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16
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: January 10, 2024, 19:16 »
I've added checkboxes for every suggestion now.
[ ] = Not yet implemented.
[X] = Implemented.
[~] = Partially implemented.
[?] = Uncertain if implemented.
Strikethroughs = Suggestion rejected.
[ ] = Not yet implemented.
[X] = Implemented.
[~] = Partially implemented.
[?] = Uncertain if implemented.
Strikethroughs = Suggestion rejected.
17
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 10, 2024, 04:17 »How is #3 a bug? It should be commented out if not used.
Oh, I meant that by default it's commented out. If a player wanted to use it, they would first have to fill in the quotations to have their name set, and also delete the hyphens.
18
Requests For Features / Re: DoomRL 0.9.9.8 BETA 2
« on: January 09, 2024, 19:10 »
Great release!
I played a round of HNTR attempting 100% conqueror but decided to end the game shortly after the Cyberdemon. I used a goofy mix of stuff to test out the new version and have both my mortem and a video if needed.
Bug #1 - Backpack and Schematics are indestructible, but they also can be picked up infinitely. By mashing, I have made my player profile show that I've assembled 18 Chainswords.
Bug #2 - Audio gets buggy when there are multiple sounds simultaneously. At first I thought this was due to using RunWait and it might just be a bug with that, but even running around normal levels with lots of enemies around I had this issue. It's worth mentioning that I always used DEFAULT, but this was my first game using SDL.
Bug #3 - In the config.txt file, AlwaysName is hyphened such that it's commented out.
Other notes:
I went with Reloader x2 and Ironman x3, and they're both quite powerful now. I found Reloader to be extremely helpful with Shotgun, which is also generally the best starter weapon and was able to clear out enemies pretty safely. I don't believe Reloader is in broken territory however as many weapons, especially melee weapons, won't benefit as much by fast reloading speeds, ammo boxes nullify its effect, and long games tend to lead to weapons with infinite firing. Ironman's extra resistances was very helpful, but not overpowered, and it certainly would make a player more inclined to select it. Once more of the ideas are fleshed out, I'll do some theorycrafting of what Ironman x5 with some end game equipment might become. I think in standard games where reaching level 20 is more common, it should be fairly balanced, but I'm curious how it will be in Angel of 100 and Archangel of 666.
I just so happened to find Jackhammer in Deimos Lab, and got to try out both the buff and modding it since I picked Technician. It was a solid weapon and neither too weak or too strong, even for where I was in the game at that point.
I battled against the Cyberdemon using a BFG and Reloader helped make it much safer, but this was also balanced well by not being able to fire the BFG out of range.
I found a Rocket Box which now holds 25 Rockets and it seemed to work fine.
The kill spree appeared to be fixed.
Loud audio from wall-destroying levers seems to be fixed.
I played a round of HNTR attempting 100% conqueror but decided to end the game shortly after the Cyberdemon. I used a goofy mix of stuff to test out the new version and have both my mortem and a video if needed.
Bug #1 - Backpack and Schematics are indestructible, but they also can be picked up infinitely. By mashing, I have made my player profile show that I've assembled 18 Chainswords.
Bug #2 - Audio gets buggy when there are multiple sounds simultaneously. At first I thought this was due to using RunWait and it might just be a bug with that, but even running around normal levels with lots of enemies around I had this issue. It's worth mentioning that I always used DEFAULT, but this was my first game using SDL.
Bug #3 - In the config.txt file, AlwaysName is hyphened such that it's commented out.
Other notes:
I went with Reloader x2 and Ironman x3, and they're both quite powerful now. I found Reloader to be extremely helpful with Shotgun, which is also generally the best starter weapon and was able to clear out enemies pretty safely. I don't believe Reloader is in broken territory however as many weapons, especially melee weapons, won't benefit as much by fast reloading speeds, ammo boxes nullify its effect, and long games tend to lead to weapons with infinite firing. Ironman's extra resistances was very helpful, but not overpowered, and it certainly would make a player more inclined to select it. Once more of the ideas are fleshed out, I'll do some theorycrafting of what Ironman x5 with some end game equipment might become. I think in standard games where reaching level 20 is more common, it should be fairly balanced, but I'm curious how it will be in Angel of 100 and Archangel of 666.
