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Messages - Icy

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46
Regarding Unexplored Star, if it didn't have a difficulty restriction, it would be possible to play on ITYTD, and even HTNR is pretty easy. That said, it couldn't hurt to have some easier new medals.

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

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

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

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

47
I was doing some thinking and realized my proposed time limit for Speedrunner Angelic Badge of 10 minutes would actually be a lot tighter for the potential new version with Scout's stair sense nerfed and Intuition also nerfed. If these changes go through, I think this badge should be 12 minutes.

Regarding the medal for clearing a boss floor, I think it depends on how well a game is going because generally when you get far enough that boss floors could start appearing, you should be pretty well-equipped. Nonetheless, if you think it would be hard, then I'd agree to have it. For the name, I considered something like "Boss Slayer Cross", but was wondering if it would be silly with the rhyming. I'm fine either or.

I like your medal idea for skipping all bonus floors, but I think it would require restrictions to be Ultra-Violence, and also not allowing Angel of Confidence, Angel of Overconfidence, Angel of 100, or Archangel of 666. How about we scrap my "Gambler's Star" idea (which thinking about it more would probably be pretty trivial), and go with yours with a name like "Unexplored Star"?

I also like your idea of changing Berserker Diamond Badge being Angel of Berserk on Nightmare with 60% kills to Angel of Berserk on Nightmare with the above medal.

Regarding Gatekeeper Badges, we can leave Platinum and Diamond as is and just change Gold. However, I disagree with the idea for Gatekeeper Angelic Badge as that would mostly just be Phobos Anomaly as Tower of Babel and Dis are pretty easy to clear without damage. I also think all Angelics should require winning the game and not just achieving something mid-game.

Regarding Hunter Platinum Badge, I'm still definitely for it. Not all cheese can be avoided, and if a player goes through the game thoroughly, they might not have to grind a respawn anyway.

Regarding the Apostle, I forgot he restores HP over time. I suppose you're right though that there should be some risk involved and also that camping would not be a good strategy most of the time (depending on what kind of a floor you get). I'm for both of your changes after thinking about it more.

I like your idea about Heroic Angelic Badge. Initially, I thought it would be too easy since most medals aren't too hard, but thinking about it more, 50 challenges of varying difficulty is still tough to do them all, and I didn't realize how few players had them all. To fit it into the 25 badge count, how about we scrap "Humanity Angelic Badge"? I think having only one Archangel Angelic Badge is a nicer look and that's the only challenge that has two at the moment.

48
Regarding number of badges, I wouldn't be opposed to 30 each. 26 is a weird number unless you're thinking of the alphabet. 25 is really nice with out glorious base 10 number system.

I can support keeping JC kill count to 50. Noting that 100 Cyberdemons is harder than 25 JCs if you mostly do full wins on standards games is a good counterpoint. I'd have to think about an Apostle kill count though.

Regarding my proposed Cyberdemon Cross medal, it is a good point that it could be very luck-based since they're very rare and it's common to go through Archangel of 666 without finding any. However, expanding it to various bosses does make it a bit too easy I think. It's also worth noting that there are no special level feeling messages for Agony Elementals and Lava Elementals (although this could be another feature to add). How about instead we have "Boss Slayer Medal - Clear a boss complex on Angel of 100 / Archangel of 666 on Ultra-Violence"?

I can agree with changing "Scavenger Medal" to "Technician Medal" and having it require all different assemblies.

We can scrap Purity Medal and Shottyman Medal as proposed. How about "Gambler's Star - Pull 100 levers or more in Angel of 100 / Archangel of 666", and "Vash's Cross - Kill the Spider Mastermind using Trigun's Angel Arm"?

Regarding UAC Cross, I think decreasing it to 2,500 kills would be fine. A player could get that in a standard game by farming kills, but I think it helps that it's not necessary to do.

For Brick Silver Badge, what if it were instead "Clear The Wall/Containment Area on Angel of Light Travel"? It would make it appropriately challenging by forcing the player to bring a Rocket Launcher and some Rockets, taking up a couple of precious inventory slots, followed by still needing room to clear it after.

Regarding Armorer series, yeah the idea of changing the Platinum and Diamond variants to "Collector" would be so it doesn't weirdly skip Gold.

Regarding Berserker Platinum Badge, I think the design of them for the individual angel challenges is to prevent stair-diving on the harder ones. All of them either require Nightmare, a high kill count, or some other restriction. That said, it would probably be one of the harder challenges to be doing stair-diving. I'd be fine with it simply being completing Angel of Berserk on Ultra-Violence and remove the kill count.

Regarding Scavenger Platinum and Diamond Badge, I forgot to consider the potential change that would prevent the Whisper of Death strategy. That would certainly make them both harder and annoying, so I'd be still on board with removing them to get the count down to 25 as suggested.

For Arena Diamond Badge, proposed changes for Hell's Arena would definitely impact its difficulty. Under v0.9.9.7 status, I think downgrading the difficulty to Ultra-Violence is reasonable, but depending on the changes to Hell's Arena, keeping it at Nightmare could also be fine as you suggested.

Regarding "Hunter Angelic Badge", I think your alternative proposal would be excellent.

Regarding Demonic Angelic Badge, fair point that it breaks the trend of keeping it on Nightmare difficulty. I think changing it to winning a standard game with 100% kills and less than 500 damage (Untouchable Badge) on Nightmare would be exceptionally difficult, but definitely possible, especially as you can skip bonus floors.

Part of my personal vision with Angelic Badges would be that top players should be able to achieve a large number of them if they have enough grit and committment to go for them, but it would most likely be too time-consuming to attempt all 25. It keeps the upper limit of the game open without being impossibly hard as it currently is. It could be really cool to see a dedicated god to the game chip away and get into the 20s. Alongside that, many different players could have different combinations in their collection, instead of right now devolving into getting Shotgunnery, then Lightfoot, then branching off a tiny bit from there, and then getting stuck.

For mortem colouring, I think it could be nice to have badges and medals colour-coded.

I like your suggestion of Gatekeeper Gold Badge. I'd say go with "Pass Phobos Anomaly without damage on HMP", since you wouldn't need to clear it.

Regarding Gatekeeper Platinum and Diamond Badges, I disagree with swapping them. Platinum with passing Phobos Anomaly without damage on Nightmare is basically just finding Invulnerability nearby on floor 7 and zipping through. Diamond with clearing it on Ultra-Violence and then also Tower of Babel is generally harder to do. However, it could be more canonical if Gatekeeper Badges didn't include Tower of Babel. What if Gatekeeper Diamond Badge was clearing Phobos Anomaly on Nightmare without taking damage?

I like your suggestion for Hunter Platinum Badge, although it likely will just turn into cheesing a respawn near the end of the game, but that's on the player if they decide to do that.

Regarding the Apostle, I do agree he's cake, but it would be pretty frustrating to grind through Angel of 100 / Archangel of 666 and then die to him. Especially with the suggested proposal of creating a guaranteed method of getting Dragonslayer and Berserker Armor in those games, players would become even more likely to fight the Apostle in that game type. Additionally, the architecture of the level stays in one piece, so him teleporting around means you can just camp until he finds you again, killing the Nightmare Demons and other enemies while waiting. I'd have to think about this suggestion more.

---

After this aspect of the game is figured out regarding new feature ideas, I'll make use of the 2nd post to compile everything, clear out mentions of badges and medals in the 1st post, and add other changes not directly related into the 1st post as well.

49
Below is a number of suggestions regarding badges, medals, and rankings:

General:

I think a nice change could be having 25 of each badge for a nice rounded number, instead of 26. This includes Angelic Badges.

Likewise, I think it'd be nicer if there were 50 medals instead of 25.

Rankings:

Apostle in-game ranking requires 50 JC kills, which is fairly tedious and the point tends to get made fairly early on. It could be left as is to encourage it as a long-term goal, but I think in terms of grinding for rankings, 25 would be fine. I'm open to this being rejected though.

More intermediate rankings could be made to shrink the gaps and add more fun, but I'm personally indifferent.

Badge Rankings:

For each badge type, you only need 15 and can disregard the rest. I think requiring more of the previous badge types for further rankings would be a good change to encourage getting more of them. For example, have 1st Lieutenant require 18 Bronze badges, 12 Silver badges, and 3 Gold badges, have Captain require 21 Bronze Badges, 15 Silver badges, and 6 Gold badges, have Lieutenant General require 21 Gold Badges, 9 Platinum Badges, and 3 Diamond Badges, and so on.

If additional Angelic Badges are created, more rankings should be created for different amounts of those.

No-Life King should require all badges of all types. Technically right now, you can skip 11 of each type except Angelic.

Medals:

Change the names of Explorer Badge, Conqueror Badge, Untouchable Badge, Grim Reaper's Badge, Angelic Badge, and Hell Armorer Badge so they don't sound like badges.

