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 81 
 on: August 26, 2023, 12:46 
Started by Icy - Last post by Omega Tyrant
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There was some discussion on what uniques a Technican could mod but no depth into it yet. Currently, Cybernetic Armor is fully moddable, while Railgun and BFG 10K can take basic assemblies and an extra mod after. My suggestions are let Frag Shotgun and Jackhammer take a basic assembly too (which is either Plasmatic Shrapnel or a single mod), and let Revenant's Launcher be fully moddable, which probably would be strongest in Nanomanufacture without being broken. Maybe also have Anti-Freak Jackal take a basic assembly too.

I would agree with these suggestions, perhaps allow the GCB and Medical Powerarmor to take a single mod or basic assembly for Technicians too? Neither sound like they would get crazy, even if the latter gets the proposed buffs. I would maybe throw in the Necroarmor and Shielded Armor for being able to get a single mod/basic assembly as well, though those ones being moddable doesn't sound quite as fitting but would be within reasonable balance.

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Thinking more about Environmental Boots, despite already making them BBT, I still think they wouldn't get used too much. How about buffing the resistances to 95% for both acid and lava, so players may opt for them over Cerberus Boots?

I'm not opposed to this but it wouldn't really change much; every pair of boots except for Steel Boots and Acid-Proof Boots already reduce lava damage to 1 with this assembly (the 75% resistance brings lava damage down to 3, so you just need 2 protection to bring it down to 1, which all the other standard and exotic boots already have). I suppose it would help them protect a bit better if they get damaged (notably yellow-damaged Gothic Boots with 47% fire resistance would still reduce lava damage to 1), but I don't think that is going to make anyone assemble them over Cerberus Boots. Making the assembly no longer require Power mods is the best we can do, so that people in the standard game looking for budget Cerberus Boots have an option without having to expend their precious Power mods.

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I think Speedloader Pistol is pretty wasteful to only decrease reloading speed from 1.2s to 0.6s with no other changes. What if it were 0.4s instead?

I'm not opposed to this as I always found the assembly underwhelming, but I've seen people before swear by making them (particularly at the start of AoMr with a Technician courtesy of their free Technical mod). Would like to see Pistol specialists chime in on this.

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I think Power Armor is expensive for not doing a whole lot overall. What if it tripled the original resistances instead of just double?

I disagree with this, Powered Red Armor is very good; it's really hard to beat an armor with 5 protection, 50% fire resistance, 25% melee resistance, no movement penalty, and regenerating durability (it essentially combines the Fireproof and Ballistic Armor assemblies together on Red Armor without the drawbacks, alongside a bigger speed buff than an Agility mod provides, half a Power mod, and 5% regeneration rate instead of the 2% just a Nano mod would provide). As a basic assembly, It also doesn't require Whizkid nor additional mods, and so is fast to make (if you get a Nano mod from Armory/Deimos Lab, you should be able to make it immediately if you didn't use a non-Power mod on your Red Armor yet or found another one). It's just that having very good armor is rarely going to be more desirable than the infinite ammo weapon or the insane speed boost of Antigrav Boots you can get with a Nano mod, short of the armor giving you literal IDDQD. I'll also note if you tripled the fire resistance to 75%, it would reduce nearly all fire damage to 1, with only very high damage rolls from Rocket Launchers being able to do more than 1 damage to it, which would crib on the Fireshield's niche. The only thing I would change about it is removing the knockback reduction, since Powered Red Armor is great armor for rocket jumping, but the knockback reduction nerfs it.

If you want to make Powered Blue Armor and Powered Green Armor actually possible viable options for this assembly however, perhaps you could make it so Powered Blue Armor gets tripled plasma resistance (60% plasma resistance could merit some consideration for an armor that would otherwise be outclassed by Powered Red Armor), and quintupled resistances for Powered Green Armor (well 75% Bullet and Shrapnel resistance still wouldn't save it, but reducing practically all damage from Formers down to 1 is something). I don't know if you could program it that way though without turning each of them into their own distinct assemblies (which would add unneeded annoyance to the Technician badges).

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New exotic suggestion: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% move speed, and everything else normal. This would be a fairly unique armor that provides a difficult resistance to obtain, and allow for more options beyond Cerberus Armor in everything.

