DoomRL > Requests For Features

Compilation of fixes, changes, and new ideas for version 0.9.9.9

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Omega Tyrant:
With the release of the first 0.9.9.9 beta, I'm gathering new bugs and other fixes to make regarding it here:

*Screenshots aren't being saved, unless you manually create a folder named "screenshot" in DRL's root folder

Self-explanatory, screenshots aren't saving without the aforementioned manual fix. With this version shaking up the folder structure, and moving the screenshot folder into the "drl" subfolder of the "user" folder, it simply seems the screenshot function hasn't been updated to account for the new folder setup.

*Nightmare's -10% speed penalty may not be working

So before, one of the errors listed was the player info screen not reflecting Nightmare's -10% speed penalty, but after playing Nightmare, it never seemed like I was any slower than usual, and after getting a setup to test with a Cacodemon while I was a Marine wearing equipment that neither sped me up nor slowed me down, I can confirm no speed penalty is applying (as the Cacodemon never got a double move, which it should about every 10 movements if the speed penalty was working).

After farther testing with previous versions back to 0.9.9.6 and Kornel stating he has no recollection of ever adding this "feature", it turns out it may not have actually existed in the first place (or if it did, it was silently removed back in a very old version prior to 0.9.9.6). Kornel also stated he doesn't like the idea of adding difficulty by nerfing the player, so we can probably expect it to never get (re)added to the game. However, there is the question on if enemies could get a universal +10% speed bonus instead (it has a similar effect to the speed penalty but the player won't be given a harder time on any time-sensitive event like a timed nuke level and dealing with N!'s respawning that becomes more frequent the longer the player is on the floor). It would have probably been overkill on old Nightmare that a lot of people found too difficult/unfun even with it lacking the supposed speed penalty, but with the new N! changes making respawns easier to manage and no longer needing to fuss with corpse disposal for kill %, it could be added as a farther means to spruce up N! (as well as assuage any potential complaints from returning players of the changes making N! too easy), and farther replicate the "fast monsters" aspect of actual Doom's N! difficulty (my concern though would be that it could make some barely possible badges like Everyman Angelic veer into the realm of borderline impossibility, either way this should get some discussion).

*Item reveal is not working in Nightmare. Have it activate when all active enemies are dead, or after all unique enemies have been killed once.

The enemy reveal mechanic works as it's supposed to in Nightmare (triggering when there's 3 or less active enemies alive on the floor at once), but item reveal isn't activating, even if everything is dead and you destroy every corpse. Having it activate when you have everything dead at the same time, or after all unique enemies have been killed once, will work.

*The game may crash if you attempt to use the Dragonslayer's altfire, Whirlwind.

When testing the Dragonslayer, the good news is I can confirm the permanent berserk effect now works as it's supposed to. The bad news is, we got yet another game-breaking bug with it, this time the game will get a fatal error if you attempt to use Whirlwind. After reloading saves and testing it some, the bug is not consistent and Whirlwind will sometimes work as it's supposed to, while sometimes it crashes with said fatal error, so I'm unsure what's causing it.

*Technician Gold badge wasn't awarded on the run that fulfilled its condition, and was instead awarded at the end of the immediate next run.

A weird little bug I noticed; after copying over player data I used in prior betas, I did some quick test runs to knock out some more assemblies, so I don't get any Schematics when testing Nightmare, and in the process I finished all the basic assemblies, which should give Technician Gold. However, in the run I did so, I was not awarded Technician Gold, and it was instead awarded in the immediate next run after where I died before I could even make any assemblies. The linked Discord mortems show it, but for additional info, the Power Armor assembly was the last Basic Assembly needed, and in the run I got both the Schematics for it from Armory and created Power Armor immediately after before leaving Armory, so maybe that caused this bug?

*The Mortem's kill ratio message seems to be based on the total enemy kill ratio with respawns factored, rather than the unique enemy kill ratio.

Self-explanatory, so for example if you kill every unique enemy at least once and thus fulfill 100% kills but leave any respawns alive, you won't get the "This ass-kicking marine killed all of them!" message. Badges and medals that have a requisite kill ratio are being properly awarded based on the unique enemy kill count however, so a minor bug.

*If you fulfill the clear condition for a special level (typically having every enemy spawn activated and having everything dead at once) and then leave with any respawns alive, the game will give you the level clear message in the exit text and the Mortem, as well as any badges/medals that require clearing the level, but the level will not be counted as completed for Conqueror.

