Now to post some of my own ideas.
GENERAL FEATURES*
Add a toggle to turn off the powerup overlays of Berserk, Invulnerability, and EnvirosuitThese are just rough to the eyes and make it harder to discern things (particularly with making it hard to see the enemy Xs of Intuition). Keen enough players can pay attention to the powerup indicator in the HUD to know if they still have the powerup, which players have to do anyway to be aware of when the powerup is about to run out.
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Allow already obtained badges to show up in mortems when their conditions are fulfilled again, while keeping count of how many times each badge has been obtainedMedals already do this, so it's weird that badges don't, and it makes the Awards sections of mortems a bit empty after you already got most of the badges. Could also be fun to see how much of each badge you can collect.
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Make all difficulties and challenges available from the start, or at least make it a toggable optionI can see the appeal of gradually unlocking stuff, or otherwise trying to steer newbies away from immediately jumping in on UV because that is what they do in Doom and then getting promptly slaughtered. From what I observed however, locking away the harder difficulties and all the challenges just annoys returning veterans who lost their old DRL installation, who can easily jump back in on UV and want to play some of the funner challenges like A100 or AoMC, but have to grind out several runs first before they're able to. A simple toggle in the config.lua file should suffice, giving returning veterans the option to skip that initial grind, while newbies or people who otherwise preferred unlocking things will have their experience untouched.
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In mortems, highlight badges with colors of their respective tiersJust a nice QoL thing to make the badges pop out more when looking over your mortem at the end and to give that extra dopamine rush when getting the harder badges. Could also have obtained badges highlighted in their respective colors in the Player Info's badge collection screens. Could give medals their own unique highlight too, but I don't know what coloring for them.
ANGEL OF 100These are some suggestions to help improve Angel of 100 specifically (and Archangel of 666 by extension):
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Add more medals and/or badges for A100One disappointment with A100 is how empty the Awards section of your mortems are after completion, when the only medals you can get are the UAC Stars, Medal of Prejudice, the Experience Medal/Cross, Dervis' Medallion, and the Apostle Insignia (well there's a few more you can possibly get like the speedrunning medals, the Untouchable medals, the Icarus Crosses, and the "kill all enemies with knives/your fists" medals, but these aren't realistically obtainable in A100). 43 medals is also a weird amount, so perhaps bump it to an even 50. Not saying add 7 medals just for A100, but a few more you can get in it would be nice; some ideas I have is clearing out a boss-only level (could have a medal for each of them, but one covering them in general would be enough as it could get annoying trying to encounter them all), finding 10 uniques (so an amped up version of Aurora Medallion for A100), nuke 20 floors (so an amped up version of the Fallout Crosses for A100), create 15 different assemblies. This can be discussed farther.
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Cycle between the Phobos, Deimos, and Hell tilesets after floor 25One issue with A100 is how over 80% of the floors are Hell, so things start to get samey looking. The dream would be to add more unique tilesets for deeper levels (a Thy Flesh Consumed tileset would be amazing), but that understandably would probably be too much for an update to an old free fangame, so just letting the preexisting tilesets cycle instead of being stuck with Hell's for 84 floors would help break up the monotony.
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Modify fluid generation so that water and acid can still spawn in deeper levelsAnother part of the aforementioned monotony is how over 90% of fluids you encounter will be lava after past like floor 10, with only occasional level types being able to break the fluid monotony up. More randomization with what fluid type spawns regardless of depth would make floors more varied, and it wouldn't necessarily make things easier, as players can't utilize water to escape or harm enemies, and knocking enemies into acid does a lot less damage than lava does (especially to Hell Nobles). It would also serve as an indirect nerf to the Inquisitor Set, where the fire immunity may as well be fluid immunity when you rarely actually encounter any acid to run through, negating any real need to keep Cerberus Boots or Enviroboots on you once you have the set.
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Add the Angel of Death as a regular enemy in deep floorsI get not having the Arena Master in A100 when he is just a bulkier Archvile with a weaker attack, while the Nightmare Archvile exists for a stronger version, and not having the Spider Master or John Carmack when they're final bosses. But why not the Angel of Death? Having such a strong and fast melee enemy would also help counterbalance being able to near solely rely on a modded out Energy-Shielded Vest or the Inquisitor Set, when you got a melee enemy even stronger than Nightmare Demons. Is not having him appear because he would be too tedious to kill? If so, I don't think he is much worse in that regard than Cyberdemons are, or Agony Elementals for builds with weak crowd control. I would suggest having Angels of Death start spawning at dlevel 80, and hey, maybe allow the single enemy level type to possibly have only Angels of Death too.
