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Messages - Omega Tyrant

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61
Updated the OP, as well as got a few new suggestions:

*Buff the Chaingun's accuracy to +3

The Chaingun is in an awkward spot compared to the other standard weapons, where it not only has a better standard weapon of the same type that completely outclasses it (the Plasma Rifle, after which being obtained, rapid fire builds will only keep the Chaingun around for ammo conservation purposes), but it is also a rather lousy weapon in the early game without several cumulative levels of EE + SoB or playing in Angel of Max Carnage, with its very unreliable damage output (especially against high armor enemies like Pinkies and enemies with bullet resistance like Lost Souls, where half the time a bullet from a Chaingun will only do 1 damage to them without SoB). Even when playing rapid fire builds, I find myself still mostly using Shotguns until I get a Plasma Rifle because the Chaingun is so unreliable (especially with Ammochain, where you're blocked Eagle Eye and so can't hit anything with the Chaingun), and if I'm not playing a rapid fire build, I basically never bother with a Chaingun (with its only possible niche for them is when playing Nightmare or Angel of Darkness, being a means that is slightly better than the Pistol to kill enemies without knockback so they die exactly in a spot that destroys their corpse). The Gatling Gun assembly exists to give a big early improvement to the Chaingun, but you typically won't get the two Bulk mods to make it until you clear Phobos Lab/Military Base, by which point you likely have a Plasma Rifle or will get one very soon, and so you likely rather save them for Fireproof armor, buffing the Chainsaw, making a Tactical Rocket Launcher, or possibly building a Nanomachic weapon.

Buffing standard equipment is tricky, as they're so integral to how the game been balanced since its inception and a buff to them that is a little too much can upend that balance, but I would like to see the Chaingun get some help and there is room to improve it. So I propose PowerPlayer's/Buzzard's idea to slightly buff the Chaingun by increasing its base accuracy to +3; this gives it a bit more crucial reliability so burst builds will actually use it more and non-burst builds may find it a bit less frustrating to try using, as well as gives it something over the Plasma Rifle rather than just using a cheaper ammo source. I think you could increase its accuracy to +4 instead or its damage to 1d7 too without shaking things up too much, but again given how delicate the balancing of standard equipment is, I rather err on the side of caution with buffing them. This change would also indirectly buff Former Captains, but since they are usually such a nonthreatening enemy (with Sergeants even often being more threatening despite the Captains having the higher danger rating), them getting buffed would be fine.

*Have Sniper mods reduce the dropoff reduction penalty on Shotguns.

Currently you can apply Sniper mods to Shotguns, but like Agility mods, it does nothing. There is the Plasmatic Shotgun assembly so Sniper mods can do something for Shotguns, but this isn't an assembly you'll necessarily want to make (especially if you're not playing Nightmare or Angel of Darkness for its corpse disposing abilities), as Shotguns can be buffed a lot more through conventional modding and not lose the ability to corner shoot with them (as turning it Plasmatic would). This makes Sniper mods a pretty lousy find for Shotgun builds much of the time, and gives no worth finding multiples of them (woe behold the Shotgun build whose "reward" from Deimos Lab is two Sniper mods), farther enforcing Sniper mods being the least useful rare mod by far.

Considering that, Sniper mods should do something directly on Shotguns rather than nothing, and an obvious idea that comes to mind is to have Sniper mods improve their long distance damage by reducing the Shotgun's dropoff reduction rate by 1% per applied Sniper mod. This makes Sniper mods always valuable in a unique way for Shotguns, whether you're a Shotgun build or not, and gives more interesting modding ideas for Shotguns so that going PPPTT or PPTTT isn't the only optimal modding endgame for them, while not necessarily being broken either even if you triple Sniper mod a Shotgun (as even a Combat, Assault, and Plasma Shotgun couldn't have their dropoff reduction rate fall below 2% per tile, so they would still see some damage reduction at very far ranges).

*Add new Unique boots: Dimensional Boots (or any other more interesting name)

Currently we only have two Uniques in the games that are boots; the Enviroboots and Nyarlaptotep's Boots. This is for good reason, as you are limited in interesting things you can do with boots, and the existing special boots already cover strong fluid protection (Acid-proof Boots, Gothic Boots, and the aforementioned Enviroboots), faster movement (Phaseshift Boots), and both (the aforementioned Laptop Boots), but we could have one more to have a bit more variety with the available Unique boots. When thinking of interesting effects new boots could have to merit putting them into the game, one idea that came to mind is boots that let you move two spaces for each action, which has the following unique applications:

*You would now have a means to actually dodge Revenant missiles, as well as dodge Archvile zaps within their vision.
*You have a means to avoid fluid damage without outright fluid immunity over 1 tile wide fluid rivers/pools, and otherwise can farther limit fluid damage without needing big fluid resistances, by effectively having to move through half the fluid tiles.
*You can get more usage from action-based powerups, as you'll cover more ground in less actions (especially useful when you can't rocket jump for whatever reason).
*Has a drawback in that only moving two tiles at a time gives you less precise control, while switching to another pair of boots takes time. Can also come with a big movespeed penalty so that you're not moving across maps absurdly fast.

I'm unsure of what to name them, but "Dimensional Boots" comes to mind if no one can think of something better. Exact stats also need to be hammered out if this idea is doable and accepted, but I have the following stats in mind:

Protection: 4
Resistances: None
Durability: 100%
Move Speed: -30%
Knockback: +30%
Depth: 12+
Weight: 2

62
This would be a nightmare to sensibly support alongside keybinding rebindings unfortunately, that's why I removed it.

Noted, supporting rebinding keys is definitely more important in that case than maintaining support for legacy item selection.

63
I miss the ability to select items by pressing a letter key corresponding to each row of the inventory. It is much more efficient than scrolling to the item and pressing enter. Both methods of selection should be available.

I personally hated this and was glad to see it removed, as too many times I misclicked on the inventory screen and it made me waste a medkit or other consumable item. I suppose there is no harm though in adding it as a toggle in the legacy settings if people really want it back though (assuming there is no coding complications with it).

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The volume of the sound from using the arena master staff on multiple enemies should be reduced, or it should only be played once regardless of enemy count.

This is a problem in general with how repeated sounds being played at once have their audio stacked together. This was pointed out in the 0.9.9.8 thread and some adjustments were made for it (notably, tripping a wall destroying lever no longer breaks your ear drums), but more could be done.

Quote
I'm not sure if knockback has been fixed; I haven't tested enough 0.9.9.8. But in 0.9.9.7 knockback occurred at a different time to damage, so hitting enemies with tactical rockets would frequently cause them to get knocked back but take no damage.

This is already reported in the OP, being the second point in the bug report section.

Quote
Also, I think that you can get knocked back twice by enemies with splash damage if they knock you back into a tile where the splash hasn't resolved yet. I'm not sure how this affects damage.

Could you elaborate on this, and perhaps accompanied by screenshots demonstrating it, because I'm not understanding what it is you're reporting here. If you're just saying that some hits can knock you back two spaces, then that's a completely normal function of the knockback mechanic, where any shotgun blast and non-BFG explosive hit knocks you back by one tile per 7 damage before armor/resistances, and so an explosive hit that rolls 14+ damage will knock you back two or more tiles, which such strong attacks are possessed by several enemies.