I think medals could be allowed to be earned using dual challenges and restrict dual challenges for a lot of badges instead. This can help keep them being different. I wouldn't be opposed to being more or being less strict on dual challenges for achievements though.

Many Medals are not earned if a higher version of them are earned, including Experience Medal, Hell Armorer Badge, Hell Champion Medal, and Grim Reaper's Badge. I think these should still be earned even if a harder medal type is earned.

Clarify that Malicious Knives Cross and Sunrise Fist require all kills to use the required restriction on weaponry, but don't require 100% kills.

Change Iron Skull to either 5,000 damage, or 2,000 damage but needing to win the game, as discussed previously.

Change Gambler's Shield to requiring 25 lever pulls, since 26 is a weird number.

Change Dervis' Medallion to getting 100% kills on Angel of 100 / Archangel of 100 so it's different than Centural Diamond Badge.

Thomas's Medal can be earned by being a "conqueror" on Angel of 100, which despite likely being harder, should be changed to restrict it.

New Medal Ideas:

Experience Token - Reach experience level 15 in a standard game.

Cyberdemon Cross - Enter and exit a Cyberdemon complex alive.

Aurora Star - Find 10 uniques or more (no game mode restrictions; mostly requires Angel of 100 or Archangel of 666 anyway).

Scavenger Medal - Create 15 or more assemblies (maybe require them to all be different too?).

Purity Medal - Kill JC on Angel of Purity.

Shottyman Medal - Win Angel of Shotgunnery with 100% kills.

UAC Cross - Kill 10,000 or more enemies.

This would bring everything to an even 50, and we can swap ideas around until we're happy with everything.

Badges:

Heroic Bronze/Silver/Gold/Platinum/Diamond Badges - Change these values to 10, 20, 30, 40, 50, if we change the medal count to 50.

Bronze Badges:

Berserker Bronze Badge to Pacifist Bronze Badge - Disallow dual challenges.

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

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

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

If we want to go from 26 to 25, I'd say remove Scavenger Bronze Badge since it's extremely trivial.

Silver Badges:

Berserker Silver Badge to Pacifist Silver Badge - Disallow dual challenges.

Brick Silver Badge - This challenge is fairly annoying, but I personally like it and wanted to mention not changing it.

Lava Silver Badge - This challenge is also fairly annoying, and I personally don't like it. I'd say make this the Silver Badge to get scrapped to reduce the number to 25.

Gold Badges:

Berserker Gold Badge to Daredevil Gold Badge - Disallow dual challenges.

I would say for going from 26 to 25, remove Armorer Gold Badge (other associated changes below).

Platinum Badges:

Change Armorer Platinum Badge to requiring finding all exotics/uniques. Finding 1,000 either devolves into spamming Angel of Overconfidence games where you drop your starting gear, pick them up, then repeat, or alternatively with playing properly, finding duplicates of exotics and uniques within the same game still only counts as 1, so this is a massive grind of games to get to 1,000. Both methods are pretty unappealing. If for canonical reasons that having "Armorer X Badge" for each type except for Gold, we could change "Armorer Platinum/Diamond Badge" to something like Collector Platinum Badge and Collector Diamond Badge.

Berserker Platinum Badge to Everyman Platinum Badge - Disallow dual challenges.

Berserker Platinum Badge - This badge is fairly similar to Gargulec Cross. Maybe change it to no kill count required, but on Nightmare difficulty?

Lightfoot Platinum Badge - Change the in-game description to saying it requires Ultra-Violence.

Everyman Platinum Badge - Change this to complete Angel of Humanity on Ultra-Violence so that it's different than Thomas's Medal.

For going from 26 to 25, I would say remove Scavenger Platinum Badge since it's a bit silly and the optimal way to earn this is not so much by "luck", but by spamming Azrael's Scythe's Whisper of Death.

Diamond Badges:

Berserker Diamond Badge to Daredevil Diamond Badge - Disallow dual challenges.

Arena Diamond Badge - Change this to Ultra-Violence as this badge is significantly harder than every other Diamond Badge. This is the only one Papilio never earned and he seemingly gave up on it, despite earning most if not all of the other purely.

For going from 26 to 25, I would say remove Scavenger Diamond Badge for the same reasons as mentioned above.

Angelic Badges:

UAC Angelic Badge - I'd say change this to Ultra-Violence, maybe even Hurt Me Plenty, but keep it as a standard game and requiring damageless.

Strongman Angelic Badge - Change this to like, 75% kills. Nobody is actually killing nearly everything with just their Fists and are instead getting to the end and farming an enemy for kills. When doing so, I think the point is made at 75% instead of 90%, and can also open up a somewhat more realistic possibility of doing it without cheesing.

Speedrun Angelic Badge - Change this to 10 minutes to keep it really hard, or 12 to be a bit more obtainable. An excellent but realistic run could get to around 8:30-8:00, and faster than that starts to require miracles.

Demonic Angelic Badge - This is basically an open slot for a new idea lol. Maybe Archangel of 666 on Ultra-Violence with 100% kills?

Shottyman Angelic Badge - Change this to requiring 100% kills as it's by far the easiest Angelic Badge.

Eagerness Angelic Badge - Change this to 50% kills as there is no where close to enough time to getting 90% kills.

Inquisitor Angelic Badge - Change this to Ultra-Violence.

Pacifist Angelic Badge - Change this to Nightmare and remove the kill count requirement.

New Angelic Badge Ideas:

Destroyer Angelic Badge - Complete Angel of Max Carnage + Angel of 100 on Nightmare.

Hunter Angelic Badge - Complete Archangel of Darkness on Nightmare (assuming this gets added).

Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Darkness on Nightmare with 100% kills.

(I realize we need to invent new prefixes at this point)

Humanity Angelic Badge - Complete Archangel of Humanity on Ultra-Violence with 100% kills.

Purist Angelic Badge - Complete Angel of Purity + Angel of Light Travel on Nightmare.

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

Apostle Angelic Badge - Kill the Apostle in a standard game on Nightmare.

Sunrise Angelic Badge - Complete Angel of 100 on Ultra-Violence with 100% kills using only Fists.

This list would bring the total Angelic Badge count to 25, but we can still make lots of changes if there are other ideas.

50
My responses:

Regarding the idea of Archangel of Darkness, I agree that 2.5x experience might be better since it is intended to be an ultra hard challenge. I think vision of 4 would be fitting.

I can agree with decreasing the volume on multi-hitting the same enemy.

Some more suggestions:

I think Bullet-Proof Vest should be buffed from 80% Bullet Resistance to 95%. This will make it a lot more truly "bullet-proof". It would help a bit for the highest rolls that you can get hit by and also give higher resistance when the armor gets damaged.

I think Environmental Boots should be changed from BPT to BBT. Because players will tend to gravitate to fluid immunity instead of fluid resistance, Environmental Boots harder ever get used. By making them BBB, they could be made separately from Cerberus Boots as an alternative, and create more use of Bulk Packs.

I think Combat Translocator being buffed from 10 Cells per shot to only 5 would help make it a lot more usable. It tends not to see a lot of use because if there are only a few enemies, they're probably avoidable and not very strong. If there are a lot of enemies, then you can't practically teleport them all away. I think allowing for more shots would help balance it on both ends.

51
My responses to your last 2 posts:

Regarding different challenges affecting Hell's Arena and dual-challenges, a simple solution would be letting the "harder" challenge take priority, instead of planning out every combination of challenge possible.

Regarding Angel of Death, alright I can lean into it, but definitely make it not possible to respawn, similar to Pain Elementals, Lava Elementals, and Cyberdemons.

Regarding Juggler and ammo boxes in case you misinterpreted, I mean to say that should it be possible to juggle ammo boxes in and out from inventory to the prepared slot as well?

Fair points regarding Ballistic Armor, and I'd be good with Duelist Armor only giving 60% Melee resistance.

The trap solution for City of Skulls would be a great change over having a lever. It would definitely balance it relative to Abyssal Plains by making it a fair bit harder.

I think I would be fine overall with Cyberdemons and Bruisers using items I suppose, but there definitely needs to be a healing cap with Med Packs for Cybedemons as you mentioned.

I like the idea of Tactical Set giving Dodgemaster since it would still not be overpowered, is easily outclassed by builds having Dodgemaster, and builds that have it blocked could then access Dodgemaster. The only concerns though is that it does heavily devolve the Cyberdemon fight to whether or not you have Dodgemaster, even if it already basically is.

Regarding the Gothic Set suggestion, I do think that Cerberus Gothic Armor and Cerberus Gothic Boots together could get to be a bit insanely powerful with +50% all resistances. Generally speaking once you're in position for a fight, you're not moving much anyway, and you become mostly invulnerable to everything. That said though, you wouldn't be able to stair dive with it, it does help add extra top tier items, and indirectly it would help some traits a lot, such as Entrenchment. Having to constantly cycle through inventory could ward off some excessive use of it, but might also just end up annoying players who want to play optimally. I'd lean towards yes with a bit of caution.

