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Messages - Kornel Kisielewicz

Pages: [1] 2 3 ... 207
1
Announcements / DRL 0.10 Released!
« on: August 22, 2025, 09:17 »
From this day on, all major updates for DRL and JHC will be synched. If you wish to support future development buy the game on Steam, and you’ll be able to always get the latest version of DRL as a mod on the Steam Workshop – this is by far the easiest way to keep up to date with DRL :).

That said, as promised, DRL will always be free – so to coincide with the JHC 0.5.0 release on Steam, we’re releasing DRL 0.10! If you’re using the Workshop version, you already have it, if not, head to the downloads section of the DRL site and rip and tear!

The changelog is huge. Just look at it . Some stuff is in progress, JHC got some shiny visual upgrades, some of them are already in DRL, some of them will come soon as we have spare artdev time.

Want the highlights? Tons of UI and UX improvements, a lot new visual effects, new L4 special levels, two new environment fluids, enrage mechanic, infighting and more nightmare variants, apart from tons little stuff!

Join us on the Jupiter Hell Discord to celebrate!

2
Announcements / Jupiter Hell Classic - Early Access!
« on: August 15, 2025, 08:31 »
Jupiter Hell Classic has entered Steam Early Access!

If you remember DRL, this carries that same core spirit, rebuilt on its original engine but with upgraded graphics, UX, FX, and most importantly new content. It isn't just DRL with polish - while integrating some Jupiter Hell ideas (more advanced traits, itemization, class skills), it blends them with DRL's mechanics, playing to its strenghts of environmental interaction and destruction.

AVAILABLE NOW ON : STEAM

Compared to Jupiter Hell? Clean 2D tiles, full environmental destruction, fluids with gameplay effects, faster pacing, 8-directional movement with DRL's dodge mechanics and other DRL mechanical idiosyncrasies, and a much easier platform for visually modding the game  more info in Steam forums FAQ )

This is the start of our Early Access journey - regular updates, new things to discover, and a growing identity that's distinct from both Jupiter Hell and its venerable predecessor. It's also a quicker testbed for potential ideas for the future :).

As with all our releases, the success of this launch really depends on you - yes, you. Traditional roguelikes are a niche, mostly overlooked by mainstream press and big content creators. If you enjoy what we're doing (and trust me, we have a lot more planned!), help us spread the word. Tell your friends, leave a review, share it in your communities, and let us know what you think!

Questions about mechanics, design, EA plans, or the future of ChaosForge? Ask away. I'll be glad to answer here!

Thanks for letting me make roguelikes all these years <3

3
Requests For Features / DRL 0.10.0 RC
« on: August 06, 2025, 12:55 »
As we're nearning Jupiter Hell Classic release we need to cleanup DRL for the big occasion!

The changelog below might be missing some stuff, and you might notice the new version and the removal of the bad word from... well everywhere :P

DRL 0.10.0 Release Candidate

It's too late for me to do any significant changes, so run a few games for the lookout of obvious bugs that need fixing before release. I might find some time after JHC release to cleanup a couple extra stuff, but otherwise this is it.

But the good news is that DRL releases will now be on the same schedule as big JHC releases :P

