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 1 
 on: August 29, 2024, 12:59 
Started by Omega Tyrant - Last post by TNT
Thanks for the compilation, Tyrant.

A small U/X suggestion based on my recent experiences with DRL:
It would be convenient if we had a way to show how much ammo is left in your inventory for the current weapon you're wielding. Feels like there's space to the right of the weapon itself, at least.
I know you can open the menu to look, but not having to stop the action to look and keep track may make gameplay flow better, especially with ammo-hungry stuff like rapids.

There's a lot to go through and respond to here, but for the moment, +1 to having an upgrade to the basic pistol that isn't a special drop you could never see in a given run.

EDIT: Also, after once again staying up until almost 3 AM playing the game, I think it'd be -extremely- helpful to have a clock display somewhere >~<
It can maybe be toggled or something but it'd certainly help with keeping track of time, especially when playing in fullscreen.
ToME has this as an add-on and it's probably the only reason I don't stay awake playing until ungodly hours

 2 
 on: August 14, 2024, 18:15 
Started by Kornel Kisielewicz - Last post by drugon
These are great news. I wonder if there are any plans for proper Android port and some new specials. Like Gravitational Beam Emitter from Blame! and Guyver armor for example.
P.S. So throwing knives got a solid buff?

 3 
 on: August 12, 2024, 18:54 
Started by Trar - Last post by Omega Tyrant
Tred teh nue visren wth ienfenite Cybermdeons, it wus herd, bet i set an nue recerd weth killen ovar 1000 Cybermdeons! Vampere2OP!

--------------------------------------------------------------
 DRL (0.9.9.8) roguelike post-mortem character dump
 Module : MOCKRL: CYBEREMOND MADDNES!!1 (0.1.2)
--------------------------------------------------------------

 wow, level 25 Marine, defeated the Mastermind
 in MOCKRL CYBEDEEMON MADENS teh best levl ever maed
 He survived 12713 turns and scored 1960631 points.
 He played for 53 minutes and 35 seconds.
 He was too young to die!

 He killed 1029 out of 1030 hellspawn. (99%)
 He missed one kill to totally be ass-kicking.

-- Awards ----------------------------------------------------

  None

-- Graveyard -------------------------------------------------

  ###########################################################
  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ....................%.....................................#
  ....................%.....................................#
  ....................................................>.....#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 112/60   Experience 3918432/25
  ToHit Ranged +6  ToHit Melee +16  ToDmg Ranged +0  ToDmg Melee +15

-- Traits ----------------------------------------------------

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 3)
    Reloader         (Level 3)
    Eagle Eye        (Level 3)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Badass           (Level 2)
    Shottyman        (Level 1)
    Vampyre          (Level 1)

  Bru->Bru->Ber->TaN->Bad->MVm->Bru->TaN->Fin->Fin->Jug->TaN->Bad->Bru->Fin->Bru->Rel->Rel->Rel->SM->EE->EE->Int->Int->EE->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   rocket launcher (6d6) [1/1]
    [c] [ Boots      ]   nothing
    [d] [ Prepared   ]   nothing

-- Inventory -------------------------------------------------

    [a] shotgun (8d3) [1/1]
    [b] plasma rifle (1d7)x6 [40/40]
    [c] BFG 9000 (10d6) [20/100]
    [d] shotgun shell (x8)
    [e] shotgun shell (x8)
    [f] rocket (x10)
    [g] rocket (x10)
    [h] rocket (x10)
    [i] rocket (x10)
    [j] rocket (x10)
    [k] rocket (x10)
    [l] rocket (x10)
    [m] rocket (x10)
    [n] rocket (x10)
    [o] rocket (x10)
    [p] rocket (x10)
    [q] rocket (x10)
    [r] rocket (x10)
    [s] rocket (x10)
    [t] rocket (x10)
    [u] rocket (x4)
    [v] power cell (x20)

-- Resistances -----------------------------------------------

    bullet     - internal 60%   torso 60%   feet 60% 
    melee      - internal 60%   torso 60%   feet 60% 
    shrapnel   - internal 60%   torso 60%   feet 60% 
    acid       - internal 80%   torso 80%   feet 80% 
    fire       - internal 80%   torso 80%   feet 80% 
    plasma     - internal 80%   torso 80%   feet 80% 

-- Kills -----------------------------------------------------

    1029 Cyberdemons

-- History ---------------------------------------------------


-- Messages --------------------------------------------------

 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 There are stairs leading downward here. You need to taste blood!
 lol noob Press <Enter>...