I'm not a fan of the toggle idea for Schematics as it seems slightly silly. Could it be possible to just simply let it be an additional item in the locked room that doesn't show up if you already have all the assemblies?

Regarding an in-game rankings, the two main things I'm hesistant about it are that the implementation of it may require some sort of login system so that the leaderboard isn't accidentally filled with multiple entries of the same player, and also so you can update yourself. The other thing is that it only takes 1 cheater to spoil the whole thing and it would likely devolve into a lot of headaches and drama. I thought I would bring it up for some extra opinions, but I'd actually lean against it. I think a simple forum thread might be better.

Regarding Technical Packs in armors, being limited to only one per armor is a good point that the values should be higher. 20% Melee/Bullet/Shrapnel and 10% Plasma/Acid/Fire would be a lot, but I suppose in the lens of Power Packs reducing 2 damage from each type, it doesn't seem as insane. Looking through the possible armors it could be applied to, I think it wouldn't lead to anything broken. We would just need to be sure that as a part of an assembly, it doesn't apply its resistances on top of the assembly itself, like how the other Mod Packs currently work.

For the idea of Archangel of Darkness, perhaps 3x experience is too much. Comparing to a standard game to Angel of Darkness, you get less vision, have to deal with respawns, and get 2x experience, and comparing Angel of Darkness to the suggested Archangel of Darkness, you would have a bit less vision. Triple experience is 1.5x relative to double, as opposed to double experience being 2x relative to single. Maybe if triple is too much, go with 2.5x experience? I think it could be a fun and interesting challenge, but it would definitely be very hard. Perhaps it would devolve a bit too far into needing luck to survive though.

For BFG9000, it naturally does 10d6, and Overcharge right now does 12d6 with double the radius. I think 10d12 with an average damage of 65 is not significant enough for killing Spider Mastermind or JC and shouldn't need a restriction. It also forces the player to bring it with them for about half the game. VBFG9000 would get to 10d16 with an average damage of 85, and Biggest Fucking Gun would get to 20d24 with an average damage of 250 (assuming that Overcharge doubles the damage dice). As you suggested in your previous post though, assembling Biggest Fucking Gun would be very rare, while VBFG9000 isn't too significantly stronger, so both should be fine for the final fights.

I personally disagree with the difficulty balancing. I think in terms of quality of life, having the hard part be early on is much better so that as you said, you don't lose a couple hours of player because of difficulty scaling. It also requires the player after succeeding through Phobos to not get nervous and choke, which can indirectly make Deimos and Hell a bit harder. That said though, it depends on the direction of where DoomRL should go. Being unrelentingly difficult can be appealing, and being harder towards the end is more progressive with difficulty. If the direction of the game were to go this way, I do agree that increasing the danger value would be the way to go.

I disagree with the idea of alternative reloads for rapid-fire weapons to preserve ammo. They are generally very strong weapons towards the end of the game, and ammo expenditure is a good balance for that. As mentioned, many also already have alternative reloads. Overcharging Plasma Rifles can be useful for situations on Nightmare where you can farm Former Commandos and burn through a collection of Plasma Rifles for tough enemies.

I agree with buffing the ammo count for Rocket Boxes.

---

I'll update the first post with this response and your most recent one sometime later.

52
Three more suggestions of mine:

Make Berserk truly permanent when wielding Dragonslayer. It currently is "permanent" by giving 10 million actions, but it could be possible to remove the effect by using enough Run->Wait. For the most part, you would need to intentionally do this to make it happen, but if you found it early in Archangel of 666 and play defensively, I could see it being possible. My suggestion is that in the code after the Berserk effect ends, check to see if the player is wielding Dragonslayer, and if so, add another 10 million actions. Granted, this is very nitpicky.

As a suggestion for overhauling Mega Buster, perhaps have it start in Bullet mode, allow alt fire to switch modes, and you have to collect and get to keep the other modes as you kill enemies. It would resemble Mega Man a lot more and could make it useful by being multi-purpose with damage types.

Maybe do something with Schematics? To be nitpicky, runs are not truly independent unless you have all assemblies unlocked from a previous game because otherwise, a Mod Pack may be replaced by Schematics instead. It's not at all a large deal, but does impact the spirit of run independence.

---

I spent some time looking through this sub-forum for other ideas from the past and found some good ones to share and discuss:

The Wall/Containment Area should open up after all enemies dead to prevent softlocking if you use a Phase Device.

Have a text colour change just before running mode wears off like power-up effects.

Creating a rankings ladder for all the various achievements. This might just be better as a community Google Sheet though and not everyone might care to be competitive in a single-player game. It would also take a lot of work to implement I would imagine. I myself am not a huge fan of it, but maybe other players would like it.

Colour-coded trait screen as seen here by Mader Levap:
Spoiler (click to show/hide)

Have Technical Mod Packs increase Melee/Bullet/Shrapnel resistance when used in armor (5%? 10%?) instead of knockback.

Create Archangel of Darkness which has even smaller vision, but triple experience.

Change BFG Overcharge since it's currently pretty useless and wasteful (needs discussion).

Add knockback and dodge modifiers to the stats screen.

53
I've updated the original post now to include all new ideas discussed and links to posts that are relevant to discussion for each of the suggestions.

54
My responses:

While Hell's Arena does give different rewards, I do think it would be out of place if it appeared on different floors just based on the challenge. Perhaps a better alternative would just be having different rewards and different enemies based on challenge? Planning out how Dual-Angel games work would be important though.

Regarding nuke floor counts, the number isn't really what impacts it, it's just simply the existence of the Trigun, whether the count is high or low. Nuking 15 in an Angel of 100 game could definitely be done without it, but it still definitely be easiest by waiting on finding a Trigun. However, the HP depletion would require finding many natural nukes, and then ideally spamming Angel Arm after to get the remaining count. I'm not opposed to the idea of making a medal regarding nuking a ton of floors on Angel of 100, just that the same strategy will be significantly more optimal than any other.

While the Cyberdemon was the final enemy before, the Angel of Death is still stronger than he is, and the big issue is the 10 armor, which does funnel builds towards needing something that can handle high armor, which is mostly plasma damage or piercing damage. I'd say if it were to be a reasonable enemy for those game, it would need something like 95 depth, 1 weight, and 40 danger. I'm not 100% opposed to it, but it would have to be done carefully so that it doesn't become too overpowering or forcing certain playstyles.

For the guaranteed Dragonslayer and Berserker Armor, maybe 100% kills UV could be fine so that it still requires some committed effort and skill to get. It would also help dilute farming easy kills. It may be good to have a check to prevent them from spawning if you already found them earlier naturally though.

I agree Juggler would lose a lot of power if it only worked with the prepared slot. I think easily allowing it to work with any weapon in your inventory would be nice for quality of life. What is your opinion on it functioning for ammo boxes?

Regarding your suggestion for Duelist Armor with making it have lots of melee resistance and no bullet or shrapnel resistance, I don't think it would be broken in Cerberus Armor (P), but I'd strongly argue that the trade-off for more melee resistance is far more valuable than bullet and shrapnel. Bullets generally don't do a whole lot of damage, even in the end-game, and with 2 protection and possibly some points in Tough as Nails, a lot of the damage can be reduced to 1 without any resistances. Shrapnel can be dangerous up close though, but it gets heavily reduced from decent range. With the melee resistance though, you can happily camp out enemies and not worry if they get adjacent to you. Overall, I'd be for the change to Duelist Armor and hope that nothing is being overlooked. It could also be pretty insane in just Ballistic Armor for a very low cost, but it could be argued that it'd be a waste.

Regarding your suggested buffs to Ballistic Armor, the main thing is it's super cheap and accessible to make, and while the fire resistance penalty is the trade-off for it, fire damage isn't as common in Phobos and even somewhat uncommon in Deimos except on the harder difficulties. I think raising all of melee, bullet, shrapnel, and fire resistances on it by 10% is too much without some other kind of cost to it.

Regarding Cybernetic Armor, fair point that it spawning in the bonus levels does take up an exotic mod pack slot. It should be fine then.

Regarding Sniper/Firestorm Packs on armors, fair point that Firestorm is used on some weapons for Demolition Ammo that can't normally appear on it. You can also argue that a Sniper Pack used for the only assembly being Shotguns is also already silly. Perhaps call the armor something like "Spelunker Armor". I do like the concepts of your suggested assembly outputs, but I'd want to avoid it becoming a slippery slope where all mod packs work on all items.

For difficulty between City of Skulls and Abyssal Plains, the big thing is that you can enter and exit City of Skulls with no worry of anything if you want to. Abyssal Plains also starts you off surrounded by strong enemies that you can't really hide from. City of Skulls is dangerous as you flip the switch, but you can often use various weapons to kill groups of Lost Souls and then chip away at whatever remains in your vision. That said, Abyssal Plains does already have quite a bit of extra useful items and ammo. I'm not sure how to fairly balance it since it can be a high variance level.

