That's the Nuclear backpack that regenerates your cell ammunition. I don't know if it has a lower spawn rate than the others, but it's definitely one of the most coveted backpacks, so I wouldn't be surprised if they are harder to find.Joey Diamond wrote:Hi, has anyone ever found the black backpack naturally yet? There were 5 backpacks in the game, the green one where it gives 150% capacity to all ammo, the silver one with 200% capacity to selected ammo type, the brown w white straps that gives you selected ammo in addition whenever you pick up a big ammo box and the hi-tech one where it gives you 500% to one ammo but lower other type to 10%. But I remembered there's also this black one where it had something to do with recharge rate but so far, as of 1.1.4 and after 7 megawads with 32 levels I have not seen it at all. Is there any requirement for it to spawn?
DoomRL Arsenal - [1.1.5] [MP-B7.3]
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
The Nuclear Backpack does, indeed, have a much lower spawn rate than the Exotic backpacks. I've only had it spawn maybe seven or eight times in a few-hundred playthroughs.Doomguy914 wrote:That's the Nuclear backpack that regenerates your cell ammunition. I don't know if it has a lower spawn rate than the others, but it's definitely one of the most coveted backpacks, so I wouldn't be surprised if they are harder to find.Joey Diamond wrote:Hi, has anyone ever found the black backpack naturally yet? There were 5 backpacks in the game, the green one where it gives 150% capacity to all ammo, the silver one with 200% capacity to selected ammo type, the brown w white straps that gives you selected ammo in addition whenever you pick up a big ammo box and the hi-tech one where it gives you 500% to one ammo but lower other type to 10%. But I remembered there's also this black one where it had something to do with recharge rate but so far, as of 1.1.4 and after 7 megawads with 32 levels I have not seen it at all. Is there any requirement for it to spawn?
As far as I have seen (and can understand), there aren't any specific prerequisites for it being spawned, and it's all just a matter of luck.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Thanks very much for clarifying, I thought I was missing something to make it spawn.
BTW Can anyone here confirm if the explosions from the Clusterbomb Launcher can damage bosses who are immuned to splash damage? I'm convinced that they do because from observing the behavior of the bomb, the explosion can go through walls and damage anything behind it, this means the subsequent explosions that aren't the first one are spawned like a script and not an actual AOE. What I want to know is whether these explosions that were spawned either inside of the boss or near it counts as a direct hit or not.
BTW Can anyone here confirm if the explosions from the Clusterbomb Launcher can damage bosses who are immuned to splash damage? I'm convinced that they do because from observing the behavior of the bomb, the explosion can go through walls and damage anything behind it, this means the subsequent explosions that aren't the first one are spawned like a script and not an actual AOE. What I want to know is whether these explosions that were spawned either inside of the boss or near it counts as a direct hit or not.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Its possible they do have AOE but due to being able to clip thru objects (walls, enemies etc) the clusters damages bosses like a direct hit from rocket would as they go thru them.Joey Diamond wrote:Thanks very much for clarifying, I thought I was missing something to make it spawn.
BTW Can anyone here confirm if the explosions from the Clusterbomb Launcher can damage bosses who are immuned to splash damage? I'm convinced that they do because from observing the behavior of the bomb, the explosion can go through walls and damage anything behind it, this means the subsequent explosions that aren't the first one are spawned like a script and not an actual AOE. What I want to know is whether these explosions that were spawned either inside of the boss or near it counts as a direct hit or not.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Hello I just want to ask.
Does anyone know, if it is possible to somehow completely disable or override the gore system of the monster pack? By that I do not mean turning off fancy gore effects.
I am asking because I would like to use other gore mods like NashGore or Bolognese gore mod.
I was looking around in the files and it seems like it is using its own gore system derived from old NashGore or something like that.
The new gore mods usually work, but only partially like blood spurs, flesh falling off the ceiling and some minor stuff like that when I install Nashgore for example, however the blood splatter when you shoot enemies and gibs do not.
Bolognese or Nashgore just seems to be unable to override the default gore system when it comes to stuff mentioned above.
Turning off fancy gore effects does seem to disable any sort of gore effects at all, so NashGore stops working completely.
Does anyone know, if it is possible to somehow completely disable or override the gore system of the monster pack? By that I do not mean turning off fancy gore effects.
I am asking because I would like to use other gore mods like NashGore or Bolognese gore mod.
I was looking around in the files and it seems like it is using its own gore system derived from old NashGore or something like that.
The new gore mods usually work, but only partially like blood spurs, flesh falling off the ceiling and some minor stuff like that when I install Nashgore for example, however the blood splatter when you shoot enemies and gibs do not.
Bolognese or Nashgore just seems to be unable to override the default gore system when it comes to stuff mentioned above.
Turning off fancy gore effects does seem to disable any sort of gore effects at all, so NashGore stops working completely.
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Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Okay I have found a solution here viewtopic.php?f=46&t=69485 if anyone is wondering It works like at 99% but that is good enough.Luciatel wrote:Hello I just want to ask.
Does anyone know, if it is possible to somehow completely disable or override the gore system of the monster pack? By that I do not mean turning off fancy gore effects.
I am asking because I would like to use other gore mods like NashGore or Bolognese gore mod.
I was looking around in the files and it seems like it is using its own gore system derived from old NashGore or something like that.