--------------------------------------------------------------

 4 
 on: August 12, 2024, 12:35 
Started by Trar - Last post by Trar
0.1.2: ok for real htis tiem

 5 
 on: August 11, 2024, 08:06 
Started by gindandcubes - Last post by gindandcubes
I'm trying to work on a mod idea, and I need destructible ice walls.
First, I tried the ice wall tiles, but this did not seem to work. I thought it would, because the ice walls in the frozen level event can be destroyed pretty easily. I did some digging and I think there's supposed to be a global flag somewhere for these tiles to be destroyed, so I pursued other options.

I tried copying the "register_cell "crate_ammo"" bit from the cells.lua and then making the color bright blue. However, this did not work at all, as hitting these cells point blank with a shotgun did not destroy them.
Next, I looked at milibase.lua in the source code, and found that one should really only have to call "['%'] = "crate_ammo"" to place crate cells, so I tried that. It may work on 0.9.9.7, but not in 0.9.9.8, even though the military base works just fine lol

I tried calling an ammo crate just like in the milibase.lua, but still, even with a plasma shotgun right up next to it, I can't destroy the crate.

What is possibly going on?

 6 
 on: August 11, 2024, 06:41 
Started by Trar - Last post by Trar
0.1.1 update: finally fixed teh bug lollolololololololololololol

 7 
 on: August 09, 2024, 12:24 
Started by Angle of Death - Last post by Omega Tyrant
New decade, new version in beta, new unique idea:

M6D Magnum Pistol
12 round magazine, high accuracy, very high damage, and has a scope that extends visibility when targeting

It's from Halo CE and is so infamous it has its own Wikipedia page: https://en.m.wikipedia.org/wiki/M6D_Pistol

So I was considering adding this to the compilation thread of suggestions I just made, as I think a unique pistol that has an Aimed Shot alt-fire that extends visibility while targeting is interesting, which can be especially handy as lategame Pistol builds will frequently knockback enemies out of their vision. My concern however is with how you described it, it'll just completely outclass all other pistols. You didn't give a number on damage, but I'm assuming you're thinking of something as strong as the Trigun's 3d6, or at least no weaker than 3d5, yet has a clip twice the size of the Trigun and Jackal, while also having the aforementioned sniping ability that would be very powerful on just the base Pistol. If it's to have that sort of power, I think it'll have to have a 1.5 second firing speed at base (which will come down to .15 second firing speed with SoG5), in addition to still having the half speed penalty when aim shooting, so that it isn't just the best pistol at everything and broken out of the box (at least not without also having heavy Finesse investment too to hit that minimum firing speed with it). I never played Halo, so I don't know if that slower firing speed is faithful, but some compromise would have to be made and the power + sniping are the defining parts of the weapon, so slow firing speed seems to the best place to compromise on (also reading the Wikipedia page, the pistol even got changed in Halo 3 to fire slower, so there's precedent for that balancing).

 8 
 on: August 08, 2024, 19:20 
Started by Omega Tyrant - Last post by Omega Tyrant
I'll use this post to explain my rationale for the new suggestions I added to the OP while making it.

*Farther buff all Elite Formers by increasing their melee accuracy.

Elite Formers were given a substantial buff to their melee damage to make them less exploitable and weaken camping strats in Military Base. However, I realized their accuracy wasn't buffed either, and their accuracy with melee attacks range from mediocre to terrible, limiting the impact of their melee buff as even on UV/N! they'll miss you often with their melee attack. Just buffing them all by +2 should suffice.

*Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+.

I noticed the Nightmare Cacodemon has a spawning depth of 51+, which looks like a typo, when all other enemies from floor 30 onward have spawning depths that are a multiple of 10, with this lone exception. So that should be corrected.

*Lower the Shambler's spawning depth in A100/666 to 70+.