I just so happened to find Jackhammer in Deimos Lab, and got to try out both the buff and modding it since I picked Technician. It was a solid weapon and neither too weak or too strong, even for where I was in the game at that point.
I battled against the Cyberdemon using a BFG and Reloader helped make it much safer, but this was also balanced well by not being able to fire the BFG out of range.
I found a Rocket Box which now holds 25 Rockets and it seemed to work fine.
The kill spree appeared to be fixed.
Loud audio from wall-destroying levers seems to be fixed.
19
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 23, 2023, 11:35 »
I like all of these ideas, great suggestions!
20
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 14, 2023, 17:21 »
Both suggestions are great ideas. Having mute enemies is definitely a design to make them stronger, but I can agree that the slight nerf to them with making sounds is a worthwhile trade-off for less "cheating" and more sensical, canonical gameplay.
21
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 12, 2023, 20:43 »
Regarding having enemies revealed, I agree in that it would need more opinions.
Regarding Power Armor, I like the idea. Having a set value is better when the prior value is lower, and it's a clever way to indirectly buff Green Armor and Blue Armor with the assembly.
Regarding your proposed assembly of Blood Sword, I agree that if you are using a melee build, giving up an Onyx Pack is a big cost. An Onyx Pack into a weapon is a bit of a wild idea, but I wouldn't be opposed to it. However, I do think easy access to Vampyre would be overpowered. Any build could use it, assuming they have at least an extra point or two across Brute or even Eagle Eye, or even just finishing it with an Agility Pack. With this, you could take a Cateye build for example, have this as a support weapon, and be able to farm a weak respawning enemy for free recovery, whether it's coming from an Archvile cut off from approaching, Lost Souls from a Pain Elemental, or basically anything on Nightmare. For melee builds, use of Vampyre is to help kill everything and exit the floor with full health. For non-melee builds wielding this, there are various ways to also kill everything and also exit the floor with full health, especially when only the killing blow is required to gain the health, such as weakening enemies, luring them in, and the finishing them off for free health. I think Vampyre is too powerful to be accessible to all.
One suggestion I have is to change Mother-In-Law from PPPFN to PPFN, but maintaining the same effects and everything, just for consistency among assemblies.
Regarding Power Armor, I like the idea. Having a set value is better when the prior value is lower, and it's a clever way to indirectly buff Green Armor and Blue Armor with the assembly.
Regarding your proposed assembly of Blood Sword, I agree that if you are using a melee build, giving up an Onyx Pack is a big cost. An Onyx Pack into a weapon is a bit of a wild idea, but I wouldn't be opposed to it. However, I do think easy access to Vampyre would be overpowered. Any build could use it, assuming they have at least an extra point or two across Brute or even Eagle Eye, or even just finishing it with an Agility Pack. With this, you could take a Cateye build for example, have this as a support weapon, and be able to farm a weak respawning enemy for free recovery, whether it's coming from an Archvile cut off from approaching, Lost Souls from a Pain Elemental, or basically anything on Nightmare. For melee builds, use of Vampyre is to help kill everything and exit the floor with full health. For non-melee builds wielding this, there are various ways to also kill everything and also exit the floor with full health, especially when only the killing blow is required to gain the health, such as weakening enemies, luring them in, and the finishing them off for free health. I think Vampyre is too powerful to be accessible to all.
One suggestion I have is to change Mother-In-Law from PPPFN to PPFN, but maintaining the same effects and everything, just for consistency among assemblies.
22
Requests For Features / Re: DoomRL 0.9.9.8 BETA 1
« on: September 08, 2023, 20:40 »
BUG #9
While not truly a bug, I think the hindrance is significant enough to be considered one.
