DoomRL > Requests For Features
Compilation of fixes, changes, and new ideas for version 0.9.9.9
Omega Tyrant:
With 0.9.9.8 officially released, many of the suggestions in this compilation suggestions thread for 0.9.9.8 have been implemented. So at Kornel's suggestion, I'm starting up a new compilation thread for 0.9.9.9, to start a fresh thread and to have a better organized OP that doesn't cover all the stuff that was already implemented or formally rejected, as well as to cover new suggestions.
I'll be maintaining this thread in Icy's absence, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, I would recommend reading Icy's OP in the aforementioned linked thread, consider the feasibility of being able to implement the suggestion, and backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge team, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.
Changes
This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an X in its box means it has been implemented, a suggestion marked with ~ means it has been partially implemented, and a suggestion that is struck through has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.
Bugs/Exploits/Fixes
[ ] Bug: The game may lock up on the trait selection screen upon levelling up, where the game still runs with the music playing and you're able to scroll through the background with the mouse, but your trait selection does not register and you cannot exit the screen, forcing you to kill DRL in Task Manager to exit and lose your progress. (Only has happened once to me so far and only one other person has reported it happening to them, so it's unclear what triggers this game-ending bug). 1 2
[?] Bug: If a former is killed out of vision by something other than you, an error message may pop up stating it failed an attempt to call a table value. This most commonly occurs when a Former Sergeant shoots a barrel and kills himself. (An attempt was made to fix this in the latest hotfix and so far it looks like it worked, but it requires thorough testing to confirm this bug is 100% gone) 1
[ ] Bug: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1
[ ] Bug: Corpses will sometimes be ungibbable by explosions and plasma(tic) shotguns for no apparent reason. 1
[ ] Bug: Lightfoot Diamond and Angelic badges aren't being awarded when their criteria is fulfilled, perhaps indirect kills are being counted as "melee" kills? 1
[ ] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. (Link is a forum post reporting and demonstrating it in a beta, but I confirmed that the bug is still in 0.9.9.8). 1
[ ] Bug: Sharpshooter doesn't work with the Demolition Pistol, even on direct hits (and it hasn't been tested yet but likely doesn't work with the Anti-Freak Jackal as well). 1
[ ] Bug: In armor and boots assemblies that require a Technical Mod, if the Technical Mod is applied before completing the assembly, the Technical Mod's resistance boosts will stack onto the assembly's resistances, making assemblies like Fireproof Armor more powerful than intended. 1
[ ] Bug: The Dragonslayer's permanent berserk isn't working, with it granting no additional turns of Berserk at all. 1
[ ] Bug: When initiating a rocket jump, the targeting cursor can extend beyond immediately adjacent tiles, despite rocket jumping only being able to hit immediately adjacent tiles (in previous versions, the game wouldn't let you extend targeting beyond this range). Additionally when initiating a rocket jump with enemies onscreen, the targeting cursor will default onto an enemy, forcing you to move it back to an adjacent tile to rocket jump. 1
[ ] Bug: Explosive projectiles can go through walls without exploding from certain angles, including the outer boundary walls. (Needs more thorough testing to fully identify how this bug works). 1
[ ] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1
[ ] Bug: Non-lava fluids are supposed to be able to appear in A100/666 beyond floor 30 for greater level variety, but you still only encounter lava except for in specific level types/events/features that could already have water and acid appear.
[ ] Bug: The lava flood in Halls Of Carnage sometimes does not activate. (Needs more thorough testing to determine what triggers this bug). 1 2
[X] Bug: When booting up the game, the loading bar will stretch beyond the screen.
[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava (this may have been fixed in a previous version, neither I nor Icy have ever experienced this and I haven't seen any reports of it in 0.9.9.8). 1
[ ] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1
[ ] Exploit: Medical Armor in Nanofiber Skin Armor (N) can allow the player to take 1 damage and immediately heal it. Since this can be done infinitely, it may cause an issue if the total damage value reaches the highest possible. A suggested fix is changing the recharge delay of Nanofiber Skin Armor to 6 so that it can never reach 0. 1
[X] Fix: The Unlock All option doesn't unlock the harder difficulties.
[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.