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Guaranteed Berserker Armor and Dragonslayer spawnsIn order to get a full win in A100/666 (which as I understand will be counted in 0.9.9.8, seeing the GitHub changelog for it), you need these two pieces of equipment by the final floor to spawn the Apostle and then kill it. This however requires a large amount of luck in A100, and even in A666 you're not guaranteed to find both before the final floor. The game ending text for not doing so even says you missed out on the "mystery" behind them... despite it being a low random chance that you could even have the opportunity to. So add a way to guarantee them spawning. What that should be can be debated, perhaps have the Berserker Armor automatically spawn on floor 50 if you've carried a 100% killrate that far, and then have the Dragonslayer automatically spawn on floor 99 if you've carried a 100% killrate to it? I think that would be fair, and on UV and especially Nightmare difficulty, carrying a 100% killrate through all of A100 isn't a small feat, while losing inventory space from carrying around the Berserker Armor for all those floors would be an additional handicap.
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Add more music slots in the musichq.lua fileSomething that might only appeal to me, but as someone who likes to mod the music of the game, it disappoints me a bit that there are only 24 level slots to assign music to, and then the game randomly shuffles between them for the rest of A100 after that point. An admittedly minor thing that probably few people care about, but would be neat if I could mod in up to 50 songs or even have unique tracks for every single floor of A100 if I wanted to.
TRAITSIn addition to what Icy covered, I'll add:
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Let Juggler instantly swap weapons from your inventoryAs you can already swap instantly with quick keys (which can be modified to be any weapon in keybindings.lua) or with your mouse wheel, the restriction on manually swapping weapons from your inventory is only a senseless inconvenience, particularly only hindering players with no functional mouse wheel and who do not have the tech savviness to modify their keybindings to utilize Juggler with exotic/unique weapons. And otherwise it is annoying to have to save out of the game to modify my keybindings upon finding a good exotic/unique if I want to utilize Juggler with it via quick keys.
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Buff BadassI'm not sure how to buff Badass exactly, but as it is, it's easily the least impressive advanced trait by far, especially compared to the other two classes' instantly accessible advanced traits, and whenever a mastery requires it, I find it to usually be a dead level. Not having health decay above 100% is just not that big of a boon except for maybe Vampyre; any strategy that relies on retaining boosted health to survive is a flawed one, and you can't even utilize it without finding certain powerups if you're not running Vampyre, not to mention that fast builds can carry boosted health for a long time even with decay, largely negating the need for Badass. Then knockback reduction is also not that useful and can even be counterproductive, when it'll nerf rocket jumping, and knockback from enemies can be useful to escape a bad spot and reposition. Then in scenarios where you do want knockback resistance, it's better to have equipment for that, as you can then take it off when you want higher knockback, which you can't do with Badass' knockback reduction. One idea I can think of is building off what Icy suggested for the Marine and have each level of Badass give 5% or 10% inherent resistance to everything in addition to preventing health decay (whichever is deemed to be better balanced), while then removing the knockback reduction entirely. It could alternatively be that each level grants an additional 10 actions with powerups instead of knockback reduction.
WEAPONSSome weapon ideas I have that Icy didn't touch on:
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Add a new standard PistolPistol builds are inherently disadvantaged, where they require luck to find anything better than their starting peashooters, unlike other builds that will come across guaranteed upgrades to their weak starting weapons. I'm not sure how to go about this, but one idea I saw someone suggest was adding a Magnum, which would serve as a stronger but more inaccurate Pistol (maybe 3d4 with +2 accuracy?), and also help make Sharpshooter's overkill investment into Eagle Eye do something useful, serving to help their overtly hard early game, while additionally incentivizing other Pistol builds to invest in Eagle Eye or use Agility mods. I'm not too versed in Pistols however, so those that specialize in them should give their input.
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Significantly improve the Chainsaw's generation weightCurrently the Chainsaw has an item generation weight of 3, which makes it as rare or even rarer than some uniques. This makes melee builds, other than Malicious Blades, weak in A100/666, unless they get really lucky early with quickly finding the Chainsaw, Cleaver, or Dragonslayer (it also doesn't help that the two other melee uniques are worse than modded Combat Knives, farther reducing the chance of them finding a good melee weapon). I think it should have a generation weight of at least 6, maybe even higher, and perhaps let it spawn a little earlier than floor 12 too, so that melee builds can more realistically actually find a melee weapon better than the Combat Knife. This change would additionally have virtually no impact in the standard game, when any build that wants a Chainsaw will just get the guaranteed one from the Chained Court earlier than they ever could find it randomly, and finding another randomly generated Chainsaw later would do nothing useful.
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Improve the BFG9000's generation weight*
Similar to the above, where the BFG9000 is a guaranteed weapon you can get without too much hassle in the standard game, but is exceedingly rare to ever find in A100, due to its item generation weight of 2 making it even rarer than the aforementioned Chainsaw. This one isn't a pressing balance issue, I just think it's weird how you can easily go entire A100 runs without ever finding this trademark weapon. This can be argued against, as finding a second randomly generated BFG in a standard game can be huge, though given the BFG's minimum floor depth of 20, bumping its generation weight up to 4 or even 5 would make it very unlikely that the player would find one before the standard game ends. Either way I wouldn't argue too hard for this change however.
