Kyle873's Doom RPG Mod [0.10.0 Beta]

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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Frozenwolf150 wrote:I meant to imply that I use those as well. In fact, I use them as often as possible when I get them. The difference this time is that since the drop probabilities no longer show up under the luck stat, I can't tell what effect they have on the item drop chances. In my last playthrough, in the previous version of DRPG, I had luck maxed out, and the Precog Aug and Yellow Aura as well, and every enemy I killed spilled a ton of loot by the endgame. I want to know, is it still possible to do this?
Not to the same extent, but yes. If you can't tell what effect they have... Did you think about actually looking at their tooltips?
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

Yholl wrote:Not to the same extent, but yes. If you can't tell what effect they have... Did you think about actually looking at their tooltips?
Yes, I know from reading their descriptions what kind of multiplier they're supposed to confer. However, I don't know what that multiplier is being applied TO anymore, since the individual drop chances aren't listed under the luck stat. I only see the numbers representing the minimum level luck needs to be for a particular item to start dropping in the first place.
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Viscra Maelstrom
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Viscra Maelstrom »

some of the features still kind of confuse me. Luck seems that it adds modifies to the money and loot that enemy drops, but i don't know how drastic the effect is. the Wildcard Tokens i have no idea what they do at all. the Outpost, is it some option i have to turn on in the launcher, or is it just not compatible with DRLA?

i think those are the biggest things i'd like to know about in the game. the mod's still playable and enjoyable, though it seems to suffer from a lack of instructions, which can make things confusing if you're just going into it like that.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Viscra Maelstrom wrote:some of the features still kind of confuse me. Luck seems that it adds modifies to the money and loot that enemy drops, but i don't know how drastic the effect is. the Wildcard Tokens i have no idea what they do at all. the Outpost, is it some option i have to turn on in the launcher, or is it just not compatible with DRLA?

i think those are the biggest things i'd like to know about in the game. the mod's still playable and enjoyable, though it seems to suffer from a lack of instructions, which can make things confusing if you're just going into it like that.
The curse of an ever changing mod, heh.
Luck increases money amounts and unlocks item categories that enemies can drop at certain amounts of Luck. Wildcards can be converted to either Stat or Skill tokens in the Outpost at the token converter, the set of computers in the recharging pad room along with the difficulty changer.
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RastaManGames
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by RastaManGames »

Why game so slow, if i played in Chillax?
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edward850
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by edward850 »

RastaManGames wrote:Why game so slow, if i played in Chillax?
If a monster needs to have a script control its additional behaviour, don't you think this increases the required performance? And thus, lots of monsters means lots more performance cost?
This stuff isn't magic, you know.
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RastaManGames
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by RastaManGames »

:( I change wad on something else.
How i can spent platinum coins?
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

RastaManGames wrote::( I change wad on something else.
How i can spent platinum coins?
Hold run while speaking to the roulette Marine in the barracks at the Outpost and you'll use the Rare Roulette instead of the normal one.
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RastaManGames
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by RastaManGames »

Yholl wrote:
RastaManGames wrote::( I change wad on something else.
How i can spent platinum coins?
Hold run while speaking to the roulette Marine in the barracks at the Outpost and you'll use the Rare Roulette instead of the normal one.

Thank you!
P.S. With DRLA this mod make me happy!
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Viscra Maelstrom
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Viscra Maelstrom »

Yholl wrote:
Viscra Maelstrom wrote:some of the features still kind of confuse me. Luck seems that it adds modifies to the money and loot that enemy drops, but i don't know how drastic the effect is. the Wildcard Tokens i have no idea what they do at all. the Outpost, is it some option i have to turn on in the launcher, or is it just not compatible with DRLA?

i think those are the biggest things i'd like to know about in the game. the mod's still playable and enjoyable, though it seems to suffer from a lack of instructions, which can make things confusing if you're just going into it like that.
The curse of an ever changing mod, heh.
Luck increases money amounts and unlocks item categories that enemies can drop at certain amounts of Luck. Wildcards can be converted to either Stat or Skill tokens in the Outpost at the token converter, the set of computers in the recharging pad room along with the difficulty changer.
how do you get to the outpost, though? i don't see any bindable keys that transport you there, or if i have to go somewhere else in the options to get to it.
Blue Shadow
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Blue Shadow »

There is a free skill, which can be found in the Utility category, that is called Transport. You can use it to go there.
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

A question about the Arena. In DRLA I noticed that as you start fighting the higher level waves, almost all the enemies get replaced with Nightmare Viles. By the time you get to wave 200, every single enemy is a Nightmare Vile. It gets kind of monotonous to only fight the same monster over and over again. Occasionally I'll get a boss creature, but these are extremely rare, and seem to be generated at random. By comparison, in vanilla DRPG, the higher waves will spawn multiple boss creatures with a few Arch-Viles sprinkled in.