Another weird bug noticed; I thought with the change to how the enemy kill count works regarding respawns, you could now have special levels be considered complete after fulfilling their complete condition without having to make sure no respawns are up when exiting. If you do complete a level and then exit with any respawns alive, you get some weird half-state of completion; the level's exit text and the Mortem's level history text will be what you get for completing the level (e.g. for The Vaults, the Mortem states "He cracked the Vaults and cleared them out!" rather than "He managed to scavenge a part of the Vaults' treasures.", as seen in this mortem), and after testing, I can confirm you still get any badges/medals tied to completing the level (as seen in this mortem, where I still got the Grim Reaper's Pin and Reaper Diamond badge after leaving Limbo with respawns alive), but the level won't be counted as actually completed in the special level count section, so you won't get the Conqueror medal and (presumably) any badges that require achieving a Conqueror run.

*Modding display menu sometimes has inaccurate info.

The new modding display menu is a good addition to inform players what they're actually doing with any mod, but I noticed a couple issues. The first is when applying a bulk mod to armor and (presumably) boots, the display will show the bulk mod making said armor/boots 10% faster when it's the other way around (when applied however, the bulk mod still works as it's supposed to with making your armor/boots -10% slower). The second is when making an assembly like Tactical Boots or the Ripper that requires a second mod of the same type that you normally can't apply, the modding display will show the added effect of the second mod despite being unable to apply it without making the assembly (for example, if assembling Tactical Boots, the effect section will display your Steel Boots going from +10% to +20% speed).

*The game will not allow you to attempt applying Firestorm and Sniper mods to non-compatible equipment, notably preventing you from assembling Demolition Ammo.

Self-explanatory, this issue would also prevent being able to make any future assemblies that require adding a Firestorm or Sniper mod to non-compatible equipment (such as the proposed Scouting and Blastproof Armors).

*If too many sounds play in quick succession, the music will be turned off.

When employing the usual camping strats on Military Base, I noticed the music stopped playing. I saved and reloaded, which got the music playing again, but then I spammed some more run -> wait while nearby all the formers in the locked room and indeed that knocked out the music again. So it seems the cause is simply having too many sounds play at once, which can happen when spamming run -> wait near a group of enemies that can't reach you. The aforementioned saving and reloading restores the music, as does entering the next floor.

*Add ammo pickups to The Mortuary and Limbo.

A major mechanical change that was tested out is respawns no longer dropping any weapons and ammo they inherently have, both enemies revived by Nightmare/Angel of Darkness and by Archviles. With the other major respawn changes (corpses in your vision don't revive in Nightmare/AoD, and respawned enemies of either variety don't count towards the kill counter), this appears to be a fair change (100% kills in Nightmare without playing a melee build is very much viable, while you conversely can no longer farm a full inventory of ammo and Plasma Rifles off of any isolated Former, nor cheese Archviles with Formers on any difficulty to get as much ammo as you want). However, the big concern is Mortuary on any difficulty, as before you could rely on all the respawn ammo drops to soften the huge ammo sink the level normally would be, and even then you would still often come out with a significant net negative in ammo. With respawns no longer dropping ammo, you're outright in danger of running out of ammo or otherwise will likely deplete your ammo to a crippling degree, and if playing Nightmare, I don't see Mortuary being even viable without melee investment + strong melee weapon or having a Nano weapon (the Nuclear BFG helps, but aside from being able to easily get destroyed before picking it up, you can't easily recharge it when you got a bunch of enemies bearing down on you and it's not even that strong). To compensate, I think Mortuary should have ammo added, which can be in the form of at least one ammo box in each corner (have 10mm Ammochain in the top left, Power Battery in top right, Rocket Box in bottom right, and Shell Box in bottom left), and then on Nightmare, double the amount of them. As for Limbo, I thought it was fine without added ammo previously, as you could exploit the lava to great effect to easily dispose corpses and save lots of ammo, but with the new blood replacing the lava, thus requiring you to deplete much more ammo to kill enemies and allowing the Archviles to resurrect more than they could before, I think Limbo should get the same proposed ammo box in each corner (and then doubled on Nightmare).

*In the Nightmare version of The Vaults, the six Red Armors that are supposed to spawn next to the right vault's Barons may be bugged as it appears only one Red Armor is spawning, and the ease at teleporter camping the center vault's Nightmare enemies should be fixed.