Code: [Select]
0.10.0 RC
[new] -- GH#189: Gamepad support!
[new] -- GH#313: x1.5 tile scaling added (fuzzy, but playable!)
[new] -- GH#224: low health and damage blood pulse effect
[new] -- GH#310: messages will group (x2) if the same - can be turned off in options
[new] -- GH#000: fadein/fadeout on level change
[new] -- GH#000: tohit chance is visible on the UI
[mod] -- GH#304: Shift-Backspace will drop and unload weapon from inv/eq
[mod] -- GH#293: weapon mods won't print the count if one (so (AP2) for example)
[mod] -- GH#293: item names will be truncated to available space if too long
[mod] -- GH#279: no-drop is now per item, not per-enemy, so rezzed enemies pickups will drop
[mod] -- GH#274: improved nuke and nuke escape FX
[mod] -- GH#274: 1/3rd hit flash will now base on MaxHP instead of nominal
[mod] -- RCMOD : infighting won't happen between same enemies
[mod] -- RCMOD : vile-likes and bosses won't trigger retaliation
[mod] -- RCMOD : when beings are revealed, auto-target range is higher
[mod] -- RCMOD : when beings are revealed, targeting remembers out of vision enemies
[mod] -- GH#000: difficulty dependent attempt for a safe zone for spawning
[fix] -- GH#294: improved filtering of WM/System events while multi-move stop
[fix] -- RCFIX : House of Pain locks fixed [brisbang]
[fix] -- GH#295: grappling armor assembly won't be affected by mod order
[fix] -- GH#295: grappling boots move penalty removed
[fix] -- RCFIX : fixed order of awarding badges (fixes Tech, Armorer and Heroic badges)
[fix] -- GH#296: the UV+ barons in The Vaults spawn wearing red armor
[fix] -- RCFIX : fix item seek case when standing on item (fixes item camping)
[fix] -- RCFIX : fixed coloring (check your config.lua for color definition order!)
[fix] -- GH#274: fixed consecutive flashes not queueing properly
[fix] -- GH#274: fixed flashes not appearing if framerate is low
[fix] -- RCFIX : Acid Spitter reload and Lava Armor regen works again
[fix] -- RCFIX : corpseless enemies no longer will leave invisible corpses
[fix] -- RCFIX : assignment of music for the two new levels
[fix] -- RCFIX : shotgun pumping will no longer happen in the prepared slot
[fix] -- RCFIX : cleaner Assemlies reqs
[fix] -- RCFIX : fixed bug with animation blinking on high resolutions
[fix] -- RCFIX : fixed dual weapon action time
[fix] -- GH#313: fixed X-interpolation for large tiles on smaller screens   

4
AliensRL / Re: First Run in while...RIP
« on: June 18, 2025, 13:03 »
Need... to develop.... AliensRL... intensifies.

5
Aww, you're welcome and thank you <3

6
Requests For Features / DoomRL 0.9.9.9 BETA 8
« on: June 18, 2025, 11:11 »
Beta 8 is up!

The big new feature is obviously the two new Level 4 special levels, courtesy of brisbang! They're untested balance wise, especially on higher difficulties, so leave feedback so that we can morph them to a new addition to the DRL familiy!

What follows is a change in how Assemblies are acquired- the new levels have basic assembly schematics, hells armory and it's counterpart have advanced ones, and vaults and house have master ones. You'll either get a missing one from that tier, or no schematic/item will be generated.

Smarter bridge placement over rivers should also make a few people happy :)

As usual there's lots of internal changes due to JHC development, be on the lookout for bugs!

Speaking of those, a lot new bugsquishes have been done too - especially note that locked vaults will now appear in the game again!

For the rest, read the changelog below, questions and especially feedback welcome!

DoomRL 0.9.9.9 BETA 8 Windows LQ

Code: [Select]
0.9.9.9 BETA 8
[new] -- GH#222: new L4 special level - Central Processing [brisbang]
[new] -- GH#222: new L4 special level - Toxin Refinery [brisbang]
[new] -- GH#222: assembly schematics found in specific levels in each episode per level
[new] -- GH#000: added damage type to weapon descriptions
[mod] -- GH#114: improved bridge placement
[mod] -- GH#000: improved ray shot effect
[mod] -- GH#000: DRL engine is now DPI aware which should prevent resolution issues
[mod] -- GH#267: captains now have 40 ammo [brisbang]
[mod] -- GH#267: nightmare viles explosion size 2 [brisbang]
[mod] -- GH#269: Frag shotgun is now a 6d3, 0.5s shotty with level 10 and weight 3 [brisbang]
[mod] -- GH#104: Mt. Erebus prevents teleporting into the mountain
[mod] -- GH#264: resistances will only show up if non-zero
[fix] -- GH#000: fixed locked vaults - will appear again
[fix] -- GH#272: full reload will take time again
[fix] -- GH#271: fixed combat shotgun chamber empty not clearing on 0 ammo load
[fix] -- GH#275: fix bulletdance pick crash
[fix] -- GH#000: fixed armor sprite when no weapon present
[fix] -- GH#000: fixed trait data not wiped between runs
[fix] -- GH#000: cleaned up old color formatting errors
[fix] -- GH#000: fix removal of corrupted/old save files
[fix] -- GH#000: beings idle-animate while moving
[fix] -- GH#256: fixed on pickup shenanigans (no longer "no chainsaw" on pickup) [brisbang]
[fix] -- GH#278: fixed a crash when fast enemies were double enraged (speed overflow)
[fix] -- GH#277: fixed HUNTING behaviour for AI's that didn't have them yet

7
Requests For Features / DoomRL 0.9.9.9 BETA 7
« on: April 15, 2025, 10:07 »
Beta 7 is up!

This one is VERY small feature wise, because there have been tons of trait code changes and I'd really like to test the stability of those changes ASAP.

