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 1 
 on: January 01, 2025, 22:15 
Started by Omega Tyrant - Last post by Omega Tyrant
This post is to organize new bugs and issues found in the 2nd beta of 0.9.9.9.

*Various audio issues

In addition to certain sounds having defaults that have always ignored any new sound you try defining for them in the sound.lua and now audio.lua files (such as the Nightmare Cacodemon and Lava Elemental projectiles using the default fireball sound regardless of what you put in for them, or the Revenant's projectile using the Rocket Launcher's sound even if you try giving it a different sound), I have found new sounds that ignore what you set for them.

*The Shambler's projectile now always uses the default fireball sound, ignoring what you set it for it in the audio file.
*All melee weapons use the default fireball sound when attacking with them, not only ignoring what you set for them but also the default sounds that were already assigned to some of them.
*Activating levers uses the powerup sound, rather than what you set for them nor the default switch sound (this does not apply to levers in special levels however, which are correctly using the switch sound).

One other minor audio issue is when releasing the Shamblers in Hell's Armory and Deimos Lab, their act sound upon releasing is distance-based. This is fine for Deimos Lab when you're right next to the spot they spawn when hitting the lever to release them, but in Hell's Armory, since the Shambler is released on the other side of the map, you don't hear it at all. Maybe you could argue it's better this way, but previously this sound wasn't distance-based.

*Warning messages are not colored

Self-explanatory, warning messages for when your armor is damaged/destroyed, when a nuke countdown is happening, or simply from killing everything on the level, are no longer colored. You can see a screenshot of it in this Discord message.

*If an item's name gets too long, it'll take up two lines of space in your inventory menu, and push other items off the screen.

Also self-explanatory, you can see a screenshot of it in this Discord message.

*If a run earns enough unique medals to earn one of the Heroic badges, you won't be awarded said badges until the next run you complete.

So like with the Technician badges, it appears the Heroic badges are also bugged to not be awarded on the actual run you earn them in, with the game instead giving them on your next run you complete, as seen in this Discord message. I assume this issue will also apply to the Armorer badges.

*You are unable to equip autoequip weapons from the ground if you are already holding another weapon, even if you have inventory space for it.

Yet another self-explanatory issue, you can see a screenshot of it in this Discord message.

*Gunrunner's autofiring is bugged.

So with the new JH targeting opening up the possibility to control Gunrunner's autofiring when running instead of only firing at the closest enemy, I thought to try testing if it worked that way now... only to find that Gunrunner's autofiring doesn't work at all. You'll run, and the targeting cursor will go to the closest enemy if you have it targeting a different enemy, with no firing happening. And even if you were pre-targeting the closest enemy, it still doesn't autofire. A pretty crippling bug that needs to be fixed ASAP (and hopefully Gunrunner will gain control over where its autofire shoots when that is fixed).

*If you reload a save, when you run -> wait with enemies revealed, you cannot stop it manually.

Normally, if you do run -> wait when enemies are revealed from a Tracking Map or the enemy revealed mechanic, you are able to interrupt it before whatever max wait time you have set in your config file. However in the current beta, if you save and then reload it, you are unable to stop it until an enemy gets in your vision or it hits the max wait time, and any inputs you do try inputting seemingly get "buffered" to get inputted immediately after you reach the max wait time. Weirdly this bug seems to only be present when you reload a save, as I have not encountered it on any run before saving.

*Cerberus Boots have a flat 50% plasma resistance, rather than giving +50% resistance to the base boots with a cap of 100%.

Not a bug, but something I noticed when making Cerberus Plasteel Boots, they had 50% plasma resistance rather than 60%. This isn't a big deal in this particular instance, but the main reason I bring it up is if you were to make Cerberus Boots out of the new Blood Boots, the resulting Cerberus Blood Boots would have 50% plasma resistance rather than 100%, which makes no sense. Since the only other moddable boots with any plasma resistance is Plasteel boots, this change would mainly just allow you to make Cerberus Blood Boots that retain their blood immunity (and make Plasteel boots a slightly better option for Cerberus Boots, which isn't a bad idea to help differentiate the resulting Cerberus Boots based on which boots you use, as otherwise they're all identical aside from Cerberus Gothic Boots having 200% durability).