For avoiding softlocks in Mt. Erebus, another simple solution would be to just have an extra lever within each ring, although it might be a bit silly to have so many in there. Another idea is to just fill in the walls so you can't teleport in there and have enemies on all open tiles. This could technically be countered by spamming Azrael's Scythe with Whisper of Death though.

Regarding hunting enemies picking up items, there are a few situations that can become silly to deal with, such as Cyberdemons picking up Shielded Armor, Phaseshift Armor, and others that we're currently theorycrafting making. It could also be abused with giftdropping Necroarmor, Fireproof Armor, or Gothic Armor for the Tower of Babel fight. I'm still personally leaning on no overall, but not 100% against it.

Regarding trees, the only other thing that's important to consider is they can't be randomly generated or they might block important pathways. They would have to be preset in some way.

I agree on buffing Micro Launcher, and my intuitive suggestion would also be increasing firing speed. I think 0.5s would be fine to counteract the natural nerfs of it relative to regular Rocket Launchers.

For an idea for Double Chainsaw, what if the doubling of Chainsaw's 4d6 instead of 8d6 was 4d12? This would give it a very different damage output, and a Bulk Pack to finish the assembly would give it a pretty nice boost in power with 5d12?

I like the idea of switching Nightmare Archvile's damage from fire to plasma, just so long as it doesn't get too insane. I wouldn't go higher than 20d1.

I agree Lava Elemental is quite weak and increasing melee damage is a good way to counter it by avoiding the lava splashes. Perhaps just give it a higher teleportation chance? Or what if its splash radius was bumped up to 3 or even 4 instead?

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I'll update the main post with all ideas once more players have a chance to throw ideas around and when I have more free time.

One suggestion I forgot to mention:

There is an exploit where Everyman Platinum Badge, Everyman Diamond Badge, and Thomas's Medal require completing Angel of Humanity as a conqueror, but you can combine this with Angel of 100 and earn them by simply beating the game as no bonus levels are generated. While I would argue this can actually be a harder way to earn these achievements, it's still an exploit that I think should be fixed.

My responses to Omega Tyrant:

I can agree with the powerup overlay. You can use the minimap to still see enemies and other things while powered up, but it can be awkward for sure. Note that doing this would also buff power-ups as you can see exactly what some items are if you have a Computer Map as well, such as mod packs across the level.

I agree with showing badges in postmortems that have been previously earned. Alternatively, exclude both badges and medals, but doing one and not the other is a bit odd to me.

I don't totally agree with having unlocked challenges right from the start since it is nice to let newbies progress more naturally, but I do like the toggle suggestion for it. While I do agree that most players are returning veterans, it's always good to be more accessible for new players. That said, starting with challenges unlocked probably isn't that huge of deal in confusing or deterring new players. Perhaps along with the toggle, have some method to direct new players to easier difficulties and standard games, but don't force it.

I like the idea of bumping medal count from 43. 50 is a nice even number, or 52 could also work to be exactly double the 26 of most badge types.

I like the idea of medals pertaining more to Angel of 100 and Archangel of 666, although they might need to be crafted thoughtfully so that they aren't confusing on how to earn, or one-dimensional in the way that Iron Skull is with Vampyre. Perhaps strictly having them say "Do X in Angel of 100" to force the idea would be good. I like your suggested ideas, although nuking 20 floors, like the Fallout medals, mostly devolves to finding Trigun.

Cycling through tilesets for Angel of 100 and Archangel of 666 sounds cool, so long as it doesn't have any other direct effects on gameplay. This might need to be adjusted slightly since lava doesn't really appear in Phobos for example, and certain level structures are also limited to certain tilesets like islands. Alternatively though, leaving it as is could make for more variety when playing through where deep into the game you encounter more large boxy levels like the early Phobos levels. Hell freezes might need to be adjusted as a level type.

I think more variety with fluids would be cool, although I do think too much water would make the game quite a bit easier, especially if you're playing a melee build and dealing with potential respawning. Maybe have them, but have the weights favor lava more, such as a 70% lava, 25% acid, 5% water split or something.

I'd lean against Angel of Death being a random spawn since it's significantly stronger than other "boss enemies" and is more similar to final bosses. It has more health than Cyberdemons, 2.5x the armor, and is quite a lot faster, just that the trade-off is it doesn't have any ranged attacks. It also would be a bit weird fighting it without melee attacks, and forcing that on the player would be pretty unbalanced. Most non-melee attacks would be doing only a few points of damage, meanwhile it has 410 HP on Ultra-Violence.

I disagree with guaranteed Berserker Armor and Dragonslayer spawning on Angel of 100 and Archangel of 666. While they don't always show up, they're not too exceptionally rare to find on a full 666 game, and in my experience I would find the pair more often than not. Granted, that does take some time to go through, but their mystique would be a bit watered down if they were easy access. With the pair of them guaranteed, it would also be easy to farm tons of kills under current circumstances. A 100% kill rate on HNTR is pretty easy too if you're patient.

I have no personal opinion regarding music slots.

I agree with allowing Juggler to easily swap around weapons from the inventory. One could argue that changing it so that it only works with the prepared slot is another good idea, but I don't think the trait is too overly powerful that this needs to be done. There is also an inventory trade-off with carrying extra weapons for instant swapping, particularly a pile of Shotguns on Nightmare difficulty in the early game.

I disagree and think Badass with removing health decay is very powerful. Since boosted health is hard to maintain, especially when using Run->Wait, giving yourself 50% and 100% more health is a huge safety net for making mistakes, receiving unlucky damage rolls, and making aggressive play when necessary. The difference between Badass x2 and Badass x0 can feel almost like immortality, so long as it's not one of the first traits you get. I do agree it's not amazing as a starting trait for Marines though, but if Marines are buffed in other ways, then it would be fine.

I like the idea of more common Pistols. Shotguns and Rapid-Fires both have a few each, but Pistols only have the basic Pistol. Magnum sounds like a cool idea.

I agree with increasing the weight of Chainsaw. I think a weight of 6 is a bit high for being a very strong weapon, especially when Ripper is fairly easy to make, or alternatively loading it up with Agility Packs if you don't have good accuracy. I'd say a weight of 5 and level generation of 9 or so.

I disagree with changing the weight of BFG9000 since when considering both it and Nuclear BFG, the sum of weights is 4 and both are absurdly powerful.

Medical Armor definitely needs some changes, and your suggestion is another possibility. I think like the suggested ideas for Medical Powerarmor that buffing the regeneration value to 50% health is good.

I think your idea for Duelist Armor could be good, but I'd have to spend a bit of time considering all possibilities. Cerberus Armor (P) with your suggestion would be arguably stronger than other current variants since most end-game enemies don't deal much bullet or shrapnel damage, and the extra melee resistance would be more appealing. It would also be a pretty insanely strong armor for early/middle games for melee builds, especially with its movement speed to help with charging enemies. I do agree that more variety for exotic armors would be good.

I think buffing Tower Shield with 200% durability and -30% movement speed could be good. The only hesitation I would have with that is since it can be obtained without Whizkid, it could make you insanely tanky with very little investment. I think it would be fine though.

Like Tower Shield, I think your buff suggestion to Ballistic Armor could be good, but definitely want to avoid making it too good since it's a basic assembly and only requires basic mod packs. Maybe take your suggested changes and also include -15% movement speed?

I like your suggestion for Cybernetic Armor, just keep in mind that it can be somewhat consistently obtained in Hell's Armory, so making it too good might make it broken. The armor being cursed does help balance out giving it a buff, and also indirectly buffs Technicians who can mod it while other classes can't and likely would be interested in it.

I agree with the buff to Necroarmor. Currently, players could use it tactically though by gift dropping it to sap away the health of an enemy, but it's definitely more used for the players themselves.

I like the ideas of your suggested armors with Sniper and Firestorm Packs, but I'm a bit split on if they should be usable for armors. First, what would be their inherent property if you have something like Green Armor (F)? Second, canonically, it seems a little silly to stick Sniper Packs on an armor. It can depend on your perspective though, whether you view it like attaching scopes to your armor, or if it's more like a computer chip or something. I do agree that more assemblies could make use of Sniper Packs and Firestorm Packs.

I'm uncertain what to suggest regarding the Missile Launcher for City of Skulls and Abyssal Plains. Maybe Napalm Launcher, although that might become a bit too strong for that point in the game. Semi-related, but I do think the difficulty between the two also needs to be adjusted.

I like the idea of swapping The Vaults and Unholy Cathedral, but I would need to think about it more.

I like the idea of adjusting enemies for The Vaults. The only thing with your proposal is you would have Barons on HNTR and UV, but not HMP, which would be a bit weird. I think changing it is good, but it'd need more discussion.

I kind of diagree with preventing getting stuck in Mt. Erebus as that's the risk you take from trying to cheese it. However, it should at least have a bit of a lava patch so that you can gracefully end your game and receive a proper ending instead of Ctrl-Qing.