When you get Tracking Map, movement and general gameplay can be extremely slow when there are lots of enemies. I had one floor with a single Pain Elemental that stuttered my movement a lot and even firing was much slower. I've never experienced this in older versions.
While not truly a bug, I think the hindrance is significant enough to be considered one.
When you get Tracking Map, movement and general gameplay can be extremely slow when there are lots of enemies. I had one floor with a single Pain Elemental that stuttered my movement a lot and even firing was much slower. I've never experienced this in older versions.
23
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 08, 2023, 17:28 »
Regarding having enemies revealed, it would have to restrict all bonus levels, all boss levels, and all dark levels, but even then I think it would impact too much. Having that level of intel in a game that is strategic and tactical is extremely powerful. On HNTR where you might get a single group of 6-8 enemies, that also lets you see where a good portion of them are as you clear them out through the floor. I don't think having a few stragglers be annoying to find is enough to justify such a fundamental change.
Regarding Reloader, I think the point of still leaning more towards Finesse even with the buffs is a good point supporting the buff. I do agree it would be good to be cautious about such a large speed boost, but reloading is generally uncommon relative to firing, except Shotguns and Rocket Launchers that benefit from Shottyman anyway. I think if you reach experience level 12, there is a decent chance you may have a weapon that doesn't need as much reloading anyway, further making it difficult to justify Reloader x3. My proposed buff of 30% is to create a justification for it, but I can understand if it seems to be too much.
Just as a comment, I think Mother-In-Law would be pretty insane with Inquisitor Set.
Regarding the medals, I agree that Medal of Pacifism can be okay and the rest are pretty meh.
Regarding Reloader, I think the point of still leaning more towards Finesse even with the buffs is a good point supporting the buff. I do agree it would be good to be cautious about such a large speed boost, but reloading is generally uncommon relative to firing, except Shotguns and Rocket Launchers that benefit from Shottyman anyway. I think if you reach experience level 12, there is a decent chance you may have a weapon that doesn't need as much reloading anyway, further making it difficult to justify Reloader x3. My proposed buff of 30% is to create a justification for it, but I can understand if it seems to be too much.
Just as a comment, I think Mother-In-Law would be pretty insane with Inquisitor Set.
Regarding the medals, I agree that Medal of Pacifism can be okay and the rest are pretty meh.
24
Post Mortem / (0.9.9.8 BETA 1) [M|AoOC+AoB|6%|YAVP] Zen Master's Cross
« on: September 07, 2023, 20:36 »
While there is discussion to not have the medal Zen Master's Cross, I decided to try to go for it anyway. The medal requires that all kills are in the "other" category, as opposed to "fists", "knives", "pistols", or "shotgun". Other kills only seemingly count in-fighting, nukes, enemies dying in fluids, and other means of kills that are not directly from your weapon. One of the nice new features is that if for example, you are holding a Shotgun and a Demon dies in acid, it doesn't count as a "shotgun" kill but an "other" kill. Note that weapons of different categories such as Chainsaw, Rocket Launcher, etc will still count towards your kills in a general sense. The stipulation for this medal is that "Other" kills matches your total kills.
I figured the easiest way to earn this is Angel of Overconfidence + Angel of Berserk, so that I start near the end of the game, and can grab the Nuclear BFG as a way to kill The Spider Mastermind since there aren't any other ways to kill it. After a few tries, I got it pretty fast.
I saved the Chainsaw boost until entering Mortuary.
And lucky me, there were no Archviles on the right side.
After that, I continued on my way to the Spider Mastermind, blew up Dis, and got this strange medal!
Here's the mortem:
---
As amusing as this was, I still think this medal should be swapped for a different idea.
I figured the easiest way to earn this is Angel of Overconfidence + Angel of Berserk, so that I start near the end of the game, and can grab the Nuclear BFG as a way to kill The Spider Mastermind since there aren't any other ways to kill it. After a few tries, I got it pretty fast.
I saved the Chainsaw boost until entering Mortuary.
Spoiler (click to show/hide)
And lucky me, there were no Archviles on the right side.