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I suggest not basing knockback distance on damage so that son of a bitch doesn't increase knockback. This is a nerf to son of a bitch, which is very powerful. You could add increased knockback to the reloader trait, which would synergize well with the shotgun and rocket focus, though you might need to change the name of the trait.

I'm going to strongly disagree with this. Aside from knockback being tied to an attack's strength being intuitive and how it works in actual Doom, this would be a huge fundamental mechanic change that goes beyond just player balancing (now how would you determine knockback from enemy attacks if it's no longer tied to damage?). Son of a Bitch is additionally not so strong that it merits any nerfs, not to mention it being able to increase knockback can already be a drawback (notably having high amounts of SoB resulting in rapid-fire weapons knocking enemies out of vision and so your subsequent shots miss the now out-of-sight enemy), and Reloader already got a substantial buff in 0.9.9.8 by having its effect be improved to -30% reloading time per level (while shotguns also don't need any farther buffs when they were already the most reliable weapon type before the aforementioned Reloader buff gave them a complete cakewalk of an early game). On top of that, not tying knockback to damage would be a crippling nerf to Pistols that heavily depend on reaching the damage thresholds to cause knockback to stay out of an enemy's vision and kill enemies before they reach them, and Pistols are already easily the weakest builds in the game.

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Maybe a guaranteed combat pistol somewhere would be nice, like in Phobos lab.

This would be very strong for Pistol builds and worthless for every other build; special level rewards should avoid only benefiting a small amount of builds, the guaranteed Combat Shotgun is a far better reward in Phobos Lab and Military Base (being an invaluable utility weapon for every build in the game and not just benefiting Shotgun builds). Additionally, the suggestion for a new stronger common Pistol already does cover Pistol builds being handicapped by the lack of a guaranteed upgrade (first point in the equipment section of the New Content post).

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UI change: When using look mode, the screen should scroll if you try to look near the edge of the screen. I'm not sure if there's a way to scroll the screen without using the mouse, but I don't like using the mouse to check around the map.

I use mouse and so never use the look command, but I certainly see how this is annoying and an outright gameplay detriment for keyboard-only players in graphic mode, so this is a no-brainer fix. Will add it to the OP.

64
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

Having an ammo display on the UI bar would be convenient and there is certainly space for it. Main issue is ammo boxes and other weapons of the same type with ammo in them, but I would imagine that it wouldn't count them since that isn't ammo you can readily reload with. And if you have an ammo box equipped, it could instead show the ammo left in it.

As for a time display, I personally don't see much use for it, but it is one of those "sure why not" things, as long as there's a clean spot in the UI to fit it in (and it of course isn't too much a pain to program in).

Updated the OPs to include this and a more up-to-date bug list.

65
Releases / Re: MOCKRL: CYBERMDEON MADDNES!1!!!11
« on: August 12, 2024, 18:54 »
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>...

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

66
Requests For Features / Re: New unique items
« on: August 09, 2024, 12:24 »
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).

67
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 Humanity dual challenge? (i.e. beat it on N! with no health and no powerups)

*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, while you can also add it to the pool of lever effects. If it's added, some boots may need the relevant (assumed plasma) resistance added, of which I propose the following:

Plasteel Boots -> 10% plasma resistance (just so it saves you one more point of damage than what Protective Boots would)
Environmental Boots -> +30% plasma resistance (should take more than an advanced assembly with cheap mods to get that good of resistance to it)
Cerberus Boots -> +95% plasma resistance (I don't think they should have full blood immunity, so that this fluid is much more difficult to get immunity to)
Nylaptotep Boots -> 30% plasma resistance (matching Malek's Armor)
Enviroboots -> 100% plasma resistance (should be the only boots immune, also gives it a niche over A-modded Cerberus Boots that otherwise obsoletes it)

Maybe could also add new standard or exotic boots that only has a good plasma resistance and nothing else (and if exotic, perhaps a minor speed bonus too just to make it a bit more unique, as currently only Phaseshift and Laptop boots make you faster at base)

68
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

[ ] Add a toggle to enable legacy inventory selection (where each inventory slot was instantly selectable by an associated letter key) for players who preferred that method. 1 2 3 (Too technically difficult to implement)

[X] On the UI bar, in the empty right side of it, show the total amount of loose ammo in your inventory for your equipped weapon (or the ammo left in your equipped ammo box if you have one equipped). 1

[ ] 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

[ ] Consider having a time display in the player info screen? 1

[X] Create/readd locked vaults, as they're described on the wiki. 1 2 (Turns out they were bugged this whole time, which has been fixed.)

[ ] 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

[X] 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 (Designating music tracks for levels 26 through 100 in the audio.lua file now works, levels beyond 100 for A666 have not been tested however.)

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

[ ] Consider adding an option to change your name ingame? 1

Equipment, assemblies, and other Items

[-] New common Pistol type (suggested example is "Magnum" with more power and less accuracy). 1 2 (Kornel stated in one of his streams that he doesn't find the idea of the Magnum to be very "Doomish". Also SoG's greatly ramped up damage devalues the need for a more easily obtainable stronger Pistol.)

[ ] 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. 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

[X] 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 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

[X] New enemy: Nightmare Revenant, which is much faster, hits much harder in melee, and swaps its fire damage and resistance for plasma damage + resistance. 1 (Deals jacked up fire damage instead and keeps the fire resistance instead of plasma, but the idea is basically implemented as proposed.)

[X] 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.. 1

[X] 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

[X] New monster group: 2 x Bruiser Brother, 4 - 9 x Nightmare Imp, with a minimum depth of 60, and a weight of 3. 1 (Implemented with the newly added Nightmare Knight instead of Bruisers but the idea is the same)

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

[X] 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

[X] 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

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

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

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

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

[X] 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. 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 loadout upon entering every floor, 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 Fast Monsters" (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.

[ ] "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

Miscellaneous

[X] 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 (Implemented as proposed but with 12 plasma damage instead.)

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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. Perhaps add an additional stipulation that less than 10% of your kills can be with fists, so you can't obtain them both in a fist-only run either (assuming you can't just make a hard restriction preventing you from earning them alongside Sunrise Iron Fist even if you haven't already won them before). 1

[ ] Change Malicious Knives Cross and Sunrise Iron Fist to require 50+% kills or some other non-negligible amount of kills, so that you can't cheese obtaining them in a pacifist run. Also for the Malicious Knives Cross, perhaps add an additional stipulation that less than 10% of your kills can be with fists, so you can't obtain it in a fist-only run either  (assuming you can't just make a hard restriction preventing you from earning it alongside Sunrise Iron Fist even if you haven't already won it before). 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

[ ] 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).

[ ] 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: Zero Master - Complete Angel of 100 on UV or N! in under 1 hour of real time. (Upgraded version of the former, named after Doom's greatest speedrunner)

[ ] 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

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 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 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

[ ] 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

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

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

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

[ ] 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.

[ ] Lightfoot Gold Badge - Add the additional stipulation of requiring clearing the game in under 40,000 turns, as AoLT is bit 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.

[ ] 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.