*Blood Boots (almost) cannot be obtained outside of A100/666

I noticed in the source code that Blood Boots have a minimum depth of 25, which considering boots cannot spawn in vaults, this make Blood Boots almost unobtainable outside of A100/666 (I say "almost", because you can obtain them in Lava Pits/Mt. Erebus since item spawns there are based on floor 25, but your chances are very low that you'll get them there). I imagine this was intentional, given blood is primarily an A100 feature, with its only standard game appearance currently being in Limbo and rarely in caves on UV/N!. However, making Blood Boots an almost A100 exclusive makes it a particular pain in the ass for the Armorer badges, as now you cannot possibly get Armorer Gold without playing A100 or getting very lucky in the one special level you can find them, which isn't a big deal, but the bigger pain comes in that you now wouldn't be able to get Armorer Diamond without playing A100 at least three times (and likely more as you can go entire A100 runs without ever finding the Blood Boots), or otherwise getting very lucky with them spawning in Lava Pits/Erebus three times. And Blood Boots could still be useful in the standard game, so being able to get them if you're lucky could be nice (whether to make Limbo easier or as a life saver if you get a really bad late blood cave on UV/N!). A minimum depth of 17 or even 20 for the Blood Boots can work. If these boots must be kept an A100 exclusive, I wouldn't mind the Armorer badges being overhauled however to be less of a pure grind.

_________________________________________________________

The following aren't bugs/issues, but a couple more balancing ideas.

*Lessen the speed penalty on heavy boots.

A new mechanic added is fluids slowing your movement down by 20%. I like this change, but I think this change is excessively punishing on heavy boots that were given a big movespeed penalty to previously compensate for their ability to run through fluids with little to no damage, back when there was no speed penalty from fluids. For example, when playing a Scout wearing Cerberus Boots with no Hellrunner, you will have an abysmal 1.48 second movement speed in fluids with no armor on (or armor with no speed bonus/penalty), and an abominable 1.77 second speed when wearing Red Armor that wasn't agility-modded on top of those boots (better hope there's no speedy enemies around or you might get triple-attacked). And of course those numbers would be even worse for the Marine and Technician, while if the N! enemy speed bonus is added back on top, maybe a quadruple attack could be possible... As such, I propose the following move speed adjustments:

Gothic Boots: -15% -> -10%
Environmental Boots: -25% -> -15%
Enviroboots: -25% -> -15%
Lava Boots: -30% -> -20%
Cerberus Boots: -30% -> -20%

I'll also note that these new values still make these boots slower in fluids than they were in versions prior to the fluid-slowing moving mechanic, and they're still slow enough that you would rather wear movement-boosting boots normally, even after agility-modding them (-10% speed Cerberus Boots vs +25% speed Tactical Boots is no contest for what you want to be wearing at all times).

*Buff Tough As Nails to give +5% inherent energy resistances per level in addition to +1 inherent protection, nerf the Marine's inherent energy resistances to 10%, nerf Berserk's resistance bonuses to +50%, change Vampyre's SoB block to TaN, and change Malicious Blades' TaN block to Badass or SoG.

This is several different things but I'm putting them all under the same entry, as they're tied together, addressing TaN being an underpowered trait whose block means little to any mastery that blocks it, a requisite Marine nerf that would be needed if TaN is buffed to keep Marines from getting too tanky, addressing the overpowered defenses granted by Berserk and the Berserker trait, and a way to farther nerf the currently broken Vampyre, while giving the currently underpowered Malicious Blades something. I wrote up a big post explaining the rationale behind these changes in the JH Discord, but in case the person reading this isn't in the JH Discord or don't want to open Discord up, I'll repost it here under the following spoiler tags:

Spoiler (click to show/hide)

 2 
 on: December 31, 2024, 22:57 
Started by Omega Tyrant - Last post by Omega Tyrant
Nice summary, I'll go through it in detail when I plan to do another run. Question though - what do you mean by floors and ceilings?

Floor means how good the build will be at its worst with bad RNG (particularly regarding item drops and generated EXP pool), and ceiling means how good a build will be at its best. So a good floor means the build will still function well even if you're getting repeated difficult bad levels while stuck with nothing more than common items and whatever you can get guaranteed from special levels, and a good ceiling means the build becomes that much more exponentially powerful when you do get all the good stuff.

 3 
 on: December 31, 2024, 22:40 
Started by Omega Tyrant - Last post by LuckyDee
Nice summary, I'll go through it in detail when I plan to do another run. Question though - what do you mean by floors and ceilings?

