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 41 
 on: February 19, 2025, 06:43 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 6d (hopefully last one for now :P) is up!
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0.9.9.9 BETA 6d
[mod] -- RCMOD : gun kata move firetime bonus is now 50%
[fix] -- RCFIX : fix pinkie AI crash
[fix] -- RCFIX : clear message for abyssal plains added
[fix] -- RCFIX : fix gun kata firetime bonus sometimes persisting 

 42 
 on: February 18, 2025, 05:20 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 6c deployed with a few more fixes!
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0.9.9.9 BETA 6c
[fix] -- GH#233: flying enemies will not drag blood
[fix] -- RCFIX : fix pursuing AI after knockback
[fix] -- RCFIX : flock AI on_attacked fixed
[fix] -- RCFIX : potential fix for charge AI aggressiveness

 43 
 on: February 15, 2025, 01:17 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Several issues have been identified and BETA 6b deployed:
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[fix] -- RCFIX : fixed crash in shambler/lavael AI
[fix] -- RCFIX : demon ai properly resets boredom on player disappearing
[fix] -- RCFIX : retaliation engages pathfinding properly

 44 
 on: February 14, 2025, 19:04 
Started by Omega Tyrant - Last post by Omega Tyrant
- Levels that only have Nightmare enemies should have their own feeling, feels appropriate. Something along the lines of "A dreadful silence rings in your ears..." to tie into the fact that they do not make noise.

- Acid Spitter should reload -much- faster, given how finicky it is to do so in the first place.

- Enviroboots should have more plasma resistance. I understand preferring to keep the bloodboots as the only one with 100% immunity, but the enviroboots should have at least 50% if not more.

-Nightmare enemy only levels having a special message can be nice, but I'll note it's proposed to give them sounds (+ sounds to all the silent bosses too) and it has been discussed in the Discord, due to it seeming unintentional and the current modding grey area that exists with modding them in sounds yourself like I do (Kornel also mentioned he forgot to give them sounds when adding all the new Nightmare enemies).

-I wouldn't oppose the Acid Spitter reloading faster, but it ultimately wouldn't matter, as it's not a weapon you can reload with enemies around regardless, whether its reload time is 1.2 seconds or 0.1 seconds (reload time only matters when you got an enemy in vision/pursuit or some time sensitive event is going on). In any active combat scenario, you get one shot with it, and then you have to wait until the immediate threat is gone before you can get to scooping the acid back up.

-Yeah Enviroboots aren't great for plasma protection (only reducing blood damage from 12 to 9, 1 more than unmodded Plasteel Boots), but as mentioned in the Discord, it doesn't affect their usage that much; in A100 you're still building Cerberus Boots regardless, and in the standard game, they'll be virtually identical except with Enviroboots being worse for Limbo and the rare late blood cave but it won't require the massive mod cost that Cerberus Boots does, making Enviroboots still a very valuable find. So I would be ok with Enviroboots getting that plasma buff, or keeping it as is to give some extra flavor difference between them and Cerberus Boots.

 45 
 on: February 14, 2025, 17:02 
Started by Omega Tyrant - Last post by TNT
- Levels that only have Nightmare enemies should have their own feeling, feels appropriate. Something along the lines of "A dreadful silence rings in your ears..." to tie into the fact that they do not make noise.

- Acid Spitter should reload -much- faster, given how finicky it is to do so in the first place.

- Enviroboots should have more plasma resistance. I understand preferring to keep the bloodboots as the only one with 100% immunity, but the enviroboots should have at least 50% if not more.

 46 
 on: February 14, 2025, 09:26 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 6 is up!

This ones made out of a big AI overhaul UX improvement (+reenabling of continuous drop) and some controversial balance changes.

Be on the lookout for AI behaviour differences - yes, the infighting is by design, tell me what you think about it and if and what needs to be tweaked! Apart from that, the second big behaviour change is that enemies will keep around their spawn point instead of inevitably drifting to the middle of the level. Apart from that there might be a few minor changes in behaviour, but please do report any that you spot and if it's better or worse - some might be unintended, but some can be intended :P

Yes, finesse is down to 10%. +10% of effective damage will always be strong, but SoB might see some changes later. For the time being though, Dualgunners speed penalty has been removed, and Gun Kata has the extra effect of shooting at 20% time cost if the last action action was a move. I intended it to be 50%, but lets try the stronger version first!

Usual bit of bugfixes too!

