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 on: September 20, 2019, 21:37 
Started by Kornel Kisielewicz - Last post by thelaptop
I YASD'ed on my first game in this new release, but that was more from carelessness than anything.

For a long time I was roaming the floors with 15/100 HP without dying, and I must say, I'm digging the new aim mechanism.  It feels like it gives a lot of fire control back to the player.

I will try to play a bit more with the new mechanics when I get the chance -- work has been killing any free time I have left.

 on: September 17, 2019, 21:22 
Started by motadol - Last post by thelaptop
Stickied to help others who might face the same problem.

 on: September 17, 2019, 20:09 
Started by motadol - Last post by motadol
When I tried to run ./doomrl, the "Valkyrie SDL Application" window opened but is blank and the console said:

Code: [Select]
Abnormal program termination!

Reason : Access violation

If this reason doesn't seem your fault, please submit a bug report at, be sure to include the last entries in
your error.log that will get created once you hit Enter.
An unhandled exception occurred at $00007F585CF0B818 :
EAccessViolation : Access violation

Timestamp   : 
Message     : Fatal exception encountered

An unhandled exception occurred at $00007F0681B031F0 :
An unhandled exception occurred at $00007F0681B031F0 :
EAccessViolation :
EAccessViolation :


This was completely unhelpful. Eventually I realized that I was missing a necessary library. On Ubuntu 19.04, I needed to install the following:

Code: [Select]
$ sudo apt install libsdl-image1.2 libsdl-mixer1.2 libsdl1.2debian libsmpeg0 lua5.1 timidity libpng16-16
In my case, it was libsdl-image1.2 that was missing.

Hope this helps!

 on: September 17, 2019, 13:34 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
It's update time again!

This release has some significant gameplay changes! The tl;dr: we removed Eagle Eye, added Aim action and new traits, revisited and improved "transition" levels (first and last levels of a moon), improved manual targeting, balanced a shitload of stuff and added plasma ravagers. A more detailed description follows!

We've rewrote the accuracy calculations and decided it's time for a significant changes in this territory. Following our design goal of not having traits just increase numbers, we've removed Eagle Eye. In turn we added a new basic action, Aim, activated by waiting (the same as hunker - you can have both now!). It gives a whopping +50% to accuracy (up to 100% after two waits). But there's more - several new traits have been added instead! Marine got Focused fire (+10% accuracy to every next successive shot if only shooting), Scout got Deadly precision (your Aim bonus is also a bonus to critical chance) and both Scout and Marine got Steady shot (retain the aim bonus after shot). Technician already benefits much from Aim synergy with Hunker, so we gave him a different trait - Tinkerer (+2 charges on stations).

Looking at aim we obviously looked at cover too, now accuracy always helps to avoid cover properly - this fixes a few wierd behaviours too! At the same time we noticed problems with shotgun damage vs cover. Movable cover was taken into account, but wall cover wasnt. We decided to go halfway - cover affects damage, but only half as it affects accuracy of weapons. To offset shotgun stopping power, we increased basic shotgun damage.

Following that we took a look at ranges and noticed that they're not to clear. The minimum range was tweaked so now it's the minimum range at which you have full accuracy, and the max range is the range at which you still have any base accuracy. We tweaked some values to a couple weapons, see CHANGELOG below for details - most notably chaingun has now minimum range 3.

Manual targeting
Accuracy also made us take a look at manual targeting. Now the last manual target is remembered unless you move, and as a bonus you can see the health of inanimate objects! I hear rejoicing from blind fire abusers, but hold your horses - aiming at stuff you don't see no longer takes accuracy into account (how can you aim at what you cannot see?) and has the standard -50% to hit penalty against things that are not targeted.

Weapon/Armor mods
Further on the balance train we also took a look at modding. We decided to reduce the mod capacity increase of Whizkid to +1, but to offset that we decided to allow everybody to mod exotic (magenta) weapons with one mod. The idea is that due to overmodded basic weapons there was no place for exotics or ADVs in the meta unless you were a Technician (who can still multi-mod them).

A small change that might not immediately pop from the list - enemies are now more aggressive, especially in their optimal range. They will more likely shoot instead of moving, especially at the higher difficulties.

