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 1 
 on: November 25, 2025, 18:15 
Started by Omega Tyrant - Last post by Omega Tyrant
Ok so after saying I probably wouldn't do another 100% N! in 0.9.9.7 after my Veteran + Elite Angelic run, it seems I lied. I wasn't planning to go for 100% kills nor Conqueror when going for Hunter Platinum + Diamond, but after going halfway through the run with 100% kills intact and having cleared all the special levels, I thought I may as well finish the job, especially as I don't think anyone has done a 100% nor Conqueror run in Angel of Darkness on N! before (at least no one that posted it to the forums).

For the build, it's the boring choice but I just went with Cateye. Was going to do Blademaster first as I did for the HMP AoD 100% Conqueror run I did a year ago, but I got a bit tired of looking at 0.9.9.7's awfully garish berserk red screen for my past few runs, and this gave me the opportunity to get Longinus Diamond too without having to dedicate a run to it or hindering another run to go for it. There was nothing particularly interesting about my trait order, other than picking up a second level of EE later on that I didn't really need just to make Cathedral not take as long and to make my melee sidearm more reliable in general.

For the run itself, Hell's Arena is mostly a nonissue if you're just entering and exiting for Hunter Diamond, but is the obvious immediate obstacle to an AoD conqueror, especially without Finesse, Juggler, or Hellrunner; I lost the first attempt when it got out of hand and I quitted out, but that run was kneecapped with bad medkit + powerup luck on floor 2 that left me with a single small medkit going in and so I wasn't able to take some plasma balls to destroy corpses nor heal much. In AoD you can't safely run -> wait in Hell's Arena, but I find that you shouldn't run -> wait anyway on N! Hell's Arena until you're down to the last wave and are camping on a single corpse, since respawns become more frequent the longer you spend on a level and so you can more effectively get most of the corpses stacked/destroyed by playing the first two waves faster. As for why I completed AoD Hell's Arena instead of just quickly dipping out if I wasn't planning on Conqueror, I really wanted that rocket launcher, everything just becomes so much harder without it.

The early Phobos floors are rough in N! AoD, but with the crazy EXP rate, you should hit level 6 to get Cateye by only floor 3 or 4, at which point you're just basically playing a masterless Scout standard N! game except with no map memory and no stair sense but with much faster leveling that makes it arguably easier than standard N!. I ended up getting this in only my second attempt, Intuition and especially Cateye really takes the bite out of AoD, this experience definitely enforces my proposal to replace Hunter Diamond's Explorer requirement with a no Intuition requirement (as well as add that to Hunter Angelic if it gets added). I suspect Hunter Diamond being one of the rarest Diamonds according to the 0.9.9.7 Badge Hunters thread is moreso due to people being too spooked to try it rather than it being genuinely one of the most difficult Diamonds (though being one of the most Sereg-resistant Diamonds probably also contributed to that, it's much harder to do an AoOC stair dive with no stair sense and AoD's vision penalty).

As for doing Longinus Diamond, I got a surplus of Power and Agility mods, letting me build a Piercing Chainsaw to make the process much quicker without costing me other valuable equipment, and so just needed to make sure I got my attacking and nonrunning movement speed faster than 0.67 seconds before the Cathedral, which AoD's EXP boost helped with. That ended up proving unnecessary though, as I got two Invulnerabilities on Hell 1, which lasted long enough for me to kill all the Lost Souls, Pinkies, and the Angel of Death without having to bother without having to do any timing shenanigans (building the Piercing Chainsaw and getting the second EE level still helped though, I probably don't kill them all fast enough before the Invuln ran out without them). One other thing of note is Hell 1 also had a Nano mod, but it was too late to start building a Nanomachic Plasma Rifle or Antigrav Boots, so I just put it on a Plasma Rifle to ensure I always had ammo (not that I needed it though, since you can infinitely farm ammo off of respawns in 0.9.9.7 and nearly every floor at this point has at least one Arachnotron or Commando). Then the game decided to give me a second Nano mod on Hell 7 that I absolutely did not need, the RNG just likes to be funny like that sometimes.

Anyway here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 ICANSEE, level 20 Cyberdemon Marshal Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 1529020 turns and scored 1936602 points.
 He played for 6 hours, 12 minutes and 22 seconds.
 He opposed the Nightmare!

 He killed 2321 out of 2321 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Darkness!

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

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

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

  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Conqueror Badge
  Experience Medal
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  Hunter Platinum Badge
  Hunter Diamond Badge
  Longinus Diamond Badge

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ...............................................===........#
  ..............................................=====.......#
  ..............................................=====....=X=#
  ..............................................=====...====#
  .............................................=====....====#
  ............................................=====.....====#
  ............................................========...===#
  ............................................=========.====#
  .............................................========.====#
  ................................................==========#
  .................................................=========#
  ...................................................=====..#
  ...................................................====...#
  ###########################################################

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

  Health 93/50   Experience 348855/20
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +3  ToDmg Melee +3

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Son of a bitch   (Level 3)
    Eagle Eye        (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Cateye           (Level 1)

  Int->Int->SoB->SoB->TH->MCe->EE->Fin->Fin->WK->WK->Jug->HR->Fin->SoB->TH->EE->HR->DM->HR->

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

    [a] [ Armor      ]   red armor [6] (AOP)
    [b] [ Weapon     ]   hyperblaster (2d4)x5 [5/40] (F1)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   plasma rifle (1d7)x6 [40/40] (N2T1)

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

    [a] tactical shotgun (9d3) [5/5] (P1)
    [b] tactical rocket launcher (6d6) [5/5]
    [c] napalm launcher (7d7) [1/1]
    [d] BFG 9000 (12d6) [130/130] (B1P2)
    [e] Angelic Armor [7/7] (100%)
    [f] Azrael's Scythe (9d9)
    [g] rocket (x9)
    [h] rocket (x14)
    [i] power cell (x70)
    [j] power cell (x70)
    [k] power cell (x70)
    [l] power cell (x30)
    [m] power cell (x70)
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] envirosuit pack
    [s] lava element
    [t] cerberus protective boots [0/0] (100%)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    265 former humans
    199 former sergeants
    112 former captains
    380 imps
    122 demons
    482 lost souls
    122 cacodemons
    27 hell knights
    92 barons of hell
    75 arachnotrons
    118 former commandos
    55 pain elementals
    100 revenants
    79 mancubi
    35 arch-viles
    7 nightmare imps
    6 nightmare cacodemons
    33 nightmare demons
    3 bruiser brothers
    2 shamblers
    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 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he sneaked into the Phobos Lab.
  On level 7 he assembled a tactical boots!
  On level 7 he assembled a hyperblaster!
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Deimos Lab.
  He destroyed the evil within and reaped the rewards!
  Level 10 was a hard nut to crack!
  On level 11 he assembled a piercing blade!
  On level 11 he assembled a tactical shotgun!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 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 Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  He nuked level 18!
  On level 19 he entered the Vaults.
  He cracked the Vaults and cleared them out!
  On level 20 he assembled a tactical rocket launcher!
  On level 20 he assembled a cerberus boots!
  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 22 he entered the Lava Pits.
  On level 22 he found the Enviroboots!
  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 --------------------------------------------------