Regarding changes to Nightmare Imps, Former Commandos, and Pain Elementals, I'd have to thoroughly think about them since adjusting enemies is a pretty fundamental part of the game.

I disagree with hunting enemies being able to use items as they would get absurdly powerful, but I do agree with fixing the coding logic for them. Note that a Cyberdemon wielding a Plasma Shield could survive nukes currently, and while you could just buff nuke damage, it's a good demonstration of how insane they would be.

I believe locked vaults is an older version or glitched and never existed as I have never encountered them. It could be an interesting idea.

I like the idea of a lever potentially restoring ammo, but it feels a bit silly as a concept. Maybe more specifically, have it drop a random small ammo pickup, similar to making enemies spawn around you, as opposed to directly reloading your weapon or something.

I sort of agree with your tree idea, just that enemies can get stuck and be dumb around them. For example, Former Humans in Phobos Base Entry will endlessly fire into them, to the point of expending all their ammo. I'm not sure how other AIs would interact with them.

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Thanks for sharing Omega Tyrant!

Here are some of my responses:

Regarding my Stair Sense change with bonus floors, I meant the red stairs leading to the bonus levels. Having those not be stair sensed would be a slight nerf to Scout to help balance it a bit more compared to other classes.

I can agree that Ironman might still be filler at 25%, and you make a good point that it would be hurting Berserker. Perhaps keeping it at 20% is fine then.

I can see your perspective with not nerfing the super weapons of Nano-Shrapnel and Biggest Fucking Gun since they're hard to acquire in standard games, alongside with your thoughts on Inquisitor Set. I'd love more opinions on them.

Perhaps for Frag Shotgun keep the damage and firing speed as is, and give it a massive clip like 50? I like the 0.5 firing speed and 6d3 idea too and feels more canonical. Something has to definitely change with it though, and I think making it feel more "bullety" would be the best approach.

I can agree Mjollnir would be handier at the start of the game where you're a lot slower and the range can be handy, such as vs Demons. I think making its availability similar to Butcher's Cleaver could be a good idea, and keeping it high variance and unreliable in that way would keep it from being overpowered.

For your suggestions with Subtle Knife, I think removing the HP cost of Invoke and doing nothing else beside "knife kills" would be fair. Don't want to make it too insane if it were to count for "knife kills" challenges. Maybe a tiny bit more like faster attacking speed could help too, like 0.8s?

Medical Powerarmor with 6 protection and up to 50% healing could be nice and make it more usable without being broken. A player could use it both as a nice early game armor, and as a unique way of healing by essentially converting Armor Shards into Health Globes.

Great point on other uniques surviving nukes when comparing Backpack. Being able to nuke Unholy Cathedral, especially with the ease of quick nuking because of the nearby lava, while still being able to earn the rewards is great to contrast Backpack.

Iron Skull basically needs Vampyre, which itself could be an argument that it should be changed as a concept. I do like your alternative suggestion of only 2,000 damage but requiring you to win, but it would still require Vampyre for sure.

I like your points about Arena Diamond Badge, although I'm not a fan of making Hell's Arena appear on different floors for different challenges, which sounds like a messy inconsistency. Although this is a slightly different topic relative to the badge, perhaps having Hell's Arena appear on floor 3 but be a fair bit harder could be a good change? Depending on how much of a change it would be, it could still keep all the current badges and medals relative for it being fair.

While slightly related to Phobos Lab, I do agree Nightmare Demons could give more experience, but I think Phobos Lab could still use some other kind of change. More mod packs in the left side trap rooms are a neat idea.

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My suggestions:

On Angel of Pacifism and Archangel of Pacifism, when you attack item crates with melee weapons, you recieve an error message. I assume this just needs a quick fix.

Tristar Blaster can take Firestorm Packs, even though they don't do anything. I'd say either prevent it, or make it add to the splash damage (which shouldn't get to be overpowered, even with three of them, as the ammo consumption is a lot).

Deimos Lab is considered conquered by just pressing the two levers to open the middle and leaving, not needing to press the other levers or killing the Shamblers. This is just a small fix of where in the code it checks when the level is conquered.

Containment Area is considered conquered by killing all the enemies, but the game doesn't check that the trap has been activated, allowing the player to possibly skip it. This could be changed by just adjusting the code.

Killing the Apostle (at least in my experience) has always given me an error message. It hasn't done anything negative, but it looks a bit bad and can be worrying. It should be looked into and fixed.

Apparently, on floors that are both an island and a level flood, it's possible to start in the middle of the lava. I've never personally experienced this, but it might be worth looking into.

When wielding Dragonslayer and Berserker Armor, if there are no tiles for Nightmare Demons to spawn on, you receive an error message. This is common with flood levels where only the stair tiles remain. I assume this just requires a check of some kind.

When wielding Dragonslayer and Berserker Armor, it's possible to hide in an inaccessible area for Nightmare Demons, and then have them roaming around into lava or acid and dying. With Run->Wait, you can essentially farm infinite kills at no risk and doing so very quickly, even over a thousand per minute. I'm not sure what the best solution for this is as a limit or spawns could defeat the purpose of the Berserker Armor's curse. Perhaps have it spawn a special type of Nightmare Demon that is immune to fluids?

Medical Armor heals 1% at the cost of 1 durability. With Nanofiber Skin Armor assembly, this allows the armor to self-repair after 5 actions of not taking damage. This delay can be reduced to 0 with a Nano Pack. With Nanofiber Skin Medical Armor (N), the player can essentially take 1 damage, heal 1 damage, the armor repairs 1 damage, and this can be done infinitely. The damage taken value could have adverse effects if it reaches the maximum value possible, such as rolling over to 0, which could be exploited to complete "damageless" challenges. This doesn't work with Onyx Packs, which simply hide durability, although it's still there. This should be tested first if any negative effects can actually occur, or otherwise change how the assembly works with Medical Armor, such as making the recharge delay higher and impossible to reach 0.

When you are near the top corners of the top middle pillar, or the bottom corners of the bottom middle pillar, and hit the Spider Mastermind from the other side, its AI makes it get stuck and can only go up an down a few tiles, making it trivial to kill. Something in its AI is buggy and should be fixed.

Charch's Null Pointer reads as doing 0d0 damage, but actually does 10d1. This is mostly just a typo to fix.

The grammar when menuing for Archangel challenges says "in it's ultra hard form", which should be "its".

Lightfoot Platinum Badge doesn't say it requires Ultra-Violence difficulty in-game. This just needs to include that it has to be on UV.

Archangel of 666 games display as Ao100 for in-game menus and the high scores, which I think should be adjusted to Ao666 if possible.

I personally think Intuition is extremely overpowered and could use some nerfing. First, instead of showing the powerups, instead mark them with a green X. This also will make it fair for both ASCII and graphics players as ASCII players don't see exactly what each powerup is. Second, nerf the monster sense radius down from 3 to 2 so it's a little bit weaker, but still a good trait to invest in. I think as it stands that Intuition is way too good as just an advanced trait, especially as a starting trait for Scouts.

Nano-Shrapnel Super Shotgun is an absurdly strong weapon that trivializes most of the game, being that it's double shot, it multi-hits, it has piercing damage, is quite strong, and can be used infinitely at no cost. I think removing the piercing aspect of it could be one way to tone down the assembly, and would indirectly give Army of the Dead a much needed buff, but I think simply not allowing Super Shotgun to work with it can be fine. Regular Shotgun and Double Shotgun would be the two next best alternatives, with regular Shotgun being much weaker and more balanced, and Double Shotgun having poor depth and high damage reduction is mostly only usable at closer ranges.

Laser Rifle is extremely powerful and its huge accuracy boost counters the biggest probably with rapid-fires. Compared to a Plasma Rifle, it also reloads a bit faster and only shoots one less in its burst. Keeping the high accuracy can help it continue being unique, but perhaps decrease the burst to 4 or even 3. Nanomanufacture Laser Rifle basically melts everything in the game and doesn't even require many traits to be useful. I'm open to other discussion about other nerf ideas.

Biggest Fucking Gun is another overly powerful weapon. It does require two Firestorm Packs, and BFGs are quite rare, so it can still be a bit hard to obtain, but when you can right-click and destroy half of any level without any trait investment besides Whizkid x2, it's way too good. The guaranteed BFG from Halls of Carnage/Spider's Lair is pretty easy to obtain, but would still require some ammo to use, and the Nuclear BFG from Limbo/The Mortuary is generally obtained near the end of the game anyway. My suggestion is changing it to BNFF, but I'm open to discussion.

Frag Shotgun consumes bullets, but because it takes 4 to fire, you only get 25 shots out of a full stack, of 66 shots out of an ammo box, as opposed to 50 shots out of a shell stack, and 100 from an ammo box like for other Shotguns. This somewhat defeats the purpose of Frag Shotgun since it's less ammo efficient, and I'd say let it fire while only consuming 2 bullets, and maybe adjust the clip size appropriately to 8 or 10.

