like AAo666) but not as boring. I don't want to be bored to death.

13
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 06:01 »
About N+ I had a dream today about playing this difficulty, and I liked it. It was great experience. I thought that AoMinimal damage would be great (enemies — max, you — min). Angel of missing shots  (-10 to acc), AoInstant death(1% to die on every tick).

14
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 05:52 »
What...? I...? What... Mother of God...

Sir, where are your mortems? Any of them alone would be incredibly impressive, but all 16?
I play only for joy. There was my AAo666 mortem (In beta). And I personally think, that showing mortems is just a way of creating idols and hierarchy, as for me this kind of life is awful.   Strongman is like any other strongman run. On N! it's easier because of exp, and if you can cornershoot enemies which stay indoors, this run is alike H strongman.

15
Requests For Features / Re: N+ difficulty
« on: June 20, 2013, 05:14 »
After a second look at this terrifying screenshot, I gotta ask :
Would you mind recording a video of the Speedrunner angelic ?

This, and the everyman one, were the two badges I really wondered about, but it seems they are possible, after all... did it take zillions of tries, or could you get them again easily ?

Also, I'd be curious to know which trait you picked for AAoHu. I think I'd go for WK, HR or SoB, but we probably don't play the same game :p
My Speedrunner is not the fastest one. As far as I can remember, someone finished this game in 2 minutes (Don't remember truly). It's based on luck. If you're lucky enough with stairs you can do this in 3 minutes. Now I'm sick of this badges, the last one was angelic demonic one (I hate that one really). Everyman is based on good equipment and you have one choice: to deal more damage or wizkid run. About speed, as for me it's better to pray for good RNG on AAoHu (Assemblies and etc, and everything is based on your reaction, so as in AD badge.).

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