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Author Topic: Compilation of fixes, changes, and new ideas for version 0.11  (Read 113628 times)

Omega Tyrant

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With the official release of DRL version 0.10 (we ended up skipping 0.9.9.9 completely), many of the suggestions in the compilation thread for 0.9.9.9 have been implemented, so now I'm starting up a new thread for 0.11 to organize the suggestions and feature requests that weren't implemented nor shot down, as well as to list any new suggestions/requests that come through.

I'll be maintaining this thread again, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, keep in mind that future updates to DRL will be more conservative compared to JHC and is fairly complete design-wise as it is, so if you have any ideas for drastically new features or mechanics, they may be more suitable to request for JHC. Additionally consider the feasibility of being able to implement the suggestion, and try 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 dev team, and Kornel has the final say on any idea, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.

Changes

This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an "X" in its box and colored light blue means it has been implemented; a suggestion marked with "~" and colored light green means it has been partially implemented; 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 more testing to confirm it is working properly, or otherwise marks an "issue" whose current status is currently not fully understood; 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: If you complete a special level on Nightmare/Angel of Darkness 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 (The change to special levels only requiring each unique enemy being killed once to count as cleared should fix this, but needs testing.)

[ ] Bug: Formers/Nobles will sometimes not use items at low health for unclear reasons. 1

[ ] Bug: Lost Souls, Elementals, and Cyberdemons will not aggro when you hit them out of their vision, and Souls will not retaliate when hit by other enemies. 1

[X] Bug: If dualgunning with a Nanomachic Pistol in the prepared slot, it may be unable to fire. 1

[ ] Bug: Fix the cause of this unusual crash that may be caused by aim shooting while dualgunning, but may have been fixed when the Bullet Dance bug in the betas was fixed. 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

[?] 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 since development renewed, and the hard restriction on no longer spawning in any fluid should have fixed if it's still in the game.)

[?] 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 (This may have been fixed in the old 0.9.9.8 beta, and the AI was adjusted farther in the 0.9.9.9 betas, needs more thorough testing to confirm.)

[ ] 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

[X] 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 (Before direct explosive hits intentionally had their damage calculated post-knockback, but it has been flipped around now to the expected behavior.)

[ ] 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 warning messages for Enraged Timer should be colored. Additionally when Enraged Mode is triggered, have the screen shake and the act sound of all remaining enemies in the level play to replicate the "angry roars" the game says you hear. 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: The Marine's bio still states they get +20% fire/plasma/acid resistances, when they have been nerfed to +10%.

[ ] 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: 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

[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. 1 2

[ ] 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 (An attempt at smarter bridge placement was made, but needs testing to see how well it works.)

Traits

[ ] Make masteries less restrictive in general. 1

[ ] Nerf Survivalist (needs discussion), as it has become too tanky after the Tough As Nails buff. Either Survivalist should lose the doubled healing effect on Medkits and health globes, or TaN's new resists could be toned down in some way (such as making the first two levels give +5% resistances and +10% on the third level for +20% max). 1

[ ] Nerf Entrenchment. Regardless of if the aforementioned TaN nerf happens, Entrenchment should replicate how it works in JHC with needing to "build up" its resistances rather than instantly starting at +50% (it should be +20% resistances for the warming up stage, +30% resistances for the second stage, and then +50% resistances for each chainfire volley after until it ends). 1

[ ] Buff Bullet Dance by reducing its firing time penalty to +20%. Also perhaps consider the additional perk of reloading faster when dual gunning. 1

[ ] Change Badass' permanent knockback reduction to increasing powerup duration, as it works in JHC, to make it more unambiguously useful.

Equipment and other Items

[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 2

[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3

[ ] Buff the Chaingun's accuracy to +3. 1

[ ] Increase the Blaster's generation weight to 4. 1

[ ] Increase the Tristar Blaster's damage to 4d6. 1

[ ] Decrease Charch's Null Pointer ammo consumption to 5 cells per shot, as it currently consumes too much ammo to be a remotely practical weapon. 1

[ ] 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 (making it work more similar to Mega Man, as well as giving it some chance to be a practical weapon). 1 2

[ ] Increase the Mjollnir's generation rate to 2 or 3, as it's far from strong enough to justify being one of the rarest uniques in the game, especially as it's unable to spawn in vaults nor in any special level. 2 3

[ ] Radically change how the Subtle Knife and Invoke works since it's still an incredibly underwhelming Unique with little practical use, see second linked post for ideas. Also make it be able to spawn earlier and increase its generation weight to 2. 1

[ ] Make Azrael's Scythe "Whisper Of Death" alt-fire require a minimum of over 5 max HP to use, so that players cannot repeatedly spam it to clear several difficult special levels, particularly in Angel of Humanity. 1

[ ] Buff the Assault Rifle, as it's currently worthless compared to just applying the requisite Agility Mods on their own. See the linked post for details on the suggested changes as they are extensive. 1

[ ] Farther buff Ballistic Armor by having it retain any plasma and acid resistances the base armor has. 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. The plasma resistance boost can be kept at +10% or also be changed to +20%. 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

[ ] Allow Firestorm mods to be added to Shotguns, with the effect of increasing their spread size by +1 with no sacrifice in dropoff damage. 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 rate, which can be either by a flat 1% reduction with each applied Sniper mod (so a basic Shotgun will have its dropoff damage reduced from 7% to 6%/5%/4% per tile from each applied Sniper mod), or can be a one-fourth reduction so normal and wide shotgun blasts can get more mileage from them (this would result in a wide blast having its dropoff rate reduced from 10% to 8%/6%/4% with each Sniper mod, while a normal blast's dropoff would be reduced from 7% to 5%/4%/3%, and a focused/plasma blast's dropoff would be reduced from 5% to 4%/3%/2%). 1

[ ] When a third Sniper Mod is applied to a ranged non-shotgun 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, Elite Formers, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2

[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging their attack. 1 2

[ ] Add corpses for the Elite Formers and Lava Elemental. 1

[ ] Nerf the durability of Nightmare Cacodemons as they're too tedious to kill for the type of enemy they are. This can entail either removing their fire and acid resistances, reducing their innate armor to 1, or giving them a -25% bullet and shrapnel resistance to make their vulnerability to physical weapons more significant. 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

[ ] Modify the Spider Mastermind's flinching threshold to be difficulty-dependent, so on harder difficulties it'll be more difficult for players to stunlock her to death. Suggested damage values would be keeping the flinching threshold at 20 damage for HNTR, but change it to 15 for ITYTD, 30 for HMP, 40 for UV, and 50 for N!. 1

[ ] Also possibly allow the Mastermind to appear in very deep levels of A100/666? 1

[ ] Buff the Apostle to always teleport after being hit, or at least make its teleportation much more frequent so that it doesn't repeatedly weakly melee the player after they get in once. Also when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4

[~] Change hunting AI to not ignore items and armors (if implemented, Cyberdemons may need their ability to use items removed or medpacks may need a healing limit of 110 HP to keep them from being potentially too obnoxious). 1 2 3 4 5 6 (Hunting AI still ignore items, but Cyberdemons have altered AI where they'll not hunt in A100, so they can pick up items and armors there)

Special levels

[~] Most special levels should have their clear condition require killing every distinct enemy once rather than having enemy dead at the same time, so that they are much less tedious ordeals to clear on Nightmare and in Angel Of Darkness. Only The Wall/Containment Area, The Vaults/House of Pain, and The Mortuary/Limbo should be exempted from this change, since Archviles are a key component of those special levels' challenge. 1 (All special levels now require killing each distinct enemy once to be counted as clear, but exceptions have not been made yet for the aforementioned levels.)

[ ] Many special levels should have their enemy loadouts altered on the harder difficulties to utilize the newly added batch of enemies, and some should see rebalancing on even the lower difficulties. See linked post for comprehensive details on exact suggestions. 1

[~] 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 (Nuking Containment Area and Abyssal Plains now counts as clearing them and disables their respective traps, but the other special levels still have their enemy spawns after nuking remain).

[ ] Allow Hell's Armory and Deimos Lab to appear on ITYTD (but remove one of the Shamblers in the latter level so it's not a death trap for newbies). 1

[?] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2 (Kantarza made an attempt at this, needs testing to see if it works)

[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains and make these levels potentially more appropriately rewarding. What to replace it with needs discussion, but the current suggested idea is a random guaranteed exotic armor, since none of the current Deimos special levels give a good armor reward. Alternatively, it can instead be a random guaranteed exotic non-BFG ranged weapon, though this idea is less preferred as Hell's Armory/Deimos Lab already has a very high chance of rewarding exotic/unique ranged weapons. 1 2

[ ] In The Vaults, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, so when playing on Nightmare, a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies or at least a good chunk of them before the Enraged Timer starts running low. 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

[ ] Make it more immediately apparent to newcomers that you can't shoot in Unholy Cathedral, whether through having a lone Lost Soul at the start that will immediately let players safely realize it without meaningfully changing the way the level plays, or having a message at the start that outright tells them. 1

[ ] Add ammo pickups to The Mortuary and Limbo, to compensate for respawns no longer dropping ammo. Current idea is an ammo box in each corner, and double them on Nightmare. 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

[ ] 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. 1

Miscellaneous

[ ] Reduce the EXP multiplier on Nightmare to x1.1, to compensate for the newly added enemies that give greater EXP yields and addition of a new special level pair. 1

[ ] Expand the amount of possible Dual Angel combinations, every combination that isn't outright incompatible should be allowed. 1

[ ] Infighting could use some more exceptions. Namely, add a flag that disables infighting in boss levels and certain special levels such as Mortuary/Limbo, disable infighting when Enraged Mode is triggered or disallow hunting enemies from infighting, and if possible, prevent enemies in a spawned monster group from infighting each other). 1

[ ] 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

[ ] Give EXP for pulling levers (but consider disabling this bonus if the player has Intuition) 1

[ ] Make single enemy type levels be able to have Nightmare enemies at sufficiently high level rolls, just like how caves can. Also if the Angel Of Death and Spider Mastermind were to be added to A100's possible enemy spawns, perhaps make a special single enemy  level also feature them (with the latter being a cave level).

[ ] Add unique level feel messages for Nightmare enemy-only levels. 1 2

[ ] Allow melee weapons and boots to spawn in vaults, just exclude Combat Knives and Steel Boots from being able to so they don't flood vaults with useless drops. 1

[ ] Adjust armor and ammo crates to have their drop tables improve at deeper depths, or add "enhanced" versions of these crates with improved drop tables that spawn at deeper depths. 1 2
« Last Edit: December 28, 2025, 23:12 by Omega Tyrant »
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0.9.9.8 Badges - [26|26|26|18|6|2] (26/26/26/26/19/8 in 0.9.9.7)
0.9.9.8 Medals - 44/50 (38/43 in 0.9.9.7)

Omega Tyrant

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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #1 on: August 22, 2025, 12:24 »

Medals, Badges, and Rankings

This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, fixing badges that are too easy or uninteresting in their challenge, and bringing up the count of Angelic badges to be equivalent with the count of the other badge tiers. Any ideas for new medals and badges will also be here though.

[ ] Add color-coding to medals and badges in mortems at the end of a game. 1 2

[ ] Ensure all medals and badges that require clearing a special level do not allow nuking the requisite special level. 1

Medals

[ ] Change Shotgunnery Cross, Marksmanship Cross, Malicious Knives Cross, and Sunrise Iron Fist to each require at least 1 kill with the respective primary weapon (so a Shotgun kill for Shotgunnery, a Pistol kill for Marksmanship, a Knife kill for Malicious Knives, and an unarmed kill for Iron Fist), so that you can't cheese obtaining them in a fist-only or pacifist run. 1

[ ] Allow Gargulec Medal to be obtainable alongside Gargulec Cross if you haven't already achieved it prior, like how it works with other lesser versions of other medals. 1

[ ] Allow Dervis' Medallion to be winnable in A666, currently you do not earn it if you complete A666 on N!.

