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

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Yholl
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Yholl »

Tapwave wrote:Danger level only matters for adaptive and it increases if you pick up Uniques, Legendaries and Demonics, and if you assemble Master assemblies (or collect them from map drops).
Danger Level increases the likelyhood of special bosses attacking in any difficulty.
Tapwave wrote:The danger level starts at 0 and increases up to 40.
0 to 50.
fakemai wrote:Been curious for a while about the potential DPS of the basic weapons and assemblies and what modpacks would work best for them. As a general rule I find Agility modpacks to be the least useful since I'll either tolerate the DPS loss at range, or use something better suited to it e.g. Sniper Rifle, plus there are Sniper modpacks though rarer. The rest, Power are the simplest and work well but I actually want to get some hard numbers on that, and for different classes and different damage thresholds in the case of killing legendaries before they can hulk out and such. e.g. Firestorm is much better DPS if ammo isn't an issue, x Power mods allow one-shotting trash mobs, that sort of thing is what I want to figure out.

Assuming I do that do you mind if I share that info? It will be obviously the hard number type info not generalized "hey this works well".
You can if you want to. The next big update may change a lot of those numbers if we can pull it off though. Currently mod stuff mostly follows rules, but in the end is just a bunch of numbers I typed in, so consistency may be all over the place.
FollowTheDamnTrain wrote:Well... RIP beloved Plasma Refractor, we had a good time.
Now there's not really an ultimate go-to boss cracker weapon anymore, from what I can tell.
The Plasma Refractor was never intended to be a boss-deleter. Originally it couldn't even connect with enemies, but then people complained about it being bad and hard to use, so I gave in and made it hit enemies. And then guess what? Spawning the refraction inside an enemy causes it to superdie, turning it from a crowd control weapon to a single target weapon.
It's meant to be a gun that you fire in specific spots to maximise the damage it blasts outward, but it's gone far away from that now. I'll probably change it further in the future too.
FollowTheDamnTrain wrote:Are the other Nanomachic weapons also going to get the same color scheme eventually? Like, the Nano-Minigun for example, which looks exactly like the normal one.
Eventually maybe. It's low priority compared to everything else.
FollowTheDamnTrain wrote:Also, do Hellstorm Elementals absorb and randomly teleport projectiles now or is this something I haven't noticed before?
Been around for a while now, heh.
NickDoom
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by NickDoom »

Tapwave wrote:Adaptive will mass replace enemies with these variants as danger level increases. You can decide to get danger points per level regardless of what you pick up with the option you mentioned. The danger level starts at 0 and increases up to 40.
But I've set additional DpL to zero! And I have neither Master assemblies nor Uniques. On 1.1.1+7.1, these parameters caused constant danger level (unless I have my inventory full of Master assemblies). On 1.1.4+7.3, I have pure Armageddon in less than ten levels. Is it a bug now or it was a bug in 1.1.1+7.1?
BTW what exactly is "Curse of RNGesus"?
BTW² is "UV" = "Adaptive with locked danger points"? And if so, what is the exact value?
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Yholl
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Yholl »

NickDoom wrote:But I've set additional DpL to zero! And I have neither Master assemblies nor Uniques. On 1.1.1+7.1, these parameters caused constant danger level (unless I have my inventory full of Master assemblies). On 1.1.4+7.3, I have pure Armageddon in less than ten levels. Is it a bug now or it was a bug in 1.1.1+7.1?
Changelog of 1.1.2 - MADE ADAPTIVE ACTUALLY BLOODY WORK AAAAA
NickDoom wrote:BTW what exactly is "Curse of RNGesus"?
If you pick up a rare item, danger level is set to 50 instantly.
NickDoom wrote:BTW² is "UV" = "Adaptive with locked danger points"? And if so, what is the exact value?
It is not.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by NickDoom »

Yholl wrote:MADE ADAPTIVE ACTUALLY BLOODY WORK AAAAA
Sorry :oops:
Yholl wrote:If you pick up a rare item, danger level is set to 50 instantly.
Thanks :)
Yholl wrote:
NickDoom wrote:BTW² is "UV" = "Adaptive with locked danger points"? And if so, what is the exact value?
It is not.
Can I guess why? Because danger points are not locked for any skill level? If I get this right:
Yholl wrote:Danger Level increases the likelyhood of special bosses attacking in any difficulty.
Both starting DL and counting DL in-game, so on UV I have bigger chance to encounter Abominant if I carry five Master assemblies?
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Yholl
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Yholl »