I like this idea, I'll note 80% acid resistance with 3 protection is enough to reduce even max damage Baron/Bruiser balls down to 1, so you could go with that to keep the rounding numbers when damaged clean. 95% works however if you want to maximize protection while the armor is damaged.

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New exotic suggestion: Glass Shield, which is 0 Protection, 75% durability, 80% all resistances, but cannot be repaired or modded. Basically like the other shields, but with less lasting power and more well-roundedness.

75% durability is a weird number, and it wouldn't have that much less lasting power than other shields, especially when you won't have to worry about non-resisted hits getting through to take a big chunk out of it. I would go with 50% durability.

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New exotic suggestion: Glass Armor, which is 0 Protection, 50% durability, 50% all resistances. It would either become Cybernano Armor, which would require committing to it and being expensive, or otherwise going with AOP/AOT/OPT.

I'm ok with this.

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New assembly suggestion: Grappling Armor (BA), which is original +30% melee resistance and knockback -50%. This can be a nice early armor for melee characters, and would make use of a Bulk + Agility assembly, which is the only basic mod pack pair that doesn't exist as an assembly.

My concern is how this would largely overlap with Ballistic Armor in functionality, except you trade the less important bullet and shrapnel resistances for a big knockback reduction and no fire weakness. At least if my proposed Ballistic Armor buff goes through, Grappling Armor wouldn't be the clear better choice, so I would be sorta ok with this, though something a bit more unique would be preferred.

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New assembly suggestion: Sniper Rifle (BAS) (Chaingun only), which is exactly the same as a Chaingun, but it has the auto-hit property. It'd give Chainguns a better buff for middle and late game, and wouldn't be too insanely overpowered I think.

Considering how outclassed the Chaingun is by the Plasma Rifle, I think it's ok to give it something, so after the early game it's not just there for rapid fire builds to conserve cells. And I agree a Chaingun with autohit wouldn't be broken, it could be changed to only firing two shots per burst if people think it would be too powerful. It also would be canonical with Doom, where double-tapping the Chaingun is the best sniping weapon :p

 82 
 on: August 26, 2023, 11:04 
Started by Icy - Last post by Icy
As suggested by Omega Tyrant in Discord, change the difficulty suggestion of Archangel of Humanity from "TwoDev" to "Tormuse".

Since medals and badges are pretty well wrapped up now, let's do weapons, armors, and assemblies next.

There was some discussion on what uniques a Technican could mod but no depth into it yet. Currently, Cybernetic Armor is fully moddable, while Railgun and BFG 10K can take basic assemblies and an extra mod after. My suggestions are let Frag Shotgun and Jackhammer take a basic assembly too (which is either Plasmatic Shrapnel or a single mod), and let Revenant's Launcher be fully moddable, which probably would be strongest in Nanomanufacture without being broken. Maybe also have Anti-Freak Jackal take a basic assembly too.

Thinking more about Environmental Boots, despite already making them BBT, I still think they wouldn't get used too much. How about buffing the resistances to 95% for both acid and lava, so players may opt for them over Cerberus Boots?

I think Speedloader Pistol is pretty wasteful to only decrease reloading speed from 1.2s to 0.6s with no other changes. What if it were 0.4s instead?

I think Power Armor is expensive for not doing a whole lot overall. What if it tripled the original resistances instead of just double?

Maybe give Assault Rifle a tiny buff with having original+3 Accuracy instead of just +2?

New exotic suggestion: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% move speed, and everything else normal. This would be a fairly unique armor that provides a difficult resistance to obtain, and allow for more options beyond Cerberus Armor in everything.

New exotic suggestion: Glass Shield, which is 0 Protection, 75% durability, 80% all resistances, but cannot be repaired or modded. Basically like the other shields, but with less lasting power and more well-roundedness.

New exotic suggestion: Glass Armor, which is 0 Protection, 50% durability, 50% all resistances. It would either become Cybernano Armor, which would require committing to it and being expensive, or otherwise going with AOP/AOT/OPT.