When looking over when the later enemies start spawning in A100, while floor 60 only introduces one new enemy (Elite Former Sergeant) and floor 70 introduces two enemies (Elite Former Captain and Lava Elemental), floor 80 introduces a whopping four of them. So this suggestion is to more even out when new enemies get introduced instead of having this big spike at floor 74-80, of which the Shambler in that floor 80 group makes the most sense to have spawn sooner.

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

On Discord, after someone erroneously thought that levers gave you EXP, Kornel stated he thought that could be a good idea, and I think it can be too, so I want to formally propose it, to farther incentivize gambling with levers. I would also suggest possibly disabling that EXP bonus if you have Intuition, so that Intuition doesn't get buffed farther.

Change "Shotgunnery Cross" and "Marksmanship Cross" to each require 100% kills, while also changing "Malicious Knives Cross" and "Sunrise Iron Fist" to require 50+% kills

Aside from the former two new medals being redundant with the already existing challenges where you're restricted to only using Shotguns and Pistols, I discovered you can easily cheese getting them alongside the Malicious Knives Cross, Sunrise Iron Fist, and the new Zen Master Cross all in a single pacifist run (as you can see in this mortem I posted to the Discord). Ignoring the blatant cheesing to get a bunch of obtuse medals at once, this seems to be clearly against the spirit of these medals where you're supposed to be actually killing enemies with the designated weapon type. A simple solution would be adding a 100% kills requirement to the Shotgunnery and Markmanship Crosses (that additionally has the bonus of making them somewhat distinct in purpose from the pre-exisiting shotgun/pistol challenges), while adding a 50% kills requirement to the Malicious Knives Cross and Sunrise Iron Fist. You could technically still get them all in a single 100% kills fist-only run, but that takes a ton more effort than spamming pacifist runs until you get lucky (and at least you wouldn't be able to double them up with the Zen Master Cross and Pacifist Medal).

*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

Being able to reobtain badges was shot down by Kornel, under the reasoning that it would make Nightmare mortems' award sections become hugely inflated. I agree with that reasoning but still would like this idea, so I want to propose amending it to where you can reobtain badges, but only the highest tier badge of each set will appear in the mortem's awards section (for example, if you fulfill the conditions to earn the Veteran Diamond Badge, none of the lower tier Veteran Badges will appear in the mortem). The main cause of this potential inflation is that obtaining the higher tier badges will also fulfill the requisites for all the lower tier badges in the set, with only a few exceptions, so this should prevent the award section from becoming too inflated in size with redundant badges.

*Add a new set of badges for House of Pain

Currently the Scavenger set of badges do not apply to House of Pain. You could simply include House of Pain in this badge set, but given that unlike The Vaults, House of Pain is conventionally beatable without the Arena Master Staff, so getting the Scavenger badges on it would be much much easier. Considering that, House of Pain should have a new set of badges for it. The requisites need to be hammered out, but I have the following ideas:

Homewrecker Bronze: Enter House of Pain, and decline the invitation.
Homewrecker Silver: Clear House of Pain.
Homewrecker Gold: Clear House of Pain on HMP or higher without using the Arena Master's Staff.
Homewrecker Platinum: Clear House of Pain on UV or higher in Angel of Confidence.
Homewrecker Diamond: Clear House of Pain on N! in Angel of Overconfidence.
Homewrecker Angelic: I'm at a loss for this one and really need ideas, maybe clear it on N! without using the Arena Master's Staff in an Angel of Purity + Angel of Impatience dual challenge? (i.e. beat it on N! while being unable to heal at all)

*Change Everyman Platinum Badge to requiring 100% kills, so that it isn't redundant with Thomas' Medal.

Kornel has stated that he doesn't want to change any of the medals named after old players, named after them for being the first players to achieve that medal's particular feat. So if changing Thomas' Medal is off the table, then Everyman Platinum should be changed to not be redundant. One idea is to change Everyman Platinum to require 100% kills instead of being a conqueror, so that it remains a tough platinum badge that is still available to obtain on HNTR difficulty.