[ ] Fix: The character info screen doesn't account for the 10% speed penalty on Nightmare difficulty, when it should. 1
[ ] Fix: Ironman's trait description is unclear with it stating you get +20% max health, which isn't fully true as Marines still only get +10 HP rather than 12 HP, so it should be reworded to state +10 HP. 1
[ ] Fix: In Scavenger's trait description, update it to clarify that melee weapons, armors, and boots can be scavenged. 1
[ ] Fix: Angel of Humanity's and Archangel of Humanity's descriptions should clarify that Marines start with 12 max HP rather than 20. 1
[ ] Fix: For weapons with very long names (such as the "Burst nuclear plasma rifle"), the name can stretch beyond the available UI space on the HUD, obscuring its ammo. And for armors with very long names, their names will instead stretch into the next line the HUD, obscuring your weapon's name. Whether it be scaling down long names, letting them stretch farther into the HUD, or anything else, something should be done to fix this issue. 1 2
[ ] Fix: When using the Look command, you are unable to scroll the screen with the keys, forcing the use of a mouse to do so. As an obvious detriment to keyboard-only players, this should be fixed. 1 2
[ ] Fix: When equipping Azrael's Scythe from the ground, the game will erroneously give the "You don't have Azrael's Scythe!" message. The same occurs with the Longinus Spear too. 1
[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1
[ ] Fix: When the Apostle spawns on the final floor of A100/A666, the ability to see all enemies immediately activates since all enemies technically die when you first enter the floor. Given this is supposed to be a boss fight, this mechanic should be disabled when the Apostle spawns like it is for boss levels. 1
[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. Additionally, the ending mortem says you "finally completed 100 floors of torture". 1 2
[X] Fix: Elite Former Captains erroneously didn't get the melee damage buff that all the other Elite Formers got. 1
[X] Fix: Nightmare Imps erroneously had two different speed values applied to them. 1
[X] Fix: The player's sprite does not update properly when armor is destroyed. The player additionally doesn't show the proper armor and weapon equipped at the start of challenges and mods that have different starting default equipment. 1
[X] Fix: In the ASCII version, the cursor for the look command does not show and the targeting cursor blends in the invulnerability overlay. 1
[X] Fix: Music resets to max volume regardless of setting whenever booting up the game or entering a new floor.
[ ] Fix: Repeated sounds (such as from several enemies being hit at once) can still get too loud, the sounds should be better staggered out instead of stacking all at once on each other, or perhaps add a limit of some sort that prevents the same sounds from being stacked too loudly on each other. 1 2
[ ] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors (this might be too technically difficult to implement). 1 2
Traits
[ ] Nerf Hellrunner's dodging bonus to +10% per level (needs discussion). 1
[ ] Nerf Vampyre (needs discussion). Some ideas include increasing its prerequisites, disallowing Vampyre from healing beyond 100%, and/or prevent the resistances of berserk from stacking with the resistances of the Marine. 1
[ ] Buff Entrenchment (needs discussion). Some ideas include increasing the resistance bonuses to +50% when chain firing, granting +20% to all resistances when just equipping a chain firing weapon, and some means to allow chain firing longer (such as reduce ammo consumption when chain firing or instant reloading when your clip runs out during chain firing). Alternatively, Entrenchment could be replaced with an entirely new mastery, a la Running Man -> Gunrunner in 0.9.9.7 1
[ ] Give Bullet Dance the additional perk of reloading faster when dual gunning. 1
[ ] Give Fireangel an additional offensive-based perk (needs discussion). One possible idea is when using rocket-based weapons, each shot will get +2 dice in damage calculation. 1
[ ] Buff Gun Kata to have an instant Pistol attack after dodging instead of it being near-instant. Also consider letting it apply Dodgemaster to all enemy projectiles inbetween moves (needs discussion). 1
[ ] Change Gunrunner's prerequisite of Juggler to Finesse 2. 1
Equipment and other Items
[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2
[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3
[ ] Buff the Chaingun's accuracy to +3. 1
[ ] Increase the Blaster's generation weight to 4. 1
[ ] Frag Shotgun needs farther buffs. One idea to make it standout is to change its damage to 6d3 and decrease its firing speed to 0.5 seconds. Additionally allow it to spawn sooner and be less rare (such as a depth of 10 and weight of 3). 1 2
[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1
[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 2
[ ] Increase the Mjollnir's generation rate to 2 or 3. 2 3
[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2). 1
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 1
[ ] Farther buff Ballistic Armor by having it retain any plasma and acid resistances the base armor has. 1
[ ] Buff Grappling Boots to retain the base boots' movement speed instead of having a set -10% speed. 1
[ ] Change Nano-shrapnel to a master assembly, with an assembly requirement of PPPN or PPTN. 1
[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. They can keep the +20% plasma resistance as well if the proposed blood fluid is added and utilizes plasma damage. 1
