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61
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!
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DRL (0.9.9.8) roguelike post-mortem character dump
Module : MOCKRL: CYBEREMOND MADDNES!!1 (0.1.2)
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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 -------------------------------------------------
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-- 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>...
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62
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).
63
Requests For Features / Re: Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: August 08, 2024, 19:20 »
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)
*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)
64
Requests For Features / Re: Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: August 08, 2024, 19:20 »
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
[ ] 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
[ ] Create/readd locked vaults, as they're described on the wiki. 1 2
[ ] 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 have it give +50% plasma resistance when equipped). 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
[ ] "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.)
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
[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
[ ] Create/readd locked vaults, as they're described on the wiki. 1 2
[ ] 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 have it give +50% plasma resistance when equipped). 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
[ ] "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.)
65
Requests For Features / Re: Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: August 08, 2024, 19:19 »
Medals, Badges, and Rankings
This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, and bringing up the count of Angelic badges to be equivalent with the count of the other badge tiers. Any ideas for new medals and badges will also be here though.
[ ] Add color-coding to medals and badges in mortems at the end of a game. 1 2
Medals
[ ] Change "Shotgunnery Cross" and "Marksmanship Cross" to each require 100% kills, so that they're not redundant with the Angel of Shotgunnery and Angel of Marksmanship challenges, and so that you can't cheese obtaining them in a pacifist run. 1
[ ] Change "Malicious Knives Cross" and "Sunrise Iron Fist" to require 50+% kills or some other non-negligible amount of kills, so that you can't cheese obtaining them in a pacifist run. 1
[ ] Allow Gargulec Medal to be obtainable alongside Gargulec Cross if you haven't already achieved it prior, like how it works with other lesser versions of other medals. 1
[ ] 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 special floors where all enemies are one of the boss enemies, which are Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortess). 1 2 3 4 5 6
[ ] New: Unexplored Star (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: Longinus Angelic Badge - Complete Unholy Cathedral on Nightmare without Brute, Finesse, and Hellrunner, while disallowing AoMC and AoLT. (Needs discussion) 1
[ ] New: Arena Angelic Badge: Complete Hell's Arena in Archangel Of Humanity on Nightmare. (Needs discussion) 1
This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, and bringing up the count of Angelic badges to be equivalent with the count of the other badge tiers. Any ideas for new medals and badges will also be here though.
[ ] Add color-coding to medals and badges in mortems at the end of a game. 1 2
Medals
[ ] Change "Shotgunnery Cross" and "Marksmanship Cross" to each require 100% kills, so that they're not redundant with the Angel of Shotgunnery and Angel of Marksmanship challenges, and so that you can't cheese obtaining them in a pacifist run. 1
[ ] Change "Malicious Knives Cross" and "Sunrise Iron Fist" to require 50+% kills or some other non-negligible amount of kills, so that you can't cheese obtaining them in a pacifist run. 1
[ ] Allow Gargulec Medal to be obtainable alongside Gargulec Cross if you haven't already achieved it prior, like how it works with other lesser versions of other medals. 1
[ ] 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 special floors where all enemies are one of the boss enemies, which are Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortess). 1 2 3 4 5 6
[ ] New: Unexplored Star (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: Longinus Angelic Badge - Complete Unholy Cathedral on Nightmare without Brute, Finesse, and Hellrunner, while disallowing AoMC and AoLT. (Needs discussion) 1
[ ] New: Arena Angelic Badge: Complete Hell's Arena in Archangel Of Humanity on Nightmare. (Needs discussion) 1
66
Requests For Features / Compilation of fixes, changes, and new ideas for version 0.9.9.9
« on: August 08, 2024, 19:19 »
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
[ ] 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 (This might be too technically difficult to implement.)
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
[ ] 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
[ ] 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
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 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 reduction rate by 1% (so a basic Shotgun with one Sniper mod will have its dropoff damage reduced from 7% to 6% per tile, and if triple modded with Sniper mods, its dropoff damage will be reduced from 7% to 4% per tile). 1
[ ] When a third Sniper Mod is applied to a ranged 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
[ ] 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
[ ] 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
[~] 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
[ ] 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
[ ] 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 or x1.0, to compensate for newly added enemies and planned additions 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
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
[ ] 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 (This might be too technically difficult to implement.)
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
[ ] 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
[ ] 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
[ ] Nerf Trigun's Angel Arm to not be an instant nuke and require 10s like regular nukes. 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 reduction rate by 1% (so a basic Shotgun with one Sniper mod will have its dropoff damage reduced from 7% to 6% per tile, and if triple modded with Sniper mods, its dropoff damage will be reduced from 7% to 4% per tile). 1
[ ] When a third Sniper Mod is applied to a ranged 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
[ ] 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
[ ] 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
[~] 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
[ ] 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
[ ] 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
[ ] 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 or x1.0, to compensate for newly added enemies and planned additions 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
67
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: July 18, 2024, 22:10 »
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).
*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).
68
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
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
69
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
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
70
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: July 04, 2024, 12:12 »
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).
*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).
71
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: July 01, 2024, 03:15 »
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.
*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.
72
Requests For Features / Re: DoomRL 0.9.9.8 BETA 5
« on: June 30, 2024, 23:49 »
Here is my organized bug report post for this beta after doing a few runs:
BUG #1
When starting up the game, I often get an error message on bootup saying DoomRL crashed because of "File not open", though despite this and being listed as a "fatal exception", the game still continues on as normal without any apparent issues once I hit enter or click OK in the message box. Maybe it's related to me customizing config/keybindings/music/sounds? Though I never seen this error in prior betas. Here is the error code for it:
BUG #2
Scavenger is supposed to be able to dissemble melee weapons, armors, and boots now. Dissembling melee weapons works as it's supposed to, however I could not dissemble armors and boots, whether modded, assembled, exotic, and unique (with the weird exception of only Tactical Boots and Tactical Armor being able to be dissembled). Even those with guaranteed mod drops added didn't work, as I found a Shielded Armor (which is supposed to give a guaranteed Onyx mod) and could not dissemble it.
Now I haven't tested every single armor and boots, so here is an exact list of what I have tested and been unable to dissemble: modded Blue Armor, modded Red Armor, Fireproof Armor, Ballistic Armor, Bullet-proof Vest, Phaseshift Armor, Medical Armor, Gothic Armor, Ballistic Shield, Plasma Shield, Shielded Armor, Medical Powerarmor, modded Steel Boots, Environmental Boots, Acid-proof Boots, and Phaseshift Boots.
BUG #3
The pesky error message that pops up sometimes when a Former out of your vision kills themself with a barrel or is killed by another enemy's explosion still occurs. The error code again:
BUG #4
On the info screen, the level feel information can go beyond the screen, where you're then unable to view all of it. Perhaps the screen can be made scrollable when this happens? Here's a screenshot of an example:
https://pbs.twimg.com/media/GRXVF6hWUAAqAOv?format=jpg&name=large
BUG #5
Technical mods increasing the resistances of armors and boots is working as intended. However with assemblies that use Technical mods, if you apply a Technical mod before completing the assembly, the boosted resistances will carry over to the resulting assembly, making them more powerful than intended. For example with Fireproof Armor, if you apply the Technical mod first and then the Bulk mod to complete it, the resulting Fireproof armor will overall give +40% fire resistance, +10% plasma and acid resistances, +20% bullet and shrapnel resistances, and only -10% melee resistance, as demonstrated in this screenshot:
https://pbs.twimg.com/media/GRXXa19XcAA-u6N?format=jpg&name=large
Interestingly this will not override any set resistances of the assembly however, so with Cerberus Armor, you get +20% physical resistances, while the energy resistances are still set 70% to fire/acid and 50% plasma, as you can see in this screenshot:
https://pbs.twimg.com/media/GRXYgUkWUAEytef?format=jpg&name=large
Also Technical mods add +20% physical resistances and +10% plasma resistance to boots, despite those added resistances doing absolutely nothing (unless there are plans to add a new fluid or other damaging floor that utilizes one of those types). I think Technical mods on boots should be reverted back to increasing knockback resistance, as while you would rarely actually use Technical mods for that purpose, increasing resistances on boots have more limited practicality since there are only two relevant damage types and both fluids deal set damage, whereas extra knockback resistance is a unique utility that you may occasionally want on some boots. If we keep Technical mods increasing the damage resistances of boots, then it should be changed so that Technical mods don't add worthless physical and plasma resistances to boots, while giving them +20% acid and fire resistances instead (ensuring that a Technical mod will result in the boots always sustaining 1 less damage from acid and 2 less damage from lava regardless of the boots' inherent resistances, assuming the boots didn't already reduce damage to 1 or 0).
