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1
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
2
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
3
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.
4
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)
5
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.
6
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)
7
Post Mortem / Re: [1.3a|U|Sc|YAAM] You look down and you see a tortoise...
« on: April 30, 2022, 23:40 »
Thanks! :D
I don't know about "great," but it does relatively high damage for 9mm ammo, and has the benefit that Scavenger 1 gets you as much ammo as you want for it in late game. There are certainly better weapons out there, but it served me well until I got my melee game off the ground. :)
I have always found the scrapgun pretty crap, so is there something I am missing that makes it great?
I don't know about "great," but it does relatively high damage for 9mm ammo, and has the benefit that Scavenger 1 gets you as much ammo as you want for it in late game. There are certainly better weapons out there, but it served me well until I got my melee game off the ground. :)
8
Releases / Re: The Inferno Module
« on: April 12, 2022, 19:33 »
The current version of Inferno already works with version 0.9.9.7 of DRL. (The current version of DRL) I got it from this link that Tehtmi posted on page 8 of this thread. I've been playing it on version 0.9.9.7 for years, (from time to time) and it's always worked fine.
EDIT: Here are Tehtmi's instructions from 2017 for getting it working.
EDIT: Here are Tehtmi's instructions from 2017 for getting it working.
9
Modding / Re: WolfRL
« on: April 11, 2022, 20:16 »is there a link for this if so please post it
I haven't tried it, but someone posted this link not too long ago. It looks like they just uploaded their entire copy of DRL along with the WolfRL mod for it. Give it a try.
10
Post Mortem / [1.3a|U|Sc|YAAM] You look down and you see a tortoise...
« on: April 11, 2022, 14:25 »
After my Gunrunner game from the other day, I got the idea to do another Gunrunner build, this time focusing on melee, for a "Bladerunner" build. :D
This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies. Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time. :) (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second) :D
Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6. By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.
Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...
Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me. There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds. (Soulstealer was so charged up that the killing blow did no less than 766 damage!) :D
This was considerably easier than the game where I was relying on ranged weapons, since this time, I didn't have to improvise any ammo-saving strategies. Also, one of the nice things about using melee with this build is that the act of attacking into a square (assuming you kill the target) counts as a move, so sometimes, I was able to chain together several melee attacks in a row, each one taking 0.25 seconds of time. :) (I pretty much knew this was going to be a fun run once I hit Gunrunner 2, and proceeded to use my katana to cut down three exalted ravagers in less than a second) :D
Of course, for the early game, I had to rely on ranged weapons more, and I was helped along immensely by the Scrapgun unique, and to a lesser degree by an advanced hunter rifle with barbed 6. By late game, I had a really nice advanced plasma shotgun with critical 50, which combined with SoG 3, gave me 100% critical chance with each shot, and also sustain, which took away ammo worries, but by then, I already had a really nice katana, and SoG combined with Executioner 1 gave me 100% crit chance with that, so I had pretty much switched exclusively to melee anyway.
Other things that helped the run included the duramesh armour, that I modded for bleeding protection, and...
Spoiler: ...the Dark Cathedral secret... (click to show/hide)
Toward the end, I pumped all my levels into hellrunner, dodgemaster, and dash, to help me get out of (and sometimes into) danger faster, and to max out my dodge chance, so my enemies could barely touch me. There were still a few close calls where I nearly died due to trying to bite off more than I could chew, but I had enough contingencies in place, such as stealthing, smoke grenades, phase kits, etc, that I was able to keep going, and I managed to take out Harbinger by simply charging up to him and whacking him repeatedly with Soulstealer, and he fell in a few seconds. (Soulstealer was so charged up that the killing blow did no less than 766 damage!) :D
Tormuse, level 18 Scout,
defeated the Harbinger against all odds.
He survived for 17177 turns.
The run time was 5h 4m 13s.
World seed was 2508.
