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 51 
 on: September 07, 2023, 19:41 
Started by Kornel Kisielewicz - Last post by Icy
BUG #6

"Technicians now get starting tech mod on challenges that were (incorrectly) removing it."

This appears to be working exactly the same as version 0.9.9.7. The Technical Mod Pack is still removed for various challenges that wipe your inventory before replacing it.

 52 
 on: September 07, 2023, 18:53 
Started by Icy - Last post by Icy
I noticed that there are 41 assemblies and 50 medals now, which I'm pretty sure all the dummied out ones in the source code. I'd like to discuss them here:

Assembly: Mother-In-Law - Rocket Launcher (PPPFN) becomes 6d9 Rocket Launcher with instant recharge firing, blast radius 6. I think this is completely fine.

Medal: Medal of Pacifism - Win with 10% or less kills. I'd be fine with this and swap out one of our suggestions. Not a huge fan of it overall though.

Medal: Shotgunnery Cross - Win and killed everything (not necessarily 100%) with Shotguns/Fists. I'd say scrap this as it's basically just completing Angel of Shotgunnery.

Medal: Marksmanship Cross - Win and killed everything (not necessarily 100%) with Pistols/Fists. Scrap it, see above.

Medal: Zen Master's Cross - Win and killed everything (not necessarily 100%) without ever using Fists/Knives/Shotguns/Pistols. This is weird, I'd say no.

Medal: Purple Heart - Reach experience level 20+ and die. lolno

Medal: Gutts' Sorrow - Die while wielding Dragonslayer. lolno

Medal: Klear Cross - Nuke at least 12 levels in one game. This is basically the same as the other nuking medals, which revolves around finding Trigun. Granted, using it 12 times would require at least Ironman x2 with all Trigun nukes. I'd say no.

 53 
 on: September 07, 2023, 17:25 
Started by Icy - Last post by Icy
Regarding Throw for Combat Knife and Mjollnir, I agree. I was surprised when I looked up that Eagle Eye improves the accuracy and Brute does not. I would also argue that Finesse should improve the speed, which it currently does not. Furthermore, I haven't tested or checked this, but Brute's damage and Son of a Bitch should also affect Throw if they don't already. This also would indirectly give Mjollnir a nice buff.

Regarding bridges, I agree, but it might be too difficult to implement.

Regarding having enemies become revealed when there are only a few left, I'm leaning towards disagreeing. It would be a pretty fundamental change to the game, would affect a lot of levels and builds, and feels very non-canonical. Angel of Red Alert would become a lot easier, Angel of Darkness with it active would be weird, and almost all bonus levels with it would make them much easier (Hell's Arena, Chained Court, Hell's Armory, Spider's Lair, etc).

Two suggestions I had:

For darkness levels, the special message in the postmortems has a comma after the number, which prevents the forum's mortem tags on colouring the number. For example, change "On level 15, he was stumbling in the dark!" to "On level 15 he was stumbling in the dark!".

We've already discussed buffing Reloader from 20% to 25%, but I'm going to boldly suggest buffing this more to 30%. I feel like 30% would be very fast and truly make players start considering using it over other traits, instead of only picking it when their master trait requires it. I think getting up to 90% would also draw players into getting Reloader x3, which I can't seem to find anyone ever using it. 90% reloading speed would make most reloads close to instant, which is very powerful, but does require investment into it to make use of it. I'm slightly cautious about it possibly making Shotguns overpowered in the early game if you have Reloader x2, leading to a Shotgun having 1.0 firing speed and 0.4 reloading speed, as opposed to Finesse x2 with 0.6 firing speed and 1.0 reloading speed. However, the Finesse branch has arguably better advanced traits, and ammo boxes can nullify Reloader anyway. Shottyman also makes the need for Reloader mostly irrelevant for Shotguns anyway, but Reloader x3 could be useful for Minigun, Plasma Rifle, and others.

 54 
 on: September 07, 2023, 04:02 
Started by Icy - Last post by Omega Tyrant
Those all seem pretty nobrainer. A few more things I want to suggest that I have forgotten about until now.