BUG #6
The accuracy bonus to melee attacks from Brute is supposed to now increase the accuracy of thrown Combat Knives (and Mjollnirs) accordingly, yet in an AoB run I did, thrown knives were still seeming to miss as often as always even at point blank range. Here's a screenshot showing an unhurt Baron with three Combat Knives around him, where I missed three throws in a row at point blank range, despite me having Brute 3 and thus my accuracy should have been 98%, as shown in the second screenshot:
https://pbs.twimg.com/media/GRXba0_WcAAyrm5?format=jpg&name=large
https://pbs.twimg.com/media/GRXbcrZWoAAtqnU?format=jpg&name=large
BUG #7
The bug I reported in the beta 3 thread of damage from high knockback explosive attacks not applying appropriately on direct hits still persists, but I got some screenshots this time demonstrating it. Here in the first screenshot you can see an Archvile targeting me while I stand still to get hit directly by it in Phaseshift Armor:
https://pbs.twimg.com/media/GRXeB_Na0AEEWst?format=jpg&name=large
Then in this second screenshot you can see me having been hit by the Archvile's attack, yet I took no damage at all due to the Phaseshift Armor's increased knockback knocking me out of the attack's explosion radius:
https://pbs.twimg.com/media/GRXeEIEWUAAU03e?format=jpg&name=large
BUG #8
Maybe doesn't technically qualify as a bug, but still an annoying issue, as when you initiate a rocket jump, the targeting tile will go to an enemy, instead of a tile next to you. Rocket jumping doesn't work if you don't target an adjacent tile (as the game will simply cancel the action if you don't do so), making it more inconvenient to rocket jump around enemies as you'll need to move the cursor back from an enemy to an adjacent tile every time, especially so as you must use the keyboard to slowly move the cursor back to an adjacent tile (using the mouse will cancel when trying to alt-fire).
BUG #9?
Ammo levers are working as intended, spawning an ammo stack pickup for the weapon you have equipped. However the spawned ammo stack is not affected by the difficulty multiplier, not sure if this is a bug but reporting it in case it isn't and is something that can be fixed.
BUG #10
Not a serious bug, but if you try to use the open or close door command when not next to a door, you'll get these garbled messages:
https://pbs.twimg.com/media/GRXfLJeWIAAoOkp?format=jpg&name=large
In case you've been unable to open these screenshots, the message states: "There's nLimitRangeo door you can open/close here"
NOT A BUG BUT STILL A SERIOUS ISSUE THAT NEEDS TO BE ADDRESSED ASAP
The powerup overlay colors were adjusted to be less harsh to the eyes and to make things easier to see ingame. The berserk and envirosuit overlays were definitely improved in this regard (notably you can actually see the Intution enemy Xs now), however the new invulnerability overlay is straightup unbearable, with it not only being very difficult to see what's in the level, but most egregiously you can't see most of the text in your infobar. Here are two screenshots demonstrating it:
https://pbs.twimg.com/media/GRXf8MBbMAAZwLz?format=jpg&name=large
https://pbs.twimg.com/media/GRXf9PiWoAA7GwW?format=jpg&name=large
Whether it's just reverting back to the old invulnerability overlay or doing something new (such as maybe the sepia coloring that sometimes get used in Doom wads for a more viewable invulnerability overlay), something needs to be done here. Regardless though, I would still like the optional toggle to turn off these powerup overlays altogether that was proposed in the requested changes thread.
HOUSE OF PAIN DIFFICULTY ADJUSTMENTS
I've tested out House Of Pain, including say no to the "House Master" asking me if I want to enter at the beginning, and using the Arena Master Staff at the start and end of the level. The good news is the level works as intended, with me not encountering any bugs with any of the level's scripting, with the exception of the doors in the first room being destroyable (as seen in this screenshot https://pbs.twimg.com/media/GRXypv0WgAAIJhe?format=jpg&name=large). The enemy loadout on each difficulty could be better balanced though, so here are my suggestions to the enemy changes on each difficulty, keeping the seeming intention in mind of this level being a more difficult alternative to The Vaults that doesn't essentially require the Arena Master's Staff (but having and using makes the level easier):
Hey Not Too Rough
First room: Keep as is (so 10 Pinkies, 4 Arachnotrons)
Second room: Change it to 4 Cacodemons, 4 Hell Knights (only six enemies makes this room feel rather empty, and a couple extra Hell Knights isn't making this room that much more difficult)
Third room: Keep as is (so 2 Mancubi, 2 Revenants)
Final battle: Change it to 2 Archviles (even for HNTR a single Archvile is underwhelming as a "boss" this far into the game)
Hurt Me Plenty
First room: Change it to 6 Pinkies, 8 Arachnotrons
Second room: Change it to 4 Cacodemons, 4 Barons
Third room: Change it to 3 Mancubi, 3 Revenants, 1 Archvile (adding an extra Mancubus and Revenant, because I don't think just a single Archvile adds all that much to the difficulty of this room)
Final battle: Change it to 1 Nightmare Archvile (two of them is crazy for HMP, and seems to be a clear mistake when it's the only difficulty with two of them here)
Ultra Violence
First room: Change it to 6 Nightmare Demons, 8 Arachnotrons (we dealt with Nightmare Demons back in Phobos Lab that appeared 10 dlevels + 4 special levels ago, having regular Pinkies here on UV is pretty laughable if you're not playing AoOC)
Second room: Change it to 4 Nightmare Cacodemons, 4 Barons (current UV with only two of each makes this room feel really empty)
Third room: Change it to 4 Mancubi, 4 Revenants, 2 Archviles (doubling up the Revenants and Archviles compared to current UV, because just doubling the Mancubi is weird and didn't add much to the difficulty)
Final battle: Change it to 2 Nightmare Archviles (a double Nightmare Archvile fight feels much more appropriate for UV)
Nightmare!
First room: Change it to 6 Nightmare Demons, 4 Arachnotrons, 4 Nightmare Arachnotrons (so just replacing the Pinkies with their Nightmare versions compared to current N!, thought about changing all the Arachnotrons too but 8 Nightmare Arachnotrons in a rather open room could be too crazy even for N!)
Second room: Change it to 6 Nightmare Cacodemons, 6 Barons (this room is now getting crowded with beefy enemies, definitely would appreciate the Arena Master Staff here to retreat to the first room for more space)
Third room: Change it to 6 Mancubi, 6 Revenants, 3 Archviles? (I can't parse the source code data on the exact enemy counts for this room, so I'm not sure what current N! looks like, but this should be an appropriate climb from UV)
Final battle: Change it to 2 Nightmare Archviles + some assortment of Nightmare enemies and Barons that will steal the prize armors (instead of simply upping the number of Nightmare Archviles, we keep it at 2, but also spawn some buddies alongside them so they'll have help even after you destroyed all the corpses beforehand, unsure what exactly to have though)
I've also thought about removing some or all of the health globes on UV and N!, but perhaps we'll want to test with the changed enemy loadouts first before removing the resources. Also keeping them does give incentive to use the Staff here, which you want to give an appropriate reward for carrying the Staff to here (as it'll give you access to retreat back to them if a room gets gnarly).