[ ] With the Fallout and Klear Crosses, do not count multiple nukes activated on the same floor as separate instances of nuking (i.e. require players to actually nuke 3/6/12 distinct levels and not just spam Angel Arm a dozen times on a single floor with Invuln to get all of these medals). 1

[ ] New: Experience Token - Reach experience level 15 (excludes Angel of 100 and Archangel of 666). 1

[ ] New: Aurora Star - Find 10 uniques or more in a single game (Allow all challenge types). 1

[ ] New: Technician Medal - Create 15 or more different assemblies in a single game. (Allow all challenge types) 1 2 3

[ ] New: UAC Cross - Kill 2,500 or more enemies. (Allow all challenge types) 1 2 3

[ ] New: Marathon Medal - Complete Angel of 100 in under 2 hours of real time. 1

[ ] New: Sereg's Medallion - Complete Angel of 100 on UV or N! in under 1 hour of real time. (Upgraded version of the former, named after DRL's most infamous sprinter and who has a recorded instance of beating A100 on N! this fast.) 1

[ ] New: Tormuse's Medallion - Complete an Angel of Humanity + Angel of 100 Dual Angel challenge. (In recognition of Tormuse pulling off an AoH + Ao100 UV run for Everyman Diamond in 0.9.9.7). 1

[ ] New: Boss Slayer Cross - Clear a boss floor and exit alive. (Boss floors are a special level type that only appear on UV/N! in late A100, where all enemies are one of the boss monsters, which can be either Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortress). 1 2 3 4 5 6

[ ] New: Unexplored Star (or alternatively Medal of Chance) - Visit no generated levels and win the game. (Excludes Angel of Confidence, Angel of Overconfidence, Angel of 100, and Archangel of 666) 1 2 3 4 5 6 7

[ ] New: Keen's Helmet - Clear Hell Fortress without getting damaged. 1

[ ] New: A medal for completing a Conqueror run in any of Angel of Red Alert, Darkness, Impatience, Purity, and Masochism (name needs discussion). 1

[ ] New: More medals for special levels, since they're lacking and overly centralized around Hell's Arena or AoH, see linked post for some ideas. 1

Badges

[ ] Disallow Dual-Angel challenges for all badges that require performing a feat on a specific challenge. This includes Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Arena Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Reaper Diamond Badge to Arena Diamond Badge. If this isn't done, some of the more egregious badge "loopholes" should instead be fixed, such as any badge that requires a medal should actually require the requisite medal (e.g. the Destroyer badges should actually require their requisite Untouchable medal, so that you cannot easily cheese them in AoOC). 1 2

[ ] Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem (but still count the lower tiered badges as being earned). 1 2

[ ] Have more badges require at least a standard win, rather than any win. Current suggestion is every Gold, Platinum, and Diamond badge that requires winning the game should require at least a standard win, with the exceptions of those that already require a full win and Pacifist Gold. 1

[ ] Have higher rankings require more of the previous tier badges (get to needing 15 Bronze, and then a few rankings later, start requiring them again for 18 Bronze, 21 Bronze, etc). 1

[ ] No-Life King ranking should require all badges of every type. Currently it only requires Angelic Badges. 1

[ ] Change Heroic Bronze/Silver/Gold/Platinum/Diamond Badges to require 10%/30%/50%/70%/90% of whatever the medal count ends up in the next version, so that the series remains proportional rather than it remaining based on the smaller medal count in old versions. 1 2

[ ] Make all Veteran Badges disallow AoMC, AoLT, AoCn, and AoOC, as these challenges makes all Veteran Badges much easier to win, particularly the higher level ones. 1

[ ] Add a new set of badges for House of Pain, since the Scavenger series doesn't work for it (as it doesn't require luck to complete without the Staff). You can read my linked post for ideas on what do for the badges. 1

[ ] Add a new set of badges for The Chained Court (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Add a new set of badges for Phobos Lab and Military Base (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Add a new set of badges for Hell's Armory and Deimos Lab (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Speedrunner Bronze Badge - Change this to 40 minutes so that it's a little different from Compet-n Silver Cross. 1

[ ] Lightfoot Bronze Badge - Bump the floor requirement up to 16, since AoLT is one of the easiest challenges. 1

[ ] Quartermaster Bronze Badge - Bump the floor requirement down to 9, since AoRA is a harder challenge. 1

[ ] Arena Bronze Badge - Change this to requiring a standard game so that it's at least a little different from Hell Champion Medal. 1


[ ] Armorer Gold Badge - Change this to finding 100 different Exotics and Uniques, finding every special item naturally can easily take over a hundred games unless you run through A100 games or A666, and players good enough to win Gold badges will likely win them all before getting Armorer Gold. 1

[ ] Gatekeeper Gold Badge - Change to passing Phobos Anomaly on Hurt Me Plenty difficulty without taking damage, so that it isn't practically the same as Cyberdemon's Head and is less trivial. Alternatively, change it to both passing Phobos Anomaly + clearing Tower Of Babel without damage on at least HNTR. 1 2

[ ] Reaper Gold Badge - Make this badge require a standard game, so that it's a little different from the Grim Reaper's Pin.

[ ] Marksman Gold Badge - Change to requiring HMP instead of UV, as it doesn't make much sense for this badge series to skip HMP, and there isn't much reason to go for this badge instead of jumping straight to Platinum when it's not that much more difficult than the current Gold requirement. 1

[ ] Lightfoot Gold Badge - Add the additional stipulation of requiring clearing the game on HMP in under 40,000 turns, as AoLT is too easy of a challenge to require just beating the game and it leads to a more natural progression towards Lightfoot Platinum's requirement of under 20,000 turns. Also explicitly require the Minor Icarus Cross so it cannot be cheesed in AoCn/AoOC. 1

[ ] Destroyer Gold Badge - Make this badge explicitly require the Untouchable Pin so it cannot be cheesed in AoCn/AoOC. 1

[ ] Pacifist Gold Badge - Make this badge explicitly require the Compet-n Platinum Cross so it cannot be cheesed in AoCn/AoOC. 1

[ ] Daredevil Gold Badge - Add the additional stipulation of requiring 100% kills, as it's too easy for a Gold badge that can be quickly won by just spamming fast attempts until you get lucky. 1

[ ] Arena Gold Badge - Perhaps change this to beating Hell's Arena on UV in AoRA, as since due to SoG's change that makes Pistols much stronger in the early game, beating Hell's Arena in AoMr is no longer a difficult feat, while beating Arena in AoRA is appropriately difficult. 1

[ ] Longinus Gold Badge - Perhaps add the stipulation to beat Unholy Cathedral without Berserker and Malicious Blades? As is, this is the most free Gold badge by far, and it makes no sense to put it on par of an achievement as beating Mortuary/Limbo, nor for it to be ranked above the special level Silver badges that require much more difficult or obtuse feats. 1


[ ] Armorer Platinum Badge - Bump the amount of found Exotics/Uniques requirement down to 500 or replace it with something else entirely, as 1000 requires an awfully long grind that stretches over a hundred games and players good enough to win Platinums can win them most or all of them before they get this one. 1

[ ] Berserker Platinum Badge - Remove the kill count requirement, as it's too low to be meaningful and any higher would make it too similar to Gargulec Cross. Alternatively, replace the kill requirement with an Explorer requirement (and make it explicitly require the Explorer Pin so it cannot be used in AoCn/AoOC). 1 2 3 4

[ ] Shottyman Platinum Badge - Change to requiring Ultra-Violence and winning the game in under 40,000 turns (while explicitly requiring the Minor Icarus Cross so it can't be cheesed in AoCn/AoOC). 1

[ ] Lightfoot Platinum Badge - Make this badge explicitly require the Major Icarus Cross so that it cannot be cheesed in AoCn/AoOC. 1

[ ] Hunter Platinum Badge - Change to requiring Ultra-Violence and needing 75+% kills, as there's little reason to go for this badge instead of jumping straight to Hunter Diamond. If Hunter Diamond is changed to require no Intuition, this can be left as is however, as it'll then be meaningfully easier in comparison. 1 2 3 4

[ ] Destroyer Platinum Badge - Make this badge explicitly require the Untouchable Medal so that it cannot be cheesed in AoCn/AoOC. 1

[ ] Centurial Platinum Badge - Change this to require the Experience Medal in addition to UV difficulty, so players will have to kill a large chunk of enemies along the way and to have a more natural progression to the proposed Centurial Diamond change. 1

[ ] Everyman Platinum Badge - Change this to requiring 100% kills, so that it isn't the same as Thomas' Medal. If the Conqueror requirement is kept whether on its own or addition to 100% kills, the badge should explicitly require the Conqueror Pin so it cannot be cheesed in AoCn/AoOC. 1

[ ] Longinus Platinum Badge - Change it to beating Unholy Cathedral without Brute on any difficulty or at least without Brute on HMP, as it's currently a very uninteresting badge and a freebie for anyone playing N! with a melee build. Also disallow Angel of Max Carnage and Light Travel from being able to earn it since they trivialize it. 1


[ ] Armorer Diamond Badge - Reduce this to finding 1 of every Exotic and Unique in addition to 500 total, or replace it entirely, as this badge is nothing but an awful grind and you can play hundreds of hours until you get it without exceptional luck, while any additional exotic/unique added to the game makes it even worse to get. 1

[ ] UAC Diamond Badge - Either make the difficulty requirement only UV (which would ironically make this badge harder), disallow Berserker, or do both, as currently this is an overly easy quick Diamond to get with a simple Berserker Scout build. 1

[ ] Berserker Diamond Badge - Remove the kill count requirement and instead require the newly suggested medal "Unexplored Star/Medal of Chance" for a more unique and fitting challenge. Also make it explicitly require said medal so it cannot be cheesed in AoCn/AoOC. 1 2

[ ] Shottyman Diamond Badge - Remove the kill count requirement and instead add the stipulation of beating AoSh on N! in under 20,000 turns (while explicitly requiring the Major Icarus Cross so it can't be cheesed in AoCn/AoOC), as this will make for a more unique and difficult challenge than yet another badge with a kill count requirement. 1

[ ] Marksman Diamond Badge - Change this to require the Explorer Pin in addition to Nightmare difficulty, as with the SoG change and buffs to the Pistol masteries, AoMr has gotten significantly easier, and so an additional stipulation is needed for an appropriate Diamond-level challenge. Also make it explicitly require the Explorer Pin so it cannot be cheesed in AoCn/AoOC. 1

[ ] Inquisitor Diamond Badge - Remove the Marine-only restriction and instead disallow Ironman and Tough as Nails. 1

[ ] Hunter Diamond Badge - Change the Explorer requirement to instead beating AoD on N! with no Intuition, to make the badge requirement more unique and make it a more appropriate Diamond-level challenge. 1 2

[ ] Destroyer Diamond Badge - Make this badge explicitly require the Untouchable Cross so it cannot be cheesed in AoCn/AoOC. 1

[ ] Centurial Diamond Badge - Change this to require the Experience Cross in addition to Nightmare difficulty, so that it isn't the same as Dervis' Medallion and so that players must kill most enemies in A100 instead of stair diving the back half of the challenge. 1

[ ] Everyman Diamond Badge - Make this badge explicitly require the Conqueror Pin so it cannot be cheesed in AoCn/AoOC. 1

[ ] Daredevil Diamond Badge - Change this to require 100% kills, as it is too easy for a Diamond badge, and it makes little sense to require less kills in AoOC than what Elite Diamond requires (which is 90% kills in a standard game). 1 2

[ ] Arena Diamond Badge - Disallow mixing in Angel Of Light Travel from being able to earn it, as it makes it much easier and the badge should be plenty winnable purely once respawns are no longer required to be all killed to clear N! Hell's Arena.