 4 
 on: December 31, 2024, 22:17 
Started by Omega Tyrant - Last post by Omega Tyrant
I posted this 0.9.9.8 (and early 0.9.9.9 beta) build tier list on the JH Discord and was asked to post it here so I could include the short summaries I wrote explaining my rationale for each ranking.

This tier list factors how the build does at every point in the game and overall consistency, not just ranking on potential (what good is potential if you'll always die before reaching it or will almost never get the rare equipment you need for it?), nor how likely a build gets you past Phobos (sure Phobos is usually the hardest part, but Phobos deaths are much less painful than deaths in Deimos and especially Hell, so increasing your odds of not dying in Deimos and Hell is still important), and considers how much the build actually helps you clear difficult levels and survive arduous combat situations (any build can 100% clear a level without damage with a perfect corner shooting spot and a Tactical Shotgun, but rarely will you find such ideal conditions, especially on harder difficulties, so the less you have to depend on ideal conditions the better). Tiers are ordered, but the ordering isn't super important.

S tier

(Clearly broken and needs to be nerfed)

*Vampyre - Trivializes the standard game when it gives you near-IDDQD even in Angel Of Max Carnage and is by far the easiest option for most challenges/badges. Strategy with Vampyre also often amounts to little more than "run into enemies, mash click until they die", with maybe some rocket jumps in there to close gaps and calculated facerockets to trigger Berserker before rushing in. Its only weaknesses is a mediocre early game (that is mitigated with the free trait you get and being a level 6 mastery), and the Hellrunner block makes it not so ideal for any time-sensitive challenges, but it's so strong it could probably still work in those. The gap between Vampyre and every other build grows even farther on Nightmare, when melee is very powerful at corpse handling and Vampyre can abuse respawns for a full health refill whenever needed. It also requires nothing more than a mundane Nanofiber Red Armor and Chainsaw (or even just a Chainsword) to break the game, no need for rare or otherwise hard-to-get equipment, so it's super consistent and its floor is greater than nearly every other build's ceiling.

A+ tier

(Borderline broken, might need a nerf but doesn't outright trivialize the game)

*Ammochain - EE block makes typical rapid fire weapons unreliable and not being able to get WK1/2 until level 10/11 minimum without putting off Ammochain sucks, but consuming 1 cell per plasma burst is so powerful, both ammo-conservation and combat wise (other builds can't do more than five consecutive shots with a Plasma Rifle + TH2 without needing to go through a long reload or building a Nanomachic Plasma Rifle, while Ammochain can do 40 consecutive shots with a vanilla Plasma Rifle without reloading), and having Reloader makes Shotguns a very reliable fallback, while that in addition to the Marine's durability makes the early game easy too. Also has the uncommon ability to get both HR + Berserker to make it even more powerful late game, and its non-EE blocks are irrelevant. Overall has a very high floor with one of the highest ceilings (just needs a Hyperblaster to crush the game, while getting any of the rare mods, a Laser Rifle, or Nuclear Plasma Rifle sends it into the stratosphere), with few special levels and challenges posing any issue.

A tier

(Very powerful and often optimal builds, but have enough drawbacks to usually not make the game a cakewalk)

*Shottyhead - One of the strongest mastery effects despite its simplicity, while also having very strong prereqs, being able to get WK at a reasonable level, doesn't require ancillary traits but still retains strong post-mastery options like Berserker and Intuition, and has probably the easiest early game of any build. Its only stumbling is the SoB + EE block makes any sort of Plasma Rifle much less effective, but this isn't a big deal unless the RNG is very stingy with shells when you essentially got rapid fire shotguns. It has one of the highest floors with one of the highest ceilings, while being good at every point of the game and rarely being worse than a solid pick for any given challenge, but being vulnerable to ammo concerns without a Nano mod keeps it from the A+ tier.

*Scavenger - Essentially plays like a masterless build, but gets more mods than usual and a lot more of those very coveted rare mods, that combines very nicely with the Technician's inherent abilities. While luck dependent, it'll usually get better equipment than other builds around the midgame, and is far more likely to obtain the super equipment that will trivialize the game. While it has the fewest blocks of any mastery and two of the blocks are pretty irrelevant, the Berserker block is painful and can leave the build somewhat vulnerable lategame without good armor. Like masterless builds, it can also lack power in late Phobos and early Deimos before you get the aforementioned buffed equipment, but is usually no worse than solid for any challenge that doesn't require immediate power.