He scored 7798 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Infestation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Scrapgun
EUROPA L2 - Low Power
Europa Concourse -> Europa Ruins L1
Europa Ruins L2 - Exalted Summons
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
IO L3 -> Shadow Halls L1
Shadow Halls L1 - Exalted Summons
Shadow Halls L2 -> Dark Cathedral
Dark Cathedral - Cleared!
The Shattered Abyss - Cleared!
The Shattered Abyss - found Soulstealer
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K
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 849 out of 849 enemies.
46 former grunts 7 security sentries
6 corrupted grunts 9 CalSec bots
1 former CRI grunt 4 security bots
6 former grenadiers 55 reavers
1 corrupted grenadier 43 cryoreavers
2 former CRI grenadiers 19 toxic reavers
19 former soldiers 47 archreavers
21 corrupted soldiers 8 kerberi
9 former CRI soldiers 10 cyberi
6 former sergeants 17 cryoberi
4 corrupted sergeants 6 toxiberi
4 former CRI sergeants 16 medusae
25 former guards 8 archmedusae
2 corrupted guards 29 ravagers
3 former commandoes 21 armored ravagers
14 corrupted commandoes 8 siege ravagers
2 former CRI commandoes 21 plasma ravagers
7 security drones 22 CRI marines
12 combat drones 21 CRI bots
115fiends 15 guardians
26 fire fiends 4 sentinels
32 ice fiends 13 warlocks
22 toxic fiends 5 archwarlocks
11 CalSec sentries
Traits
Dash L2
Hellrunner L3
Son of a Gun L3
Executioner L1
Hoarder L1
Dodgemaster L3
Scavenger L1
GUNRUNNER L3
Trait order
SoG->SoG->SoG->Das->Hor->MGU->Hr->Scv->
MGU->Exe->Hr->Dm->MGU->Dm->Hr->Dm->
Das
Equipment
Slot #1 : Scrapgun +A
* Calibrated 1
* Auto-calibrated
* Spin-up
Slot #2 : AV3 plasma shotgun +A
* Calibrated 1
* Auto-calibrating 6%
* Critical 50
* Sustain
Slot #3 : Soulstealer
Body : duramesh scout armor P
* Meshed
* Duramesh
Head : - NONE -
Utility : AV3 utility AMP
* Camoboost
* Silent
Relic : cryoreaver's claw
* Windchill
Permanents
Medusa's Curse
Demonblood
Inventory
energy cell (x100)
9mm ammo (x100)
plasma grenade (x1)
gas grenade (x3)
EMP grenade (x1)
krak grenade (x3)
smoke grenade (x3)
CRI phase kit (x2)
large combat pack
large combat pack
combat pack (x2)
stimpack (x1)
11
Post Mortem / [1.3a|U|Sc|YAAM] Run 'n gun
« on: April 09, 2022, 11:07 »
For no particular reason, I decided to do a UV game with a Gunrunner build, and got conqueror. Yay! :D (100% kills too!) :) I had serious doubts about my ability to win toward the end, since I was almost completely out of ammo, even with scavenger 3, but I just barely managed to pull it off.
I was very speedy! Between HR 3, the Exosuit unique, and the metabolic boost from my amp, I was moving at 0.5 seconds per move, (0.3 seconds while dashing) which went well with my chaingun with barbed 3, and actually turned out to be crucial for saving ammo at the end, since I could hit enemies with a few rounds, and then move fast enough to keep away from them while they bled to death. In some cases, I even just danced back and forth in front of them, while they had a lot of difficulty hitting me, due to my dodge chance. (Although I seriously wonder how to hit chances work in this, since they were sometimes still able to hit me, despite, in some cases, supposedly having -290% accuracy from bleeding stacks)
Another thing that was a big help was that super shotgun with rush 10, (damage bonus after move) which synergized nicely with the build, which is based on constantly moving. I was pretty pleased to be able to deliver the coup de grace to Harbinger with my last shot from that gun. :)
I was disappointed to find that the sustain mod didn't seem to work with the rail rifle. (Or didn't work consistently?) I think there were some shots that returned ammo as expected, but mostly not, and I'm not sure why that is. If the mod had worked properly, a lot of my ammo worries would have been alleviated, particularly in Dante Inferno, which was a huge ammo drain, with very little return.