Mjollnir is pretty weak, is extremely rare, and most other melee weapons are way better, even a Chainsword. Having some range doesn't really make up for it all that much, so I'd suggest buffing the damage a fair bit, to something like 1d25 if we want to maintain its high damage variance.

Inquisitor Set is extremely strong, giving immunity to the most prevalent damage type, some solid resistance to the other dangerous types, and giving huge movement speed bonuses. On top, the two pieces are two of the more common uniques to appear. I'd say changing the movement speed to 0% could be a good nerf, but this needs discussion.

Mega Buster is a goofy weapon, but it's also a huge ammo sink to use. I'd say reduce its ammo consumption from 5 per burst to 3 per burst, which also matches how many shots are actually coming out of it.

Subtle Knife doesn't count as "knife kills" for a few badges and medals. I think allowing it would be a very small and fair change, and also would slightly buff the weapon which is currently pretty bad.

Trigun is a pretty powerful weapon that allows instant nukes at the cost of permanent health, but I still think it's a bit too powerful. A simple change of allowing 10 seconds before explosions, instead of instant could be a good change. This might need to be handled differently that regular nukes, which can still be made instant while standing over acid or lava.

Medical Powerarmor is pretty much a worse Red Armor, and the self-healing isn't really all that great. I think making it have 6 protection could be a good buff for it, while keeping it still pretty plain.

I think class bonuses tend to strongly favor Scouts, and with the power of Intuition and stair sense, tend to gravitate viable gameplay to simply skipping as much of the game as possible. Some of my suggestions for this is to nerf stair sense so that it doesn't work with bonus floors, buff Technicians by having more uniques that can be modded, and buff Marine with some extra bonus, perhaps inherent 10% all resistances to make them meatier. This definitely needs discussion though, but I strongly believe Scouts are way overpowered compared to the other classes.

When making an assembly before Whizkid x2 is unlocked, it can't later be given a mod pack after getting Whizkid x2. I think this could be a good change to make so that earlier assemblies aren't as punished. However, it could be an argument to putting more focus on Whizkid x2 sooner. I'm open to not changing it if desired.

Ironman is pretty generic and filler. Maybe buffing it to 25% could be good?

Reloader is also fairly weak and not as helpful as other speed traits since it's not as commonly used, and Shotguns benefit from Shottyman anyway. Perhaps buffing its speed to 25% would be a good balance.

Gunrunner blocking Whizkid is pretty harmful to the master trait since it severely limits what weapons can be effectively used with it. That said, running around with Nano-Shrapnel auto-firing as you dive to stairs might be a bit too powerful, but I think Gunrunner is a pretty weak trait currently. Perhaps swap the Whizkid block for Brute.

Army of the Dead has the most and worst blocks in the game, and isn't all that much more powerful, especially with being so slow and clumsy. I think allowing Whizkid would help it a lot, although with this and my suggestion for Gunrunner, every master trait would then allow access to Whizkid, which may also not be desired. Still, I would recommend swapping the block on Finesse for something else, such as Son of a Gun.

Bullet Dance is a pretty counter-intuitive master trait with basically turning Pistols into a wimpy Chaingun that has no accuracy with lack of Eagle Eye. I think a simple change that would greatly improve the viability of the trait is to change the block of Eagle Eye to Intuition, so that it maintains the same blocking tree, while allowing access to accuracy.

Entrenchment sucks because Chain Fire is bad and the incentive to use it is just some extra resistances, which is also counter-intuitive to using it. A few ideas to change it could be allowing the resistances to stay up for 1 action after Chain Fire ends, such as when you need to reload, adjust movement, or other actions. Another idea is to allow the resistances to always be active when wielding a rapid-fire, similar to how Ammochain works, although this does not incentivize using Chain Fire. Yet another idea is to simply buff the 30% resistances to 50%, which gets into some very serious defensive territory. This needs some discussion.

I think that having the Backpack be indestructible would be a good change. It can be a bit easy to accidentally blow it up if you run for it, especially by Baron of Hell splash damage. The only issue is that nuking The Wall/Containment Area would allow for easy access to it, but I think it would still be a good change.

Having some hidden medals is a bit silly since everyone reads the wiki anyway, and the chances of players accidentally discovering them is close to 0% when some of them are extremely arbitrary. I'd say just make them visible like the other medals.

Phobos Lab is significantly harder than Military Base, while also being far less rewarding. It could be argued that the lopsidedness can be a fun part of the game, but I'd be for some sort of change for the level. Even deleting the effect of removing Envirosuit when you cross back left could be a nice change. Perhaps throw in an Assault Shotgun instead of a Combat Shotgun at the end? This could use some discussion.

Apostle in-game ranking requires 50 JC kills, which is fairly tedious and the point tends to get made fairly early on. It could be left as is to encourage it as a long-term goals, but I think in terms of grinding for rankings, 25 would be fine. I'm open to this being rejected though.

Iron Skull medal isn't hard to earn and it just requires a niche setup (usually involving Vampyre), and I think 10,000 is way too high. Under normal circumstances, players likely will never take more than around 1500 damage, and when grinding for 10,000, the point has been made by like 5,000 damage. I think lowering the value to 5,000 maintains the requirement without opening it up in non-Vampyre games, and also not dragging out the idea of it for excessively long.

Some badges and medals are 100% identical such as Thomas's Medal and Everyman Platinum Badge, which should be changed into something different.

For Armorer Platinum Badge, cheesing this with Angel of Overconfidence by dropping the starting exotics and picking them up makes this just grindy. Under normal play, I believe also that it only counts each item once, that is, if you find 3 Missile Launchers in the same game, it only counts as 1. This badge should be changed since both methods of play are not great.

For Arena Diamond Badge, this mostly just requires gross amounts of luck to complete. I'd say either change it to Angelic tier, or bump the difficulty down to Ultra-Violence.

For UAC Angelic Badge, this is not realistically possible. I'd say either change this to 50 damage, set the difficulty to Ultra-Violence (possibly even lower), or otherwise make this Angel of Overconfidence + Angel of Max Carnage.

For Strongman Angelic Badge, like some other challenges, nobody is killing 90% of enemies raw on Nightmare with just fists, and are rushing to the end and farming a respawn. I'd suggest bumping this down to like 75% to where the point is already made and nothing is gained from further grinding.

For Speedrun Angelic Badge, 4 minutes is not at all possible. I think a godly realistic run could get to around 8:30 or so, which would involve stair-diving and having a huge stack of Invulnerability. This is also advantaged for graphics players. I'd suggest a time limit of 12 minutes, or if you want to keep it hard, 10 minutes.

Demonic Angelic Badge is several realms beyond possibility and needs to be changed.

For Shottyman Angelic Badge, this badge is cake compared to all other Angelic Badges, and even easier than some Platinum Badges. I'd say change it to 100% kills to be comparable with other Angelic Badges.

For Eagerness Angelic Badge, 90% kills is way too insane for a game mode where you can't heal and monsters can respawn. I'd say bump the kill count way down or otherwise change the difficulty to Ultra-Violence.

Inquisitor Angelic Badge is way too insane where you're stumbling around without power-ups, but also need to exit each level very quickly. I think changing it to Ultra-Violence would be fine.

For Pacifist Angelic Badge, the luck required for this is unrealistic. I'd say change it to allowing any number of kills and require Nightmare difficulty. This makes the badge aligned with all the other Archangel on Nightmare challenges, and being actually possible to earn.

High scores in general are hardly used and mostly involve playing Archangel of 666 games. It might be outlandish to suggest removing them, but they don't really do a whole lot for the game in my opinion.

Many of the badges and medals in the game can be trivialized by using Dual-Angel challenges to cheese them. In particular, Angel of Overconfidence skips most of the game, Angel of Max Carnage makes kills significantly easier with careful play, and Angel of Lightfoot makes the player way faster. Some challenges could still be fine with mixing things, but others should definitely be more restrictive. Exact details and discussion could be provided if desired.

Perhaps one of the most polarizing and controversial suggested changes is to allow saving on Nightmare difficulty. Because the gameplay is very slow in nature as you need to be very careful and planned with playing, even a standard game can run for several hours and not everyone can leave their computers running over long periods of time. As it stands, it's highly incentivizing to just rush through Nightmare games. However, the biggest reason against this is savescumming, which players of various skill levels have admitted to doing, and it gives cheaters a very easy tool to use. Even if players generally play with integrity and dignity, it can be easy to justify savescumming to themselves at an accidental error such as using a Nano Pack on a Green Armor by mistake, all the way to outright restarting everything until they get the desired luck. We've seen all kind of highly questionable claims from some players, and allowing saving and potentially savescumming for Nightmare difficulty is a huge can of worms, that unfortunately does punish honest players. Cheating and anti-cheating is always an arms race, and even with full video proof of playing, there has been a lot of media about players cheating in video games by splicing videos or editing the game. I'm personally for allowing saving in Nightmare, but I'm open to the idea of continuing to not allow this.