 missile hits the baron of hell. The missile hits the baron of hell. The
 missile hits the baron of hell. Argh!!! Lava!
 The missile hits the baron of hell. The missile hits the baron of hell. The
 baron of hell dies. The missile hits John Carmack. The missile hits John
 Carmack. The missile hits John Carmack. The missile hits John Carmack. The
 missile hits John Carmack. Argh!!! Lava!
 The missile hits John Carmack. The missile hits John Carmack. The missile
 hits John Carmack. The missile hits John Carmack. The missile hits John
 Carmack. The missile hits John Carmack. The missile hits John Carmack.
 Argh!!! Lava!
 The missile hits John Carmack. The missile hits John Carmack. The missile
 hits John Carmack. The missile hits John Carmack. The missile hits John
 Carmack. The missile hits John Carmack. The missile hits John Carmack.
 Argh!!! Lava!
 The missile hits John Carmack. The missile hits John Carmack. John Carmack
 dies. Congratulations! You defeated John Carmack! Press <Enter>...

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

 236 brave souls have ventured into Phobos:
 69 of those were killed.
 91 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 70 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 35 killed the bitch and survived.
 29 showed that it can outsmart Hell itself.

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

 2 
 on: November 24, 2025, 00:22 
Started by Omega Tyrant - Last post by Omega Tyrant
I've done ton of complete Nightmare runs in the 0.9.9.9/0.10 beta testing and in JHC since the first 0.9.9.9 beta made some big changes to N!'s respawning, but never actually tried doing a standard N! run before in 0.9.9.7 (nor even in 0.9.9.8, stopping at getting Eagerness and Inquisitor Angelic there), as N! and the whole corpse disposal minigame seemed so awful to play; I once tried beating Hell's Arena in Angel of Darkness on only HMP back when I wasn't as good at the game and immediately noped out of the idea of ever dealing with respawning in the special levels even after I've became very consistent at doing 100% UV runs. Since I've been so involved in proposals and balancing suggestions since DRL's development revival, I thought I should experience the old N! 100% playthrough run at least once however (and show my dislike of how N! played prior to 0.10 wasn't a skill issue on my part :p).

For the build, I just went with my favorite mastery of Shottyhead that I always thought was criminally underrated. I open with the trait order of Fin -> Jug -> HR -> Rel2 -> SM -> MSh; just going straight to Shottyhead in this order gives one of the strongest early games, and Shottyhead itself gives such a massive power boost that you don't want to delay getting it. It's then Fin2 and getting both levels of Whizkid to ensure I can do full modding by the end of Hell's Armory/Deimos Lab, and after that I get two levels of Brute + Berserker, I always liked having a melee sidearm and pairing Berserker with Shottyhead to amp up my firing speeds farther as well as get nice lategame defensive insurance. After that it's just maxing out Fin and HR, Reloader as well to amp up my standstill DPS, and then Brute 3 to help lategame gibbing with the Scythe.

For the start of the run, I sure take advantage of respawns dropping their inventory in this version to get a half dozen Shotguns in my inventory for juggling and getting a full inventory of shells from Phobos Base Entry. After Phobos 2 had a very convenient horizontal water river to make corpse disposal less of a pain, it was the infamous N! Hell's Arena, and well it wasn't like it's exceedingly hard, especially with the Fin/Jug/HR opener, but man is it so tedious even when knowing better to seek out enemies and lure them to your corpse piles to limit the respawn rate rather than run -> waiting; can't stress enough how much I'm looking forward to when respawns will finally no longer count towards Hell's Arena wave clearing in the eventual 0.11. After a warehouse level on Phobos 3 that made corpse disposal extra annoying and Phobos 5 having two Cacodemon vaults plus some annoying acid rivers, it was then Unchained Court, one of the very few special levels I think can be a stumbling block for Shottyhead. With berserk being unnerfed in this version though and successfully avoiding let the Barons blow up the berserks, I'm able to take out the Barons and Arena Master without serious issue, it was the cleanup of the formers after that was the very annoying part with the center building near completely destroyed and having too few rockets to just blow up the remaining formers, I am eternally grateful that 0.10 and JHC changed it so respawns no longer count towards a special level's clearing (at least for the ones that aren't bugged about it like Hell's Arena is currently...). After uneventful floors for Phobos 6 and 7, I then get Military Base, which is one of the most cheesable levels with run -> wait camping even on N! but damn is it so fucking tedious, 0.10's Enraged Timer and not counting respawns towards clearing it does wonders towards making the level actually engaging and not a joke compared to Phobos Lab. I can build a Tactical Shotgun and start modding a Double Shotgun towards a Focused Double, but I put off doing so until I reach Hell's Armory/Deimos Lab in case their weapon cache has an Assault or Super Shotgun. Thanks to the Elite Formers giving their obscene pre-nerfed EXP in this version, I hit Shottyhead and Finesse 2 before Phobos Anomaly, so after rocket jumping out of the ambush, I can actually fight back against the terrifying Nightmare horde without taking much damage and then effortlessly cornershoot the Bruisers to death.

Deimos would greet me with an awful maze that's especially annoying when I don't have quite enough rockets to blow up every corpse but I manage it. It's then Deimos Lab, easily the most threatening special level for Shottyhead with the dreaded dual Shamblers, especially when the weapon cache didn't have the Super Shotty nor Assault Shotgun, so I have to settle for making the Tactical Shotgun and I'm still down an A mod to complete the Focused Double before the Shamblers (at least the cache had a Nuclear Plasma Rifle that is nice for saving ammo). When fighting them, at one point one teleports near the wall next to me while the other is out of vision, so with run active, I get a couple spaces away from him and take advantage of Shottyhead's firing rate with a shell box equipped to hammer into him with the Double Shotgun while run mitigate the amount I get hit to kill him before the other Shambler can interfere. The second Shambler I would take some meaty hits from but it wasn't too bad, however I get a stark reminder of why 0.10/JHC not having enemies revive in vision was such a much needed change, as this Shambler would get right back up with full health as I was moving away to blow up his corpse. For a weaker build this could have been a run ender, but with Shottyhead I'm able to handle it after using up a medkit to get run back and repeating the strategy I used to take out the first Shambler. In the lab cache I get two Onyx mods, not really ideal but I just use one on a Red Armor I would mostly use for the rest of the run and then save the second later to make Lava Boots since I got nothing better to use it on. I also get an A mod to complete my Focused Double Shotgun and a P mod to buff it up.