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Buff the Micro Launcher?Even as a guy who likes Rocket Launchers and rocket jumping, I find it hard to find a worthwhile niche for the Micro Launcher. 0.8 second firing speed, 0.8 reloading speed, extra accuracy, and a smaller explosion radius is nice, but you already get the formermost just from applying one of the prerequisites Technical Mods on your Rocket Launcher (and it would be even slower than a Rocket Launcher with two Technical Mods). But the main problem is the substantial downgrade in power to 5d5, which aside from making it weaker for combat, also hurts its utility usages, as it has a much higher chance to fail to blow up a wall in a single rocket (or might even fail after two!), and its rocket jumps would send you a shorter distance (you can argue less self-damaging rocket jumps is a boon, but with just Fireproof Red Armor, you can already reduce 6d6 rocket jump damage down to 1-3, not to mention self-damage won't matter when you're invulnerable, where rocket jumping sees much of its usage). Then there's the Tactical Rocket Launcher that just completely outclasses this weapon, and whose BBB mod cost is arguably a lesser cost than two Technical Mods. It seems to exist as an economical improvement to the Rocket Launcher for builds that aren't investing in Whizkid, but the improvement is minor or even arguably a sidegrade.
I'm unsure how to buff the Micro Launcher to give it a defined niche instead of just buffing its power. At least though its firing speed needs to reflect the Technical Mod investment, so it should be no more than 0.7 seconds firing speed, I would maybe go all the way down to 0.5 seconds firing speed to try giving it a niche as the fastest firing Rocket Launcher. Conversely, as a basic assembly that uses common mods, you can argue a cheap economical option that isn't great is the point, though I would still argue to at least give it the 0.7 seconds firing speed.
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Buff the Double Chainsaw?The Double Chainsaw's 8d6 power is certainly a big upgrade over a BP Chainsaw's 5d7 power, so this assembly isn't inherently bad. The problem is it's completely outclassed by the Ripper that just requires one more level of Whizkid and an additional Technical mod, while also being completely outclassed by the Longinus Spear and especially Azrael's Scythe. As a result, if you want to maximize your Chainsaw, you won't be making this instead of the Ripper, and otherwise for a weapon you plan to ditch once you get the Spear or Scythe, you probably don't want to expend the extra Power mod on it, if you don't just go for the cheap disposable option of the Piercing Chainsaw instead. The only arguable niche for the Double Chainsaw is for Blademasters in A100, where they can't get the Spear or Scythe, and they could possibly get more use from its stronger single-hit power than the Ripper, as more one-hit kills will make them mow through hordes faster (though I think the Ripper is still better, as it'll activate Berserker quicker, and because of all the boss and nightmare monsters that you aren't killing in one hit even with the Double Chainsaw).
However like the Micro Launcher, there's no clear way to buff it; make it stronger, then what's the point of getting the Spear or Scythe; make it faster, what's the point of the getting the Ripper. You can argue just leaving it as is, as the midway option for people who want to improve their Chainsaw more before the Spear/Scythe but don't want to go all in on the Ripper. Maybe my later suggestion of making the Unholy Cathedral appear a bit later would make the Double Chainsaw a more attractive option as a midgame weapon you'll ultimately dispose of.
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Increase the amount of rockets in Rocket Boxes from 20 to 25Rocket Boxes carrying only 20 rockets is too low; proportionally, a 10mm Ammo Chain and Power Battery hold over twice as much ammo as their respective inventory stacks, and while a Shell Box also holds exactly twice as much as a shell stack does, shotgun shells are much more efficient relative to the amount of them you get and it's a much larger quantity. Once you get the Backpack, Rocket Boxes carry only six more rockets than an inventory stack can, making them not much practical for holding extra rockets in your inventory (and ten more rockets without a Backpack isn't much better). You could also argue to increase the amount of rockets you can hold in your inventory and the amount of rockets you get from ammo pickups, though for what is intended to be a secondary weapon, I don't think that's really needed, just make Rocket Boxes more valuable.
ARMORSSome ideas on modifying or adding armors not touched on by Icy:
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Change the Medical Armor's resistances from 20% melee/20% bullet/20% shrapnel to 15% fire/15% plasma/15% acidThe Medical Armor currently has no use other than to be a crappy backup armor when you don't have a supply of Blue Armors or better yet, or used as a consolation base to the Cerberus Armor assembly when you couldn't find anything better. This set of resistances would still make it terribly outclassed by the Energy-Shielded Vest and is still gonna be rather mediocre armor, but at least it is being outclassed by only one other exotic armor that's rare to find, rather than being outclassed by most of the other exotic armors, and has reason to be worn over a Blue or sometimes even a Red armor. If these resistances are changed, also apply these new resistances to the Medical Powerarmor as covered prior. The health regeneration gimmick can be buffed too as suggested prior for the Medical Powerarmor, though the healing buff can be kept to only the Medical Powerarmor to make it more special than the more common Medical Armor.
