Chaosforge Forum

  • July 09, 2025, 13:41 *
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Beppo

Pages: [1]
1
AliensRL / Re: AliensRL 0.8 Beta 2
« on: December 11, 2007, 15:46 »
YASD! Unfortunately the map doesn't seem to work properly. Or are the aliens just roaming aroung after they've eaten the hero's remains?

Code: [Select]
-- AliensRL (0.8 (BETA 2)) Post Mortem -------------------------------

  Name     : Amiodarone
  Class    : Scout
  Rank     : Veteran
  Result   : Killed the alien Queen and died while escaping
  Died on  : Main Tower, level 1

  Total Experience : 11430
  Experience left  : 1010
  Game length      : 37367 truns

  Armor   : Gyro-stabilizer [0]
  Sidearm : .44 colt (5/6)
  Primary : 12g. combat shotgun (reload)
  Heavy   : M56 smartgun (45/50)
  Medpacks: 5

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

  ########  #############
  .......#..|............
  .......#..#............
  .......#..#....%.......
  ..+....#..#............
  .......#..#............
  .......#..#............
  .......#..#.....]......
  .......#..#############
  ########..#............
  |....|.#..#............
  .......#..#............
  .......#..#............
  .......#..#.......%....
  ########..#..........+.
  .......#..#######.#####
  ..%..+.#..#A....#.#..+.
  .......#..#.....#.#....
  .......#..#.....#.|%...
  ......A#..#.....#.#%...
  ########..#.....#.#....
  ..........#.....#.#....
  ########..#.....#.#....
  .......#..#.%...#.#####
  .......#..#.....#.#...%
  .......#..#.....#.#....
  .......#..#.....#.#....
  .+.....|..#.....#.#....
  ##-#####..#.....#.#-###
  ..........#....%#.%....
  ########..#...../.#####
  .....A.#..#.....#.#AAA.
  .......#..#.....#.#A...
  .......#..#.....#.#....
  .......#..#.....#.#....
  .......#..#.....#.#....
  .......#..#.....#.#....

-- Skills ------------------------------------------------------------
  Sidearms      : advanced
  Light weapons : basic
  Heavy weapons : basic
  Technical     : untrained
  Medical       : expert
  Fitness       : advanced
  Perception    : advanced

-- Ammunition --------------------------------------------------------

  9mm ammo      : 400/400
  .44 ammo      : 126/150
  M309 ammo     : 60/500
  M250 ammo     : 30/500
  60mm gren.    : 1/40
  12g. shells   : 119/200
  frag grenade  : 3/3
  inc grenade   : 5/3
  krak grenade  : 5/3

-- Kills (677) -------------------------------------------------------

  266 juveniles
  18 workers
  127 warriors
  191 hunters
  74 elites
  1 queen

-- Messages ----------------------------------------------------------

 The hunter dies. The hunter shreds
 you! The hunter shreds you!
 Your weapon is empty!
 Move around the cursor and look
 below the map screen.
 You let go of your weapon and grab
 the sidearm!
 You lightly hit the hunter! The
 hunter shreds you! The hunter shreds
 you! You die. Press <Enter>...

This far three of my space heroes have got bored to death after they've searched for the power armor with no avail. This one pulled himself together, fried the alien queen but got killed while trying to spare some smartgun ammo. I think the game works excellently when it comes to tactics about choosing weapons and armor. Maybe your armor should also affect your movement or does it do so already? That way it wouldn't necessarily be wise to look for the power armor. At least there would be some solace after discovering that you can't find one.

Also it would be great if you could find a sound for the alien crawling out of the ventilation. I think it's one of the best features adding to the atmosphere of the game. They get me almost every time as I'm tap-tap-tapping along a once cleared corridor or room.

There's a minor bug with the autoaiming: When you shoot aliens in a row, aiming at the closest one, next time your target is the last one of the row. I figured that the autoaimer simply reckons the last alien that got hit but you might know better.

Anyways, by far the most annoying thing is what Newts already mentioned: the grenades act quite absurdly when thrown past a target. It doesn't make sense that they only deal damage when aimed at an alien. It would really add to the tactics if you could clear dark rooms by blindly throwing frags from outside. Though it would make the storage tower somewhat unruffled. I like the idea of dud incendiaries. Only they shouldn't occur so often, when you throw an inc against the wall or on the floor. Maybe they could also burn down walls, if thrown against one? And maybe the technician skill should affect the chance of failing to detonate the grenade.

Kornel, I deeply thank you for your efforts. You have the aptitude and patience that most roguelike geeks only dream of. The features you've been promising for future releases seem marvellous. I'm really looking forward for new betas to be tested!

Pages: [1]