*Cateye - The best build at damage avoidance, while it also offers a level of flexibility not seen in most other masteries, and has a good effect that benefits any weapon type, making it more of a "generalist" mastery than the actual intended generalist Scout mastery. Can have the problem of wanting too many traits however (particularly being unable to fit Int2 + WK2 + EE + HR in a timely manner), and Cateye can be lacking in power when damage avoidance is not possible, which cannot be alleviated by getting Berserker either as it's blocked (which also makes the build more fragile in the lategame). Often a viable pick regardless of the challenge, and does have the particular perk of being brokenly good in Angel of Max Carnage.

*Blademaster - No other build can clear floors faster, and Berserker in general is very strong, while its power scales up the higher the difficulty as its ability becomes more useful the more enemies there are. Its early game is on the weaker end and the late Whizkid acquisition sucks, while its effect doesn't really do much against isolated enemies, keeping it from being broken, but it remains consistently good floor and ceiling wise, and it remains an optimal pick for many challenges/badges, or when you just want to rush through the game with more power than a masterless build offers.

*Masterless Scout - The unequivocal best stair dive build, and the ultimate flexibility combines nicely with the Scout's inherent abilities. For more complete playthroughs however, its lack of power in the mid and late game can hold it back in difficult combat encounters and harder special levels, and generally specialization towards something will be more useful for any challenge/badge that isn't a stair dive. Still remains A tier for its stair diving dominance and the fact you can never really go wrong with it.

B tier

(Powerful builds with their fair share of drawbacks that keep them from being top tier picks)

*Masterless Marine - Generally outclassed by Masterless Scout and other Marine masteries, which fulfill their respective roles better, but it still has the strengths of versatility in a masterless build, and has a strong niche when you need a bulkier build than Masterless Scout while also needing said masterless versatility (particularly if you want Hellrunner on something bulky, which all non-Ammochain Marine masteries block, without having to make a detour for Triggerhappy as Ammochain would require).

*Survivalist - It fulfills its role well as the tank build, at the expense of having the worst offense in the game and a painful Hellrunner block. Usually terrible offense would tank a build's viability, but Survivalist makes tanking actually viable and gives you a big margin of error to play with, allowing you to get away with repeated mistakes and bad RNG rolls that would be fatal for nearly any other build. The lack of offense and speed can still get it overwhelmed though, and it's bad for any time-sensitive event, which alongside being generally outclassed by Vampyre, keeps it from being top tier.

*Masterless Technician - Mostly outclassed by Scavenger if you want to make the most of a generalist Technician, and mostly outclassed by the other Masterless builds if you want to make the most of having no mastery, as the Scout and Marine have stronger innate bonuses (particularly in the early game). But as a masterless build it's still pretty good, and it does have the niche of a generalist Technician's advantages that retains access to Berserker (which is particularly relevant in Angel Of Humanity).

*Army of the Dead - Probably has the lowest ceiling of any build, with probably the weakest mastery effect in the game (aside from Entrenchment) that becomes irrelevant with Nano-Shrapnal and Plasma(tic) Shotguns, and is probably never an optimal pick for any challenge/badge. But it has a good early and mid game with Shotgun specialization, Marine's durability, and relatively quick access to Whizkid, while Shotguns never become bad and it can still spec into a Berserker sidearm to help in the lategame if needed. With a high consistent floor that depends little on equipment/item luck, this build is rarely an outright bad pick outside of any challenge/badge that requires Hellrunner.

C tier

(Functional but held back by serious flaws, could use a buff)

*Sharpshooter - One of the strongest mastery effects in the game, and thanks to Technician, doesn't need to invest in Finesse to get Whizkid, which is very useful for a Pistol build. As a result, it has one of the strongest mid games and a still impressive late game, which is also boosted by it retaining access to the Good Stuff to bolster it farther in the later game (with the SoB block being its only real painful block). However, due to Pistol specialization and awful prereqs, it has an absolutely abysmal early game, the worst of any build, which gives it an awful survival rate in Phobos on harder difficulties if you're not very good at the game, and makes it very unideal for any challenge/badge where early power is needed. Such a polarizing mastery can be hard to rank, on a pure winrate basis it would be possibly the worst and generally Phobos is the hardest part, but since Phobos deaths are much less punishing time-investment wise, a build that offers such good mid and late game consistency still has value.