[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1
[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, in addition to possibly increasing the lower of damage die or sides by +1 too, and a Sniper mod will give them the autohit property. 1
[ ] Give Sniper mods an effect for Shotguns, instead of doing nothing. One idea is each Sniper mod applied to a Shotgun will reduce its dropoff reduction rate by 1% (so a basic Shotgun with one Sniper mod will have its dropoff damage reduced from 7% to 6% per tile, and if triple modded with Sniper mods, its dropoff damage will be reduced from 7% to 4% per tile). 1
[ ] When a third Sniper Mod is applied to a ranged weapon, have it give the autohit property instead of doing nothing. 1
Enemies
[ ] Add sounds for Nightmare enemies, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2
[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2
[ ] Make Cacodemons and Nightmare Cacodemons more aggressive in their attack frequency. Possibly also consider buffing Nightmare Cacodemons to hit slightly harder. (needs discussion) 1
[ ] Farther buff all Elite Formers by increasing their melee accuracy. 1
[ ] Farther buff the Nightmare Archvile by increasing its attack's explosion radius to 2, matching the Arena Master's explosion radius. 1
[ ] Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+. 1
[ ] Lower the Shambler's spawning depth in A100/666 to 70+. 1
[ ] Increase the Lava Elemental's generation weight to 2 or 3 so it isn't so uncommon in deep levels of A100/666. 1
[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7
[ ] Buff the Apostle to have 500 HP and always teleport after being hit. Also kill all enemies and end the game when it dies like JC. 1 2 3 4
[ ] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6
Special levels
[ ] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1
[ ] Make Military Base more difficult as it's still much easier than Phobos Lab. One idea is removing its Tracking Map on UV and N! difficulties. Another idea is if the "patrol" AI flag is added to the game, it could be applied to enemies here so the player cannot rely on camping at the start to kill everything. (Needs discussion) 1
[ ] Change how Schematics drops in Hell's Armory/Deimos Lab work, so that players do not miss out on a rare mod because of them and so each run is truly independent (can probably just have them drop separately from the rare mods). 1 2 3 4
[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2
[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains. What to replace it with needs discussion, but one idea is that it can instead be a random guaranteed exotic non-BFG ranged weapon, to make these levels potentially more appropriately rewarding. 1
[ ] In City of Skulls, replace the lever with a horizontal coordinate trap, so that it isn't free to run through. Also extend the middle pillars to go all the way up to the top and bottom of the screen, so that the player is forced to be between the pillars when the trap activates. 1 2
[ ] If you don't have the Arena Master's Staff, you can softlock in House Of Pain on Nightmare and in Angel Of Darkness from dead enemies reviving while you're locked in another room, so something should be done to prevent this softlock. (Some ideas are having the doors unlocking be based only on killing the enemies in the current room's ambush, disable respawning in the prior room once it's cleared, or having temporary teleporters spawn in the previous rooms once you trigger the next room's ambush that will allow respawned enemies to teleport into the room you're locked in. If any of these cannot be implemented for technical reasons, N!/AoD respawning may need to be disabled on the level altogether.) 1
[ ] In House Of Pain, make using the Arena Master's Staff required to access the Large Health Globes on the level. 1
[ ] Define a default song to play for House Of Pain in the music.lua file, so that it doesn't play a random song at default that will likely be unfitting. Suggestions for the song to use are either Sign Of Evil (i.e. E1M8's track) or Dark Secrets (i.e. The Vaults' track).
[ ] Make Unholy Cathedral more difficult (needs discussion). Current suggestion is increasing the Demon count on HMP to match current UV/N!, then replacing half of them with their Nightmare versions on UV, and replacing all of them with their Nightmare versions on N!. 1
[ ] Prevent being able to teleport into the "mountain" on Mt. Erebus, so that the player does not end up potentially softlocked 1 2 3 4
[ ] Make Mt. Erebus more difficult (needs discussion). Some ideas include adding Cacodemons separately from Lost Souls/Pain Elementals (and then replacing them with their Nightmare versions on UV/N!), increasing the number of Revenants and Mancubi on UV/N! (or possibly even replacing them with Nightmare versions if they're added to the game), and/or having to fight two Lava Elementals as the boss fight instead of one. 1
Miscellaneous
[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4
[ ] Obtaining high scores mostly devolve into playing Archangel of 666 and aren't really used as a means to compare runs. Perhaps they should be changed (needs discussion). 1
[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1
Omega Tyrant:
Medals, Badges, and Rankings
This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, and bringing up the count of Angelic badges to be equivalent with the count of the other badge tiers. Any ideas for new medals and badges will also be here though.