[ ] Arena Gold Badge - Perhaps change this to beating Hell's Arena on UV in any challenge(s) but AoMr, AoSh, AoMC, AoLT, or AoPc, as since due to SoG's upcoming 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 AoSh, AoMC, and AoLT is also too easy for a Gold, and it's of course impossible in AoPc.

[ ] Longinus Gold Badge - Perhaps add the stipulation to beat Unholy Cathedral without Berserker or 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 or Limbo (as Reaper Gold requires).


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

[ ] Shottyman Platinum Badge - Change to requiring Ultra-Violence and winning the game without a Shotgun or Generalist mastery, as currently if you're able to beat AoSh on N!, you should be able to do so with 80% kills and will thus usually skip this badge to go straight to Shottyman Diamond, while this will also make for a more interesting challenge (at least if you don't Sereg it).

[ ] 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 and UV is nonsensically skipped in this badge series. 1 2 3 4

[ ] 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.

[ ] Everyman Platinum Badge - Change it to requiring 100% kills, so that it isn't the same as Thomas' Medal. 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 Nightmare players. Also disallow Angel of Max Carnage and Light Travel from being able to earn it since they trivialize it. 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. 1 2

[ ] Marksman Diamond Badge - Change this to require the Explorer Pin in addition to Nightmare difficulty, as with the upcoming 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.

[ ] 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

[ ] 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

[ ] 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

[ ] Speedrunner Angelic Badge - Change to requiring 10 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

[ ] 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

[ ] 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. 1 2

[ ] 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. 1 2 3

[ ] New: Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Darkness on Nightmare with 100% kills. 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 suggestion to disallow the activation of nukes and disabling of powerups in Hell Fortress is implemented.

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

70
With 0.9.9.8 officially released, many of the suggestions in this compilation suggestions thread for 0.9.9.8 have been implemented. So at Kornel's suggestion, I'm starting up a new compilation thread for 0.9.9.9, to start a fresh thread and to have a better organized OP that doesn't cover all the stuff that was already implemented or formally rejected, as well as to cover new suggestions.

I'll be maintaining this thread in Icy's absence, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, I would recommend reading Icy's OP in the aforementioned linked thread, consider the feasibility of being able to implement the suggestion, and backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge team, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.

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 testing to confirm it is working properly, or marks an "issue" that may not be an issue at all; and a suggestion that is struck through and colored red has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.

Bugs/Exploits/Fixes

[?] Bug: The game may lock up on the trait selection screen upon levelling up, where the game still runs with the music playing and you're able to scroll through the background with the mouse, but your trait selection does not register and you cannot exit the screen, forcing you to kill DRL in Task Manager to exit and lose your progress. 1 2 (May have incidentally been fixed in the JHC UI changes, needs thorough testing to fully confirm it has been fixed, but so far there has been no reported instances of this critical bug in any of the 0.9.9.9 betas.)

[-] Bug: Nightmare's -10% speed penalty seems to not be working. 1 2 (Kornel has no recollection of ever adding Nightmare's speed penalty nor likes the idea of difficulties nerfing the player, and after farther testing previous versions back to 0.9.9.6, it may have never actually existed in the first place, or was removed in a very old pre-graphics version. It's up in the air on if this "feature" will be (re)implemented as a universal speed bonus for enemies instead, which needs discussion.)

[ ] Bug: If you complete a special level on Nightmare/AoD and then exit with any respawns alive, the exit text and mortem history text gives you the level's completion messages, and you'll earn any badges/medals that require completing the level, but the game doesn't actually count the level as completed for Conqueror purposes. 1

[X] Bug: If a former is killed out of vision by something other than you, an error message may pop up stating it failed an attempt to call a table value. This most commonly occurs when a Former Sergeant shoots a barrel and kills himself. 1

[X] Bug: Corpses will sometimes be ungibbable by explosions and plasma(tic) shotguns for no apparent reason. 1

[X] Bug: Lightfoot Diamond and Angelic badges aren't being awarded when their criteria is fulfilled, perhaps indirect kills are being counted as "melee" kills? (I can confirm this badge isn't being awarded, unsure what is the cause if it's not the change to indirect kill attribution causing it) 1 2 3

[X] Bug: The melee accuracy bonus of Brute is still not properly applying to thrown weapons. 1

[X] Bug: Sharpshooter doesn't work with explosive pistols, even on direct hits. 1

[X] Bug: In armor and boots assemblies that require a Technical Mod, if the Technical Mod is applied before completing the assembly, the Technical Mod's resistance boosts will stack onto the assembly's resistances, making assemblies like Fireproof Armor more powerful than intended. 1

[X] Bug: The new modding UI in the latest beta will not allow you to attempt modding non-compatible equipment with Firestorm and Sniper mods, which prevents you from assembling Demolition Ammo (and any future assembly that would require applying them to normally non-compatible equipment). 1

[X] Bug: The Dragonslayer's permanent berserk isn't working, with it granting no additional turns of Berserk at all. 1

[?] Bug: Using the Dragonslayer's altfire, Whirlwind, can crash the game. It's unclear what conditions causes this crash, as sometimes you can use Whirlwind without the crash happening. 1 (An attempt was made to fix this, needs testing to confirm if the fix has worked.)

[~] Bug: When initiating a rocket jump, the targeting cursor can extend beyond immediately adjacent tiles, despite rocket jumping only being able to hit immediately adjacent tiles (in previous versions, the game wouldn't let you extend targeting beyond this range). Additionally when initiating a rocket jump with enemies onscreen, the targeting cursor will default onto an enemy, forcing you to move it back to an adjacent tile to rocket jump. 1 (Reverting back to 0.9.9.7's targeting isn't possible, so Rocket jumping will now let you fire on a tile more than 1 tile away, with the fired rocket just exploding at 1 tile towards the direction fired regardless.)

[?] Bug: Projectiles can go through walls without exploding from certain angles, including the outer boundary walls, and explosive projectiles will not explode when clipping. (Needs more thorough testing to fully identify how this bug works). 1 (An attempted fix was made, needs thorough testing to determine if it's fixed.)

[X] Bug: Ammo stacks dropped by ammo levers are not affected by the difficulty multiplier. 1

[X] Bug: The lava flood in Halls Of Carnage sometimes does not activate. 1 2

[X] Bug: Screenshots aren't saving properly as of the latest beta, unless you manually create a folder named "screenshot" in DRL's root folder. 1

[ ] Bug: Technician, Armorer, and Heroic badges are bugged in a way where it seems the game checks if you fulfilled their requirements before you start up a run, rather than as you complete it. As a result, you won't earn these badges in the run where you actually first fulfilled their requirements, but in the immediate run after. 1 2

[ ] Bug: If too many sounds play in quick succession, the music can get turned off until you enter a new floor or save and reload. 1

[X] Bug: When booting up the game, the loading bar will stretch beyond the screen.

[?] Bug: If a flood event occurs on an island level, it's possible to start in the middle of lava. 1 (This may have been fixed in the old 0.9.9.8 beta, neither I nor Icy have ever experienced this and no one has reported it happening yet, 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.)

[X] Fix: The Unlock All option doesn't unlock the harder difficulties.

