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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
SoloSpaghetti
Posts: 484
Joined: Wed Jun 26, 2013 6:46 am
Location: Pistoia, Italy

Re: [WIP] DoomRL Arsenal - Beta 5 HF3

Post by SoloSpaghetti »

It seems that Tristar plasma rifle cannot be disassembled by Technician.
(And I fell in love with Napalm launcher! :wub: )
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by Yholl »

Nems wrote:Also, if I recall right, I think that reloading the launcher after installing the nano pack made ammo consumption drop from 2 rockets to 1.
No, using 2 ammo would make it pretty crap. Nano mod makes it fire homing missiles 100% of the time.
SoloSpaghetti wrote:It seems that Tristar plasma rifle cannot be disassembled by Technician.
(And I fell in love with Napalm launcher! :wub: )
Fixed. And yeah, the Napalm Launcher is pretty amazing, especially against Demon hordes.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by Slax »

Having a super ninja turbo amazing roguelike-like experience with Claustrophobia 1024 2. My big guns, they save me. Barely. HNNNRGH!
Kudos on the quick fixes.
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by -Ghost- »

It feels difficult to drop items in this build, as when I try dropping boots or a weapon I almost always immediately pick it back up again.
Ribo Zurai
Posts: 873
Joined: Fri Jul 03, 2009 1:47 pm

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by Ribo Zurai »

The Chaingun doesn't regenerates ammo with the Nano mod.
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by -Ghost- »

One suggestion as well, I'm not sure if this is already in and I missed it or if it's even doable, but maybe add some sort of Inspect Weapon key? Something that lets you see the stats of your current weapon so you can compare things better.
User avatar
Nems
Posts: 694
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by Nems »

Yholl wrote:No, using 2 ammo would make it pretty crap. Nano mod makes it fire homing missiles 100% of the time.
Yeah, I went back and loaded an autosave to check that out. Love that.

What I love even more is assembling the Nuclear VBFG9000, slap a Bulk Mod on it, assemble a High Power Nuclear Plasma Rifle, slap a Power and Bulk mod onto it, and watch as Hell trembles at the mighty, quickly regenerating weapons I have in my inventory. <3

I've come to quickly appreciate nuclear weapons in DoomRL Arsenal, especially the Nuclear Plasma Rifle when coupled with the Marine's Ammochain trait. C:
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by Slax »

Gotta say, the uzi and battle rifle take up a lot of screen space, especially when firing.
Intended? An oversight?
Last edited by Slax on Fri Dec 20, 2013 9:12 pm, edited 1 time in total.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by Triple S »

Slax wrote:Gotta say, the uzi and battle rifle take up a lot of screen space, especially when firing.
Intended? And oversight?
Intended, yes. Oversight, no. You can't see over that shit.
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WIP] DoomRL Arsenal - Beta 5 HF4

Post by -Ghost- »

Slax wrote:Gotta say, the uzi and battle rifle take up a lot of screen space, especially when firing.
Intended? An oversight?
Yeah I noticed this too, it's a bit distracting and almost makes it hard to see what you're shooting sometimes.
User avatar
Yholl
Posts: 1955
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 5 HF5

Post by Yholl »

-Ghost- wrote:It feels difficult to drop items in this build, as when I try dropping boots or a weapon I almost always immediately pick it back up again.
Don't drop them on your feet, then.
Ribo Zurai wrote:The Chaingun doesn't regenerates ammo with the Nano mod.
Fixed. It was actually regenerating, you just weren't letting it because it was not regenerating as it should've been. It will now regenerate properly.
-Ghost- wrote:One suggestion as well, I'm not sure if this is already in and I missed it or if it's even doable, but maybe add some sort of Inspect Weapon key? Something that lets you see the stats of your current weapon so you can compare things better.
I could make such a thing, but it would not be pretty in any way, and would be a lot of work for something that really isn't that necessary. It's pretty easy to tell what's better or worse for your current needs, and all weapons have their little niche of use.
Nems wrote:I've come to quickly appreciate nuclear weapons in DoomRL Arsenal, especially the Nuclear Plasma Rifle when coupled with the Marine's Ammochain trait. C:
Yeah, the combination of the Nuclear Plasma Rifle and Ammochain has forced me to utterly nerf their spawn rate a while back, they are so very overpowered.
Slax wrote:Gotta say, the uzi and battle rifle take up a lot of screen space, especially when firing.
Intended? An oversight?
Triple S wrote:Intended, yes. Oversight, no. You can't see over that shit.
-Ghost- wrote:Yeah I noticed this too, it's a bit distracting and almost makes it hard to see what you're shooting sometimes.
I've lowered the Uzi and Battle Rifle sprites quite a bit, should help. :)
Slax wrote:Kudos on the quick fixes.
Thanks, have another one! :3
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [WIP] DoomRL Arsenal - Beta 5 HF5

Post by Slax »

Since no one else is doing it, here's a gameplay video. (Probably shouldn't be recording with customized gamma stuff though.)


Gotta ask, what's planned for Beta 6?
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - Beta 5 HF5

Post by Triple S »

Just a request - assuming the spawn rates are different between the normal mods, can you balance them out a little more? I'm tired of seeing Agility Mods 4/5 times. Or at the very least add more Agility-requiring assemblies in the future... as it is, it becomes far too difficult to make anything (unless you're Tech but you better pray that exotics/uniques spawn for you) because of how many god damn agility mods spawn. I mean shit it's great if you like turning everything into assault weaponry but those are situational while agility mods are more common than Archviles in Plutonia.

The main issue I have is that the ratio of power mods to agility mods used for assemblies is insanely skewed toward power mods, while the ratio of agility mods to power mods found in the wild is insanely skewed toward agility mods. Really, the ratio of agility mods obtained to everything else is ridiculous.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: [WIP] DoomRL Arsenal - Beta 5 HF5

Post by TheDarkArchon »

That's the RNG hating you. I've had runs where Aglity mods were incredibly rare. That said I do notice that mod drops tend to give you a lot of one mod but I think that's just the RNG at work more than a mod thing.
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [WIP] DoomRL Arsenal - Beta 5 HF5

Post by Triple S »

TheDarkArchon wrote:That's the RNG hating you. I've had runs where Aglity mods were incredibly rare. That said I do notice that mod drops tend to give you a lot of one mod but I think that's just the RNG at work more than a mod thing.
So it is just the RNG, huh? I had a feeling, but it was hard for me to consider that considering I haven't had a runthrough of an IWAD/Megawad yet where I didn't get insane amounts of Agility mods.


Either way, the game could use more assemblies requiring agility mods. Balance it out some, I suppose. I did notice that there were a handful of new assemblies in Beta 4 and especially 5 that used Agility, but the balance is still nutty. Then again, that's because this originally had only DoomRL assemblies and Agility assemblies in that are primarily armor-related.

BUG REPORT EDIT:
Spoiler: Unique Weapon bug
BUG REPORT EDIT 2 & 3:
Spoiler: Some other bugs
Post Reply

Return to “Gameplay Mods”