[ ] Add color-coding to medals and badges in mortems at the end of a game. 1 2
Medals
[ ] Change "Shotgunnery Cross" and "Marksmanship Cross" to each require 100% kills, so that they're not redundant with the Angel of Shotgunnery and Angel of Marksmanship challenges, and so that you can't cheese obtaining them in a pacifist run. 1
[ ] Change "Malicious Knives Cross" and "Sunrise Iron Fist" to require 50+% kills, so that you can't cheese obtaining them in a pacifist run. 1
[ ] Allow Gargulec Medal to be obtainable alongside Gargulec Cross if you haven't already gotten it, like how it works with other lesser versions of other medals. 1
[ ] New: Experience Token - Reach experience level 15 (excludes Angel of 100 and Archangel of 666). 1
[ ] New: Aurora Star - Find 10 uniques or more in a single game (Allow all challenge types). 1
[ ] New: Technician Medal - Create 15 or more different assemblies in a single game. (Allow all challenge types) 1 2 3
[ ] New: UAC Cross - Kill 2,500 or more enemies. (Allow all challenge types) 1 2 3
[ ] New: Boss Slayer Cross - Clear a boss floor and exit alive. (Boss floors are special floors where all enemies are a boss, which are Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortess). 1 2 3 4 5 6
[ ] New: Unexplored Star - Visit no generated levels and win the game. (Excludes Angel of Confidence, Angel of Overconfidence, Angel of 100, and Archangel of 666) 1 2 3 4 5 6
[ ] New: Keen's Helmet - Defeat John Carmack without getting damaged. 1
[ ] New: A medal for completing a Conqueror run in any of Angel of Red Alert, Darkness, Impatience, Purity, and Masochism (name needs discussion). 1
Badges
[ ] Disallow Dual-Angel challenges for all badges that require performing a feat on a specific challenge. This includes Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Arena Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Reaper Diamond Badge to Arena Diamond Badge. 1
[ ] Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem 1 2
[ ] Have higher rankings require more of the previous tier badges (get to needing 15 Bronze, and then a few rankings later, start requiring them again for 18 Bronze, 21 Bronze, etc). 1
[ ] No-Life King ranking should require all badges of every type. Currently it only requires Angelic Badges. 1
[ ] Change Heroic Bronze/Silver/Gold/Platinum/Diamond Badges to require 10%/30%/50%/70%/90% of total medals respectively, so that the series remains proportional as new medals are added. 1 2
[ ] Add a new set of badges for House of Pain, since the Scavenger series doesn't work for it (as it doesn't require luck to complete without the Staff). You can read my linked post for ideas on what do for the badges. 1
[ ] Add a new set of badges for The Chained Court (needs discussion on badge requirements, linked post has my current ideas). 1
[ ] Add a new set of badges for Phobos Lab and Military Base (needs discussion on badge requirements, linked post has my current ideas). 1
[ ] Add a new set of badges for Hell's Armory and Deimos Lab (needs discussion on badge requirements, linked post has my current ideas). 1
[ ] Veteran Bronze Badge - Change this to requiring a standard game so that it's at least a bit different than Medal of Prejudice. 1
[ ] Speedrunner Bronze Badge - Change this to 40 minutes so that it's a little different than Compet-n Silver Cross. 1
[ ] Arena Bronze Badge - Change this to requiring a standard game so that it's at least a bit different than Hell Champion Medal. 1
[ ] Gatekeeper Gold Badge - Change to passing Phobos Anomaly on Hurt Me Plenty difficulty without taking damage, so that it isn't practically the same as Cyberdemon's Head and is less trivial. Alternatively, change it to both passing Phobos Anomaly + clearing Tower Of Babel without damage on at least HNTR. 1 2
[ ] Berserker Platinum Badge - Remove the kill count requirement, so that it isn't too similar to Gargulec Cross. 1 2 3
[ ] Hunter Platinum Badge - Change to Ultra-Violence and needing 75+% kills, as it's mostly redundant with Hunter Diamond and UV is nonsensically skipped in this badge series. 1 2 3 4
[ ] Everyman Platinum Badge - Change it to requiring 100% kills, so that it isn't the same as Thomas' Medal. 1
[ ] Longinus Platinum Badge - Change it to beating Unholy Cathedral without Brute on any difficulty. Also disallow Angel of Max Carnage and Light Travel from being able to earn it. 1
[ ] Berserker Diamond Badge - Remove the kill count and require the newly suggested medal "Unexplored Star" for a more unique and fitting challenge. 1 2
[ ] Centurial Diamond Badge - Change this to require the Experience Cross in addition to Nightmare difficulty, so that it isn't the same as Dervis' Medallion. 1
[ ] Longinus Diamond Badge - Disallow Angel of Max Carnage and Light Travel from being able to earn it. 1
[ ] UAC Angelic Badge - Change to requiring Ultra-Violence or even possibly Hurt Me Plenty, as it is realistically unwinnable. 1
[ ] Strongman Angelic Badge - Change to requiring 75+% kills, so that it is less tedious and possibly realistic without farming respawns. 1
[ ] Speedrunner Angelic Badge - Change to requiring 12 minutes or less, as it is realistically unwinnable. 1 2 3
[ ] Demonic Angelic Badge - Change to winning a standard game on Nightmare with 100% kills and Untouchable Pin, as it is realistically unwinnable. 1 2 3
[ ] Shottyman Angelic Badge - Change to requiring 100% kills, as it is too easy for an Angelic Badge. 1
[ ] Eagerness Angelic Badge - Change to requiring 50+% kills, as it is nigh unwinnable, with no one verifiably winning it in over a decade of 0.9.9.7. 1
[ ] Inquisitor Angelic Badge - Change to requiring Ultra-Violence, as it is nigh unwinnable, with no one verifiably winning it in over a decade of 0.9.9.7 1
[ ] Pacifist Angelic Badge - Change to requiring Nightmare and remove the kill count requirement, as it is realistically unwinnable without absurd save scumming. 1
[ ] New: Heroic Angelic Badge - Achieve all medals. 1 2 3
[ ] New: Destroyer Angelic Badge - Complete Angel of Max Carnage + Angel of 100 on Nightmare. 1
[ ] New: Hunter Angelic Badge - Complete the proposed Archangel of Darkness on Nightmare. If this challenge isn't created, instead go with Angel of Darkness on Nightmare as a conqueror. 1 2 3
[ ] New: Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Darkness on Nightmare with 100% kills. 1
[ ] New: Purist Angelic Badge - Complete Angel of Purity + Angel of Light Travel on Nightmare. 1
[ ] New: Carnage Angelic Badge - Complete Angel of Max Carnage + Angel of Masochism on Nightmare with 100% kills. 1
[ ] New: Apostle Angelic Badge - Kill the Apostle in a standard game on Nightmare. 1
[ ] New: Sunrise Angelic Badge - Complete Angel of 100 on Ultra-Violence with 100% kills using only Fists. 1
Omega Tyrant:
New Content
This post will cover all suggestions for new content to add to the game. It is organized by general features, equipment/items, enemies, new challenges, and miscellaneous stuff (a traits and special levels section could be added too if Kornel says they're on the table and anyone has decent suggestions for them).