*Change Centurial Diamond Badge to require the Experience Cross in addition to clearing A100 on Nightmare difficulty, so that it isn't redundant with Dervis' Medallion

Similarly, if changing Dervis' Medallion is off the table, then Centurial Diamond Badge should be changed to not be redundant. My idea is to make it also require obtaining the Experience Cross, so you must actually kill most enemies to max out your level instead of just trying to stair dive through, but you don't have to go through the tedium of destroying all corpses or repeatedly killing a reviving enemy as kill percentage doesn't matter unlike with many other badges.

*Add the Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance.

If the Acid-Proof Armor (or Baron's Hide as I think it could be named) is added, it makes an obvious pairing with the Acid-Proof Boots, that can work as a weaker counterpart to the Inquisitor Set with full acid immunity instead of fire immunity, while also giving the underutilized Acid-Proof Boots a bit more potential usage.

*Add new monster groups for deeper levels in Angel of 100/666

0.9.9.8 added a new monster group of Pain Elementals + Cacodemons that spawns exclusively in A100/666 as its minimum depth is beyond standard game limits, which got me thinking that there could be more groups added to shake up deeper A100/666, utilizing the nightmare and boss enemies that have no such groups. Plus seeing the 100th Archvile + Barons/Revenants/Mancubus group gets repetitive, so more promotion of variety is nice and helps to make deeper A100 floors a bit more potentially dangerous. Several new monster group ideas I have:

2 x Baron of Hell, 2 - 6 x Nightmare Imp, with a minimum depth of 30, maximum depth of 60, and a weight of 4 (an upgraded version of the Baron + Imps group that stops spawning after floor 21).

2 x Bruiser Brother, 4 - 9 x Nightmare Imp, with a minimum depth of 60, and a weight of 3 (a farther upgraded version of the aforementioned group).

4 - 9 x Nightmare Demon, with a minimum depth of 50, and a weight of 3 ("Phobos Lab flashback", an upgraded version of the mass Pinky group that stopped spawning dozens of floors ago).

3 - 6 x Nightmare Arachnotron, with a minimum depth of 70, and a weight of 2. ("You can't tank this", an upgraded version of the mass Arachnotron group, though accordingly more uncommon).

1 x Elite Former Sergeant, 2-6 x Elite Former Human, with a minimum depth of 60, maximum depth of 80, and a weight of 4 ("Elite platoon", an upgraded version of the old Former Sergeant + Former Humans group)

1 x Elite Former Captain, 2-3 x Elite Former Sergeant, 2-3 x Elite Former Human, with a minimum depth of 70, maximum depth of 90, and a weight of 3 ("Elite platoon Mark 2", a farther upgraded version of the Formers-only group that utilizes the newly spawning Elite Former Captain).

1 x Elite Former Commando, 2-3 x Elite Former Captain, 2-3 x Elite Former Sergeant, with a minimum depth of 80, and a weight of 2 ("Elite platoon Mark 3", an even greater upgraded version that brings out all the big guns).

2-3 x Lava Elemental, 2-3 x Shambler, with a minimum depth of 70, and a weight of 1. ("Fireblu", a rare yet potent combination of lava and plasma, plus these two guys both teleport and regenerate, while not making good group buddies with anyone else).

1 x Agony Elemental, 3-8 x Nightmare Cacodemon, with a minimum depth of 80, and a weight of 2 ("The Dark Cloud", a significantly more threatening version of that cute meatball cloud group we've been seeing for the past 50 floors).

1 x Cyberdemon, 4-9 x Baron of Hell, with a minimum depth of 80, and a weight of 2 ("Tricks And Traps", a homage to one of Doom 2's most famous setpieces, unfortunately this time you can't make them fight each other).

1 x Cyberdemon, 3-6 x Bruiser Brother, with a minimum depth of 90, and a weight of 1 ("You can run but you can't hide", a rare upgraded version of the former group, as aside from Cybie having even beefier backup, this time they will all be hunting you alongside him).

2 x Nightmare Archvile, 3-6 x Mancubus (or 2-4 x Nightmare Mancubus if they're added), 3-6 x Revenant (or 2-4 x Nightmare Revenant if they're added), with a minimum depth of 90, and weight of 2 ("Nightmare VMR", of course we need the upgraded version of this classic trio group to round out the end of A100).

Add a new fluid, Blood, which deals 8 damage, and while it harms the player, it does not harm enemies.