[ ] Longinus Diamond Badge - Disallow Angel of Max Carnage and Light Travel from being able to earn it, since they make the badge much easier. 1


[ ] UAC Angelic Badge - Change to requiring Ultra-Violence, as it is realistically unwinnable, especially now that the Enraged Timer + patrolling enemies means that extensive camping strategies the badge would have required are no longer viable. 1 2

[ ] Speedrun Angelic Badge - Change to requiring 8 minutes or less, as it is realistically unwinnable, to such an absurd degree that it may not even be possible with TAS. 1 2 3 4

[ ] Demonic Angelic Badge - Change to winning a standard game on Nightmare with 100% kills and Untouchable Medal or even an Untouchable Pin, as it is an even more absurdly impossible version of UAC Angelic. Perhaps consider something else entirely, as long as it's changed to something that's realistically possible and isn't just a harder version of another Angelic badge. 1 2 3 4

[ ] Marksman Angelic Badge - Remove the kill count requirement, and instead add the stipulation of no Cateye, as the mastery invalidates AoD's vision reduction for most of the challenge and would force more varied ways to go for this badge, as well as make the badge requirement more unique. 1 2

[ ] Shottyman Angelic Badge - Change to requiring 100% kills, as it is too easy for an Angelic Badge, even with the Nightmare changes that eliminates the cheese of farming respawns to buff the kill count. Alternatively, if "Angel of Drought" gets added, make this badge require a AoSh + AoDr Dual Angel instead, possibly with the additional stipulation of no Nano-shrapnel assembling. 1 2 3

[ ] Pacifist Angelic Badge - Change to requiring Nightmare and remove the kill count requirement, as it is realistically unwinnable without absurd save scumming, especially now that proper infighting being added makes it incredibly unlikely to get through more than just a few floors without something dying. 1

[ ] New: Heroic Angelic Badge - Achieve all medals. 1 2 3

[ ] New: Destroyer Angelic Badge - Complete Angel of Max Carnage + Angel of 100 on Nightmare with Untouchable Pin. 1

[ ] New: Hunter Angelic Badge - Complete the proposed Archangel of Darkness on Nightmare. If this challenge isn't created, instead go with completing Angel of Darkness on Nightmare as a Conqueror. Either requirement should additionally have a second requirement of no Intuition allowed. 1 2 3 4

[ ] New: Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Purity on Nightmare with 100% kills. 1 (Changed the original AoD suggestion to AoP, as no powerups seems a more appropriate and much more difficult restriction when AoOC runs are so heavily dependent on powerups.) 1

[ ] New: Gatekeeper Angelic Badge - Clear Phobos Anomaly, Tower Of Babel, and Hell Fortress on Nightmare without taking damage in any of those three levels, while disallowing Angel Of Max Carnage and Light Travel. Only add this badge however if the disabling of powerups in Hell Fortress is implemented. 1

[ ] New: Apostle Angelic Badge - Kill the Apostle in a standard game on Nightmare. 1

[ ] New: Sunrise Angelic Badge - Complete Angel of 100 on Ultra-Violence with 100% kills using only Fists. 1

[ ] New: Reaper Angelic Badge - Complete The Mortuary/Limbo in Angel Of Humanity on Nightmare. 1

[ ] New: Scavenger Angelic Badge - Clear The Vaults by luck in Angel Of Light Travel on Nightmare. 1

[ ] New: Arena Angelic Badge: Complete Hell's Arena in Archangel Of Humanity on Nightmare. (Needs discussion) 1
« Last Edit: Today at 02:49 by Omega Tyrant »
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #2 on: August 22, 2025, 12:48 »

New Content

This post will cover all suggestions for new content to add to the game. It is organized by general features, equipment/items, enemies, new challenges, and miscellaneous stuff (a traits and special levels section could be added too if Kornel says they're on the table and anyone has decent suggestions for them).

Features

[ ] Have the trait selection screen be more color-coded (example by Mader Levap): 1 2
Spoiler (click to show/hide)


[ ] Add a toggle in the settings that turns off the powerup overlay filters of Berserk, Invulnerability, and Envirosuit. 1 2

[ ] When playing Nightmare or Angel of Darkness, have a message that informs you when every unique enemy on the floor has been killed at least once, so that a player going for 100% kills but not meticulously disposing of every corpse doesn't need to keep bringing up the player info screen to check when they have gotten 100% kills on any floor. Also maybe consider adding a visual indicator to respawned enemies to help immediately discern them, such as some dull-colored aura? 1

[X] Have the player info screen display the amount of ingame time the player has spent on the current floor, to make it easier to track the Enraged Timer and other time-based events. 1

[ ] Add trap rooms. These would have a powerup/exotic/unique item inside, and when picked up, has a randomized chance of spawning enemies similar to a summon enemies lever, or floods the room with acid, lava, or blood. The weight of the powerups/exotics/uniques would not impact the rest of the floor, and any enemies spawned by the trap will not give EXP. The chance of the trap activating can be affected by depth level and/or difficulty. 1 2 3 4 5

[ ] Add a replay system to record and playback runs. 1 2

Equipment, assemblies, and other Items

[ ] New exotic: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. (Could alternatively be named "Baron's Hide" to have a more flavorful name) 1 2

[ ] New exotic: Glass Armor, which is 0 Protection, 50% Durability, 50% all resistances. 1 2

[ ] New exotic: Glass Shield, which is 0 Protection, 50% Durability, 80% all resistances, cannot be repaired, cannot be modded, doesn't degrade. 1 2 3 4

[ ] New unique: Dimensional Boots, which is 4 Protection, -30% Move Speed, +30% Knockback, and when worn, you move two tiles for each movement rather than the usual one tile. (However you can allow the player to move only 1 tile by holding Shift as they move, so that they don't need to switch boots for finer movement control.) 1

[ ] New unique: M6D Magnum (from Halo: Combat Evolved), 3d6 pistol with a 12 round clip and standard firing time, which has the perk of having a special aimed shot alt-fire that has autohit (but still has the doubled firing time penalty). Also make it moddable by Technicians. 1

[ ] New unique: Big Fucking Shotgun, which is a shotgun with 40d5 plasma damage and a new "BFS" shotgun blast type with a max range of 10, spread of 5, and dropoff reduction of 10% per tile. However it has a clip size of 40 and requires 40 cells to shoot, has a 2 seconds firing time, and a 4 seconds reload time. (In effect, this weapon is a more faithful mechanical recreation of Doom's actual BFG). Also make it moddable by Technicians. 1

[ ] New unique: Unmaker (Quite complicated, see linked post for details on how it should function) 1

[ ] New assembly: Scouting Armor (any armor + AS), which is original with +1 Vision, +10% speed. 1

[ ] New assembly: Blastproof Armor (any armor + TF), which is original with half damage to explosions, +30% knockback. 1

[ ] New assembly: Sniper Rifle (Chaingun + BAS), which is original with auto-hit property. (Also a reference to Doom's actual Chaingun being a perfectly accurate sniping weapon when two-tapping it). 1 2

[ ] New assembly: Laser Blade (Combat Knife + BTN), which is 5d5 plasma damage with 0.8 sec firing speed, -2 accuracy, and when equipped, it has the ability to reduce any plasma hit that deals less than 5 damage before armor/resistances to 0 (or if that is too difficult/annoying to program, alternatively just have it give +50% plasma resistance when equipped). Also make it indestructible, so its throwing altfire can be utilized without risking losing it. 1

[ ] New set: Tactical Set (Tactical Armor + Tactical Boots), which gives Dodgemaster. 1 2

[ ] New set: Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance. 1

Enemies

Currently no new ideas

New challenge ideas

[ ] "Angel of Gladiating" and "Angel of Labyrinth" (or any other appropriate name): The former challenge will have all floors be Arena-type levels, and the latter challenge will have all floors be mazes. Alternatively, the challenges can be combined together and caves could be thrown into the mix for a "hard level types only" challenge. 1

[ ] "Angel of Misfortune" (or any other appropriate name): Every floor will have a level event. 1

[ ] "Angel of Spilling" (or any other appropriate name): Your inventory will be reset to the starting inventory loadout upon entering every floor, while your health gets reset to 100% and any active powerup gets turned off, emulating the popular Pistol Start challenge in Doom. The starting loadout may be modified to give you more of the standard weapons and some ammo for them, so that you're not practically forced to use Pistol builds. Exotics/Uniques may also have increased chances of spawning to compensate for the temporary equipment, and an exception to resetting inventory could be made when entering boss and special levels, so that they all remain beatable. 1

[ ] "Angel of Turbo" (rudimentary placeholder name, can be replaced with something better): All enemies are 20% faster, recreating Doom's own "fast monsters" setting that DRL currently lacks an equivalent to. An Archangel version can also be made that makes enemies even faster. 1

[ ] "Angel of Drought" (alternatively "Angel of McGee" if you want to get clever with the reference, named after the Doom developer that made some of Doom's most infamous resource deprivation maps): All ammo drops will contain only a third of the usual ammo (including ammo boxes, but dropped weapons will still contain their full ammo), and melee weapons will be unusable so the player cannot easily bypass this challenge with melee, while Brute will also give no melee damage boost so the player's fist remains worthless against anything bigger than Formers and Imps. 1 2

[ ] "Angel of Pestilence": The player's health steadily drains nonstop, as if it were a permanent deadly air event that doesn't affect enemies. You can additional make an Archangel version, where the health drain is much faster. 1 2

[ ] "Archangel of Darkness": You have a vision radius of 4 and enemies revive, but you gain x2.5 experience. 1 2 3 4 5

New level events

[ ] "Mortuary event": All enemies will immediately die when entering the floor (and not give any EXP in the process), then a random number of Arch-Viles will be spawned around the floor (and especially bad level rolls on UV/N! could spawn Nightmare Arch-Viles). Also disable the "reveal enemies" mechanic and stair sense in this event. 1

[ ] "Max Carnage event": Emulates Angel of Max Carnage for a single level, i.e. the player and enemies always deal maximum damage while having +12 accuracy. Particularly bad level rolls should instead have a "Snake Eyes" event, where only enemies always deal maximum damage and have +12 accuracy. 1

[ ] "Masochism event": Emulates Angel of Masochism for a single level, i.e. the player will be unable to heal through conventional means until they exit the floor. To prevent a player from getting screwed by entering such a floor at low health, have the player get supercharged upon entering the floor. 1

[ ] "Malice event": The Enraged Timer gets reduced to 2 and a half minutes for the floor, this event should only occur lategame in HMP+. 1 2

[ ] "Blood floods": Lategame floods on UV/N! can flood with blood. 1

[ ] "Reinforcements event": At regular time intervals (which are lower the higher the difficulty), a random enemy based on current depth will spawn in on a random spot on the map, which will continue until the player kills all enemies on the floor or 12 ingame minutes pass. These "reinforcements" will not give any EXP, but will drop any inventory they have, like enemies spawned by a summon lever will. 1

[ ] "Turbo event": All enemies on the floor get a +10% speed bonus. If on UV/N!, especially bad level rolls can result in a harder version of this event where enemies get a +20% speed bonus. 1

Miscellaneous

[ ] New powerup: Partial Invisibility globe, which when active can either make enemies shoot at random angles instead of directly at the player (most faithful to how Doom's actual Partial Invisibility works but also most chaotic and may have conflicts with how VMR's targeting works), reduce enemy accuracy and increase the player's dodging rate like Running does (most banal but functionally useful option), work like JHC's stealth does where enemies won't see the player until the player attacks or it wears off (which also replicates how the powerup works in ZDoom-based source ports), or some combination of these effects. 1 2
« Last Edit: December 28, 2025, 23:18 by Omega Tyrant »
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #3 on: August 22, 2025, 13:48 »

New uniques:

* M6D Magnum, from Halo: Combat Evolved. Very powerful, 12 round magazine, has a zoom feature (could be represented as increased accuracy).