As part of 0.9.9.8's big difficulty buff to The Vaults, on Nightmare it has UV's Arachnotrons and Archviles replaced with their Nightmare versions, and was supposed to spawn Red Armor next to the right vault's six Barons, so that they all have very good armor instead of only having one random armor between them. However, the Red Armors' spawning appears bugged or improperly implemented, as each time I played it, I only ever saw a single Red Armor drop from a right vault Baron each time (and it doesn't appear these Red Armors are accidentally spawning anywhere else, as the left vault with Nightmare Arachnotrons has no armors and I'm not seeing a bunch of Red Armors on the center vault's Barons either). Another issue is due to all Nightmare enemies becoming immune to fluids in 0.9.9.8, the newly added N! Arachnotrons and Archviles can walk over the lava blocking the center vault's teleporters and allow them to escape. Now I don't think this is itself a bad thing, it can add quite the scare factor to the level and it can put you in a really bad spot if a N! Arachnotron or Archvile suddenly pops up in a very awkward time across the long thin halls on the level or when you're trying to clear out one of the side vaults, and when going for the Scavenger badges, you still need to get lucky with Phasing into the center vault as the Barons still can't escape it. However, once you realize this and know both teleporters deposit teleportees right next to the stairs, you can simply camp next to the stairs to more safely kill each of the center vault's Nightmare enemies one-at-a-time, and then once they're all dead, you'll have a much easier time clearing out all the vaults. To prevent this, you can replace the lava blocking the teleporters with walls that can be destroyed conventionally, or by tying them to a lever inside the center vault that will destroy them (just make sure the lever is indestructible so it doesn't get destroyed in the inevitable crossfire when a player phases inside). Alternatively, if you want to keep the Nightmare enemies telporting outside of it, change the teleport destinations so the left teleporter's is as it currently is next to the stairs, while the right teleporter's drops you off on the opposite of the map; this would still allow you to spawn camp some of them (or maybe even all if you're lucky), but some others (or even most if unlucky) will evade the spawn camping and trying such can put you in a very dangerous position if one pops up in an unwanted direction while trying to kill another that just teleported in. I'm ok with either solution; the former makes opening the center vault and phasing into it a ton more dangerous, but the latter makes general exploring of the level paranoia-inducing and can be really evil with its potential to pinsir you between some of the nastiest enemies in the game.

*When using the Dragonslayer/Berserker Set in special levels, make killing the Nightmare Demons/Cacodemons not required for completion.

So to access the super secret Apostle fight, you're supposed to make it to Hell Fortress with the Berserker Set on, which you can find randomly if you're very very lucky, but are intended to fulfill the conditions on Nightmare to get them the guaranteed way. Getting the Dragonslayer works fine enough, but then to get the guaranteed Berserker Armor from Mortuary/Limbo, you have to use the Dragonslayer. Prior to 0.9.9.8, this was very difficult, as being stuck using the Dragonslayer means you can't use any corpse disposal weapon and the Dragonslayer itself can't gib big enemies like the Spear and Scythe since it deals melee damage, but it was doable. 0.9.9.8 however, made it so that just equipping the Dragonslayer now spawns infinite Nightmare Demons, while equipping the Berserker Set spawns infinite Nightmare Cacodemons on top. This is fine on normal floors, but this makes beating Mortuary/Limbo on Nightmare with the Dragonslayer an insane task, as in addition to all the corpses repeatedly reviving, you now got the Nightmare Demons repeatedly spawning, who will also repeatedly revive when killed. When testing I was able to do it... but when playing an AoMC + AoLT game (so I guaranteed one-shot everything and guaranteed gibbed Revenants, Cacos, and Arachnotrons, while having the big speed boost of AoLT both limited damage I took and limited respawns/NDemon spawns), and when having Vampyre (which is near-IDDQD since 0.9.9.8). Even then I got low on health at points, and without AoMC + AoLT, I'm not so sure I could have gotten everything dead at once. I simply don't see beating Mortuary/Limbo on Nightmare with the Dragonslayer being viable with any build except with Vampyre and maybe Blademaster.

