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 41 
 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!

 42 
 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

 43 
 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.

 44 
 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   

 45 
 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.

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


 46 
 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.

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



 47 
 on: August 03, 2025, 00:59 
Started by micerang - Last post by micerang

Did the damage counter keep going beyond 65535, or did it stop at 65535? Good to know this actually got tested, and smart thinking to try it at the end of an A666 Vampyre run where you would have naturally taken a ton of damage along the way.

It went past 65535. I only had to take a few thousand more damage to get there and I was taking about 900 damage per minute, so it was pretty fast.

 48 
 on: August 03, 2025, 00:54 
Started by micerang - Last post by micerang
Well if you want the path of least resistance with farming Diamonds/Angelics in 0.9.9.8, Vampyre is the way to go for any where Hellrunner won't be required. Hell you might even have had an easier time doing a fist run with Vampyre in AoSh and especially AoMr rather than playing them with an actual Shotgun/Pistol build.

I never thought of using vampyre for AoSh and AoMr (at least not seriously).

If you did all the special levels, how did you not find a single Tech mod for the Ripper though, did some of the mods get destroyed in crossfire? That's incredibly unlucky if legit none spawned at all (not that you really needed it though, when it's 0.9.9.8 Vampyre we're talking about here).

It's possible one or more tech packs I hadn't found yet got destroyed, but all the guaranteed mod packs in special levels were other types. I was happy having a 9d9 weapon that easily gibbed pretty much everything.

With Marine berserk resistances and a single level of TaN, you would have been reducing all lava damage to 1 anyway regardless of footwear and had Pain Elementals to farm, so you would have been in the clear here regardless, just another point for why Vampyre is so broken in 0.9.9.8 :p

That's fair. If the lost souls play hard to get I can use a face rocket to get berserk then rocket jump across the lava.

I've updated the Badge Hunters thread with your new Diamonds and Angelics, congrats on taking the lead for having the most Angelics in 0.9.9.8 (though I'll be back to compete for that title in 0.9.9.9!).

Heck yeah. I might be done getting Angelics but I'll at least try some of the others. And I'm looking forward to the 0.9.9.9 full release.

 49 
 on: July 30, 2025, 19:10 
Started by micerang - Last post by Omega Tyrant
You'd think I'd get tired of doing Vampyre runs. I wanted to make extra sure I could beat Unholy Cathedral, so I did that instead of mixing it up.

Well if you want the path of least resistance with farming Diamonds/Angelics in 0.9.9.8, Vampyre is the way to go for any where Hellrunner won't be required. Hell you might even have had an easier time doing a fist run with Vampyre in AoSh and especially AoMr rather than playing them with an actual Shotgun/Pistol build.

Quote
I never realized how good Longinus spear was at gibbing enemies, since I think it does plasma damage.

Yes both the Spear and Scythe do plasma damage, which doesn't really matter for damage-dealing purposes, as doing 1 or more 2 points of damage from halving armor is negligible when you're dealing so much damage in a single hit anyway, but it does matter with making them extremely effective gibbing tools (though with some enemies getting plasma res in 0.9.9.9, there will be some instances where their plasma damage will be a hindrance). The Subtle Knife also deals plasma damage, but with how weak it is, you'll hardly notice that other than with gibbing Formers and Imps.

If you did all the special levels, how did you not find a single Tech mod for the Ripper though, did some of the mods get destroyed in crossfire? That's incredibly unlucky if legit none spawned at all (not that you really needed it though, when it's 0.9.9.8 Vampyre we're talking about here).

Quote
Anyway, I wasn't able to get lava immunity but I got Mt. Erebus which was the less punishing of the two possibilities there.

With Marine berserk resistances and a single level of TaN, you would have been reducing all lava damage to 1 anyway regardless of footwear and had Pain Elementals to farm, so you would have been in the clear here regardless, just another point for why Vampyre is so broken in 0.9.9.8 :p

I've updated the Badge Hunters thread with your new Diamonds and Angelics, congrats on taking the lead for having the most Angelics in 0.9.9.8 (though I'll be back to compete for that title in 0.9.9.9!).

 50 
 on: July 30, 2025, 18:45 
Started by micerang - Last post by Omega Tyrant
My first attempt at the run was with a scavenger technician build, but I died on floor 46 in a nightmare arachnotron cave. I had gotten a nano mod by that point and didn't think about the fact that getting a blue power armor and homing phase devices was kind of important for that contingency. I don't even know how I was going to get a good enough late game build with that master trait.

Yeah if you're playing A100/666 on UV/N! as a build without Berserker, obtaining some means of strong plasma res is a necessity; even worse than Nightmare Arachnotron caves are Shambler levels, which getting one without strong plasma armor nor Berserker and having no invuln is likely to be a run killer unless you immediately homing phase out. As for lategame Scavenger, I find doing a pseudo-Sharpshooter build works best, since double-dipping on SoG + SoB gets you comparable Pistol DPS while remaining strong with other weapons and getting all those rare mods that can be especially useful for pistols (if you ever wanted to try a PPPNNSS Combat Pistol or PPPNSS Blaster, Scavenger is your only realistic shot at it). Just with Berserker blocked, you do need the aforementioned plasma contingency.

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I made cybernano medical armor at the end so I could test if I could overflow the damage counter and reset it to 0 by taking 65,536 damage. It didn't work.

Did the damage counter keep going beyond 65535, or did it stop at 65535? Good to know this actually got tested, and smart thinking to try it at the end of an A666 Vampyre run where you would have naturally taken a ton of damage along the way.

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