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.
ChangesThis 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 2Traits[ ] 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.
1Equipment 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.
1Enemies[ ] 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 6Special 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.
1Miscellaneous[ ] 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