Spoiler (click to show/hide)
After that, I continued on my way to the Spider Mastermind, blew up Dis, and got this strange medal!
Here's the mortem:
Spoiler (click to show/hide)
---
As amusing as this was, I still think this medal should be swapped for a different idea.
25
Requests For Features / Re: DoomRL 0.9.9.8 BETA 1
« on: September 07, 2023, 19:41 »
BUG #6
"Technicians now get starting tech mod on challenges that were (incorrectly) removing it."
This appears to be working exactly the same as version 0.9.9.7. The Technical Mod Pack is still removed for various challenges that wipe your inventory before replacing it.
"Technicians now get starting tech mod on challenges that were (incorrectly) removing it."
This appears to be working exactly the same as version 0.9.9.7. The Technical Mod Pack is still removed for various challenges that wipe your inventory before replacing it.
26
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 07, 2023, 18:53 »
I noticed that there are 41 assemblies and 50 medals now, which I'm pretty sure all the dummied out ones in the source code. I'd like to discuss them here:
Assembly: Mother-In-Law - Rocket Launcher (PPPFN) becomes 6d9 Rocket Launcher with instant recharge firing, blast radius 6. I think this is completely fine.
Medal: Medal of Pacifism - Win with 10% or less kills. I'd be fine with this and swap out one of our suggestions. Not a huge fan of it overall though.
Medal: Shotgunnery Cross - Win and killed everything (not necessarily 100%) with Shotguns/Fists. I'd say scrap this as it's basically just completing Angel of Shotgunnery.
Medal: Marksmanship Cross - Win and killed everything (not necessarily 100%) with Pistols/Fists. Scrap it, see above.
Medal: Zen Master's Cross - Win and killed everything (not necessarily 100%) without ever using Fists/Knives/Shotguns/Pistols. This is weird, I'd say no.
Medal: Purple Heart - Reach experience level 20+ and die. lolno
Medal: Gutts' Sorrow - Die while wielding Dragonslayer. lolno
Medal: Klear Cross - Nuke at least 12 levels in one game. This is basically the same as the other nuking medals, which revolves around finding Trigun. Granted, using it 12 times would require at least Ironman x2 with all Trigun nukes. I'd say no.
Assembly: Mother-In-Law - Rocket Launcher (PPPFN) becomes 6d9 Rocket Launcher with instant recharge firing, blast radius 6. I think this is completely fine.
Medal: Medal of Pacifism - Win with 10% or less kills. I'd be fine with this and swap out one of our suggestions. Not a huge fan of it overall though.
Medal: Shotgunnery Cross - Win and killed everything (not necessarily 100%) with Shotguns/Fists. I'd say scrap this as it's basically just completing Angel of Shotgunnery.
Medal: Marksmanship Cross - Win and killed everything (not necessarily 100%) with Pistols/Fists. Scrap it, see above.
Medal: Zen Master's Cross - Win and killed everything (not necessarily 100%) without ever using Fists/Knives/Shotguns/Pistols. This is weird, I'd say no.
Medal: Purple Heart - Reach experience level 20+ and die. lolno
Medal: Gutts' Sorrow - Die while wielding Dragonslayer. lolno
Medal: Klear Cross - Nuke at least 12 levels in one game. This is basically the same as the other nuking medals, which revolves around finding Trigun. Granted, using it 12 times would require at least Ironman x2 with all Trigun nukes. I'd say no.
27
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 07, 2023, 17:25 »
Regarding Throw for Combat Knife and Mjollnir, I agree. I was surprised when I looked up that Eagle Eye improves the accuracy and Brute does not. I would also argue that Finesse should improve the speed, which it currently does not. Furthermore, I haven't tested or checked this, but Brute's damage and Son of a Bitch should also affect Throw if they don't already. This also would indirectly give Mjollnir a nice buff.
Regarding bridges, I agree, but it might be too difficult to implement.