[ ] Fix: The item reveal mechanic when all enemies are dead does not work in Nightmare, it should activate when all enemies are dead at the same time, or after each individual enemy has been killed once. 1

[-] Fix: Damage calculation on direct hits with explosive attacks seem to happen after knockback is applied, resulting in direct explosive hits doing less damage than they should, or possibly no damage at all. 1 2 (Confirmed to be an intentional design choice, but a direct damage component on explosive hits may be added?)

[ ] Fix: The new screen shaking effect should have its intensity based on the strength of the inciting projectile/explosion, rather than shaking at the same intensity regardless. 1

[X] Fix: The new modding menu can display incorrect info, noticed instances so far is it displaying bulk mods making armors/boots 10% faster rather than -10% slower, and showing you being able to apply more than one of the same mod to armors/boots/melee weapons when you can't. 1

[ ] Fix: The mortem's kill ratio message in the latest beta is based on the total enemy kill ratio with respawns, rather than the unique enemy kill ratio, when it should be based on the latter. 1

[ ] Fix: The character info screen doesn't account for equipped ammo boxes with its displayed reloading speed, when it should.

[ ] Fix: Ironman's trait description is unclear with it stating you get +20% max health, which isn't fully true as Marines still only get +10 HP rather than 12 HP, so it should be reworded to state +10 HP. 1

[ ] Fix: In Scavenger's trait description, update it to clarify that melee weapons, armors, and boots can be scavenged. 1

[ ] Fix: Angel of Humanity's and Archangel of Humanity's descriptions should clarify that Marines start with 12 max HP rather than 20. 1

[X] Fix: For weapons with very long names (such as the "Burst nuclear plasma rifle"), the name can stretch beyond the available UI space on the HUD, obscuring its ammo. And for armors with very long names, their names will instead stretch into the next line the HUD, obscuring your weapon's name. Whether it be scaling down long names, letting them stretch farther into the HUD, or anything else, something should be done to fix this issue. 1 2

[X] Fix: When using the Look command, you are unable to scroll the screen with the keys, forcing the use of a mouse to do so. As an obvious detriment to keyboard-only players, this should be fixed. 1 2

[X] Fix: When equipping a weapon from the ground that auto-equips on pickup, such as Azrael's Scythe, the game will erroneously give the "You don't have [X weapon]!" message. 1

[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1

[ ] Fix: The infinitely spawning Nightmare Demons and Nightmare Cacodemons when equipping the Dragonslayer and Berserker Set severely complicate clearing special levels with said equipment. Either they shouldn't count towards a special level's completion, their spawning should be disabled in special levels, or they should have a spawning limit of some sort. 1

[X] Fix: When the Apostle spawns on the final floor of A100/A666, the ability to see all enemies immediately activates since all enemies technically die when you first enter the floor. Given this is supposed to be a boss fight, this mechanic should be disabled when the Apostle spawns like it is for boss levels. 1

[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. Additionally, the ending mortem says you "finally completed 100 floors of torture". 1 2

[X] Fix: Non-lava fluids are supposed to be able to appear in A100/666 beyond floor 30 for greater level variety, but you still only encounter lava except for in specific level types/events/features that could already have water and acid appear. (Fluid spawning formula was tweaked farther in addition to two new fluids in blood and mud, later A100 is not a complete lava fest anymore.)

[X] Fix: Elite Former Captains erroneously didn't get the melee damage buff that all the other Elite Formers got. 1

[X] Fix: Nightmare Imps erroneously had two different speed values applied to them. 1

[X] Fix: The player's sprite does not update properly when armor is destroyed. The player additionally doesn't show the proper armor and weapon equipped at the start of challenges and mods that have different starting default equipment. 1

[X] Fix: In the ASCII version, the cursor for the look command does not show and the targeting cursor blends in the invulnerability overlay. 1

[X] Fix: Music resets to max volume regardless of setting whenever booting up the game or entering a new floor.

[ ] Fix: Repeated sounds (such as from several enemies being hit at once) can still get too loud, the sounds should be better staggered out instead of stacking all at once on each other, or perhaps add a limit of some sort that prevents the same sounds from being stacked too loudly on each other. 1 2

[?] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors. 1 2 (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

[X] Nerf Hellrunner's dodging bonus to +10% per level (needs discussion). 1

[X] Buff Tough As Nails to give +5% inherent resistances to fire, acid and plasma per level in addition to inherent +1 protection. If implemented, the Marine's inherent energy resistances will need to be nerfed to prevent them from getting too tanky. 1 (Implemented with a 10% resistance buff per level instead)

[X] Nerf Vampyre (needs discussion). Some ideas include increasing its prerequisites, disallowing Vampyre from healing beyond 100%, and/or prevent the resistances of berserk from stacking with the resistances of the Marine. If the aforementioned TaN buff is implemented, also change Vampyre's SoB block to TaN instead. 1 2 (Has been nerfed indirectly from berserk and Marine resistances being toned down, as well as directly with TaN block and no more healing over 100%.)

[X]Buff Entrenchment (needs discussion). Some ideas include increasing the resistance bonuses to +50% when chain firing, granting +20% to all resistances when just equipping a chain firing weapon, and some means to allow chain firing longer (such as reduce ammo consumption when chain firing or instant reloading when your clip runs out during chain firing). Alternatively, Entrenchment could be replaced with an entirely new mastery, a la Running Man -> Gunrunner in 0.9.9.7. 1 (Indirectly buffed from TaN buff and buffed directly with +50% resistances and 1 ammo on subsequent Chainfire volleys.)

[~] Give Bullet Dance the additional perk of reloading faster when dual gunning. 1 (SoG changed to give +3 damage and 10% firing speed reduction per level, needs to be tested to see if farther adjustment to SoG or Bullet Dance itself needs to be made.)

[X] Give Fireangel an additional offensive-based perk (needs discussion). One possible idea is when using rocket-based weapons, each shot will get +2 dice in damage calculation. 1 (Was buffed to have explosions gain +1 radius and all projectiles they shoot are explosive.)

[~] Buff Gun Kata to have an instant Pistol attack after dodging instead of it being near-instant. Also consider letting it apply Dodgemaster to all enemy projectiles inbetween moves (needs discussion). 1 (SoG changed to give +3 damage and 10% firing speed reduction per level, DG firing speed penalty was removed, and Gun Kata now fires much faster after movement. Needs to be tested to see if farther adjustment to SoG or Gun Kata itself needs to be made.)

[X] Change Gunrunner's prerequisite of Juggler to Finesse 2. 1 (Prereqs were changed to just Hellrunner 2 and being level 5, so the idea of this change was practically implemented.)

[X] Buff Malicious Blades (needs discussion). One idea is, in addition to nerfing Berserk, change Malicious Blades' TaN block to Badass or Son Of A gun. 1 (Now deals double damage with blades.)

Equipment and other Items

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

[X] Lessen the speed penalty for heavy boots, to make them less punishing to wear in fluids with the new fluid-slowing mechanic. Exact proposed values are in the linked message. 1

[ ] 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

[X] Frag Shotgun needs farther buffs. One idea to make it standout is to change its damage to 6d3 and decrease its firing speed to 0.5 seconds. Additionally allow it to spawn sooner and be less rare (such as a depth of 10 and weight of 3). 1 2

[ ] 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.

