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 21 
 on: August 22, 2025, 13:48 
Started by Omega Tyrant - Last post by Trar
New uniques:

* M6D Magnum, from Halo: Combat Evolved. Very powerful, 12 round magazine, has a zoom feature (could be represented as increased accuracy).

* MA-75 Assault Rifle/Grenade Launcher, from Marathon. 52 round mag, can fire grenades (could use rocket ammunition).


I'm not sure if I should suggest uniques from other Doom games like the Unmaker or Crucible, given that DRL's meant to represent the first Doom game, but it does have the super shotgun so idk.

 22 
 on: August 22, 2025, 12:48 
Started by Omega Tyrant - Last post by Omega Tyrant
New Content

This post will cover all suggestions for new content to add to the game. It is organized by general features, equipment/items, enemies, new challenges, and miscellaneous stuff (a traits and special levels section could be added too if Kornel says they're on the table and anyone has decent suggestions for them).

Features

[ ] Have the trait selection screen be more color-coded (example by Mader Levap): 1 2
Spoiler (click to show/hide)


[ ] Add a toggle in the settings that turns off the powerup overlay filters of Berserk, Invulnerability, and Envirosuit. 1 2

[ ] When playing Nightmare or Angel of Darkness, have a message that informs you when every unique enemy on the floor has been killed at least once, so that a player going for 100% kills but not meticulously disposing of every corpse doesn't need to keep bringing up the player info screen to check when they have gotten 100% kills on any floor. Also maybe consider adding a visual indicator to respawned enemies to help immediately discern them, such as some dull-colored aura? 1

[ ] Have the player info screen display the amount of ingame time the player has spent on the current floor, to make it easier to track the Enraged Timer and other time-based events. 1

[ ] Add trap rooms. These would have a powerup/exotic/unique item inside, and when picked up, has a randomized chance of spawning enemies similar to a summon enemies lever, or floods the room with acid, lava, or blood. The weight of the powerups/exotics/uniques would not impact the rest of the floor, and any enemies spawned by the trap will not give EXP. The chance of the trap activating can be affected by depth level and/or difficulty. 1 2 3 4 5

[ ] Add a replay system to record and playback runs. 1 2

Equipment, assemblies, and other Items

[ ] New exotic: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. (Could alternatively be named "Baron's Hide" to have a more flavorful name) 1 2

[ ] New exotic: Glass Armor, which is 0 Protection, 50% Durability, 50% all resistances. 1 2

[ ] New exotic: Glass Shield, which is 0 Protection, 50% Durability, 80% all resistances, cannot be repaired, cannot be modded, doesn't degrade. 1 2 3 4

[ ] New unique: Dimensional Boots, which is 4 Protection, -30% Move Speed, +30% Knockback, and when worn, you move two tiles for each movement rather than the usual one tile. (However you can allow the player to move only 1 tile by holding Shift as they move, so that they don't need to switch boots for finer movement control.) 1

[ ] New unique: M6D Magnum (from Halo: Combat Evolved), 3d6 pistol with a 12 round clip and standard firing time, which has the perk of having a special aimed shot alt-fire that has autohit (but still has the doubled firing time penalty). Also make it moddable by Technicians. 1

[ ] New unique: Big Fucking Shotgun, which is a shotgun with 40d5 plasma damage and a new "BFS" shotgun blast type with a max range of 10, spread of 5, and dropoff reduction of 10% per tile. However it has a clip size of 40 and requires 40 cells to shoot, has a 2 seconds firing time, and a 4 seconds reload time. (In effect, this weapon is a more faithful mechanical recreation of Doom's actual BFG). Also make it moddable by Technicians.

[ ] New unique: Unmaker (Quite complicated, see linked post for details on how it should function) 1

[ ] New assembly: Scouting Armor (any armor + AS), which is original with +1 Vision, +10% speed. 1

[ ] New assembly: Blastproof Armor (any armor + TF), which is original with half damage to explosions, +30% knockback. 1

[ ] New assembly: Sniper Rifle (Chaingun + BAS), which is original with auto-hit property. (Also a reference to Doom's actual Chaingun being a perfectly accurate sniping weapon when two-tapping it). 1 2

[ ] New assembly: Laser Blade (Combat Knife + BTN), which is 5d5 plasma damage with 0.8 sec firing speed, -2 accuracy, and when equipped, it has the ability to reduce any plasma hit that deals less than 5 damage before armor/resistances to 0 (or if that is too difficult/annoying to program, alternatively just have it give +50% plasma resistance when equipped). Also make it indestructible, so its throwing altfire can be utilized without risking losing it. 1

[ ] New set: Tactical Set (Tactical Armor + Tactical Boots), which gives Dodgemaster. 1 2

[ ] New set: Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance. 1

Enemies

Currently no new ideas

New challenge ideas

[ ] "Angel of Gladiating" and "Angel of Labyrinth" (or any other appropriate name): The former challenge will have all floors be Arena-type levels, and the latter challenge will have all floors be mazes. Alternatively, the challenges can be combined together and caves could be thrown into the mix for a "hard level types only" challenge. 1

[ ] "Angel of Misfortune" (or any other appropriate name): Every floor will have a level event. 1

[ ] "Angel of Spilling" (or any other appropriate name): Your inventory will be reset to the starting loadout upon entering every floor, emulating the popular Pistol Start challenge in Doom. The starting loadout may be modified to give you more of the standard weapons and some ammo for them, so that you're not practically forced to use Pistol builds. Exotics/uniques may also have increased chances of spawning to compensate for the temporary equipment, and an exception to resetting inventory could be made when entering boss and special levels, so that they all remain beatable. 1

[ ] "Angel of Turbo" (rudimentary placeholder name, can be replaced with something better): All enemies are 20% faster, recreating Doom's own "fast monsters" setting that DRL currently lacks an equivalent to. An Archangel version can also be made that makes enemies even faster.