New assembly suggestion: Grappling Armor (BA), which is original +30% melee resistance and knockback -50%. This can be a nice early armor for melee characters, and would make use of a Bulk + Agility assembly, which is the only basic mod pack pair that doesn't exist as an assembly.

New assembly suggestion: Sniper Rifle (BAS) (Chaingun only), which is exactly the same as a Chaingun, but it has the auto-hit property. It'd give Chainguns a better buff for middle and late game, and wouldn't be too insanely overpowered I think.

 83 
 on: August 26, 2023, 06:47 
Started by Omega Tyrant - Last post by Omega Tyrant
Eagerness Platinum was the last Platinum badge I could get without playing Nightmare, so I went and finally got it. Also took the opportunity to try out Gunrunner, which I have never used before. The run went pretty smoothly without much bumps. Hell's Armory got a bit dicey when I was below 50% health before the Shambler was released and I didn't have Gunrunner yet, but through careful maneuvering between the buildings, I was able to kill it without getting hit. Then Armory had an Onyx mod, which I used to make the uncommon Lava Boots since I was blocked out of Whizkid and the Tower Shield sucks, allowing me to get the Armory's Supercharge. Those Lava boots would prove very clutch later, as Hell had a lot of annoying lava rivers that I was able to just ignore. Also found a Nano mod shortly after Armory, which had a Super Shotty as well, but too bad Gunrunner blocks Whizkid, so I just went for Power Red Armor instead of being able to make the rest of the game free. Spider's Lair was a bit concerning with no medits for backup, but it didn't get too dicey with some careful play. Mortuary I was iffy on with no skulls nor guaranteed medkits on me, but it actually was one of the easiest UV Mortuary runs I had yet, Gunrunner could handle it pretty damn well. And then since I had Lava Boots and Power Red Armor, Mt. Erebus was free (while I also found out that the Lava Element gives you a full heal, so that's nice to know). Unfortunately no Invuln spawned on the penultimate floor, so no full win, but it was funny just being able to run at the Mastermind and repeatedly flinching it with the BFG and Super Shotty, getting me a free damageless win on it.

I sorta regret not taking Brute after Gunrunner, as with the Shielded Armor, I could have easily done Cathedral if I did and so had the rare opportunity to get a UV AoI Conqueror. The later game though maybe could have gotten gnarly if I delayed Intuition and more Finesse + Hellrunner on top of losing 20 max HP to clear The Vaults with the Scythe, so perhaps it was for the best.

Overall Gunrunner was pretty fun when it works how you want it to, but having no control over the automatic firing when running could be annoying. That, alongside the severe Whizkid block, significant additional investment needed (Shottyman is practically necessary despite not being a prerequisite), and the limitation of only working when running, hinders it greatly, but it is usable. I could have just went with Shottyhead, which was available at the same time after I went for Shottyman before Gunrunner, but things would get boring if I keep picking Shottyhead all the time. I would still put Gunrunner above Gun Kata though among the Scout masteries, at least the investment it requires to get going isn't as absurd as what Gun Kata needs.

Also really hoping 0.9.9.8 lets Juggler work with any weapon swapping, it gets annoying have to exit out so much to modify my keybindings to use it with exotic/unique weapons. Anyway here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 IMPATIENCE, level 15 Cyberdemon General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 401211 turns and scored 360464 points.
 He played for 3 hours, 37 minutes and 9 seconds.
 He was a man of Ultra-Violence!

 He killed 1508 out of 1508 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Impatience!

 He saved himself 5 times.

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 9
  Levels completed : 9

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

  Cyberdemon's Head
  Mastermind's Brain
  Medal of Prejudice
  UAC Star (gold cluster)
  Aurora Medallion
  Grim Reaper's Badge
  Hell Armorer Badge
  Chessmaster's Token
  Hell Champion Medal
  Eagerness Platinum Badge

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

  ###########################################################
  ######................................#####################
  #####...............####...............####################
  ####.......####.....####.....####.......###################
  ###........####.....####........#........##################
  ##.........####.....####..................#################
  #..........####............................################
  ............................................###############
  ....####.............................###....###############
  ...&####..............................##....###############
  ....####..............................##....###############
  ....####...............................#....###############
  ............................................###############
  #..........####............................################
  ##.........####.....#.........X...........#################
  ###........####.....#........%...........##################
  ####.......####.....##..................###################
  #####...............##.................####################
  ######................................#####################
  ###########################################################