BUG #1
When starting up the game, I often get an error message on bootup saying DoomRL crashed because of "File not open", though despite this and being listed as a "fatal exception", the game still continues on as normal without any apparent issues once I hit enter or click OK in the message box. Maybe it's related to me customizing config/keybindings/music/sounds? Though I never seen this error in prior betas. Here is the error code for it:
Code: [Select]
Timestamp : 6/14/2024 0:03:31
Error level : FATAL EXCEPTION
Message : Fatal exception encountered
An unhandled exception occurred at $00000001000322E6 :
EInOutError : File not open
$00000001000322E6 FLUSH, line 390 of ../fpcvalkyrie/src/vlog.pas
$00000001000020A8 main, line 115 of src/doomrl.pas
$0000000100002306
$0000000100017C00
$0000000100001BB4
$00007FFA2EAC7344
$00007FFA2F2626B1
BUG #2
Scavenger is supposed to be able to dissemble melee weapons, armors, and boots now. Dissembling melee weapons works as it's supposed to, however I could not dissemble armors and boots, whether modded, assembled, exotic, and unique (with the weird exception of only Tactical Boots and Tactical Armor being able to be dissembled). Even those with guaranteed mod drops added didn't work, as I found a Shielded Armor (which is supposed to give a guaranteed Onyx mod) and could not dissemble it.
Now I haven't tested every single armor and boots, so here is an exact list of what I have tested and been unable to dissemble: modded Blue Armor, modded Red Armor, Fireproof Armor, Ballistic Armor, Bullet-proof Vest, Phaseshift Armor, Medical Armor, Gothic Armor, Ballistic Shield, Plasma Shield, Shielded Armor, Medical Powerarmor, modded Steel Boots, Environmental Boots, Acid-proof Boots, and Phaseshift Boots.
BUG #3
The pesky error message that pops up sometimes when a Former out of your vision kills themself with a barrel or is killed by another enemy's explosion still occurs. The error code again:
Code: [Select]
Timestamp : 6/27/2024 20:54:05
Error level : ERROR
Message : Lua hook OnAttacked caught ELuaStateException!
Call path : beings[soldier].OnAttacked
Call params : (<object>,<object>)
Error message : Lua error : attempt to call a table value
BUG #4
On the info screen, the level feel information can go beyond the screen, where you're then unable to view all of it. Perhaps the screen can be made scrollable when this happens? Here's a screenshot of an example:
https://pbs.twimg.com/media/GRXVF6hWUAAqAOv?format=jpg&name=large
BUG #5
Technical mods increasing the resistances of armors and boots is working as intended. However with assemblies that use Technical mods, if you apply a Technical mod before completing the assembly, the boosted resistances will carry over to the resulting assembly, making them more powerful than intended. For example with Fireproof Armor, if you apply the Technical mod first and then the Bulk mod to complete it, the resulting Fireproof armor will overall give +40% fire resistance, +10% plasma and acid resistances, +20% bullet and shrapnel resistances, and only -10% melee resistance, as demonstrated in this screenshot:
https://pbs.twimg.com/media/GRXXa19XcAA-u6N?format=jpg&name=large
Interestingly this will not override any set resistances of the assembly however, so with Cerberus Armor, you get +20% physical resistances, while the energy resistances are still set 70% to fire/acid and 50% plasma, as you can see in this screenshot:
https://pbs.twimg.com/media/GRXYgUkWUAEytef?format=jpg&name=large
Also Technical mods add +20% physical resistances and +10% plasma resistance to boots, despite those added resistances doing absolutely nothing (unless there are plans to add a new fluid or other damaging floor that utilizes one of those types). I think Technical mods on boots should be reverted back to increasing knockback resistance, as while you would rarely actually use Technical mods for that purpose, increasing resistances on boots have more limited practicality since there are only two relevant damage types and both fluids deal set damage, whereas extra knockback resistance is a unique utility that you may occasionally want on some boots. If we keep Technical mods increasing the damage resistances of boots, then it should be changed so that Technical mods don't add worthless physical and plasma resistances to boots, while giving them +20% acid and fire resistances instead (ensuring that a Technical mod will result in the boots always sustaining 1 less damage from acid and 2 less damage from lava regardless of the boots' inherent resistances, assuming the boots didn't already reduce damage to 1 or 0).
BUG #6
The accuracy bonus to melee attacks from Brute is supposed to now increase the accuracy of thrown Combat Knives (and Mjollnirs) accordingly, yet in an AoB run I did, thrown knives were still seeming to miss as often as always even at point blank range. Here's a screenshot showing an unhurt Baron with three Combat Knives around him, where I missed three throws in a row at point blank range, despite me having Brute 3 and thus my accuracy should have been 98%, as shown in the second screenshot:
https://pbs.twimg.com/media/GRXba0_WcAAyrm5?format=jpg&name=large
https://pbs.twimg.com/media/GRXbcrZWoAAtqnU?format=jpg&name=large
BUG #7
The bug I reported in the beta 3 thread of damage from high knockback explosive attacks not applying appropriately on direct hits still persists, but I got some screenshots this time demonstrating it. Here in the first screenshot you can see an Archvile targeting me while I stand still to get hit directly by it in Phaseshift Armor:
https://pbs.twimg.com/media/GRXeB_Na0AEEWst?format=jpg&name=large
Then in this second screenshot you can see me having been hit by the Archvile's attack, yet I took no damage at all due to the Phaseshift Armor's increased knockback knocking me out of the attack's explosion radius:
https://pbs.twimg.com/media/GRXeEIEWUAAU03e?format=jpg&name=large
BUG #8
Maybe doesn't technically qualify as a bug, but still an annoying issue, as when you initiate a rocket jump, the targeting tile will go to an enemy, instead of a tile next to you. Rocket jumping doesn't work if you don't target an adjacent tile (as the game will simply cancel the action if you don't do so), making it more inconvenient to rocket jump around enemies as you'll need to move the cursor back from an enemy to an adjacent tile every time, especially so as you must use the keyboard to slowly move the cursor back to an adjacent tile (using the mouse will cancel when trying to alt-fire).
BUG #9?
Ammo levers are working as intended, spawning an ammo stack pickup for the weapon you have equipped. However the spawned ammo stack is not affected by the difficulty multiplier, not sure if this is a bug but reporting it in case it isn't and is something that can be fixed.
BUG #10
Not a serious bug, but if you try to use the open or close door command when not next to a door, you'll get these garbled messages:
https://pbs.twimg.com/media/GRXfLJeWIAAoOkp?format=jpg&name=large
In case you've been unable to open these screenshots, the message states: "There's nLimitRangeo door you can open/close here"
NOT A BUG BUT STILL A SERIOUS ISSUE THAT NEEDS TO BE ADDRESSED ASAP
The powerup overlay colors were adjusted to be less harsh to the eyes and to make things easier to see ingame. The berserk and envirosuit overlays were definitely improved in this regard (notably you can actually see the Intution enemy Xs now), however the new invulnerability overlay is straightup unbearable, with it not only being very difficult to see what's in the level, but most egregiously you can't see most of the text in your infobar. Here are two screenshots demonstrating it:
https://pbs.twimg.com/media/GRXf8MBbMAAZwLz?format=jpg&name=large
https://pbs.twimg.com/media/GRXf9PiWoAA7GwW?format=jpg&name=large
Whether it's just reverting back to the old invulnerability overlay or doing something new (such as maybe the sepia coloring that sometimes get used in Doom wads for a more viewable invulnerability overlay), something needs to be done here. Regardless though, I would still like the optional toggle to turn off these powerup overlays altogether that was proposed in the requested changes thread.