There is however one huge change that will affect existing strategies - the enrage timer. At around 15 minutes ingame-time (around 15*60 moves), enemies become enraged - increased speed, accuracy, hunting flag and HALVED XP. This is done to counteract mass-wait in corner strategies that really don't have much to do with fun in the long run. Thanks to that I am able to partially revert the patrol change - some AI now patrols, some doesn't. Tell me what you think!

Also, be on very careful lookout to make sure all traits work as they did - most of them were moved from Pascal to Lua since the last version, including most Masters!

DoomRL 0.9.9.9 BETA 7 Windows LQ

Code: [Select]
0.9.9.9 BETA 7
[new] -- GH#252: staying too long on a level will enrage the enemies
[mod] -- GH#252: only some enemies keep to their patrol area
[mod] -- GH#000: enemy melee damage now randomized
[mod] -- GH#000: Malicious Blades will double damage of thrown knives
[fix] -- GH#241: clearing of level feeling on death/restart [brisbang]
[fix] -- GH#113: thermonuclear explosions on Abyssal Plains/Containment area count also clear the traps [brisbang]
[fix] -- GH#232: fixed Abyssal Plains trap not always triggering [brisbang]
[fix] -- GH#100: completion of Ao666 reports 666 levels completed [brisbang]

8
Requests For Features / Re: DoomRL 0.9.9.9 BETA 6
« on: February 19, 2025, 06:43 »
BETA 6d (hopefully last one for now :P) is up!
Code: [Select]
0.9.9.9 BETA 6d
[mod] -- RCMOD : gun kata move firetime bonus is now 50%
[fix] -- RCFIX : fix pinkie AI crash
[fix] -- RCFIX : clear message for abyssal plains added
[fix] -- RCFIX : fix gun kata firetime bonus sometimes persisting 

9
Requests For Features / Re: DoomRL 0.9.9.9 BETA 6
« on: February 18, 2025, 05:20 »
BETA 6c deployed with a few more fixes!
Code: [Select]
0.9.9.9 BETA 6c
[fix] -- GH#233: flying enemies will not drag blood
[fix] -- RCFIX : fix pursuing AI after knockback
[fix] -- RCFIX : flock AI on_attacked fixed
[fix] -- RCFIX : potential fix for charge AI aggressiveness

10
Requests For Features / Re: DoomRL 0.9.9.9 BETA 6
« on: February 15, 2025, 01:17 »
Several issues have been identified and BETA 6b deployed:
Code: [Select]
[fix] -- RCFIX : fixed crash in shambler/lavael AI
[fix] -- RCFIX : demon ai properly resets boredom on player disappearing
[fix] -- RCFIX : retaliation engages pathfinding properly

11
Requests For Features / DoomRL 0.9.9.9 BETA 6
« on: February 14, 2025, 09:26 »
BETA 6 is up!

This ones made out of a big AI overhaul UX improvement (+reenabling of continuous drop) and some controversial balance changes.

Be on the lookout for AI behaviour differences - yes, the infighting is by design, tell me what you think about it and if and what needs to be tweaked! Apart from that, the second big behaviour change is that enemies will keep around their spawn point instead of inevitably drifting to the middle of the level. Apart from that there might be a few minor changes in behaviour, but please do report any that you spot and if it's better or worse - some might be unintended, but some can be intended :P

Yes, finesse is down to 10%. +10% of effective damage will always be strong, but SoB might see some changes later. For the time being though, Dualgunners speed penalty has been removed, and Gun Kata has the extra effect of shooting at 20% time cost if the last action action was a move. I intended it to be 50%, but lets try the stronger version first!

Usual bit of bugfixes too!