Have Brute increase the accuracy of throwing

Brute not affecting the accuracy of throwing always been a weird unintuitive limitation, and needlessly makes early AoB more annoyingly luck-based than it already is, when you have to rely on throwing knives to limit damage from tough enemies but have a coin flip chance at best to actually hit things with them. Then because of how awfully inaccurate throwing is, it then just gets ignored after you get the Chainsaw because it's not worth bothering with it, other than to blow up barrels. Melee builds will also never want to invest in Eagle Eye, and two of the melee masters block Eagle Eye even if they wanted to, including Malicious Blades, the build that is supposed to specialize in knives. It's not like this change would suddenly make early AoB easy either, as throwing still leaves you empty handed (unless you got the Mjollnir), and without Juggler, it's gonna take time to switch to another weapon, so you can often only safely throw one knife from long distance per enemy, if you got a chance to do so at all (Pinkies close that gap really fast).

Fix bridges being blocked off on floors with rivers

Each floor with a river is supposed to have a bridge over the river to ensure players don't get put in a position where they're forced to walk through acid and lava to reach the rest of the floor. However, these bridges can spawn in a way where they lead to a blocked off room, such as in this screenshot:

Spoiler (click to show/hide)

Or the bridge just gets walled off completely, such as in this screenshot:

Spoiler (click to show/hide)

If you don't have some means of fluid immunity, and don't have some means to blow up walls or got a sturdy walls event, then you're just in a screwed position, especially so if it's early in the game where you probably won't have the medkits to burn tanking damage running across acid/lava into potentially a waiting enemy ambush. This seems like a no-brainer fix to me, but I could see it being possibly too complicated to fix level generation to have more reliable bridges.

When there are only three or less enemies left on a floor, reveal their locations

A feature from Jupiter Hell that Svankensen suggested in the Discord server a while ago. I think it would be nice to have in DoomRL too, especially when playing builds without Intuition, where hunting down the last few enemies can get tedious (as anyone trying to get 100% kills in A100 without Intuition can attest to). It should have the limitation though that it doesn't apply in the boss levels, as part of the intended challenge with the Cyberdemon and Mastermind is not knowing where they'll be. Maybe it's too major of a new thing to add, and could be argued that it makes the Quartermaster and other AoRA-related badges easier by too much (though Intuition getting nerfed is going to make them harder too). Another possible complication is how it would work with reviving enemies or any other spontaneously spawning enemies (would it be "turned off" if more enemies spawn after three were left, would it permanently "stay on" once you get to the final three no matter how many more enemies spawn in, or would it only continue to show the original final three enemies but none of the revived/spawned enemies?) I would like to see some discussion on this, if it's even possible to add in the first place.

 55 
 on: September 06, 2023, 19:41 
Started by Icy - Last post by Icy
Some more suggestions after playing a more thorough game of the new beta version.

For the dodging bonus value on the stats screen, I think it should include the bonus value when running.

For levers that destroy walls, only make a singular explosion sounds, instead of seemingly dozens.

If Containment Area is destroyed by a nuke, disable the trap.

If Abyssal Plains is destroyed by a nuke, disable the wall trap. I'd say still let the Agony Elemental spawn.

 56 
 on: September 06, 2023, 19:35 
Started by Icy - Last post by Icy
Tonight, I decided to do a more thorough game of the new version and still having a lot of limitations on what modes I can play, I went for a pure Angel of Light Travel. I was considering going for a conqueror, but I quickly remembered that the inventory space doesn't quite allow for it. Despite that, I got pretty close anyway.

Like Omega Tyrant reported, I had the same freeze regarding killing streaks, where you can clearly see that I took damage but didn't lose my kill streak. I'm thinking that it's just the current value that's bugged.

Spoiler (click to show/hide)

Some Schematics. Like I suggested, I'm not a fan of these since it doesn't let games be truly independent. Newer players still collecting all the assemblies definitely could use the extra Mod Pack more than I would too.

Spoiler (click to show/hide)

Hellrunner + Tactical Armor appear to be working correctly here for the dodging bonus. I would like to see it change while running too though.