Kornel mentioned the possibility of adding a new fluid, and when thinking of it, we're missing the third classic damaging fluid from Doom, blood. To make it more interesting, I think it should do substantially less damage than lava at 8 damage, but it should be even harder to get good foot protection against it (perhaps it should utilize plasma damage?), and it has the farther unique effect of being a fluid that doesn't damage enemies, making it a more serious impediment than lava can be (which you can normally exploit to great effect against most enemies, whether to escape them, corral them to a favorable position, or knock them into it to severely injure or kill them). It should be made to only generate in Hell and beyond, and be a bit uncommon. If it's added, some boots may need the relevant resistance added (but I'm thinking nothing but Enviroboots or a new unique boots should make you immune to it), and you can also add it to the pool of lever effects.

 9 
 on: August 08, 2024, 19:20 
Started by Omega Tyrant - Last post by Omega Tyrant
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 for turning off the powerup overlays of Berserk, Invulnerability, and Envirosuit. 1 2

[ ] Create/readd locked vaults, as they're described on the wiki. 1 2

[ ] Add trap rooms. These would have a power-up/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 or lava. The weight of the power-ups/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 support for more music slots beyond level 25 in the music.lua file, so that players have the option for more different music to play in A100/666 if they desire. 1

Equipment, assemblies, and other Items

[ ] New common Pistol type (suggested example is "Magnum" with more power and less accuracy). 1 2

[ ] 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 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: Grappling Armor (any armor + BA), which is original with +30% Melee Resistance, -50% knockback. 1 2 3 4

[ ] New assembly: Sniper Rifle (Chaingun + BAS), which is original with auto-hit property. 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 alternatively gives +50% plasma resistance). 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

[ ] New enemy: Nightmare Revenant, which is much faster, hits much harder in melee, and swaps its fire damage and resistance for plasma damage + resistance. (Exact stats to be discussed, view linked post for current suggested numbers). 1

[ ] New enemy: Nightmare Mancubus, which is far tankier, hits much harder in melee while having melee resistance, and its projectiles deal acid damage while being able to leave behind acid tiles. (Exact stats to be discussed, view linked post for current suggested numbers). 1

[ ] New monster group: 2 x Baron of Hell, 2 - 6 x Nightmare Imp, with a minimum depth of 30, maximum depth of 60, and a weight of 4. 1

[ ] New monster group: 2 x Bruiser Brother, 4 - 9 x Nightmare Imp, with a minimum depth of 60, and a weight of 3. 1

[ ] New monster group: 4 - 9 x Nightmare Demon, with a minimum depth of 50, and a weight of 3. 1

[ ] New monster group: 3 - 6 x Nightmare Arachnotron, with a minimum depth of 70, and a weight of 2. 1

[ ] New monster group: 1 x Elite Former Sergeant, 2-6 x Elite Former Human, with a minimum depth of 60, maximum depth of 80, and a weight of 4. 1

[ ] New Monster group: 1 x Elite Former Captain, 2-3 x Elite Former Sergeant, 2-3 x Elite Former Human, with a minimum depth of 70, maximum depth of 90, and a weight of 3. 1

[ ] New monster group: 1 x Elite Former Commando, 2-3 x Elite Former Captain, 2-3 x Elite Former Sergeant, with a minimum depth of 80, and a weight of 2. 1

[ ] New monster group: 2-3 x Lava Elemental, 2-3 x Shambler, with a minimum depth of 70, and a weight of 1. 1

[ ] New monster group: 1 x Agony Elemental, 3-8 x Nightmare Cacodemon, with a minimum depth of 80, and a weight of 2. 1

[ ] New monster group: 1 x Cyberdemon, 4-9 x Baron of Hell, with a minimum depth of 80, and a weight of 2. 1

[ ] New monster group: 1 x Cyberdemon, 3-6 x Bruiser Brother, with a minimum depth of 90, and a weight of 1. 1

[ ] New monster group: 2 x Nightmare Archvile, 3-6 x Mancubus (or 2-4 x Nightmare Mancubus if they're added), 3-6 x Revenant (or 2-4 x Nightmare Revenant if they're added), with a minimum depth of 90, and weight of 2. 1