We hope that some of the balance changes will introduce more weapon variety viability as well as make mid-late game harder (e.g. we buffed the armor of post-Callisto formers and Summoner). The latter goal is still in the works though (in the meantime play around with plasma ravagers). In general we hope that Scout got a general buff in this release to make him as viable as the other classes - between Deadly precision, Aim and the stealth vs melee improvement.

Transition levels
However, the most immediately visible change is the transition levels! No longer will people ask us how do you take an elevator from Callisto to Europa :P. We took the occasion to add some balancing too - e.g. you have all three energy weapons guarantee to appear on Io early levels.

Finally there are visual improvements with shadows and smoke effects. The former being a side effect of FINALLY fixing the Iris Pro shadow bug!

Full changelog below!

Code: [Select]
NEW    #792 - Callisto L1 upgraded!
NEW    #772 - Aim action added (use Wait to add +50% to hit)
NEW    #777 - new trait - Steady shot (retain your aim between shots)
NEW    #777 - new trait - Focused fire (successive shots +10% acc)
NEW    #777 - new trait - Deadly precision (Aim bonus -> crit chance)
NEW    #790 - new trait - Tinkerer (+2 charges on stations)
NEW    #780 - manual targeting remembers targets until you move
NEW    #779 - new setting - turning off "idle" voice quips
NEW    #771 - settings now in categories
NEW    #780 - targeting doors or other destructible objects shows hp
NEW    #690 - weapon range and accuracy topics added to Help
NEW    #796 - plasma ravagers added
CHANGE #800 - Valhalla Spaceport updated
CHANGE #801 - Europa L1 - smaller "intro" level with own generator
CHANGE #804 - Europa Central Dig revisited
CHANGE #805 - Io L1 - intro level with guaranteed energy weapons
CHANGE #796 - Whizkid gives +1 mod capacity per level
CHANGE #796 - everyone can mod exotics once
CHANGE #798 - min distance now correctly shows the minimum distance
              at which the tohit chance is full while max distance
              shows the maximum distance at which it is possible to
              hit the enemy (consistency) - all values updated by 1
CHANGE #789 - stealth gives 150% evasion (so -75% melee to-hit)
CHANGE #777 - removed Eagle Eye
CHANGE #781 - shotgun damage properly depends on cover
CHANGE #781 - increased shotgun damage to compensate
CHANGE #777 - removed EE from Marine and Scout, both get Steady shot
              Marine gets Focused fire, Scout gets Deadly precision
CHANGE #776 - accuracy calculations refactored!
CHANGE #776 - accuracy now always helps to not hit cover
CHANGE #780 - vault, keydoors have now armor instead of shitload hp
CHANGE #769 - cannot aim at something you cannot see (blindfire -50%)
CHANGE #796 - most demonic melee enemies now cause Bleeding
CHANGE #805 - you can now compare amps on floor
CHANGE #788 - balance - hunter rifle min distance raised by 1
CHANGE #796 - balance - rocket launchers have min dist 2
CHANGE #796 - balance - chaingun min and opt ranges raised by 1
CHANGE #796 - balance - reduced auto, assault, energy max range by 1
CHANGE #788 - balance - non-ammo using enemy ammo drops made more
              consistent, with a guaranteed amount
CHANGE #796 - balance - revolver max distance raised by 1
CHANGE #796 - balance - turret max distance decreased (-acc on long)
CHANGE #796 - balance - enemies more likely to attack in opt range
CHANGE #799 - balance - europa+ formers have slightly better armor
CHANGE #799 - balance - CRI marines have better armor
CHANGE #799 - balance - summoner armor buffed
CHANGE #633 - improved shadow quality
CHANGE #807 - improved smoke rendering
FIX    #633 - Intel Iris Pro (esp macOS) - fixed shadow rendering
FIX    #776 - fixed hitting enemy in cover by firing at enemy behind
FIX    #776 - fixed high accuracy display and real chance mismatch
FIX    #778 - fixed repeating no ammo quip on reload dance
FIX    #781 - fixed mismatch of shotgun damage between world and UI
FIX    #768 - explosion range in targeting no longer reveals enemies
FIX    #796 - fixed advanced SMG's sometimes having no stats
FIX    #792 - fixed yet another case of lootbox in tight corridor
FIX    #805 - fixed display for armor value 10 and over
FIX    #774 - fixed rare cases of running out of texture space

A traditional bugfix release will probably follow. Next update will probably be 0.9.0 (note that the scheme we use moves to 0.10.0 afterwards, so it's NOT 90% ). It will probably be out at the beginning of October!