[ ] "Angel of Drought" (alternatively "Angel of McGee" if you want to get clever with the reference, named after the Doom developer that made some of Doom's most infamous resource deprivation maps): All ammo drops will contain only a third of the usual ammo (including ammo boxes, but dropped weapons will still contain their full ammo), and melee weapons will be unusable so the player cannot easily bypass this challenge with melee, while Brute will also give no melee damage boost so the player's fist remains worthless against anything bigger than Formers and Imps. 1

[ ] "Angel of Pestilence": The player's health steadily drains nonstop, as if it were a permanent deadly air event that doesn't affect enemies. You can additional make an Archangel version, where the health drain is much faster. 1

[ ] "Archangel of Darkness": You have a vision radius of 4 and enemies revive, but you gain x2.5 experience. 1 2 3 4 5

New level events

[ ] "Mortuary event": All enemies will immediately die when entering the floor (and not give any EXP in the process), then a random number of Arch-Viles will be spawned around the floor (and especially bad level rolls on UV/N! could spawn Nightmare Arch-Viles). Also disable the "reveal enemies" mechanic and stair sense in this event. 1

[ ] "Max Carnage event": Emulates Angel of Max Carnage for a single level, i.e. the player and enemies always deal maximum damage while having +12 accuracy. Particularly bad level rolls should instead have a "Snake Eyes" event, where only enemies always deal maximum damage and have +12 accuracy. 1

[ ] "Masochism event": Emulates Angel of Masochism for a single level, i.e. the player will be unable to heal through conventional means until they exit the floor. To prevent a player from getting screwed by entering such a floor at low health, have the player get supercharged upon entering the floor. 1

[ ] "Malice event": The Enraged Timer gets reduced to 2 and a half minutes for the floor, this event should only occur lategame in HMP+. 1

[ ] "Blood floods": Lategame floods on UV/N! can flood with blood.

[ ] "Reinforcements event": At regular time intervals (which are lower the higher the difficulty), a random enemy based on current depth will spawn in on a random spot on the map, which will continue until the player kills all enemies on the floor or 12 ingame minutes pass. These "reinforcements" will not give any EXP, but will drop any inventory they have, like enemies spawned by a summon lever will.

[ ] "Turbo event": All enemies on the floor get a +10% speed bonus. If on UV/N!, especially bad level rolls can result in a harder version of this event where enemies get a +20% speed bonus.

Miscellaneous

[ ] New powerup: Partial Invisibility globe, which when active can either make enemies shoot at random angles instead of directly at the player (most faithful to how Doom's actual Partial Invisibility works but also most chaotic and may have conflicts with how VMR's targeting works), reduce enemy accuracy and increase the player's dodging rate like Running does (most banal but functionally useful option), work like JHC's stealth does where enemies won't see the player until the player attacks or it wears off (which also replicates how the powerup works in ZDoom-based source ports), or some combination of these effects. 1

 23 
 on: August 22, 2025, 12:24 
Started by Omega Tyrant - Last post by Omega Tyrant
Medals, Badges, and Rankings

This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, fixing badges that are too easy or uninteresting in their challenge, and bringing up the count of Angelic badges to be equivalent with the count of the other badge tiers. Any ideas for new medals and badges will also be here though.

[ ] Add color-coding to medals and badges in mortems at the end of a game. 1 2

Medals

[ ] Change Shotgunnery Cross, Marksmanship Cross, Malicious Knives Cross, and Sunrise Iron Fist to each require at least 1 kill with the respective primary weapon (so a Shotgun kill for Shotgunnery, a Pistol kill for Marksmanship, a Knife kill for Malicious Knives, and an unarmed kill for Iron Fist), so that you can't cheese obtaining them in a fist-only or pacifist run. 1

[ ] Allow Gargulec Medal to be obtainable alongside Gargulec Cross if you haven't already achieved it prior, like how it works with other lesser versions of other medals. 1

[ ] With the Fallout and Klear Crosses, do not count multiple nukes activated on the same floor as separate instances of nuking (i.e. require players to actually nuke 3/6/12 distinct levels and not just spam Angel Arm a dozen times on a single floor with Invuln to get all of these medals).

[ ] New: Experience Token - Reach experience level 15 (excludes Angel of 100 and Archangel of 666). 1

[ ] New: Aurora Star - Find 10 uniques or more in a single game (Allow all challenge types). 1

[ ] New: Technician Medal - Create 15 or more different assemblies in a single game. (Allow all challenge types) 1 2 3

[ ] New: UAC Cross - Kill 2,500 or more enemies. (Allow all challenge types) 1 2 3

[ ] New: Marathon Medal - Complete Angel of 100 in under 2 hours of real time. 1

[ ] New: Sereg's Medallion - Complete Angel of 100 on UV or N! in under 1 hour of real time. (Upgraded version of the former, named after DRL's most infamous sprinter and who has a recorded instance of beating A100 on N! this fast.)

[ ] New: Boss Slayer Cross - Clear a boss floor and exit alive. (Boss floors are a special level type that only appear on UV/N! in late A100, where all enemies are one of the boss monsters, which can be either Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortress). 1 2 3 4 5 6

[ ] New: Unexplored Star (or alternatively Medal of Chance) - Visit no generated levels and win the game. (Excludes Angel of Confidence, Angel of Overconfidence, Angel of 100, and Archangel of 666) 1 2 3 4 5 6 7

[ ] New: Keen's Helmet - Clear Hell Fortress without getting damaged. 1

[ ] New: A medal for completing a Conqueror run in any of Angel of Red Alert, Darkness, Impatience, Purity, and Masochism (name needs discussion). 1

Badges

[ ] Disallow Dual-Angel challenges for all badges that require performing a feat on a specific challenge. This includes Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Arena Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Reaper Diamond Badge to Arena Diamond Badge. If this isn't done, some of the more egregious badge "loopholes" should be fixed, such as any badge that requires a medal should actually require the requisite medal (e.g. the Destroyer badges should actually require their requisite Untouchable medal, so that you cannot easily cheese them in AoOC). 1 2

[ ] Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem (but still count the lower tiered badges as being earned). 1 2