* MA-75 Assault Rifle/Grenade Launcher, from Marathon. 52 round mag, can fire grenades (could use rocket ammunition).


I'm not sure if I should suggest uniques from other Doom games like the Unmaker or Crucible, given that DRL's meant to represent the first Doom game, but it does have the super shotgun so idk.
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #4 on: August 22, 2025, 14:29 »

New uniques:

* M6D Magnum, from Halo: Combat Evolved. Very powerful, 12 round magazine, has a zoom feature (could be represented as increased accuracy).

* MA-75 Assault Rifle/Grenade Launcher, from Marathon. 52 round mag, can fire grenades (could use rocket ammunition).


I'm not sure if I should suggest uniques from other Doom games like the Unmaker or Crucible, given that DRL's meant to represent the first Doom game, but it does have the super shotgun so idk.

I remember the former idea before and being concerned it would outclass the Trigun without a big firing speed penalty, but with the SoG change making reaching minimum firing speeds no longer possible, even if it holds the same power as the Trigun it wouldn't outclass thanks to the Trigun's firing speed advantage. Just increased accuracy would be boring though for a Unique, perhaps it could have a special type of aimed shot that has autohit (thus making it guaranteed to always hit against in-vision and out-of-vision targets, at the expense of doubled firing time). A special pistol that does encourage more aimed-shooting would be a niche that's currently unfulfilled.

As for the latter, I would need more information on how it would actually function, but if it's supposed to be firing grenades, that may be something better off proposed for JHC, which has grenade launchers as a separate type of weapon class with its own ammo type (being well, grenades).

And I think more weapons from other Doom games would be neat. I personally would really like the Unmaker and it would be my first choice if I got to choose a new unique, but haven't formally proposed it as I'm unsure how to replicate its progression system in DRL and not just make it a souped up Hyperblaster out of the box.
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #5 on: August 25, 2025, 15:19 »

I remember the former idea before and being concerned it would outclass the Trigun without a big firing speed penalty, but with the SoG change making reaching minimum firing speeds no longer possible, even if it holds the same power as the Trigun it wouldn't outclass thanks to the Trigun's firing speed advantage. Just increased accuracy would be boring though for a Unique, perhaps it could have a special type of aimed shot that has autohit (thus making it guaranteed to always hit against in-vision and out-of-vision targets, at the expense of doubled firing time). A special pistol that does encourage more aimed-shooting would be a niche that's currently unfulfilled.

As for the latter, I would need more information on how it would actually function, but if it's supposed to be firing grenades, that may be something better off proposed for JHC, which has grenade launchers as a separate type of weapon class with its own ammo type (being well, grenades).

And I think more weapons from other Doom games would be neat. I personally would really like the Unmaker and it would be my first choice if I got to choose a new unique, but haven't formally proposed it as I'm unsure how to replicate its progression system in DRL and not just make it a souped up Hyperblaster out of the box.

The Halo pistol encouraging aimed shooting and shooting at enemies outside of the player's vision actually matches one of the ways it's used in CE, which is a neat touch. Of course, it's a powerful weapon at any range.

Maybe instead of the Marathon assault rifle there could be the dual-wielded WSTE-M5 Combat Shotgun from Marathon 2, which each only hold 1 shell (for a total of 2) but reload very quickly. Perhaps in exchange for such a withering rate of fire, you can't switch to an offhand item while they're equipped, since they're dual-wielded.

The dual-ammo idea might fit better with the M41A Pulse Rifle from Aliens, which was itself an inspiration for Doom. A 99-round magazine with 4-round bursts, that can also shoot rockets - I know it shot grenades but honestly I think rockets could fit in this case. It would make a pretty deadly unique.

The only other Doom weapon I can think of to suggest is the SMG from Doom 3, called the MG-88 Enforcer. It could fit as an exotic with a bigger mag than the chaingun and faster reloading but less damage.
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #6 on: September 23, 2025, 00:24 »

The Halo pistol encouraging aimed shooting and shooting at enemies outside of the player's vision actually matches one of the ways it's used in CE, which is a neat touch. Of course, it's a powerful weapon at any range.

Maybe instead of the Marathon assault rifle there could be the dual-wielded WSTE-M5 Combat Shotgun from Marathon 2, which each only hold 1 shell (for a total of 2) but reload very quickly. Perhaps in exchange for such a withering rate of fire, you can't switch to an offhand item while they're equipped, since they're dual-wielded.

The dual-ammo idea might fit better with the M41A Pulse Rifle from Aliens, which was itself an inspiration for Doom. A 99-round magazine with 4-round bursts, that can also shoot rockets - I know it shot grenades but honestly I think rockets could fit in this case. It would make a pretty deadly unique.

The only other Doom weapon I can think of to suggest is the SMG from Doom 3, called the MG-88 Enforcer. It could fit as an exotic with a bigger mag than the chaingun and faster reloading but less damage.

Been a while, but I've added the MD6 Magnum to the proposal list. As for the WSTE-M5 Combat Shotgun, I don't think dual-wielding shotguns would be an option, and while a single shot shotgun with very fast reload time gives it some distinction, I'm not sure if that would give it a worthwhile enough niche to make it something you would use over the already existing Combat Shotgun and Tactical Shotgun, especially as Shell Boxes give you very quick reload times without even needing Reloader. Maybe in JHC it would be a more attractive option, as ammo boxes don't exist there and Kornel made it clear he doesn't want to add them to JHC.

With the M41A Pulse Rifle, I don't think a weapon could be easily programmed that uses two different ammo types and maintain two different clips, Kornel would have to chime in on how feasible it is to make such a weapon in the DRL engine. Regardless though it's not that useful of a niche, since as long as you have Juggler, you can just instantly swap from a Plasma Rifle to your Rocket Launcher of choice to achieve basically the same effect as is, and without the rocket launcher alt-fire, essentially just a weaker Plasma Rifle with a ridiculous clip size isn't terribly distinctive (it would probably often just end up as cell storage in players' inventories).

Then for the Enforcer, this is also something that might be better for JHC since it has an actual SMG weapon type there. It could be added to DRL as a normal rapid fire weapon, but a bullet rapid fire weapon that's even weaker than the Chaingun isn't an attractive sounding weapon regardless of any additional perks it has, when the Chaingun struggles to deal meaningful damage to bigger enemies as is without extensive SoB and modding (while the Chaingun can also be turned into a Gatling Gun to give it a major efficient boost in damage output, that the Enforcer would be hard pressed to match without a much more heavy mod cost).
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #7 on: October 04, 2025, 22:14 »

As mentioned, if I got the choice to choose one unique for DRL, it would be the Unmaker from Doom 64, and so in this post I'll write up the concept I have in mind for it to formally propose it.

First some base stats for it:

Damage: 2d7 plasma damage (in Doom 64 each laser bolt of the Unmaker dealt exactly twice as much damage as a Plasma Rifle bolt)

Clip size: 60, uses cells for ammo

Reload time: 3 seconds

No alt-fire nor alt-reload (at least yet, see later in this post for a possible idea)

Give it a minimum spawning depth of 4 (referencing how in Doom 64 you can first find it in a secret level accessible from map 4, and so you should be able to possibly obtain it early here if very lucky), however it should have a spawning weight of only 1 to be one of the rarest uniques in the game.

Now what makes the Unmaker special is that it has four different "levels" to it, with it becoming stronger and stronger as it's upgraded, eventually being a strong contender for best weapon in the game at its final level. The Unmaker should function the following ways at each level:

Base Unmaker
Just shoots a single 2d7 laser bolt at 1 second firing time, just like how in Doom 64 it shot only a single laser with an unimpressive firing rate.

Level 2 Unmaker
Shoots a single 2d7 laser now at 0.5 second firing time, just like how its firing rate got basically doubled with its first upgrade in Doom 64.

Level 3 Unmaker
Shoots two 2d7 lasers at 0.4 second firing time, as in Doom 64 it got a second laser and even faster firing speed for its second upgrade.

Fully upgraded Unmaker
Shoots three 2d7 lasers at 0.3 second firing time, while it also gains the ability where if more than one enemy is in your vision at the same time, one laser will shoot the targeted enemy while the other two lasers will shoot at other enemies (either based on distance or randomly chosen), allowing it to spread damage out better against hordes, emulating how it functioned with its final upgrade in Doom 64.

Now the big question, and what I'm not so sure on, is how to actually upgrade it in DRL. Some possible ideas:

* You could add Doom 64's demon artifacts as new artifact items that could have their own effects in addition to powering the Unmaker, but finding them all alongside the Unmaker would require incredible luck that probably would almost never happen outside A666 unless you add them as guaranteed rewards in some special levels, while this would also probably be the most developmentally intensive, as well as possibly intrude on the special level reward balancing.

* You give the Unmaker its own EXP system, where it'll gain "EXP" when you kill enemies with it and then it literally levels up after you kill enough enemies with it. Probably the most mechanically simplest way to upgrade it and it's intuitive in that the more you use it the better it gets, while it was additionally conceptualized in the Doom Bible to "feed on souls" to get stronger, which killing enemies with it would do, but i have no idea how complex it would be to program said EXP system for a weapon in the DRL engine (also if this is done, the Unmaker in A100 should probably have much greater EXP requirements to level up than in the standard game, so that you can't so easily have a god tier weapon for the vast majority of the game if you find it early nor be able to quickly max it out if you find it late in the game).

* Give the Unmaker a "Tribute" alt-reload, where the player has the Unmake drain a large chunk of their health, and after enough "blood" is given to the Unmaker, it'll upgrade, with exponentially larger amount of "blood" needed for each upgrade. This is another thematically fitting way to power the Unmaker, but I also don't know if this would be easier or more complicated to actually implement than the previous suggestion, while it could get tedious too to repeatedly drain your health with the Unmaker to gradually power it up.

* Have the Unmaker automatically upgrade for doing certain feats within the game, for example tie an upgrade each to killing the Arena Master, killing the Agony Elemental, and killing the Angel Of Death, while if you get the Unmaker after doing any of these things, the game checks if you did them and immediately upgrades the Unmaker accordingly (and in A100, have the Unmaker instead upgrade as you pass floors 25, 50, and 75). I imagine this would be the easiest option to actually program in and would require no balance fiddling with the exact "EXP" or "blood" needed for each upgrade, while it also better resembles the pacing of how the Unmaker got upgraded in Doom 64, but it may be seen as the least interesting and least lore-accurate option.

Some other questions with how to implement the Unmaker:

* What accuracy should it have? (I think the first level should be extremely accurate to represent how the Unmaker was a perfect accuracy hitscan weapon in Doom 64, but should the subsequent levels remain just as accurate to ensure they're complete upgrades in every way and so any build can effectively use the Unmaker, or should the Unmaker get gradually less accurate with each level so EE isn't irrelevant with it)

* Should the final level of the Unmaker work with Triggerhappy? (breaks away from how it worked in Doom 64 and may be considered overkill, but you may want to ensure it beats out all other rapid fire options in the pure DPS department, and rapid fire builds really don't have a proper rapid fire unique of their own, the BFG 10K doesn't count)

* Should Ammochain work with the final level? (could be ludicrously powerful, but it is a very rare unique that has to go through an extensive upgrading process to reach this power for Ammochain, and if each level of the Unmaker lost accuracy, then Ammochain may not be able to use the final level of it quite as game-breakingly effectively)
« Last Edit: October 05, 2025, 10:38 by Omega Tyrant »
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Re: Compilation of fixes, changes, and new ideas for version 0.11
« Reply #8 on: December 28, 2025, 22:38 »

I added bunch of new proposals over time but didn't make a post explaining the rationale behind them, so I'm gonna explain them in this post.

