DoomRL Arsenal - [1.1.2] [MP-B7.2]

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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby dddxdu » Tue Sep 03, 2019 2:59 pm

Carrotear wrote:The game lags as soon as I start. I have fancy barrels and such turned off.


try running on LZDoom
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Carrotear » Tue Sep 03, 2019 4:31 pm

dddxdu wrote:
Carrotear wrote:The game lags as soon as I start. I have fancy barrels and such turned off.


try running on LZDoom



Thanks it worked!
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Quake161 » Tue Sep 03, 2019 8:26 pm

Quick question. When playing on Adaptive, is it supposed to jump from UV to Armageddon immediately after one level? Only reason I ask is because Combat Shock and Sunder have been smearing me lately with multiple flying bosses.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby GAA1992 » Tue Sep 03, 2019 9:22 pm

Heeeeere you go:

https://forum.zdoom.org/viewtopic.php?f=46&t=58283

It's just a misc/secret randomizer. I had plans for a big DoomRLA sound replacement patch but i think i need to finish other knots around my mods before preparing for something big. =p

EDIT: Super Machinegun takes 2x times the ammo when reloading. I suppose it's intentional, right?
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Yholl » Tue Sep 03, 2019 9:53 pm

Quake161 wrote:Quick question. When playing on Adaptive, is it supposed to jump from UV to Armageddon immediately after one level? Only reason I ask is because Combat Shock and Sunder have been smearing me lately with multiple flying bosses.
Sounds like you turned on Curse of RNGesus and picked up a Unique+ item.

GAA1992 wrote:Heeeeere you go
Added to main post!
GAA1992 wrote:EDIT: Super Machinegun takes 2x times the ammo when reloading. I suppose it's intentional, right?
yep. bigge booelet
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby fakemai » Wed Sep 04, 2019 3:46 am

Yholl wrote:Sounds like you turned on Curse of RNGesus and picked up a Unique+ item.

That setting doesn't look dangerous unlike some of the obvious ones that aren't intended to be fair, and certainly not when adaptive was broken for a while so it had virtually no effect.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Sun Sep 08, 2019 6:06 am

Okay playing with Adaptive Difficulty and had Rngesus ON and I got the most common legendary item in the first map, the Angelic Armour.

after that Second map had nothing but Watchers in place of Imps, Magmabuses in place of Mancubus, Cyber Knights in place of HK and of course Cacoabysses instead of Caco and god hell no, TONS of Mechatrosities and Hungries!

(Watchers and Hungos kept respawning and biting my angelic butt)

I turned RNGesus OFF after coming to the forums to check out what was the deal and also rest the difficulty to Adaptive thru "Change skill in map" cause I don't wana lose my holy status

I'm on map 6 now and there is nothing but these monsters that I have been encountering.

(I also found the new Modpack and its quite silly but worth the inclusion)

Overall I have mastered the ability to dodge Watchers and my health has remained below 40 ever since, please tell me if I'm doing it right.

Spoiler:
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Quake161 » Mon Sep 09, 2019 1:39 am

Thanks, Yholl.

The spike (as Machine-Reaper was stating) caught me waaaay off guard. Kept the "Curse of RNGnes" on on the previous version and completely forgot about it. Going through 4 Abominants with at best a heavy shotgun is.....horrifying.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby meril » Sun Sep 15, 2019 12:06 pm

Is there any indication when Mother-in-law is ready to fire?
BTW, this mod is awesome! But hunger (balls with teeth) is OP :/ Especially when playing without saves... Those fuckers can kill so fast I even din't change weapon in time. Maybe you should nerf them a little? :oops:
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby RevanGarcia » Sun Sep 15, 2019 2:28 pm

Is this map part of the mod?



If so, how can I get there?

EDIT: I forgot to mention, I'm using GZDoom v3.5.1 and it works fine but, the small column of light that appears in the image doesn't seem to appear on the items while I'm playing. Is it because of the version of GZDoom I'm using?
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Sun Sep 15, 2019 2:48 pm

RevanGarcia wrote:Is this map part of the mod?



If so, how can I get there?

EDIT: I forgot to mention, I'm using GZDoom v3.5.1 and it works fine but, the small column of light that appears in the image doesn't seem to appear on the items while I'm playing. Is it because of the version of GZDoom I'm using?


its called rl_item map

its basically a map with all the stuff inside the mod that you can test, you can access it by using changemap command.

however currently it doesn't include the latest stuff Yholl just put inside the mod. (Super Rare Modpack etc)
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Enjay » Sun Sep 15, 2019 3:19 pm

Machine-Reaper wrote:its called rl_item map


Image

It's called RL_TITEM for some reason.
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Yholl » Sun Sep 15, 2019 4:11 pm

meril wrote:Is there any indication when Mother-in-law is ready to fire?
Planned for the next little update.

RevanGarcia wrote:I forgot to mention, I'm using GZDoom v3.5.1 and it works fine but, the small column of light that appears in the image doesn't seem to appear on the items while I'm playing. Is it because of the version of GZDoom I'm using?
The rarity beams only appear to the Technician, it's one of his abilities. Due to peer pressure, I eventually added a menu option that enables it for all classes as well.

Enjay wrote:It's called RL_TITEM for some reason.
Short for DRLA Test Items, hehe
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Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Postby Machine-Reaper » Mon Sep 16, 2019 3:14 pm

Plasma Refractor is OOOP now against bosses of any sort, especially in ammo to damage ratio.

Scientist should stop sulking.
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