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 81 
 on: March 01, 2025, 06:21 
Started by carthagodrl - Last post by Kantarza
Hi @carthagodrl

Thanks for posting your bug report. I'd love to get a little more info and take a closer look.
* Which version of drl are you using?
* Does it happen on every item use, or only occasionally?
* If it's occasional, can you see a pattern when it does occur?
* Can you send any more screenshots showing the error occurring?
* Ideally, do you have a save file just prior to the crash?

 82 
 on: March 01, 2025, 06:13 
Started by Kantarza - Last post by Kantarza
Bugfix has been developed and submitted for review: https://github.com/chaosforgeorg/doomrl/pull/241

 83 
 on: February 24, 2025, 22:10 
Started by Sambojin - Last post by Omega Tyrant
Technicians did get buffed in 0.9.9.8 by getting exclusive access to Whizkid 3 (so up to seven mods on ranged weapons, four mods on armors/boots/melee weapons, and two mods on assemblies), which allows them to get better equipment than the other two classes can possibly have, and they can mod much more uniques than before too (this wiki page covers what they can mod and to what extent). Their masteries were still largely lousy though aside from Scavenger (which also got buffed in 0.9.9.8 to be able to scavenge armors, boots, and melee weapons), but that is getting addressed in 0.9.9.9 (the exact changes aren't finalized yet, but so far; Malicious Blades deals a lot more damage with blades; Fireangel gets larger explosions and can make all non-shotgun ranged weapons explosive; SoG now deals +3 damage per level in exchange for only -10% firing speed, which completely reverses Sharpshooter's early game hell; Scavenger gets even more trait freedom than before; and with indirect buffs like Tough As Nails giving 10% energy resistances per level and direct buffs like ammo reduction on subsequent chainfire volleys, Entrenchment is actually good now instead of horribly awful).

Non-pistol Technicians still have a much harder early game than Scouts and Marines though, as the modding advantage and improved masteries don't manifest until later into the game, and near-instant item use and turning Computer Maps into Tracking Maps are more situationally useful than 10% faster speed on all actions or extra HP + inherent energy resistances, while the starting Technical Mod also doesn't really immediately help much unless you're a Pistol build or you get an early vault with a Combat Shotgun or good armor in it. I'm not sure how this can be addressed though; your proposed extra ammo capacity isn't necessarily a bad idea, but it wouldn't help the Technician's harder early game, the area they're struggling most in. I had an idea where they could get one "mulligan" per floor with activating levers, i.e. they can trip a dangerous lever once per floor without it activating (as it fits into their "hacking" theme and levers are more potentially useful early in the game where healing and armor recovery is more limited), but that ability is situational too and could be a hassle to program. Perhaps Technicians will just have to be accepted as the class that starts out weaker, but has stronger potential in the end than Scouts and Marines do with being able to obtain superior equipment.

Also since you brought up the Marine's energy resistances, I thought to let you know they are being nerfed to 10% in 0.9.9.9, as the 20% proved too strong since it still stacked with berserk and armors (which made Vampyre stupidly broken and Ammochain borderline broken too). But that 10% will still stack with all other resistances, including the aforementioned buffed TaN, and so they'll still be noticeably more tanky than the other classes (even without any armor nor TaN they'll still be able to take a couple extra hits, while the difference becomes very pronounced once they do get strong armor to stack that resistance on).

 84 
 on: February 24, 2025, 21:36 
Started by Omega Tyrant - Last post by Omega Tyrant
Crates should be buffed/diversified, especially for late game.
Their utility early on is somewhat nice since you can find an armor or boots here or there, with the obvious prizes being ammo boxes... but their utility drops off as you advance along the game. In later levels you're not likely to find much of anything of use - if you open them in hell (or Beyond, for ao100), you're likely to still be getting just green armors, bullets, the occasion steel boots.

I'd like to propose that as levels increase, you can find other stuff that could be useful in the crates. The main idea would be plasma cells and rockets (their associated ammo boxes too maybe?), although there's plenty of other stuff to consider - medkitz, maps, phase devices, red armors... could even consider a mod pack here or there. This is without even considering if any uniques could have a super-low chance of appearing.

Crates are funny to blow up and see what goodies may be inside, and replicating that feeling beyond Phobos seems like it -shouldn't- be that difficult. It'll help add some more variance, and IMO shouldn't be too problematic, especially since in later levels a lot of enemies are prone to just destroying them along with any goodies they may contain. So it sets up its own sort of minigame of how to approach and dodge/tank if you want to try to open up the crate without the given enemy destroying it first.

I know stuff like exotics and rare mod packs are off the menu (maybe in Ao666?), but even with what I've mentioned above it feels like it'd improve the treasure hunting experience, so to speak.