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

  Health 115/60   Experience 114518/15
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 1)
    Finesse          (Level 3)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Gunrunner        (Level 1)

  HR->HR->Rel->Fin->Jug->Rel->SM->DM->MGr->Int->Int->HR->Fin->Fin->Iro->

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

    [a] [ Armor      ]   plasma shield [0/0] (100%)
    [b] [ Weapon     ]   super shotgun (9d4)x2 [0/2] (P1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   nothing

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

    [a] elephant gun (12d3) [1/1]
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [1/1] (T1)
    [d] laser rifle (1d7)x5 [40/40] (T1)
    [e] missile launcher (6d7) [4/4] (P1)
    [f] nuclear BFG 9000 (8d6) [40/40]
    [g] BFG 9000 (10d6) [10/130] (B1)
    [h] powered red armor [5/5] (100%)
    [i] Angelic Armor [7/7] (100%)
    [j] chainsaw (5d6) (B)
    [k] shotgun shell (x54)
    [l] shotgun shell (x70)
    [m] shotgun shell (x70)
    [n] shotgun shell (x70)
    [o] rocket (x14)
    [p] rocket (x14)
    [q] rocket (x14)
    [r] rocket (x14)
    [s] power cell (x70)
    [t] power cell (x70)
    [u] lava protective boots [2]
    [v] shell box (x95)

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

    Plasma     - internal 0%    torso 95%   feet 0%   

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

    110 former humans
    80 former sergeants
    56 former captains
    161 imps
    51 demons
    665 lost souls
    64 cacodemons
    28 hell knights
    57 barons of hell
    42 arachnotrons
    15 former commandos
    61 pain elementals
    34 revenants
    26 mancubi
    31 arch-viles
    7 elite former humans
    5 elite former sergeants
    5 elite former captains
    2 elite former commandos
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 5 he found the Arena Master's Staff!
  On level 7 he marched into the Military Base.
  On level 7 he assembled a tactical boots!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a elephant gun!
  On level 9 he assembled a lava boots!
  He destroyed the evil within and reaped the rewards!
  On level 10 he assembled a power armor!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the Shielded Armor!
  On level 12 he assembled a fireproof armor!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 13 he assembled a tactical shotgun!
  On level 14 he ventured into the Spider's Lair.
  He cleared the Lair, kickin' serious spider ass!
  On level 16 he found the Tower of Babel!
  On level 18 he found the Berserker Armor!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  Level 21 blasted him with an unholy atmosphere!
  On level 22 he found the Cybernetic Armor!
  On level 22 he arrived at Mt. Erebus.
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You quickly reload the BFG 9000. Your power battery is depleted.
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched!
 You prepare the super shotgun instantly!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...
 You feel relatively safe now.

-- General ---------------------------------------------------

 186 brave souls have ventured into Phobos:
 69 of those were killed.
 48 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 63 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 32 killed the bitch and survived.
 25 showed that it can outsmart Hell itself.

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

 84 
 on: August 25, 2023, 18:27 
Started by Icy - Last post by Icy
"Soldier's Medal" is not amazing, but I can't really think of something better. I'll set it as "Invader's Medal" for now.

Regarding Thomas's Medal how about beating Angel of Humanity with 100% kills instead? If so, I wouldn't be opposed to letting it be mixed with any Dual-Angel challenge.

Regarding ammo rooms, how about letting Cell Boxes be 1% and Bullet Boxes be 4%?

---

I've updated the main posts to this point now.

 85 
 on: August 25, 2023, 11:37 
Started by Icy - Last post by Omega Tyrant
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Regarding Every Soldier's Medal, I wouldn't be opposed to making it what Brick Silver Badge currently is. It would need a name change though since "Every Soldier" is used because of Angel of Humanity. How about "Soldier's Medal - Clear The Wall/Containment Area on Angel of Berserk, Angel of Marksmanship, or Angel of Shotgunnery"?

Doesn't sound too fitting of a name but I'm not too plussed about what the name is changed to with this proposal, so I'll go with it if no better suggestion is provided.

