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1
Discussion / Re: MBD + GCB = ??
« on: February 12, 2012, 23:33 »
Thanks.

2
Voicing my support for this.

3
Discussion / MBD + GCB = ??
« on: February 12, 2012, 21:21 »
Bullet Dance adds your Triggerhappy rank to the number of shots per volley of your pistols.
Grammaton Cleric Beretta already adds Triggerhappy in two modes.

Do these stack?

4
Requests For Features / Re: New unique items
« on: February 12, 2012, 21:07 »
Throwing a bunch of relics out here.

Trumpet of Jericho
Symbol: ?
Destroys all walls of the room you're in. On Maze levels it destroys all walls contiguous with a tile within 3 of you, out to a 21x21 square. On a Cavern level it destroys all walls within some radius of you. Cannot be used when tired, makes you tired.

Skullstaff
Symbol: ?
A staff with a skull on it. Using it tires you out, gibs all corpses you can see, and adds five to the Berserk counter for each corpse. Cannot be used when tired.

Massacre Staff
Symbol: ?
Tires you out and does 20 damage to everything on the level. Including you. Cannot be used when tired. Works like a "The Smell of a Massacre" lever except for the part where it affects you.

Decanter of Endless Water
Symbol: ?
Cannot be used when tired, tires you out, works like a "humid" lever in that every walkable tile of the level except open doors is turned to a water tile.

Wand of Digging
Symbol: ?
Turns the level walls brittle. Makes you tired, can't be used when tired.

Crystal Ball
Symbol: ?
Sets your energy to zero and makes you tired, can't be used when tired. Effectiveness depends on traits and how much you've used it before on this level.
First Use: Gain Intuition 1 until end of level (skip if you already have it)
Second Use: Gain benefits of a computer map (or one level of map with the map system I've seen proposed)
Third Use: Gain benefits of a tracking map
Each time it's used, reveals all enemies' present position and type at time of use (enemies move off as soon as you hit enter to get out of it after first and second use, after third you track them).

5
Requests For Features / Re: Throwing knifes
« on: February 06, 2012, 01:00 »
I don't know if it would be OP, but I think Malicious Blades should make knife throws instant, or near-instant (i.e. Gun Kata shot after a dodge).
I think it would be OP. Consider an MMB/Juggler build; you can instantly equip a combat knife to hand from your inventory because it's keyed to the number 1, and with your idea instantly, or nearly so, throw it. This would let you unload knives at a rate of something like 10/sec.

6
It might be related to the thing where if you're killed by an arachnatron (for instance; I think anything sufficiently rapid-fire works, but I have more experience dying against Arachnatrons than anything else that does this), sometimes you can still hear (maybe also see?) it shooting briefly in the Mortem screen?

7
0.9.9.5 / [M|AoLT|98%|YAFW] Because I heard it wasn't popular
« on: January 30, 2012, 22:18 »
So, I'd heard people saying things about AoLT being an unpopular challenge and wanted to see how it worked for myself.

--------------------------------------------------------------
 DoomRL (v.0.9.9.5) roguelike post-mortem character dump
--------------------------------------------------------------

 Sandy Peterson, level 12 Cacodemon 2nd Lieutenant Marine,
 nuked the Mastermind on level 9 of Hell.
 He survived 126045 turns and scored 132493 points.
 He played for 1 hour, 39 minutes and 27 seconds.
 He didn't like it too rough.

 He killed 738 out of 746 hellspawn. (98%)
 He held his right to remain violent.
 He was an Angel of Light Travel!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 10
  Levels completed : 10

-- Awards ----------------------------------------------------

  Grim Reaper's Badge
  Hell Champion Medal
  Hell Armorer Badge
  Lightfoot Silver Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  .......................................................XOO#
  .......................................................O}O#
  .......................................................OOO#
  ........................................................O.#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

-- Statistics ------------------------------------------------

  Health 120/60   Experience 64890/12
  ToHit Ranged +0  ToHit Melee +8  ToDmg Ranged +0  ToDmg Melee +12

-- Traits ----------------------------------------------------

  Class : Marine

    Finesse          (Level 2)
    Tough as nails   (Level 2)
    Brute            (Level 4)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Badass           (Level 1)
    Vampyre          (Level 1)