HOUSE OF PAIN DIFFICULTY ADJUSTMENTS
I've tested out House Of Pain, including say no to the "House Master" asking me if I want to enter at the beginning, and using the Arena Master Staff at the start and end of the level. The good news is the level works as intended, with me not encountering any bugs with any of the level's scripting, with the exception of the doors in the first room being destroyable (as seen in this screenshot https://pbs.twimg.com/media/GRXypv0WgAAIJhe?format=jpg&name=large). The enemy loadout on each difficulty could be better balanced though, so here are my suggestions to the enemy changes on each difficulty, keeping the seeming intention in mind of this level being a more difficult alternative to The Vaults that doesn't essentially require the Arena Master's Staff (but having and using makes the level easier):
Hey Not Too Rough
First room: Keep as is (so 10 Pinkies, 4 Arachnotrons)
Second room: Change it to 4 Cacodemons, 4 Hell Knights (only six enemies makes this room feel rather empty, and a couple extra Hell Knights isn't making this room that much more difficult)
Third room: Keep as is (so 2 Mancubi, 2 Revenants)
Final battle: Change it to 2 Archviles (even for HNTR a single Archvile is underwhelming as a "boss" this far into the game)
Hurt Me Plenty
First room: Change it to 6 Pinkies, 8 Arachnotrons
Second room: Change it to 4 Cacodemons, 4 Barons
Third room: Change it to 3 Mancubi, 3 Revenants, 1 Archvile (adding an extra Mancubus and Revenant, because I don't think just a single Archvile adds all that much to the difficulty of this room)
Final battle: Change it to 1 Nightmare Archvile (two of them is crazy for HMP, and seems to be a clear mistake when it's the only difficulty with two of them here)
Ultra Violence
First room: Change it to 6 Nightmare Demons, 8 Arachnotrons (we dealt with Nightmare Demons back in Phobos Lab that appeared 10 dlevels + 4 special levels ago, having regular Pinkies here on UV is pretty laughable if you're not playing AoOC)
Second room: Change it to 4 Nightmare Cacodemons, 4 Barons (current UV with only two of each makes this room feel really empty)
Third room: Change it to 4 Mancubi, 4 Revenants, 2 Archviles (doubling up the Revenants and Archviles compared to current UV, because just doubling the Mancubi is weird and didn't add much to the difficulty)
Final battle: Change it to 2 Nightmare Archviles (a double Nightmare Archvile fight feels much more appropriate for UV)
Nightmare!
First room: Change it to 6 Nightmare Demons, 4 Arachnotrons, 4 Nightmare Arachnotrons (so just replacing the Pinkies with their Nightmare versions compared to current N!, thought about changing all the Arachnotrons too but 8 Nightmare Arachnotrons in a rather open room could be too crazy even for N!)
Second room: Change it to 6 Nightmare Cacodemons, 6 Barons (this room is now getting crowded with beefy enemies, definitely would appreciate the Arena Master Staff here to retreat to the first room for more space)
Third room: Change it to 6 Mancubi, 6 Revenants, 3 Archviles? (I can't parse the source code data on the exact enemy counts for this room, so I'm not sure what current N! looks like, but this should be an appropriate climb from UV)
Final battle: Change it to 2 Nightmare Archviles + some assortment of Nightmare enemies and Barons that will steal the prize armors (instead of simply upping the number of Nightmare Archviles, we keep it at 2, but also spawn some buddies alongside them so they'll have help even after you destroyed all the corpses beforehand, unsure what exactly to have though)
I've also thought about removing some or all of the health globes on UV and N!, but perhaps we'll want to test with the changed enemy loadouts first before removing the resources. Also keeping them does give incentive to use the Staff here, which you want to give an appropriate reward for carrying the Staff to here (as it'll give you access to retreat back to them if a room gets gnarly).
73
Requests For Features / Re: Compilation of fixes, changes, and new ideas
« on: April 06, 2024, 06:47 »
Been a while, but I thought up of some more changes:
*Change Gunrunner's prerequisite of Juggler to Finesse 2
Gunrunner being allowed Whizkid in the betas has proven to be a big help and it can now be decent with a very high potential ceiling, though it still has the major flaw of requiring so many ancillary traits before it can really get going; for Gunrunner's shooting while running effect to be actually useful, you practically need to get Shottyman, requiring three more levels beyond the six you already need to get Gunrunner. But you also really want Whizkid, but because of the prerequisites and direly needing Shottyman, you can't get WK1 until level 11 at earliest and WK2 not until level 12! By making Fin2 a prerequisite instead of Juggler, it would allow Gunrunner to spec into WK a level earlier, giving it a slight buff to make that heavy investment it requires a bit less painful. I also think firing faster instead of juggling your weapons is a more thematically fitting prerequisite for Gunrunner too.
*Give Fireangel some sort of additional offensive perk, one possible idea being whenever they use a weapon that shoots rockets, give them a +2 dice bonus to such weapons.
The big weakness of Fireangel that holds it back is its terrible offense without it investing in sidearming melee, and while the explosion immunity from indirect hits is a nice defensive bonus, it's not so strong as to be worth having no offensive boon at all. A simple and thematically fitting idea is to simply have them hit harder with rocket launchers, which wouldn't be that significant of a buff but would be something that could help and would farther establish Fireangel as the "rocket launcher build". This would also help the ammo efficiency problem that holds using rocket launchers back as weapons (actually trying to make heavy offensive use of rocket launchers with Fireangel will run into ammo problems without making a Nanomachic Rocket Launcher), and even farther no-damage rocket jumps from these stronger rockets would be a nice bonus too. The bug I noted in the beta thread of direct hit explosions doing less or no damage would need to be fixed though, or else this change could backfire. You could instead give it some offensive bonus to shotguns if you want to emphasize it actually being a shotgun mastery and make it an actually competitive pick for Angel Of Shotgunnery, but I don't know what you could do for it (Shottyhead already has the faster shotguns down and Army Of The Dead has the harder-hitting shotguns down).
*Change Gun Kata to have an instant pistol attack after a successful dodge instead of it being 90% faster, and give it the defensive perk to apply Dodgemaster to all attacks between moves.
I don't ever really recall seeing Gun Kata brought up often among the bad masteries, but I always been very underwhelmed by it, and after farther playing around with it, I'm firmly of the stance now that it's a crappy mastery. One big problem similar to Gunrunner is that it requires so many ancillary traits; it technically only requires SoG2, but in all practicality you need SoG3 or else your pistols are just going to be too slow and too weak when late Phobos and Deimos comes, so it may as well as be a mastery that requires 8 levels. However, unless you're lucky enough to find one of the Unique pistols early, you also really need Whizkid to buff your weakass pistols, which requires two levels of Finesse that you don't really care much for as a Pistol build and then those two levels of Whizkid, at which point that's already 12 levels. But there's still SoG 4 and SoG5 after that! And you would also really like a level of Eagle Eye or two because pistols miss a lot at far range (especially if the proposed Magnum gets added)! And if you want Intuition, you wouldn't even be able to fit all that in on any difficulty below Nightmare outside of A100! You get an early game that is slightly less hard than the other Pistol masteries, but compared to other builds, you're just going to always be behind them at every stage of the game, while Sharpshooter at least offers one of the strongest midgames and a still strong lategame.
But for the actual bonuses Gun Kata grants? Not very good either. The "near instant" attack dodging bonus may as well be worthless; one, you often won't be able to utilize this bonus when against hordes, rapid-firing enemies, and the VMR, and two, pistols will eventually come close to or hit the minimum firing speed, at which point this bonus is completely worthless. The other perk is you automatically reload your pistols when you kill an enemy, which can be very handy when fighting hordes, but still has problems that makes it not all that great compared to what other masteries offer; aside from often ending up in situations where you can't pick off an enemy to get that reload in (I find myself much preferring to have the reliability of one pistol + ammo box instead for this reason), if you get a bulk-modded Combat Pistol, Blaster, and/or Nanomachic Pistols, this bonus ends up pointless. You could very well argue you're better off going masterless for a Scout Pistol build, or using Pistols as Cateye instead, as at least doing that won't block you from stacking SoB with SoG (and Cateye's effect arguably helps pistols more than Gun Kata's does).