At one point, in the interest of saving ammo, I picked up a katana from the ground to whack a couple of reavers, and I noticed that Gunrunner's reduced attack time applied to melee weapons too, so now, I really want to do a melee-focused Gunrunner build game. (Bladerunner, anyone?) :D
I was very speedy! Between HR 3, the Exosuit unique, and the metabolic boost from my amp, I was moving at 0.5 seconds per move, (0.3 seconds while dashing) which went well with my chaingun with barbed 3, and actually turned out to be crucial for saving ammo at the end, since I could hit enemies with a few rounds, and then move fast enough to keep away from them while they bled to death. In some cases, I even just danced back and forth in front of them, while they had a lot of difficulty hitting me, due to my dodge chance. (Although I seriously wonder how to hit chances work in this, since they were sometimes still able to hit me, despite, in some cases, supposedly having -290% accuracy from bleeding stacks)
Another thing that was a big help was that super shotgun with rush 10, (damage bonus after move) which synergized nicely with the build, which is based on constantly moving. I was pretty pleased to be able to deliver the coup de grace to Harbinger with my last shot from that gun. :)
I was disappointed to find that the sustain mod didn't seem to work with the rail rifle. (Or didn't work consistently?) I think there were some shots that returned ammo as expected, but mostly not, and I'm not sure why that is. If the mod had worked properly, a lot of my ammo worries would have been alleviated, particularly in Dante Inferno, which was a huge ammo drain, with very little return.
At one point, in the interest of saving ammo, I picked up a katana from the ground to whack a couple of reavers, and I noticed that Gunrunner's reduced attack time applied to melee weapons too, so now, I really want to do a melee-focused Gunrunner build game. (Bladerunner, anyone?) :D
Tormuse, level 18 Scout,
defeated the Harbinger against all odds.
He survived for 16286 turns.
The run time was 6h 25m 47s.
World seed was 8888.
He scored 7621 points.
He was ULTRAVIOLENT!
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L2 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
Europa Concourse - Secure Vault
EUROPA L5 -> The Pit
The Pit - found Denial
The Pit - Cleared!
IO L5 - Lockdown
IO L5 -> Io Warehouse
Io Warehouse - found Exosuit
Io Warehouse - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found BFT 10K
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 831 out of 831 enemies.
60 former grunts 14 toxic fiends
6 corrupted grunts 11 CalSec sentries
1 former CRI grunt 7 security sentries
6 former grenadiers 2 military sentries
5 corrupted grenadiers 8 CalSec bots
6 former CRI grenadiers 4 security bots
2 CRI grenadiers 1 military bot
7 former soldiers 28 reavers
16 corrupted soldiers 29 cryoreavers
7 former CRI soldiers 18 toxic reavers
6 former sergeants 54 archreavers
6 corrupted sergeants 12 kerberi
3 former CRI sergeants 8 cyberi
25 former guards 13 cryoberi
4 corrupted guards 8 toxiberi
4 former commandoes 11 medusae
10 corrupted commandoes 4 archmedusae
6 former CRI commandoes 31 ravagers
2 CRI commandoes 14 armored ravagers
1 former heavy 7 siege ravagers
3 corrupted heavies 7 plasma ravagers
5 security drones 34 CRI marines
4 combat drones 9 CRI bots
2 military drones 15 guardians
77 fiends 2 sentinels
39 fire fiends 9 warlocks
50 ice fiends 12 archwarlocks
Traits
Dash L1
Hellrunner L3
Son of a Gun L3
Hoarder L2
Dodgemaster L2
Scavenger L3
GUNRUNNER L3
Trait order
SoG->SoG->SoG->Das->MGU->Hr->Hr->Dm->
MGU->Hor->Hor->Scv->MGU->Dm->Scv->Hr->
Scv
Equipment
Slot #1 : AV1 chaingun +BA