NickDoom wrote:Sorry :oops:
Nono, I wasn't yelling at you, that's literally what's written in the changelog, hahahahaha.
NickDoom wrote:Can I guess why? Because danger points are not locked for any skill level? If I get this right:
Yholl wrote:Danger Level increases the likelyhood of special bosses attacking in any difficulty.
Both starting DL and counting DL in-game, so on UV I have bigger chance to encounter Abominant if I carry five Master assemblies?
No.
I talked about this just last page. Danger level in UV just increases the chances of the Demonic and Unique Boss systems spawning things. Nothing else is affected.
Adaptive is the only difficulty that uses Danger Level for anything beyond the special boss systems.
NickDoom
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by NickDoom »

Yholl wrote:that's literally what's written in the changelog, hahahahaha.
Sorry for missing the most noticeable line in the changelog :-D
Yholl wrote:Danger level in UV just increases the chances of the Demonic and Unique Boss systems spawning things. Nothing else is affected.
But danger level itself increases the same way as on Adaptive, am I right? Starting + level increment + Master/Unique increment + RNGesus etc? The way it affects the gameplay is different, but the way it's calculated is the same for all skill levels, am I right?
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Yholl
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Yholl »

NickDoom wrote:But danger level itself increases the same way as on Adaptive, am I right?
Yeah, it's always working the same.
NickDoom
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by NickDoom »

Yholl wrote:Yeah, it's always working the same.
Thanks, I've got it now. It's absolutely contradictive with the idea of making UV as "Adaptive locked on initial value".
Yholl wrote:A dangerlevel of 40 will be starting to strongly transition towards Armageddon. It'd be pure Armageddon in about 10 maps, less if you pick up rare items.
Even if I set Danger per Map = 0 and refuse to assemble anything? Why?
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

Yholl wrote:You can if you want to. The next big update may change a lot of those numbers if we can pull it off though. Currently mod stuff mostly follows rules, but in the end is just a bunch of numbers I typed in, so consistency may be all over the place.
Might start once I want to take a break from actually playing, updates be damned. I'll note any inconsistencies I come across too, as in where say PPA and PPT have different damage.

Far as things I'm noticing, Nightmare Revenants (I think, the ones that shoot 2 fast red skulls, or 6 when hulked out) seem critically weak to ducking. I had one instance of the HUD not showing any modpacks for a weapon and I think that was from adding them while not in idle state? Not sure. They did show up correctly in the PDA and function correctly though.
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

Yholl wrote:The Plasma Refractor was never intended to be a boss-deleter. Originally it couldn't even connect with enemies, but then people complained about it being bad and hard to use, so I gave in and made it hit enemies. And then guess what? Spawning the refraction inside an enemy causes it to superdie, turning it from a crowd control weapon to a single target weapon.
It's meant to be a gun that you fire in specific spots to maximise the damage it blasts outward, but it's gone far away from that now. I'll probably change it further in the future too.
Here's an idea: Make two weapons out of this?

One that kinda does what the original was meant to be, a second one being what the Plasma Refractor is now but minus the crowd control/outwards plasma burst capability, i.e. just a really powerful single target weapon that makes one enemy "superdie" with an explosion from the inside.
Spoiler:
The single target weapon could be called "Plasma Injector", I think it'd sound kinda neat.

EDIT:
The unique boss spawning system doesn't seem to work properly. Once again, I've had Dark Marty spawn on me twice, once on level 4 and level 5 respectively, and I had not previously picked up any unique weapon and had no high-tier assemblies either. Sometimes I'm under the impression that whenever the game "thinks" I'm coping too well, it throws Dark Marty at me, and it's a bit of a pain. Often, he spawns when I'm killing a bunch of enemies in a quick succession.
Last edited by FollowTheDamnTrain on Tue Apr 21, 2020 6:23 pm, edited 2 times in total.
Prunecolormusclecar
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Prunecolormusclecar »

Hi there, long time player of rla, first time posting. I managed to get the secret mod pack (twice!). Helped to use legendary monsters.