Quote
Regarding Thomas's Medal, if you prefer it switched with Everyman Platinum Badge, we can change them so that the proposed Thomas's Medal is completing Angel of Humanity on Ultra-Violence, and have Everyman Platinum Badge be unchanged with completing Angel of Humanity as a conqueror (except for now disallowing Dual-Angel games). My only suggestion is that Thomas's Medal would need to block Angel of Confidence and Angel of Overconfidence. I actually really like the idea of switching them because then Everyman Platinum Badge can block Dual-Angel challenges and be much more appropriately challenging, and it goes more canonically with Everyman Diamond Badge, which is the same but on Ultra-Violence.

I think having it be beating UV in AoH would be too plain, and so prefer my suggestion. But I would like to hear from Kornel or someone else in the know on the reasoning behind the medal's existence and why it's named after Thomas, so we can ensure coming up with something that maintains the spirit of the medal. Either way I agree with having it and the Everyman badges block those Dual-Angel challenges.

Quote
Regarding ammo rooms, there are generated by rolling 1d3 + dlevel. 0-4 is Bullets, 5-10 is Shells, 11-12 is Rockets, and 13+ is Cells. What if instead of the dlevel formula, it was something like: 2% 1d2 Cell Boxes, 2% 1d2 Rocket Boxes, 3% 1d2 Shell Boxes, 3% 1d2 Bullet Boxes, 20% 1d3 + 2 Cells, 20% 1d3 + 2 Rockets, 25% 1d3 + 2 Shells, and 25% 1d3 + 2 Bullets? This would have some pretty wild impacts on the game with Cells being a fair bit harder to find with other weights overtaking the current 100% in deep floors, there would be more emphasis on ammo boxes being available (which may be hurting Reloader trait), and the early game could get wild with lucky ammo boxes.

I would put a Power Battery at 1%, to be consistent with its current rarity compared to other ammo boxes, with that remaining 1% being thrown wherever else. Otherwise I agree with this.

 86 
 on: August 24, 2023, 19:26 
Started by Icy - Last post by Icy
(Video)

This was a great run with no major time losses, and lots of great luck! There were many Berserk Packs, some Invulnerability, many floors with nearby stairs, and not too much issue with going through each floor. The other big time save was finding a nuke for a fast ending against the Spider Mastermind. Very satisfied with this time! I'm sure the spare 20 seconds would make Nightmare feasible...

Spoiler (click to show/hide)

 87 
 on: August 24, 2023, 17:31 
Started by Icy - Last post by Icy
Regarding Unexplored Star, that's a good point that Explorer Badge doesn't have a difficulty restriction. Let's go with no difficulty restriction for Unexplored Star too.

Regarding Every Soldier's Medal, I wouldn't be opposed to making it what Brick Silver Badge currently is. It would need a name change though since "Every Soldier" is used because of Angel of Humanity. How about "Soldier's Medal - Clear The Wall/Containment Area on Angel of Berserk, Angel of Marksmanship, or Angel of Shotgunnery"?

Regarding Thomas's Medal, if you prefer it switched with Everyman Platinum Badge, we can change them so that the proposed Thomas's Medal is completing Angel of Humanity on Ultra-Violence, and have Everyman Platinum Badge be unchanged with completing Angel of Humanity as a conqueror (except for now disallowing Dual-Angel games). My only suggestion is that Thomas's Medal would need to block Angel of Confidence and Angel of Overconfidence. I actually really like the idea of switching them because then Everyman Platinum Badge can block Dual-Angel challenges and be much more appropriately challenging, and it goes more canonically with Everyman Diamond Badge, which is the same but on Ultra-Violence.

Regarding ammo rooms, there are generated by rolling 1d3 + dlevel. 0-4 is Bullets, 5-10 is Shells, 11-12 is Rockets, and 13+ is Cells. What if instead of the dlevel formula, it was something like: 2% 1d2 Cell Boxes, 2% 1d2 Rocket Boxes, 3% 1d2 Shell Boxes, 3% 1d2 Bullet Boxes, 20% 1d3 + 2 Cells, 20% 1d3 + 2 Rockets, 25% 1d3 + 2 Shells, and 25% 1d3 + 2 Bullets? This would have some pretty wild impacts on the game with Cells being a fair bit harder to find with other weights overtaking the current 100% in deep floors, there would be more emphasis on ammo boxes being available (which may be hurting Reloader trait), and the early game could get wild with lucky ammo boxes.