*Gunrunner - Has one of the highest potential ceilings in the game, being able to effectively get Pistol firing rates on Shotguns and Rocket Launchers while firing/moving/reloading all at the same time, and any combination of HR + Fin + Rel gives it an easy early game. But this mastery requires significant ancillary investment as it needs Shottyman to actually do anything worthwhile, which combined with a very late Whizkid acquisition and requiring the generally unhelpful Dodgemaster, gives it a very weak mid game. Gunrunner itself can also be rather finicky to utilize and is very ammo hungry whenever you use it, while the Brute block prevents you from effectively using a melee backup, as well as leaves you always frail. It can feel very good to wipe out a nasty horde in a quick run rampage, but deaths in Deimos are always painful and Shottyhead generally outclasses it (which you'll need to actively forego as you build to Gunrunner + Shottyman, as it overlaps Shottyhead's prereqs).

*Fireangel - Its defensive benefit is potentially very handy and no-damage rocket jumps is a nice benefit, but it offering no sort of offensive boost, while also blocking SoB and EE, leaves it with one of the worst offenses in the game, and the defensive benefit is not so good as to be worth the tradeoff. It has a tantalizing ceiling with being able to blow up everything with the Mother-In-Law, Nanomachic Tristar Blaster, or a nano-modded BFG 10K with no risk of blowing yourself up, but you'll very rarely get such weapons and often won't even get a Nano mod just to build a Nanomachic Rocket Launcher, which is necessary to take extensive advantage of rocket launchers offensively since rockets come in such small ammo quantities. It retains access to Berserker to compensate for the lack of offense, but besides not being easy to fit in, Fireangel removes the ability for you to get Berserker procs off of facerockets and barrels, making it not as strong as Berserker is in the hands of other builds. Overall it's not that bad, and has a decent early game thanks to Shotgun specialization, but it's never really any good either, outside of a particular niche with the Gatekeeper badges.

*Malicious Blades - The mastery effect is decent, but its offensive and defensive benefits are almost entirely outclassed by those of Berserker, which it blocks. The mastery has the benefit of its defense-boosting effects being usable with non-melee weapons, which when combined with it not blocking SoB like the other melee masteries, allows it to function more effectively as a hybrid-melee build, but such a build requires a ton of traits that leaves it weak for a long time, and having to keep a blade in your prepared slot to get said defense-boost prevents you from utilizing ammo boxes, hurting it farther in a hybrid build. Whether as a pure melee Technician or hybrid melee build, you are better off going masterless and getting Berserker instead, and a build specializing in blades specifically would still do much better with the other melee masteries. I don't see any challenge/badge where this is a remotely optimal pick, but it's never bad enough to rank it in the lower tiers.

D tier

(These builds aren't unplayable, but they're severely flawed and using them makes the game much harder, in need of significant buffs)

*Gun Kata - HR investment gives it a slightly easier early game than other Pistol masteries, but investing in Pistols still gives you a much harder early game compared to non-Pistol builds (and ultimately with pistols, you would rather stack SoG with SoB and get a level of EE early rather than get HR, as getting your combat to something acceptable is of upmost importance, so Pistol builds that don't go with any Pistol mastery still have the least painful early game). Unlike Sharpshooter however, it requires several ancillary traits to be effective; it technically doesn't require SoG3 but you need it ASAP or else your Pistols don't do shit, making Gun Kata effectively a level 8 mastery, but you also need two levels of Fin before you can get WK that's desperately needed for Pistol builds, then you need SoG 4 and 5 after that, still really want at least one level of EE so you stop missing so much, and you would want to fit in Int too... The SoB block without Sharpshooter's guaranteed max damage also makes your Pistols quite weak and unreliable, at least before you get SoG5, or before you get a Unique pistol or an Exotic pistol maxed out with Power mods. You altogether get a build with a weak early game, an abysmal mid game, and a still unimpressive late game, so you're always lagging behind other builds at every stage of the game. Gun Kata's effects itself can also be rendered pointless, as the "shoot faster after dodging" bonus doesn't matter once you reach the firing speed cap (nevermind the unreliability, if not outright impracticality, of utilizing it in typical difficult combat scenarios), and the reloading bonus doesn't matter if you get a Nanomachic Pistol or a Blaster (while being a finicky effect to utilize in general, especially compared to just using one Pistol and an ammo box). If you want to use Pistols with a Scout, you're better off going masterless or even Cateye, which doesn't block SoB and has an effect that is always useful regardless of what Pistols you have.