DoomRL 0.9.9.9 BETA 6d Windows LQ

Code: [Select]
0.9.9.9 BETA 6
[new] -- GH#227: Ctrl+Arrows will manually move the auto-target reticule!
[new] -- GH#217: infighting is back, baby!
[mod] -- GH#217: all AI's got a refactor, might behave differently
[mod] -- GH#161: drop item action continues if no enemy/damage is present
[mod] -- GH#226: enemies keep to their patrol area (spawn area)
[mod] -- GH#230: Gun Kata - 1/5th time to fire after any move!
[mod] -- GH#230: finesse bonus 15%->10%, dualgunner penalty 20%->0%
[fix] -- GH#098: fixes Mastermind AI getting stuck
[fix] -- GH#000: emergency animation break added
[fix] -- GH#228: explode wall levers leave debris
[fix] -- GH#229: explode wall levers destroy doors
[fix] -- GH#229: City of Skulls - lever can't be destroyed
[fix] -- GH#223: Abbysal Plains raising walls will clear tiles and destroy items
[fix] -- RCFIX : fixed multi-melee animations

12
Requests For Features / Re: DoomRL 0.9.9.9 BETA 5
« on: February 01, 2025, 03:57 »
Hotfix C added, fixing inventory crashes and removing continuous drop feature. Redownload!

13
Requests For Features / DoomRL 0.9.9.9 BETA 5
« on: January 31, 2025, 08:49 »
BETA 5 is up! (crazy cadence, I know :P)

The big big one is the fixed dodge value. Yes, due to a bug, since 10 years all the versions had 95% dodge chance for the player, and no one noticed...

There are new nightmare monsters. New Ao100+ monster groups. New assembly. A continuous drop action. Cleaned up tactics/running (mostly internal stuff). Weapon group kills in mortems. Mouse pathing through hazard fluids if resistant. Colored mortem view. And much more. Especially fixes :P

DoomRL 0.9.9.9 BETA 5c Windows LQ

Code: [Select]
0.9.9.9 BETA 5
[new] -- GH#129: post mortem view colored and highlighted
[new] -- GH#128: grappling armor assembly added (BA) - -50 knockback, +30% melee res
[new] -- GH#218: nightmare souls, nightmare knights and nightmare elementals added
[new] -- GH#218: nightmare revenants and nightmare mancubi added
[new] -- GH#218: several new Ao100+ enemy group randomization entries added for levels 30+
[mod] -- GH#218: several Ao100+only enemies have their min-level reduced
[mod] -- GH#218: nightmare cacodemons stronger
[mod] -- GH#161: drop item action continues if no enemy/damage is present
[mod] -- GH#000: spawned enemies (lever/summon) will now "wake up" faster
[mod] -- GH#000: cleaned up tactic/running - now running/tired is a regular affect
[mod] -- GH#000: changed the display of affects to full words
[mod] -- GH#000: dodge bonus from armor additive, not multiplicative
[mod] -- GH#208: right Vault on UV+ has 4 barons, 4 armors
[mod] -- GH#212: kill weapon groups displayed in mortem
[mod] -- GH#118: Deimos/Armory - schematic drop is independent, rare mod/carmor always drops
[mod] -- GH#020: mouse pathing will be done through hazardous fluids if player is immune/100res
[mod] -- GH#128: cerberus boots/armor won't reduce item resistances if base item had better
[mod] -- GH#128: nano-shrapnel is a master assembly requiring an extra power mod
[fix] -- GH#000: thrown weapons will respect berserk damage multiplier
[fix] -- GH#201: fixed flickering on Linux ncurses build
[fix] -- GH#201: fixed explosion refresh issues when running in console mode
[fix] -- GH#000: MAJOR - dodge chance was calculated wrong (too high), fixed
[fix] -- GH#175: projectiles will no longer pass through walls at weird angles
[fix] -- RCFIX : feature items fade light-wise the same as the level
[fix] -- RCFIX : enemies fade light-wise a bit with distance
[fix] -- RCFIX : assembly eligibility tested before item filter (fixes demo ammo)
[fix] -- RCFIX : item reveal state doesn't reveal feature items (trees, barrels, etc)
[fix] -- RCFIX : fixed lingering glow color on player armor
[fix] -- RCFIX : emissive on glowing items should be more noticable
[fix] -- RCFIX : restore explosion color (needs a better solution)

14
Requests For Features / DoomRL 0.9.9.9 BETA 4
« on: January 24, 2025, 10:00 »
BETA 4 is up!

I decided to push this one faster, as there's a ton internal GFX changes and I want to make sure they're stable. The outward facing effect is that there's self-illumination in the game now - you will notice it in several places on sprites (some may be overlit, comments welcome!) but also you might notice the much improved item glow which is now programmatical and much nicer.

