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Messages - mihey1993

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Off Topic / Re: New Roguelike - alpha testers wanted
« on: April 03, 2020, 11:36 »
It got a visible delay on every move i try to make so that one is consistent - and as i said, for some reason java on your game eats a lot more than i d expect in idle mode where all that happens is few tiles changing their looks.

Energy system is all fine and good, many games use it, but maybe you could try ADOM approach? so whenever you make actions, monsters make action only after yours is completed.

and yes, problem is with energy and counterattack together making me move somewhere x3 however, i could have spider attack me before i move off the space i was in which also makes it seem like it attacked from a tile away:3

Off Topic / Re: New Roguelike - alpha testers wanted
« on: April 03, 2020, 10:53 »
It chugs on every movement action - it visibly takes it at least a second to process for some odd reason.
The problem seems to be with processor - even when the game is idle, it eats in 15-17 percent of my processor power:D
I got i5 6500 - 3.2 ghz.
it also slows down on exiting, and saving, as you also felt it;3

For now, since there is no such thing as use for exp level except full heal,and no equipment options, this is as far as i can test it i think?:D
as meeting a bear means certain death.

For combat - it is.... clunkier than i d want. since you have energy system , where for each action of mine enemy may get in two -three of his, and not necessarily after my own, i tend to suddenly find myself on square where enemy was since i countered him instead of hitting, and thus got moved. this is..jarring in experience.

Off Topic / Re: New Roguelike - alpha testers wanted
« on: April 03, 2020, 09:53 »
Well ,since you asked - the game is a bit... chugging on each action. It feels much less fluid than VA was, or most roguelikes really, like it spends a lot of time calculating the move.
As with VA - i d like to see what i died from, not just the screen YOU DIED:D all of a sudden.
I also would like it if i could have the game memorize what setting i used last - i really do not like tiles graphics in general, so i d prefer to have always console view in start

Off Topic / Re: New Roguelike - alpha testers wanted
« on: April 03, 2020, 08:51 »
Was awaiting this with a bated breath, Sereg:P

And the first two things :
1) text is too small for big screen, and no ability to make it ... well more readable. At least, it was until i discovered that simply enlarging window does nothing, only fullscreen mode dose. also, if you enlarge window, your hud all ends up somewhere in one corner, while map is in center:D

2)if you try ctrl and scroll on the text screen, you get a funny effect:D
3)when you attack something, the log is like in viridian abyss made funny, so it shows your action, while whatever your enemy did is below and greyed out, making it a little confusing as to why my health is lowering
4) i gained no experience, so far, at least i guess it is due to the unfinished state. meeting a bear with nothing but starting weapon and armor was not...very survivable tho:D

Post Mortem / [0.8.9|E|AoHu|YAAM] If it is Hubris...?
« on: February 28, 2020, 10:06 »
hub, level 8 Technician, defeated
The Summoner against all odds.
He survived for 3269 turns.
The run time was 45m 8s.
He scored 2828 points.
He wanted to take it EASY.
He was an Angel of Hubris!

IO L4 -> Io Warehouse
Io Warehouse - cleared
BEYOND L1 -> The Arena
The Arena - cleared

  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+25)
   * 25+ kills without taking damage
  Icarus Ribbon (+50)
   * Won the game in less than 4,000 turns
  Untouchable Ribbon (+50)
   * Won taking less than 1000 damage
  Hubristic Bronze Badge
   * Reach Beyond on Angel of Hubris
  Hubristic Silver Badge
   * Complete Angel of Hubris (AoH)

He killed 146 out of 146 enemies.

  5 former CRI sergeants
  4 former CRI guards
  3 plasma ravagers
  3 armored ravagers
  6 ravagers
  3 siege ravagers
  5 former CRI soldiers
  24 fiends
  3 rocket turrets
  13 archreavers
  4 former CRI commandos
  1 former CRI heavy
  2 CRI guards
  2 hellish soldiers
  14 CRI marines
  4 toxic reavers
  7 turrets
  4 former CRI grunts
  18 fire fiends
  1 military drone
  1 military bot
  2 kerbeross
  7 CRI bots
  1 summoner
  9 reavers
  1 hellish sergeant
  2 toxibeross

  Packrat L1
  Son of a Gun L2
  Whizkid L1
  Gun hoarder

Trait order

  Slot #1 : .44 deagle
  Slot #2 : CRI bio launcher
  Slot #3 : ADV energy pistol PBA
  Slot #4 :  - NONE -
  Body    : ADV red armor P
  Utility : ADV accuracy amp

  energy cell (x100)
  energy cell (x47)
  rocket (x10)
  rocket (x9)
  .44 ammo (x20)
  CRI phase kit (x3)
  multitool (x4)
  military stimpack
  stimpack (x1)
  large medkit
  large medkit

I know playing on easy is... not as cool, but! I must say, starting with deagle made it much easier to mop up the first floor:D also energy pistol with SOG is very, very effective now! still needs a bulk mod and power mod to bring it to necessary power, but headshots ALMOST murder an archreaver.