Currently, Sniper Packs first remove accuracy penalties due to distance, and a second one removes accuracy penalties due to darknesss. I think creating an effect for having a third pack could be interesting, which currently does nothing. I think having a third Sniper Pack give the weapon the auto-hit property could make for some fun and interesting weapons, and shouldn't make anything game-breaking. Triple Sniper Packs would be extremely rare except for Angel of 100 and Archangel of 666 games. I think weapons using Ammochain might get a bit too strong, such as Plasma Rifle (SSSFF), but assemblies not being accessible should help keeping it balanced.

I think many of the exotic armors are too similar, and having some more variety would be good. Ballistic Vest, Duelist Armor, Bullet-Proof Vest, and some others are pretty much the same with small differences. A fun idea could be something like "Acid-Proof Armor" that gives 95%, or perhaps even 100% resistance to acid damage, which is fairly uncommon enough to not be broken. Maybe some other armors that are like Energy-Shielded Vest could also be good, such as one that gives only 20% to each of those resistances, but has 3 Protection instead, or maybe some movement speed. Another idea could be something like "Glass Armor", which only has 50% durability and has a bunch of resistances, although any hit would severely weaken it without an Onyx Pack. There are lots of possibilities here, but the current set of exotic armors are kind of bland.

Have there be 26 Angelic Badges so that it's consistent with the other badge types. Lots of creative ideas could be thought up for these.

Currently for in-game rankings, you only need 15 of 26 of each badge type, and then you don't need any more. I think adding some more mixed requirements, such as 20 Bronze Badges with some Silver, Gold, and Platinum would encourage more players to try to get more of them.

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Badges, Medals, and Rankings:

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

Medals:

[ ] Make all medals visible in the player status menu, instead of having some bonus ones be hidden until achieved. 1 2

[ ] Adjust the number of medals so there are 50 of them. 1

[ ] Change the names of Explorer Badge, Conqueror Badge, Untouchable Badge, Grim Reaper's Badge, Angelic Badge, and Hell Armorer Badge so they don't sound like badges. 1

[ ] Change medal requirements so that if a higher version is earned, you still earn the lower versions too (example: Experience Medal, Hell Armorer Badge, Hell Champion Medal, etc). 1

[ ] Clarify that Malicious Knives Cross and Sunrise Fist require all kills with the proper weapons, but don't require 100% kills. 1

[ ] Iron Skull - Change to 5,000 damage, instead of 10,000. Alternatively, require 2,000 damage but require winning the game. 1 2 3

[ ] Change "Every Soldier's Medal" to "Invader's Medal - Clear The Wall/Containment Area on any of Angel of Berserk / Angel of Marksmanship / Angel of Shotgunner". (Replacing it with the old Brick Silver Badge) 1 2 3 4 5

[ ] Gambler's Shield - Change to requiring 25 lever pulls instead of 26.1

[ ] Dervis' Medallion - Change to getting 100% kills on Angel of 100 / Archangel of 100. 1

[ ] Thomas's Medal - Change to completing Angel of Humanity with 100% kills (no Angel of Confidence or Angel of Overconfidence). 1 2 3 4 5 6

[ ] New: Experience Token - Reach experience level 15 in a standard game. 1

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

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

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

[ ] New: Boss Slayer Cross - Clear a boss floor and exit alive. (Boss floors are special floors that have a single enemy being a boss, which are Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons). 1 2 3 4 5 6

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

[ ] Keep the new medal "Medal of Pacifism". 1 2

[ ] Remove the new medals "Shotgunnery Cross", "Marksmanship Cross", "Zen Master's Cross", "Purple Heart", "Gutts' Sorrow", and "Klear Cross". 1 2

Badges:

[ ] Allow previously obtained badges to appear in mortems, and keep count of them. 1 2

[ ] Adjust the number of badges so there are 25 of each type, including Angelic Badges. 1 2 3

[ ] 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 5/15/25/35/45 badges respectively. 1 2

[ ] Disallow Dual-Angel challenges for all of Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Daredevil Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Berserker Diamond Badge to Daredevil Diamond Badge. 1

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

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

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

[ ] Remove Scavenger Bronze Badge to bring the count to 25. 1


[ ] Brick Silver Badge - Change this to requiring Angel of Light Travel and no Dual-Angel challenges. 1 2 3 4

[ ] Remove Lava Silver Badge to bring the count to 25. 1 2


[ ] Gatekeeper Gold Badge - Change to needing to pass Phobos Anomaly on Hurt Me Plenty difficulty without taking damage. 1 2

[ ] Remove Armorer Gold Badge to bring the count to 25. 1 2


[ ] Change Armorer Platinum Badge to "Collector Platinum Badge - Find all exotics and uniques". 1 2 3

[ ] Berserker Platinum Badge - Remove the kill count requirement. 1 2 3

[ ] Hunter Platinum Badge - Change to Ultra-Violence and needing 75% kills. 1 2 3 4

[ ] Remove Scavenger Platinum Badge to bring the count to 25. 1 2


[ ] Change Armorer Diamond Badge's name to "Collector Diamond Badge" 1 2 3

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

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

[ ] Remove Scavenger Diamond Badge to bring the count to 25. 1 2


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

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

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

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

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

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

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

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

[ ] New: Heroic Angelic Badge - Achieve all 50 medals. 1 2 3

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

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

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

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

[ ] New: Carnage Angelic Badge - Complete Angel of Max Carnage + Angel of Masochism on Nightmare with 100% kills. 1

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

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

59
With Kornel's blessing, I'll be compiling all of the feature requests from the community into this thread to help centralize all the suggestions people have brought up. Although I'll be organizing everything and offering quite a number of ideas myself, by all means I don't expect to have all of mine make it into the official future release or dominate over other ideas. I highly encourage everyone to bring discussion to everyone else's ideas, and to be very open with your own. Be creative and even a little outlandish with requests, just be sure to justify them with good reasoning and support. Nobody can get everything they want, and we have to all collectively compromise. At the end of the day, it's also Kornel's call to decide and also the team to put in the work to actually make new changes.

I think it's also important to reflect on the process involved with new changes with future versions. There are functionally infinite ways the game can be changed, functionally creating infinite possible DoomRLs, so having a general sense of direction is good to have. Balance is important, and people will have varying ways on how balance should be created. Some may argue that having clearly identifiable tiers of viability makes for a better game as gimmicky self-handicaps can create interesting experiences. Others may try to equalize everything as best as possible. Another important concept to consider is that people are psychologically loss averse and feel worse from losing something than they do feeling good about gaining something of equal magnitude. It can often be a more exciting and interesting game when new features are created, rather than taking away ones that are too powerful. Despite that though, DoomRL is the player vs the game, and especially with the roguelike genre, there must be a level of challenge and difficulty, which does require some inherent loss of power or gain of opposition to maintain how hard DoomRL is.

Below are three broad categories for ideas: 1) bugs/exploits/fixes where something is broken with the game and needs to be fixed, whether a major glitch or even just a small typo, 2) changes, where something already existed should be modified to make the game better, and 3) new features, which are entirely new and not currently existing in the game. With each individual idea will be a brief explanation of what the idea is and links to the rationale behind the idea and any additional discussion from other posts once discussion picks up a bit. I'll also look into digging through old ideas in this sub-forum to add to this topic over time, as it has been many years since players have brought up new ideas. Depending on the progression of this thread and how the development team goes about it, I'll later start including the expected status of any ideas if they become planned for the release, rejected for the release, or in a pending status for further discussion.

I also do this purely as a passionate player and am not involved with the actual decisions of future requests, nor are my ideas above the ideas that anyone else has to offer. I'm simply helping with organizing everything into one place.

Colour-coding is used to help group a few sections. Badges are coloured coded for each tier, and any suggestions related to weapons, equipment, and assemblies are in lime green.