Regarding having enemies become revealed when there are only a few left, I'm leaning towards disagreeing. It would be a pretty fundamental change to the game, would affect a lot of levels and builds, and feels very non-canonical. Angel of Red Alert would become a lot easier, Angel of Darkness with it active would be weird, and almost all bonus levels with it would make them much easier (Hell's Arena, Chained Court, Hell's Armory, Spider's Lair, etc).
Two suggestions I had:
For darkness levels, the special message in the postmortems has a comma after the number, which prevents the forum's mortem tags on colouring the number. For example, change "On level 15, he was stumbling in the dark!" to "On level 15 he was stumbling in the dark!".
We've already discussed buffing Reloader from 20% to 25%, but I'm going to boldly suggest buffing this more to 30%. I feel like 30% would be very fast and truly make players start considering using it over other traits, instead of only picking it when their master trait requires it. I think getting up to 90% would also draw players into getting Reloader x3, which I can't seem to find anyone ever using it. 90% reloading speed would make most reloads close to instant, which is very powerful, but does require investment into it to make use of it. I'm slightly cautious about it possibly making Shotguns overpowered in the early game if you have Reloader x2, leading to a Shotgun having 1.0 firing speed and 0.4 reloading speed, as opposed to Finesse x2 with 0.6 firing speed and 1.0 reloading speed. However, the Finesse branch has arguably better advanced traits, and ammo boxes can nullify Reloader anyway. Shottyman also makes the need for Reloader mostly irrelevant for Shotguns anyway, but Reloader x3 could be useful for Minigun, Plasma Rifle, and others.
Regarding bridges, I agree, but it might be too difficult to implement.
Regarding having enemies become revealed when there are only a few left, I'm leaning towards disagreeing. It would be a pretty fundamental change to the game, would affect a lot of levels and builds, and feels very non-canonical. Angel of Red Alert would become a lot easier, Angel of Darkness with it active would be weird, and almost all bonus levels with it would make them much easier (Hell's Arena, Chained Court, Hell's Armory, Spider's Lair, etc).
Two suggestions I had:
For darkness levels, the special message in the postmortems has a comma after the number, which prevents the forum's mortem tags on colouring the number. For example, change "On level 15, he was stumbling in the dark!" to "On level 15 he was stumbling in the dark!".
We've already discussed buffing Reloader from 20% to 25%, but I'm going to boldly suggest buffing this more to 30%. I feel like 30% would be very fast and truly make players start considering using it over other traits, instead of only picking it when their master trait requires it. I think getting up to 90% would also draw players into getting Reloader x3, which I can't seem to find anyone ever using it. 90% reloading speed would make most reloads close to instant, which is very powerful, but does require investment into it to make use of it. I'm slightly cautious about it possibly making Shotguns overpowered in the early game if you have Reloader x2, leading to a Shotgun having 1.0 firing speed and 0.4 reloading speed, as opposed to Finesse x2 with 0.6 firing speed and 1.0 reloading speed. However, the Finesse branch has arguably better advanced traits, and ammo boxes can nullify Reloader anyway. Shottyman also makes the need for Reloader mostly irrelevant for Shotguns anyway, but Reloader x3 could be useful for Minigun, Plasma Rifle, and others.
28
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 06, 2023, 19:41 »
Some more suggestions after playing a more thorough game of the new beta version.
For the dodging bonus value on the stats screen, I think it should include the bonus value when running.
For levers that destroy walls, only make a singular explosion sounds, instead of seemingly dozens.
If Containment Area is destroyed by a nuke, disable the trap.
If Abyssal Plains is destroyed by a nuke, disable the wall trap. I'd say still let the Agony Elemental spawn.
For the dodging bonus value on the stats screen, I think it should include the bonus value when running.
For levers that destroy walls, only make a singular explosion sounds, instead of seemingly dozens.
If Containment Area is destroyed by a nuke, disable the trap.
If Abyssal Plains is destroyed by a nuke, disable the wall trap. I'd say still let the Agony Elemental spawn.