Features
[ ] Have the trait selection screen be more color-coded (example by Mader Levap): 1 2 Spoiler (click to show/hide)
[ ] Add a toggle for turning off the powerup overlays of Berserk, Invulnerability, and Envirosuit. 1 2
[ ] Add a toggle to enable legacy inventory selection (where each inventory slot was instantly selectable by an associated letter key) for players who preferred that method. 1 2 3 (Too technically difficult to implement)
[ ] On the UI bar, in the empty right side of it, show the total amount of loose ammo in your inventory for your equipped weapon (or the ammo left in your equipped ammo box if you have one equipped). 1
[ ] Consider having a time display in the player info screen? 1
[ ] Create/readd locked vaults, as they're described on the wiki. 1 2
[ ] Add trap rooms. These would have a power-up/exotic/unique item inside, and when picked up, has a randomized chance of spawning enemies similar to a summon enemies lever, or floods the room with acid or lava. The weight of the power-ups/exotics/uniques would not impact the rest of the floor, and any enemies spawned by the trap will not give EXP. The chance of the trap activating can be affected by depth level and/or difficulty. 1 2 3 4 5
[ ] Add support for more music slots beyond level 25 in the music.lua file, so that players have the option for more different music to play in A100/666 if they desire. 1
Equipment, assemblies, and other Items
[ ] New common Pistol type (suggested example is "Magnum" with more power and less accuracy). 1 2
[ ] New exotic: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. (Could alternatively be named "Baron's Hide" to have a more flavorful name) 1 2
[ ] New exotic: Glass Armor, which is 0 Protection, 50% Durability, 50% all resistances. 1 2
[ ] New exotic: Glass Shield, which is 0 Protection, 50% Durability, 80% all resistances, cannot be repaired, cannot be modded, doesn't degrade. 1 2 3 4
[ ] New unique: Dimensional Boots, which is 4 Protection, -30% Move Speed, +30% Knockback, and when worn, you move two tiles for each movement rather than the usual one tile. 1
[ ] New assembly: Scouting Armor (any armor + AS), which is original with +1 Vision, +10% speed. 1
[ ] New assembly: Blastproof Armor (any armor + TF), which is original with half damage to explosions, +30% knockback. 1
[ ] New assembly: Grappling Armor (any armor + BA), which is original with +30% Melee Resistance, -50% knockback. 1 2 3 4
[ ] New assembly: Sniper Rifle (Chaingun + BAS), which is original with auto-hit property. 1 2
[ ] New assembly: Laser Blade (Combat Knife + BTN), which is 5d5 plasma damage with 0.8 sec firing speed, -2 accuracy, and when equipped, it has the ability to reduce any plasma hit that deals less than 5 damage before armor/resistances to 0 (or alternatively gives +50% plasma resistance). 1
[ ] New set: Tactical Set (Tactical Armor + Tactical Boots), which gives Dodgemaster. 1 2
[ ] New set: Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance. 1
Enemies
[ ] New enemy: Nightmare Revenant, which is much faster, hits much harder in melee, and swaps its fire damage and resistance for plasma damage + resistance. (Exact stats to be discussed, view linked post for current suggested numbers). 1
[ ] New enemy: Nightmare Mancubus, which is far tankier, hits much harder in melee while having melee resistance, and its projectiles deal acid damage while being able to leave behind acid tiles. (Exact stats to be discussed, view linked post for current suggested numbers). 1
[ ] New monster group: 2 x Baron of Hell, 2 - 6 x Nightmare Imp, with a minimum depth of 30, maximum depth of 60, and a weight of 4. 1
[ ] New monster group: 2 x Bruiser Brother, 4 - 9 x Nightmare Imp, with a minimum depth of 60, and a weight of 3. 1
[ ] New monster group: 4 - 9 x Nightmare Demon, with a minimum depth of 50, and a weight of 3. 1
[ ] New monster group: 3 - 6 x Nightmare Arachnotron, with a minimum depth of 70, and a weight of 2. 1
[ ] New monster group: 1 x Elite Former Sergeant, 2-6 x Elite Former Human, with a minimum depth of 60, maximum depth of 80, and a weight of 4. 1
[ ] New Monster group: 1 x Elite Former Captain, 2-3 x Elite Former Sergeant, 2-3 x Elite Former Human, with a minimum depth of 70, maximum depth of 90, and a weight of 3. 1
[ ] New monster group: 1 x Elite Former Commando, 2-3 x Elite Former Captain, 2-3 x Elite Former Sergeant, with a minimum depth of 80, and a weight of 2. 1