Berserk! / Re: [0.8.5|Endless|16|YASD] Very avoidable death
« on: January 14, 2020, 01:55 »
*Sereg mentions having something release worthy*
*waiting intensifies*

Requests For Features / Re: Crazy ideas thread
« on: December 14, 2019, 15:07 »
Can we hope for some form of dualgunning x3

Off Topic / Re: Working on a roguelike...
« on: April 24, 2019, 15:11 »
Am glad to be credited for something. However, since youmove away from viridian, may we know where to see whatever project you going for now?

Off Topic / Re: Working on a roguelike...
« on: March 19, 2019, 10:36 »
When can i expect to try the newest one?:3

Off Topic / Re: Working on a roguelike...
« on: March 17, 2019, 15:06 »
A new thing happened - "you failed to learn anything new from it"
also first time seeing :"you are affected by smth"
Spoiler (click to show/hide)
of note - created amulet, tested hammer out, tried out various spells and clothing:3

Off Topic / Re: Working on a roguelike...
« on: March 16, 2019, 14:11 »
Also, u kiiinda gave me an idea on how it is supposed to work now ;P

Off Topic / Re: Working on a roguelike...
« on: March 16, 2019, 13:59 »
That is indeed!I must say, having amulet of haste is invaluable with slow weapons - and i lucked out on chests with red tinge a lot!

Off Topic / Re: Working on a roguelike...
« on: March 15, 2019, 12:39 »
Thanks for all clarifications!
I didn't get in too bad of a shape in this build - mostly due to me having access to a lot more magic than before in form of the trusty alchemy book , so i didn't have to melee phantasms, and only met one in the game - but ye, rng currently plays a big role in what happens to my char:3
may confirm though, new system gives me a lot more chances to have weapons and armor not taken off the undead like happened once or twice before.
Edit: as for what kills me - if you die from sanity damage, you don't know WHAT affected you there in the end:D
Spoiler (click to show/hide)
that is why you do not test spells that say they sacrifice x3

Off Topic / Re: Working on a roguelike...
« on: March 15, 2019, 11:30 »
I indeed dabbled in using two of three grimours i had on me - atlantean i had barely unlocked second spell on next to last floor , and lemurian grimour i found only a floor before it, so mostly i played with harrapan one.
Magic dart seems fine,even though it costs a lot of reagents to fire - reagents that i normally used to make phlogiston before oil became a bit more abundant.
as for grimour, i didnt have necessary reagents for spell i needed from it, and the rest of what was opened to me didnt feel like using - while having a lot of fonts, i didnt have too many sanity things - and seeing viridian auras sure is a hit enough to get me on first time from lucid to strained.
Atlantean spell i assume helps with this but i didnt see the effect as i was lucid at the time. Sadly spell i wanted to try i never found reagent for - was going to see what exactly poisoned weapon do :3
edit: almost forgot! i swapped grimours frequently both to test the speed of this action(i assume haste does not affect those timings, does it?:P) and used them to keep my sanity on somewhat resistant. while talking of this also reminded me that no armors in game i wore so far gave me enough of the resistances to change the resistances on the list. only amulets/grimours. even if armors clearly work - the better they are the more often i shrug off weak enemies.
Double edit: I also must admit that added spell for starting alchemy book is massively speeding up dealing with undead. Also - i have tested that you may want less bright but still far reaching fuels more than bright ones so to use the "i dont see what is that thing so i do not fear" approach when throwing magic at them.
By the way, may i suggest not just skipping to "you died" screen? i d like to see what kills me and how sometimes:D
Also when you go downstairs and spooky monster is in the view you immediately suffer sanity damage - so being without reagents when phantasms start to appear may leave you usntable enough that travelling downstairs will just straight up kill you - especially if there are many enemies, like on last floor:D

Off Topic / Re: Working on a roguelike...
« on: March 15, 2019, 08:21 »
As i am playing new version being happy with much more loot than before, i cant help but have a couple questions:
1) will at any point there be a way to break doors down instead of lockpicking them, or way for monsters to do so? or the broken doors are just for flavor?
2) does anything in game improve the magic spells damage?
Edit: i met six or seven fonts in this game:D and a troll locked room with broken chests only inside.
a small bug appeared - when i tried to pick up a thing, my oil gone out which didnt let me pick it up - with no message but your oil is gone out given.
another thought i had was that moderately wounded is much larger category than slightly wounded - or severely to that matter
Spoiler (click to show/hide)
Magic missile (silver missile:P) for the win!

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