 88 
 on: August 24, 2023, 05:31 
Started by Icy - Last post by Omega Tyrant
Quote
Regarding Unexplored Star, if it didn't have a difficulty restriction, it would be possible to play on ITYTD, and even HTNR is pretty easy. That said, it couldn't hurt to have some easier new medals.

The idea is mainly a reverse-Conqueror, which itself doesn't have any difficulty restrictions; a bonus acknowledgement for doing a particular feat in a run that made it more difficult regardless of difficulty, which then could be similarly tacked on as a secondary requirement for certain badges (as in the proposed Berserker Diamond change, but perhaps a couple other badges could require it too). I suppose you could restrict ITYTD from getting it though, since not all special levels are available there.

Quote
Regarding "Gatekeeper Angelic Badge", the Spider Mastermind is cake by using Intuition and cornershooting it to death. The AI stuck strat is useful when you don't have Intuition, such as for builds with it blocked, or a challenge like Everyman Angelic Badge. I think your suggestion would be way too easy for an Angelic Badge as there are a bunch of players who have done Elite + Veteran Angelic Badge combos without extensive difficulty. Gatekeeper Angelic Badge would really just devolve into finding Invulnerability on floor 7 nearby the exit, having Dodgemaster, and having Intuition.

I'll take your word for it.

Quote
Regarding Every Soldier's Medal, I can agree it could be replaced with a different idea. Got any good ones?

We could just replace it with one of the prior suggested new medals, or if Kornel tells us of any lore reason behind this medal's existence, perhaps we could think up a new one that keeps the spirit but is more special to actually get. Conversely, perhaps we take current Brick Silver and change it into a medal that replaces this, it always seemed more fitting as a medal challenge.

Quote
Regarding Thomas's Medal, I wouldn't be opposed to swapping it out either. Keep in mind though that Everyman Platinum Badge is suggested to be changed to simply completing Angel of Humanity on Ultra-Violence, so they're not the same if that goes through. I believe the medal is also designed after a player, so he might not be thrilled with it getting changed or removed.

I'm aware of your proposal to change Everyman Platinum, I just prefer how it currently is, which I find to be a more unique challenge among Platinums, particularly how it's one of the very few you can still get on HNTR difficulty but isn't unfitting to be available at that difficulty (and either way I would still say Thomas's Medal should get changed). As for who Thomas is and why this medal is named after him, Kornel would need to expound on that as I'm not aware of the lore behind it, though I believe my suggestion of extending the medal to cover other challenges where Conqueror runs are especially difficult would still maintain the spirit of the medal.

Quote
Regarding ammo rooms, I agree. There are lots of ways this could be changed and weighted. I think that it should be prevented of giving Rockets or Cells too early though. Perhaps as a rare weight, they could also be mixed, and also include ammo boxes?

You can keep the current setup where rockets and plasma don't start showing up until a minimum floor, just they won't be the only ammo that shows up once you get deep enough for them to appear. But I also wouldn't mind just letting them be able to appear whenever though, it does suck finding a very early Rocket Launcher in a vault and then having no ammo to actually use it until later Phobos. Ammo boxes being rare drops in them would be neat too I think.

 89 
 on: August 23, 2023, 19:38 
Started by Icy - Last post by Icy
(Video)

While attempting a sub minute speedrun, I ended up getting a slightly slower full win here, beating JC and surviving in 1:24. I actually had a run prior to this that was 1:33 that had an immediate Trigun within vision at the start which also got me a full win.

Spoiler (click to show/hide)

 90 
 on: August 23, 2023, 19:35 
Started by Icy - Last post by Icy
(Video)

Decided to do some speedrunning tonight and wanted to try to win a game under a minute and eventually got this run. It essentially devolves into close stairs, fast movement, and a lucky nuke somewhere.

Spoiler (click to show/hide)

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