*Bullet Dance - It has theoretically the highest DPS ceiling of any build, but similar to Gun Kata it requires a grotesque amount of ancillary traits, while having the "Pistols suck in early game" problem exasperated by having to pick an actually useless trait in Triggerhappy, and Bullet Dance itself does more harm than good unless you find a Nano mod to build a Nanomachic Pistol or find a Combat Pistol and bulk mod the crap out of it, which you often won't. Said DPS ceiling is also rather overkill, when a Pistol with SoG5 and several levels of SoB will quickly kill anything before they can retaliate without the ammo-draining drawbacks of Bullet Dance. So you get a very weak early and mid game, for a late game that usually isn't all that hot either. If you want to use Pistols with a Marine, you're again better off going masterless, as you don't need to pick up Triggerhappy nor bother with Dualgunner until it's actually useful, while retaining freedom to get HR and even Berserker if you want extra lategame assurance (particularly in A100).

E(ntrenchment) tier

(Outright sucks, in desperate need of serious buffs or being overhauled completely)

*Entrenchment - Has awful prereqs that makes the early game hard, Finesse block cripples its offense with any weapon, requires a lot of ancillary traits that gives it a very hard mid game, all for a very underwhelming purely defensive mastery that both only kicks in when Chainfiring and gives resistances that are only slightly better than the resistances the Marine has inherently at all times. Then for the cherry on top, if you actually try to utilize it extensively, you'll waste a lot of ammo and quickly empty your clip, where you're then stuck with having to reload weapons that have 2+ second reload times while no longer having your resistances and not even being able to get Reloader to lessen the mauling you'll suffer. So you need to either find a Minigun and tons of bullets, or a Nano mod to make a Nanomachic Plasma Rifle, just to make the build even functional.

 5 
 on: December 25, 2024, 00:02 
Started by LuckyDee - Last post by LuckyDee
Yeah I unfortunately wasn't involved much in the community side pre-JH, only making about a dozen forum posts here and then sporadically editing the wiki over the years. Aside from playing 0.9.9.8, 0.9.9.9 just had its first beta come out (check out JH's discord channel to get it), and getting more help with testing it would be swell.

Well seems you built up quite some steam in the meantime, nice work. And thanks for the invite for beta-testing, but one of my personal pitfalls is saying yes to stuff I just don't have time for, so I'll have to politely decline.

I did manage to scrape together some courage and run 9.9.8 for the first time - visuals seem to have been cleaned up somewhat, some of the commands are different than I remember, and I like how you can actually save and quit at any point. And I didn't do too badly either, I just forgot what special level went where, and how much of a pain in the ass the city of skulls can be D:

Spoiler (click to show/hide)

Do I count as an oldie? :D I suppose I'm more of a middle era player, although I mostly just lurked for years.

Nice to hear from you again as well! I don't recall you being that active either, indeed, but I do know you did some wonderful work on creating a manual.

Apart from the four of you, things generally seem quiet, but that's ok. I'll just keep sneaking in from time to time and pick up my mod / admin duties as if I was never gone, if the 'forge lets me.

 6 
 on: December 23, 2024, 07:59 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Hotfix 2b released, see above and redownload!

 7 
 on: December 21, 2024, 03:51 
Started by glitchyme - Last post by Kornel Kisielewicz
At the moment there's far bigger chances for a DoomRL DLC for that. To do it JH-style would require a lot of time/money for assets, which is a hard ask for a non-commercial niche mod :(

 8 
 on: December 20, 2024, 14:43 
Started by glitchyme - Last post by glitchyme
Been waiting since DRL days for a Heretic or Hexen version. I would love to see DLC for Jupiter Hell for either of these. Such a dope universe

 9 
 on: December 20, 2024, 09:26 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
You know the drill!

There's a lot of fixes in this release, both compared to BETA 1 and 0.9.9.8. Three major additions are new fluids, minimap improvements and a new audio configuration scheme (that should improve a lot of stuff going forward).