Rather annoyingly, after making that Focused Double Shotgun and P-modding it, I would find a Super Shotgun just a couple floors later... I hold onto it in case I find enough mods to make it better than the modded Focused Double and then enter Containment Area, which can be potentially very nasty but Shottyhead is able to handle it rather easily, especially with a radsuit and indestructible Red Armor, just had to made sure to immediately grab the Backpack since it's still destroyable in this version. Cleanup after was the annoying part with the doors destroyed and my rockets running low, ate quite a few Imp fireballs just to destroy corpses without expending rockets. With a handy Deimos 4 Invuln, the potentially rough Abyssal Plains opening ambush is a nonfactor, and then the Agony Elemental fight is completely free for Shottyhead, super extra free for Shottyhead with Berserker. I get Spider's Lair for the Deimos 6 special level, which is appreciated as it's one of the easiest special levels on N! with its complete lack of enemy layout changes compared to UV while you'll be a couple levels stronger and get supplied with enough rockets to blow up all their corpses, especially compared to Halls Of Carnage that becomes very brutal on N! (however, Shottyhead with Berserker is one of the best builds for doing Halls Of Carnage, so I may have preferred it instead for the extra mods). In Spider's Lair I just get berserked and rocket jump into all the Arachnotrons to chainsaw them down. After an unremarkable Deimos 7, I then get the Cyberdemon fight that is completely free for a Shottyhead with berserker and a PO Red Armor.

After an uneventful Hell 1 (well I guess not technically uneventful as it had a hard walls event), it's the Unholy Cathedral. With Berserker and PO Red Armor, I could just straight chainsaw the Angel Of Death down, but I checked to see if the timing trick I employed in 0.9.9.8 of "get three spaces ahead and then wait, chainsaw if he double moves" worked here after Sylph told me the timing was more complicated than that in 0.9.9.7. I took her word on it since 0.9.9.8 was so buggy and the timing would indeed become more complicated in 0.10, but I find that nope, it is the same timing as 0.9.9.8 and so that is helpful to know for the eventual Longinus Diamond, while I get through Cathedral without taking as much damage as I would have playing roshambo with the AoD. I got an Archvile level on Hell 3, it's funny that what is supposed to be one of the most dangerous lategame level types is actually one of the nicest levels to get when Archviles are a whole lot less threatening without lackeys to revive, especially on N! when it means you won't have to put up with any corpse disposal either. Speaking of funny,  The Vaults is such a laughably easy special level on N! in this version, with any good fire resist the measly 8 Archviles + 8 Revenants poses no threat at all, and you don't have to worry about half the enemies reviving on N! and you get more than enough rockets to destroy the corpses of the other half, I do look forward to any old heads revisiting DRL seeing the massive glow up the Vaults got on UV and especially N! since 0.9.9.7. It is then time for the oh so dreaded N! Mortuary, but after employing my usual opening of immediately popping a Hatred Skull, then rocket jumping around to blow up most of the corpses with the BFG, it wasn't so bad, I only had to deal with 50ish enemies and I would have dealt with even less if I didn't spend precious time near the start to secure the Nuclear BFG. I find the unnerfed Malek's Armor on Hell 6, a bit late for it to matter but it's still nice to have, and then comes Lava Pits that was free with Lava Boots, but I'll mention how sad a boss the Lava Elemental was prior to his 0.9.9.8 glow up, Lava Pits wouldn't have been a issue even if I didn't have Lava Boots. After yet another forgettable penultimate floor, it's then nuking the Mastermind and fighting Carmack, and with my buffed Super Shotgun + Rel 3 + a Shell Box + berserk, I'm able to get over a dozen SSG blats off on him after he whiffs a rocket, he just didn't stand a chance.

Overall this wasn't really all that hard compared to the Eagerness and Inquisitor Angelic runs, but damn was it tedious. I'm surprised I clocked this run in under 5 hours despite not really trying to play it fast and doing my fair share of run -> wait abuse, it looked like 6+ hours was the average for Elite Angelic runs in 0.9.9.7 and none of the Elite Angelic mortems listed on the Badge Hunters thread even broke under 5 hours. Well it was nice to get the experience and get all those sweet badges to bolster my 0.9.9.7 badge collection, but I don't think I'll do another 100% N! run in 0.9.9.7 anytime soon.

Enough of the yap, here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 SHOTTYHEAD2GOOD,
 level 18 Cyberdemon General Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 887128 turns and scored 1124159 points.
 He played for 4 hours, 46 minutes and 47 seconds.
 He opposed the Nightmare!

 He killed 1983 out of 1983 hellspawn. (100%)
 This ass-kicking marine killed all of them!

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

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

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

  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Conqueror Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Hell Champion Medal
  UAC Platinum Badge
  Veteran Diamond Badge
  Veteran Angelic Badge
  Elite Diamond Badge
  Elite Angelic Badge
  Demonic Platinum Badge
  Reaper Platinum Badge
  Arena Platinum Badge
  Longinus Platinum Badge

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  .................................................|........#
  ..............................................||||........#
  ............................................|..}|.........#
  ..............................................||||X.......#
  ..........................................................#
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  ..........................................................#
  ..........................................................#
  ###########################################################

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

  Health 52/50   Experience 186932/18
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Reloader         (Level 3)
    Brute            (Level 3)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Fin->Jug->HR->Rel->Rel->SM->MSh->Fin->WK->WK->Bru->Bru->Ber->HR->Fin->HR->Rel->Bru->

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

    [a] [ Armor      ]   Malek's Armor [3/3] (100%)
    [b] [ Weapon     ]   super shotgun (10d4)x2 [0/2] (B2P2T1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x58)

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

    [a] focused double shotgun (9d4)x2 [2/2] (P1)
    [b] tactical rocket launcher (6d6) [5/5]
    [c] nuclear BFG 9000 (8d6) [52/52] (B1)
    [d] BFG 9000 (10d6) [220/220] (B3)
    [e] red armor [6] (AOP)
    [f] Azrael's Scythe (9d9)
    [g] shotgun shell (x60)
    [h] rocket (x3)
    [i] rocket (x14)
    [j] rocket (x14)
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] homing phase device
    [p] lava plasteel boots [2]
    [q] shell box (x100)
    [r] shell box (x100)
    [s] shell box (x100)
    [t] shell box (x100)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 90%   feet 60% 
    Fire       - internal 60%   torso 90%   feet 60% 
    Plasma     - internal 60%   torso 90%   feet 60% 