[ ] Have more badges require at least a standard win, rather than any win. Current suggestion is every Gold, Platinum, and Diamond badge that requires winning the game should require at least a standard win, with the exceptions of those that already require a full win and Pacifist Gold. 1

[ ] Have higher rankings require more of the previous tier badges (get to needing 15 Bronze, and then a few rankings later, start requiring them again for 18 Bronze, 21 Bronze, etc). 1

[ ] No-Life King ranking should require all badges of every type. Currently it only requires Angelic Badges. 1

[ ] Change Heroic Bronze/Silver/Gold/Platinum/Diamond Badges to require 10%/30%/50%/70%/90% of whatever the medal count ends up in the next version, so that the series remains proportional rather than it remaining based on the smaller medal count in old versions. 1 2

[ ] Add a new set of badges for House of Pain, since the Scavenger series doesn't work for it (as it doesn't require luck to complete without the Staff). You can read my linked post for ideas on what do for the badges. 1

[ ] Add a new set of badges for The Chained Court (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Add a new set of badges for Phobos Lab and Military Base (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Add a new set of badges for Hell's Armory and Deimos Lab (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Veteran Bronze Badge - Change this to requiring a standard game so that it's at least a bit different from Medal of Prejudice. 1

[ ] Speedrunner Bronze Badge - Change this to 40 minutes so that it's a little different from Compet-n Silver Cross. 1

[ ] Arena Bronze Badge - Change this to requiring a standard game so that it's at least a bit different from Hell Champion Medal. 1


[ ] Gatekeeper Gold Badge - Change to passing Phobos Anomaly on Hurt Me Plenty difficulty without taking damage, so that it isn't practically the same as Cyberdemon's Head and is less trivial. Alternatively, change it to both passing Phobos Anomaly + clearing Tower Of Babel without damage on at least HNTR. 1 2

[ ] Marksman Gold Badge - Change to requiring HMP instead of UV, as it doesn't make much sense for this badge series to skip HMP, and there isn't much reason to go for this badge instead of jumping straight to Platinum when it's not that much more difficult than the current Gold requirement.

[ ] Lightfoot Gold Badge - Add the additional stipulation of requiring clearing the game in under 40,000 turns, as AoLT is bit too easy of a challenge to require just beating the game and it leads to a more natural progression towards Lightfoot Platinum's requirement of under 20,000 turns.

[ ] Daredevil Gold Badge - Add the additional stipulation of requiring 100% kills, as it's too easy for a Gold badge that can be quickly won by just spamming fast attempts until you get lucky.

[ ] Arena Gold Badge - Perhaps change this to beating Hell's Arena on UV in AoRA, as since due to SoG's change that makes Pistols much stronger in the early game, beating Hell's Arena in AoMr is no longer a difficult feat, while beating Arena in AoRA is appropriately difficult.

[ ] Longinus Gold Badge - Perhaps add the stipulation to beat Unholy Cathedral without Berserker or Malicious Blades? As is, this is the most free Gold badge by far, and it makes no sense to put it on par of an achievement as beating Mortuary/Limbo, nor for it to be ranked above the special level Silver badges that require much more difficult or obtuse feats.


[ ] Berserker Platinum Badge - Remove the kill count requirement, so that it isn't too similar to Gargulec Cross. 1 2 3

[ ] Shottyman Platinum Badge - Change to requiring Ultra-Violence and winning the game without a Shotgun mastery or Generalist mastery, as currently if you're able to beat AoSh on N!, you should be able to do so with 80% kills without that much more difficulty and will thus usually skip this badge to go straight to Shottyman Diamond, while this will also make for a more interesting challenge (at least if you don't Sereg it). Alternatively, change the requirement to UV and add the stipulation of beating the game in under 40,000 turns (while explicitly requiring the Minor Icarus Cross so it can't be Sereg'd).

[ ] Hunter Platinum Badge - Change to requiring Ultra-Violence and needing 75+% kills, as there's little reason to go for this badge instead of jumping straight to Hunter Diamond and UV is nonsensically skipped in this badge series. 1 2 3 4

[ ] Centurial Platinum Badge - Change this to require the Experience Medal in addition to UV difficulty, so players will have to kill a large chunk of enemies along the way and to have a more natural progression to the proposed Centurial Diamond change.

[ ] Everyman Platinum Badge - Change it to requiring 100% kills, so that it isn't the same as Thomas' Medal. 1

[ ] Longinus Platinum Badge - Change it to beating Unholy Cathedral without Brute on any difficulty or at least without Brute on HMP, as it's currently a very uninteresting badge and a freebie for anyone playing N! with a melee build. Also disallow Angel of Max Carnage and Light Travel from being able to earn it since they trivialize it. 1


[ ] Armorer Diamond Badge - Perhaps reduce this to finding 2 of every exotic and unique, or replace it entirely, as this badge is nothing but an awful grind and you can play hundreds of hours until you get it without exceptional luck, while any additional exotic/unique added to the game makes it even worse to get.

[ ] Berserker Diamond Badge - Remove the kill count requirement and instead require the newly suggested medal "Unexplored Star/Medal of Chance" for a more unique and fitting challenge. 1 2

[ ] Shottyman Diamond Badge - Remove the kill count requirement and instead add the stipulation of beating AoSh on N! in under 20,000 turns (while explicitly requiring the Major Icarus Cross so it can't be Sereg'd), as this will make for a more unique challenge than yet another badge with a kill count requirement.

[ ] Marksman Diamond Badge - Change this to require the Explorer Pin in addition to Nightmare difficulty, as with the SoG change and buffs to the Pistol masteries, AoMr has gotten significantly easier, and so an additional stipulation is needed for an appropriate Diamond-level challenge.

[ ] Hunter Diamond Badge - If Marksman Diamond is changed to require the Explorer Pin, perhaps change the Explorer requirement of Hunter Diamond to beating AoD on N! without Intuition for a more unique requirement.