Now I'm not sure how to buff Gun Kata. Changing the Dodgemaster prerequisite to HR2 + SoG3 would help, though no Dodgemaster wouldn't be thematically fitting. The main idea I have is to try making Gun Kata itself better, and we can focus on making that dodging perk not so worthless. The first change would be to make the attack after a dodge actually instant, like how Blademaster gets instant attacks on kills. This still wouldn't be that much of a boon, but would be something so that it doesn't become pointless once you get your pistols' firing speed at or near 0.1 seconds, while you would also get assurance that no enemy will get an attack in immediately after you fire (I recently actually got killed by the Shambler in Hell's Armory with Gun Kata during an AoMr run because I went for a shot after a dodge thinking I would be safe, yet the timing ended up with the Shambler still getting its turn right after I shot), and it would let Gun Kata uniquely get a little more mileage out of action-based powerups, as instant actions don't count towards the action counter (and pistols as is benefit from powerups far less than other weapons because of how many more cumulative actions they use to kill things). The second change would be to give Gun Kata a unique boon of having its Dodgemaster be able to apply to all enemy attacks between moves, instead of just the first attack, as aside from getting a unique defensive boon, Gun Kata would now actually be able to more reliably try utilizing the dodging instant attack perk in scenarios beyond one-on-one encounters with single-projectile shooting enemies. I don't think this idea would be remotely broken either; you still need to be able to move in a way to execute a dodge against all incoming attacks from large hordes, you still have to be mindful of walls and obstacles to avoid getting hit by explosions, and it would still be worthless against the VMR. With these changes I think Gun Kata would still only be better than current Bullet Dance and Entrenchment, but it would be something to try making Gun Kata not so underwhelming.
*Give Bullet Dance the additional perk of being able to reload dual pistols faster.
Bullet Dance no longer having Eagle Eye blocked and the new Marine inherent resistances in the 0.9.9.8 beta has been a much appreciated buff for Bullet Dance, but the mastery is still really bad and I think it's less viable in Angel Of Marksmanship than going masterless, as much of the problems with it still remain; has the same "requires way too much investment" problem described prior with Gun Kata, still has to pick up a completely dead level in Triggerhappy that exacerbates its problems in late Phobos and early Deimos, and most crippling, that rapid-firing drains the small clips of pistols so fast, while Bullet Dance can do nothing to mitigate that problem without being lucky enough to build Nanomachic Pistols or finding a Combat Pistol and giving it multiple Bulk mods. The buffed Reloader can really help with this, but fitting in Reloader with all the other ancillary traits you desperately need is too much to fit in, while the other two Pistol masteries that don't deplete pistols as fast have something to mitigate reloading issues without needing to invest in Reloader (Gun Kata already been explained, and Sharpshooter can easily utilize ammo boxes). As such, Bullet Dance should get an additional perk to reload dual pistols at half the time or even faster. If reloading wasn't such a major problem for Bullet Dance, it could be halfway functional without the desperate need for Nanomachic Pistols and bulk-modded Combat Pistols.
*To buff Entrenchment, have it give +20% all resistances just from equipping a chain fire weapon in the primary slot, and give +50% all resistances when chain firing. Additionally, give it a second perk to reduce ammo consumption when chain firing.
We all know the fundamental problems with Entrenchment and some ideas have been floated, but nothing definitive has been formally proposed. Applying both my idea of +20% resistances just when equipping a chain firing weapon and Icy's idea of +50% resistances when chain firing would be a start. Another idea I thought of however, after seeing how Entrenchment works in Jupiter Hell, is to also reduce ammo consumption when chain firing (such as by having all subsequent chain firing bursts take 2/3rd of the ammo while still having the increased shots). A big problem with actually trying to utilize extensive chain firing is that unless you got a Nanomachic weapon or a Minigun, your clip will simply run out of ammo after only a few bursts, at which point you're left very vulnerable as you have to reload and then build up your chain firing all over again. Then extensive chain firing is also very wasteful with ammo too, as many of those extra shots will be overkill, and several shots get wasted when you pan from enemy to enemy, so you'll easily find yourself running out of ammo if you actually try to take advantage of Entrenchment without one of the aforementioned rare weapons. Reduced ammo consumption would help a lot here, letting you utilize Entrenchment's chain firing bonus longer before needing to reload, and making you waste a lot less ammo when doing so. Alternatively, if that cribs too much on Ammochain, Entrenchment could instead instantly reload when your clip runs out of ammo, if it can be programmed in a way to not disrupt your chain firing (though that wouldn't help the ammo wasting problem).
Or Entrenchment could just be thrown out completely for something new; even if it was buffed to be usable, the idea of it is still arguably the least exciting mastery in the game.
*Make Cacodemons and Nightmare Cacodemons attack more frequently.
I always found it weird how Cacodemons and Hell Knights are offensively equivalent, other than the Hell Knight having a slightly higher accuracy bonus. One idea to help differentiate them more is to have the Cacodemon attack substantially more often, perhaps increasing its attack chance to as high as 60%. Not only would this give Cacodemons a bit more distinct offensive behavior as a more aggressive enemy, it would also be more inline with how they actually function in Doom, where Cacodemons are more aggressive than the Hell Nobles. It would also make Cacodemons over damaging fluids even more of a hassle, when they'll be spending more time shooting at you instead of moving in to make them easier to hit. If this change is implemented, it should naturally be given to Nightmare Cacodemons as well (perhaps increasing their attack frequency all the way to 75%, tying it with the formers and Cyberdemon for most aggressive enemy), especially as Nightmare Cacodemons lost a lot of their uniqueness with all the other nightmare enemies being given fluid immunity. Nightmare Cacodemons could perhaps be made to hit a bit harder too to help better define their role as the single strong projectile enemy of the nightmare ensemble (either increasing their projectile damage to 2d8 or 3d5), as is they hit only slightly harder than regular Cacodemons, Hell Knights, and Nightmare Imps (with their projectile doing only 1 more damage on average and up to 2 more damage max).
*Add Nightmare Demons to Unholy Cathedral on UV and Nightmare difficulties.
Unholy Cathedral is gonna be really easy for melee builds no matter what unless you make it absurd, but it's also really easy for non-melee builds once you learn how to time hits between the Angel Of Death's moves with a fast enough build. So perhaps add a bit more to it by adding the strongest regular melee enemy in the game, that you also won't be able to cheese by luring them into the lava thanks to their newly added fluid immunity (and it's also weird that not even Nightmare has them, when it adds nightmare enemies to many other levels). Now there could be concern that this makes the Cathedral too difficult for builds with no Brute investment, but if you can move and attack fast enough to outspeed the AoD, then you can outspeed Nightmare Demons, so that trick will still work, you just have to be more mindful with your movements with handling a horde of them and avoid getting yourself cornered. Additionally, with Cathedral and Vaults having been swapped, the buffed Ironman giving you inherent melee resistance, and the Ballistic Armor assembly being buffed, you have a much better chance of getting the defenses to reduce all melee hits down to 1 damage before the Cathedral than you did before. Plus, having a horde of Nightmare Demons will dissuade anyone from wasting their time with trying to cheese the AOD on UV and Nightmare with a throwing knife :p
*Allow Firestorm and Sniper mods to be used on melee weapons, with the former changing the weapon's damage type to fire, and the latter giving the weapon autohit. Additionally buff Agility mods to give +2 accuracy to melee weapons.