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

    234 former humans
    252 former sergeants
    101 former captains
    326 imps
    113 demons
    397 lost souls
    70 cacodemons
    25 hell knights
    91 barons of hell
    85 arachnotrons
    35 former commandos
    46 pain elementals
    55 revenants
    43 mancubi
    52 arch-viles
    14 nightmare imps
    4 nightmare cacodemons
    9 nightmare demons
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 bruiser brothers
    3 shamblers
    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 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 8 he assembled a fireproof armor!
  On level 9 he entered Deimos Lab.
  On level 9 he assembled a tactical shotgun!
  On level 9 he assembled a focused double shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he assembled a tactical rocket launcher!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he found the Grammaton Cleric Beretta!
  On level 16 he found the Tower of Babel!
  Level 17 was a hard nut to crack!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 19 he stumbled into a complex full of arch-viles!
  On level 19 he assembled a tactical boots!
  On level 19 he entered the Vaults.
  On level 19 he found the Mega Buster!
  He cracked the Vaults and cleared them out!
  On level 20 he assembled a lava boots!
  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 22 he found the Malek's Armor!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Cybernetic Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He overloaded a nuclear plasma rifle on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You quickly reload the super shotgun. You need to taste blood!
 You need to taste blood!
 You quickly reload the super shotgun.
 You need to taste blood!
 You quickly reload the super shotgun.
 You need to taste blood!
 You quickly reload the super shotgun. You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 Carmack raises his hands and summons hellspawn! You need to taste blood!
 John Carmack dies. Congratulations! You defeated John Carmack! Press
 <Enter>...

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

 235 brave souls have ventured into Phobos:
 69 of those were killed.
 91 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 69 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 35 killed the bitch and survived.
 28 showed that it can outsmart Hell itself.

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

 3 
 on: November 23, 2025, 11:32 
Started by Omega Tyrant - Last post by Omega Tyrant
Like with Eagerness Angelic, I previously won the never-achieved-in-0.9.9.7 Inquisitor Angelic Badge twice, first in the initial 0.9.9.9 beta when I started doubting its perceived impossibility and wanted to see how it was like firsthand, and then in 0.9.9.8 outright. However, as explained in thread for my recent Eagerness Angelic run in 0.9.9.7, in those versions I was helped significantly by a dodging bug that essentially gave you a 95% dodge rate against everything no matter your HR levels, which I've come to realize made 0.9.9.8 a lot easier, especially in a challenge where health is so limited and you're trying to rush through the game. Additionally I used the Marine, where in those versions he had inherent 20% energy resistances that proved rather OP, especially when stacked with berserk's +60% resistances, OP enough that both the Marine and berserk would later get their resistances nerfed in 0.10. As such, I've come to feel that winning Inquisitor Angelic in 0.9.9.8 is rather tainted, and so wanted to show I can win it without the aid of a major bug and a class with OP tankiness, while like with Eagerness Angelic, I wanted to prove definitively that Inquisitor Angelic was very possible even back in 0.9.9.7 before all the major mechanical and balancing changes made in 0.9.9.8 and beyond.

When it came to the build I would use for this badge in 0.9.9.7, I of course go with the Scout instead of the Marine; without any inherent resistances, the Marine isn't taking any less damage throughout the game, and while the extra 10 max HP would be nice to get more health from your crucial medkits, it wouldn't make up for all the extra damage I'm avoiding with the Scout's 10% speed bonus (as well as said speed bonus giving more leeway with actually finding and getting to the stairs in time). I still go with the same starting seven traits though in the same exact order; Fin -> HR -> Rel -> HR -> Bru -> Bru -> Ber. The attack speed boost is obviously useful for a much needed combat boost, but I particularly open with it instead of HR to increase the chances that I get the small medkits in Phobos Base Entry from the formers (if you don't get both, you should just Q+Y out, you'll probably need every single medkit you can get your hands on in this challenge). After Fin is the obvious HR, and then maybe surprisingly I still go with Reloader despite this being 0.9.9.7 with the crappy unbuffed Reloader; going with the second level of Finesse could work and may be arguably better, but I felt "rounding out" the shot and reload time of the Shotgun was the way to go, as aside from giving a slightly better edge in total shot and reload time of the Shotgun, it also gave me more safety in situations where an enemy pops at a bad angle after I shoot (it'll also make a bigger difference with the Rocket Launcher later in the game that has a much longer reload time, and would give me greater leeway to get away with doing full reloads with the Combat/Tactical Shotgun when berserked to preserve my berserk actions). Then it's HR2; while I want Berserker ASAP, it's absolutely necessary to get HR2 before Anomaly, otherwise you're going to take too much damage or die there without a rocket launcher that you likely won't have or a lucky phase device. After that it's Berserker ASAP, which is going to be needed to survive the later floors and get past the Cyberdemon with so little armor + healing and not many levels. I deviate compared to the 0.9.9.8 run though with getting TaN instead of Ironman after Berserker; even without the physical resistances that Ironman gives in 0.9.9.8 onward, it would have been useful to squeeze more health from the scarce amount of medkits you get, but each level of Ironman makes it increasingly more difficult to trigger Berserker from getting hit (as 0.9.9.8 exclusively has Berserker's trigger based on nominal HP while all other DRL versions make it based off your actual max HP), which will result in me losing more relative health from big hits and make it a lot less reliable to intentionally trigger Berserker with face rockets (something I make use of a lot throughout the run). As such, TaN is the much better durability boosting trait here even without it giving energy resistances like it does in 0.10-onward, and it's especially needed given the difficulty of maintaining armor in a challenge where you can't repair armor normally. I then only get one more level after for Fin2, so no Brute 3, WK, or Juggler that I may have considered if I got more levels.

As for the general strategy, it's still pretty much the same; I enter Hell's Arena to clear out the first wave for some extra easy HP and then get out, stop by Chained Court for the Chainsaw and my one free full heal but don't release any of the Barons, and then only enter special levels after that point if they offer you a quick safe escape, except for maybe Deimos Lab for some safe EXP and to gamble with the crates having medkits, or a couple other special levels where you can safely trade a Homing Phase for some nice rewards. The rest of it is getting enough luck and a healthy dose of just "gitting gud", getting through levels fast while avoiding taking too much damage, and after you find the stairs, appropriately judging the risk/reward between exploring more for more EXP and finding some helpful stuff, or just getting out then and there. The nice thing about Inquisitor Angelic compared to Eagerness Angelic is that kill percent does not matter at all, so once you find the stairs you can just dip out of any tough level, and Berserker is all you really need to get past the Cyberdemon, while you don't even need to beat the Mastermind since you can just wait out the nuke timer there when a partial win still rewards the badge. That doesn't mean you stair dive though; as mentioned you need HR2 before Anomaly, the sooner you get Berserker the better as it'll greatly increase your chances of surviving Deimos floors full of VMR, any additional levels after that increases your chances of surviving tough Deimos and Hell floors, and I mean it when I say you'll need nearly every medkit and decent armor you can find, so not exploring floors enough may leave your resources too deficient to survive difficulty floors later.