* Swap Harness
* Calibrated 1
* Auto-calibrated
* Barbed 3
* Spin-up
Slot #2 : AV2 rail rifle BS
* Swap Harness
* Sustain
* Extended Mag 8
* Hunter 8
* Scope
Slot #3 : 12ga super shotgun A
* Calibrated 1
* Rush 10
* Rinse, Repeat
Body : Exosuit
Head : analytic visor B
* Durable
* Aim assist
* Tactical computer
Utility : AV2 utility AMP
* Metabolic boost
* Energetic
Relic : - NONE -
Permanents
CRI backpack
Inventory
energy cell (x21)
7.62 ammo (x2)
gas grenade (x2)
smoke grenade (x2)
CRI phase kit (x2)
multitool (x1)
large medkit
12
Releases / Re: The Elevator of Dimensions (0.9.2)
« on: April 08, 2022, 10:30 »I know this forum, and this game, and this whole site are dead as hell, but I'd really like to download this mod and the link doesn't work =(
Here. I just threw my copy on my Google Drive. Try this link. :)
13
Post Mortem / [1.2d|N!|Te|YASD] Explored a little too far
« on: March 11, 2022, 22:53 »
So I wanted to get the CRI and Jovisec Diamond badges for winning on Nightmare difficulty masterless as an explorer, and I decided to try playing as a technician, since I have the fewest victories with that class. Ultimately, I failed, I'd say mostly due to trying to complete the Dante Inferno special level, even though (as I found out from Kornel after the fact) it wasn't actually necessary to do so. (Oops!)
The run was carried by finding "Vengeance," a unique hunter rifle with a significant damage boost, plus incremental critical chance boosts from consecutive shots without reloading, which was later helped by armour with "loading feed," so I didn't have to manually reload it, so it permanently kept the critical bonus maxed out, consistently doing quadruple+ damage with each shot. (I was slightly disappointed to discover that there's a cap on how high the critical bonus can go; I half expected it to keep climbing into the thousands of percent, until I could one-shot anything; oh well...) :P
I recorded the whole run, which you can watch at the following links.
Part 1 - Callisto
Part 2 - Europa
Part 3 - Io
Part 4 - Dante
The recordings mostly speak for themselves, so I can't think what else to comment on. The only other really notable decision I made along the way was getting rid of the Ravager's Heart relic at the end of Io. I have no idea whether or not that was the right decision, but considering that I ran out of health items at the end, maybe it was a mistake? Who knows?
The run was carried by finding "Vengeance," a unique hunter rifle with a significant damage boost, plus incremental critical chance boosts from consecutive shots without reloading, which was later helped by armour with "loading feed," so I didn't have to manually reload it, so it permanently kept the critical bonus maxed out, consistently doing quadruple+ damage with each shot. (I was slightly disappointed to discover that there's a cap on how high the critical bonus can go; I half expected it to keep climbing into the thousands of percent, until I could one-shot anything; oh well...) :P
I recorded the whole run, which you can watch at the following links.
Part 1 - Callisto
Part 2 - Europa
Part 3 - Io
Part 4 - Dante
The recordings mostly speak for themselves, so I can't think what else to comment on. The only other really notable decision I made along the way was getting rid of the Ravager's Heart relic at the end of Io. I have no idea whether or not that was the right decision, but considering that I ran out of health items at the end, maybe it was a mistake? Who knows?
Tormuse, level 16 Technician,
killed on Dante Inferno by a toxic reaver.
He survived for 11555 turns.
The run time was 5h 40m 50s.
World seed was 6449.
He scored 6626 points.
He opposed the NIGHTMARE!