[ ] Increase the Medical Powerarmor's generation rate to 3 (matching the similarly powerful Necroarmor in rarity). [1

[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 2

[ ] Increase the Mjollnir's generation rate to 2 or 3. 2 3

[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2). 1

[ ] Buff the Assault Rifle. 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

[ ] Buff Grappling Boots to retain the base boots' movement speed instead of having a set -10% speed. 1

[X] Change Nano-shrapnel to a master assembly, with an assembly requirement of PPPN or PPTN. 1

[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. They can keep the +20% plasma resistance as well if the proposed blood fluid is added and utilizes plasma damage. 1

[ ] Buff Agility Mods to give +2 accuracy when applied to melee weapons instead of only +1. 1

[ ] Allow Firestorm and Sniper mods to be applied to melee weapons (needs discussion on exact effects). Current ideas are a Firestorm mod will turn their damage type to fire so they can gib much easier, in addition to possibly increasing the lower of damage die or sides by +1 too, and a Sniper mod will give them the autohit property. 1

[ ] Allow Firestorm mods to be added to explosive weapons with an explosion radius of 1 and 2. If done, consider making the mod give them only a +1 radius boost rather than the usual +2 boost. 1

[ ] 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, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2

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

[X] Nerf the amount of bullets that Former Captains carry from 100 to 40. 1

[~] Make Cacodemons and Nightmare Cacodemons more aggressive in their attack frequency. Possibly also consider buffing Nightmare Cacodemons to hit slightly harder. (needs discussion) 1 (Neither Cacodemon is more aggressive, but Nightmare Cacodemons been given a very serious buff.)

[ ] Farther buff all Elite Formers by increasing their melee accuracy. 1

[X] Farther buff the Nightmare Archvile by increasing its attack's explosion radius to 2, matching the Arena Master's explosion radius. 1

[-] Lower the Nightmare Cacodemon's spawning depth in A100/666 to 50+. 1 (New enemy added with a spawning depth of 41, so the Nightmare Cacodemon's 51 is probably intentional.)

[~] Lower the Shambler's spawning depth in A100/666 to 70+. 1 (Lowered to 60+ instead)

[ ] Increase the Lava Elemental's generation weight to 2 or 3 so it isn't so uncommon in deep levels of A100/666. 1

[ ] Allow the Angel Of Death to spawn in very deep floors of A100/666. Its spawning depth can be either 80+ or 90+. 1 2 3 4 5 6 7

[ ] 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

[~] Buff the Apostle to have 500 HP and always teleport after being hit. Also when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4 (Apostle has gotten massive resistances instead that makes it drastically more durable, but instant teleportation on hit has not been added yet nor ending the game when it dies in A100/666.)

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

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

[ ] Many special levels should have their enemy layouts altered on the harder difficulties to utilize the newly added batch of enemies. See linked post for 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).

[X] Make Military Base more difficult as it's still much easier than Phobos Lab. 1 (Patrolling AI and the newly introduced Enraged Mode invalidates excessive camping strategies, which makes Military Base no longer easily cheesable and thus now comparable to Phobos Lab in difficulty.)

[X] Change how Schematics drops in Hell's Armory/Deimos Lab work, so that players do not miss out on a rare mod because of them and so each run is truly independent (can probably just have them drop separately from the rare mods). 1 2 3 4

[?] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2 (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 City of Skulls, replace the lever with a horizontal coordinate trap, so that it isn't free to run through. Also extend the middle pillars to go all the way up to the top and bottom of the screen, so that the player is forced to be between the pillars when the trap activates. 1 2 (Kornel prefers the lever trap for added flavor)

[ ] Buff the enemy layout on the Nightmare! version of City of Skulls and Spider's Lair, as these levels currently have no difference compared to UV (aside from extra HP for the Agony Elemental) and are much easier than their respective counterpart levels (needs discussion). Current idea for City Of Skulls is replacing all the initial Lost Souls in the first wave with their Nightmare variants and then replacing 3 or 4 of the Pain Elementals in the second wave with their Nightmare variants, while replacing a third or half of the Arachnotrons with their Nightmare variants in Spider's Lair. 1

[~] The Nightmare! version of The Vaults was supposed to give each of the six Barons in the right vault a set of Red Armor to pick up, but currently it seems only one Red Armor is spawning. Additionally, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, or modify the center vault in a way that makes its teleporters inaccessible to the Nightmare enemies inside, so a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies. 1 (Barons had their Red Armors added, but the ease of teleporter camping has not been addressed yet.)

[~] If you don't have the Arena Master's Staff, you can softlock in House Of Pain on Nightmare and in Angel Of Darkness from dead enemies reviving while you're locked in another room, so something should be done to prevent this softlock. 1 (Enemy respawning has been disabled on the level altogether for the timebeing, may be temporary if another solution is figured out to prevent softlocks while enabling respawning.)

[ ] In House Of Pain, make using the Arena Master's Staff required to access the Large Health Globes on the level. 1

[X] Define a default song to play for House Of Pain in the music.lua file, so that it doesn't play a random song at default that will likely be unfitting. Suggestions for the song to use are either Sign Of Evil (i.e. E1M8's track) or Dark Secrets (i.e. The Vaults' track).

[~] Make Unholy Cathedral more difficult (needs discussion). 1 (New Enraged Timer complicates out-speeding strategies, so a farther difficulty buff could make the level unreasonably difficult for non-melee builds to beat.)

[ ] 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

[X] If Blood is added as a new fluid, replace the lava in Limbo with it. 1

[ ] In The Lava Pits and Mt. Erebus on Nightmare difficulty, remove the last Radsuit, so that there is no Radsuits on the level at all. 1

[X] Prevent being able to teleport into the "mountain" on Mt. Erebus, so that the player does not end up potentially softlocked. 1 2 3 4

[ ] Make Mt. Erebus more difficult (needs discussion). This level needs extensive changes, so view linked post for details on what to change. 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 planned 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

[X] Nerf Berserk to give +50% all resistances instead of +60%. 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

[~] Obtaining high scores mostly devolve into playing Archangel of 666 and aren't really used as a means to compare runs. Perhaps they should be changed (needs discussion). 1 (High scores have been separated into their own individual boards for each challenge, so A100/666 scores will no longer dominate a player's high score leaderboard.)

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

[ ] Make single enemy type levels be able to have Nightmare enemies at sufficiently high level rolls, just like how caves can.

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

[ ] 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

71
Maybe a bit overdoing these suggestions, but a couple more have came to my mind, and I thought I should get them out before 0.9.9.8's final push to completion:

*Nerf Hellrunner's dodging bonus to +10% per level

Hellrunner is already arguably the strongest basic trait independent of other factors with its combination of how much it boosts your movement speed and dodging rate. The +15% movement speed per level is fine, but the +15% dodging rate per level gets crazy high at cumulative levels, enough so to render Dodgemaster rather obsolete. With HR2, you get an 80% dodging rate before distance is even factored against most projectiles, and with HR3 it hits the cap of 95%, what is even the point of getting Dodgemaster when your dodges are working 95% of the time (while the harder to avoid hits are weak Former bullets, Arachno plasma bolts that getting only one guaranteed dodge on barely makes a difference, and VMR that you can't dodge through traditional means anyway). I used to swear by always getting Dodgemaster before the Cyberdemon, but then I learned HR2 alone was enough to almost never get hit by his rockets as long as I don't get caught in the splash, and that even just HR1 was enough to avoid getting hit the majority of the time. Nowadays I never pick up Dodgemaster in a standard game if it's not a prerequisite for whatever mastery I'm going for (and I find it to be a rather empty level to any mastery that does require it), and in A100 I only pick it up at the end as a filler trait. Not to mention that just HR2 + running lets you hit the dodging cap of 95%.