29
Post Mortem / (0.9.9.8 BETA 1) [M|AoLT|100%|YAAM] Wonkiness and Bugs
« on: September 06, 2023, 19:35 »
Tonight, I decided to do a more thorough game of the new version and still having a lot of limitations on what modes I can play, I went for a pure Angel of Light Travel. I was considering going for a conqueror, but I quickly remembered that the inventory space doesn't quite allow for it. Despite that, I got pretty close anyway.
Like Omega Tyrant reported, I had the same freeze regarding killing streaks, where you can clearly see that I took damage but didn't lose my kill streak. I'm thinking that it's just the current value that's bugged.
Some Schematics. Like I suggested, I'm not a fan of these since it doesn't let games be truly independent. Newer players still collecting all the assemblies definitely could use the extra Mod Pack more than I would too.
Hellrunner + Tactical Armor appear to be working correctly here for the dodging bonus. I would like to see it change while running too though.
I encountered a lever that blows up walls and was expecting a single explosion sound like Omega Tyrant described. It seems like each wall tile individually made the sound as I felt like I was about to go deaf.
I found a nuke and blew up Containment Area, but then also triggered the trap. I mentioned this in the suggestions thread, but overlooked nuking the level should disable the trap.
I wasn't intending to enter Abyssal Plains, but found both Trigun and Invulnerability on the floor before lol.
Similar to Containment Area, this map is a little buggy when you blow it up first.
I encountered a darkness level! Everything seemed to work as intended with stair sense not working, no respawns, and the darkness was maintained. Very cool!
I also found Mjollnir. Having tossed Chainsaw earlier, this opened up yet another possibility for conquering a level. However, finding this seemed to be more of a curse as I later found.
This was a goofy weapon to be using against the Cyberdemon, but I made it work.
Having not used Mjollnir before, I noticed that alternate firing visually showed its range. Is this new to the version or is this normal?
My kill streak increased to 108 it seems.
Example of Demons still getting stuck.
So, I considered getting Brute to help kill the Angel of Death, but opted to go for Ironman after all the Angel Arm usage. Luckily, I learned reading the wiki that Brute wouldn't help with accuracy anyway when using Throw. I also learned that its accuracy was far less than 50% and I circled the level a pile of times trying to kill the Angel of Death with cheese. A lot of the hits I ended up getting were standard melee hits. Mjollnir sucks.
I got a message saying "You don't have a Longinus Spear!", which I don't recall seeing before. Is this normal? Is this new? I'm guessing it might be for first time pickups of exotics and uniques?
With no way to clear the Vaults without Invulnerability, I opted to go for 100% kills and skip conqueror.
With low maximum HP, I was definitely not checking what spawned over here.
Bad mistake having a barrel blow up on me and get dumped into a pool of lava, but I was able to survive. I had range issues with Nano-Shrapnel Double Shotgun and remembered why I never make the assembly in that base.
Archviles dying to fluids is a huge nerf, but I think a very good balance change. I made good use of it here.
The rest of the game wasn't particularly interesting. I cleared out the last few floors, then blew up the Spider Mastermind using another Angel Arm. Got a good pile of badges and medals for this game.
---
Like Omega Tyrant reported, I had the same freeze regarding killing streaks, where you can clearly see that I took damage but didn't lose my kill streak. I'm thinking that it's just the current value that's bugged.
Spoiler (click to show/hide)
Some Schematics. Like I suggested, I'm not a fan of these since it doesn't let games be truly independent. Newer players still collecting all the assemblies definitely could use the extra Mod Pack more than I would too.
Spoiler (click to show/hide)
Hellrunner + Tactical Armor appear to be working correctly here for the dodging bonus. I would like to see it change while running too though.
Spoiler (click to show/hide)
I encountered a lever that blows up walls and was expecting a single explosion sound like Omega Tyrant described. It seems like each wall tile individually made the sound as I felt like I was about to go deaf.
Spoiler (click to show/hide)
I found a nuke and blew up Containment Area, but then also triggered the trap. I mentioned this in the suggestions thread, but overlooked nuking the level should disable the trap.