Death log
* your action, you're at 5 health
* your action, you're at 5 health
* toxic reaver deals 8 damage to you
* health down to -3, you die
CALLISTO L2 - Volatile Storage
Callisto Hub -> Valhalla Terminal L1
Valhalla Terminal L2 - Low Power
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - found Vengeance
Valhalla Command - Cleared!
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L3 - Low Power
Europa Dig Zone L3 -> Tyre Outpost
IO L3 - Volatile Storage
Io Nexus -> Io Black Site L1
Io Black Site L1 - The Hunt
Io Black Site L2 -> Black Site Vaults
Dante Station L2 - The Hunt
Awards
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Explorer Ribbon (+100)
* Visited all encountered special levels
He killed 863 out of 1033 enemies.
34 former grunts 3 toxic fiends
1 former CRI grunt 14 CalSec sentries
1 former grenadier 12 security sentries
1 corrupted grenadier 2 military sentries
6 former CRI grenadiers 16 CalSec bots
19 former soldiers 8 security bots
24 corrupted soldiers 2 guardian bots
15 hellish soldiers 16 reavers
1 former CRI soldier 26 cryoreavers
12 former sergeants 22 toxic reavers
1 corrupted sergeant 24 archreavers
1 hellish sergeant 9 cyberi
2 former CRI sergeants 9 cryoberi
18 former guards 9 toxiberi
6 former commandoes 16 medusae
17 corrupted commandoes 11 archmedusae
16 hellish commandoes 19 ravagers
7 former CRI commandoes 24 armored ravagers
3 former heavies 4 siege ravagers
2 corrupted heavies 17 plasma ravagers
3 hellish heavies 22 CRI marines
2 security drones 10 CRI bots
2 combat drones 13 guardians
52 fiends 9 sentinels
26 fire fiends 3 warlocks
15 ice fiends 5 archwarlocks
Traits
Whizkid L3
Cover Master L3
Son of a Gun L3
Hoarder L2
Headshot L2
Scavenger L1
Grenadier L1
Trait order
SoG->SoG->SoG->Cov->Cov->Hor->Hsh->Whk->
Whk->Whk->Gre->Scv->Hor->Cov->Hsh
Equipment
Slot #1 : Vengeance
* Scope
Slot #2 : AV2 9mm SMG +B2
* Barbed 1
* Critical 40
* Auto-calibrated
* Speed-loader
* Frenzy 3
Slot #3 : AV2 12ga auto-shotgun +BA
* Autoloader
* Specialist
* Calibrated 1
* Auto-calibrating 74%
* Critical 40
Slot #4 : CRI BFT9K B
* Swap Harness
* BFT
Body : AV2 basic armor PB2
* Loading feed
* Durable
* Carrier
* Compartments
* Padded
Head : AV2 tactical visor PB
* Crit Enhancer 25
* Health Monitor
* Durable
* Aim assist
Utility : AV2 utility AMP
* Metabolic boost
* Auto-med 10
Relic : - NONE -
Permanents
Relic Corruption
Inventory
energy cell (x100)
energy cell (x57)
12ga shell (x50)
12ga shell (x16)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x2)
9mm ammo (x16)
gas grenade (x2)
EMP grenade (x1)
smoke grenade (x2)
multitool (x2)
14
Post Mortem / [U|YAAM/YAFW] Focused Shottyhead
« on: January 22, 2022, 18:18 »
I recently got inspired to see if I could make use of a focused double shotgun with a Shottyhead build. It's something I got the idea for forever ago, but somehow, never actually put it into practice. I played on ultraviolence, because I wasn't in the mood for anything too strenuous.
Fortunately, for this run, I got all the mods I needed fairly early on, but unfortunately, the first double shotgun spawned in Deimos Lab. (Normally, I'd find probably three of them by that time; oh well...) I basically didn't use the combat shotgun after that; I'm not even sure why I carried it with me to the end, quite frankly. :P
I nearly died to the pair of shamblers, (brought me down to one med pack) since they don't seem to be very susceptible to shotguns, and the lack of eagle eye meant my other weapons were less effective, but after that, it was pretty smooth sailing, as long as I could keep my shotgun shell supply up, which I managed by occasionally luring arch-viles over to sergeant groups, so I could farm them for shells.