The fluid improvemets encompass a lot of stuff - all fluids now slow down non-flying entities by 20% (mud by 40%!) so watch when running around the level not to get double shot at! While mud will appear early game, the new blood fluid is a dedicated late game one. In regular games it appears only in Limbo and rarely in deep caves. Far more often in Ao100+ though, where fluid variety has also been additionally improved. Blood is pretty nasty - 16 plasma damage, and DOESN'T affect enemies! To add a bit of respite there's some plasma resistances added to a couple boots and a new dedicated exotic pair of boots!

Tell us what you think about these additions!

Also report any audio assignment issues/requests and minimap issues - this is the best time!

DoomRL 0.9.9.9 BETA 2b Windows LQ (critical bug

Code: [Select]
0.9.9.9 BETA 2b
[fix] -- RCFIX : fix for locked doors ai loop error
[fix] -- RCFIX : play locked door sound only for player
[fix] -- RCFIX : fixed reset of item resistances on items without initial resists
[fix] -- RCFIX : shamblers have their own sound set   

0.9.9.9 BETA 2
[new] -- GH#177: new lategame environment fluid - blood (plasma, damages ONLY player!)
[new] -- GH#177: new early game environment fluid - mud - like water but slows by 40%
[new] -- GH#177: Limbo uses blood instead of lava
[new] -- GH#159: G-version - mimimap - better visibility of important stuff
[new] -- GH#159: G-version - mimimap - configurable opacity
[new] -- GH#177: one new late-game exotic boots added
[new] -- GH#177: all fluids slow down the player by 20%
[mod] -- GH#177: G-version - sprite movement speed dependent on ingame speed
[mod] -- GH#177: plasma resistance added to several boots
[mod] -- GH#177: much more fluid variety in Ao100+ (including blood)
[mod] -- GH#030: locked doors will behave like doors, not wall tiles
[mod] -- GH#157: new scheme for audio configuration
[mod] -- GH#172: G-version - when targeting/looking with the keyboard the map will scroll
[mod] -- GH#174: rocket jump altfire will fire at any target and shorten it to range 1
[fix] -- GH#170: dropped corpses remove "permanent" cell status - should fix ungibbable corpses
[fix] -- GH#156: changing sound assignments wont break save file audio anymore
[fix] -- GH#186: quickslot will weapon swap if the quick item is a prepared weapon
[fix] -- GH#186: equiping items will have sounds again
[fix] -- RCFIX : EXPERIMENTAL - kills outside of the player turn are marked as "other"
[fix] -- RCFIX : ALT_SCRIPT turns off autofire (fixes DS crash)
[fix] -- RCFIX : ALT_SCRIPT altfire name fixed
[fix] -- RCFIX : fixed screenshot functionality
[fix] -- RCFIX : properly display bulk mod speed effect
[fix] -- RCFIX : don't show mod stats if only assembly is possible   

 10 
 on: December 14, 2024, 23:48 
Started by Tormuse - Last post by Tormuse
Well...  I didn't *actually* win, but it was good enough for the Diamond badge, so I guess it's worth sharing.  :)

The difficulty ramps up pretty ridiculously in this challenge;  at a couple points, I encountered enemies that, according to their stats and my calculations, were capable of doing up to 240 damage per shot!  :o  You basically need to be able to avoid getting hit at all, or with my Survivor build here, be able to take a hit.  :)

This seed (from last week's Gauntlet) was generous with stations, and I took advantage of that to fill up on stimpacks and medkits, which are important for emergencies.  The auto-repairing medi-fibre armour may seem redundant when Survivor provides its own health regen, but this challenge is so loaded with large quantities of enemies that having that extra bit of regen was very welcome, especially since the medi-fibre armour continues healing you if you're on fire, unlike Survivor's health regen.  (Not sure if this is an oversight, but I took full advantage of it)  :P

I was doing fine up until the storage room on level 47, which forced me to burn through every single stimpack in my inventory, (nine of them!) due to close quarters combat with hordes of enemies coming at me from two directions with only a single pillar for cover...  and then levels 48 and 49 didn't have a single station among them, so I couldn't replenish my supplies.  If not for that, I could have won this.  Up until the last level, I had 100% kills, so it would've been a pretty sweet victory.  :|

But I got the badge, so...  yay, I guess?  :P

Tormuse, level 46 Marine,
killed on Precipice of Defeat by a toxic reaver.