Is this supposed to happen? I find it hard to believe that the Nightmare Vile is supposed to be the hardest monster in the game. They're more annoying than anything else by the time I'm of high enough level to take on these waves, and they don't drop as much as the bosses.

Also, is it just me, or is the Luck stat now completely useless? I currently have it maxed out, or at least as high as it will go (168) given my current level. I have the Precog Aug and Yellow Aura both maxed and activated. However, unlike before, I never see any special items drop, except from bosses. Standard enemies just drop credits, and aura enemies just drop their pre-set items. I can understand how Luck may have been overpowered in previous versions, but now it doesn't seem to do anything at all except give me a few more credits.


ETA: Bug Report - This involves the store / storage locker and the mod pack limit with DRLA. If you attempt to purchase or withdraw a mod pack and you're already carrying the max, the game will inform you that you're at the max, but will still deduct the credits / subtract the mod from your locker, and you don't get the mod pack. This error does auto-correct itself the next time your mod pack inventory changes, like if you sell, store, or use one. However, it's irritating nonetheless. Also, I don't know if this is related, but the Technician seems to lose his 8 pack limit if you have too many mod packs in your locker, since this is what happened to me in my latest game.
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Yholl
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Yholl »

Frozenwolf150 wrote:A question about the Arena. In DRLA I noticed that as you start fighting the higher level waves, almost all the enemies get replaced with Nightmare Viles. By the time you get to wave 200, every single enemy is a Nightmare Vile. It gets kind of monotonous to only fight the same monster over and over again. Occasionally I'll get a boss creature, but these are extremely rare, and seem to be generated at random. By comparison, in vanilla DRPG, the higher waves will spawn multiple boss creatures with a few Arch-Viles sprinkled in.

Is this supposed to happen? I find it hard to believe that the Nightmare Vile is supposed to be the hardest monster in the game. They're more annoying than anything else by the time I'm of high enough level to take on these waves, and they don't drop as much as the bosses.
Yeah, I am really really not a fan of that either, it does the same thing with Suicide difficulty reinforcement missions and it annoys me to no end.
Frozenwolf150 wrote:Also, is it just me, or is the Luck stat now completely useless? I currently have it maxed out, or at least as high as it will go (168) given my current level. I have the Precog Aug and Yellow Aura both maxed and activated. However, unlike before, I never see any special items drop, except from bosses. Standard enemies just drop credits, and aura enemies just drop their pre-set items. I can understand how Luck may have been overpowered in previous versions, but now it doesn't seem to do anything at all except give me a few more credits.
Hmm, maybe it broke or something? It's always worked fine for me, but I've never really pumped it up to high levels since the change.
Frozenwolf150 wrote:ETA: Bug Report - This involves the store / storage locker and the mod pack limit with DRLA. If you attempt to purchase or withdraw a mod pack and you're already carrying the max, the game will inform you that you're at the max, but will still deduct the credits / subtract the mod from your locker, and you don't get the mod pack. This error does auto-correct itself the next time your mod pack inventory changes, like if you sell, store, or use one. However, it's irritating nonetheless. Also, I don't know if this is related, but the Technician seems to lose his 8 pack limit if you have too many mod packs in your locker, since this is what happened to me in my latest game.
Ouch, yeah, that's bad. I'll annoy Kyle with all this crap when/if he ever decides to come back and work on Doorpeg again. As you may have noticed, I'm kind of looking after his thread for him, hahaha.
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Frozenwolf150
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Frozenwolf150 »

Thanks.

BTW I've been using Soul Steal a lot in the endgame now that I can cast it cheaply, and I've been wondering what the various colored souls do. They don't seem to give me any noticeable benefit, or maybe that's because I'm running 8 auras in tandem. What's the purpose of collecting enemy souls?
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Triple S
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Re: Kyle873's Doom RPG Mod [0.9.12 Beta]

Post by Triple S »

Frozenwolf150 wrote:Thanks.

BTW I've been using Soul Steal a lot in the endgame now that I can cast it cheaply, and I've been wondering what the various colored souls do. They don't seem to give me any noticeable benefit, or maybe that's because I'm running 8 auras in tandem. What's the purpose of collecting enemy souls?

You get their aura I believe.
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