By nerfing HR's dodging bonus to +10% per level, it would end up being a +60%, +70%, and +80% dodging rate at each respective HR level against standard projectiles before distance is factored. Hellrunner would probably still be the best basic trait and I still probably wouldn't be picking up Dodgemaster if not forced to, but at least the math makes the guaranteed dodge on one projectile quite a bit more enticing.

*In Military Base, remove the Tracking Map on Ultra-Violence and Nightmare difficulties

When thinking of ways to have more parity between Military Base and Phobos Lab, one idea implemented was buffing the Elite Formers in melee, which helps a bit to make Military Base more difficult, but from testing, Phobos Lab is still way harder on UV. I then realized how much the Tracking Map you get in Military Base completely trivializes the second part of the level. Tackling the exit room could be an actually dicey proposition... if you couldn't see when the Elite Formers are behind the doors before opening them up, couldn't see them coming at awkward angles when setting up your camping spot, and couldn't see them going the opposite direction in the outer room's circle and sandwiching you. It also makes no sense that such a powerful powerup is available in a special level on UV/N!. The argument I see for keeping it is that it would be really frustrating to open the exit room's door and then get immediately Super Shotgun'd at close range by an Elite Sergeant or get Napalm Launchered by an Elite Commando, but aside from nasty surprise attacks being an inherent risk when opening any door with enemies around, you can mitigate that risk anyway (the doors unlock once you get one space away, so you can move to unlock them and then run away for them to come out instead of immediately opening the doors to a potential deadly barrage). Keeping the Tracking Map for difficulties below UV I think is fine however, as Phobos Lab is way easier below UV and Military Base is arguably harder even with the Tracking Map, since the Elite Formers (or regular Former Commandos on ITYTD) are much more dangerous than regular Pinkies.

*In Phobos Anomaly, have the ending teleporter work like stairs, as in you have to hit the action/descend/save command on it to advance instead of doing so automatically when stepping on it. Additionally in Tower Of Babel, don't have the level immediately end upon the Cyberdemon's death, and instead have a similar teleporter sealed off that opens up when killing him.

So something I find annoying is that after clearing Phobos Anomaly and Tower Of Babel, you are unable to save, due to the former's ending teleporter sending you to the next level automatically, and the latter ending immediately after the Cyberdemon's death. If you want to take a break after these natural end points or you can't continue playing, you are forced to play another floor before you can do so or must leave the game running. Another annoyance of Tower Of Babel is that you don't get the opportunity to heal yourself up, reload, and rearrange your equipment in preparation for the next floor after killing the Cyberdemon, which could potentially screw you over if you finished the Cyberdemon fight in a bad state and immediately get spawned into a terrible position on the next floor. As long as these aren't too annoying to program (I don't know if these levels' scripting would too annoying to mess with), this would be an appreciated QOL fix. A non-technical argument I see against changing Tower Of Babel to not immediately end after the Cyberdemon's death is that he could revive on Nightmare/AoD with him now having a corpse, but that is also the case for all the other bosses that leave a corpse, so just gib it or run like hell just as you would against the other bosses that revive (or the level could be programmed to disable reviving when cleared, like Hell's Arena does).

72
Requests For Features / Re: DoomRL 0.9.9.8 BETA 5
« on: July 08, 2024, 22:58 »
Not a bug, but if you fulfill the conditions to meet the Apostle at the end of A100/666, since everything dies as you enter the floor and then the Apostle spawns in, the ability to see all enemies activates and stays active even after more than three enemies are revived/spawned. Given this mechanic is supposed to not work during boss levels, it should probably not be active during the Apostle fight (and indeed it does take out what little tension there already is in this fight when you can immediately see where the Apostle is at all times). Here's a screenshot showing how enemies are visible outside my vision in this fight despite there being more than three active:

https://pbs.twimg.com/media/GSBTE77XQAA_XV7?format=jpg&name=large

Also a nitpick, but at the end of a successful A666 mortem, it says you "finally completed 100 levels of torture", not 666:

https://pbs.twimg.com/media/GSBOpDMbcAArmPk?format=png&name=large

73
Requests For Features / Re: DoomRL 0.9.9.8 BETA 5
« on: July 04, 2024, 21:09 »
BUG #11

I think the Dragonslayer's berserk effect was changed to be actually permanent, but it turns out to have been the reverse; I picked it up with the aid of a Hatred Skull and the berserk ran out only about a dozen actions after.

https://pbs.twimg.com/media/GRsSM5sWQAEIlmn?format=jpg&name=large

74
Kornel stated new enemies are possible, so I want to propose the following:

*Add Nightmare Revenants and Nightmare Mancubi

Currently every non-boss enemy has an upgraded version, whether it be a nightmare version, a boss version, or "elite" versions in the case of the formers, with the exception of Lost Souls, Revenants and Mancubi. The latter two I think shouldn't be left out, and would help add variety to lategame A100, as well as give more options for upping the difficulty of special levels on UV/N! (such as the aforementioned Mt. Erebus or the new House Of Pain that could really benefit from it). As for the actual stats of them, I think something like the following would work:

Nightmare Revenant
HP: 40
Armor: 3
Accuracy: +6 melee, +6 ranged (though does this really matter?)
Melee damage: 1d3 + 9
Projectile damage: 5d5, plasma damage, radius 1
Speed: 160%
Depth: 60+
Danger: 14
Weight: 5
Inventory: Rockets (X3)
Uses Items: No
Uses doors: Yes
Attack %: 60
Special abilities: Like normal Revenants, its projectile aims at the tile the player was on. Immune to fluids and will chase the player through them. Has 50% bullet resistance and 25% plasma resistance.

The main idea is to ramp up the Revenant's glass cannon attributes relative to the other high tier monsters, so its HP doesn't see as much an improvement as the other nightmare monsters but it gets way faster, and while its projectile is no stronger, being plasma of course makes it much more difficult to have effective armor against; you won't be able to neuter its threat with just Fireproof Red Armor, and Cerberus Armor won't be reducing its damage as much either. Then finally, given this Revenant swaps a fire attack for a plasma attack, I thought it fitting to swap the 25% fire resistance with a plasma resistance; aside from the more unique plasma resistance, it also helps covers a weakness of the original Revenant where it could be so easily killed in a single Plasma Rifle volley, and makes it even more annoying for Pistol builds that before could rely on an Energy Pistol or Blaster to get past the Revenant's bullet resistance.