[ ] New monster group: 2-3 x Lava Elemental, 2-3 x Shambler, with a minimum depth of 70, and a weight of 1. 1
[ ] New monster group: 1 x Agony Elemental, 3-8 x Nightmare Cacodemon, with a minimum depth of 80, and a weight of 2. 1
[ ] New monster group: 1 x Cyberdemon, 4-9 x Baron of Hell, with a minimum depth of 80, and a weight of 2. 1
[ ] New monster group: 1 x Cyberdemon, 3-6 x Bruiser Brother, with a minimum depth of 90, and a weight of 1. 1
[ ] New monster group: 2 x Nightmare Archvile, 3-6 x Mancubus (or 2-4 x Nightmare Mancubus if they're added), 3-6 x Revenant (or 2-4 x Nightmare Revenant if they're added), with a minimum depth of 90, and weight of 2. 1
New challenge ideas
[ ] "Angel of Gladiating" and "Angel of Labyrinth" (or any other appropriate name): The former challenge will have all floors be Arena-type levels, and the latter challenge will have all floors be mazes. 1
[ ] "Angel of Misfortune" (or any other appropriate name): Every floor will have a level event. 1
[ ] "Angel of Spilling" (or any other appropriate name): Your inventory will be reset to the starting loadout upon entering every floor. The starting loadout may be modified so you're not practically forced to use Pistol builds, exotics/uniques may have increased chances of spawning to compensate for the temporary equipment, and an exception could be made for entering boss and special levels, so that they remain beatable. 1
[ ] "Archangel of Darkness": You have a vision radius of 4 and enemies revive, but you gain x2.5 experience. 1 2 3 4 5
New level events
[ ] "Mortuary event": All enemies will immediately die when entering the floor, then a random number of Arch-Viles will be spawned around the floor (and especially bad level rolls on UV/N! could spawn Nightmare Arch-Viles). Also disable the "reveal enemies" mechanic and stair sense in this event. 1
[ ] "Max Carnage event": Emulates Angel of Max Carnage for a single level, i.e. the player and enemies always deal maximum damage while having +12 accuracy. Particularly bad level rolls should instead have a "Snake Eyes" event, where only enemies deal maximum damage and have +12 accuracy. 1
[ ] "Masochism event": Emulates Angel of Masochism for a single level, i.e. the player will be unable to heal until they exit the floor. To prevent a player from getting screwed by entering such a floor at low health, have the player get supercharged upon entering the floor. 1
Miscellaneous
[ ] New fluid: Blood, which deals 8 damage, and while it harms the player, it does not harm enemies. (Needs discussion on damage type, it could just be Plasma, so that a third resistance type is relevant to boots, but some boots will need that resistance added). 1
Omega Tyrant:
I'll use this post to explain my rationale for the new suggestions I added to the OP while making it.
*Farther buff all Elite Formers by increasing their melee accuracy.
Elite Formers were given a substantial buff to their melee damage to make them less exploitable and weaken camping strats in Military Base. However, I realized their accuracy wasn't buffed either, and their accuracy with melee attacks range from mediocre to terrible, limiting the impact of their melee buff as even on UV/N! they'll miss you often with their melee attack. Just buffing them all by +2 should suffice.
*Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+.
I noticed the Nightmare Cacodemon has a spawning depth of 51+, which looks like a typo, when all other enemies from floor 30 onward have spawning depths that are a multiple of 10, with this lone exception. So that should be corrected.
*Lower the Shambler's spawning depth in A100/666 to 70+.
When looking over when the later enemies start spawning in A100, while floor 60 only introduces one new enemy (Elite Former Sergeant) and floor 70 introduces two enemies (Elite Former Captain and Lava Elemental), floor 80 introduces a whopping four of them. So this suggestion is to more even out when new enemies get introduced instead of having this big spike at floor 74-80, of which the Shambler in that floor 80 group makes the most sense to have spawn sooner.
Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition)
On Discord, after someone erroneously thought that levers gave you EXP, Kornel stated he thought that could be a good idea, and I think it can be too, so I want to formally propose it, to farther incentivize gambling with levers. I would also suggest possibly disabling that EXP bonus if you have Intuition, so that Intuition doesn't get buffed farther.