Unlike the Eagerness Angelic 0.9.9.7 run that took me a few dozen tries, Inquisitor Angelic here took me... only three real attempts (not counting a few runs I Q+Y'd on Phobos Base Entry, or in one instance, accidentally run -> waiting too much and setting off the nuke on Phobos Base Entry), not only a lot less than the aforementioned Eagerness Angelic run took but also surprisingly a lot less than the Inquisitor Angelic runs i did in the 0.9.9.9 beta and 0.9.9.8 versions that each took a dozen. I wouldn't say Inquisitor Angelic was actually easier in 0.9.9.7, but I managed to get some fortunate luck without too many attempts. Such fortunate luck includes; a vault on Phobos 2 with a Power mod i was able to retrieve and immediately put on my Shotgun (as I learned in my 0.9.9.7 Quartermaster Diamond run a couple years ago, just putting an early Power mod on a Shotgun is very useful for significantly increasing the chances of you one-shotting the small fry at farther distances and killing the bigger enemies before they reach you), finding a radsuit on Phobos 5 that I could then use to retrieve the mods in Chained Court without having to hit the levers, only having to burn a single medkit in Phobos Anomaly, getting a Rocket Launcher in early Deimos, getting an easy Lost Soul + Pinky + Caco cave in Deimos and then an even easier Pinky cave after that also had two fresh Red Armors, and no mazes in Deimos nor Hell. Some things were rather unlucky, notably I never found a single unique nor any exotics aside from the guaranteed Chainsaw, guaranteed BFG, and a Hatred Skull I couldn't do much with, I never found any Bulk mods and so couldn't build a Nanofiber Red Armor to ensured I always had a decent armor (but the game giving me several uncontested Red and Blue armors throughout the run meant I never had to run around in Green Armor or nothing after Phobos), I never found a second Agility mod to make Tactical Boots, and I was never doing too good on medkits. I in fact did run out of medkits mid Hell and felt the run was maybe not going to close it out, but then Hell 5 gave me a Nightmare Demon cave, which would normally be a terrible thing, however with berserk and Nightmare Demons not yet having their fluid immunity they would get in 0.9.9.8, I was able to kill them without taking an excessive amount of damage after luring them into a corner with lava puddles and the floor had several Small Medkits with no Formers nor Nobles around to take them. Hell 7 then had an uncontested Large Medkit at the start to seal the deal for me, and with my Phase Devices I was able to immediately get near the stairs to ensure victory with no fear of suddenly dying trying so (there was a Baron, Mancubus, and Archvile near the stairs that battered me a bit, but with the Plasteel Boots I was able to power through them to the stairs without being beaten around too much). I also had a Homing Phase that I would use in Halls Of Carnage to get the BFG there, which I'm not sure was worth it as I did get in a bad spot in early Hell in an open room with a large amount of Barons, but a Phase Device was able to get me out of that and the BFG was pretty useful to help me get through an Arachnotron cave on Hell 6 without taking a lot of damage.

Now here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 ONLYMEDKITS3, level 10 Cyberdemon General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 38939 turns and scored 517795 points.
 He played for 48 minutes and 11 seconds.
 He opposed the Nightmare!

 He killed 684 out of 1098 hellspawn. (62%)
 He was an Angel of Purity!
 He was also an Angel of Red Alert!

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

  Levels generated : 11
  Levels visited   : 5
  Levels completed : 0

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

  UAC Star (silver cluster)
  Minor Icarus Cross
  Inquisitor Angelic Badge

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

  ###########################################################
  #######................................####################
  ######...............####...............###################
  #####.......####.....####.....####.......##################
  ####........####.....####.....####........#################
  ###.........####.....####.....####.........################
  ##..........####..............####..........###############
  #............................................##############
  #....####............................####....##############
  #...&####............................####..0.##############
  #....####.....................%......####....##############
  #....####.....................X......####....##############
  #............................................##############
  ##..........####..............####..........###############
  ###.........####.....####.....####.........################
  ####........####.....####.....####........#################
  #####.......####.....####.....####.......##################
  ######...............####...............###################
  #######................................####################
  ###########################################################

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

  Health 15/50   Experience 48396/10
  ToHit Ranged +0  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +6

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

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Tough as nails   (Level 2)
    Reloader         (Level 1)
    Brute            (Level 2)
    Berserker        (Level 1)

  Fin->HR->Rel->HR->Bru->Bru->Ber->TaN->TaN->Fin->

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

    [a] [ Armor      ]   red armor [2/4] (33%)
    [b] [ Weapon     ]   chainsaw (4d6) (T)
    [c] [ Boots      ]   plasteel boots [2/2] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] shotgun (9d3) [1/1] (P1)
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [1/1]
    [d] BFG 9000 (10d6) [60/100]
    [e] blue armor [2/2] (100%)
    [f] blue armor [2/2] (100%)
    [g] blue armor [2/2] (100%)
    [h] red armor [4/4] (56%)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x50)
    [l] shotgun shell (x46)
    [m] shotgun shell (x50)
    [n] rocket (x10)
    [o] rocket (x10)
    [p] rocket (x3)
    [q] small med-pack
    [r] large med-pack
    [s] phase device
    [t] phase device
    [u] steel boots [1/1] (71%) (A)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 95% 
    Fire       - internal 60%   torso 72%   feet 85% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    79 former humans
    69 former sergeants
    21 former captains
    80 imps
    42 demons
    288 lost souls
    22 cacodemons
    3 hell knights
    11 barons of hell
    11 arachnotrons
    7 former commandos
    16 pain elementals
    1 revenant
    8 mancubi
    6 arch-viles
    18 nightmare demons
    1 Cyberdemon
    1 Spider Mastermind

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He saw, left a present and left.
  He left level 3 as soon as possible.
  On level 5 he stormed the Chained Court.
  On level 7 he assembled a tactical shotgun!
  On level 8 he encountered the Phobos Anomaly.
  On level 14 he ventured into the Halls of Carnage.
  Level 15 was a hard nut to crack!
  On level 16 he found the Tower of Babel!
  Entering level 17 he was almost dead...
  He left level 17 as soon as possible.
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  On level 21 he stumbled into a nightmare demon cave!
  On level 22 he arrived at Mt. Erebus.
  He decided it was too dangerous.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You are hit! You are hit! You are hit! You are hit! You dodge! You are hit!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...

