DoomRL Arsenal - [1.1.5] [MP-B7.3]

Projects that alter game functions but do not include new maps belong here.
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Bofubutt
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Bofubutt »

How configurable will the adaptive difficulty be? I really think it's an awesome feature, as it's kind of neat to run into Armageddon-level enemies occasionally even when I'm playing at easier difficulties. At the same time, I feel like some of the enemies are different enough in terms of behavior and threat level (looking at you, Hellstorm Elemental and Former Human Shock Trooper) that certain WADs might end up becoming downright impossible. If the chance of an enemy spawning as an Armageddon variant increases as the map number increases, for instance, would it also be possible to adjust that chance based upon the enemy count in the map?
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

there are a couple shotguns that do qualify as rapid fire weapons, but they aren't base weapons that can turn into assault and burst assemblies. as for uzis, i personally prefer making burst assemblies for the scout, as they're very powerful. maybe i should try making an assault one sometime.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by MrPyrite »

at one point, I was gonna jokingly submit a suggestion of using the Revolver assembly to turn the Marksman Pistol into the Ambassador, but I went against it.
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Slax
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Slax »

Bofubutt wrote:adaptive difficulty
Viscra Maelstrom wrote:shotguns that do qualify as rapid fire weapons
Spoiler: Hmm
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

Heyy...I wanna be a beta tester too! D:
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TheGmanID
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by TheGmanID »

I would also love to be a beta tester, been watching this update's progress for over a year now I think.
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TDRR
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by TDRR »

MrPyrite wrote:at one point, I was gonna jokingly submit a suggestion of using the Revolver assembly to turn the Marksman Pistol into the Ambassador, but I went against it.
Well in that case it's my request now. DO IT!
macster2001
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by macster2001 »

Slax wrote:
Bofubutt wrote:adaptive difficulty
Viscra Maelstrom wrote:shotguns that do qualify as rapid fire weapons
Spoiler: Hmm

Is the HUD part of 1.10, or is it from somewhere else?
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Yholl
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Yholl »

Bofubutt wrote:How configurable will the adaptive difficulty be?
Not very.
It increases based on new maps, and rare items, and you can choose how high it starts. That's about it.
KILLER2 wrote:Heyy...I wanna be a beta tester too! D:
TheGmanID wrote:I would also love to be a beta tester, been watching this update's progress for over a year now I think.
Sorry, only people who actively or have actively contributed to development get access. Dev builds are not distributed beyond that.
TDRR wrote:
MrPyrite wrote:at one point, I was gonna jokingly submit a suggestion of using the Revolver assembly to turn the Marksman Pistol into the Ambassador, but I went against it.
Well in that case it's my request now. DO IT!
There are no headshots in Doom, so no.
macster2001 wrote:Is the HUD part of 1.10, or is it from somewhere else?
It is part of DRLA, yes, it's the Stylish hud. There are 4 different HUDs in 1.1 you can choose from:
  • Stylish
    Statusbar
    Original
    Duke
Statusbar is for the statusbar hud, obviously, the other three are different versions of the fullscreen hud.
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Bofubutt
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Bofubutt »

Yholl wrote:
Bofubutt wrote:How configurable will the adaptive difficulty be?
Not very.
It increases based on new maps, and rare items, and you can choose how high it starts. That's about it.
After seeing it in action, I'm not terribly worried anymore. It looks like it'll be pretty balanced and that by the time Armageddon-variant saturation becomes an issue, the player will have had plenty of time to load up on the right equipment to take them on.

Re: beta testing: take it from someone who does QA for a living. When everybody's a beta tester, nobody is. I'm fine with waiting until the release is ready. Testing is a laborious process and needs to be done well.
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Slax
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Slax »

Image
Yholl's gonna kick me right in the hurty place.
Spoiler: One more video
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by MrPyrite »

I just came up with an idea if TF2's Direct Hit made it into this Mod:

The Direct Hit (Master Assembly)
Assembly Requirements: Rocket Launcher + 2 Sniper modpacks and 2 Power Modpacks
Desc: As the name implies, this rocket launcher sacrifices the crowd control of splash damage for single-target fast-flying heavy explosive damage. Great for taking out big bulky targets with ease, provided that you can aim with this thing, but not so great for when you're fighting a hoard of demons. Also deals extra damage against Airborne enemies as a nice bonus.
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Bofubutt
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Bofubutt »

Slax wrote:Yholl's gonna kick me right in the hurty place.
Spoiler: One more video
That's a really neat glimpse into the adaptive system's inner workings. What really interests me is that I saw a menu option stating that you could change what map you go to after killing the Icon of Sin - does this mean you can theoretically cycle back through an IWAD/megawad and keep pumping up the difficulty?
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comet1337
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by comet1337 »

hey
hey yholl
double assemblies when
and stacked double assemblies
i need a double highpower uzi because scout doesn't make the game literally play itself yet
MrPyrite
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by MrPyrite »

comet1337 wrote:hey
hey yholl
double assemblies when
and stacked double assemblies
i need a double highpower uzi because scout doesn't make the game literally play itself yet
NO
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