Nightmare Mancubus
HP: 100
Armor: 4
Accuracy: +3 Melee, +3 Ranged
Melee damage: 1d3 + 12
Projectile damage: 4d6, acid damage, radius 2
Speed: 70%
Depth: 70+
Danger: 14
Weight: 3
Inventory: Rockets (X6)
Uses items: No
Uses doors: Yes
Attack %: 70

Special abilities: Like normal Mancubi, it fires three projectiles, with one aimed at the player and one at each side, and if it attacks, it will fire a second volley for its next turn even if it can't see the player, unless it gets hit and interrupted. Unlike normal Mancubi, its attack can leave behind acid tiles. Immune to fluids and will chase the player through them. Has a 50% melee resistance and 50% knockback resistance.

So course with a Nightmare Mancubus, you would make it an absolute tank. With its attack, instead of making it plasma like other nightmare enemies, I think it should be acid instead. One, it helps for more variation when Barons and Bruisers are currently the only enemies with acid attacks. Two, it's not quite as immediately lethal without very specific armor as it would be with a plasma version of its attack, but it still cannot be neutralized so easily as fire attacks, and now it will absolutely shred your armor if you get caught in the full brunt of its attack. Then being able to leave acid behind adds more unique behavior and lets it leave even more of a wreck behind when it fires than a normal Mancubus (plus it would help even more with making the aforementioned Mt. Erebus an appropriate challenge on UV/N! as they'll eliminate your amount of safe land to work with). It also gets a big increase to its melee attack and a big melee resistance, so getting in its melee range to prevent it from firing will be a very tough ordeal too, and I thought some knockback resistance would be fitting as well, so you can't as easily corner shoot it to death or just knock it out of your vision range like you can with normal Mancubi (but that can be omitted if deemed too obnoxious or if it's unable to be programmed knockback resistance without having full knockback immunity). Unlike other nightmare enemies that get a significant speed boost however, I think the Nightmare Mancubus should be even slower, to farther emphasize its tank design and to give some more counterplay against such a durable and dangerous enemy.

*Also a new assembly I just thought of: Laser Blade (or any other preferred legally distinct name)

How to assemble - Combat knife + BTN
Damage: 5d5
Damage type: Plasma
Accuracy: -2
Firing speed: 0.8 seconds
Alternate fire: Throw
Special: Counts as a blade for Malicious Blades. When equipped, any enemy plasma attack that deals less than 5 damage before armor and resistances will be reduced to 0 damage. Those that deal 5 or more damage will hit as normal.

So this niche assembly idea addresses the following; a means for melee builds to utilize a Nano mod on their primary weapon type of choice, a substantially stronger bladed weapon than a Chainsword for Malicious Blades, and most important to entice justifying spending a Nano mod on this over getting regenerating armor or Antigrav Boots, it gives a very strong tool against rapid-firing plasma enemies, the biggest bane of Melee builds (especially Malicious Blades, which can't get berserked easily to deal with them and whose mastery gives no defensive bonus against). The number of "less than 5 damage" is deliberate, as it's right at the edge of where it won't make you completely invincible against normal Arachnotrons (whose 1d5 plasma bolts will get through with a max damage roll), and it's factored before armor/resistances both so you can't gain effective invulnerability against all plasma attacks and to be more lore accurate (you're supposed to be deflecting the plasma bolts before they hit you). If this mechanic is too complicated to program, then it can alternatively just be a flat +50% plasma resistance when equipped instead. Also has 0.8 firing speed to reflect the Technical mod investment (while giving a bit farther of a DPS edge), and has -2 accuracy, since it is a weapon you're supposed to need to be skilled to use effectively (not like non-melee builds would ever make this anyway unless they're really scared of Spider's Lair and Arachnotron Caves).

75
Well Icy hasn't been around so my new ideas haven't gotten feedback, but I thought I should post more of my ideas here regardless.

*Vampyre needs farther nerfs

After the Marine's buffs of 20% inherent energy resistances and Ironman giving 10% physical resistances per level, as well as Marines being able to activate Berserker easier from getting hit, it became clear Vampyre was very busted and so was blocked Ironman as a result. However after extensive testing with it, I can conclude Vampyre is still far and away the best mastery that borders on IDDQD with minimal investment, and it just steamrolls the game in a mindless manner. You don't even need particularly good armor nor any TaN investment; with just Nanofiber Red Armor, an indestructible but normally rather crummy armor with only 2 protection and 12% fire resistance, you're nearly invincible with a berserk Vampyre Marine with no TaN (Berserk resistances + Marine resistances + that 12% fire resistance gives you 92% fire resistance, which with 2 protection is enough to reduce any fire hit to 1 damage, while Berserk + Marine resistances giving you 80% acid and plasma resistances will also reduce nearly every hit of those types to 1 damage, leaving only very strong melee hits as the only things that can actually do some sort of damage to a berserk Marine in this mundane armor). The only thing hindering Vampyre is its somewhat weaker early game compared to other masteries, but the Marine's 20% energy resistances already does quite a bit to shore up this weakness, as well as Vampyre being a level 6 mastery always limiting that weakness from being that big a deal.

Some possible ideas to nerf Vampyre:
*Increase the prerequisites, with my idea being Berserker, 1 Badass, and 2 Finesse. (Vampyre being a level 6 mastery that gives you a free level pick never made much sense with how strong of a mastery it always been considered, making it take a bit longer to get will make the aforementioned harder early game a more clear weakness)

*Make Vampyre no longer able to recover health above 100% (could make "death of a thousand cuts" in big fights more of a threat when you can no longer easily stockpile a big health reserve, and make Survivalist's ability to recover health above 100% without powerups more unique)

*Prevent the Marine's inherent resistances from stacking with Berserk's resistances, so berserk Marines aren't ridiculously resilient without having decent armor (this would technically nerf other Marine builds too, but they'll be impacted far less than Vampyre will be, and regardless, I don't think you should be reaching the realm of 80% resistances without the aid of armor).

I think Vampyre would still be very good even if all of these nerfs were implemented, but at least one of these needs to be implemented. Would appreciate more discussion on this.

*Increase the explosion radius of the Nightmare Archvile's attack to 2

The Nightmare Archvile getting its attack changed to plasma did made it considerably more dangerous, but I think it could use a bit more to cement its status as this very scary monster. Seeing how the Arena Master's zap has a 2 radius explosion unlike the 1 radius explosion that normal Archviles have, I think the Nightmare Archvile should have that too, so its attack is more difficult to avoid and to function more effectively as the big scary upgrade of the Archvile.