Spoiler (click to show/hide)

I encountered a lever that blows up walls and was expecting a single explosion sound like Omega Tyrant described. It seems like each wall tile individually made the sound as I felt like I was about to go deaf.

Spoiler (click to show/hide)

I found a nuke and blew up Containment Area, but then also triggered the trap. I mentioned this in the suggestions thread, but overlooked nuking the level should disable the trap.

Spoiler (click to show/hide)

I wasn't intending to enter Abyssal Plains, but found both Trigun and Invulnerability on the floor before lol.

Spoiler (click to show/hide)

Similar to Containment Area, this map is a little buggy when you blow it up first.

Spoiler (click to show/hide)

I encountered a darkness level! Everything seemed to work as intended with stair sense not working, no respawns, and the darkness was maintained. Very cool!

Spoiler (click to show/hide)

I also found Mjollnir. Having tossed Chainsaw earlier, this opened up yet another possibility for conquering a level. However, finding this seemed to be more of a curse as I later found.

Spoiler (click to show/hide)

This was a goofy weapon to be using against the Cyberdemon, but I made it work.

Spoiler (click to show/hide)

Having not used Mjollnir before, I noticed that alternate firing visually showed its range. Is this new to the version or is this normal?

Spoiler (click to show/hide)

My kill streak increased to 108 it seems.

Spoiler (click to show/hide)

Example of Demons still getting stuck.

Spoiler (click to show/hide)

So, I considered getting Brute to help kill the Angel of Death, but opted to go for Ironman after all the Angel Arm usage. Luckily, I learned reading the wiki that Brute wouldn't help with accuracy anyway when using Throw. I also learned that its accuracy was far less than 50% and I circled the level a pile of times trying to kill the Angel of Death with cheese. A lot of the hits I ended up getting were standard melee hits. Mjollnir sucks.

Spoiler (click to show/hide)

I got a message saying "You don't have a Longinus Spear!", which I don't recall seeing before. Is this normal? Is this new? I'm guessing it might be for first time pickups of exotics and uniques?

Spoiler (click to show/hide)

With no way to clear the Vaults without Invulnerability, I opted to go for 100% kills and skip conqueror.

Spoiler (click to show/hide)

With low maximum HP, I was definitely not checking what spawned over here.

Spoiler (click to show/hide)

Bad mistake having a barrel blow up on me and get dumped into a pool of lava, but I was able to survive. I had range issues with Nano-Shrapnel Double Shotgun and remembered why I never make the assembly in that base.

Spoiler (click to show/hide)

Archviles dying to fluids is a huge nerf, but I think a very good balance change. I made good use of it here.

Spoiler (click to show/hide)

The rest of the game wasn't particularly interesting. I cleared out the last few floors, then blew up the Spider Mastermind using another Angel Arm. Got a good pile of badges and medals for this game.

---

Spoiler (click to show/hide)

 57 
 on: September 05, 2023, 16:59 
Started by Icy - Last post by Icy
I can agree with both suggestions. Scavenger definitely wouldn't be overpowered for standard games, but it would become very strong for Angel of 100 and especially Archangel of 666. However, it wouldn't be broken by any means, and the trait itself becomes irrelevant after completing your equipment anyway, while blocking and not boosting core traits. It'd be a good balance change.

For the newest version, the big change that I think needs to be reverted is not being able to fire out of range. I understand the argument for it in reducing the tactics of cornershooting, radar shooting, and others, but they are pretty fundamental to the game at this point. Even when not trying to take advantage of them, it can be annoying to need to keep my cursor around my character to fire, as I generally have it on the outer edges as I'm usually trying to move at the same time. This restriction can also prevent specific shots being made correctly, such as firing across a map at a tile you can't aim at with only those in your vision, trying to fire a specific location with Revenant's Launcher just slightly out of vision range, and many other situations. This change should go back.

 58 
 on: September 05, 2023, 02:33 
Started by Icy - Last post by Omega Tyrant
Allow Scavenger to scavenge melee weapons, armors, and boots?