[ ] Centurial Diamond Badge - Change this to require the Experience Cross in addition to Nightmare difficulty, so that it isn't the same as Dervis' Medallion and so that players must kill most enemies in A100 instead of stair diving the back half of the challenge. 1

[ ] Daredevil Diamond Badge - Change this to require 100% kills, as it is too easy for a Diamond badge, and it makes little sense to require less kills in AoOC than what Elite Diamond requires (which is 90% kills in a standard game). 1

[ ] Longinus Diamond Badge - Disallow Angel of Max Carnage and Light Travel from being able to earn it, since they make the badge much easier. 1


[ ] UAC Angelic Badge - Change to requiring Ultra-Violence, as it is realistically unwinnable, especially now that the Enraged Timer + patrolling enemies means that extensive camping strategies the badge would have required are no longer viable. 1 2

[ ] Speedrunner Angelic Badge - Change to requiring 10 minutes or less, as it is realistically unwinnable, to such an absurd degree that it may not even be possible with TAS. 1 2 3

[ ] Demonic Angelic Badge - Change to winning a standard game on Nightmare with 100% kills and Untouchable Medal or even an Untouchable Pin, as it is an even more absurdly impossible version of UAC Angelic. Perhaps consider something else entirely, as long as it's changed to something that's realistically possible and isn't just a harder version of another Angelic badge. 1 2 3 4

[ ] Shottyman Angelic Badge - Change to requiring 100% kills, as it is too easy for an Angelic Badge, even with the Nightmare changes that eliminates the cheese of farming respawns to buff the kill count. 1 2

[ ] Marksman Angelic Badge - Remove the kill count requirement, and instead add the stipulation of no Cateye, as the mastery invalidates AoD's vision reduction in the back half of the challenge and would force more varied ways to go for this badge, as well as make the badge requirement more unique. 1

[ ] Pacifist Angelic Badge - Change to requiring Nightmare and remove the kill count requirement, as it is realistically unwinnable without absurd save scumming, especially now that proper infighting being added makes it incredibly unlikely to get through more than just a few floors without something dying. 1

[ ] New: Heroic Angelic Badge - Achieve all medals. 1 2 3

[ ] New: Destroyer Angelic Badge - Complete Angel of Max Carnage + Angel of 100 on Nightmare with Untouchable Pin. 1

[ ] New: Hunter Angelic Badge - Complete the proposed Archangel of Darkness on Nightmare. If this challenge isn't created, instead go with completing Angel of Darkness on Nightmare as a conqueror. Either requirement should additionally have a second requirement of no Intuition. 1 2 3

[ ] New: Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Purity on Nightmare with 100% kills. 1 (Changed the original AoD suggestion to AoP, as no powerups seems a more appropriate and much more difficult restriction when AoOC runs are so heavily dependent on powerups.)

[ ] New: Gatekeeper Angelic Badge - Clear Phobos Anomaly, Tower Of Babel, and Hell Fortress on Nightmare without taking damage in any of those three levels, while disallowing Angel Of Max Carnage and Light Travel. Only add this badge however if the suggestion to disallow the activation of nukes and disabling of powerups in Hell Fortress is implemented.

[ ] New: Apostle Angelic Badge - Kill the Apostle in a standard game on Nightmare. 1

[ ] New: Sunrise Angelic Badge - Complete Angel of 100 on Ultra-Violence with 100% kills using only Fists. 1

[ ] New: Reaper Angelic Badge - Complete The Mortuary/Limbo in Angel Of Humanity on Nightmare. 1

[ ] New: Scavenger Angelic Badge - Clear The Vaults by luck in Angel Of Light Travel on Nightmare. 1

[ ] New: Arena Angelic Badge: Complete Hell's Arena in Archangel Of Humanity on Nightmare. (Needs discussion) 1

 24 
 on: August 22, 2025, 12:14 
Started by Omega Tyrant - Last post by Omega Tyrant
With the official release of DRL version 0.10 (we ended up skipping 0.9.9.9 completely), many of the suggestions in the compilation thread for 0.9.9.9 have been implemented, so now I'm starting up a new thread for 0.11 to organize the suggestions and feature requests that weren't implemented nor shot down, as well as to list any new suggestions/requests that come through.

I'll be maintaining this thread again, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, keep in mind that future updates to DRL will be more conservative compared to JHC and is fairly complete design-wise as it is, so if you have any ideas for drastically new features or mechanics, they may be more suitable to request for JHC. Additionally consider the feasibility of being able to implement the suggestion, and try backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge dev team, and Kornel has the final say on any idea, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.

Changes

This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an "X" in its box and colored light blue means it has been implemented; a suggestion marked with "~" and colored light green means it has been partially implemented; a suggestion marked with "-" and colored pink has been soft rejected but may by partially implemented in another way; a suggestion marked with "?" and colored light yellow means an attempt was made to implement it but needs more testing to confirm it is working properly, or otherwise marks an "issue" whose current status is currently not fully understood; and a suggestion that is struck through and colored red has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.

Bugs/Exploits/Fixes

[?] Bug: If you complete a special level on Nightmare/Angel of Darkness and then exit with any respawns alive, the exit text and mortem history text gives you the level's completion messages, and you'll earn any badges/medals that require completing the level, but the game doesn't actually count the level as completed for Conqueror purposes. 1 (The change to special levels only requiring each unique enemy being killed once to count as cleared should fix this, but needs testing.)

[ ] Bug: Formers/Nobles will sometimes not use items at low health for unclear reasons. 1

[ ] Bug: Lost Souls, Elementals, and Cyberdemons will not aggro when you hit them out of their vision, and Souls will not retaliate when hit by other enemies. 1

[X] Bug: If dualgunning with a Nanomachic Pistol in the prepared slot, it may be unable to fire. 1

[ ] Bug: Fix the cause of this unusual crash that may be caused by aim shooting while dualgunning, but may have been fixed when the Bullet Dance bug in the betas was fixed. 1

[ ] Bug: If too many sounds play in quick succession, the music can get turned off until you enter a new floor or save and reload. 1

[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava. 1 (This may have been fixed in the old 0.9.9.8 beta, neither I nor Icy have ever experienced this and no one has reported it happening yet since development renewed, and the hard restriction on no longer spawning in any fluid should have fixed if it's still in the game.)