Thank you, and good luck!

 on: September 17, 2019, 07:16 
Started by yaflhdztioxo - Last post by Errant
That looks pretty similar to the error I encountered. I wonder why you only get them every so often and i get it 100% of the time. I want to finish the game dammit.

 on: September 10, 2019, 13:38 
Started by yaflhdztioxo - Last post by Tormuse
Another SlashER Diamond, this time with a Gunrunner build, just for fun.  :)  The Railgun is absolutely brutal in a Gunrunner build, because it takes away the Railgun's normal drawback of slow firing speed.  Being able to deliver multiple devastating blasts per second made short work of üJC.  :)

Spoiler: Mortem (click to show/hide)

 on: September 10, 2019, 03:40 
Started by Tormuse - Last post by Tormuse
It's not as hard as you might think, at least once you get past the first few levels.  The real challenge would be to do the same thing at Nightmare, to get the Diamond badge.  :P

 on: September 09, 2019, 15:12 
Started by Thelo - Last post by Dervis
from what i've seen, the special branches/levels so far are:

mines -> anomaly (archreavers - substantially easier now that they don't spawn directly next to you)
valhalla terminal -> valhalla command (bots, now two military bots so greater chance they'll drop a useful mod)
no special branch -> military base (formers)

biolabs -> containment area (similar to anomaly)
dig zone -> tyre outpost (formers)
no special branch -> ?

black site -> vaults (turrents + demons)
cri labs -> cri armory (a shitload of cri bots, would not recommend going here unless you have really powerful pierce weapons)
no special branch -> ?

arena (small to heavy demons - no drops?)
limbo (vars demons)
Military base has hellish soldiers not formers, you'll end up with some extra holes if you underestimate them. Nonetheless it has fixed spawns so you memorize where each one is and it makes it easy. Good place to pick up a Chaingun or 7.62 rifle if you haven't already.

Main europa special level is Refueling base. It has chaingun ravagers and archreavers and a guaranteed tech station besides 4 or 5 boxes.

Cri armory is rough with the CRI bots ambushes, if you can manage it though you'll have your pick of a bunch of exotic weapons and the CRI armor.

Main Io branch special level is the Io Warehouse. Reavers, Archreavers, and 10 boxes, 2 of each kind I think.

Arena has 3 waves of enemies. x fire fiends, x-1 archreavers and x-2 siege ravagers. It spawns a portal to the last level in the middle at the end.
Limbo just has a bunch of archreavers and 4 or 5 boxes.
The entire Beyond area is a work in progress so it might change significantly in the future.

Callisto transition level is Valhalla Space Station. Known for sometimes having security bots everywhere and the occasional former heavy, so beware those rockets. 1 guaranteed med box + common box.
Europa transition level is Europa Central Dig. Mostly fixed layout with fixed enemies (fire fiends, archreavers, armored ravagers) although they wander around, no loot whatsoever.
Io transition level is Io Gateway, fixed layout with lots of unavoidable fights featuring CRI bots, archreavers and armored ravagers. 2 med boxes and 2 ammo boxes.

 on: September 09, 2019, 05:40 
Started by Thelo - Last post by khiijol
from what i've seen, the special branches/levels so far are:

mines -> anomaly (archreavers - substantially easier now that they don't spawn directly next to you)
valhalla terminal -> valhalla command (bots, now two military bots so greater chance they'll drop a useful mod)
no special branch -> military base (formers)

biolabs -> containment area (similar to anomaly)
dig zone -> tyre outpost (formers)
no special branch -> ?

black site -> vaults (turrents + demons)
cri labs -> cri armory (a shitload of cri bots, would not recommend going here unless you have really powerful pierce weapons)
no special branch -> ?

arena (small to heavy demons - no drops?)
limbo (vars demons)

 on: September 09, 2019, 05:26 
Started by khiijol - Last post by khiijol
it certainly plays a lot different than DRL - i've actually never tried aliens RL, maybe i should give it a shot

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