Scavenger is an ok mastery, but moreso because its blocks aren't as major as other masteries' blocks and so it can be played as a pseudo-masterless or pseudo-Sharpshooter build, rather than because the trait itself actually does all that much when it's entirely luck-dependent for it to do anything significant. Being able to "recycle" mods you don't need through cheap assemblies for a chance at a more helpful standard mod is nice to have, but the main appeal of the trait is it's supposed to give you much better odds at getting those highly desirable rare mods. Problem is, the odds still aren't any good; the limitation of being only able to scavenge ranged weapons means more than half of the exotics and uniques you won't be able to scavenge at all, so you could very well go an entire standard game without even getting a single chance to scavenge a unique for a potential nano or onyx mod, and in A100 you still will probably get very few chances at it (in an A100 run I just did with Scavenger, I only found two uniques that I could scavenge, and less than a dozen exotic weapons). Additionally, scavenging an exotic or unique means you can't use it yourself, so you might not get to utilize Scavenger because it would be counterproductive to give up such a good weapon for a random chance at a rare mod that you would have wanted to use on said weapon in the first place. Considering that, I think it would be fair to weigh the odds more in the favor of Scavenger making a difference over just going masterless. If people think this buff would be tilting the odds too much, I would be fine with scavenged armors and boots having lower odds at giving you the good stuff (say exotic armor and boots have a 1/8 chance each of giving you a sniper or firestorm mod while the standard mods each have a 3/16 chance, and unique armor and boots have a 1/3 chance of giving a power mod, a 1/4 chance each of giving a sniper or firestorm mod, and a 1/12 chance each of giving an onyx or nano mod).

If this change is accepted, I would also propose the following guaranteed mod drops: the Mjollnir and Shielded Armor will always produce an onyx mod; Malek's Armor will always produce a nano mod; and the Lava Armor will always produce a firestorm mod (also the Anti-Freak Jackal should always produce a firestorm mod too regardless, as it is practically a beefed up Demolition Pistol and currently nothing produces a guaranteed firestorm mod).

Increase the generation weights of all the Elite Formers and Lava Elemental

Yet for another proposed change for the Elite Formers, I think they should appear more often in the later depths of A100. Currently they all have a generation weight of 1, being as rare as a Cyberdemon and Agony Elemental, despite not posing anywhere near that threat. It would also help to increase the variety in deeper A100 so you're not fighting so many damn Barons and VMR. I would bump their weights by the following; the Elite Former Human up to 8 (as much as a Nightmare Imp), the Elite Former Sergeant up to 6 (as much as a Nightmare Demon and Nightmare Cacodemon), the Elite Former Captain up to 5 (inbetween the aformentioned two Nightmare enemies and Nightmare Arachnotrons), and the Elite Former Commando up to 3 (as much as a Nightmare Archvile and Shambler).

The Lava Elemental similarly has a generation weight of 1 despite being a much lesser threat than a Cyberdemon or Agony Elemental, or even the Shambler that has a weight of 3, unless you for some reason still do not have Cerberus Boots by the time you could even encounter it. I think bumping it up to 3 to match the Shambler is fair, but if you don't want to make it too rough for players with no lava-immune boots, then go with a weight of 2.

 59 
 on: September 04, 2023, 23:41 
Started by Kornel Kisielewicz - Last post by Omega Tyrant
In case all of these weren't seen when I posted about them in the Discord server, I'll report the bugs here that I encountered after completing a standard game and A100 game in this 0.9.9.8 beta.

BUG #1

The newly added "repeat level feeling" command does not seem to work:

Spoiler (click to show/hide)

The error message in the error log is:

Code: [Select]
Timestamp   : 9/1/2023 23:22:41
Error level : CRITICAL
Message     : Player action exception!

Error message : ...0\Downloads\doomrl-win-0998-beta1-lq\keybindings.lua:69: attempt to call field 'repeat_feel' (a nil value)

BUG #2

When stepping into damaging fluids with fluid-immune boots, you get the fluid damage message and pain sound despite taking no damage. Aside from general annoyance, this does have a gameplay impact, as the game prevents you from doing run -> wait on acid/lava with fluid-immune boots, with it thinking you're getting damaged each action. This bug did not exist in 0.9.9.7 and so is definitely newly introduced from this beta. Here are a couple screenshots showing it:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'll also note this bug does not occur when you have the envirosuit effect active.