[?] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1 (This may have been fixed in the old 0.9.9.8 beta, and the AI was adjusted farther in the 0.9.9.9 betas, needs more thorough testing to confirm.)

[ ] Fix: The item reveal mechanic when all enemies are dead does not work in Nightmare, it should activate when all enemies are dead at the same time, or after each individual enemy has been killed once. 1

[X] Fix: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1 2 (Before direct explosive hits intentionally had their damage calculated post-knockback, but it has been flipped around now to the expected behavior.)

[ ] Fix: The new screen shaking effect should have its intensity based on the strength of the inciting projectile/explosion, rather than shaking at the same intensity regardless. 1

[ ] Fix: The warning messages for Enraged Timer should be colored. Additionally when Enraged Mode is triggered, have the screen shake and the act sound of all remaining enemies in the level play to replicate the "angry roars" the game says you hear. 1

[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.

[ ] Fix: Ironman's trait description is unclear with it stating you get +20% max health, which isn't fully true as Marines still only get +10 HP rather than 12 HP, so it should be reworded to state +10 HP. 1

[ ] Fix: The Marine's bio still states they get +20% fire/plasma/acid resistances, when they have been nerfed to +10%.

[ ] Fix: In Scavenger's trait description, update it to clarify that melee weapons, armors, and boots can be scavenged. 1

[ ] Fix: Angel of Humanity's and Archangel of Humanity's descriptions should clarify that Marines start with 12 max HP rather than 20. 1

[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1

[ ] Fix: The infinitely spawning Nightmare Demons and Nightmare Cacodemons when equipping the Dragonslayer and Berserker Set severely complicate clearing special levels with said equipment. Either they shouldn't count towards a special level's completion, their spawning should be disabled in special levels, or they should have a spawning limit of some sort. 1

[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. 1 2

[ ] Fix: Repeated sounds (such as from several enemies being hit at once) can still get too loud, the sounds should be better staggered out instead of stacking all at once on each other, or perhaps add a limit of some sort that prevents the same sounds from being stacked too loudly on each other. 1 2

[?] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors. 1 2 (An attempt at smarter bridge placement was made, but needs testing to see how well it works.)

Traits

[ ] Make masteries less restrictive in general. 1

[ ] Nerf Survivalist (needs discussion), as it has become too tanky after the Tough As Nails buff. Either Survivalist should lose the doubled healing effect on Medkits and health globes, or TaN's new resists could be toned down in some way (such as making the first two levels give +5% resistances and +10% on the third level for +20% max). 1

[ ] Nerf Entrenchment. Regardless of if the aforementioned TaN nerf happens, Entrenchment should replicate how it works in JHC with needing to "build up" its resistances rather than instantly starting at +50% (it should be +20% resistances for the warming up stage, +30% resistances for the second stage, and then +50% resistances for each chainfire volley after until it ends). 1

[ ] Buff Bullet Dance by reducing its firing time penalty to +20%. Also perhaps consider the additional perk of reloading faster when dual gunning. 1

[ ] Change Badass' permanent knockback reduction to increasing powerup duration, as it works in JHC, to make it more unambiguously useful.

Equipment and other Items

[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2

[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3

[ ] Buff the Chaingun's accuracy to +3. 1

[ ] Increase the Blaster's generation weight to 4. 1

[ ] Decrease Charch's Null Pointer ammo consumption to 5 cells per shot, as it currently consumes too much ammo to be a remotely practical weapon.

[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1

[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (making it work more similar to Mega Man, as well as giving it some chance to be a practical weapon). 1 2

[ ] Increase the Mjollnir's generation rate to 2 or 3, as it's far from strong enough to justify being one of the rarest uniques in the game, especially as it's unable to spawn in vaults nor in any special level. 2 3

[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2), as it too is far too weak to justify being one of the rarest uniques and being unable to be found in vaults/special levels. 1

[ ] Buff the Assault Rifle, as it's currently worthless compared to just applying the requisite Agility Mods on their own. See the linked post for details on the suggested changes as they are extensive. 1

[ ] Farther buff Ballistic Armor by having it retain any plasma and acid resistances the base armor has. 1

[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. The plasma resistance boost can be kept at +10% or also be changed to +20%. 1

[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1

[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, in addition to possibly increasing the lower of damage die or sides by +1 too, and a Sniper mod will give them the autohit property. 1

[ ] Allow Firestorm mods to be added to explosive weapons with an explosion radius of 1 and 2. If done, consider making the mod give them only a +1 radius boost rather than the usual +2 boost. 1

[ ] Allow Firestorm mods to be added to Shotguns, with the effect of increasing their spread size by +1 with no sacrifice in dropoff damage. 1

[ ] Give Sniper mods an effect for Shotguns, instead of doing nothing. One idea is each Sniper mod applied to a Shotgun will reduce its dropoff rate, which can be either by a flat 1% reduction with each applied Sniper mod (so a basic Shotgun will have its dropoff damage reduced from 7% to 6%/5%/4% per tile from each applied Sniper mod), or can be a one-fourth reduction so normal and wide shotgun blasts can get more mileage from them (this would result in a wide blast having its dropoff rate reduced from 10% to 8%/6%/4% with each Sniper mod, while a normal blast's dropoff would be reduced from 7% to 5%/4%/3%, and a focused/plasma blast's dropoff would be reduced from 5% to 4%/3%/2%). 1

[ ] When a third Sniper Mod is applied to a ranged non-shotgun weapon, have it give the autohit property instead of doing nothing. 1

[ ] Allow the Lava Element to appear as a randomly spawned item. Make its spawning weight 2 or 3, and perhaps give it a spawning depth of 30+ so it can only randomly appear in A100/666. 1

Enemies

[ ] Add sounds for Nightmare enemies, Elite Formers, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2

[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2

[ ] Add corpses for the Elite Formers and Lava Elemental. 1

[ ] Nerf the durability of Nightmare Cacodemons as they're too tedious to kill for the type of enemy they are. This can entail either removing their fire and acid resistances, reducing their innate armor to 1, or giving them a -25% bullet and shrapnel resistance to make their vulnerability to physical weapons more significant. 1

[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7

[ ] Modify the Spider Mastermind's flinching threshold to be difficulty-dependent, so on harder difficulties it'll be more difficult for players to stunlock her to death. Suggested damage values would be keeping the flinching threshold at 20 damage for HNTR, but change it to 15 for ITYTD, 30 for HMP, 40 for UV, and 50 for N!. 1

[ ] Also possibly allow the Mastermind to appear in very deep levels of A100/666?