The simple fix to this would be to not count the infinitely spawned Nightmare Demons towards the level's completion, that way you won't end up in a state where Nightmare Demons keep spawning/respawning on opposite sides of the map and you're unable to ever get everything dead at once. I would apply this to other special levels too, as it makes completing them much more of a tedious pain (Lava Pits/Erebus could also get out of hand if you get bad luck with the Nightmare Demon spawns, especially since lava doesn't kill them anymore). If it's not possible to program it that way, perhaps the Nightmare Demon/Cacodemon spawning should be disabled on special levels, or if that isn't possible either, then maybe just cap their spawning at like 50 per floor (on any normal floor you shouldn't be ever facing more than that, and as a bonus it also limits some potential cheese strategies where you abuse the infinite Nightmare Demons to puff up your kill ratio).

*Have screen shaking intensity vary based on the strength of the projectile/explosion

A new toggable feature in 0.9.9.9 is the screen shaking whenever an explosion of any sort happens. I do sorta like it, but it's rather janky in its current implementation, as the screen shake is pretty strong and seems to always play at the same intensity, regardless of if it's a 2 damage Imp fireball or a 36 damage rocket. This obviously isn't intuitive, and is rather annoying to see the screen shaking so much when just getting pelted by Imps.

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The following aren't specifically fixes to issues with the new beta, but rather just new ideas for 0.9.9.9 in general I had that I haven't proposed here yet, and I thought I may as well get them out now instead of continuing to sit on them until it's too late:

*Have more badges require at least a standard win.

Currently, with any badge that require winning the game, a partial win will still award it, except for the few that explicitly require a full win. Unless you actually care about your run's score, this makes a standard win and partial win nearly functionally identical, when they will result in earning nearly all the same awards (the only exception is any badge/medal that has a damage limit requirement, as nuking yourself can push you beyond the damage limit, while instantly disqualifying you from any that require damageless). This also makes the Mastermind even more of a nonfactor than she usually is, since as long as you make it to her with a nuke, you can just set it off and get whatever badge(s) you were hunting without any worry of dying to her. As for what badges to change in this regard, I think every Gold to Diamond badge that require winning the game should at least require a standard win (if they don't already require a full win), with the obvious exception of Pacifist Gold (since you can only get a partial win unless you get a second nuke + Invuln near Dis and pull off a double nuke on the Mastermind + JC), and I would also leave out the Angelic badges as a bit of reprieve, since they're absurd enough as is (though if you wanted to make them require a standard win too, Pacifist Angelic would need an obvious exception, and I would make an exception for Everyman Angelic too).

*Have dying to John Carmack count as a normal death instead of as a partial win.

Something I always found a bit weird is how dying to Carmack still counts as you winning the game, and aside from that being unintuitive, due to partial wins being nearly identical to standard wins as described prior, this results in the choice to fight Carmack having no real risk to it. Die to Carmack while on a Diamond badge run? No big deal, you'll still be awarded the badge. If the prior change is implemented to make partial wins less rewarding, this would be less of an issue, though I would still make this change.

*Disallow nukes from being activated in Hell Fortress, and consider having any active powerups get turned off when entering Hell Fortress.

When fighting the Apostle most recently, I noticed the game outright doesn't let you activate a nuke when it spawns, and I thought why not have this apply to Carmack too? The Lava Element only having 9 actions of invulnerability is deliberate to prevent you from getting easy double nukes off on the Mastermind + Carmack, but as long as you find an Invulnerability on Floor 23 and can rocket jump, it's trivial to nuke the Mastermind and then make it to Hell Fortress to nuke Carmack in time too with that single Invuln (and if you have the Trigun, it's possible to get a double nuke on both with just the Lava Element). To get a full win, I think you should be required to actually fight and kill Carmack conventionally, rather than rely on getting lucky with a floor 23 Invuln and skip having to fight him altogether. On another note, perhaps have any active powerups get disabled when entering Hell Fortress too, as even without nuking Carmack, you can take a floor 23 Invuln all the way to him and easily kill him without damage, or at least get most of the work done before he is able to actually fight back (the game already tries to enforce a fair fight by punishing you for trying to shoot him from out of vision, so it'll be fitting for him to depower you upon entering).

*Spruce up Hell Fortress' Apostle fight.

So I finally got to experience fighting the Apostle in Hell Fortress... and it was even more disappointing than the A100/666 fight. No unique entrance text to indicate anything is different, just the standard victory text when winning, and there's nothing different about the level itself, so you just fight the Apostle in a big empty room (which also means its resurrecting abilities don't get displayed, as the only other enemies are the Nightmare Demons/Cacodemons spawned by the Berserker set, which the fight should end before enough of them spawn to really get involved). Aside from more flavor with unique entrance and victory text, and the prior proposed buffs to the Apostle itself, a big way I think the fight could be improved is having a ton of corpses spawn in Hell Fortress with the Apostle, so its resurrecting capabilities actually get put to use.