*Buff the Tristar Blaster's damage to 4d6

The Tristar Blaster is an unusual Exotic weapon that barely gets any use, due to being a cumbersome and dangerous ammo-hungry weapon that doesn't synergize well with any particular build other than Fireangel, and even if you try to use it, it's not even that strong and so the reward for using it properly is underwhelming; you'll probably deal out more cumulative damage against a horde with a single BFG shot than you would with three Tristar Blaster shots that consume even more cells. It's hard to adequately buff this weapon due to the aforementioned asynergy, so you could give it a slight damage buff to make it somewhat more rewarding to actually use, with it being possible for it to actually score one-shots against tougher enemies (4d6 would also have it actually match Mancubus rockets in damage output, and the Tristar Blaster is supposed to be a weaponized version of their attack).

*Decrease Charch's Null Pointer ammo consumption to 5 cells per shot

Another very unusual weapon is Charch's Null Pointer, that sees even less usage than the Tristar Blaster. The Null Pointer has a theoretical niche where you can stunlock a threatening enemy to death with it, but requiring a whopping 10 cells just to inflict 10 damage to a single enemy, the critical issue is it simply consumes too much ammo for that to be worthwhile in all but the most extreme niche of situations, as it'll require an entire cell stack or more to kill anything bigger than a Cacodemon. As such, the ammo consumption should be decreased to 5 cells per shot, which would still be awfully ammo inefficient for killing enemies (in comparison, 5 Plasma Rifle bolts with no SoB would deal 20 damage on average, twice as much as the Null Pointer), but the ammo consumption won't be so out of whack with what it does and so it could maybe not be such a terribly disappointing find. Alternatively, per Clamp's suggestion, you could make it a self-charging weapon so it has more clear utility without such crippling ammo consumption, while also simultaneously preventing the player from stunlocking bosses to death since they wouldn't be able to manually reload it.

*Buff the Subtle Knife farther

Invoke was buffed in 0.9.9.8 by no longer draining max HP and dealing 15 plasma damage to all in-vision enemies instead of 10. This effect though is still very underwhelming, basically just being a slightly better Arena Master Staff that will one-shot Imps and Lost Souls, but won't gib Formers, and the Subtle Knife itself is woefully weak for a Unique, as such it's still a near-worthless Unique even before considering being so damn annoyingly rare. When doing research on the Subtle Knife's inspiration, how the Subtle Knife works in DRL doesn't make much sense, where in its titular book, it is supposed to be a weapon capable of harming intangible supernatural beings and god, while its "reality cutting" ability manifests as creating dimensional doorways, which isn't reflected by the Subtle Knife being a puny 3d5 weapon with no special ability nor by how Invoke works. Invoke draining max HP before was the only thing that made sense for its inspiration, as the actual Subtle Knife is supposed to mutilate its user's hand. As such, I want to propose the following changes to make the Subtle Knife actually worth it as a Unique and to be better faithful to its inspiration:

  • Reduce the Subtle Knife's damage to 2d5 but have it deal tripled damage to any non-former nor non-cybernetic enemy (cybernetic enemies would include Arachnotrons and their Nightmare variant, Mancubi and their Nightmare variant, Revenants and their Nightmare variant, the Cyberdemon, and the Spider Mastermind), representing its ability to kill supernatural beings (and have its damage bonus work on Carmack too to represent its god-killing ability).
  • Change Invoke completely, instead having it work as a Homing Phase while draining 5 max HP on use (2 max HP instead if in A100/666), with a minimum 10 max HP requirement to use it, representing its ability to let its user create dimensional portals and the self-mutilation of its use. If the old effect of Invoke must be kept, still bring back the 2 max HP reduction but it make much stronger, such as having it instantly kill and gib all enemies in vision that aren't a boss monster.

The first change would give the Subtle Knife a more clearer usecase for melee builds, as it'll be able to hit a large chunk of enemies at Spear or even Scythe damage levels, and exceed even farther beyond that for Malicious Blades, but there will still be a large contingent of threatening enemies that the Subtle Knife would be no stronger than a vanilla Combat Knife against, so it wouldn't obsolete other melee weapons. The second change of a reusable Homing Phase has obvious use to any build, but the max HP cost, aside from being faithful to the source material, prevents it from outclassing the Hell Staff and ensures players can't so easily skip the entirety of the remaining game (especially if they don't have a means to easily kill the Mastermind), just make the max HP drain less severe in A100/666 given the much greater amount of floors makes it a lot more relatively punishing. If the alternative Invoke change is done instead, it'll at least have more clear usefulness as an emergency instant kill button with a cost than it does as a slightly better Arena Master Staff with a negligible cost. If these changes are done, it still should be able to spawn sooner and have a weight of 2 to not be so absurdly rare, especially if melee weapons continue to be unable to spawn in vaults, but maybe with a minimum depth of 12 rather than the originally proposed 7.

*Make Azrael's Scythe "Whisper Of Death" alt-fire require a minimum of over 5 max HP to use

Oddly, while the Trigun's Angel Arm has a minimum >10 max HP to use, the Scythe's Whisper Of Death has no minimum max HP requirement, and so even as you decrease your max HP to 5, you can keep spamming it indefinitely as long as you can restore your tactics. While running around with only 5 max HP is extremely hazardous, this can be abused to cheese several lategame levels, particularly in Angel of Humanity, as was exploited in this Everyman Diamond run.

*Allow the Mastermind to appear in very deep levels of A100/666?

Alongside adding the Angel of Death to A100, I was thinking the Mastermind could still work as a lategame spawn, since it is basically just a big Nightmare Arachnotron with weird AI and isn't exceedingly powerful, while in Doom 2, the Mastermind got used as a normal enemy in several levels. If this is done, you should naturally create Mastermind + Arachnotrons and Mastermind + Nightmare Arachnotrons groups, and perhaps also add a new cave type with only Masterminds. You'll just need to lower its Danger value to like 40, 35, or even 30 to match the Cyberdemon, as 50 would make it give too much EXP and significantly cut into other enemy spawns, while it's not strong enough to merit such a high danger level.

*Allow melee weapons and boots to spawn in vaults

A weird oddity is that melee weapons and boots cannot spawn in vaults, which ends up making special boots and especially special melee weapons harder to come by than special armors and ranged weapons. The reasoning I was told was if they did, vaults would get flooded with useless Combat Knives and Steel Boots, which makes sense, but it should be possible now to exclude specifically Combat Knives and Steel Boots from spawning in vaults, right? If it's not possible, then I suppose it is better that this restriction remain to keep vaults more fruitful, but if it is possible, then I see no reason to continue keeping this restriction with vaults. If this is done, you could maybe add Protective Boots to the restriction list too since they would be useless more often than not and you can already get early Protective Boots from armor crates.

*Add a new Unique called "Big Fucking Shotgun", a 40d5 plasma shotgun with a max range of 10, spread of 5, damage dropoff rate of 10%, a clip size of 40 while requiring 40 cells per shot, a 2 second firing time, and 4 second reload time.

An idea briefly talked about with Kornel in one of his streams when he added the JHC BFT, and he seemed receptive to the idea, so I want to formally propose it, while we could also use a third Unique shotgun. This is essentially a more mechanically faithful recreation of the actual Doom BFG, which despite it appearing to shoot a big plasma ball that explodes in a large splash radius, actually mechanically functions as like a, well, Big Fucking Shotgun, with the BFG firing 40 invisible hitscan tracers in a very large spread after the BFG ball explodes. The 40d5 damage appears absurd at first, but for reference, its average damage of 120 is the same as the Biggest Fucking Gun's average of 120, while unlike the Biggest Fucking Gun that has no damage falloff, this Big Fucking Shotgun would have a severe dropoff rate and cover a lot less ground than a 16 radius explosion, and with its 40 cells a shot that would make it less ammo efficient than the Plasma Shotgun that's already not known for ammo efficiency, it gotta be worth the ammo. Plus it should be able to very reliably one-shot any normal enemy from a few tiles away like the actual BFG, and the 40 dice would match the amount of tracers the BFG has. I think the weapon is strong enough to warrant the 2 second firing time and it would better resemble the actual BFG's very long firing startup, but if this would make it too impractical for non-Shottyhead builds, it could be reduceed to 1.5 seconds. It can also be moddable by Technicians with a 1 mod/basic assembly limit (though no basic assemblies in DRL would be applicable to it other than the Plasmatic Shrapnel that does nothing), and it can have a minimum depth of 20 to match the other BFGs (though maybe 18 or even 15 to give players more of a chance to get it before Mortuary/Limbo where it would see most utility) and naturally a spawning weight of 1.

*Add a new challenge called "Angel of Turbo", which makes all enemies +20% faster, and an Archangel variant that makes them +40% faster.

Among the available challenges, there are currently none that directly buff enemies (AoMC makes them hit a lot harder, but you get the same buff), just various ways to nerf the player or alter the game. A simple effective yet fun one would be a challenge that just makes all enemies faster, which would make them more offensively dangerous, more difficult to outrun, and makes corner shooting them all to death harder, while seeing how the new Enraged mode can make enemies faster, this should be doable to program in as a challenge now. N! was originally supposed to have faster enemies anyway, and this would emulate actual Doom's fast monsters setting, which is commonly played as its own challenge category there. Not to mention this would also serve a purpose for people wanting to make the game harder without having some restriction imposed on them like other challenges do. If implemented, naturally there should be an Archangel variant too that makes enemies even faster (+40% could be tried initially, but it could be +30% if it proves rather unplayable). "Angel of Turbo" is a placeholder name, if someone thinks of a better name that should be used instead. I can think up of new badge ideas for the challenge if this is accepted.

*Add a new challenge called "Angel of Drought", which makes all ammo drops contain a third of the usual ammo amount (including ammo in ammo boxes and ammo dropped by enemies), and makes melee weapons unusable, while also making Brute give no damage bonus.

This was discussed for JHC after playing the one beta with bugged ammo drops, but this challenge idea would work in DRL too, as a more effective ammo-deprivation challenge than Angel of Light Travel since you'll be encountering far less ammo altogether, thus creating a challenge where ammo management is a much more serious obstacle, while there is farther meaningful difference from AoLT since the rest of your inventory is not limited nor do you get a speed boost. A ban on melee weapons will be needed however, since otherwise this would just devolve into a lighter Angel of Berserk, and Brute should give no damage bonus either, since the fist would be able to do respectable damage after several Brute levels and thus significantly lighten the later portion of the challenge. If you want to get cute with the references, "Angel of McGee" would work well, naming it after the Doom developer responsible for some of Doom's most infamous drought maps (such as E4M1L Hell Beneath), but "Angel of Drought" works if you don't want the name to be overly referential. I can think up of new badges for this challenge if this is accepted.

*Add a new challenge called "Angel of Pestilence", which emulates a permanent deadly air event where the player's health steadily drains nonstop, and perhaps an Archangel version as well with a ramped up health draining rate.