*Make Mt. Erebus much more difficult
Mt. Erebus is supposed to be the more combat-centric alternative to The Lava Pits, as you have to traverse much less lava but fight more tough enemies. However, the serious resource management ordeal of Lava Pits is a unique challenge that needs proper preparation for or else you just won't be able to beat it (especially with the harder difficulties now removing the radsuits). Erebus on the other hand, you just need to rocket jump a couple times to reach the island, and then the combat isn't even hard, as a handful of Revenants and Mancubi are hardly a serious threat this late into the game (especially compared to Mortuary/Limbo before), while even if you have no radsuits to fight the Lava Elemental here, you got much more space to work with before he could drown you in lava. Beating Erebus with no radsuits nor any other special equipment is no sweat even with the harder difficulties now removing the radsuits from the level, and it's always a relief seeing it spawn instead of Lava Pits. For the possible final special level you can encounter, it seriously needs a lot more bite to it. Nothing concrete but some possible ideas:

*Add Cacodemons separately from the Lost Souls/Pain Elementals, instead of having Pain Elementals replace them on harder difficulties, while having some of those Cacodemons outside the mountain and some more inside the mountain. Then on UV/N!, replace the Cacodemons with their Nightmare variations (aside from adding more appropriate combat threat to the level all-around by having an enemy that can more effectively harass you from over the lava and having more enemies appear from raising the mountain, it would be more thematically fitting with the actual Mt. Erebus in Doom, where it's the Ultimate Doom map with the most Cacodemons)

*Increase the amount of Revenants and Mancubi on UV and N! (weirdly on UV and N! compared to HMP, Revenants and Mancubi just swap their positions while the total amount of them remains unchanged, UV/N! players should be able to handle more than 7 Revenants and 5 Mancubi this far into the game, not to mention that having more than a single Revenant patrolling the front of the island will make it more difficult to get on there without a radsuit/invulnerability/lava immune boots). If these two enemies get nightmare versions of them added as proposed, then they could instead be replaced with their nightmare versions instead.

*Have two Lava Elementals spawn for the boss fight (taking a cue from Deimos Lab, as like with Shamblers, doubling up the Lava Elementals should exponentially increase the difficulty of the fight with their teleporting and regeneration, not to mention that two of them drenching the map with lava would make up for the level giving you a much larger island to work with than Lava Pits. However I could see a technical issue here with dropping the Lava Element, can it be programmed so it only drops after both Lava Elementals are killed?)

*Ideas for more level events

Since the Darkness level event was added in 0.9.9.8, it seems new level events could be possible. When thinking of possible new level events, a few ides I have:

*A "Mortuary" event that emulates what happens when you encounter the Apostle at the end of A100/666, where all enemies on the floor immediately die as you enter, and then a group of Archviles are spawned throughout the level, with higher difficulties spawning more (and perhaps UV and N! has a chance to spawn Nightmare Archviles too). This aspect of the Apostle fight is the most interesting thing about it and gives a creepy vibe to the encounter, so having something like that happening in any level could be a memorable spook.

*A "Max Carnage" event, that simply does what AoMC does but for that single floor, i.e. you and all enemies will always deal the maximum possible damage while having +12 accuracy. AoMC is one of the most popular challenge modes and is one of the few challenges whose gimmick can work as a level event, so this could be interesting and fun. There could also be a "Snake Eyes" event if you get a particularly bad level roll, where only the enemies get max damage and accuracy for their attacks while you don't.

*A "Masochism" event, that emulates AoMs by preventing you from healing on the floor. AoMs isn't a popular challenge, but I think having its effect occasionally randomly happen on any floor could make for appropriately stressful yet stimulating scenarios. To prevent it from being a practical automatic death sentence if it happens when the player enters a floor at low health, you can have it heal the player to full health at the start of the level, before then preventing them from healing any farther until they exit the floor.

When looking at the other existing challenges, I don't think any of them could really work as level events. The weapon lock challenges are obviously out when they would create inevitable unwinnable scenarios if they happened as random events. You can't just strip a player of their inventory mid-game so an AoLT event is out. An AoP event is redundant when any random level can already just not spawn any powerups, thus preventing you from using powerups on that floor. An AoI event could be done, but it would be very frustrating to be unable to save any mods you found during that level event for later use, especially so if it was a rare mod. An AoHu event where your max HP gets temporary reduced might be workable, but replicating AoHu would make the level event exceedingly frustrating, and otherwise the aforementioned Masochism event makes for a fairer "don't get hit" level event. And then of course it doesn't need to be explained why AoPc isn't workable as an event.

*A couple new challenge mode ideas

Kornel indicated that adding more badges and medals is on the table, when rejecting the proposal here to set the badges to 25 per tier and 50 total medals. With that, it seems more challenge modes could also be on the table, so I got some ideas:

*A challenge mode where all the floors will be Arena-type levels. The idea of this was briefly discussed earlier in the thread when I was suggesting challenge ideas that discourage campy play (since so many of the existing challenges encourage it), and after thinking on it, I think it could make for a fun challenge, as you will have to fight in these more open levels with limited corner shooting opportunities and having enemies actively hunt you, while resources are also more scarce as every floor will only have 10 items (though to keep the first couple floors from being too luck-based for any build, I would add a Shotgun + shells, Chaingun + more bullets, and Combat Knife to the player's starting inventory). A similar challenge mode could be done for only Maze levels too, given mazes are typically much more difficult than normal levels but in a different way, with much more haphazard level geometry and ramped up danger that results in more + tougher enemies spawning. A Cave-only levels mode could also be an interesting challenge (we could even call it Angel of 0.9.9.6, given how ridiculously often you ran into Arachnotron caves in that version :p), though given the more limited enemy selection in caves, only encountering caves would get monotonous and so I'm not so sure on that being a good idea. When it comes to the set levels for these challenges, Phobos Base Entry should be removed like it is with Angel Of Pacifism and Angel of 100, while the boss levels could stay or be adjusted to fit the challenges (Tower Of Babel and Dis are already practically Arena type levels).

*A challenge mode where every randomized floor will have a level event. Usually in a standard game, you'll only encounter a couple level events per run, so having them on every floor could make for more exciting yet more challenging runs.

*This is an idea I don't think is very feasible, but I want to spitball about it anyway in case something can happen; a challenge mode where upon advancing to the next floor, your equipment and inventory is reset to your starting inventory, alongside your health being reset back to 100% (but your traits and EXP total will remain). In Doom, the most popular self-imposed challenge is to Pistol Start every map (i.e. instead of carrying over all your health, armor, weapons, and ammo, you reset back to only having 100%, no armor, your Pistol, and 50 bullets), so much so that people will even play through ultra hard megawads this way, so being able to replicate that experience in DRL could be fun. Aside from possible technical limitations, a serious issue I see is in Doom, the official maps and often fan-made maps are explicitly designed around being beatable when Pistol Starting, whereas the random level generation of DRL of course would not cater to this and you could very well often just end with floors where there are no weapons nor enough ammo, so your only option is to stair dive and pray. Also most special levels would be outright unbeatable, as would Tower Of Babel and Dis (while Phobos Anomaly would force a pacifist clear). To address the former issue, like the aforementioned Arenas-only challenge, the default inventory can be modified to include a Shotgun + shells, Chaingun + more bullets, and Combat Knife, so that you'll always have some means to fight back regardless of your build (while exotics and uniques could be made thrice as likely to spawn, since you only get to use them for a single floor anyway). For the latter issue, perhaps there could be an exception where entering special levels and the boss levels doesn't reset your inventory (you could still end up RNG screwed though if the immediate prior floor is lacking in resources or forced you to use them all up, the alternative would be modifying each of these levels to have special item placements during this challenge like how Hell's Arena has different rewards based on the challenge, but I can see programming that to be a big pain).

If any of these challenge ideas are accepted, then I can think of badges for them. If new challenges aren't gonna happen and thinking of challenge ideas is a waste of time, then do let me know Kornel.

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