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

 234 brave souls have ventured into Phobos:
 69 of those were killed.
 91 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 68 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 35 killed the bitch and survived.
 27 showed that it can outsmart Hell itself.

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

 4 
 on: November 22, 2025, 02:41 
Started by Omega Tyrant - Last post by Omega Tyrant
I've gotten the previously unwon Eagerness Angelic twice now, once in the first 0.9.9.9 beta, and then won it in the official version of 0.9.9.8. However, 0.9.9.9 made a big change to Nightmare where respawns no longer count towards the kill counter, which obviously makes this badge more winnable. That isn't bad, and is how it should have worked to begin with, but I've come to feel that winning the badge in 0.9.9.8 has become sullied after realizing just how buggy that version was. In particular, 0.9.9.8 has a dodging bug, where you essentially have a 95% dodge rate at all times even with no HR, significantly nerfing the threat of most non-VMR projectile enemies, especially neutering the rapid fire enemies. I will just do it again in 0.11 or whichever DRL version I find updated enough to tryhard 100%ing in, as most of the bugs that 0.9.9.8 introduced have been fixed since, but in the meantime, I thought to go back to 0.9.9.7 and prove that I could win Eagerness Angelic there too, without the aid of several things added to DRL after 0.9.9.7 that made this badge easier (such as the significantly buffed Reloader, buffed Ironman, Technical mods giving extra resistances to armor, enemy reveal on final three enemies, etc.). Granted, 0.9.9.7 has several benefits that may make it not necessarily harder than in DRL versions from 0.10 onward (such as unnerfed berserk, unnerfed Intuition 2, unnerfed Finesse, respawns dropping ammo, lower danger levels in Deimos and Hell, unbuffed Nightmare enemies, and so on), either way though I want to show that this badge wasn't quite as impossible as it was thought to be in the version it was never verifiably won in.

For Eagerness Angelic in 0.9.9.7, I use roughly the same Blademaster build as the one I used in the aforementioned 0.9.9.8 run, so I would suggest reading that thread I linked prior rather than repeat much of the same information here. One major difference though is I swap out the early Reloader level I took in my 0.9.9.8 run for a Finesse level; with 0.9.9.7's Reloader increasing a Shotgun's fire-and-reload rate only 5% more than Finesse does, it's better to just get Finesse here, that is going to help with your meleeing later on and will build towards Juggler/Whizkid. I additionally postponed HR2 until after Berserker; I was initially getting HR2 before building up Berserker, but I was finding I was reaching Phobos Anomaly without Berserker, which is needed to actually kill the enemies there instead of leaving behind a big EXP pile that will put you farther in an EXP and kill count hole that you may not be able to dig out of later, and having Berserker on the dangerous late Phobos floors will also help you survive them, while usually I could find the stairs in time reliably enough with only HR1. Then when it came to the traits after Blademaster, I do end up getting Intuition 2 here unlike in the 0.9.9.8 run, as with no dodging bug, I was simply dying too much from taking too much damage and then being unable to safely reach health or having said health get blown up as I approached it. And then I don't get any levels of Ironman here, as aside from not granting the physical resistances it did in 0.9.9.8, Berserker's damage trigger is also based on your actual max HP here rather than how 0.9.9.8 changed it to being based on nominal max HP, meaning any Ironman levels would make triggering Berserker from facerockets and the hard-hitting enemies less reliable, which could end up costing me.

My overall strategy wasn't much different from my 0.9.9.8 run either, though I found I had to be more aggressive in the Phobos floors, otherwise as aside from falling in a deeper kill count hole in a version where there are less enemies in Deimos/Hell and Pain Elementals stop appearing normally in the final few floors, I may not reach Blademaster before City Of Skulls/Abyssal Plains, which is critical to get yourself a huge kill pad to make up for you being unable to maintain 90% kills in the first half of the game. My fifth attempt made it all the way to Hell 5 (link goes to the Jupiter Hell discord), however I failed to reach Blademaster before City Of Skulls and so had to skip out on it (as well as failed to get Berserker before Anomaly and so had to completely skip trying to kill any of the enemies there), leaving me in a kill hole I probably wouldn't have been able to make up even if I didn't die (I needed about 280 more kills with none missed in that run to hit 90%, which probably wouldn't have been possible in only two more Hell floors unless I got a lucky Pain Elemental cave). Also in this run compared to the 0.9.9.8 run, I don't go in Deimos Lab (without the dodging bug, those Commandos are too dangerous unless you're desperate for health/armor), I don't go to The Wall in the winning run (but did go in a couple failed attempts, if you get a Deimos 3 Invuln and have a Rocket Launcher it's worth going in for a big easy EXP dump + all those rockets), and I skip out on Unholy Cathedral (I would go in, but my health wasn't good at the end of Hell 1 and so going in would have likely put at too low of a health to survive Hell 2 without getting lucky).

Altogether this took me 35 attempts, and was indeed significantly more difficult than doing it in 0.9.9.8, where I did it there in only six attempts. The main reason I would chalk this up to does fall on the absence of the dodging bug here; in most runs I simply failed from taking too much damage and being unable to reach health, all those Former bullets and Imp fireballs I was no longer constantly dodging do really add up, and you can't so easily rush towards a Commando or Arachnotron unscathed, which gets exasperated so much when you're unable to heal on demand. Only a few failed runs was from being unable to reach the stairs in time or falling in too deep of a kill hole to reach 90%. Also making it to Deimos doesn't near guarantee victory, as I had five runs that made it to Deimos and died before getting one that went all the way, all it takes is one bad floor with health deep behind enemy lines when you have the healing constraints of AoI and AoRA preventing you from taking a floor slowly.

Now here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 NOMEDKITS35, level 15 Cyberdemon General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 59625 turns and scored 801725 points.
 He played for 1 hour, 40 minutes and 41 seconds.
 He opposed the Nightmare!

 He killed 1447 out of 1553 hellspawn. (93%)
 He held his right to remain violent.
 He was an Angel of Impatience!
 He was also an Angel of Red Alert!