DoomRL 0.9.9.9 BETA 6d Windows LQ

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0.9.9.9 BETA 6
[new] -- GH#227: Ctrl+Arrows will manually move the auto-target reticule!
[new] -- GH#217: infighting is back, baby!
[mod] -- GH#217: all AI's got a refactor, might behave differently
[mod] -- GH#161: drop item action continues if no enemy/damage is present
[mod] -- GH#226: enemies keep to their patrol area (spawn area)
[mod] -- GH#230: Gun Kata - 1/5th time to fire after any move!
[mod] -- GH#230: finesse bonus 15%->10%, dualgunner penalty 20%->0%
[fix] -- GH#098: fixes Mastermind AI getting stuck
[fix] -- GH#000: emergency animation break added
[fix] -- GH#228: explode wall levers leave debris
[fix] -- GH#229: explode wall levers destroy doors
[fix] -- GH#229: City of Skulls - lever can't be destroyed
[fix] -- GH#223: Abbysal Plains raising walls will clear tiles and destroy items
[fix] -- RCFIX : fixed multi-melee animations

 47 
 on: February 11, 2025, 10:36 
Started by Kantarza - Last post by Omega Tyrant
I don't do any of the developmental stuff myself, I've just been beta testing, proposing ideas, and giving + organizing feedback. I would recommend joining the JH Discord to ask Kornel/Epyon that stuff, he might see it here but you could get a faster response asking him directly there. Here is the link to the Discord. If you don't have a Discord account, you could also try posting on the Github page itself.

 48 
 on: February 11, 2025, 03:33 
Started by Kantarza - Last post by Kantarza
I used to be a developer. So in an effort to repay the group a little I've downloaded the source. I've attempted to get the environment up and running but have got about 50% of the way there following the readme. I can compile a drl.exe (that crashes) and cannot seem to find suitable instructions to compile the wads or fpcvalkyrie (if that's even necessary).

I don't want to waste anyone's time. Is it worth trying to set it up and contribute (initially by documenting the process into readme.md on the development branch) or is there a tight-knit team that would rather not have someone extra poking around?

 49 
 on: February 10, 2025, 19:48 
Started by Kantarza - Last post by Omega Tyrant
I hate to mention this because you guys do a fantastic job. It's a just a little graphical issue.

I died in the Arena in N! doing AoSh, second group of monsters (second attachment).
I then jumped into a fresh game with the same parameters, and found that the level feeling had not been reset. It still showed the Arena Master's voice booming (see attachment).

I tested and can confirm this bug is in the current 0.9.9.9 beta (killed myself on the second floor and upon immediately restarting another run, Phobos Base Entry did indeed have the same level feeling).

 50 
 on: February 10, 2025, 19:20 
Started by Kantarza - Last post by Omega Tyrant
Certainly that was my first thought too. As much as I enjoyed the win, it's better to recognise genuine skill. Completed my first AoB/N! yesterday on the same strat but didn't watch my kill count and just drifted below 60%. Given what you've said, I'll switch to some other challenges (rather than cheesing) and reassess when 0.9.9.9 comes out.

Shame to come just short of the Diamond like that, 0.9.9.9 will be making some changes to Nightmare to make it less tedious, and one such change is that the respawns will no longer count towards the kill percent, though several of the badges that require a certain kill percentage on N! may end up changing. Ain't nothing wrong though with getting badges by whatever means the game grants you, but yeah I would recommend trying to branch out to other builds and try to take HMP then UV games with them, to help build your fundamental skill at the game and better prep you for challenges where the cheese option isn't available.

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The manuals sometimes skimp on detail (which leaves the experience appreciably open).

Funny you bring this up, as a recent topic of contention about DRL in the JH Discord is how much of a "wiki game" DRL is and how much it detriments the game. Some things have been discussed to make ingame guides available and general information more available ingame, though nothing concrete yet (other than a new modding UI that shows what the mod you're applying to your equipment will actually do).

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Haven't even attempted one yet, although I did punch the odd barrel to start berserk mode.

Nice, this is a fun trick to do in AoB (or in any other scenario where you don't have rockets) when you need to trigger Berserker before taking on a pack of enemies (especially Arachnotrons or other enemies that can't trigger Berserker from hitting you) or for just a general speed boost when you need it. (Napalm Barrels will nearly always trigger it, Acid Barrels usually will but can sometimes fail and their acid damage is harder to get good resistance against, and normal Barrels will have a slightly less than 50% chance of doing so)

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As a new player, I searched but failed to find any information on why Sereg got his name on a difficulty mode. This fills in an important lore gap for me.

Yes, was an easter egg added in 0.9.9.8 to reference his infamy with exploiting AoOC. You can check out the old Badge Hunters thread to see all the Diamonds he got from his namesake strategy. Speaking of the Badge Hunters thread, I added your run to the new thread, it is nice to get a new name on there as it has been a while!

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tbh that was a weigh up too. However I wasn't sure if they would perish on lava or acid. The help files don't declare it even though it makes physical sense.

Antigrav Boots do retain the Nano mod's durability regeneration, so you don't really need to worry about their durability (especially if you make them out of Plasteel Boots or better Phaseshift Boots), and they also can't be destroyed even if you were to run on enough acid/lava in such a short period to actually wear them out.

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Wunderbar! and a huge thanks for taking the time to level me up.

Always happy to help people when I can!

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