A common criticism of DRL's Angel modes is that a large chunk of them enforce more cautious play (particularly the "don't get hit" challenges of Purity, Impatience, Masochism, Humanity, and even Max Carnage, which all severely inhibit the player's hit-taking ability in some way), while the only one that enforces more aggressive play is Angel of Red Alert, so another challenge that forces the player to play faster would help increase the strategic variety of the available challenges. When discussing this with Icy in the initial 0.9.9.8 proposal compilation thread, I thought up of one that emulates a permanent Deadly Air event with a continually steady HP drain, and while I backed off when Icy rejected it, an idea like it recently got independently brought up by Asbadagba as "Angel of Pestilence", and I still like the idea, so I'm gonna formally propose it. Like AoRA, you'll have to get through the game quickly lest you just get all your health drained away, while the strategic differences arise in rather than there being a strict timer cutoff on each individual level where you die instantly unless Invuln'd, here you can theoretically spend as long as you want on any level but it's a steady degradation in the player's ability to survive, which will carry over to the succeeding floors rather than getting a clean slate timer restart like AoRA gives you, and you'll become increasingly fragile with the health drain so you can't go as balls-to-the-walls as you would in AoRA. Compared to the actual Deadly Air event, enemies shouldn't be affected, so that way the player cannot abuse this by waiting in a safe hidey hole with a nearby full heal until all enemies get severely weakened, and Envirosuits shouldn't stop the health drain, while I also think Invulnerability shouldn't stop it either so that Invuln rushes doesn't dominate this challenge too hard. As a mercy, the health drain shouldn't be able to kill the player and so it should stop whenever the player is at 1 HP (though on that note, can Deadly Air kill the player, I never tried testing that before). An appropriate health drain rate will have to be decided through testing, but it could start at 1 HP every 5 ingame seconds (with an Archangel variant being twice as fast), matching the decay rate of boosted health, and then adjusted down if it's too easy (or up if it's actually too hard). I can think up of new badges for this challenge if this is accepted.

*Allow flooding events to flood with blood on UV/N!

After blood was added as a new damaging fluid in 0.10, this seems to be a sensible addition, especially as lategame floods tend to be rather nonthreatening, or can even be exploited by players with Cerberus/Lava/Enviro Boots to kill off most enemies on a floor if they don't mind losing the items, or just running by them and letting the flood kill them. Maybe add a new message too to let players immediately know it's a blood flood and so they don't leave enemies behind thinking the flood will kill them.

*Add a new "Malice" event, where the Enraged timer gets reduced to 2 and a half minutes on the floor.

With the Enraged Timer being added, we can have ways to play with it to create more time sensitivity, and one idea that came to mind is a lategame event that severely truncates the timer. It could be adjusted, but half of the nuke timer seems reasonable to me; the Enraged Timer running out doesn't instantly kill you like a nuke would, nor does it running out pose much a threat if you only have a few enemies left alive on a floor when it does run out, so the timer will have to be much shorter to seriously threaten the player. Also in my experience, at lategame you should be able to comfortably clear floors even on N! within a few minutes. I would restrict this event to HMP+ however, as it could be overly harsh for lower level players.

*Add a new "Reinforcements" event, where new enemies steadily spawn in on the floor.

DRL has the capability to spawn in new enemies onto a floor, but this capability is pretty underutilized, so an idea of a new event is one where new enemies will spawn in somewhere on the floor at regular time intervals based on difficulty (I'm thinking every 60/50/40/30/20 seconds on each difficulty respectively), and maybe in lategame on UV/N!, you can get a harder version of this event where every third enemy is an Elite Former or Nightmare enemy (or boss enemy if beyond floor 50 in A100/666), allowing these enemies to appear more often in the standard game. These spawned in enemies should naturally give no EXP, so the player is not incentivized to wait around and let them all spawn in, and the reinforcements should stop once the player kills all enemies so players going for 100% kills aren't forced to stick around, or after 12 ingame minutes has passed (shortly before the Enraged Timer runs out) so a player struggling to kill all the enemies don't get overrunned with infinitely spawning enemies and to also prevent players from abusing infinite spawns to inflate their kill rate (the 12 minutes limit means each difficulty would have 12/14/18/24/36 enemies spawn in total, which seems sensible to me). I would additionally disallow this event from showing up in AoRA, as it could otherwise screw over the Quartermaster runs that require a 100% killrate if it keeps spawning enemies on the opposite side of the map.

*Add a new "Turbo" event, where enemies get a +10% speed buff.

Like the rationale for the challenge idea of this, currently there are no events that directly buff enemies (unless you count giving all enemies the hunting flag a buff), so this seems sensible to me to spice up any given floor. The speed boost should be less than the proposed challenge gives, since the player will be less prepared for it as a random event than if they were playing said challenge (especially when playing other challenges that could make it extra dangerous), though on UV/N! there should naturally be a chance to roll a harder variation that gives the +20% speed boost.

*Add "Partial Invisibility" as a new powerup.

Among Doom's powerups, there is one conspicuously missing from DRL, the Partial Invisibility globe, and according to that very old archive I found of planned DRL features in 0.9.9.8-beyond before development stalled, the Partial Invisibility was planned to get added. There are three potential effects it could have implemented; the first one is to make enemies fire in random directions instead of at the player, which would be most faithful to how it actually works in Doom but could be overly chaotic and cause problems with how VMR targeting works. The second idea is to have it reduce enemy accuracy and increase the player's dodging rate like running already does, which would be practical but rather boring and worthless against the VMR. The third idea would be to have it replicate JHC's Stealth, i.e. enemies can't see you until it runs out or you attack, and wouldn't be completely out-of-line with what Doom players expect since that is sorta how it works in ZDoom-based source ports, while the coding for Stealth already exists. Of the three options, I would prefer the third, and I imagine it's what most players would find more exciting. However perhaps you can do a combination of the second and third ideas, where the player is stealthed initially, but if the player attacks before it wears off, the stealth gets turned off while the remaining Partial Invisibility time gives them the reduced enemy accuracy/buffed dodging bonus, as otherwise Stealth as a random powerup might not be that useful for players on completionist playthroughs who often wouldn't find much extended use for sneaking past enemies (while also again this would resemble its ZDoom functionality, where it lets you sneak by enemies that haven't been alerted to your presence yet and then behaves like usual Partial Invisibility once they have been and start attacking you).
« Last Edit: Yesterday at 11:13 by Omega Tyrant »
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Omega Tyrant

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Since the last post got long, I'm putting all the new medal suggestions here:

*Ensure all medals and badges that require beating a specific special level do not count nuking

This is how it works normally, but there seems to be several exceptions where such a medal/badge does not disqualify nuking, such as the various Hell Arena medals, the Hell Armory/Deimos Medals, Every Soldier's Medal, and Spider-Killer Cross. So these should all be checked and a no nuke exemption should be added to each lacking one.

*With the Fallout and Klear Crosses, do not count multiple nukes activated on the same floor as separate instances of nuking

Something that seems unintended and certainly doesn't make sense is that setting off multiple nukes on the same floor will count as separate instances of nuking. Notably, if you get the Trigun at any point of the game, once you get invulnerability you can keep spamming Angel Arm on the same floor to rack up the nuke counter for an easily cheesed Fallout Platinum and Klear Cross, such as I did in this run, which does not seem to be in the spirit of the medals and certainly doesn't resemble the actual run inspiring Klear Cross, where Klear actually nuked over half the game's levels. So while it would make these already annoying-to-get medals even harder, such a blatant exploit should be fixed.

*Add a new medal called "Sereg's Medallion", for completing Angel of 100 on UV or N! in under 1 hour of real time.

One of the coolest feats I seen on here was Sereg completing A100 on N! in under an hour, and Icy would later perform that feat as well, so a medal commemorating it and encouraging more people to speedrun A100 would be neat, while it would also work as a harder version of the "Marathon Medal" that Game Hunter suggested long ago. While Sereg and Icy did it on N!, and it would make sense to require only N!, I think UV should be allowed for the medal, since it would probably actually be harder to perform this feat on UV without the doubled powerups and the slower leveling.

*Add a new medal called "Tormuse's Medallion", for completing an Angel of Humanity + Angel of 100 Dual Angel challenge.

Another very cool feat was when it was discovered that Thomas' Medal and Everyman Platinum/Diamond didn't actually require the Conqueror Pin back in 0.9.9.7 and so could be could be earned in AoCn/AoOC or even A100, Tormuse gave it a try and successfully pulled off a AoH + Ao100 UV run. This wasn't in the spirit of what Thomas' Medal and the Everyman badges require, but it's arguably an even tougher feat than doing a normal Everyman Diamond run, and basically no one would dream of trying an AoH + A100 run, so I think it should get recognition with a new medal, while also encouraging people to actually try this Dual Angel combo. Tormuse did it on UV and I would be ok with a UV/N! requirement too, but I'm also ok with no difficulty requirement to make this medal less daunting for players to earn themselves.

*Add more special level-related medals.

Currently the medals tied to special levels are very weird in their distribution; you got a whopping five of them for Hell's Arena, then Hell's Armory/Deimos Lab and Mortuary/Limbo have two each (that are just a basic "beat this special level" and "beat this special level damageless" medal), then you randomly got "Every Soldier's Medal" and "Spider-Killer Cross" for beating The Wall/Containment Area and Spider's Lair respectively in Angel of Humanity, and that's it. I'm assuming there were more such medals planned at some point (based on Game Hunter's comments about wanting to add a lot of new medals) and this weird distribution is just the result of an in-development game getting its old dev team disbanded after development was shelved for a decade, because otherwise this distribution of them makes no sense. I encourage people to share their own ideas for new special level medals, here are ideas I have:

  • "Secret Hunter" - Exit Toxin Refinery through its secret exit.
  • "DSDA Gold Medal" - Exit Toxin Refinery or Central Processing on UV in under a minute of real time (but disqualify if the player uses a Phase or Homing Phase Device).
  • "DSDA Platinum Medal" - Exit Toxin Refinery or Central Processing on N! in under a minute of real time (but disqualify if the player uses a Phase or Homing Phase Device).
  • "Chainless Token" - Clear and exit The Unchained Court without picking up the Chainsaw.
  • "Blind Gladiator" - Clear The Unchained Court in Angel of Darkness.
  • "Blind Champion" - Clear The Unchained Court on UV+ in Angel of Darkness.
  • "Tyson Medal" - Clear Military Base in Angel of Berserk without running out the Enraged Timer.
  • "Tyson Cross" - Clear Military Base on N! in Angel of Berserk without running out the Enraged timer.
  • "Demon's Jaw" - If Angel of Turbo is added a challenge, add this medal for clearing Phobos Lab on UV+ in Angel of Turbo.
  • "Nightmare Demon's Jaw" - Clear Phobos Lab on UV+ in ArchAngel of Turbo.
  • "id Memento" - Clear Hell's Armory/Deimos Lab in Angel of Red Alert.
  • "Silver Shell Box" - If Angel of Drought is added as a challenge, add this medal for clearing City of Skulls/Abyssal Plains in Angel of Drought.
  • "Empty Shell Box" - Clear City of Skulls/Abyssal Plains on UV/N! in Angel of Drought.
  • "Charred Watch" - Clear Halls Of Carnage in Angel of Impatience.
  • "Loaded Backpack" - Clear The Vaults in Angel of Light Travel.
  • "Relic Of Pain" - Clear House Of Pain without using the Arena Master's Staff in Angel of Masochism.
  • "Gordian Ribbon" - Clear Unholy Cathedral by nuking and exit alive (not really a challenge but the funny simplest solution to beating Unholy Cathedral without a melee build whenever you can do it).
  • "Temporal Relic" - Clear The Mortuary/Limbo in Angel of Purity.
  • "Pacifist Star" - Exit The Mortuary/Limbo alive without any enemies dying, including respawns, but disqualify if any sort of Phasing device is used.
  • "Biohazard Medal" - If Angel of Pestilence is added as a challenge, add this medal for clearing The Lava Pits/Mt. Erebus on UV+ in Angel of Pestilence.
  • "Biohazard Cross" - Clear The Lava Pits/Mt. Erebus on UV+ in Archangel of Pestilence.
« Last Edit: Today at 04:00 by Omega Tyrant »
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Omega Tyrant

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And now this post will be for all the new badge proposals I added or revised, since it's going to be really long.