Currently, Firestorm and Sniper mods can not be used on melee weapons, making getting these rare mods as a melee build particularly frustrating. The two proposed armor assemblies utilizing these mods would help partially alleviate this problem, but you could also make these mods usable on melee weapons. For a Firestorm mod, you can have using it on a melee weapon turn its damage type to fire, which would make it less effective against a few enemies (most notably Revenants and Lost Souls), but in turn would make the weapon much more effective at gibbing, that could make it a particularly attractive option on Nightmare difficulty or in Angel Of Darkness (or otherwise just for dealing with Archviles). Not to mention that this could help give the Double Chainsaw some sort of niche that it currently lacks, as a fire Double Chainsaw would be the most effective melee weapon for gibbing if you can't get Azrael's Scythe (which is especially hard to get on Nightmare difficulty/Angel Of Darkness, where you need the gibbing ability most). If just turning the damage type to fire would be underwhelming, perhaps it could increase sides by +1 as well so it will let you do some extra damage too. For a Sniper mod, simply have it give a melee weapon the autohit property; a melee weapon getting autohit from a single Sniper mod doesn't have the overpowered implications that ranged weapons getting it would, while someone paranoid about the always 2% chance to miss even with maxed out accuracy could appreciate the option to guarantee their hits, and otherwise any build that wants to utilize a melee weapon without investing several levels into Brute nor Eagle Eye have an option to make the weapon fully usable at the expense of making the weapon stronger or faster (especially with the Double Chainsaw and Ripper, which require 2 and 3 cumulative levels of Brute/Eagle Eye respectively just to have an over 50% hitrate). On the topic of accuracy, Agility mods should be buffed to give +2 accuracy to melee weapons; since melee weapons can only have 1 mod of each type and three mods total, a measly +1 accuracy from the lone Agility mod you can apply is pretty worthless, as it will be a complete waste if you are investing in Brute/Eagle Eye and still won't make a melee weapon very usable if you aren't investing in Brute/Eagle Eye (as it only bumps the Chainsaw's hitrate from 50% to 62%), nevermind the opportunity cost when Agility mods are much more coveted on armor, boots, and assemblies. At +2, throwing an Agility mod on a Chainsaw instead of just making it hit faster or harder becomes a more attractive proposition for builds with no Brute/Eagle Eye, when the jump from a 50% hitrate to a 74% hitrate is significant (or if you got one level in Brute/Eagle Eye and don't want to invest farther, going from a 74% hitrate to a 91% hitrate is still a substantial improvement that you could find expending an Agility mod for to be worth it).
*Change Gunrunner's prerequisite of Juggler to Finesse 2
Gunrunner being allowed Whizkid in the betas has proven to be a big help and it can now be decent with a very high potential ceiling, though it still has the major flaw of requiring so many ancillary traits before it can really get going; for Gunrunner's shooting while running effect to be actually useful, you practically need to get Shottyman, requiring three more levels beyond the six you already need to get Gunrunner. But you also really want Whizkid, but because of the prerequisites and direly needing Shottyman, you can't get WK1 until level 11 at earliest and WK2 not until level 12! By making Fin2 a prerequisite instead of Juggler, it would allow Gunrunner to spec into WK a level earlier, giving it a slight buff to make that heavy investment it requires a bit less painful. I also think firing faster instead of juggling your weapons is a more thematically fitting prerequisite for Gunrunner too.
*Give Fireangel some sort of additional offensive perk, one possible idea being whenever they use a weapon that shoots rockets, give them a +2 dice bonus to such weapons.
The big weakness of Fireangel that holds it back is its terrible offense without it investing in sidearming melee, and while the explosion immunity from indirect hits is a nice defensive bonus, it's not so strong as to be worth having no offensive boon at all. A simple and thematically fitting idea is to simply have them hit harder with rocket launchers, which wouldn't be that significant of a buff but would be something that could help and would farther establish Fireangel as the "rocket launcher build". This would also help the ammo efficiency problem that holds using rocket launchers back as weapons (actually trying to make heavy offensive use of rocket launchers with Fireangel will run into ammo problems without making a Nanomachic Rocket Launcher), and even farther no-damage rocket jumps from these stronger rockets would be a nice bonus too. The bug I noted in the beta thread of direct hit explosions doing less or no damage would need to be fixed though, or else this change could backfire. You could instead give it some offensive bonus to shotguns if you want to emphasize it actually being a shotgun mastery and make it an actually competitive pick for Angel Of Shotgunnery, but I don't know what you could do for it (Shottyhead already has the faster shotguns down and Army Of The Dead has the harder-hitting shotguns down).
*Change Gun Kata to have an instant pistol attack after a successful dodge instead of it being 90% faster, and give it the defensive perk to apply Dodgemaster to all attacks between moves.
I don't ever really recall seeing Gun Kata brought up often among the bad masteries, but I always been very underwhelmed by it, and after farther playing around with it, I'm firmly of the stance now that it's a crappy mastery. One big problem similar to Gunrunner is that it requires so many ancillary traits; it technically only requires SoG2, but in all practicality you need SoG3 or else your pistols are just going to be too slow and too weak when late Phobos and Deimos comes, so it may as well as be a mastery that requires 8 levels. However, unless you're lucky enough to find one of the Unique pistols early, you also really need Whizkid to buff your weakass pistols, which requires two levels of Finesse that you don't really care much for as a Pistol build and then those two levels of Whizkid, at which point that's already 12 levels. But there's still SoG 4 and SoG5 after that! And you would also really like a level of Eagle Eye or two because pistols miss a lot at far range (especially if the proposed Magnum gets added)! And if you want Intuition, you wouldn't even be able to fit all that in on any difficulty below Nightmare outside of A100! You get an early game that is slightly less hard than the other Pistol masteries, but compared to other builds, you're just going to always be behind them at every stage of the game, while Sharpshooter at least offers one of the strongest midgames and a still strong lategame.
But for the actual bonuses Gun Kata grants? Not very good either. The "near instant" attack dodging bonus may as well be worthless; one, you often won't be able to utilize this bonus when against hordes, rapid-firing enemies, and the VMR, and two, pistols will eventually come close to or hit the minimum firing speed, at which point this bonus is completely worthless. The other perk is you automatically reload your pistols when you kill an enemy, which can be very handy when fighting hordes, but still has problems that makes it not all that great compared to what other masteries offer; aside from often ending up in situations where you can't pick off an enemy to get that reload in (I find myself much preferring to have the reliability of one pistol + ammo box instead for this reason), if you get a bulk-modded Combat Pistol, Blaster, and/or Nanomachic Pistols, this bonus ends up pointless. You could very well argue you're better off going masterless for a Scout Pistol build, or using Pistols as Cateye instead, as at least doing that won't block you from stacking SoB with SoG (and Cateye's effect arguably helps pistols more than Gun Kata's does).
Now I'm not sure how to buff Gun Kata. Changing the Dodgemaster prerequisite to HR2 + SoG3 would help, though no Dodgemaster wouldn't be thematically fitting. The main idea I have is to try making Gun Kata itself better, and we can focus on making that dodging perk not so worthless. The first change would be to make the attack after a dodge actually instant, like how Blademaster gets instant attacks on kills. This still wouldn't be that much of a boon, but would be something so that it doesn't become pointless once you get your pistols' firing speed at or near 0.1 seconds, while you would also get assurance that no enemy will get an attack in immediately after you fire (I recently actually got killed by the Shambler in Hell's Armory with Gun Kata during an AoMr run because I went for a shot after a dodge thinking I would be safe, yet the timing ended up with the Shambler still getting its turn right after I shot), and it would let Gun Kata uniquely get a little more mileage out of action-based powerups, as instant actions don't count towards the action counter (and pistols as is benefit from powerups far less than other weapons because of how many more cumulative actions they use to kill things). The second change would be to give Gun Kata a unique boon of having its Dodgemaster be able to apply to all enemy attacks between moves, instead of just the first attack, as aside from getting a unique defensive boon, Gun Kata would now actually be able to more reliably try utilizing the dodging instant attack perk in scenarios beyond one-on-one encounters with single-projectile shooting enemies. I don't think this idea would be remotely broken either; you still need to be able to move in a way to execute a dodge against all incoming attacks from large hordes, you still have to be mindful of walls and obstacles to avoid getting hit by explosions, and it would still be worthless against the VMR. With these changes I think Gun Kata would still only be better than current Bullet Dance and Entrenchment, but it would be something to try making Gun Kata not so underwhelming.