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Change the Duelist Armor's resistances from 50% melee/50% bullet/50% shrapnel to 70%60% meleeThe Duelist Armor is great and serves it role well as the armor you use to get in enemies' faces and melee them, or to otherwise be solid movement-boosting armor. The problem is it outclasses a bunch of the other exotic armors, most notably the Ballistic Vest, that has the same exact resistances but one less point of protection and no move speed bonus; it says a lot when the Ballistic Vest's primary perk is being another means to make 50+% resistance to all Cerberus Armor without having to give up your Duelist Armor. These changes will centralize the Duelist Armor around its primary purpose of melee, which can be argued as making it even better, but it leaves the Ballistic Vest a niche to be much more effective against Formers while remaining strong in melee, and it also makes for more deliberation on what base you use for Cerberus Armor; this new Duelist Armor will get you Cerberus Armor with stronger melee resistance than anything else, but you would be left essentially naked against Formers.
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Buff the Tower ShieldFor an assembly that requires an Onyx mod, the Tower Shield is very not worth it. The Fireshield isn't particularly worth it either, but the niche of being able to reduce absolutely any fire attack in the game down to 1 damage is a strong niche, while it doesn't kill your mobility and has 200% durability to at least last if you avoid letting Barons and Arachnotrons hit it. The Tower Shield meanwhile has a flat 12 protection, which is very high but isn't completely negating any of the strong enemies, while killing your movement with -50% speed, and its durability is a weird 150%, so it doesn't last that long either, especially with its more generalized defense. The exact stats can be argued, but at minimum, that durability needs to be 200% and the movement penalty needs to be reduced to at least -30% for me to ever consider assembling it over just getting infinite durability Red Armor or a Fireshield.
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Buff the Ballistic Armor assembly, by having it give +40% melee resistance/+40% bullet resistance resistance/+40% shrapnel resistance/-20% fire resistanceThis assembly is almost ok, problem is physical hits tend to not be as strong as fire hits, so resistances to them aren't saving you as much damage as the equivalently proportioned resistances of the opposite Fireproof Armor does. As an example, Barons and Mancubi do 9-11 damage with their melee hits, the strongest melee enemies you'll encounter outside of a couple bosses and Nightmare Demons, so this assembly reduces their damage by 3, saving you only one more point of damage than just a Power mod would have (while bullets will never do more than that and shrapnel gets doubly reduced by armor). Then against the weaker melee hits of most enemies, it's reducing damage no more than a Power mod would have, meanwhile the -30% fire resistance is really going to hurt when the powerful fire attacks hit you (an Archvile zap does
6 more damage to you for example). The extra 10% physical resistances would make any armor this assembly applied to clearly better against physical attacks than just applying a Power mod would have made it, while -20% fire resistance isn't quite as crippling a tradeoff. As it currently is, this armor only really has a niche to help non-melee builds try to beat the Unholy Cathedral.
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Change the Cybernetic Armor's resistances to 20% against everything.This is to both help the monotony of so many armors just having a flat 50% resistance to all physical attacks, and to make the Cybernetic Armor possibly actually worth it; those 50% physical resistances are mostly overkill when you have 7 protection, while no resistances against energy attacks makes this armor not really all that good at actually protecting you from the enemies that largely matter. There's the gimmick that you can't take this armor off and it has no durability regeneration but Technicians can fully mod it, with the idea being that they can use a Onyx mod, the Nanofiber Skin assembly, or Cybernano assembly to get themselves a very strong armor that can't be damaged. As the Cybernetic armor currently is however, doing those would certainly get you some good armor, but not good enough to comfortably commit being stuck with it for your entire run, before even considering the opportunity cost of Nano and Onyx mods (for example, P-modded Cybernano Cybernetic Armor still reduces damage from an Archvile zap less than simple Fireproof Red Armor does, while the latter also won't slow you down as much, is much cheaper to assemble, and can be taken off for armor better suited for other scenarios). With these new resistances, these assemblies will make the Cybernetic Armor truly a contender for best armor in the game and something to seriously consider committing to, without making you completely nigh-invulnerable; Nanofiber Skin would give you 45% resistance against everything alongside 7 protection, or you get 20% resistance to everything alongside 11 protection with Cybernano. However, even after a Power mod, they're not reducing
all attacks down to 1 damage without TaN investment, and you're still going to be slow with that severe -30% movement speed penalty, so it's not completely broken. Not to mention the setup to get Nanofiber Skin or especially Cybernano Cybernetic Armor is very rare as is, it should very much be worth it and not clearly outclassed by the Energy-Shielded Vest in those assemblies.
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Buff the Necroarmor to regenerate 5% durability per action, still at the cost of 1 HP per actionThe Necroarmor's gimmick is that it drains your health in order to regenerate itself. But it regenerates slower than other regenerating armors, only doing 2% per action instead of the standard 5%, and this effect is obviously counterproductive to the armor's job of actually reducing damage you take. I did some math (
https://drl.chaosforge.org/wiki/Strategy:Necroarmor) and figured out that the you still come out ahead net positive in health after regeneration against hits that deal less than 17 damage. But the armor is still rather crummy, requiring hits to deal 10 or less damage just to match a Red Armor in practical effectiveness, while acid and plasma attacks just completely destroys the armor's effectiveness. This change still wouldn't make this armor that great, but it will help make it not become a net negative against acid, plasma, and stronger attacks (even against a max damage Baron ball, this change would make the armor drain 6 HP to recover after you take 14 damage, thus it's not worse than taking the hit naked), so that you will be incentivized to use it over Red Armor and modded Blue Armor at least.