Mouse control has been improved - scroll on edge is disabled by default (you can enable it in options) instead hold middle mouse button (usually scrollwheel) and move it to pan the map. Tell me if you like this default behaviour more! (and remind me to update the help files if this stays in the game!).

Finally there's a HUGE balance pass, mostly based on feedback of the indispensable Omega Tyrant and some older feedback by Icy. Some Kornelisms have also been added, don't kill me for the Fireangel buff :P.

Finally quite a bit of bugfixes as usual!

DoomRL 0.9.9.9 BETA 4 Windows LQ
DoomRL 0.9.9.9 BETA 4 Linux LQ

Code: [Select]
0.9.9.9 BETA 4
[mod] -- GH#197: G-version - added self-illumination to several sprites
[mod] -- GH#197: G-version - glow is calculated live and tied to self-illumination
[new] -- GH#000: G-version - mouse edge pan is disabled by default, use MMB to pan!
[mod] -- GH#206: balance - Vampyre no longer overheals, blocks TaN instead of SoB
[mod] -- GH#206: balance - Ammochain blocks Ironman instead of SoG
[mod] -- GH#206: balance - Army of the Dead blocks SoB instead of HR
[mod] -- GH#206: balance - Son of a gun is -10% firetime but +3 damage
[mod] -- GH#206: balance - Entrenchment buffed to 50%, also volleys after first are 1 ammo
[mod] -- GH#206: balance - Malicious Blades doubles damage of Blades
[mod] -- GH#206: balance - Survivalist, Gunrunner and Scavenger require only level 5
[mod] -- GH#206: balance - Survivalist, Gunrunner and Scavenger have less reqs and blocks
[mod] -- GH#206: balance - Fireangel - ALL missiles explode, +1 to existing explosions radius
[mod] -- GH#206: balance - Hellrunner dodge +15%->+10%
[mod] -- GH#206: balance - Marine inherent resists 20%->10%
[mod] -- GH#206: balance - berserk resistance boost 60%->50%
[mod] -- GH#206: balance - TaN grants 10% fire/acid/plasma resists per level
[mod] -- GH#206: balance - decreased movement penalty on heavier boots
[mod] -- RCFIX : blood boots - rarity 4->3, min level 25->20
[fix] -- RCFIX : fixed Gunrunner not working
[fix] -- RCFIX : fix for L2 intuition markers
[fix] -- RCFIX : fix for weapon kill count
[fix] -- RCFIX : players can no longer spawn in liquid
[fix] -- RCFIX : fixed edge mud sprite
[fix] -- RCFIX : don't spawn barrels on liquids
[fix] -- RCFIX : fix for assembly item color in inventory
[fix] -- RCFIX : fix for barrels erasing stairs if blown up on them

15
Requests For Features / DoomRL 0.9.9.9 BETA 3
« on: January 17, 2025, 10:57 »
BETA 3 is up!

The big one is a change to how barrels behave and move. You can slide them around much more freely, and slide them over items, through doors, etc. But most importantly you ALSO move with the pushed barrel. And it looks smoother too!

Speaking of smooth, several small visual improvements have been done - including improvement of reticle rendering and a bump animation for melee.

The usual suspect bugfixes were also made, most importantly I think I finally fixed the melee count bug affecting Lightfoot badges. See below for the rest of changes.

There's also a linux build - untested, but if it works it should have less abusive requirements towards glibc etc.

Report all errors and give feedback on the changes!

DoomRL 0.9.9.9 BETA 3 Windows LQ
DoomRL 0.9.9.9 BETA 3 Linux LQ

Code: [Select]
0.9.9.9 BETA 3
[new] -- GH#149: settings - you can now clear a keybinding using Backspace
[new] -- GH#188: settings - you can now disable mouse rendering and interaction
[new] -- GH#094: barrels can be moved much more freely now!
[new] -- GH#094: you move with the barrel now!
[mod] -- GH#192: G-version - auto-target reticle now follows enemy sprite
[mod] -- GH#193: G-version - melee bump animation added
[mod] -- GH#193: G-version - smooth barrel movement
[mod] -- GH#017: you can invoke the combat translocator to self-phase for a higher cost
[fix] -- GH#018: player info will show level name instead of "level X of Phobos Base"
[fix] -- GH#191: fixed overdraw on diagonal movement
[fix] -- GH#197: fixed lut correction
[fix] -- GH#183: fixed melee kill counting (fixes Lightfoot Badges)

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