*Give Bullet Dance the additional perk of being able to reload dual pistols faster.
Bullet Dance no longer having Eagle Eye blocked and the new Marine inherent resistances in the 0.9.9.8 beta has been a much appreciated buff for Bullet Dance, but the mastery is still really bad and I think it's less viable in Angel Of Marksmanship than going masterless, as much of the problems with it still remain; has the same "requires way too much investment" problem described prior with Gun Kata, still has to pick up a completely dead level in Triggerhappy that exacerbates its problems in late Phobos and early Deimos, and most crippling, that rapid-firing drains the small clips of pistols so fast, while Bullet Dance can do nothing to mitigate that problem without being lucky enough to build Nanomachic Pistols or finding a Combat Pistol and giving it multiple Bulk mods. The buffed Reloader can really help with this, but fitting in Reloader with all the other ancillary traits you desperately need is too much to fit in, while the other two Pistol masteries that don't deplete pistols as fast have something to mitigate reloading issues without needing to invest in Reloader (Gun Kata already been explained, and Sharpshooter can easily utilize ammo boxes). As such, Bullet Dance should get an additional perk to reload dual pistols at half the time or even faster. If reloading wasn't such a major problem for Bullet Dance, it could be halfway functional without the desperate need for Nanomachic Pistols and bulk-modded Combat Pistols.
*To buff Entrenchment, have it give +20% all resistances just from equipping a chain fire weapon in the primary slot, and give +50% all resistances when chain firing. Additionally, give it a second perk to reduce ammo consumption when chain firing.
We all know the fundamental problems with Entrenchment and some ideas have been floated, but nothing definitive has been formally proposed. Applying both my idea of +20% resistances just when equipping a chain firing weapon and Icy's idea of +50% resistances when chain firing would be a start. Another idea I thought of however, after seeing how Entrenchment works in Jupiter Hell, is to also reduce ammo consumption when chain firing (such as by having all subsequent chain firing bursts take 2/3rd of the ammo while still having the increased shots). A big problem with actually trying to utilize extensive chain firing is that unless you got a Nanomachic weapon or a Minigun, your clip will simply run out of ammo after only a few bursts, at which point you're left very vulnerable as you have to reload and then build up your chain firing all over again. Then extensive chain firing is also very wasteful with ammo too, as many of those extra shots will be overkill, and several shots get wasted when you pan from enemy to enemy, so you'll easily find yourself running out of ammo if you actually try to take advantage of Entrenchment without one of the aforementioned rare weapons. Reduced ammo consumption would help a lot here, letting you utilize Entrenchment's chain firing bonus longer before needing to reload, and making you waste a lot less ammo when doing so. Alternatively, if that cribs too much on Ammochain, Entrenchment could instead instantly reload when your clip runs out of ammo, if it can be programmed in a way to not disrupt your chain firing (though that wouldn't help the ammo wasting problem).
Or Entrenchment could just be thrown out completely for something new; even if it was buffed to be usable, the idea of it is still arguably the least exciting mastery in the game.
*Make Cacodemons and Nightmare Cacodemons attack more frequently.
I always found it weird how Cacodemons and Hell Knights are offensively equivalent, other than the Hell Knight having a slightly higher accuracy bonus. One idea to help differentiate them more is to have the Cacodemon attack substantially more often, perhaps increasing its attack chance to as high as 60%. Not only would this give Cacodemons a bit more distinct offensive behavior as a more aggressive enemy, it would also be more inline with how they actually function in Doom, where Cacodemons are more aggressive than the Hell Nobles. It would also make Cacodemons over damaging fluids even more of a hassle, when they'll be spending more time shooting at you instead of moving in to make them easier to hit. If this change is implemented, it should naturally be given to Nightmare Cacodemons as well (perhaps increasing their attack frequency all the way to 75%, tying it with the formers and Cyberdemon for most aggressive enemy), especially as Nightmare Cacodemons lost a lot of their uniqueness with all the other nightmare enemies being given fluid immunity. Nightmare Cacodemons could perhaps be made to hit a bit harder too to help better define their role as the single strong projectile enemy of the nightmare ensemble (either increasing their projectile damage to 2d8 or 3d5), as is they hit only slightly harder than regular Cacodemons, Hell Knights, and Nightmare Imps (with their projectile doing only 1 more damage on average and up to 2 more damage max).
*Add Nightmare Demons to Unholy Cathedral on UV and Nightmare difficulties.
Unholy Cathedral is gonna be really easy for melee builds no matter what unless you make it absurd, but it's also really easy for non-melee builds once you learn how to time hits between the Angel Of Death's moves with a fast enough build. So perhaps add a bit more to it by adding the strongest regular melee enemy in the game, that you also won't be able to cheese by luring them into the lava thanks to their newly added fluid immunity (and it's also weird that not even Nightmare has them, when it adds nightmare enemies to many other levels). Now there could be concern that this makes the Cathedral too difficult for builds with no Brute investment, but if you can move and attack fast enough to outspeed the AoD, then you can outspeed Nightmare Demons, so that trick will still work, you just have to be more mindful with your movements with handling a horde of them and avoid getting yourself cornered. Additionally, with Cathedral and Vaults having been swapped, the buffed Ironman giving you inherent melee resistance, and the Ballistic Armor assembly being buffed, you have a much better chance of getting the defenses to reduce all melee hits down to 1 damage before the Cathedral than you did before. Plus, having a horde of Nightmare Demons will dissuade anyone from wasting their time with trying to cheese the AOD on UV and Nightmare with a throwing knife :p
*Allow Firestorm and Sniper mods to be used on melee weapons, with the former changing the weapon's damage type to fire, and the latter giving the weapon autohit. Additionally buff Agility mods to give +2 accuracy to melee weapons.
Currently, Firestorm and Sniper mods can not be used on melee weapons, making getting these rare mods as a melee build particularly frustrating. The two proposed armor assemblies utilizing these mods would help partially alleviate this problem, but you could also make these mods usable on melee weapons. For a Firestorm mod, you can have using it on a melee weapon turn its damage type to fire, which would make it less effective against a few enemies (most notably Revenants and Lost Souls), but in turn would make the weapon much more effective at gibbing, that could make it a particularly attractive option on Nightmare difficulty or in Angel Of Darkness (or otherwise just for dealing with Archviles). Not to mention that this could help give the Double Chainsaw some sort of niche that it currently lacks, as a fire Double Chainsaw would be the most effective melee weapon for gibbing if you can't get Azrael's Scythe (which is especially hard to get on Nightmare difficulty/Angel Of Darkness, where you need the gibbing ability most). If just turning the damage type to fire would be underwhelming, perhaps it could increase sides by +1 as well so it will let you do some extra damage too. For a Sniper mod, simply have it give a melee weapon the autohit property; a melee weapon getting autohit from a single Sniper mod doesn't have the overpowered implications that ranged weapons getting it would, while someone paranoid about the always 2% chance to miss even with maxed out accuracy could appreciate the option to guarantee their hits, and otherwise any build that wants to utilize a melee weapon without investing several levels into Brute nor Eagle Eye have an option to make the weapon fully usable at the expense of making the weapon stronger or faster (especially with the Double Chainsaw and Ripper, which require 2 and 3 cumulative levels of Brute/Eagle Eye respectively just to have an over 50% hitrate). On the topic of accuracy, Agility mods should be buffed to give +2 accuracy to melee weapons; since melee weapons can only have 1 mod of each type and three mods total, a measly +1 accuracy from the lone Agility mod you can apply is pretty worthless, as it will be a complete waste if you are investing in Brute/Eagle Eye and still won't make a melee weapon very usable if you aren't investing in Brute/Eagle Eye (as it only bumps the Chainsaw's hitrate from 50% to 62%), nevermind the opportunity cost when Agility mods are much more coveted on armor, boots, and assemblies. At +2, throwing an Agility mod on a Chainsaw instead of just making it hit faster or harder becomes a more attractive proposition for builds with no Brute/Eagle Eye, when the jump from a 50% hitrate to a 74% hitrate is significant (or if you got one level in Brute/Eagle Eye and don't want to invest farther, going from a 74% hitrate to a 91% hitrate is still a substantial improvement that you could find expending an Agility mod for to be worth it).