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Add armor assemblies that utilize the Sniper mod and Firestorm modHaving armor assemblies for these isn't entirely necessary, but these mods are a lot less desirable than Nano and Onyx mods, and several builds can't utilize them much, if at all. So adding some more ways to utilize them would be appreciated, and I got a couple ideas I think might be good (names are placeholders I haven't put much thought into):
Scouting armor - any armor + AS (or ATS if it would be too good for a basic assembly) = The armor gives +1 vision when worn, could also give +5 or +10% movement speed on the base armor, but could be omitted if deemed too good on top of the vision boost (would definitely be something handy for any build, thematically fits the Sniper mod, and currently the only way to get any vision boost is by Cateye and temporary Light Goggles).
Blastproof armor - any armor + TF (or TPF if too good for a basic assembly) = The armor reduces damage from explosions by half, and adds +30% knockback on the base armor, could be a bit more (or less) for what is deemed best balance wise (there is currently no way to reduce damage from specifically explosions outside of Fireangel, and there's no way to increase knockback on armor, while this would additionally serve clear utility to make ideal rocket jumping armor).
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Add the "Tactical Set" - Wearing Tactical Armor with Tactical Boots completes this set, which grants the player with the effect of DodgemasterI think the game could use a couple more sets, with an obvious equipment set being the Tactical Armor and Tactical Boots. Aside from being thematically fitting, Tactical Armor is also an underused assembly, as the risk of running around essentially naked is too high, and the cost of two Agility Mods is a bit high for players, especially when they've likely already spent two Agility Mods on Tactical Boots. The Tactical Armor probably still wouldn't be used much, but having this set could get some players to assemble it in more scenarios, such as an out to the Cyberdemon for low-DPS builds with no Dodgemaster. There's also already precedent of equipment granting players the abilities from traits, with the Butcher's Cleaver having inherent Blademaster.
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Change the Gothic Set from giving +4 protection to +50% resistances against everythingThere are two glaring problems with the Gothic Set; one, +4 protection on an armor with no energy resistances is not enough of a tradeoff for becoming completely immobilized, and two, the Angelic Set exists, which also grants +4 protection but without any sacrifices to mobility. So not only is the Gothic Set incredibly niche in practicality, it's also completely outclassed by another set that does the same thing without any drawbacks. This change could make it become actually viable in situations where out-DPSing a bunch of baddies is imperative; currently the Archvile does 10 damage to you in the Gothic Set, 8 if the Gothic Armor was P-modded, and high damage rolls from Mancubi and Revenants could do even more, while plasma enemies are of course hardly fazed. With you still taking decent damage, the Gothic Set is just making you a sitting duck that would get promptly slaughtered. With this change, the aforementioned Archvile zap now does only 4 damage, 2 if P-modded, and you'll be often be reducing hits from common plasma enemies down to 1, while Hell Knights and Cacodemons do no more than 3 or 2 (whereas before their max damage rolls would do 7 or 6). There's farther synergy with the Gothic Cerberus Armor, where this set would give you 95% resistance against everything, and so reduce practically any hit down to 1 damage; this might sound too strong, but given you're completely immobile for the Gothic Set (while rapid-fire enemies can still rack up damage quickly in big hordes), and that the Gothic Boots themselves aren't much useful (so carrying them around is often a waste of inventory space), I think this is still reasonably balanced.
SPECIAL LEVELSI already covered Phobos Lab vs. Military Base, so a few more changes for the special levels that I think would improve the game.
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Replace the Missile Launcher in City Of Skulls/Abyssal PlainsThis one is obvious, that second Missile Launcher always felt like filler that the devs threw in because they had no idea what to replace the original second BFG that used to be in City Of Skulls. I'm not sure what to replace it with, and I don't think any specific weapon would be fitting. Perhaps it can be a randomized guaranteed non-BFG non-melee exotic weapon? Would give more incentive to visit these two levels that aren't really rewarding outside of possibly making Mortuary/Limbo a bit easier later and potentially giving non-melee builds a Hatred Skull for the Cathedral, especially for pistol and rapid-fire builds that outright struggle in these levels.
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Swap the depth of Unholy Cathedral and The VaultsAn idea I seen someone else suggest long ago that I think is pretty sound. The reasoning being any good unique you find in The Vaults you won't get as much time to use, while lategame melee is very powerful with little effort thanks to the guaranteed artifact weapon from the Cathedral, thus this would serve as a slight nerf to them. It would also give non-melee builds a bit more of a chance to get good melee-resistant armor before the Cathedral, prevent you from being able to cheese Scavenger Platinum and Diamond via Azrael Scythe's altfire (though I don't exactly like purely luck-based badges to begin with, so I wouldn't mind those badges being changed), and you won't have that damn Arena Master Staff clogging your inventory quite as long.