The Shottyhead build is ridiculously ammo-hungry, due to...
a) the simple fact that you just fire so damn fast...
b) it blocks SoB trait, so you can't increase your damage much, and...
c) the fact that firing so fast means you push all enemies to the edge of your weapon's range in the space of a second, so you're doing even less damage.
The focused double shotgun helps mitigate this, though in practice I don't think it made a huge difference. I still had to rely on my other weapons, which I juggled between, including Azrael's Scythe in the late game, for which I took a detour to berserker. I used up all my shells in the Mortuary, and I never really built the supply up after that, but I made sure to save some for the end, so I could use them to deliver the coup de grace to JC. :)
Fortunately, for this run, I got all the mods I needed fairly early on, but unfortunately, the first double shotgun spawned in Deimos Lab. (Normally, I'd find probably three of them by that time; oh well...) I basically didn't use the combat shotgun after that; I'm not even sure why I carried it with me to the end, quite frankly. :P
I nearly died to the pair of shamblers, (brought me down to one med pack) since they don't seem to be very susceptible to shotguns, and the lack of eagle eye meant my other weapons were less effective, but after that, it was pretty smooth sailing, as long as I could keep my shotgun shell supply up, which I managed by occasionally luring arch-viles over to sergeant groups, so I could farm them for shells.
The Shottyhead build is ridiculously ammo-hungry, due to...
a) the simple fact that you just fire so damn fast...
b) it blocks SoB trait, so you can't increase your damage much, and...
c) the fact that firing so fast means you push all enemies to the edge of your weapon's range in the space of a second, so you're doing even less damage.
The focused double shotgun helps mitigate this, though in practice I don't think it made a huge difference. I still had to rely on my other weapons, which I juggled between, including Azrael's Scythe in the late game, for which I took a detour to berserker. I used up all my shells in the Mortuary, and I never really built the supply up after that, but I made sure to save some for the end, so I could use them to deliver the coup de grace to JC. :)
--------------------------------------------------------------
DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------
Tormuse, level 16 Apostle Chaos Lt. General Scout,
nuked the Mastermind at the Hell Fortress.
He survived 244955 turns and scored 422793 points.
He played for 6 hours, 15 minutes and 29 seconds.
He was a man of Ultra-Violence!
He killed 1217 out of 1217 hellspawn. (100%)
This ass-kicking marine killed all of them!
He saved himself 3 times.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 11
Levels completed : 11
-- Awards ----------------------------------------------------
Medal of Prejudice
UAC Star (silver cluster)
Aurora Medallion
Conqueror Badge
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
-- Graveyard -------------------------------------------------
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###########################################################
-- Statistics ------------------------------------------------
Health 92/60 Experience 128564/16
ToHit Ranged +0 ToHit Melee +4 ToDmg Ranged +0 ToDmg Melee +6
-- Traits ----------------------------------------------------
Class : Scout
Ironman (Level 1)
Finesse (Level 2)
Hellrunner (Level 2)
Reloader (Level 2)
Brute (Level 2)
Juggler (Level 1)
Berserker (Level 1)
Dodgemaster (Level 1)
Whizkid (Level 2)
Shottyman (Level 1)
Shottyhead (Level 1)
Rel->Rel->Fin->HR->Jug->Fin->WK->WK->SM->MSh->Bru->Bru->Ber->Iro->HR->DM->
-- Equipment -------------------------------------------------
[a] [ Armor ] red armor [4] (AO)
[b] [ Weapon ] focused double shotgun (9d4)x2 [0/2] (P1)
[c] [ Boots ] phaseshift boots [4/4] (100%) (A)