[ ] Buff the Apostle to always teleport after being hit, or at least make its teleportation much more frequent so that it doesn't repeatedly weakly melee the player after they get in once. Also when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4

[~] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6 (Hunting AI still ignore items, but Cyberdemons have altered AI where they'll not hunt in A100, so they can pick up items and armors there)

Special levels

[~] Most special levels should have their clear condition require killing every distinct enemy once rather than having enemy dead at the same time, so that they are much less tedious ordeals to clear on Nightmare and in Angel Of Darkness. Only The Wall/Containment Area, The Vaults/House of Pain, and The Mortuary/Limbo should be exempted from this change, since Archviles are a key component of those special levels' challenge. 1 (All special levels now require killing each distinct enemy once to be counted as clear, but exceptions have not been made yet for the aforementioned levels.)

[ ] Many special levels should have their enemy loadouts altered on the harder difficulties to utilize the newly added batch of enemies, and some should see rebalancing on even the lower difficulties. See linked post for comprehensive details on exact suggestions. 1

[~] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1 (Nuking Containment Area and Abyssal Plains now counts as clearing them and disables their respective traps, but the other special levels still have their enemy spawns after nuking remain).

[ ] Allow Hell's Armory and Deimos Lab to appear on ITYTD (but remove one of the Shamblers in the latter level so it's not a death trap for newbies). 1

[?] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2 (Kantarza made an attempt at this, needs testing to see if it works)

[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains and make these levels potentially more appropriately rewarding. What to replace it with needs discussion, but the current suggested idea is a random guaranteed exotic armor, since none of the current Deimos special levels give a good armor reward. Alternatively, it can instead be a random guaranteed exotic non-BFG ranged weapon, though this idea is less preferred as Hell's Armory/Deimos Lab already has a very high chance of rewarding exotic/unique ranged weapons. 1 2

[ ] In The Vaults, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, so when playing on Nightmare, a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies or at least a good chunk of them before the Enraged Timer starts running low. 1

[~] If you don't have the Arena Master's Staff, you can softlock in House Of Pain on Nightmare and in Angel Of Darkness from dead enemies reviving while you're locked in another room, so something should be done to prevent this softlock. 1 (Enemy respawning has been disabled on the level altogether for the timebeing, may be temporary if another solution is figured out to prevent softlocks while enabling respawning.)

[ ] In House Of Pain, make using the Arena Master's Staff required to access the Large Health Globes on the level. 1

[ ] Make it more immediately apparent to newcomers that you can't shoot in Unholy Cathedral, whether through having a lone Lost Soul at the start that will immediately let players safely realize it without meaningfully changing the way the level plays, or having a message at the start that outright tells them. 1

[ ] Add ammo pickups to The Mortuary and Limbo, to compensate for respawns no longer dropping ammo. Current idea is an ammo box in each corner, and double them on Nightmare. 1

[ ] In The Lava Pits and Mt. Erebus on Nightmare difficulty, remove the last Radsuit, so that there is no Radsuits on the level at all. 1

[ ] Disallow nukes from being activated in Hell Fortress altogether. Additionally have any active powerups get turned off when entering Hell Fortress, so you cannot take an Invulnerability or Berserk stack into Hell Fortress to trivialize it. 1

[ ] Improve the Apostle fight in Hell Fortress. Suggestions include giving it unique entrance text, unique victory text, and have the fight spawn a ton of corpses of strong enemies when entering the level, so that the Apostle's resurrecting capabilities get utilized. 1

Miscellaneous

[ ] Reduce the EXP multiplier on Nightmare to x1.1, to compensate for the newly added enemies that give greater EXP yields and addition of a new special level pair. 1

[ ] Expand the amount of possible Dual Angel combinations, every combination that isn't outright incompatible should be allowed. 1

[ ] Infighting could use some more exceptions. Namely, add a flag that disables infighting in boss levels and certain special levels such as Mortuary/Limbo, disable infighting when Enraged Mode is triggered or disallow hunting enemies from infighting, and if possible, prevent enemies in a spawned monster group from infighting each other). 1

[ ] Have dying to John Carmack count as a normal death instead of as a partial win. 1

[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4

[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1

[ ] Make single enemy type levels be able to have Nightmare enemies at sufficiently high level rolls, just like how caves can. Also if the Angel Of Death and Spider Mastermind were to be added to A100's possible enemy spawns, perhaps make a special single enemy  level also feature them (with the latter being a cave level).

[ ] Add unique level feel messages for Nightmare enemy-only levels. 1 2

[ ] Adjust armor and ammo crates to have their drop tables improve at deeper depths, or add "enhanced" versions of these crates with improved drop tables that spawn at deeper depths. 1 2

 25 
 on: August 22, 2025, 09:17 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
From this day on, all major updates for DRL and JHC will be synched. If you wish to support future development buy the game on Steam, and you’ll be able to always get the latest version of DRL as a mod on the Steam Workshop – this is by far the easiest way to keep up to date with DRL :).

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

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

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

Join us on the Jupiter Hell Discord to celebrate!

 26 
 on: August 15, 2025, 08:31 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Jupiter Hell Classic has entered Steam Early Access!

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

AVAILABLE NOW ON : STEAM

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

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

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

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

Thanks for letting me make roguelikes all these years <3

 27 
 on: August 11, 2025, 04:43 
Started by jwrichards82 - Last post by Gallig
I have the same problem i found the following while searching for a fix:

https://qa.fmod.com/t/glibc-2-41-breaks-loading-fmodstudio-libraries-in-standalone-linux-builds/22592

I tried copying over the libfmod.so from another (newer) game. And with that i was able to start Jupiter Hell. I was not able to hear any sound though, but i haven't checked with other titles this might as well be a a problem with my laptops settings.