74
Requests For Features / Re: DoomRL 0.9.9.8 BETA 3
« on: April 06, 2024, 03:27 »
To ensure they don't get buried in the Discord channel, I'm gonna compile a list of bugs here:
BUG #1
The "repeat level feeling" command still does not work for me. Is it a file pathway issue or from me modifying my keybindings? (though I'll note I did not modify the default keybinding for this command):
The error code is:
BUG #2
The error messages from enemies killing themselves seems to have been mostly fixed, but I still occasionally get them when an enemy kills itself with a barrel (from what I recall it has been Shotgunners):
The error code is:
Also got this error code that I believe was from another one of these instances:
BUG #3
When trying to assemble the new Mother-In-Law, the assembly didn't work and I got this error:
You can also apply seven mods to this failed Mother-In-Law:
The error code is:
BUG #4
Similarly, the Environmental Boots assembly, which also had its assembly requirements changed, results in an error too:
You can also repeatedly try to make the assembly, which results in this funny naming error. Note too that the movespeed penalty of Environmental Boots was still applied to the failed assembly, but the resistances weren't:
Here is the error code:
BUG #5
The Medical Powerarmor still only recovers health to 25%, despite the normal Medical Armor having been buffed to heal to 50%. Don't know if this is a bug or if you forgot to apply that buff to the Medical Powerarmor, but noting it here to be fixed for either case.
BUG #6
This is a bug I think still remains from older versions, where it appears when either the player or an enemy is hit directly by an explosive attack, damage calculation occurs after knockback. This results in explosive attacks doing less damage than they should on direct hits as the entity is knocked into the weaker edges of the explosion before damage calculation, or they can even take no damage at all if knocked far enough out of the explosion radius. An easy way to observe this to have Phaseshift Armor on and when an Archvile is about to attack you, stay still so you get hit directly by the center of the blast, where you then take no damage as it knocks you out of the explosion radius, while conversely, if you are moving around and so get hit by the sides of the Archvile zap, damage still occurs as normal since this error seems to apply to direct hits only. Another way to observe this is to use a powerful explosive weapon with a small explosion radius like the Tactical Rocket Launcher or Napalm Launcher, where often when they hit an enemy directly, the enemy will be sent flying far back but take no damage, especially if you power-modded them, got substantial SoB investment, or are playing in Angel Of Max Carnage. Unfortunately got no screenshots on hand to demonstrate this at the moment, but I could get some the next time I find a Phaseshift Armor if needed.
BUG #7?
Killing the Apostle in A100 doesn't immediately end the game. Don't know if this is a bug or a deliberate change, but will note it in case this isn't intended.
BUG #1
The "repeat level feeling" command still does not work for me. Is it a file pathway issue or from me modifying my keybindings? (though I'll note I did not modify the default keybinding for this command):
Spoiler (click to show/hide)
The error code is:
Code: [Select]
Timestamp : 2/6/2024 18:11:20
Error level : CRITICAL
Message : Player action exception!
Error message : ...0\Downloads\doomrl-win-0998-beta3-lq\keybindings.lua:74: attempt to call field 'repeat_feel' (a nil value)
BUG #2
The error messages from enemies killing themselves seems to have been mostly fixed, but I still occasionally get them when an enemy kills itself with a barrel (from what I recall it has been Shotgunners):
Spoiler (click to show/hide)
The error code is:
Code: [Select]
Timestamp : 2/8/2024 13:36:55
Error level : ERROR
Message : Lua hook OnAttacked caught ELuaStateException!
Call path : beings[soldier].OnAttacked
Call params : (<object>,<object>)
Error message : Lua error : attempt to call a table value
Also got this error code that I believe was from another one of these instances:
Code: [Select]
Timestamp : 2/9/2024 15:31:36
Error level : ERROR
Message : Lua hook OnAttacked caught EAccessViolation!
Call path : beings[soldier].OnAttacked
Call params : (<object>,<object>)
Error message : Access violation
BUG #3
When trying to assemble the new Mother-In-Law, the assembly didn't work and I got this error:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
You can also apply seven mods to this failed Mother-In-Law:
Spoiler (click to show/hide)
The error code is:
Code: [Select]
Timestamp : 2/25/2024 20:31:01
Error level : ERROR
Message : Lua hook OnUseCheck caught EPropertyError!
Call path : items[mod_power].OnUseCheck
Call params : (<object>)
Error message : Cannot write to property "Desc".
BUG #4
Similarly, the Environmental Boots assembly, which also had its assembly requirements changed, results in an error too:
Spoiler (click to show/hide)
You can also repeatedly try to make the assembly, which results in this funny naming error. Note too that the movespeed penalty of Environmental Boots was still applied to the failed assembly, but the resistances weren't:
Spoiler (click to show/hide)
Here is the error code:
Code: [Select]
Timestamp : 3/30/2024 5:41:53
Error level : ERROR
Message : Lua hook OnUseCheck caught ELuaStateException!
Call path : items[mod_bulk].OnUseCheck
Call params : (<object>)
Error message : Lua error : lua\\mod_arrays.lua:514: attempt to index field 'resist' (a nil value)
BUG #5
The Medical Powerarmor still only recovers health to 25%, despite the normal Medical Armor having been buffed to heal to 50%. Don't know if this is a bug or if you forgot to apply that buff to the Medical Powerarmor, but noting it here to be fixed for either case.
BUG #6
This is a bug I think still remains from older versions, where it appears when either the player or an enemy is hit directly by an explosive attack, damage calculation occurs after knockback. This results in explosive attacks doing less damage than they should on direct hits as the entity is knocked into the weaker edges of the explosion before damage calculation, or they can even take no damage at all if knocked far enough out of the explosion radius. An easy way to observe this to have Phaseshift Armor on and when an Archvile is about to attack you, stay still so you get hit directly by the center of the blast, where you then take no damage as it knocks you out of the explosion radius, while conversely, if you are moving around and so get hit by the sides of the Archvile zap, damage still occurs as normal since this error seems to apply to direct hits only. Another way to observe this is to use a powerful explosive weapon with a small explosion radius like the Tactical Rocket Launcher or Napalm Launcher, where often when they hit an enemy directly, the enemy will be sent flying far back but take no damage, especially if you power-modded them, got substantial SoB investment, or are playing in Angel Of Max Carnage. Unfortunately got no screenshots on hand to demonstrate this at the moment, but I could get some the next time I find a Phaseshift Armor if needed.
BUG #7?
Killing the Apostle in A100 doesn't immediately end the game. Don't know if this is a bug or a deliberate change, but will note it in case this isn't intended.
Spoiler (click to show/hide)
75
Post Mortem / Re: [U|99%|YAFW] Suddenly a successful Conqueror
« on: March 31, 2024, 07:48 »Quote
that stupid Lava Elemental in the Pits was a SERIOUS PITA, he left me with 18%HP and zero medpaks (IIRC I kept one on hand)
You might not be pleased to find out then that the Lava Elemental is getting buffed and The Lava Pits/Mt. Erebus are being made harder in 0.9.9.8 :)