*Ensure every badge that requires a specific medal actually explicitly requires said medal.

This covers several different badges such as the Destroyer badges, I listed every one in the OP that is applicable, but simply if Dual Angels remain able to win badges from both challenges, this should be done to patch out the most blatant AoOC and AoCn abuse that clearly go against the badges' intended challenge.

*Make all Veteran Badges disallow AoMC, AoLT, AoCn, and AoOC.

Currently the Veteran Badges can be won in any sort of game mode, which is ok, there should be some badges with freedom on how you win them, but these four challenges in particular make the Veteran Badges much easier to win. In particular, this has contributed to Veteran Diamond being the most won Diamond according to the 0.9.9.7 Badge Hunters Thread, with a whopping 18 people winning it, and then Veteran Angelic is the 2nd most won Angelic after the infamously easy Shottyman Angelic, with 13 people recorded winning it, which is also common than all but six of the Diamond Badges. That was in 0.9.9.7, but nothing was changed about these particular challenges that would prevent them from still making these badges much easier, other than AoOC being made slightly harder with a weaker starting loadout. You can conversely argue however that it's ok to have a few easier Diamonds and Angelics, so I won't push hard on this one.

*Make Armorer Gold, Platinum, and Diamond a less horrendous grind.

Aside from the unwinnable ones, the absolute worst-designed badges are these three, not only having very little skill involved in obtaining them, but they also require an atrociously long grind if you play naturally, and trying to force them any faster would require running several A666 games, while you should obtain most or literally every other badge in their respective classes before getting these Armorer badges. For examples:

  • When I was doing my 100% 0.9.9.8 attempt, I obtained every other Gold before Armorer Gold and 15 Platinums, I had to run an A666 game to force getting Armorer Gold else it would have taken me who knows many more non-A100/666 games to get it.
  • When I stopped playing said 0.9.9.8 file, I had 18 Platinums while still being 357 specials away from Armorer Platinum, so realistically I could have easily won the 7 other remaining Platinums long before getting Armorer Platinum. Even running A100/666 games wouldn't speed it up that much, since each special item only gets counted once per run, so even if I did found especial special item in each run, it would still take at last a half dozen A666 games to win Armorer Platinum at this point.
  • When it comes to Armorer Diamond, on my 0.9.9.7 file, over the course of 299 games, including over dozen A100 games and 3 completed A666 games, I still do not have Armorer Diamond!. According to my play time, I got nearly a thousand hours clocked in (938:02:49:35 to be exact with my play time), assume half that time was the game running idle and it's still absurd I do not have Armorer Diamond yet with that much play time. Depending on how stingy the game's RNG wants to keep being with dropping the last Subtle Knife I need for this awful badge, I could very realistically get all the 6 other Diamonds I do not have yet and even get all the remaining 5 winnable Angelics before I get Armorer Diamond, and I only started actively going for these badges last month!

These badges could serve as "easy" badges that players of any skill level can get, since only Azrael's Scythe actually requires you to play above ITYTD to get it, but their requirements are so absurdly high, that no lower level players will ever play remotely enough to get these higher level Armorer Badges. For reference, according to the aforementioned Badge Hunters thread, in over a decade of 0.9.9.7, only two players ever reported actually earning Armorer Diamond; Tormuse and Icy, i.e. two of the most legendary and hardcore DRL players, and according to the mortems, it was well over 1000 games for Tormuse before he won it, while in Icy's case, it was over 2000 games, not to mention Icy is also a heavy A100/666 player too. We can all agree the grind for these badges is unreasonable, right? Also the more special items that get added, the grind for Gold and Diamond will get even worse (while these badges shouldn't be a factor against adding more special items to the game). For what to exactly do with these badges:

  • Change Armorer Gold to collecting 100 total special items. This is a much less giant jump compared to the Silver requirement of a mere 30 total special items, and a player good enough to start winning Gold badges should shortly add it to their Gold collection.
  • Change Armorer Platinum to collecting 300 total special items. I contemplated the 500 that JHC has for its Armorer Platinum, but I think 300 is more reasonable (Silver gets you a tenth of the way there and Gold gets you one-third), and players capable of winning Platinums won't have this badge delaying them getting all Platinums as long as the 500 or especially 1000 requirement would.
  • Change Armorer Diamond to collecting 1 of every special item and 500 total. There's just no reason for why you should need to collect more than 1 of each special item for Armorer Diamond, what does a player prove by finding the Dragonslayer two more additional times after their first time finding it? The secondary requirement ensures you can't win Armorer Diamond before the Platinum.

*Increase Lightfoot Bronze's floor requirement to level 16.

I mean this is a Bronze so who really cares, but since AoLT is one of the easiest challenges, it doesn't quite make sense that its Bronze has a floor requirement of 9 like some of the other harder challenges, especially when it's braindead easy to just run through Phobos on HNTR with AoLT's speed boost without even trying to fight back, so I feel it makes more sense for Lightfoot Bronze to have a slightly harder requirement like the other easier challenges.

*Decrease Quartermaster Bronze's floor requirement to level 9.

Conversely, Quartermaster Bronze should be made easier, as AoRA is one of the harder challenges, that people tend to notoriously struggle with their first time playing it, so it also makes no sense that it has one of the harder Bronze requirements. Again this is just Bronze badges so it feels nitpicky, but the requirement of Quartermaster and Lightfoot Bronze are inverse to their challenge's respective difficulties.

*Bump Marksman Gold's difficulty down to HMP.

It never made much sense to me that the Marksman series skipped HMP and jumped straight to UV for Marksman Gold, especially when AoMr wasn't an easy challenge. In fact back in 0.9.9.7, I would say Marksman Gold was the hardest Gold badge, because being locked to pistols on UV was so brutal. The 0.10 SoG change reversing pistols' early games woes did made AoMr a lot easier, but I still think it doesn't justify skipping straight to UV, and regardless if you're able to beat AoMr on UV, you should be able to jump straight to the Platinum requirement and beat it with 100% kills. So for more clear delineation in the difficulty between the Gold and Platinum, this change should be made.

*Give Lightfoot Gold the additional requirement of beating AoLT in under 40000 turns.

As mentioned previously, AoLT is one of easiest challenges, and its Gold just requiring beating HMP with no additional requirement made it one of the easiest Golds. Adding the stipulation of winning in under 40000 turns makes sense to me, to both spice up Lightfoot Gold a bit and to also have a natural progression towards Lightfoot Platinum requiring winning in under 20000 turns.

*Give Daredevil Gold the additional requirement of getting 100% kills.

One of the super free Golds currently is Daredevil Gold. It's infamous how you can just spam quick AoOC games until you get lucky, and on HNTR, you don't even need much luck to get a game where you can easily run to the Mastermind with barely any fighting and then nuke her. I can run pacifist games in HNTR AoOC and easily get the luck needed to win in under 30 minutes. I would say Daredevil Silver is actually much less easy, since you can't so easily rush through it and will have to get through a boss you can't just nuke without Invuln. I think Daredevil Gold should be given a 100% kills stipulation; it would probably still be one of the easiest Golds, but at least this requirement will make players have to play through it more honestly and not just try rushing to the Mastermind with a nuke or Berserker (while also meaning they can't enter Mortuary/Limbo just to snag a free nuke unless they actually clear it).

*Change Arena Gold's requirement to beating it on UV in AoRA.

Prior to 0.10, Arena Gold had a well balanced requirement, since beating it in AoMr on UV was tough but not exceedingly so. However after SoG's change in 0.10 and pistols becoming far better in the early game as a result, beating Hell's Arena in AoMr is far easier, and so this is now overly easy for a Gold badge. What to change the requisite challenge to was a bit hard to decide; AoSh has it even easier, AoMC and AoLT would make this completely free, Hell's Arena is only slightly harder in AoP on account of coming with less health and no Berserk/Light Goggles, AoB is already used for the Diamond, AoD would make this harder than Arena Platinum, AoHu would be a bit much, AoPc is obviously unviable, and AoI and/or AoMs would be a good replacement but they already have a medal (Chess Master's Token) for this exact requirement. That leaves AoRA, which would actually be a great replacement challenge, since beating UV Hell's Arena in AoRA is quite tough and requires some luck (especially if you don't get Hellrunner and Reloader), but it shouldn't be harder for players to do than beating Hell's Arena on N! as the Platinum badge requires. Also it would be fun to encourage beating Hell's Arena in a quick manner.

*Perhaps give Longinus Gold an additional stipulation, such as no Berserker and Malicious Blades?

Yet one more super free Gold badge is Longinus Gold, beating Unholy Cathedral is incredibly mindless for any lategame melee build, and even low level melee builds in AoOC can very easily beat it. It just makes no sense that beating Unholy Cathedral gives you the same tier of badge as beating Mortuary/Limbo does, at least The Vaults also giving a Gold badge for just beating it can be justified by it being tricky to figure out without looking it up and needing to beat two prior special levels to do so. Not to mention that it is also much easier to get than the special level Silvers. Giving it the additional stipulation of disallowing Berserker and Malicious Blades would mean players wouldn't just be able to mindlessly steamroll through it with typical melee builds, but unlike the harder Longinus badges, they would still be allowed Brute. Maybe you could add a Bronze and Silver tier to the Longinus series, with the Bronze badge being to simply enter Unholy Cathedral and leave it alive, while the Silver badge can be to just beat it with any traits, and then the Gold can be this proposed requirement, which along with the proposed Platinum requirement, all seems like a much more natural badge progression than how the Longinus series currently is (why is there no Longinus Bronze and Silver to begin with?).

*Change Berserker Platinum's kill requirement to Explorer Pin.

It was proposed previously to just remove Berserker Platinum's kill requirement given the similarity to Gargulec Cross, and beating UV AoB on its own would be an ok Platinum-level challenge, but it would be rather mundane for a Platinum Badge, while you would still be doubling up Berserker Platinum with any Gargulec Cross run. So perhaps give it an Explorer requirement to spice it up, while also making doubling it up with Gargulec Cross a more complicated endeavor, as entering any special levels would mean having to kill everything in them to keep Gargulec Cross alive (or at least everything before additional waves spawn in). I additionally think it would tie in nicely to the proposed new Berserker Diamond requirement of beating N! AoB with no special levels visited.

*Change Shottyman Platinum's requirement to beating it on UV beating it in under 40000 turns.

Shottyman Platinum isn't glaringly imbalanced but has two particular issues, first if you're able to beat AoSh on N! than doing so with 80% kills for the Diamond isn't meaningfully more difficult and so players would nearly always get the Platinum + Diamond together, and secondly it's just a boring Platinum. With what I'm about to propose for Shottyman Diamond though, I think Shottyman Platinum would make more sense and be more interesting with its difficulty requirement being bumped down to UV, but now have the additional requirement of beating AoSh in under 40000 turns. This would not only have a more natural progression to the proposed new Shottyman Diamond requirement, it would also give players another Platinum they can get without playing N!, but having to play through UV at such a fast pace will make it sufficiently more difficult than the Gold.

*Give Centurial Platinum the additional requirement of getting Experience Medal.

Centurial Platinum is fine as it is and the vast majority of Centurial Platinum runs probably incidentally got the Experience Medal anyway, this will just have a better progression to the proposed Centurial Diamond change of beating N! A100 with an Experience Cross.