[d] [ Prepared ] Azrael's Scythe (9d9)
-- Inventory -------------------------------------------------
[a] combat shotgun (7d3) [5/5] (T1)
[b] tactical rocket launcher (6d6) [5/5] (T1)
[c] gatling gun (1d7)x6 [60/60]
[d] hyperblaster (2d4)x3 [40/40]
[e] 10mm ammo (x140)
[f] shotgun shell (x33)
[g] rocket (x13)
[h] power cell (x70)
[i] power cell (x70)
[j] power cell (x70)
[k] small med-pack
[l] small med-pack
[m] small med-pack
[n] large med-pack
[o] large med-pack
[p] homing phase device
[q] lava steel boots [1]
[r] 10mm ammo chain (x204)
[s] rocket box (x20)
[t] power battery (x120)
-- Resistances -----------------------------------------------
Bullet - internal 60% torso 60% feet 60%
Melee - internal 60% torso 60% feet 60%
Shrapnel - internal 60% torso 60% feet 60%
Acid - internal 60% torso 60% feet 60%
Fire - internal 60% torso 85% feet 60%
Plasma - internal 60% torso 60% feet 60%
-- Kills -----------------------------------------------------
83 former humans
67 former sergeants
72 former captains
130 imps
108 demons
322 lost souls
80 cacodemons
35 hell knights
77 barons of hell
48 arachnotrons
17 former commandos
26 pain elementals
53 revenants
25 mancubi
44 arch-viles
7 elite former humans
5 elite former sergeants
5 elite former captains
2 elite former commandos
2 bruiser brothers
2 shamblers
1 lava elemental
1 agony elemental
1 Angel of Death
1 Cyberdemon
1 Spider Mastermind
1 John Carmack
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 9 he entered Deimos Lab.
On level 9 he assembled a focused double shotgun!
On level 9 he assembled a gatling gun!
On level 9 he assembled a tactical boots!
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he found the Acid Spitter!
On level 12 he assembled a lava boots!
On level 12 he romped upon the Abyssal Plains.
He slaughtered the beasts living there.
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he found the Medical Powerarmor!
On level 16 he found the Tower of Babel!
On level 17 he invaded the Unholy Cathedral!
On level 17 he found the Azrael's Scythe!
He then destroyed the Unholy Cathedral!
On level 19 he entered the Vaults.
He cracked the Vaults and cleared them out!
On level 20 he was foolish enough to enter the Mortuary!
On level 20 he assembled a tactical rocket launcher!
On level 20 he found the Angelic Armor!
He managed to clear the Mortuary from evil!
On level 21 he stumbled into a complex full of arch-viles!
On level 21 he assembled a hyperblaster!
On level 22 he ran for his life from lava!
On level 22 he entered the Lava Pits.
He managed to clear the Lava Pits completely!
Then at last he found Dis!
He overloaded a nuclear BFG 9000 on level 24!
He defeated the Mastermind and found the TRUE EVIL!
Then finally in Hell itself, he killed the final EVIL.
-- Messages --------------------------------------------------
You see : John Carmack (mortally wounded) | pool of blood | [ m ]ore
The lost soul dies. The revenant dies. The revenant dies. The lost soul dies.
The revenant dies. The revenant dies. You need to taste blood!
The lost soul hits you. You need to taste blood! There is rocket (x3) lying
here.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
You need to taste blood! There is rocket (x3) lying here.
You reload the focused double shotgun. The lost soul hits you. You need to
taste blood! There is rocket (x3) lying here. There is rocket (x3) lying
here.
Fire -- Choose target...
You see : John Carmack (almost dead) | pool of blood | [ m ]ore
John Carmack dies. Congratulations! You defeated John Carmack! Press
<Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
1758 brave souls have ventured into Phobos:
1378 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.
--------------------------------------------------------------
15
Century Lounge / Re: [M|Ao100|3%|YAVP] Pacifistic tendencies
« on: December 30, 2021, 08:46 »
Hmm... I wonder if I could do something similar in JH. Hmm... :P