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Modify The Vaults' enemy selectionThis is one I made a thread about looooonnnnnngggggg ago, but never got a dev response to (
https://forum.chaosforge.org/index.php/topic,7270.msg63862.html#msg63862). In short, it has its hardest enemy composition on HNTR, when it's difficult to avoid the Aracnotrons in this level, the Barons on that difficulty always steal your armor (while their projectile's big explosion isn't easy to avoid in the crampness of this level either), and having just VMR to deal with makes it easy to just put on strong fire-resistant armor to neuter the threat. Even if you swap the enemy composition around, it still would be a much easier level on UV than other special levels, so I suggest the following changes:
HNTR - Same enemy composition as current HMP, which is Mancubi in the left vault and Revenants in the right vault, with a mix in the center
HMP - Replace the Mancubi with Arachnotrons
UV - Replace Revenants with Barons, add 2 more Arachnotrons in the left vault and 2 more Barons in the right vault, then add 4 Arch-Viles in the center vault without replacing any of the existing enemies.
N! - Replace Arachnotrons with Nightmare Arachnotrons, add Red Armor right next to all the Barons in the right vault to pick up (Phobos Base Entry has a Green Armor that only spawns on UV or N!, so this should be possible right?), and replace the Archviles with Nigntmare Archviles (currently you can't encounter them in the standard game, so you could do so here while making this level much tougher).
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In Mt. Erebus, prevent being able to teleport into the "mountain" with a Phase DeviceA minor thing, but I inadvertently discovered this potential softlock when trying to beat Mt. Erebus without a radsuit (luckily I had a Homing Phase to get out). Perhaps have the "mountain" fill in the space where there are no monsters until the mountain is brought down, leaving no space for players to phase into it?
ENEMIES*
Buff Nightmare ImpsNightmare Imps in their current form are some weird diet Hell Knight, being offensively the same, just marginally faster but with a lot less HP and no ability to use items/armor. This gives them no distinct role among enemies, and makes them laughable by the time you start encountering them, when they're much weaker than this enemy you been fighting since dlevel 3 on UV/N!. My suggestion would be to lean into the speed aspect and make them like their Doom 64 selves by being frail but very fast enemies. The exact stats can be argued, but the idea I have is:
Reduce HP to 18
Increase their speed to 160% (if too high, at least to 140%)
Reduce their projectile's damage to 2d5, but let them shoot two projectiles each time they attack.
Reduce their melee attack to 1d3+4, perhaps add the double attack effect too if possible on a melee attack.
This should give them a more defined spot among the enemy roster and finding a group of them could maybe actually be a threat to the player, or will at least be a big hassle that needs to be dealt with quickly.
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Increase the amount of EXP that Nightmare Demons giveGetting 95 EXP from such a dangerous enemy is a pathetically low amount, this is less than you get from Nightmare Imps, Cacodemons, Hell Knights, and even
Elite Former Humans. This is also a big culprit behind Phobos Lab being so unrewarding, especially when the Elite Formers give you such a crazy amount of EXP in comparison. I would say bumping the amount of EXP that Nightmare Demons give to 263 is fair (which is equivalent to an Arachnotron), and see my prior post on even with that massive increase, Phobos Lab still doesn't give you more EXP on UV/N! than Military Base does now.
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Decrease the EXP that Elite Formers give youConversely, Elite Formers give you a really high amount of EXP each, despite their threat not really meriting such a high amount of EXP, contributing to the huge disparity in EXP yield between Military Base and Phobos Lab. I would let Elite Former Commandos still give you 608 EXP, but I would nerf the EXP yield of the other Elite Formers by the following:
Elite Former Humans: 167 -> 128
Elite Former Sergeants: 320 -> 263
Elite Former Captains: 452 -> 320
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Buff Elite Formers in meleeA main reason why Military Base is a lot easier than Phobos Base is how you can easily lure the Elite Formers into melee range, where they are all weak except for the Elite Commando, who is instead just mediocre. You could just give them a damage bump of like +3 to +5, though I think it would be neat if you instead let them attack with a Combat Knife, which would fit the theme of them being elite fully-armed soldiers. I do not know if this is programmable however; if it isn't, then just give them a flat damage buff to their current melee attack.