Change "Shotgunnery Cross" and "Marksmanship Cross" to each require 100% kills, while also changing "Malicious Knives Cross" and "Sunrise Iron Fist" to require 50+% kills
Aside from the former two new medals being redundant with the already existing challenges where you're restricted to only using Shotguns and Pistols, I discovered you can easily cheese getting them alongside the Malicious Knives Cross, Sunrise Iron Fist, and the new Zen Master Cross all in a single pacifist run (as you can see in this mortem I posted to the Discord). Ignoring the blatant cheesing to get a bunch of obtuse medals at once, this seems to be clearly against the spirit of these medals where you're supposed to be actually killing enemies with the designated weapon type. A simple solution would be adding a 100% kills requirement to the Shotgunnery and Markmanship Crosses (that additionally has the bonus of making them somewhat distinct in purpose from the pre-exisiting shotgun/pistol challenges), while adding a 50% kills requirement to the Malicious Knives Cross and Sunrise Iron Fist. You could technically still get them all in a single 100% kills fist-only run, but that takes a ton more effort than spamming pacifist runs until you get lucky (and at least you wouldn't be able to double them up with the Zen Master Cross and Pacifist Medal).
*Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem
Being able to reobtain badges was shot down by Kornel, under the reasoning that it would make Nightmare mortems' award sections become hugely inflated. I agree with that reasoning but still would like this idea, so I want to propose amending it to where you can reobtain badges, but only the highest tier badge of each set will appear in the mortem's awards section (for example, if you fulfill the conditions to earn the Veteran Diamond Badge, none of the lower tier Veteran Badges will appear in the mortem). The main cause of this potential inflation is that obtaining the higher tier badges will also fulfill the requisites for all the lower tier badges in the set, with only a few exceptions, so this should prevent the award section from becoming too inflated in size with redundant badges.
*Add a new set of badges for House of Pain
Currently the Scavenger set of badges do not apply to House of Pain. You could simply include House of Pain in this badge set, but given that unlike The Vaults, House of Pain is conventionally beatable without the Arena Master Staff, so getting the Scavenger badges on it would be much much easier. Considering that, House of Pain should have a new set of badges for it. The requisites need to be hammered out, but I have the following ideas:
Homewrecker Bronze: Enter House of Pain, and decline the invitation.
Homewrecker Silver: Clear House of Pain.
Homewrecker Gold: Clear House of Pain on HMP or higher without using the Arena Master's Staff.
Homewrecker Platinum: Clear House of Pain on UV or higher in Angel of Confidence.
Homewrecker Diamond: Clear House of Pain on N! in Angel of Overconfidence.
Homewrecker Angelic: I'm at a loss for this one and really need ideas, maybe clear it on N! without using the Arena Master's Staff in an Angel of Purity + Angel of Humanity dual challenge? (i.e. beat it on N! with no health and no powerups)
*Change Everyman Platinum Badge to requiring 100% kills, so that it isn't redundant with Thomas' Medal.
Kornel has stated that he doesn't want to change any of the medals named after old players, named after them for being the first players to achieve that medal's particular feat. So if changing Thomas' Medal is off the table, then Everyman Platinum should be changed to not be redundant. One idea is to change Everyman Platinum to require 100% kills instead of being a conqueror, so that it remains a tough platinum badge that is still available to obtain on HNTR difficulty.
*Change Centurial Diamond Badge to require the Experience Cross in addition to clearing A100 on Nightmare difficulty, so that it isn't redundant with Dervis' Medallion
Similarly, if changing Dervis' Medallion is off the table, then Centurial Diamond Badge should be changed to not be redundant. My idea is to make it also require obtaining the Experience Cross, so you must actually kill most enemies to max out your level instead of just trying to stair dive through, but you don't have to go through the tedium of destroying all corpses or repeatedly killing a reviving enemy as kill percentage doesn't matter unlike with many other badges.
*Add the Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance.
If the Acid-Proof Armor (or Baron's Hide as I think it could be named) is added, it makes an obvious pairing with the Acid-Proof Boots, that can work as a weaker counterpart to the Inquisitor Set with full acid immunity instead of fire immunity, while also giving the underutilized Acid-Proof Boots a bit more potential usage.
*Add new monster groups for deeper levels in Angel of 100/666
0.9.9.8 added a new monster group of Pain Elementals + Cacodemons that spawns exclusively in A100/666 as its minimum depth is beyond standard game limits, which got me thinking that there could be more groups added to shake up deeper A100/666, utilizing the nightmare and boss enemies that have no such groups. Plus seeing the 100th Archvile + Barons/Revenants/Mancubus group gets repetitive, so more promotion of variety is nice and helps to make deeper A100 floors a bit more potentially dangerous. Several new monster group ideas I have:
2 x Baron of Hell, 2 - 6 x Nightmare Imp, with a minimum depth of 30, maximum depth of 60, and a weight of 4 (an upgraded version of the Baron + Imps group that stops spawning after floor 21).
2 x Bruiser Brother, 4 - 9 x Nightmare Imp, with a minimum depth of 60, and a weight of 3 (a farther upgraded version of the aforementioned group).