  Bru->Bru->Ber->Bru->Bad->MVm->TaN->TaN->Fin->Jug->Fin->Bru->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   Angelic Armor [11/11] (73%)
    [b] [ Weapon     ]   nuclear plasma rifle (1d6)x6 [31/31] (B1)
    [c] [ Boots      ]   phaseshift boots [4/4] (100%)
    [d] [ Prepared   ]   Longinus Spear (8d8)

-- Inventory -------------------------------------------------

    [a] nanofiber phaseshift armor [1]
    [b] large med-pack
    [c] phase device

-- Resistances -----------------------------------------------

    Bullet     - internal 0%    torso 60%   feet 60% 
    Melee      - internal 0%    torso 60%   feet 60% 
    Shrapnel   - internal 0%    torso 60%   feet 60% 
    Acid       - internal 0%    torso 60%   feet 60% 
    Fire       - internal 0%    torso 60%   feet 60% 
    Plasma     - internal 0%    torso 60%   feet 60% 

-- Kills -----------------------------------------------------

    83 former humans
    73 former sergeants
    16 former captains
    67 imps
    69 demons
    280 lost souls
    34 cacodemons
    19 hell knights
    18 barons of hell
    33 arachnotrons
    7 former commandos
    16 pain elementals
    5 revenants
    2 mancubi
    6 arch-viles
    2 bruiser brothers
    1 shambler
    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 4 he stormed the Chained Court.
  On level 4 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he assembled a tactical boots!
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he assembled a tactical shotgun!
  On level 10 he entered Hell's Armory.
  On level 10 he assembled a gatling gun!
  He destroyed the evil within and reaped the rewards!
  On level 11 he ventured into the Halls of Carnage.
  On level 13 he assembled a piercing blade!
  On level 13 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 18 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 found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 21 he assembled a nanofiber armor!
  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 wear/wield : a Angelic Armor [7/7] (73%) You touch the ground. You feel
 protected!
 Run - direction...
 You wear/wield : a nuclear plasma rifle (1d6)x6 [31/31] (B1)
 You dodge!
 You start running!
 John Carmack reloads his rocket launcher.
 You dodge!
 John Carmack reloads his rocket launcher.
 You hit John Carmack.
 You hit John Carmack. Carmack raises his hands and summons hellspawn!
 You hit John Carmack. You feel like a killing machine! You're going
 berserk! You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>... You're going berserk!

-- General ---------------------------------------------------

 142 brave souls have ventured into Phobos:
 122 of those were killed.
 1 of those was killed by something unknown.
 5 didn't read the thermonuclear bomb manual.
 And 4 couldn't handle the stress and committed a stupid suicide.

 10 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 5 killed the bitch and survived.
 4 showed that it can outsmart hell itself.

--------------------------------------------------------------

So, I hadn't played AoLT in a while, but I read stuff about it on the forums, suggestions people had to improve it and so on. I kept a melee weapon/ranged weapon pair the entire game past phobos 2 (my melee weapon progressed from fist, knife, chainsaw, chainsaw T, Longinus (I never did use the piercing blade I made), and my ranged weapon went pistol, shotgun, combat shotgun, tac shotgun, gatling gun, nuclear plasma rifle). The RNG taunted me by dropping not one but two firestorm mod packs on me, one in the armory and one later, and two tristar blasters (both after I'd stopped carrying ammo), not to mention a whole slew of common mods; if I weren't playing on AoLT and were doing a WK-based build (MSc, maybe), that would have been awesome. I ended up leaving both of the firestorms and both of the tristar blasters behind. I also made a whole bunch of assemblies and modded equipment I otherwise wouldn't have.

I can confirm that MVm is a solid build for AoLT, because you don't need to spend precious inventory slots on ammo or too much health, letting you reserve them for other things (I was leaving medkits I couldn't use behind on some levels). If I were to change the build, I'd probably go Fin3 instead of Bru4 if I were doing this over because Bru3, because with Longinus's average damage of 36, Bru4/Fin2 does 48 damage every 0.7s, while Bru3/Fin3 does 45 in 0.55, which is a significant increase in damage and I didn't need the accuracy.

Because of all the cool mods I was seeing, I decided I'd build vaguely in the direction of WK after I finished getting TaN, so I grabbed Finesse, and Juggler because these are the games it's made for, but right after I got Fin 2, Brute 4 opened up and I was getting close enough to the end that I couldn't count on new mods, so I took the little bit of extra damage.

