Thanks for the detailed answer. (Btw, I tried 0.9.9.9b7 yesterday, and joined the Discord. I'm "Balmipour" out there
Ah I didn't recognize you there, since Kornel already responded to some of your stuff in the Discord, I'll respond to the stuff he didn't.
(bug) shooting the last 4 ammo with my plasma gun gives me 65k ammo via some overflow. Cool (and works the same with a chain-fired chaingun), but needs fix :D. I've read about it on Discord too, but it looked 100% reproducible to me. Even got saves if necessary
Yeah it's a simple underflow bug whenever you shoot a burst that would deplete more ammo than you have in your clip remaining, but it has been already fixed for the next beta (if you want some broken fun though in the meantime, try exploiting it with a Jackhammer or full-auto GCB :p).
I think my suggestion of adding a lone lost soul facing you a few squares away when entering UC is decent-enough to be added to the list.
Any veteran will just enter and stomp it even before it wakes-up, but it would help every noobie trying to shoot it, which is valuable
Done
And unless I forgot a point, reworking boss fight looks quite relevant to keep in the "TO-DO list" as well. I must say JC's fight being a dummy one and this poor spider being nuked every time we meet it is a bit sad. Complex point, I must agree... but worth a thought.
Maybe when we get to making the compilation list for the next version (1.0.0.0 or 0.9.9.9.1?) and some good ideas are brought up, but this is something that definitely isn't going to be possible for 0.9.9.9 when we're currently in the cutting room floor for it (I will note that Carmack did get buffed in 0.9.9.9, as spawned enemies now "wake up" faster, his spawns infighting each other neuters it at the moment though but that could be fixed if the proposal to disable infighting in boss levels is added. The Mastermind also got AI tweaks if you actually fight it and so it shouldn't be getting stuck anymore, but I haven't really experimented with its AI yet).
(unrelated to version, but useful) : have a "rename character" command ! Reading about Tormuse's AoHu badge did remind me how I tanked the mortuary (Went for a survivalist marine --0996 or 0997 survivalist--), since my scouts were all dying to a clumsy-moves-into-lava with their 10hp. Had to manually rename my guy in the mortem (possibly screwing checksum xD) because I wanted my hero to be "Homer simpson"
Like the time display suggestion, this is something I personally don't see much use in but also no harm, maybe it could mess with the game's data recording but otherwise it would be up to Kornel to decide if it's worth programming or not.
But I'll aslo ask whether the difficulties have been reworked.
The reason I try UV before HNTR is because it feels much easier to me !
HNTR gives little XP (and stuff), and I often ended-up with stupid death, because I was lacking things (be it traits, mods, or even a common plasma rifle). None of these is necessary, of course, but I don't think lesser difficulties feeling harder than higher ones is a good thing. Doom or quake never felt like this to me.
I'd suggest giving an XP boost to balance for the lack of enemies in these difficulties, but slightly better items drops would probably be a good thing too.
Might be the occasion to give back some accuracy to enemies in these skill levels.
This is something I strongly disagree with (and seeing how many people got their shit pushed in when making the jump to UV and asked here and on the Discord for help dealing with UV, it being easier is a very fringe opinion). True you don't get as much EXP (even though you do have a 1.2x EXP multiplier in HNTR), and you probably won't get a Plasma Rifle until Deimos because Commandos no longer spawn in Phobos unless you find one in a vault, however you're overlooking some very important things that are much more meaningful:
*Enemy counts are increasingly smaller on the easier difficulties, the difference in enemy density on floors between HNTR and UV is
huge, especially so when high weight enemies are involved (Hell floors in particular can become pretty empty on difficulties below UV).
*Stronger enemies show up much later. For example, UV is infamous for its floor 3 Hell Knights, while on HNTR, they don't start showing up until floor 9. While you don't get EXP as fast, you will still be at a higher level when you start fighting Hell Knights on HNTR (level 6 or 5 if you 100%ed everything prior and didn't skip the special levels) than you would be on UV (only level 3 if you completed Hell's Arena, even lower if you skipped Arena). You'll also have much better equipment by that time too (item generation is not difficulty dependent, more floors means more chances at finding good stuff, and nearly all special level rewards are not difficulty-dependent, with the only major exceptions being the Scythe, Dragonslayer, and Berserker Armor). When you start fighting Hell Knights in HNTR, you should at minimum have Red Armor and multiple Blue Armors, a Combat or Tactical Shotgun, several mods for your equipment, a Shell/Ammochain box or two, and a stash of Large Medkits, whereas in UV, most of the time you'll be fighting them with only a basic Shotgun or Chaingun or unmodified Pistol, a Rocket Launcher with very limited rockets and a single Blue Armor if you completed Hell's Arena, Green Armors that don't do anything against their plasma balls, and only a single Large Medkit on hand and a few small ones.
*The special levels themselves see big jumps in their enemy loadouts between difficulties, and some even farther tweaks on higher difficulties (such as the flood being faster in Halls Of Carnage or Lava Pits/Erebus taking away Radsuits). Phobos Lab on HNTR is not remotely comparable to Phobos Lab on UV.
*Enemies having that universal +2 accuracy boost on UV does matter. For example, Arachnotrons have +3 accuracy normally, which works out to them hitting 84% of their plasma bolts at point blank and 62% at edge of vision. On with the UV boost, they now hit 95% of their bolts at point blank, and 84% at edge of vision, seriously improving their effective damage output. This is why you take so much more damage on Spider's Lair in UV than on HMP, despite UV only adding two more Arachnotrons to it.
*Level types and level events also get nastier the higher the difficulty, for example nuke events get a smaller timer, deadly air events drain health faster, flood events are faster (and if on UV or N, can flood as fast as Halls Of Carnage), or some stuff won't even appear below UV (such as boss-only levels or blood caves in the standard game).
I think the only thing I would maybe change here is giving UV a slightly lower EXP multiplier (maybe x0.95?), particularly to account for the new special level pair that is being added on floor 4, and some new more EXP-heavy enemies being added to special levels.
EDIT:
I did a standard HNTR run just because it has been so long since I did one and was thinking
maybe I underrated the impact of getting less levels... and nah, beating it was completely mindless. No Hell Knights and nothing else bigger than them in Phobos made it a breeze to run through with no caution, and like I said, by the time I did have to fight them, I already had pretty good equipment to handle them. Then Deimos levels never had more than a few of the bigger baddies, I didn't even encounter an Archvile until Hell 3, and speaking of empty Hell levels, I spawned near an Archvile + Revenants group on the penultimate floor, where after dispatching them, the enemy reveal activated as there were only three enemies left on the entire rest of the floor. The special levels were also all way easier, the only speedbump was Cathedral because I couldn't get Brute nor Finesse 3 before reaching it (lacking the latter made my Chainsaw not quite fast enough to where he sometimes got hits in during my timing trick), but since he had so much less health, I was able to outlast him without much trouble (and kill him before getting any warnings about the Enraged Timer). Only ended up missing out on the Conqueror because the levers on Erebus are currently bugged and I didn't have the Scythe to fallback on to kill the unreachable enemies.
The only real annoying thing with gaining levels at a slower pace on HNTR was that I couldn't get Whizkid until over halfway into the game, while the game gave me a ton of mods. But since the difficulty was so light, I could get away with having my inventory being
halfway full with mods and running around with a single Large medkit in reserve without ever being in real danger.