*In The Lava Pits and Mt. Erebus on Nightmare, remove the last remaining Radsuit.

Previously I proposed have difficulty-dependent Radsuits on Lava Pits and Erebus to make them more appropriately difficult on the harder difficulties, which was implemented. When finally playing Nightmare however, I noticed the last Radsuit was not removed. Considering Lava Pits and Erebus see no real difficulty increase on N! as is compared to UV, other than a moderately more durable Lava Elemental, having no Radsuits on the level should be a fair change, especially since Radsuits last longer on N! and you can get more use of that single Radsuit than you could on UV (well Erebus needs way more than that, but even if its difficulty is buffed up elsewhere as I proposed before, I think it should still have the Radsuit removed).

*Allow Firestorm mods to be compatible with explosive weapons that have an explosion radius smaller than 3, having them increase these weapons' explosion radius by +1 instead of the usual +2.

Currently, there's an odd restriction with the Firestorm mod, where explosive weapons with an explosion radius of 1 or 2 cannot be modded with it (with the exception of the Tristar Blaster). This restriction doesn't make any real sense and is completely unintuitive (even Icy mistakenly thought you could apply Firestorm mods to small explosion weapons, as you can see in his guide to the Napalm Launcher here), as well as needlessly farther limits the utility of a rare mod that is already limited in its usage. If there's concern of a Tactical Rocket Launcher/Napalm Launcher having its explosion radius increased from 2 to 4 or a Demolition Pistol having its radius increased from 1 to 3 being too strong, then simply have the Firestorm mod give these weapons only a +1 radius boost rather than +2.

*Let the Lava Element appear as a random drop.

The Lava Element is an item with some potentially interesting applications beyond just serving as a guaranteed means to get a full win, as a source of temporary on-demand Invuln at any time. However, even if not saving it for a full win, you only have it for a single random floor you likely won't have any trouble with and then Dis, while you can never get it in A100 where you'll be much more probable to come across a floor that you would actually want to use it. As such, I think it would be neat if you could get the Lava Element outside of Lava Pits/Erebus as a random drop if you're lucky and get to play with it in more interesting scenarios beyond "set off nuke, pop Lava Element at 2 seconds left". You could give it a spawning weight of 3 or 2, and if you want to make the random drop of it an A100/666 exclusive, then set the spawning depth at 30+ .

*More Angelic badge ideas for existing special level sets

I previously thought up ideas of badge sets for special levels that currently have none, so why not potential ideas for completing the sets that already go up to Diamond?

Reaper Angelic: Clear The Mortuary/Limbo on N! in Angel of Humanity. (This is certainly a lot harder than Reaper Diamond, and gives you a reason to actually play AoH on Nightmare).

Scavenger Angelic: Clear The Vaults by luck on N! in Angel of Light Travel. (I don't think just upping it to Nightmare is enough compared to Scavenger Diamond, so the AoLT stipulation will add even more luck to it as you won't be able to stockpile much Phase Devices nor much rockets for a Napalm Launcher, nevermind the added difficulty of just making it to The Vaults with limited ammo and medkits in your inventory that you're sacrificing to fit Phase Devices and rockets in).

Longinus Angelic: Unsure, perhaps clear Unholy Cathedral on N! without Brute, Finesse, and Hellrunner, while excluding AoMC and AoLT? (Restricting Finesse and Hellrunner means outspeeding strategies will need some very specific equipment, particularly a Ripper or else you'll need to spend hours throwing a knife, or a very very good melee armor or two with a Hatred Skull or lots of medkits, might still be too easy for an Angelic badge but could be ok if the proposed change of adding Nightmare Demons to UC on N! is implemented)

Arena Angelic: I'm unsure of this one too, maybe clear Hell's Arena on Nightmare in Archangel of Humanity? (It is difficult to think of something harder than current Arena Diamond without pushing it into the realm of impossibility or lottery luck, and I'm thinking Archangel of Humanity is the only viable option here; you're not restricted to melee-only, but missing out on those two or three extra traits is very significant and of course you only have 10-14 max HP, I think it could be harder than AoB but shouldn't be impossible with the implemented Nightmare changes)

Omega Tyrant:
This post is to organize new bugs and issues found in the 2nd beta of 0.9.9.9.