Spoiler (click to show/hide)
I wasn't intending to enter Abyssal Plains, but found both Trigun and Invulnerability on the floor before lol.
Spoiler (click to show/hide)
Similar to Containment Area, this map is a little buggy when you blow it up first.
Spoiler (click to show/hide)
I encountered a darkness level! Everything seemed to work as intended with stair sense not working, no respawns, and the darkness was maintained. Very cool!
Spoiler (click to show/hide)
I also found Mjollnir. Having tossed Chainsaw earlier, this opened up yet another possibility for conquering a level. However, finding this seemed to be more of a curse as I later found.
Spoiler (click to show/hide)
This was a goofy weapon to be using against the Cyberdemon, but I made it work.
Spoiler (click to show/hide)
Having not used Mjollnir before, I noticed that alternate firing visually showed its range. Is this new to the version or is this normal?
Spoiler (click to show/hide)
My kill streak increased to 108 it seems.
Spoiler (click to show/hide)
Example of Demons still getting stuck.
Spoiler (click to show/hide)
So, I considered getting Brute to help kill the Angel of Death, but opted to go for Ironman after all the Angel Arm usage. Luckily, I learned reading the wiki that Brute wouldn't help with accuracy anyway when using Throw. I also learned that its accuracy was far less than 50% and I circled the level a pile of times trying to kill the Angel of Death with cheese. A lot of the hits I ended up getting were standard melee hits. Mjollnir sucks.
Spoiler (click to show/hide)
I got a message saying "You don't have a Longinus Spear!", which I don't recall seeing before. Is this normal? Is this new? I'm guessing it might be for first time pickups of exotics and uniques?
Spoiler (click to show/hide)
With no way to clear the Vaults without Invulnerability, I opted to go for 100% kills and skip conqueror.
Spoiler (click to show/hide)
With low maximum HP, I was definitely not checking what spawned over here.
Spoiler (click to show/hide)
Bad mistake having a barrel blow up on me and get dumped into a pool of lava, but I was able to survive. I had range issues with Nano-Shrapnel Double Shotgun and remembered why I never make the assembly in that base.
Spoiler (click to show/hide)
Archviles dying to fluids is a huge nerf, but I think a very good balance change. I made good use of it here.
Spoiler (click to show/hide)
The rest of the game wasn't particularly interesting. I cleared out the last few floors, then blew up the Spider Mastermind using another Angel Arm. Got a good pile of badges and medals for this game.
---
Spoiler (click to show/hide)
30
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: September 05, 2023, 16:59 »
I can agree with both suggestions. Scavenger definitely wouldn't be overpowered for standard games, but it would become very strong for Angel of 100 and especially Archangel of 666. However, it wouldn't be broken by any means, and the trait itself becomes irrelevant after completing your equipment anyway, while blocking and not boosting core traits. It'd be a good balance change.
For the newest version, the big change that I think needs to be reverted is not being able to fire out of range. I understand the argument for it in reducing the tactics of cornershooting, radar shooting, and others, but they are pretty fundamental to the game at this point. Even when not trying to take advantage of them, it can be annoying to need to keep my cursor around my character to fire, as I generally have it on the outer edges as I'm usually trying to move at the same time. This restriction can also prevent specific shots being made correctly, such as firing across a map at a tile you can't aim at with only those in your vision, trying to fire a specific location with Revenant's Launcher just slightly out of vision range, and many other situations. This change should go back.
For the newest version, the big change that I think needs to be reverted is not being able to fire out of range. I understand the argument for it in reducing the tactics of cornershooting, radar shooting, and others, but they are pretty fundamental to the game at this point. Even when not trying to take advantage of them, it can be annoying to need to keep my cursor around my character to fire, as I generally have it on the outer edges as I'm usually trying to move at the same time. This restriction can also prevent specific shots being made correctly, such as firing across a map at a tile you can't aim at with only those in your vision, trying to fire a specific location with Revenant's Launcher just slightly out of vision range, and many other situations. This change should go back.