4 - 9 x Nightmare Demon, with a minimum depth of 50, and a weight of 3 ("Phobos Lab flashback", an upgraded version of the mass Pinky group that stopped spawning dozens of floors ago).
3 - 6 x Nightmare Arachnotron, with a minimum depth of 70, and a weight of 2. ("You can't tank this", an upgraded version of the mass Arachnotron group, though accordingly more uncommon).
1 x Elite Former Sergeant, 2-6 x Elite Former Human, with a minimum depth of 60, maximum depth of 80, and a weight of 4 ("Elite platoon", an upgraded version of the old Former Sergeant + Former Humans group)
1 x Elite Former Captain, 2-3 x Elite Former Sergeant, 2-3 x Elite Former Human, with a minimum depth of 70, maximum depth of 90, and a weight of 3 ("Elite platoon Mark 2", a farther upgraded version of the Formers-only group that utilizes the newly spawning Elite Former Captain).
1 x Elite Former Commando, 2-3 x Elite Former Captain, 2-3 x Elite Former Sergeant, with a minimum depth of 80, and a weight of 2 ("Elite platoon Mark 3", an even greater upgraded version that brings out all the big guns).
2-3 x Lava Elemental, 2-3 x Shambler, with a minimum depth of 70, and a weight of 1. ("Fireblu", a rare yet potent combination of lava and plasma, plus these two guys both teleport and regenerate, while not making good group buddies with anyone else).
1 x Agony Elemental, 3-8 x Nightmare Cacodemon, with a minimum depth of 80, and a weight of 2 ("The Dark Cloud", a significantly more threatening version of that cute meatball cloud group we've been seeing for the past 50 floors).
1 x Cyberdemon, 4-9 x Baron of Hell, with a minimum depth of 80, and a weight of 2 ("Tricks And Traps", a homage to one of Doom 2's most famous setpieces, unfortunately this time you can't make them fight each other).
1 x Cyberdemon, 3-6 x Bruiser Brother, with a minimum depth of 90, and a weight of 1 ("You can run but you can't hide", a rare upgraded version of the former group, as aside from Cybie having even beefier backup, this time they will all be hunting you alongside him).
2 x Nightmare Archvile, 3-6 x Mancubus (or 2-4 x Nightmare Mancubus if they're added), 3-6 x Revenant (or 2-4 x Nightmare Revenant if they're added), with a minimum depth of 90, and weight of 2 ("Nightmare VMR", of course we need the upgraded version of this classic trio group to round out the end of A100).
Add a new fluid, Blood, which deals 8 damage, and while it harms the player, it does not harm enemies.
Kornel mentioned the possibility of adding a new fluid, and when thinking of it, we're missing the third classic damaging fluid from Doom, blood. To make it more interesting, I think it should do substantially less damage than lava at 8 damage, but it should be even harder to get good foot protection against it (perhaps it should utilize plasma damage?), and it has the farther unique effect of being a fluid that doesn't damage enemies, making it a more serious impediment than lava can be (which you can normally exploit to great effect against most enemies, whether to escape them, corral them to a favorable position, or knock them into it to severely injure or kill them). It should be made to only generate in Hell and beyond, and be a bit uncommon, while you can also add it to the pool of lever effects. If it's added, some boots may need the relevant (assumed plasma) resistance added, of which I propose the following:
Plasteel Boots -> 10% plasma resistance (just so it saves you one more point of damage than what Protective Boots would)
Environmental Boots -> +30% plasma resistance (should take more than an advanced assembly with cheap mods to get that good of resistance to it)
Cerberus Boots -> +95% plasma resistance (I don't think they should have full blood immunity, so that this fluid is much more difficult to get immunity to)
Nylaptotep Boots -> 30% plasma resistance (matching Malek's Armor)
Enviroboots -> 100% plasma resistance (should be the only boots immune, also gives it a niche over A-modded Cerberus Boots that otherwise obsoletes it)
Maybe could also add new standard or exotic boots that only has a good plasma resistance and nothing else (and if exotic, perhaps a minor speed bonus too just to make it a bit more unique, as currently only Phaseshift and Laptop boots make you faster at base)
TNT:
Thanks for the compilation, Tyrant.
A small U/X suggestion based on my recent experiences with DRL:
It would be convenient if we had a way to show how much ammo is left in your inventory for the current weapon you're wielding. Feels like there's space to the right of the weapon itself, at least.
I know you can open the menu to look, but not having to stop the action to look and keep track may make gameplay flow better, especially with ammo-hungry stuff like rapids.
There's a lot to go through and respond to here, but for the moment, +1 to having an upgrade to the basic pistol that isn't a special drop you could never see in a given run.
EDIT: Also, after once again staying up until almost 3 AM playing the game, I think it'd be -extremely- helpful to have a clock display somewhere >~<
It can maybe be toggled or something but it'd certainly help with keeping track of time, especially when playing in fullscreen.
ToME has this as an add-on and it's probably the only reason I don't stay awake playing until ungodly hours
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