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Revert the Nightmare Archvile's attack to dealing plasma damagePrior to 0.9.9.7, the Nightmare Archvile's zap used to do 16d1 plasma damage, but in 0.9.9.7, this was changed to 25d1 fire damage. This is a big damage improvement on paper, but we all know how much easier it is to get good defense against fire; as it currently stands, the Nightmare Archvile isn't really that threatening to a lategame A100 player that will certainly have very strong fire-resistant armor like the P-modded Energy-Shielded Vest (reduces it to 9 damage, much more if it was assembled to Nanofiber Skin or Cybernano Armor), Cerberus Armor (reduces it damage to 7, 5 if P-modded), the Lava Armor (reduces its damage to 2), or even the Inquisitor Set that completely neutralizes it. For an enemy that is supposed to invoke a "OH SHIT!" response as its ingame description gives and for being the final enemy that spawns in A100, it really doesn't live up to the hype, Nightmare Arachnotrons elicit a bigger fight or flight response from me. I'll also note its explosion still uses the plasma explosion graphics too, and it would be consistent with other Nightmare enemies who all use plasma attacks (aside from the melee-exclusive Nightmare Demon). That said, 16d1 plasma damage isn't too much of an improvement (the aforementioned armors reduces it damage to 7, 8 or 7, 6, and 10 respectively), so I would bump it up to at least 20d1, or just make it 25d1 plasma damage to really hammer in the threat of the final A100 enemy (and make carrying a Plasma Shield around more enticing).
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Make the Lava Elemental harder?Despite being the boss of the final special level right before the end of the standard game, the Lava Elemental is quite lackluster. Having fire attacks is already easily defended against, but its attack isn't even as strong as the VMR's. It has very strong armor with 5 protection and health regeneration, but it's nothing outrageous for this point of the game, especially with its low-end HP for a boss. It's strong in melee, but not any stronger than the Barons and Mancubi. Has anyone ever actually had a hard time against the Lava Elemental, let alone die to it?
Now buffing its stats would help, and I do think its projectile and melee attack could use a damage buff. However one unique aspect of its attack is its projectile leaving behind lava. Normally this doesn't matter in The Lava Pits and Mt. Erebus, as you got three spare radsuits to use even if you brought none in. So it's easy to do everything in these levels only expending a single radsuit, and then kill the Lava Elemental while being completely protected from its lava splashing effect with a radsuit on, while typically killing him fast enough to even have a spare radsuit left. My suggestion would be to take away these radsuits on harder difficulties; ITYTD and HNTR have the three as usual, but then HMP has two radsuits, UV has only one radsuit, and N! has no radsuits at all. This would make tackling these levels without bringing radsuits with you (or building lava-immune boots) a lot more difficult, and the Lava Elemental can be actually scary if you have no form of lava immunity. By making it hit a lot harder in melee, you would also discourage players preventing it from leaving behind more lava by getting in melee range.
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Expand the depth Former Commandos can spawnFormer Commandos are a potentially very dangerous enemy, but they have a very narrow depth they can appear, with them no longer appearing individually after dlevel 17. They can also appear a bit longer in a monster group with other formers, but this stops after dlevel 21. After this point, you'll never see this enemy again, outside of The Mortuary and in the rare Archviles + Formers level. I never understood why such a dangerous enemy with a defined role as an extreme glass cannon stops spawning so soon, they should be able to keep spawning throughout the game, or least make their depth range not so ridiculously narrow. Could also add them to Archvile + Formers and Barons + Formers group.
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Expand the depth Pain Elementals can spawnPain Elementals also have a rather narrow depth range, with them no longer spawning after dlevel 20, and the only monster group they are a part of stops spawning immediately after at dlevel 21. After this you'll never see them again in normal levels, outside of rare Pain Elemental caves, and then from the Agony Elemental at very deep depths in A100. This is despite them serving a unique role that makes them a serious
pain for certain builds (particularly pistol and rapid fire builds). Like with Commandos, they should be able to appear throughout the remaining entirety of the standard game, and perhaps through all of Angel of 100, or at least until dlevel 50 like Cacodemons and Arachnotrons (who can still appear afterward in vaults and monster groups respectively). Could also make a Cacodemons + Pain Elementals group to get cute (Cacodemons currently don't appear in any monster groups, and I think this could be fitting), that spawns throughout the game.
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Make the Apostle possibly challenging?For a super secret final boss, the Apostle is a huge disappointment. Ignoring that he is just a super Archvile, he does have some qualities that could be threatening; a 40 damage plasma attack with a huge explosion radius is actually pretty damn scary even if you're berserked, when you're stuck in the horribly slow Berserker Armor that has no plasma resistance. He also teleports around and regenerates. But you get in once, you just hit him two-four times and then he dies possibly before he could even retaliate. I have a couple suggestions that could make the Apostle possibly come somewhat close to living up to its status:
1: Increase the Apostle's HP to 500
2: Have the Apostle immediately teleport whenever it is hit
He has 30 armor sure, but when you're berserked with the Dragonslayer and likely have several levels of Brute, that 30 protection ain't making that much of a difference in surviving longer than Carmack and the Mastermind (in fact on average, they are surviving one to two more hits than the Apostle does against a berserked Dragonslayer even with no Brute). Additionally, have him immediately teleport away when hit, so that the player can't just get in once and mash click to win. This would make his health regeneration matter, and the enemies he revive will become a bigger problem with wearing you down as you chase him around the map. These changes could admittedly make him annoying and drawn out, but an annoying drawn out fight is much more climatic than the complete disappointment he is now.