So maybe this can be fixed by shipping new fmod libraries.

 28 
 on: August 06, 2025, 12:55 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
As we're nearning Jupiter Hell Classic release we need to cleanup DRL for the big occasion!

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

DRL 0.10.0 Release Candidate

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

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

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

 29 
 on: August 06, 2025, 06:45 
Started by micerang - Last post by micerang
https://youtu.be/muEKfeP_Xsg

I read Icy's thread about almost getting it on 0.9.9.7 (and noticed later the pinned thread that he actually got it. Congratulations to Icy!). Anyway, I also went with light travel but I chose scout instead of marine. I went into the arena having picked up 3 berserk packs and 1 light-amp goggles, with 160% health and a full inventory.

In general, when an enemy is about to approach I'll drop an item because that takes half as much time as waiting in place, so when the enemy is in range it will have less progress toward its next turn (so I'm more likely to get a double turn).

1-1 is pretty simple, get the 2 medpacks and minimize incoming damage. Because I'm so fast, it's unlikely that the sergeants will get out of the base quickly enough to shoot me before I'm in position. I'm almost twice as fast as a sergeant (as a scout AoLT my actions take 0.77 seconds and a sergeant's take 1.43 seconds), so I can punch him once to see if he's "heavily wounded" and if not I wait a turn and then repeat.

1-2 isn't complicated either, just get as good a clear as you can and hope you get enough powerups.

For the arena, I used my berserk, overheal, and cacodemon attacks to destroy as many corpses as possible. Then after that I sat on top of a corpse near the edge of the map and waited a whole bunch for the enemies to approach one at a time. I had 2 combat knives so I should've been throwing one of them (especially since the combat knife has a very decent chance of 2-shotting demons) but I didn't. At that point it was just a matter of hoping my medpack supply would outlast their damage. On the third wave I got a large health globe. I was expecting the large health globe to give me the full duration of a berserk pack, but it only lasted 20 turns. I wasn't going to get great use out of it. I also made a mistake; I was camping a cacodemon corpse and when I found out my berserk was running out I should've gone back to camping it.

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 Shine bright like an Arena,
 level 4 Cyberdemon General Scout,
 was splayed by a hell knight on level 3 of the Phobos base.
 He survived 182983 turns and scored 28821 points.
 He played for 15 minutes and 4 seconds.
 He opposed the Nightmare!

 He killed 80 out of 111 hellspawn. (72%)
 He was an Angel of Berserk!
 He was also an Angel of Light Travel!

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

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

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

  Hell Champion Medal        Clear Hell's Arena
  Arena Diamond Badge        Complete Hell's Arena on AoB on N!

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

  ############################====###########################
  #................0.....#.0..====...#............0.0........
  #......................#....=&==...#................##.B.i.
  #....................../....====...#........##......##..i##
  #...\..................#....====...#........##.i.........##
  #......................#..i====...h#....i.......##...h..^..
  #......................#...====....#..##.##i....##..##.h.##
  #......................#|..====....#..##.##.........##...##
  #......................#...====h...#.......................
  #.....h....}...........#...====....#...B.................i.
  ########+##################====##/##########i##############
  #========h=====\===========#=======#....................h..
  #========|=======B=========#=======#..........##.......##..
  #========X=================0=======#...##.....##.......##..
  ####################+#+###====######...##.........##....i..
  #....B......>.............====...i./........##....##.......
  ##########/##/############====##/###........##.............
  #.........................====\...^#..............|........
  #...........^.0...........====.....#.i.....0...............
  ##########################====#############################

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

  Health 0/60   Experience 4242/4
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

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

  Class : Scout

    Ironman          (Level 1)
    Brute            (Level 3)

  Bru->Bru->Bru->Iro->

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

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   combat knife (2d5)
    [c] [ Boots      ]   nothing
    [d] [ Prepared   ]   combat knife (2d5)

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

    [a] blue armor [2/2] (100%)

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

    bullet     - internal 10%   torso 10%   feet 10% 
    melee      - internal 10%   torso 10%   feet 10% 
    shrapnel   - internal 10%   torso 10%   feet 10% 

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

    25 former humans
    9 former sergeants
    5 former captains
    14 imps
    10 demons
    3 lost souls
    12 cacodemons
    2 barons of hell

-- 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 3 he finally was splayed by a hell knight.

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

 The former human hits you.
 The former human misses you.
 The former human misses you.
 The former human misses you.
 The former human hits you.
 The former human hits you.
 The former human misses you.
 The former human hits you.
 The former human misses you.
 The former human hits you.
 The former human misses you.
 The former human misses you.
 You are hit! You are hit!
 Boom! Boom!
 You are hit!
 You are hit! You are hit! You die!... Press <Enter>...

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

 79 brave souls have ventured into Phobos:
 57 of those were killed.
 14 didn't read the thermonuclear bomb manual.
 And 1 couldn't handle the stress and committed a stupid suicide.

 7 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 2 killed the bitch and survived.
 4 showed that it can outsmart Hell itself.

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


 30 
 on: August 03, 2025, 05:06 
Started by micerang - Last post by micerang
https://www.youtube.com/watch?v=3hxa4mSR9os

Like many of the hardest challenges in 0.9.9.8, fist-only is rough before vampyre then a lot less difficult after. I also got an onyx pack from Hell's Armory. Red armor OP really lives up to its name. My fist-only offense was surprisingly good, but the armor really secured the run. Anyway, I could only really fight one enemy at a time early on, so I just hoped I'd get good cover then camped it. When I had a combat shotgun I eventually decided I didn't want it since it can kill enemies outside my sight range while the shotgun mostly can't. I also assembled a micro launcher which ended up feeling silly since my rocket jumping was way worse.

In Phobos Base Entry I'd shoot a sergeant once, hope it doesn't do enough to make him heal, then wait until I get a double turn and try to punch him to death.