I found what I think are bugs,wanted to point them out.
Spoiler:
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fakemai
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by fakemai »

That modpack's heavily bugged and is supposed to be removed but apparently wasn't from LegenDoom Lite. Speaking of which, couple of minor comments.
- Laser Shotgun w/ Firestorm or Sniper modpack has erratic ammo consumption, unless playing Demolitionist where it costs none.
- That one unique Grammy Cleric thingy seems pretty mediocre even playing as Scout, or at least it pales to what the hunting revolver and Hellsing guns can do. I know it has alt firing modes and it's not making much difference.
- Cybernetic Armor indicates it accepts weapon mods, and also seems to have code for it, but if it does I can't figure out how to actually do it.

EDIT: On the standard HUD the 5 and 6 are too similar and easily mixed up, at least to me. Can the 6 have the circle part closed? As-is it looks like the 5 with the top horizontal stroke gone.
Last edited by fakemai on Thu Apr 23, 2020 8:01 pm, edited 1 time in total.
Prunecolormusclecar
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by Prunecolormusclecar »

I get how it would be removed for being so buggy. But I like the drop anyway.

Another thing I've noticed with recent updates. For unique and legendary item appearances, does aromr heavily outweigh weapons now? I feel like I get armor 9 out of 10 times, and saw nothing in the changelogs about it. Maybe my luck is just odd.
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LaputanMachine
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by LaputanMachine »

fakemai wrote:That modpack's heavily bugged and is supposed to be removed but apparently wasn't from LegenDoom Lite. Speaking of which, couple of minor comments.
- Laser Shotgun w/ Firestorm or Sniper modpack has erratic ammo consumption, unless playing Demolitionist where it costs none.
- That one unique Grammy Cleric thingy seems pretty mediocre even playing as Scout, or at least it pales to what the hunting revolver and Hellsing guns can do. I know it has alt firing modes and it's not making much difference.
- Cybernetic Armor indicates it accepts weapon mods, and also seems to have code for it, but if it does I can't figure out how to actually do it.

EDIT: On the standard HUD the 5 and 6 are too similar and easily mixed up, at least to me. Can the 6 have the circle part closed? As-is it looks like the 5 with the top horizontal stroke gone.
-Can confirm the bizarre behavior of a modded Laser Shotgun. I could've sworn it was consuming 3 ammo per shot before I modded it, but then it was consuming 2. Despite this, it still seemed to think it was using 3 ammo because it wouldn't run totally empty and instead reload at 2 remaining.
-The Grammaton Cleric Beretta is probably the most disappointing of the Uniques. While I'd like to turn up the fire rate as Scout, I'd lose most of the damage bonus, and it already doesn't do enough damage to one-shot an imp. The F-mod makes it useful as a support weapon for combos, but not much else.
-The Cybernetic Armor can be modded by using its armor special. When you activate the special, it will ask you to activate a mod in your inventory. Different mods will give different resistance bonuses (and change the armor's eye color).
FollowTheDamnTrain
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Post by FollowTheDamnTrain »

1. Do the demonic weapons intentionally suck ass against the Abominant? The Unmaker is practically useless against it, even with all 3 artifacts. But even worse is the Death's Gaze - with all three artifacts applied, it only does a ridiculous TEN damage points to him, on top of the fact he's already completely immune to the stun ability of the gun.

2. The Direct Hit + sniper mod is supposed to do "critical damage" against airborne targets. I've tested it this vs the Abominant, and strangely, it appears to do even less damage than the unmodded version.

3. The Angelic Attire AOE damage mechanic doesn't work when you get hit by a radiant projectile. Is this intentional?
Also, I think some sort of armor that protects specifically against Radiant would be kinda nice. At this moment, it's the least counterable damage type.

4. Question: What exactly is the "corruption" that the Angelic Armor set is supposedly protecting you from?

5. Is there some kind of hidden trait that comes with the Necroarmor? It has decent protection but it kinda chomps away your health so it's not really feasible to use. The additional constant "damage moan" that comes with it is also kinda annoying imo.

6. There's a slight imbalance when it comes to high-tier weapons. The Reality Distortion Array is a very cool weapon but it fires reeally slowly, doesn't seem to work against bosses, and eats a lot of ammo. The Judge Of The Dead might also need a buff, as well as the WSTE-M5 Shotgun, the MA-75B Assault Rifle and the Chameleon Rifle. These are all weapons that are too weak imo.
Spoiler:
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