The new gore mods usually work, but only partially like blood spurs, flesh falling off the ceiling and some minor stuff like that when I install Nashgore for example, however the blood splatter when you shoot enemies and gibs do not.
Bolognese or Nashgore just seems to be unable to override the default gore system when it comes to stuff mentioned above.
Turning off fancy gore effects does seem to disable any sort of gore effects at all, so NashGore stops working completely.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
An update has been released that alters the way the PDA uses the mouse, to allow people using GZDoom 4.5.0 to use it again.
If your PDA Sensitivity settings are still at the default of 8, set them to 6 for a more natural feeling movement.
If your PDA Sensitivity settings are still at the default of 8, set them to 6 for a more natural feeling movement.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Sorry 'bout the delay on THAT tweak, folks!
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
The Nightmare Arch-Vile is really unbalanced. Despite having Angelic Armor and around 150 HP, his attack still vaporised me in less than half a second. The Tech-Vile and the De-Vile are nowhere nearly as damaging, and no other nightmare-tier monster (except the Nightmare Mastermind) can deal this much damage so quickly, not even the Nightmare Cyberdemon. Combine this with relatively quiet and unassuming audio and visual cues from his flame pillar (which already strikes you faster than a regular Arch-Vile's flame wall), and you get a swift, ruthless murdering machine that WILL end your run if you make one single misstep. It doesn't matter if you have a big health stack and one of the best armours in the game -- nothing short of a Tower Shield or a Reactive Shield System can spare you from his OHKO attack.
His inability to attack while a flame pillar is already active is hardly enough of a weakness to justify having such an overpowered attack that ignores all conventions of monster balancing within his tier as well as betraying the player's expectation of not worrying about dying from a single attack if they already have so much health and a decent armour to back themselves up. Much like one Cyberdemon rocket shouldn't blast a well-equipped player into oblivion, a Nightmare Arch-Vile should punish players who get caught by his flames harshly, but not so sadistically that soulspheres and beefy armours can't do something about it.
His inability to attack while a flame pillar is already active is hardly enough of a weakness to justify having such an overpowered attack that ignores all conventions of monster balancing within his tier as well as betraying the player's expectation of not worrying about dying from a single attack if they already have so much health and a decent armour to back themselves up. Much like one Cyberdemon rocket shouldn't blast a well-equipped player into oblivion, a Nightmare Arch-Vile should punish players who get caught by his flames harshly, but not so sadistically that soulspheres and beefy armours can't do something about it.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
But like you just said, that is its only attack. It has to beefy and cause a perfect oh shit moment when you are cornered by one. You can actually avoid all of the damage if you time it right, anyway.
Spoiler:I'm more annoyed with the De-Vile's 6's being so wishy washy when it comes to actually landing a hit on them, same goes for the Cacvobyss orbital.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I'm not arguing that it's too hard to dodge. My point is that its metric for punishing the player for messing up is far beyond the scale of how other Nightmare-level monsters punish the player. The NM Cacodemon, the NM Revenant, the NM Mancubus, and the NM Arachnotron all hurt the player quite badly, but none of them will straight up deal 300+ damage in a split second like the NM Arch-Vile. Not even the NM Cyberdemon delivers that much pain at once. As a side issue, his attack is also less telegraphed, both visually and audibly, than the regular Arch-Vile.Doomguy914 wrote:But like you just said, that is its only attack. It has to beefy and cause a perfect oh shit moment when you are cornered by one. You can actually avoid all of the damage if you time it right, anyway.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Hmm, not sure what I can do to lower the damage. I can definitely add some extra telegraphing to it, and I still need to work out how to stop it teleporting with the player.Soul Sucka wrote:My point is that its metric for punishing the player for messing up is far beyond the scale of how other Nightmare-level monsters punish the player.
Any ideas on what to do? I've got a few ideas, but I'd be interesting in seeing what others have to say first.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I just want to add, as long as its relevant, that even in other mods the NM Archie is massively over deadly. I can play DRLAmons with HoD-Baron and still get killed extremely quickly by it.
I wouldn't mind seeing more visual telegraphing, like a flame aura or the so called Hell Gate being up longer before it starts shooting flames. An extra sound of the gate opening would go a long way as well.
E: Increasing the delay between damage ticks would also go a long way to make it less of an instant kill, assuming it does something like
could become
as one example.
I wouldn't mind seeing more visual telegraphing, like a flame aura or the so called Hell Gate being up longer before it starts shooting flames. An extra sound of the gate opening would go a long way as well.
E: Increasing the delay between damage ticks would also go a long way to make it less of an instant kill, assuming it does something like
Code: Select all
TNT1 AAAAAA 1 A_Explode
Code: Select all
TNT1 AAAAAA 2 A_Explode
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
I was considering if it dealt a weak amount of damage immediately, but as it grew closer to its primary attack, the damage ramped up significantly. Similar to how the Chameleon Rifle Nano mod works with fire rate. That or just extend the time that it laughs before it launches its attack.Yholl wrote:Hmm, not sure what I can do to lower the damage. I can definitely add some extra telegraphing to it, and I still need to work out how to stop it teleporting with the player.
Any ideas on what to do? I've got a few ideas, but I'd be interesting in seeing what others have to say first.
Another idea that might help telegraph it is if it creates a pentagram underneath you in the same way a monster turning into a Legendary does.
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Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Probably a dumb question but is there a way to remove modpacks from weapons?