He survived for 61306 turns.
The run time was 15h 17m 28s.
World seed was 87079.
He scored 11467 points.
He was ULTRAVIOLENT!
He challenged the Gauntlet trial.

Death log
 * your action, you're at 7 health
 * Burning deals 0 damage to you
 * your action, you're at 10 health
 * Burning deals 0 damage to you
 * your action, you're at 11 health
 * armored ravager deals 4 damage to you
 * toxic reaver deals 17 damage to you
 * health down to -9, you die

Gauntlet L4 - Secure Vault
Gauntlet L10 - Exalted Summons
Gauntlet L12 - The Hunt
Gauntlet L14 - Infestation
Gauntlet L16 - Exalted Curse
Gauntlet L32 - Exalted Curse
Gauntlet L39 - Lockdown
Gauntlet L48 - Volatile Storage

Awards
  Gauntlet Diamond Badge
   * Reach L50 in the Gauntlet Trial

He killed 2745 out of 2785 enemies.

 108former grunts           15 security sentries
 18 former grenadiers       18 military sentries
 13 corrupted grenadiers    5  CalSec bots
 32 hellish grenadiers      3  security bots
 16 former CRI  grenadiers  16 military bots
 2  CRI grenadiers          3  guardian bots
 42 former soldiers         106reavers
 102corrupted soldiers      25 cryoreavers
 87 hellish soldiers        66 toxic reavers
 30 former CRI soldiers     212archreavers
 15 former sergeants        49 kerberi
 17 corrupted sergeants     38 cyberi
 23 hellish sergeants       7  cryoberi
 11 former CRI sergeants    10 toxiberi
 66 former guards           53 medusae
 30 former commandoes       97 archmedusae
 45 corrupted commandoes    50 ravagers
 66 hellish commandoes      77 armored ravagers
 26 former CRI commandoes   14 siege ravagers
 8  CRI commandoes          71 plasma ravagers
 4  former heavies          25 CRI marines
 18 corrupted heavies       15 CRI bots
 38 hellish heavies         68 guardians
 2  former CRI heavies      62 frost guardians
 14 fanatics                53 sentinels
 166fiends                  68 warlocks
 66 fire fiends             39 archwarlocks
 24 ice fiends              9  watchers
 25 toxic fiends            14 cryowatchers
 10 CalSec sentries         11 pyrowatchers

Traits
  Skilled L3
  Ironman L3
  Furious L3
  Hellrunner L3
  Son of a Gun L3
  Reloader L3
  Sustained fire L1
  Tough as Nails L3
  Rip and tear L3
  Army Surplus L3
  Cover Master L2
  Bloodhound L3
  Field Medic L3
  Whizkid L3
  Angry Motherfucker L3
  SURVIVOR L2

Trait order
  Hr->AMf->TaN->AMf->MSV->Iro->AMf->Iro->
  MSV->Cov->Cov->Arm->Whk->Whk->Whk->Rel->
  TaN->Arm->TaN->Fur->SoG->SoG->Fur->Hr->
  RaT->RaT->FMc->FMc->FMc->Fur->RaT->SoG->
  Iro->SF->Arm->Hr->Ski->Blo->Blo->Blo->
  Ski->Rel->Rel->Ski

Equipment
  Slot #1 : CCB plasma pistol +BAVC
   * Freezing 2
   * Vampiric 3
   * Precise
   * Barbed 3
   * Auto-calibrated
   * CC BioLabs

  Slot #2 : MDF .44 deagle +BC
   * Barbed 3
   * Freezing 2
   * Auto-calibrated
   * Mimir Defence Force
   * Unflinching aim

  Slot #3 : AT 9mm frag shotgun +BA
   * Stabilized 1
   * Second chamber
   * Auto-calibrated
   * AsterTech
   * Shredder
   * Slowdown

  Body : MDF medi-fiber armor PB3
   * Carrier
   * Auto-repair
   * Padded
   * Fire-resistant
   * Mimir Defence Force
   * Medi-fiber

  Head : blast helmet PA2
   * Critical 10
   * Crit Enhancer 25
   * Aim assist
   * Blast shield

  Utility : AV2 utility AMP
   * Metabolic boost
   * Carrier

  Relic : toxic reaver's spleen
   * Mephitic Curse


Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x46)
  rocket (x10)
  7.62 ammo (x100)
  .44 ammo (x38)
  9mm ammo (x40)


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