*Various audio issues

In addition to certain sounds having defaults that have always ignored any new sound you try defining for them in the sound.lua and now audio.lua files (such as the Nightmare Cacodemon and Lava Elemental projectiles using the default fireball sound regardless of what you put in for them, or the Revenant's projectile using the Rocket Launcher's sound even if you try giving it a different sound), I have found new sounds that ignore what you set for them.

*The Shambler's projectile now always uses the default fireball sound, ignoring what you set it for it in the audio file.
*All melee weapons use the default fireball sound when attacking with them, not only ignoring what you set for them but also the default sounds that were already assigned to some of them.
*Activating levers uses the powerup sound, rather than what you set for them nor the default switch sound (this does not apply to levers in special levels however, which are correctly using the switch sound).

One other minor audio issue is when releasing the Shamblers in Hell's Armory and Deimos Lab, their act sound upon releasing is distance-based. This is fine for Deimos Lab when you're right next to the spot they spawn when hitting the lever to release them, but in Hell's Armory, since the Shambler is released on the other side of the map, you don't hear it at all. Maybe you could argue it's better this way, but previously this sound wasn't distance-based.

*Warning messages are not colored

Self-explanatory, warning messages for when your armor is damaged/destroyed, when a nuke countdown is happening, or simply from killing everything on the level, are no longer colored. You can see a screenshot of it in this Discord message.

*If an item's name gets too long, it'll take up two lines of space in your inventory menu, and push other items off the screen.

Also self-explanatory, you can see a screenshot of it in this Discord message.

*If a run earns enough unique medals to earn one of the Heroic badges, you won't be awarded said badges until the next run you complete.

So like with the Technician badges, it appears the Heroic badges are also bugged to not be awarded on the actual run you earn them in, with the game instead giving them on your next run you complete, as seen in this Discord message. I assume this issue will also apply to the Armorer badges.

*You are unable to equip autoequip weapons from the ground if you are already holding another weapon, even if you have inventory space for it.

Yet another self-explanatory issue, you can see a screenshot of it in this Discord message.

*Gunrunner's autofiring is bugged.

So with the new JH targeting opening up the possibility to control Gunrunner's autofiring when running instead of only firing at the closest enemy, I thought to try testing if it worked that way now... only to find that Gunrunner's autofiring doesn't work at all. You'll run, and the targeting cursor will go to the closest enemy if you have it targeting a different enemy, with no firing happening. And even if you were pre-targeting the closest enemy, it still doesn't autofire. A pretty crippling bug that needs to be fixed ASAP (and hopefully Gunrunner will gain control over where its autofire shoots when that is fixed).

*If you reload a save, when you run -> wait with enemies revealed, you cannot stop it manually.

Normally, if you do run -> wait when enemies are revealed from a Tracking Map or the enemy revealed mechanic, you are able to interrupt it before whatever max wait time you have set in your config file. However in the current beta, if you save and then reload it, you are unable to stop it until an enemy gets in your vision or it hits the max wait time, and any inputs you do try inputting seemingly get "buffered" to get inputted immediately after you reach the max wait time. Weirdly this bug seems to only be present when you reload a save, as I have not encountered it on any run before saving.

*Cerberus Boots have a flat 50% plasma resistance, rather than giving +50% resistance to the base boots with a cap of 100%.

Not a bug, but something I noticed when making Cerberus Plasteel Boots, they had 50% plasma resistance rather than 60%. This isn't a big deal in this particular instance, but the main reason I bring it up is if you were to make Cerberus Boots out of the new Blood Boots, the resulting Cerberus Blood Boots would have 50% plasma resistance rather than 100%, which makes no sense. Since the only other moddable boots with any plasma resistance is Plasteel boots, this change would mainly just allow you to make Cerberus Blood Boots that retain their blood immunity (and make Plasteel boots a slightly better option for Cerberus Boots, which isn't a bad idea to help differentiate the resulting Cerberus Boots based on which boots you use, as otherwise they're all identical aside from Cerberus Gothic Boots having 200% durability).