Early Phobos was tough. I had to hope I could find good cover and make a choke point using barrels. Trying to set up a kill and having one imp walk up on me was demoralizing, since I really wanted to just shoot it. Anyway, my strategy relied on excessive camping, which would make it a lot worse in 0.9.9.9. Maybe a scout build that goes into blademaster is the way to go in that version.

Formers can be hit by 1 pistol shot or 1 shotgun shell 9+ tiles away.
Imps can be hit by 1-2 pistol shots (2 if the first one makes them "lightly wounded") or 1 shotgun shell 8+ tiles away.
Demons can be killed by a shotgun shell at "wounded", but early on I felt like I had to take that risk.
Lost souls could be annoying if I had to move out of their attack then I can't hit back. They also can die to 1 shotgun shell if I can see them.

I had a combat knife just for slightly higher DPS against bosses, but I didn't end up needing it.

A funny thing that happened is the chainsaw in Chained Court got destroyed before I could pick it up, and then I found another one right before the final bosses.

--------------------------------------------------------------
 DRL (0.9.9.8a) roguelike post-mortem character dump
--------------------------------------------------------------

 Slappers Only,
 level 19 Cyberdemon General Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 1172183 turns and scored 1194795 points.
 He played for 3 hours, 16 minutes and 8 seconds.
 He opposed the Nightmare!

 He killed 2406 out of 2406 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         Won with 100% kills
  Shotgunnery Cross          Won & killed only with shotguns/fists
  Marksmanship Cross         Won & killed only with pistols/fists
  Malicious Knives Cross     Won & killed only with knives/fists
  Sunrise Iron Fist          Won & killed only with your bare hands
  UAC Star (gold cluster)    100+ kills without taking damage
  Aurora Medallion           Found more than 3 uniques in one game
  Conqueror Pin              Completed all generated levels
  Grim Reaper's Pin          Clear the Mortuary/Limbo
  Hell Armorer Pin           Clear Hell's Armory/Deimos Lab
  Hell Champion Medal        Clear Hell's Arena
  Strongman Bronze Badge     Win standard game using basic melee weapons
  Strongman Silver Badge     Win standard game using knives/fists
  Strongman Gold Badge       Win standard game using knives/fists HMP
  Strongman Platinum Badge   Win standard game using only fists HMP
  Strongman Diamond Badge    Win standard game fist-only HMP/100% kills
  Strongman Angelic Badge    Win standard game fist-only N!/90% kills

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

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

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

  Health 120/60   Experience 200262/19
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Reloader         (Level 2)
    Brute            (Level 5)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Bru->Bad->Ber->MVm->Bad->Fin->Fin->WK->WK->Fin->TaN->TaN->Bru->Bru->TaN->Rel->Rel->

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

    [a] [ Armor      ]   red armor [6] (OP)
    [b] [ Weapon     ]   shotgun (8d3) [1/1] (T1)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   chainsaw (4d6)

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

    [a] rocket launcher (6d6) [0/1] (B1)
    [b] Angelic Armor [7/7] (100%)
    [c] combat knife (2d5) (T)
    [d] 10mm ammo (x133)
    [e] shotgun shell (x69)
    [f] rocket (x14)
    [g] rocket (x5)
    [h] large med-pack
    [i] large med-pack
    [j] large med-pack
    [k] envirosuit pack
    [l] envirosuit pack
    [m] power mod pack
    [n] technical mod pack
    [o] agility mod pack
    [p] hatred skull
    [q] cerberus protective boots [0/0] (100%)
    [r] shell box (x100)
    [s] rocket box (x25)

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

    bullet     - internal 60%   torso 60%   feet 60% 
    melee      - internal 60%   torso 60%   feet 60% 
    shrapnel   - internal 60%   torso 60%   feet 60% 
    acid       - internal 80%   torso 80%   feet 80% 
    fire       - internal 80%   torso 95%   feet 80% 
    plasma     - internal 80%   torso 80%   feet 80% 

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

    225 former humans
    115 former sergeants
    259 former captains
    319 imps
    209 demons
    718 lost souls
    53 cacodemons
    61 hell knights
    95 barons of hell
    45 arachnotrons
    30 former commandos
    52 pain elementals
    50 revenants
    20 mancubi
    40 arch-viles
    44 nightmare imps
    9 nightmare cacodemons
    14 nightmare demons
    15 nightmare arachnotrons
    4 nightmare arch-viles
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    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 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 assembled a micro launcher!
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 11 he witnessed the Wall.
  He massacred the evil behind the Wall!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  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 entered the Vaults.
  On level 17 he found the Grammaton Cleric Beretta!
  He cracked the Vaults and cleared them out!
  On level 19 he invaded the Unholy Cathedral!
  On level 19 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 20 he was foolish enough to enter Limbo!
  He nuked level 20!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  On level 21 he assembled a cerberus boots!
  Level 22 was a hard nut to crack!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You dodge! You need to taste blood!
 You see : John Carmack (scratched) | floor | [ m ]ore
 You hit John Carmack. You're going berserk! You need to taste blood!
 You see : John Carmack (wounded) | pool of blood | [ m ]ore
 You hit John Carmack. You're going berserk! You need to taste blood!
 You see : John Carmack (heavily wounded) | pool of blood | [ m ]ore
 You see : John Carmack (severely wounded) | pool of blood | [ m ]ore
 You hit John Carmack. John Carmack reloads his rocket launcher. You need to
 You see : John Carmack (severely wounded) | pool of blood | [ m ]ore
 You see : John Carmack (almost dead) | pool of blood | [ m ]ore
 You swap your weapons. You need to taste blood!
 You hit John Carmack. You are hit! That hurt! You're going berserk! You need
 to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You're going berserk!

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

 43 brave souls have ventured into Phobos:
 35 of those were killed.
 And 1 couldn't handle the stress and committed a stupid suicide.

 7 souls destroyed the Mastermind...
 1 sacrificed itself for the good of mankind.
 2 killed the bitch and survived.
 4 showed that it can outsmart Hell itself.

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



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