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

  Levels generated : 11
  Levels visited   : 3
  Levels completed : 1

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

  UAC Star (gold cluster)
  Eagerness Angelic Badge
  Quartermaster Platinum Badge

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

  ###########################################################
  ########................................###################
  #######...............####...............##################
  ######.......####.....####.....####.......#################
  #####........####.....####.....####........################
  ####.........####.....####.....####.........###############
  ###..........####..............####..........##############
  ##............................................#############
  ##....####............................####....#############
  ##...&####............................####..0.#############
  ##....####............................####....#############
  ##....####............................####....#############
  ##............................................#############
  ###..........####..............####..........##############
  ####.........####.....####.....####.........###############
  #####........####.....####.....####........################
  ######.......####.....####.....####.......#################
  #######...............####....X%.........##################
  ########................................###################
  ###########################################################

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

  Health 89/50   Experience 108944/15
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Brute            (Level 3)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 1)
    Blademaster      (Level 1)

  HR->Fin->Int->Bru->Bru->Ber->HR->Bru->MBm->Int->Jug->Fin->HR->WK->Fin->

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

    [a] [ Armor      ]   red armor [6/6] (98%) (P)
    [b] [ Weapon     ]   chainsaw (5d6) (BT)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x79)

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

    [a] shotgun (8d3) [1/1] (T1)
    [b] combat shotgun (7d3) [5/5]
    [c] rocket launcher (6d6) [0/1] (B2)
    [d] blue armor [2/2] (63%)
    [e] blue armor [2/2] (58%)
    [f] blue armor [2/2] (52%)
    [g] blue armor [4/4] (100%) (P)
    [h] red armor [4/4] (92%)
    [i] red armor [6/6] (100%) (P)
    [j] energy shield [0/0] (90%)
    [k] shotgun shell (x50)
    [l] shotgun shell (x50)
    [m] shotgun shell (x50)
    [n] shotgun shell (x35)
    [o] shotgun shell (x50)
    [p] rocket (x10)
    [q] rocket (x4)
    [r] rocket (x10)
    [s] power cell (x28)
    [t] plasteel boots [2/2] (100%)
    [u] power battery (x120)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 85%   feet 60% 
    Plasma     - internal 60%   torso 60%   feet 60% 

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

    98 former humans
    126 former sergeants
    47 former captains
    160 imps
    84 demons
    649 lost souls
    34 cacodemons
    19 hell knights
    48 barons of hell
    22 arachnotrons
    21 former commandos
    73 pain elementals
    9 revenants
    16 mancubi
    18 arch-viles
    5 nightmare imps
    4 nightmare cacodemons
    9 nightmare demons
    2 bruiser brothers
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He saw, left a present and left.
  On level 5 he stormed the Chained Court.
  On level 8 he encountered the Phobos Anomaly.
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 16 he found the Tower of Babel!
  On level 18 he assembled a tactical boots!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...
 Next!

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

 230 brave souls have ventured into Phobos:
 69 of those were killed.
 88 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 67 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 34 killed the bitch and survived.
 27 showed that it can outsmart Hell itself.

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

 5 
 on: November 14, 2025, 15:11 
Started by Omega Tyrant - Last post by Omega Tyrant
Thought to update this since version 0.10 has been out for a couple months now with JHC's release; I decided to wait some more before I tryhard another 100% attempt, as version 0.10 does still lack a lot of key things (such as the special level rebalancing, incorporating all the new enemies into the special levels, and not fixing the unwinnable Angelic badges). I also been pretty focused on JHC too for the timebeing. But once a stable DRL version does do the aforementioned things, I should get back to a new 100% attempt (if it takes a while to get done and I mostly run out of things to do in JHC, I'm thinking I might go and do "100% except for the unwinnables" in 0.9.9.7, just to prove I could have done these runs before the big N! changes and other major mechanical + rebalancing changes).

 6 
 on: November 13, 2025, 20:15 
Started by Omega Tyrant - Last post by Omega Tyrant
Masterless Scout is at least A+.

Intuition 1 start then Int2, then Finesse + Juggler, or Hellrunner 1+2.

Finesse+ Whizzkid after. Or "choose your own adventure" on the Hellrunner side.

It doesn't look like it adds DPS, but it does. A lot. Weapon switches or Movement do tonnes of damage.

Masterless Scout is incredibly strong.

None of the Scout masteries block any of those traits in 0.9.9.8, so that's not a real advantage for masterless Scout. Instant weapon switching also isn't doing much for DPS except for the early game where you use the Juggler with several Shotguns trick to emulate a bootleg Tactical Shotgun until you get the real deal, and I find Intuition to be a bit overrated (especially after Intuition 2's nerf in 0.9.9.8); detecting enemies outside of vision just doesn't really do all that much to help you survive if you spawn in a bad hot start or there are too many enemies around for you to avoid them anyway (i.e the scenarios most likely to kill or cripple you), and it especially tends to be unhelpful in most special levels where enemy locations are more static (most of the time when I pick it up, it's just to speed the game up after I'm already in a good place power-wise, and I'll almost never get it early on N! outside of specific challenges where it's more valuable like Angel Of Darkness). Masterless Scout's one true advantage over any Scout mastery (if you're not doing a quick stair dive) is that it retains access to Tough as Nails (and Badass by extension), since every Scout mastery blocks it, but those traits are pretty lousy anyway in 0.9.9.8 (in 0.10 where TaN got a serious and perhaps OP buff, it would merit more serious consideration, but this tier list is for specifically 0.9.9.8 and so that doesn't matter here). For a build to be A+, it has to seriously trivialize most of the game and require relatively little loot luck to do so (as Ammochain does with its complete disregard for ammo economy, being able to spam 40+ consecutive Plasma Rifle/Hyperblaster bursts without needing to reload, and not even having a harder early game thanks to buffed Reloader and the Marine's overly strong inherent resistances in 0.9.9.8), and S tier would require outright breaking the game with mundane equipment even on N! (which Vampyre does by being nigh-IDDQD with nothing more than a Nanofiber Red or even without and having a track record of players, that had difficulty with HMP previously, suddenly beating N! with it), while masterless Scout lacks the oomph to do such things; you're not going to see players punching above their skill level by just not getting a mastery with Scout.

 7 
 on: November 11, 2025, 22:21 
Started by Omega Tyrant - Last post by Sambojin
Masterless Scout is at least A+.

Intuition 1 start then Int2, then Finesse + Juggler, or Hellrunner 1+2.

Finesse+ Whizzkid after. Or "choose your own adventure" on the Hellrunner side.

It doesn't look like it adds DPS, but it does. A lot. Weapon switches or Movement do tonnes of damage.

Masterless Scout is incredibly strong.

 8 
 on: November 11, 2025, 21:46 
Started by Sambojin - Last post by Sambojin
Just a basic PSA. Yeah, sure, we'll have to make up a "proper" touchscreen interface. But DoomRL is awesome to have on your phone.

Pretty sure it was going to Pulse Audio for sound, and Backbuffer for buffering (not FBO), and Vulkan for the graphics back-end that stopped it failing (did access errors before then). Anyway, good news! 0.9.9.7 worked, now so does the current version, 0.9.9.8! Yay!!!!

This is on an old Snapdragon 695/ Motorola g84, so yes, it will play Doom. Even the basic RTS interface is "usable", but we can make a better one.

