that is still very lucky, you could have also gotten a Nuclear Armour or Backpack and the set would be complete!Gideon020 wrote: Sorry, my grammer was off. I meant that I got the Nuclear weapons from a single crate.
DoomRL Arsenal - [1.1.5] [MP-B7.3]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
They appear when rare items spawn in the map, or when the special boss systems activate.xoyv wrote:you know has anyone figured out what some of the "feelings" you get during the middle of a map? like the one about feeling anxious, or "darkness in the corner of your senses". those always kind of freak me out a bit
I don't know what to tell you if you think those stats are "real bad"Machine-Reaper wrote:I mean if you put it on in the first map out of necessity, then it becomes a real bad Permanent choice for the rest of the maps.
That is extremely vague and also unreproducable.KILLER2 wrote:Also, his painchance/painstate is broken, I got a few errors while I hit him with BFG tracers.
I don't see how that is possible, seeing as he comes from a script that runs on map load.Machine-Reaper wrote:and once in my own case I had Marty spawn two times in a single map.
Work continues on the infinite list of bugs, luckily I've crushed enough that I don't need to scroll to read them all now.
EDIT: Added links to Kinsie and Marrubs new DRLA addons to the main post! Please check them out, they're very cool.
- Machine-Reaper
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
well he spawned during start of the map nearby me and I killed him pretty quickly,Yholl wrote:I don't see how that is possible, seeing as he comes from a script that runs on map load.Machine-Reaper wrote:and once in my own case I had Marty spawn two times in a single map.
after that I found a Suss gun in the map (I had one before) I just threw my own down on the floor and picked the freshly spawned one out of no reason.
and then he spawned a little while after that, Killed him again and it was during that time I discovered side strafing left and right allows you to dodge his shots.
(playing on GZDoom 3.5.0 with Ancient Aliens map pack, no bugs detected at all and I have my danger level to 25)
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
doesn't the backpack affect regular cells and not nuclear weapons themselves though?Machine-Reaper wrote:that is still very lucky, you could have also gotten a Nuclear Armour or Backpack and the set would be complete!Gideon020 wrote: Sorry, my grammer was off. I meant that I got the Nuclear weapons from a single crate.
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
yes, but what reason do you have not to go full nuclear?
have you planned on having something in place to prevent duplicate uniques from spawning?
can't really call it unique if you have two of them
have you planned on having something in place to prevent duplicate uniques from spawning?
can't really call it unique if you have two of them
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
it's a bit redundant to have nuclear weapons alongside the nuclear backpack, isn't it?
sometimes the other backpacks can be more useful than the nuclear one depending on what your loadout is.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
I'm pretty sure a nuclear armor would be infinitely more useful than a nuclear backpack in that situation.
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
Nearing the end of The Journey (tj.wad) and so far the collection as stands is:
-Terminus Battlesuit
-Berserk Powered Armour
-ChronoTrooper Armour
-Jetpack Armour
-Environmental Protection Boots
-Protective Anti-Gravity Boots
-Combat Backpack
-Super Shotgun, looks like I'm not getting my Megaton Shotgun this run.
-High Power Vanguard Rifle
-Minigun, looks like I'll try for the Autocannon another day.
-Nanomachic Chaingun that has been with me since Level 1
-Nuclear Plasma Rifle, just a Sniper or Technical Mod away from seeing if it's compatible with the Plasma Infusion recipe
-Nuclear VBFG9000. Next time, it'll be the Biggest Fucking Gun.
This is so far the best mod I've played in a very long time.
-Terminus Battlesuit
-Berserk Powered Armour
-ChronoTrooper Armour
-Jetpack Armour
-Environmental Protection Boots
-Protective Anti-Gravity Boots
-Combat Backpack
-Super Shotgun, looks like I'm not getting my Megaton Shotgun this run.
-High Power Vanguard Rifle
-Minigun, looks like I'll try for the Autocannon another day.
-Nanomachic Chaingun that has been with me since Level 1
-Nuclear Plasma Rifle, just a Sniper or Technical Mod away from seeing if it's compatible with the Plasma Infusion recipe
-Nuclear VBFG9000. Next time, it'll be the Biggest Fucking Gun.
This is so far the best mod I've played in a very long time.

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
the necro armor is damn fragile
demonic armors have a red indicator for tech when they spawn, but turn green when dropped
nightmare demons and cacos with their phasing can avoid almost all damage from shotguns and the AMR of all things, if the first "bullet" makes them flinch. is this intentional?
master assemblies for nuclear plasma weapons when?
oh my god
i just learned that you can bait revenant punches to whiff, and they can hit other enemies this way and cause infighting
revenant fightclub
demonic armors have a red indicator for tech when they spawn, but turn green when dropped
nightmare demons and cacos with their phasing can avoid almost all damage from shotguns and the AMR of all things, if the first "bullet" makes them flinch. is this intentional?
master assemblies for nuclear plasma weapons when?
oh my god
i just learned that you can bait revenant punches to whiff, and they can hit other enemies this way and cause infighting
revenant fightclub
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
comet1337 wrote: nightmare demons and cacos with their phasing can avoid almost all damage from shotguns and the AMR of all things, if the first "bullet" makes them flinch. is this intentional?
Pretty sure it is. All monsters have certain strengths and weaknesses, often expanding beyond their resistances. You just gotta have a balanced arsenal (heh) of weapons to be able to deal with every situation...or suffer the consequences of not doing so. I'm personally having a little trouble on my current run because I don't have any good non-self damaging crowd control weapon (there's the BFG, but it shares ammo with my sniper modded particle beam...and I got no weapons that use bullets...ohwell).
- Viscra Maelstrom
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
nightmare demons bestiary mentions that they only phase towards you once they're close enough to you. so to avoid them phasing around, keep your distance from them. nightmare cacos phase out if they go into painstun from something that hits them a bunch, like a shotgun's scatter or continuous rapid fire, but then they won't phase out for a few seconds, which is when you should be unloading into them. though, i suppose that their period of vulnerability is a bit too short.
- wildweasel
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Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
Or favor weapons that deal a large amount of damage in one hit, like rockets, the sniper rifle, or the elephant gun.Viscra Maelstrom wrote:nightmare demons bestiary mentions that they only phase towards you once they're close enough to you. so to avoid them phasing around, keep your distance from them. nightmare cacos phase out if they go into painstun from something that hits them a bunch, like a shotgun's scatter or continuous rapid fire, but then they won't phase out for a few seconds, which is when you should be unloading into them. though, i suppose that their period of vulnerability is a bit too short.
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
but thats the thingwildweasel wrote: Or favor weapons that deal a large amount of damage in one hit, like rockets, the sniper rifle, or the elephant gun.
thats what shotguns and the AMR are supposed to do, but the phasing happens with no delay, not even to wait for all the pellets to make contact
they are counterintuitive in this particular niche
hell, i've had an instance where the impact of a MIL rocket triggered a nightmare caco's phasing and had it avoid the entirety of the blast
Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]
I don't get all this whining about the nightmare cacos. I've fought them in droves, even legendary variants and had no problem with it. I think y'all need to git gud 