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. 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 loadout upon entering every floor. The starting loadout may be modified so you're not practically forced to use Pistol builds, exotics/uniques may have increased chances of spawning to compensate for the temporary equipment, and an exception could be made for entering boss and special levels, so that they remain beatable. 1

[ ] "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, 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 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 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

Miscellaneous

[ ] New fluid: Blood, which deals 8 damage, and while it harms the player, it does not harm enemies. (Needs discussion on damage type, it could just be Plasma, so that a third resistance type is relevant to boots, but some boots will need that resistance added). 1

 10 
 on: August 08, 2024, 19:19 
Started by Omega Tyrant - Last post by Omega Tyrant
Medals, Badges, and Rankings

This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, 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

Medals

[ ] Change "Shotgunnery Cross" and "Marksmanship Cross" to each require 100% kills, so that they're not redundant with the Angel of Shotgunnery and Angel of Marksmanship challenges, and so that you can't cheese obtaining them in a pacifist run. 1

[ ] Change "Malicious Knives Cross" and "Sunrise Iron Fist" to require 50+% kills, so that you can't cheese obtaining them in a pacifist run. 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: Boss Slayer Cross - Clear a boss floor and exit alive. (Boss floors are special floors where all enemies are a boss, which are Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortess). 1 2 3 4 5 6

[ ] New: Unexplored Star - 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

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. 1

[ ] 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 1 2

[ ] 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 total medals respectively, so that the series remains proportional as new medals are added. 1 2

[ ] 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

[ ] Veteran Bronze Badge - Change this to requiring a standard game so that it's at least a bit different than Medal of Prejudice. 1

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

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


[ ] Gatekeeper Gold Badge - Change to passing Phobos Anomaly on Hurt Me Plenty difficulty without taking damage, so that it is more distinct from Cyberdemon's Head and less trivial. Alternatively, change it to both passing Phobos Anomaly + clearing Tower Of Babel without damage on at least HNTR. 1 2

[ ] Berserker Platinum Badge - Remove the kill count requirement, so that it isn't too similar to Gargulec Cross. 1 2 3

[ ] Hunter Platinum Badge - Change to Ultra-Violence and needing 75+% kills, as it's mostly redundant with Hunter Diamond and UV is skipped in this badge series. 1 2 3 4

[ ] Everyman Platinum Badge - Change it to requiring 100% kills, so that it isn't redundant with Thomas' Medal. 1


[ ] Berserker Diamond Badge - Remove the kill count and require the newly suggested medal "Unexplored Star". 1 2

[ ] Arena Diamond Badge - Change this to requiring Ultra-Violence (possibly keeping it on Nightmare depending on potential changes to Hell's Arena that could make this badge winnable again). 1 2 3

[ ] Centurial Diamond Badge - Change this to require the Experience Cross in addition to Nightmare difficulty, so that it isn't redundant with Dervis' Medallion. 1


[ ] UAC Angelic Badge - Change to requiring Ultra-Violence. 1

[ ] Strongman Angelic Badge - Change to requiring 75+% kills. 1

[ ] Speedrunner Angelic Badge - Change to requiring 12 minutes or less. 1 2 3

[ ] Demonic Angelic Badge - Change to winning a standard game on Nightmare with 100% kills and Untouchable Pin. 1 2 3

[ ] Shottyman Angelic Badge - Change to requiring 100% kills. 1

[ ] Eagerness Angelic Badge - Change to requiring 50+% kills. 1

[ ] Inquisitor Angelic Badge - Change to requiring Ultra-Violence. 1

[ ] Pacifist Angelic Badge - Change to requiring Nightmare and remove kill count requirement. 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. 1

[ ] New: Hunter Angelic Badge - Complete the proposed Archangel of Darkness on Nightmare. If this challenge isn't created, instead go with Angel of Darkness on Nightmare as a conqueror. 1 2 3

[ ] New: Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Darkness on Nightmare with 100% kills. 1

[ ] New: Purist Angelic Badge - Complete Angel of Purity + Angel of Light Travel on Nightmare. 1

[ ] New: Carnage Angelic Badge - Complete Angel of Max Carnage + Angel of Masochism on Nightmare with 100% kills. 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

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