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 and colored
light blue means it has been implemented; a suggestion marked with "~" and colored
light green means it has been partially implemented, while a suggestion marked with "~" and colored
pink has been soft rejected but may by partially implemented in another way; a suggestion marked with "?" and colored
light yellow means an attempt was made to implement it but needs testing to confirm it is working properly, or marks an "issue" that may not be an issue at all; and a suggestion that is struck through and colored
red 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. 1 2 (May have incidentally been fixed in the JHC UI changes, needs thorough testing to fully confirm it has been fixed.)
[~] Bug: Nightmare's -10% speed penalty seems to not be working. 1 2 (Kornel has no recollection of ever adding Nightmare's speed penalty nor likes the idea of difficulties nerfing the player, and after farther testing previous versions back to 0.9.9.6, it may have never actually existed in the first place, or was removed in a very old pre-graphics version. It's up in the air on if this "feature" will be (re)implemented as a universal speed bonus for enemies instead, which needs discussion.)
[ ] Bug: In the latest beta, if you complete a special level on Nightmare/AoD and then exit with any respawns alive, the exit text and mortem history text gives you the level's completion messages, and you'll earn any badges/medals that require completing the level, but the game doesn't actually count the level as completed for Conqueror purposes.
1[X] 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. 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? (I can confirm this badge isn't being awarded, unsure what is the cause if it's not the change to indirect kill attribution causing it)
1 2 3[X] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. 1[X] Bug: Sharpshooter doesn't work with explosive pistols, even on direct hits. 1[X] 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 new modding UI in the latest beta will not allow you to attempt modding non-compatible equipment with Firestorm and Sniper mods, which prevents you from assembling Demolition Ammo (and any future assembly that would require applying them to normally non-compatible equipment).
1[X] Bug: The Dragonslayer's permanent berserk isn't working, with it granting no additional turns of Berserk at all. 1[ ] Bug: Using the Dragonslayer's altfire, Whirlwind, can crash the game. It's unclear what conditions causes this crash, as sometimes you can use Whirlwind without the crash happening.
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: Projectiles can go through walls without exploding from certain angles, including the outer boundary walls, and explosive projectiles will not explode when clipping. (Needs more thorough testing to fully identify how this bug works).
1[X] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1[X] Bug: The lava flood in Halls Of Carnage sometimes does not activate. 1 2[ ] Bug: Screenshots aren't saving properly as of the latest beta, unless you manually create a folder named "screenshot" in DRL's root folder.
1[ ] Bug: Technician badges may have issues in the latest beta with being awarded properly? (Only a single example so far, where a Technician Gold badge wasn't awarded in the run that finished all basic assemblies, but rather in the run after)
1[ ] Bug: If too many sounds play in quick succession, the music can get turned off until you enter a new floor or save and reload.
1[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. 1 (This may have been fixed in the old 0.9.9.8 beta, neither I nor Icy have ever experienced this and no one has reported it happening yet.)
[ ] 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 item reveal mechanic when all enemies are dead does not work in Nightmare, it should activate when all enemies are dead at the same time, or after each individual enemy has been killed once.
1[~] Fix: 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 2 (Confirmed to be an intentional design choice, but a direct damage component on explosive hits may be added?)
[ ] Fix: The new screen shaking effect should have its intensity based on the strength of the inciting projectile/explosion, rather than shaking at the same intensity regardless.
1[ ] Fix: The new modding menu can display incorrect info, noticed instances so far is it displaying bulk mods making armors/boots 10% faster rather than -10% slower, and showing you being able to apply more than one of the same mod to armors/boots/melee weapons when you can't.
1[ ] Fix: The mortem's kill ratio message in the latest beta is based on the total enemy kill ratio with respawns, rather than the unique enemy kill ratio, when it should be based on the latter.
1[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.
[ ] 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 a weapon from the ground that auto-equips on pickup, such as Azrael's Scythe, the game will erroneously give the "You don't have [X weapon]!" message.
1[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1.
1[ ] Fix: The infinitely spawning Nightmare Demons and Nightmare Cacodemons when equipping the Dragonslayer and Berserker Set severely complicate clearing special levels with said equipment. Either they shouldn't count towards a special level's completion, their spawning should be disabled in special levels, or they should have a spawning limit of some sort.
1[X] 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[~] Fix: 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. (Technically this was implemented correctly already but several level types and events with their own fluid generation formulas are overriding it, may get overhauled anyway when blood is added as a new fluid.)
[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. 1 2 (This might be too technically difficult to implement.)
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.
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[ ] Allow Firestorm mods to be added to explosive weapons with an explosion radius of 1 and 2. If done, consider making the mod give them only a +1 radius boost rather than the usual +2 boost.
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[ ] Allow the Lava Element to appear as a randomly spawned item. Make its spawning weight 2 or 3, and perhaps give it a spawning depth of 30+ so it can only randomly appear in A100/666.
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 when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4 (Apostle has gotten massive resistances instead that makes it drastically more durable, but instant teleportation on hit has not been added yet nor ending the game when it dies in A100/666.)
[ ] 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[ ] Buff the enemy layout on the Nightmare! version of City of Skulls and Spider's Lair, as these levels currently have no difference compared to UV (aside from extra HP for the Agony Elemental) and are much easier than their respective counterpart levels (needs discussion). How much to buff them is contingent on if a N! speed bonus for enemies is implemented, but current idea is increasing the amount of Pain Elementals in City of Skull's second wave, and replacing a third of the Arachnotrons with their Nightmare variants in Spider's Lair.
1[ ] The Nightmare! version of The Vaults was supposed to give each of the six Barons in the right vault a set of Red Armor to pick up, but currently it seems only one Red Armor is spawning. Additionally, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, so a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies.
1[~] 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. 1 (Enemy respawning has been disabled on the level altogether for the timebeing, may be temporary if another solution is figured out to prevent softlocks while enabling respawning.)
[ ] In House Of Pain, make using the Arena Master's Staff required to access the Large Health Globes on the level.
1[X] 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[ ] Add ammo pickups to The Mortuary, to compensate for respawns no longer dropping ammo. Current idea is an ammo box in each corner, and double them on Nightmare. Consider adding ammo to Limbo on Nightmare too if changes are made to make it more difficult.
1[ ] If Blood is added as a new fluid, replace the lava in Limbo with it.
1[ ] In The Lava Pits and Mt. Erebus on Nightmare difficulty, remove the last Radsuit, so that there is no Radsuits on the level at all.
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[ ] Disallow nukes from being activated in Hell Fortress altogether. Additionally have any active powerups get turned off when entering Hell Fortress, so you cannot take an Invulnerability or Berserk stack into Hell Fortress to trivialize it.
1[ ] Improve the Apostle fight in Hell Fortress. Suggestions include giving it unique entrance text, unique victory text, and have the fight spawn a ton of corpses of strong enemies when entering the level, so that the Apostle's resurrecting capabilities get utilized.
1Miscellaneous[ ] Have dying to John Carmack count as a normal death instead of as a partial win.
1[ ] 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 (High scores have been separated into their own individual boards for each challenge, so A100/666 scores will no longer dominate a player's high score leaderboard.)
[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition)
1