As discussed in the Discord server, I'm in agreement with this. Crates mostly lose their value by mid Deimos, unless you're in need of health or are playing a Shotgun build that's really short on ammo. The current drop values for them are staticly:

Ammo crates = 30/40 nothing, 4/40 10mm Ammo, 4/40 Shells, 1/40 Ammochain Box, 1/40 Shell Box.

Armor crates = 45/60 nothing, 4/60 Green Armor, 4/60 Steel Boots, 4/60 Small Medkit, 1/60 Blue Armor, 1/60 Large Medkit, 1/60 Protective Boots.

Even the stuff that can still be useful in the later game (the ammo boxes, Large Medkits, and a backup backup Blue Armor) have very low drop rates, and so it's rarely worth your while to bother breaking crates beyond early Deimos. Ideally as the game progresses, you could up the drop rate on the aforementioned stuff and add some more stuff to the crates' drop table (such as other ammo types, Red armor, Plasteel Boots, Phase devices, maybe mods and a very very low chance for certain exotic armors/boots). If it's too much hassle to give crates a level-dependent drop table that improves over time, then perhaps "enhanced crates" can be added as a separate object that start appearing later in the game with the better stuff in them.

 85 
 on: February 24, 2025, 20:24 
Started by Sambojin - Last post by Sambojin
Ok, just as a thing. I love the Marine buff (+20% fire/acid/plasma resistance), because it makes them tanky af, just like they should be alongside +10HP.

But Technician always seemed a little light. Like, the thing they do is powerful, but not so all-is-everything-ness of their class.

So, what if they had half a Backpack, as their "other" basic skill. So +20% to ammo held.

And it only stacks with a real backpack addictively, not multiplicatively. +20% basic, then +60% with the backpack.

It just lets the class do literally everything it should do, because it's got basic 5-for-6 slots on its ammo. An extra item or two, matters a lot with this class.

Marines do HP and resistances (fortunately capped at 60% in Berserk), Scouts do fast everything and knowledge, Techs do a free mod and extra backpack space and fast items. As well as all their other bonuses. It makes them all surprisingly good at what they do, and they all seem different enough without RNG pickups or definite guaranteed items to do their roles well.

So, would +20% ammo (at start) work well on Technicians to give them the awesome amp they need?

 86 
 on: February 24, 2025, 18:41 
Started by Omega Tyrant - Last post by TNT
-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.

1. Very interesting. Probably wouldn't be opposed to it, but it feels like it'd be a bit of a shock after all these years of silent Nightmare enemies. Even if the line changes though, glad to hear you do think having a feeling for it could be good.

2. Fair enough. It just seems like adding something unnecessary on top of it. It's a shame that it's so unwieldy since it's really fun to use.

3. I agree that some differentiation is nice, just feels like kinda unfortunate when you finally find it and there's no reason to pick it up ;_;

---

Having said all this, I think I'd like to bring up a topic that we've talked about before on the server.

Crates should be buffed/diversified, especially for late game.
Their utility early on is somewhat nice since you can find an armor or boots here or there, with the obvious prizes being ammo boxes... but their utility drops off as you advance along the game. In later levels you're not likely to find much of anything of use - if you open them in hell (or Beyond, for ao100), you're likely to still be getting just green armors, bullets, the occasion steel boots.

I'd like to propose that as levels increase, you can find other stuff that could be useful in the crates. The main idea would be plasma cells and rockets (their associated ammo boxes too maybe?), although there's plenty of other stuff to consider - medkitz, maps, phase devices, red armors... could even consider a mod pack here or there. This is without even considering if any uniques could have a super-low chance of appearing.

Crates are funny to blow up and see what goodies may be inside, and replicating that feeling beyond Phobos seems like it -shouldn't- be that difficult. It'll help add some more variance, and IMO shouldn't be too problematic, especially since in later levels a lot of enemies are prone to just destroying them along with any goodies they may contain. So it sets up its own sort of minigame of how to approach and dodge/tank if you want to try to open up the crate without the given enemy destroying it first.

I know stuff like exotics and rare mod packs are off the menu (maybe in Ao666?), but even with what I've mentioned above it feels like it'd improve the treasure hunting experience, so to speak.

 87 
 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!
Code: [Select]
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 

 88 
 on: February 18, 2025, 05:20 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
BETA 6c deployed with a few more fixes!
Code: [Select]
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

 89 
 on: February 15, 2025, 01:17 
Started by Kornel Kisielewicz - Last post by Kornel Kisielewicz
Several issues have been identified and BETA 6b deployed:
Code: [Select]
[fix] -- RCFIX : fixed crash in shambler/lavael AI
[fix] -- RCFIX : demon ai properly resets boredom on player disappearing
[fix] -- RCFIX : retaliation engages pathfinding properly

 90 
 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.

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