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Fix hunting enemies ignoring items and armorWhen an enemy has the hunting behavior enabled, they'll completely ignore any items and armor along the way, even if they're programmed to use items. This mainly affects the Bruiser Brothers and Cyberdemons, who are programmed to use items but will never use them because they are always hunting the player, but it can extend to Formers and Hell Nobles during the alarm level event and in arenas, where they can be given the hunting behavior. If Cyberdemons using items would be too strong, then that ability can be removed (conversely, medkits can have a 110 HP recovery cap, so that Cyberdemons with them won't be overtly obnoxious, but makes it so even a Marine with 5 levels of Ironman can still fully heal).
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Modify danger level to increase more sharply after Phobos?A common criticism of DRL is that the difficulty is largely front-loaded even when you're not playing challenges that exacerbate early game difficulty, where the vast majority of runs end in Phobos, and making it to Hell can often near-guarantee victory, with only the optional Mortuary/Limbo being any threat to kill you at that point. This is primarily caused by how powerful the player becomes in the lategame, and it would take a complete rebalancing of the game to fully address it, which isn't feasible, but you could maybe help the lategame keep up with the player if the danger level was substantially higher; indeed Hell levels can feel a bit empty even on harder difficulties. Conversely, you can argue the current difficulty balance is fine, as an easier lategame is countered by the fact you have much more to lose if you die at that point and so you have to be extra careful to not make mistakes; you die in Phobos, you just lose like 15-30 minutes, maybe an hour, but you die in Hell, that could be your entire evening going down the drain. I think the later game having harder Hell levels could be interesting, but I am also fine with the current level balance, and messing with the danger level climb could be too much of a balancing change. If this were to be done, you would also probably need to keep the danger level formula used in A100/666 as is, as a more sharply rising danger level could make lategame A100/666 have absurd enemy density.
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Do locked vaults actually exist, and if so, can they be made less absurdly rare?According to the wiki (
https://drl.chaosforge.org/wiki/Room_Generation), "locked vaults" are a thing, which you cannot open or blow up the walls of, without activating a corresponding lever. I cannot recall ever finding a locked vault once, do they actually exist but are absurdly rare, do they exist but are bugged from spawning, or did they exist in old versions and were removed? I do like the concept of them, so whatever the case, I would like if they could actually spawn at a reasonable rate.
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Make ammo rooms more randomizedCurrently there is little-to-no randomization with the ammo you get from ammo rooms; all ammo that spawns in an ammo room is the same instead of being able to be a variety, and the ammo that does spawn is static based on the dlevel. Egregiously, once you reach dlevel 12, ammo rooms will only ever have plasma cells from that point forward, which constitutes half the standard game and near 90% of A100. Aside from making little sense why ammo rooms are this restricted in their randomization, it also makes these rooms less useful than they could be. It's particularly annoying to shotgun and pistol builds, whose primary ammo becomes more scarce later in the game, and so end up often becoming reliant on Formers to maintain their ammo as a result, sometimes even having to farm them near Archviles to not run out of ammo. Ammo rooms being able to have all types of ammo throughout the game will make them useful more often, and will help make the aforementioned shotgun and pistol builds less reliant on the ammo drops of Formers in the lategame.
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Add an ammo-restoring leverLevers in their current setup are largely more likely to be dangerous. You're not gonna make players without Intuition gamble with them either way unless they're desperate for a heal, but I think adding one more useful effect would make them a bit useful more often for players with Intuition. An ammo-restoring one seems pretty obvious, have it give you ammo equivalent to a small ammo pickup for whatever weapon you're carrying, with a randomized 1-3 uses.
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Add trapped powerups and itemsOne suggestion I seen when browsing old feature requests that I liked was adding trapped powerups and items, which would summon enemies around the player or flood the room with acid/lava when picked up, or any other adverse effect. This is one trademark mechanic from Doom that currently is sorely missing from DRL, which should fit seamlessly into a roguelike. In order to do it, perhaps you can create designated "trap rooms" in the same vein as ammo rooms, where in the middle there will be a powerup, rarely an exotic, or very rarely a unique, and then there's a random chance it'll spring some trap upon picking it up (though not always, sometimes the "obvious trap" is just a fakeout). Exact percentages for these outcomes can be discussed farther.
*Have trees randomly spawn as part of normal level generation
It's weird that this unique object was added to the game, but is only ever used for the very first level and then never again. Doom uses the same tree object through its Hell levels, so there's already "canonical" precedent to have it at least spawn during the Hell levels if it would be considered too weird to have it in the tech base styled Phobos and Deimos levels. And/or add a new "outside" level type where this tree can spawn. Could be unique strategic applications (or hindrances) for what is effectively a wall that enemies will try to shoot you through, but is unexplored with the trees only being in the first level. Alternatively, add a new "skewered corpse" object that functionally does the same thing, but would be thematically appropriate with any level and adds some prevalent decoration from Doom that was missing before (would require a new sprite however, and I don't know if anything requiring new sprites for Graphics mode is off the table).