Probably old news, but I reckon we can make a really good touchscreen interface for this (I did for the old DOS version, and it didn't have mouse support).

(Also plays Dwarf Fortress, strangely enough, if you don't mind waiting a minute or two).

Basic container settings as screen grabs added as attachments:

 9 
 on: October 25, 2025, 06:20 
Started by Zoma - Last post by Tormuse
I tried to load it with gzdoom...

Ooh, are you talking about DoomRL Arsenal?  I haven't played that mod in ages, but it's a lot of fun.  :)  There's a thread for it here, but I don't know if Yholl is still actively working on it.  Probably worth giving them a ping there.

 10 
 on: October 25, 2025, 06:09 
Started by Tormuse - Last post by Tormuse
So I got the idea to see if I could win a Nightmare game with 100% kills, and decided that the easiest way to do that would be with Angel of Carnage, since I can easily gib all the smallest enemies with rockets, so they can't respawn, and I did it with a Ghost build, partly so I could have all enemies detected, so I could be sure I didn't miss anyone, and partly for the reduced stealth cost, since I figured having higher damage output would help with gibbing the larger lategame enemies.

But that all got simplified when I got Medusa's Fang as the reward in Callisto Anomaly.  :P  The Medusa's Fang relic makes it so any shot that hits a biological enemy that wouldn't otherwise kill it, instantly gibs it, with the drawback that every 3 enemies gibbed in this way makes me lose max health.  It was still worth gibbing the little guys normally, to cut down on how much max health I was losing, and I pumped all my multitools into every med station I could find to boost my max health, (which is why I went to Tyre Outpost for the guaranteed med station) but in the end, I did it, with about 90 max health to spare.  Yay!  :D  (This is how I found out that the max health reduction from Medusa's Fang doesn't seem to be capped like Medusa's Curse;  I lost a lot more than 50 max health)  :|

This all got sillier when I got a sustain mod in Infernal Lock, because it refunds ammo for each kill, and each shot was a kill, so ammo worries disappeared.  :)  I was also helped along by the unexpected fact that apparently, the Ancient doesn't count as a "boss" for the Medusa's Fang's purposes!  :o  (It says it only works on non-boss enemies, but the Ancient fell from one shot!)  And I also found the Overlord unique at the end of Io, which auto-hacks mechanical enemies, which up til this point, were pretty much my only threat, since they're immune to the Medusa's Fang.

The Butcher was also a bit of an issue, since he can apparently use his harpoon on you while you're stealthed and it still gives you the "Crippled" debuff, but with some careful maneuvering, I was able to take him out without too much trouble, and of course, Harbinger posed some difficulty, but my Shadowcloak was a big help for its extra stealth power, in that I could grenade a random minion to get some extra stealth and then hit Harbinger with extra critical hits.  :)

Tormuse, level 17 Scout,
defeated the Harbinger against all odds.

He survived for 14116 turns.
The run time was 4h 58m 45s.
World seed was 35375.
He scored 11978 points.
He opposed the NIGHTMARE!
He was an Angel of Carnage!

CALLISTO L2 -> Callisto Mines L1
Callisto Mines L1 - Desolation
Callisto Mines L3 -> Callisto Anomaly
Callisto Anomaly - Cleared!
Callisto Anomaly - found Shadowcloak
EUROPA L3 - The Hunt
Europa Concourse -> Europa Dig Zone L1
Europa Dig Zone L2 - Secure Vault
Europa Dig Zone L2 -> Tyre Outpost
Tyre Outpost - Cleared!
Io Nexus - Secure Vault
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Strongroom - found Overlord
Dante Vestibule -> Ossuary L1
Ossuary L1 - Exalted Summons
Ossuary L2 -> Abattoir
Abattoir - Cleared!

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (gold cluster) (+200)
   * 100+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels
  Untouchable Ribbon (+100)
   * Won taking less than 1000 damage
  Ossuary Nails (+500)
   * Killed the boss of the Abattoir

He killed 889 out of 889 enemies.

 52 former grunts           9  security sentries
 3  corrupted grunts        10 military sentries
 1  former CRI grunt        10 CalSec bots
 12 former grenadiers       3  security bots
 2  corrupted grenadiers    2  military bots
 2  former CRI  grenadiers  4  guardian bots
 17 former soldiers         31 reavers
 16 corrupted soldiers      33 cryoreavers
 7  hellish soldiers        17 toxic reavers
 15 former CRI soldiers     47 archreavers
 2  CRI soldiers            6  kerberi
 8  former sergeants        18 cyberi
 2  corrupted sergeants     14 cryoberi
 4  former CRI sergeants    2  toxiberi
 21 former guards           6  medusae
 2  CRI guards              12 archmedusae
 9  former commandoes       16 ravagers
 15 corrupted commandoes    11 armored ravagers
 7  hellish commandoes      4  siege ravagers
 6  former CRI commandoes   12 plasma ravagers
 1  former heavy            39 CRI marines
 3  corrupted heavies       13 CRI bots
 13 fanatics                6  guardians
 8  security drones         1  frost guardian
 4  combat drones           5  sentinels
 73 fiends                  7  warlocks
 33 fire fiends             4  archwarlocks
 37 ice fiends              7  watchers
 14 toxic fiends            2  cryowatchers
 11 CalSec sentries         2  pyrowatchers

Traits
  Skilled L2
  Dash L2
  Hellrunner L1
  Juggler L3
  Hacker L1
  Hoarder L2
  Whizkid L3
  GHOST L2

Trait order
  Skl->Hak->Das->Skl->MGH->Whk->Whk->Whk->
  Jug->MGH->Jug->Jug->Hor->Hor->Hr->Das->


Equipment
  Slot #1 : VS rocket launcher +PB2A
   * Precise
   * Swap Harness
   * Loading holster
   * Auto-calibrated
   * Focused
   * ValSec

  Slot #2 : grenade launcher ASV
   * Vampiric 3
   * Calibrated 1
   * Sustain

  Slot #3 : JS EGLS launcher
   * JoviSec
   * Expendable System

  Slot #4 : plasma launcher HPBA
   * Hallowed
   * Precise
   * Hunter 8
   * Second chamber

  Body : Shadowcloak
  Head : Overlord
  Utility : AV4 utility AMP
   * Auto-med 10
   * Metabolic boost
   * Improved stealth

  Relic : medusa's fang
   * Kiss of Death


Permanents
  Blessing of Fire
  Crystal skin
  Relic Corruption

Inventory
  rocket (x10)
  rocket (x10)
  rocket (x10)
  40mm grenade (x15)
  40mm grenade (x15)
  multitool (x5)
  multitool (x4)
  combat pack (x2)
  small medkit (x3)
  large medkit
  large medkit

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