*Change UAC Diamond to require only UV, disallow Berserker, or do both.

While UAC Diamond looks imposing at first, it is actually a very easy Diamond, that is easier than at least half the Platinums, with the badge having the clear obvious optimal strategy of rushing through the game with a melee Scout that anyone can copy and 20 minutes being a surprisingly generous time limit when you're rushing through the game berserked most of the time. According to the Badge Hunters thread, this was one of the most won Diamonds in 0.9.9.7 with a dozen people winning it, and if you look at the mortems, they all cleared the 20 minute requirement by several minutes at least, with the majority being under 15 minutes and some even almost getting under 10 minutes. It was suggested that this could be a 0.9.9.7 thing and changes since then would make it harder, but after running it in 0.10, I got a 11:17 first try without even trying hard to be fast with my physical inputs and making some serious time-losing flubs. The berserk nerf does make it more difficult to survive rushing through the game, but the game engine itself faster counterbalances this and it wouldn't take many resets to get the luck needed to not die during a melee rush. An unusual idea to buff this badge's difficulty would be to make it strictly require UV, as speedrunning through the game on UV would actually be harder without N!'s doubled powerups/healing and faster levelling. Alternatively, you just disallow Berserker, as getting to Chained Court ASAP and rushing through the rest of the game with Berserker is the one clear dominant strategy for speedruns, and any time limit that would make this a reasonably difficult Diamond-level challenge for Berserker builds would be unreasonably difficult or even impossible for non-Berserker builds. If you want to be extra sure with making this a Diamond-worthy challenge, you can do both the UV-only and no Berserker requirements.

*Change Shottyman Diamond's kill requirement to beating it on N! in under 20000 turns.

JHC's Shottyman Diamond equivalent got the new much more interesting requirement of beating N! AoSh in under 20000 turns. This ended up being terrible for JHC, as due to that game's different structuring that makes JHC longer and much harder to rush through, beating the game on N! that fast with purely shotguns is probably impossible or close to it, and even Sereging it with a Berserker build requires a ridiculous amount of luck. With DRL's structure being conductive to much faster playthroughs however, this requirement would actually work well here for a Diamond-worthy challenge. There was some concern given that it could still be unreasonably tight even in DRL, but I would prove it was possible with a UAC Diamond run in under 20K turns that was essentially shotguns only, and that was in 0.9.9.7 before the Reloader and Gunrunner buffs that would make this less difficult, as well as under real time pressure that invariably caused many turn-inefficient moves. Plus kill requirements are boring and overdone, so more varied badge requirements would be appreciated.

*Give Marksman Diamond the additional requirement of getting the Explorer Pin.

Marksman Diamond was fine previously, as despite being only one of two Angel-related Diamonds with no secondary requirement (the other being Centurial Diamond), it was actually one of the hardest Diamonds in 0.9.9.7/0.9.9.8 to get purely because of how much pistols sucked, particularly in the early game. They sucked so much that the people who got it through Sereging basically just played it as a pseudo-pacifist run and didn't even bother trying to actually use the pistols. With 0.10's SoG change however, while pistols became weaker in the lategame, they became far far better in the early game and better in the mid game too, so AoMr is overall easier now. Thus an additional stipulation should be added to keep this badge an appropriate Diamond-level challenge, with the idea being to make it require Explorer, as being pistol-locked would especially complicate getting out of the newly added Toxin Refinery/Central Processing, Military Base/Phobos Lab, Abyssal Plains, Halls Of Carnage, and of course Mortuary/Limbo. The upcoming suggestion to change Hunter Diamond would also mean Explorer will be unused as a secondary Diamond requirement.

*Change Inquisitor Diamond's Marine-only requirement to disallowing Ironman and Tough as Nails.

Inquisitor Diamond was one of the most fearsome Diamond badges in 0.9.9.7, with only four people recorded winning it (Sereg, Icy, papilio, and myself, the latter two being the only ones who did it purely). In 0.10 however it's far easier, with the main culprit being the currently OP Survivalist, that even if the Marine-only restriction didn't exist, would be the perfect mastery for significantly nerfing this challenge. My first thought was to disallow Survivalist even if it gets its proposed nerfs, but it would be awfully restrictive to require a specific class and ban one of their masteries on top. I was thinking though, the Marine-only restriction doesn't hit as hard anymore due to the Marine getting the inherent energy-resistances passive, so the Marine in AoP isn't so disadvantaged, and all the Marine's non-Vampyre masteries got buffed too. So instead of having the Marine-only restriction, allow any class but disallow Ironman and Tough as Nails; one of the primary things that makes AoP so difficult is the player's health supply being severely reduced to only medkits and being unable to repair armor without risky levers or rare mods, so traits that let you get more health back from medkits and give you inherent defenses are a lot more valuable, making these traits pivotal to nerfing the threat of AoP (especially so when both of these traits are much better than they were in 0.9.9.7). Banning TaN will additionally prevent the use of Survivalist regardless of its OPness, and it would prevent Entrenchment, which would probably be the second best mastery choice for AoP after Survivalist. Probably still wouldn't be as brutal as 0.9.9.7 Inquisitor Diamond was, but this change should make it go back to being one of the harder Diamonds instead of one of the easiest.

*Change Hunter Diamond's Explorer requirement to disallowing Intuition.

Hunter Diamond's Explorer requirement didn't really add much to its difficulty and seemed rather tacked on. Meanwhile if you run Cateye, which you could get as early as floor 3 with the insane EXP rate of N! AoD, the primary hurdle of the challenge got negated and you'll just be essentially playing a normal N! game with no map memory as a masterless Scout, except with a doubled EXP rate that makes it actually easier than standard N!. Even with just Intuition 2, you significantly nerf the main threat of vision reduction, and Intuition 1 helps too by letting you still see powerup locations despite Computer Maps no longer working. It seems very obvious to me that a no Intuition requirement would be far more fitting and difficult for Hunter Diamond than the Explorer requirement is (an Intuition ban would also prevent the use of Cateye). If either iteration of the proposed Hunter Angelic gets added, it too should get the no Intuition requirement for the same reasoning.

*Increase Daredevil Diamond's kill requirement to 100%.

As explained with Daredevil Gold, the nature of AoOC makes it easy to just spam quick runs until you get lucky, and while Daredevil Diamond has an 80% kill requirement to make you have to at least kill things, this is still easy to achieve rushing through the game, in addition to giving you the leeway to completely skip an overly bad floor or two, such as any Arachnotron or Nightmare Demon caves. It also doesn't make sense that while Elite Diamond requires beating the entire standard game on N! with 90+% kills, you got another Diamond requiring you to beat a third of the game with a smaller kill percent requirement. Plus with the change of respawns no longer counting towards kill percent, the hurdle of lacking corpse disposal no longer matters (not that the difficulty of disposing corpses even mattered previously when nearly two dozen people won Daredevil Diamond across all pre-0.10 versions).

*Change Speedrun Angelic's real time requirement to under 8 minutes.

Icy and I previously agreed that this infamous unwinnable badge should have its requirement bumped up to 10 or even 12 minutes. However when looking at the UAC Diamond times, I found several people came close to getting their UAC Diamond run in under 10 minutes. while I found a run by papilio that got under 10 minutes and a run by Sereg that got under 9 minutes. This is on top of DRL getting engine improvements since then that makes it play faster since those 0.9.9.7 runs (particularly mitigating all the pauses whenever the game renders projectiles flying around). And as mentioned previously, I got a run nearly under 11 minutes despite not trying to play as physically fast as possible and getting some clearly lousy early game level luck (getting any early maze with stairs on the opposite end would make you reset on any serious Speedrun Angelic attempt). 4 minutes is still completely out of the question, but I think 8 minutes will be a reasonable threshold that will be extremely difficult while not venturing into "spin the slot machine thousands of times until you win" territory for top level players, and so will be revising the proposal to that.

*Remove Marksman Angelic's kill requirement and replace it with disallowing Cateye.

As I ranted about under Hunter Diamond, Cateye just significantly neuters Angel of Darkness, and indeed everyone who has won Marksman Angelic did so with Cateye. This wasn't so bad in 0.9.9.7 when pistols sucked so badly and needed any sort of buoy thrown to them, and said pistol suckiness made it extremely hard to survive long enough with reduced vision even with doubled EXP to reach Cateye, especially as you needed to get SoG3 first to have any chance and thus delaying Cateye. But as also explained prior, pistols are a lot better now with the SoG change, especially in the early game, and so surviving long enough in AoD to get Cateye is no longer such an arduously excruciating task. As such, the pointless kill requirement should instead be replaced with disallowing Cateye, forcing players to engage with this badge the intended way and encouraging more varied builds (you could also just ban Intuition too like was proposed for Hunter Diamond/Angelic, but I think you can leave Intuition allowed as a mercy, as even if you know enemies are right outside your vision, pistols are still heavily disadvantaged when they can't fire back against these enemies without the out-of-vision accuracy penalty).

*If Angel of Drought is added, change Shottyman Angelic to beating AoSh + AoDr on N!

This is preemptive, but if the proposed Angel of Drought does get added, I think the notoriously easy Shottyman Angelic could instead be spruced up by replacing AoOC with AoDr in the requisite Dual Angel combo. It would need testing after that to determine an appropriate kill requirement if any (or perhaps if 100% kills is feasible), but this would be an obviously more fitting asynergistic combo than AoSh + AoOC (which frankly never made much sense), and I basically already did this in JHC with 100% kills to boot in that bugged beta version for one of my most tense runs ever in either game. Also there probably should be an additional stipulation that disallows building Nano-shrapnel, because otherwise the dominant strategy would be resetting until you get a Nano mod in Hell's Armory/Deimos Lab (or find one randomly) to then build a Nano-shrapnel Shotgun that invalidates the challenge (could still apply a Nano raw to a shotgun, but aside from the Plasma Shotgun, raw Nanoing shotguns doesn't work well with their limited or non-existent clips and so you'll still need other shotguns loaded to kill most enemies).

*Revising the proposed Daredevil Angelic to clearing AoOC + AoP with 100% kills.

When Icy originally proposed Daredevil Angelic, it was an AoOC + AoD combo, but when thinking of it now, Angel of Purity is clearly the far more asynergistic combo with AoOC, when successful AoOC runs heavily depend on powerups. Even when Sereg and Icy Sereg'd Inquisitor Diamond, it took them several hundreds of tries and of course both finished with abysmal kill percents. As such, I'm revising the proposal to replace AoD with AoP.

*Add Gatekeeper Angelic, which requires clearing Phobos Anomaly, Tower of Babel, and Hell Fortress all damageless on N! in a single run.

When I originally brought up the idea of Gatekeeper Angelic, Icy shot it down as being too easy for an Angelic. The original suggestion was Anomaly + Babel + Dis, and while the Mastermind should be no longer so easy to beat damageless with its AI change + possibly impending flinching threshold buff, I think it would be better to replace Dis with Hell Fortress. Aside from being more difficult, it makes more sense for an Angelic anyway to require no damaging the true final boss. The only caveat is this badge should only be added if the proposal of having Hell Fortress turn off powerups when you enter it is implemented, as otherwise, it would be too easy and cheesy to just find an Invuln in Hell then rush to Hell Fortress to kill Carmack damageless with Invulnerability (maybe have the badge require not using the Lava Element too so you can't use it to kill Carmack damageless with a high DPS build?). Also of course nuking any of these three levels should disqualify you from earning the badge.
« Last Edit: Today at 02:47 by Omega Tyrant »
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0.9.9.8 Badges - [26|26|26|18|6|2] (26/26/26/26/19/8 in 0.9.9.7)
0.9.9.8 Medals - 44/50 (38/43 in 0.9.9.7)
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