*Blood Boots (almost) cannot be obtained outside of A100/666

I noticed in the source code that Blood Boots have a minimum depth of 25, which considering boots cannot spawn in vaults, this make Blood Boots almost unobtainable outside of A100/666 (I say "almost", because you can obtain them in Lava Pits/Mt. Erebus since item spawns there are based on floor 25, but your chances are very low that you'll get them there). I imagine this was intentional, given blood is primarily an A100 feature, with its only standard game appearance currently being in Limbo and rarely in caves on UV/N!. However, making Blood Boots an almost A100 exclusive makes it a particular pain in the ass for the Armorer badges, as now you cannot possibly get Armorer Gold without playing A100 or getting very lucky in the one special level you can find them, which isn't a big deal, but the bigger pain comes in that you now wouldn't be able to get Armorer Diamond without playing A100 at least three times (and likely more as you can go entire A100 runs without ever finding the Blood Boots), or otherwise getting very lucky with them spawning in Lava Pits/Erebus three times. And Blood Boots could still be useful in the standard game, so being able to get them if you're lucky could be nice (whether to make Limbo easier or as a life saver if you get a really bad late blood cave on UV/N!). A minimum depth of 17 or even 20 for the Blood Boots can work. If these boots must be kept an A100 exclusive, I wouldn't mind the Armorer badges being overhauled however to be less of a pure grind.

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The following aren't bugs/issues, but a couple more balancing ideas.

*Lessen the speed penalty on heavy boots.

A new mechanic added is fluids slowing your movement down by 20%. I like this change, but I think this change is excessively punishing on heavy boots that were given a big movespeed penalty to previously compensate for their ability to run through fluids with little to no damage, back when there was no speed penalty from fluids. For example, when playing a Scout wearing Cerberus Boots with no Hellrunner, you will have an abysmal 1.48 second movement speed in fluids with no armor on (or armor with no speed bonus/penalty), and an abominable 1.77 second speed when wearing Red Armor that wasn't agility-modded on top of those boots (better hope there's no speedy enemies around or you might get triple-attacked). And of course those numbers would be even worse for the Marine and Technician, while if the N! enemy speed bonus is added back on top, maybe a quadruple attack could be possible... As such, I propose the following move speed adjustments:

Gothic Boots: -15% -> -10%
Environmental Boots: -25% -> -15%
Enviroboots: -25% -> -15%
Lava Boots: -30% -> -20%
Cerberus Boots: -30% -> -20%

I'll also note that these new values still make these boots slower in fluids than they were in versions prior to the fluid-slowing moving mechanic, and they're still slow enough that you would rather wear movement-boosting boots normally, even after agility-modding them (-10% speed Cerberus Boots vs +25% speed Tactical Boots is no contest for what you want to be wearing at all times).

*Buff Tough As Nails to give +5% inherent energy resistances per level in addition to +1 inherent protection, nerf the Marine's inherent energy resistances to 10%, nerf Berserk's resistance bonuses to +50%, change Vampyre's SoB block to TaN, and change Malicious Blades' TaN block to Badass or SoG.

This is several different things but I'm putting them all under the same entry, as they're tied together, addressing TaN being an underpowered trait whose block means little to any mastery that blocks it, a requisite Marine nerf that would be needed if TaN is buffed to keep Marines from getting too tanky, addressing the overpowered defenses granted by Berserk and the Berserker trait, and a way to farther nerf the currently broken Vampyre, while giving the currently underpowered Malicious Blades something. I wrote up a big post explaining the rationale behind these changes in the JH Discord, but in case the person reading this isn't in the JH Discord or don't want to open Discord up, I'll repost it here under the following spoiler tags:

Spoiler (click to show/hide)Wondering if Tough As Nails could get buffed. It's the basic trait i pick least by far, and I find it to be a "whatever" block for nearly every mastery that blocks it, while Ironman is the usually more useful filler defensive trait. Aside from general "offense > defense", some particular issues with it:

*1 point of protection matters little against bigger enemies, unless you already have such good armor that you can reduce their attacks down to around 5 or less damage.

*It is applied separately from your armor in damage calculation, which means TaN does not reduce the damage your armor takes, unlike inherent resistances will.

*TaN1 literally does nothing against plasma damage, since it's applied separately from armor (meaning it can't stack on armor with odd value protection to save an extra point of plasma damage) and gets rounded down to 0. TaN3 additionally provides no extra benefit against plasma, since it still can't stack with armor and will get its protection rounded down to 1.

*If you have good enough armor to reduce damage to 1, then any additional levels of TaN does nothing.