BUG #3

While one of the fixes listed in the changelog is adjusting the Pinky's AI to no longer get stuck, I can confirm that they still do. Here are a couple screenshots from Phobos Lab showing how they were bunched up together in the cave, unable to get out after I run -> waited several times to see if they would get out (well before and after the fact, I forgot to take the screenshot when they were all on screen alive at once):

Spoiler (click to show/hide)
Spoiler (click to show/hide)

I'll also note I observed Pinkies getting stuck in other levels. Personally I am fine with the Pinkies' AI as it was, as I do think it gives them a unique "ambush"-like behavior, and Phobos Lab in particular would lose a lot of its fear factor if you didn't need to go into the cave to flush the Demons out, but I noted it in case the majority do want their AI fully fixed.

BUG #4

I would get this error message whenever enemies seemingly kills themselves from barrels or their own splash damage. Here's a screenshot from one of the instances:

Spoiler (click to show/hide)

And here are a few of the error messages related to this bug from the error log:

Code: [Select]
Timestamp   : 9/2/2023 2:23:46
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[baron].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value
Code: [Select]
Timestamp   : 9/2/2023 2:24:38
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[soldier].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value
Code: [Select]
Timestamp   : 9/3/2023 18:06:58
Error level : ERROR
Message     : Lua hook OnAttacked caught ELuaStateException!

Call path     : beings[arch].OnAttacked
Call params   : (<object>,<object>)
Error message : Lua error : attempt to call a table value
Code: [Select]
Timestamp   : 9/4/2023 20:48:47
Error level : ERROR
Message     : Lua hook OnAttacked caught EAccessViolation!

Call path     : beings[revenant].OnAttacked
Call params   : (<object>,<object>)
Error message : Access violation

BUG #5

In my A100 run, the killing spree tracker got frozen at one point, and remained that way for the rest of the run. Here are two screenshots from different times showing it stuck at 112:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

______________________________________________

That's everything for now, if I encounter any more bugs, I'll report them here.

 60 
 on: September 04, 2023, 06:26 
Started by Icy - Last post by Omega Tyrant
Quote
Laser Rifle is extremely powerful and its huge accuracy boost counters the biggest probably with rapid-fires. Compared to a Plasma Rifle, it also reloads a bit faster and only shoots one less in its burst. Keeping the high accuracy can help it continue being unique, but perhaps decrease the burst to 4 or even 3. Nanomanufacture Laser Rifle basically melts everything in the game and doesn't even require many traits to be useful. I'm open to other discussion about other nerf ideas.

So I've been thinking about this, and I don't think I really agree with nerfing the Laser Rifle. For one thing, it is an exotic after all, so it should rightfully be very good to merit the rarity. And mostly outclassing the Plasma Rifle isn't an issue, when that's the normal deal with exotics compared to their standard counterparts; the Assault Shotgun completely outclasses the Combat Shotgun, the Super Shotgun completely outclasses the Double Shotgun, the Combat Pistol completely outclasses the standard Pistol, and the Chainsaw completely outclasses the Combat Knife. But in this case it's not even truly outclassing, as the Plasma Rifle does have higher damage potential with its extra shot, and can be made into a Hyperblaster, that substantially improves DPS, flexibility, and accuracy, which a Laser Rifle won't be able to beat without multiple rare mods. Also yes it is extremely powerful with Nanomanufacture, but that's pretty typical for any build making a Nano assembly with their build's primary weapon, including the Plasma Rifle. Overall I think the Laser Rifle is fine as is, being a very good weapon that doesn't require Eagle Eye like other rapid fire weapons if you're lucky enough to find it, but still has less potential than a Plasma Rifle. If something really has to be done to it, you could make it have the same reloading time as a Plasma Rifle, but I would disagree with any nerfing beyond that.

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