I cleared the Lava Pits using my Nanofiber Phaseshift Armor and Phaseshift boots. Indestructable armors are a godsend when you're playing AoLT melee (I found the onyx armor and used it for a while, but switched it out once I finished my nanofiber phaseshift).

My two empty inventory slots at the end represent the nuclear BFG 9000 from the Mortuary, and the Lava Element.

Aside from the build thing, the other thing I'd do differently would be to get 100% kills. I'd do this by either nuking my plasma rifle and finishing JC with the BFG, or by remembering that the Longinus Spear has an alternate fire just for situations like this. Or both. That, and I might plan better to clear the wall. But the inventory management for that is hard.

8
Requests For Features / Re: New unique items
« on: January 29, 2012, 15:15 »
Cybernetic Power Supply
Icon: !

Like a Power Battery, but 250 shots. Cursed. Doesn't destroy when it runs out. Might also give you a speed boost, or regenerate (if it's feeling really nice). Possibly make the regeneration a set bonus if you equip both it and the Cybernetic Armor

Streak SRM 6
Assembly: Missile Launcher + BBSF
Damage: (6d6)x6/126, radius 3
Accuracy: Autohit
Fire time: 2.0s
Reload time: 1.2s
Ammo: Rockets
Clip Size: 6
Alt reload: Full reload (standard reload reloads one rocket at a time)
Special: Shots after the first will target the original target instead of flying on the same path (if knocked back by previous shots). If the original target is killed, remaining rockets are revenant-targeted on its corpse/where it died (just shoots off in a straight line if not targeting a creature)
Source: Battletech

9
Requests For Features / Re: A Dumb Gimmick
« on: January 29, 2012, 13:14 »
Partial invis could also decrease monster attack percentage. Maybe half the time when a monster would attack, it instead does something else. Melee attacks are exempted. If you want to make it distance dependent, the chance of not attacking could be based on distance (distance/8 is simple; at max sight it doesn't attack ever, at a distance of 2 it has a 25% chance to not see you)

10
Requests For Features / Re: Challenge modes ideas - old and new.
« on: January 19, 2011, 23:17 »
Angel of Explosions

Things always seem to blow up around you. Fuel barrels, medical waste containers, the occasional ammo cache, even the coffee machine sprayed you then burst into flames once. Now that you're going into hell, things are blowing up around you even more. All blast radii are increased by 1, or by 2 if they were 3 or more before.

This applies to imps, cacos, B's, barrels, rockets, mancubi, revenants, viles, and everything else that does splash damage.

11
Requests For Features / Re: New Lever Effects
« on: January 19, 2011, 22:23 »
Intuition: Brings Archvile
Dangerous
Uses: 1
"You hear the infernal sirens of hellish paramedics"
Spawns an Archvile somewhere else on the level

Intuition: Spawns enemies elsewhere
Dangerous
Uses: 1
"A second wave of shock troops arrive"
Works like a spawn enemies lever three levels deeper (i.e., like level 16 when you're on 13), three times, all in different rooms (none in the same room)

Level message: "The dead seem uneasy here"
Intuition: Reanimates corpses
Dangerous
Uses: 1
"The dead begin to stir"
All corpses on the level are reanimated

Intuition: Locks doors
Neutral
Uses: 1
"You hear locks clicking all around you"
All doors and open doors on the level are transformed into locked doors that must be shot or bashed. Monsters and items in doorways might be displaced or destroyed

Intuition: Creates teleporters
Beneficial
Uses: 1
"Telepads appear around you"
Spawns a few (1-3) teleporters in the same room

Intuition: Gives Teleportitis
Dangerous
Uses: 1
"You are destabilized"
You suffer from teleportitis for the rest of the level (random teleport every 40-60 seconds)

Intuition: Russian Roulette
"You hear diabolical laughter"
Beneficial
Uses: 1
Spawns six levers in the same room. One of them is the below lever, the rest are minorly beneficial  (heal stations, mostly, maybe some armor repair), maybe with some minor harm and neutral levers thrown in.

(only spawns due to russian roulette)
Intuition: The Bullet
"The diabolical laughter rises to an uproarious pitch as lava gushes everywhere"
Dangerous
Uses: 1
Like a regular floods the level with lava lever, but with different text.

12
Requests For Features / Re: New badges and medals ideas
« on: January 19, 2011, 21:52 »
Questionable Pacifist Diamond Badge: AoPacifism on UV/100%

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