Just letting it stack properly with worn armor in damage calculation could be an idea to help address issues 2 and 3, though I don't know if that would be a pain to program, and it would also buff enemies that find armor, which could be either good or bad depending on how you see it (though that would only apply when a Hell Knight finds a Green Armor or another 1/3 protection armor, as now it would take 1 less damage from plasma hits, other enemies that can wear armor already have even value inherent protection and so gain no benefit from it). Another idea is to take a page from Ironman's buff and have each level of TaN give you +5% inherent energy resistances in addition to +1 protection, which will let it make more of a difference against the big hard-hitting enemies, help reduce the damage your armor takes, and will make TaN1 + 3 actually matter against plasma damage. If the latter idea was to be implemented, you would need to nerf the Marine's inherent energy resistance to 10%, or at least 15%, which would end up serving as a slight indirect nerf to Ammochain (which is blocked TaN).

I'm also thinking berserk's resistances could be nerfed to +50% rather than the +60% it is now. Aside from +60% being a weird number, Berserker itself is a very powerful defensive trait without even considering the offensive benefits of berserk; take any hit that deals 16 damage or more, you automatically reduce it by at least 60% (which stacks with whatever armor resistances and other inherent resistances you have), while you then get 20 actions performing all actions 50% faster and will reduce any farther damage by 60% during those actions (while getting even more berserk actions if you take any subsequent hit that deals 16+ damage), which you can utilize to kill the threat(s) much easier or escape without depleting your tactics. It's so good that in A100 and Nightmare runs, I find it well worth going out of my way to get Berserker shortly after I get my mastery + WK2 even if I'm not intending to use melee (though since berserked melee is so strong, having a competent melee sidearm is always handy). Reading old forum threads, I see once upon a time, berserk's resistances were briefly +50% after being nerfed from whatever it was prior, but people freaked out about melee being "nerfed too much" and so it was made +60%, don't know if people overreacted as I wasn't around for those early versions, but in current DRL, I think +60% resistances is too strong and melee would still be very powerful with berserk resistances toned back down to +50%. This would partly help Malicious Blades being grossly outclassed by Berserker too (though I think Malicious blades would still need help to be worth not being able to get Berserker).
 
If you implemented the TaN buff, the Marine inherent resistance nerfs, berserk's resistance nerf, and then changed Vampyre's SoB block to TaN, that would go a long way to reign Vampyre back in, without hurting the other non-Ammochain Marine builds. For some number crunching, with 10% inherent energy resistances + 50% berserk resistances + 12% fire resistance from a Nanofiber Red Armor, berserked Vampyre would have 60% acid and plasma resistances in addition to 72% fire resistance. This results in the following new damage calculations

*An Archvile zap gets reduced to 4 damage (currently it deals 1 damage)
*An average Revenant and Mancubus rocket gets reduced to 2 damage (currently 1 damage), and max damage Revenant/Macubus rocket gets reduced to 5 damage (currently 1 damage)
*An average Cyberdemon rocket gets reduced to 4 damage (currently 1 damage), and max damage Cyberdemon rocket gets reduced to 8 damage (currently 1 damage). This damage calculation also applies to intentional facerockets to trigger Berserker.
*An average Baron acid ball gets reduced to 3 damage (currently 1 damage), and max damage Baron ball gets reduced to 6 damage (currently 2 damage)
*An average Hell Knight/Cacodemon plasma ball gets reduced to 2 damage (currently 1 damage), and a max damage plasma ball gets reduced to 4 damage (currently 1 damage)
*An average Shambler bolt gets reduced to 4 damage (currently 1 damage), and max damage Shambler bolt gets reduced to 7 damage (currently 3 damage)

With these numbers, Vampyre would now need to get much more rare indestructible/regenerating armor in order to achieve near-IDDQD status than just building a Nanofiber Red Armor. Vampyre could put a power or technical mod on Nanofiber Red Armor to reduce nearly every energy hit to 1 to 3 damage, but then it would sacrifice the much needed agility mod it can currently put on to mitigate Vampyre's lack of Hellrunner, meaning it takes a bit more chip damage when rushing in to hordes. If you made these changes and also disallowed Vampyre from healing over 100% and/or made its prerequisites harder, I think that would knock it back down to the A tier without going as far as preventing berserk resistances from stacking with the Marine's or other inherent resistances. For one more note, if TaN was buffed and Vampyre was blocked it, I would suggest letting Malicious Blades get TaN, both to alleviate so many masteries blocking it and to farther help give Malicious Blades something over the other two melee masteries (change the block to Badass or Son Of A Gun).

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