Bugs/Exploits/Fixes

[X] Bug: Deimos Lab is considered conquered by only pressing the two levers to open up the middle. 1

[X] Bug: Containment Area is considered conquered by killing all enemies, and the trap can be skipped. 1

[X] Bug: Killing the Apostle (at least on Archangel of 666) gives an error message. 1

[?] Bug: On a flood level on an island map, it's possible to start in the middle of lava (this may have been fixed in a previous version and I have never experienced this). 1

[X] Bug: Attacking an item crate with a melee weapon on Angel and Archangel of Pacifism gives an error message. 1

[X] Bug: Tristar Blaster accepts Firestorm Pack, but it does nothing. 1

[X] Bug: Error messages occur when wielding Dragonslayer and Berserker Armor, and there are no tiles for Nightmare Demons to spawn on. 1

[X] Exploit: Nightmare Demons can be trivially farmed for essentially infinite kills when hiding and wielding Dragonslayer and Berserker Armor. A suggest fix is having it spawn special Nightmare Demons which are immune to fluid damage. 1

[ ] Exploit: Medical Armor in Nanofiber Skin Armor (N) can allow the player to take 1 damage and immediately heal it. Since this can be done infinitely, it may cause an issue if the total damage value reaches the highest possible. A suggested fix is changing the recharge delay of Nanofiber Skin Armor to 6 so that it can never reach 0. 1


[ ] 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

[ ] Exploit: Angel of 100 can be used to be considered a conqueror due to 0 generated bonus floors to earn some achievements. 1

[X] Fix: Grammar for the menu before selecting Archangel challenges says "in it's ultra hard form". 1

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

[X] Fix: Lightfoot Platinum Badge doesn't say it requires Ultra-Violence difficulty in-game. 1

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

Changes

[~] Nerf Intuition by marking items as a green X instead of showing what they are, and change monster sense radius from 3 to 2. 1 2

[X] Nerf Scout class bonuses and buff other class bonuses (needs discussion). Current suggestions are Stair Sense doesn't work for stairs to bonus levels, Marines have 10% all resistances inherently, and Technicians have more uniques they can mod. 1 2 3

[X] Allow assemblies before Whizkid x2 to still get an extra mod pack after later getting Whizkid x2. 1 2

[X] Buff Reloader to 25% speed, possibly 30% speed. 1 2 3 4 5

[X] Remove Gunrunner blocking Whizkid and change it to another trait such as Brute. 1 2

[X] Remove Army of the Dead blocking Finesse and change it to another trait such as Son of a Gun. 1 2

[X] Remove Bullet Dance blocking Eagle Eye and change it to Intuition. 1

[ ] Buff Entrenchment (needs discussion). Current suggestion is increasing resistances from 30% to 50%. 1

[ ] Make Phobos Lab more rewarding to enter compared to Military Base (needs discussion). 1 2 3

[ ] High scores mostly devolve into playing Archangel of 666 and aren't really used. Perhaps they should be changed (needs discussion). 1

[ ] Allow more variety in fluid generation, so there is more water and acid in deeper levels. 1 2

[ ] Add Angel of Death as a regular enemy in very deep levels. 1 2 3 4 5 6 7

[ ] Allow Juggler to instantly swap across all weapons from inventory, instead of requiring mousewheel. Also allow it to work with swapping ammo boxes. 1 2 3 4 5 6

[ ] Replace Missile Launcher in City of Skulls/Abyssal Plains. 1

[X] Switch the depths of Unholy Cathedral and The Vaults. 1 2

[X] Change The Vaults enemies. 1 2

[ ] Prevent softlocking when teleporting into the mountain of Mt. Erebus. 1 2 3 4

[X] Buff Nightmare Imps. 1 2

[X] Change Nightmare Archvile's attack to 20d1 Plasma. 1 2

[X] Buff Lava Elemental. 1 2 3

[X] Increase depth Former Commandos and Pain Elementals can spawn. 1 2

[ ] Allow hunting enemies to pick up items and armors (Cyberdemon would need a healing cap for Med Packs). 1 2 3 4 5 6

[ ] Allow Hell's Arena to have both different rewards and different enemies depending on challenge. Dual challenges would use the harder set. 1 2 3

[ ] Replace lever with a horizontal coordinate trap in City of Skulls. 1 2

[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2

[X] Increase the danger level in Deimos and Hell (needs discussion). 1 2 3

[X] Decrease the audio volume when a rapid-fire attack hits an enemy multiple times. 1 2

[ ] Buff the Apostle to 500 HP and always teleporting after being hit (also kill all enemies when it dies like JC). 1 2 3 4

[ ] Change ammo rooms so they don't only drop Cells late into the game. A suggested change is: 1% 1d2 Cell Boxes, 2% 1d2 Rocket Boxes, 3% 1d2 Shell Boxes, 4% 1d2 Bullet Boxes, 20% 1d3 + 2 Cells, 20% 1d3 + 2 Rockets, 25% 1d3 + 2 Shells, and 25% 1d3 + 2 Bullets. 1 2 3 4 5 6

[X] Change the difficulty suggestion of Archangel of Humanity from "TwoDev" to "Tormuse". 1

[X] Change Nightmare Demons from giving 95 Experience to 263 Experience. 1

[X] Change Elite Former Humans, Elite Former Sergeants, and Elite Former Captains Experience values to 128, 263, 320 respectively. Also increase their weight generation values. 1 2

[ ] Buff all Elite Former enemies to deal 2d5 melee damage (equivalent to a Combat Knife). 1 2

[ ] Change the colour of Sniper Mod Packs so they are distinguishable from Firestorm Mod Packs. Suggested colour is a dark green, but any is fine. 1 2

[ ] Buff Survivalist to only require Ironman x2, and to give double healing from Small Med Packs and Small Health Globes. 1 2

[ ] Buff Scavenger to work with melee weapons, armors, and boots. Possibly also change and add some guaranteed drops. 1 2

[ ] For the dodging bonus value on the stats screen, have it include the bonus value when running. 1

[X] For levers that destroy walls, only make a singular explosion sound instead of one for each wall tile. 1

[ ] If Containment Area is destroyed by a nuke, disable the trap, but still count the level as conquered. 1

[ ] If Abyssal Plains is destroyed by a nuke, disable the wall trap from appearing. 1

[ ] Change bridges that go over rivers to not be blocked off by walls or rooms without doors (this might be too difficult to implement). 1 2

[X] For postmortem messages for darkness levels, remove the comma after the level number so that it formats correctly when pasted on the forums with mortem tags. 1

[~] Buff Frag Shotgun by reducing ammo consumed from 4 to 2, and possibly reduce clip size from 16 to 10 or 8 to compensate. Also consider changing damage to 6d3 and change firing speed to 0.5s. 1 2 3

[ ] Buff Mjollnir damage to 1d25, and consider making its depth level 1 and have a higher generation weight, similar to Butcher's Cleaver. 1 2 3

[ ] Have Throw from Combat Knife and Mjollnir be improved by Brute's accuracy and Finesse's speed. Also confirm that Son of a Bitch and Brute's damage also affect them. 1 2 3

[X] Buff Mega Buster from 5 ammo per shot to 3 ammo per shot, to also match the bursts themselves. 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

[ ] Allow Subtle Knife to count as "knife kills". Remove the HP reduction of Invoke and increase attack speed to 0.8s. 1 2 3

[ ] Nerf Trigun to not be an instant nuke and require 10s like regular nukes. 1

[~] Buff Medical Powerarmor from 4 protection to 6 protection, allow healing up to 50%, and increase its weight generation to 3. 1 2 3 4 5

[X] Make Backpack indestructible. 1 2 3

[X] Increase Chainsaw's generation weight. 1 2 3

[X] Buff Micro Launcher by giving it 0.5s firing speed. 1 2

[ ] Buff Double Chainsaw. 1 2 3

[X] Buff Medical Armor to heal up to 50% and switch the resistances to 15% for each of Plasma, Acid, and Fire. 1 2

[ ] Change Duelist Armor to only having 60% Melee resistance. 1 2 3 4 5 6

[X] Buff Tower Shield to having 200% durability and -30% movement speed. 1 2 3

[X] Buff Ballistic Armor to 40% Melee/Bullet/Shrapnel resistances and -20% Fire resistance. 1 2 3 4 5

[X] Change Cybernetic Armor's resistances to 20% all. 1 2 3

[X] Buff Necroarmor to regenerate at 5% durability per action. 1 2

[X] Change Gothic Set from +4 Protection to 50% all resistance. 1 2

[ ] Make Dragonslayer's Berserk effect "more permanent". 1 2

[ ] Change Schematics so that each run is truly independent (probably just have it drop elsewhere separately). 1 2 3 4

[ ] Change Technical Packs to increase resistances when used in armors instead of knockback. 1 2 3 4

[X] Buff/change BFG9000 Overcharge (needs discussion). 1 2 3

[X] Increase the amount of Rockets in a Rocket Box from 20 to 25. 1 2

[ ] Buff Bullet-Proof Vest from 80% Bullet resistances to 95% and increase generation weight from 4 to 6. 1 2

[X] Change Environmental Boots assembly from BPT to BBT, and buff the resistances to 95%. 1 2 3 4

[X] Buff Combat Translocator from 10 Cells per shot to 5. 1

[~] Let Technicians apply a single mod or basic assembly to Frag Shotgun, Jackhammer, Anti-Freak Jackal, Grammaton Cleric Beretta, Necroarmor, Shielded Armor, and Medical Powerarmor. Let Revenant's Launcher be fully moddable. 1 2 3 4

[X] Buff Speedloader Pistol assembly from 0.6s to 0.4s. 1 2 3

[ ] Buff Power Armor assembly by tripling Plasma Resistance and quintupling Bullet/Shrapnel Resistance (and still doubling Fire Resistance). Also buff it by giving +20% movement speed instead of a set value. 1 2 3 4 5 6

[X] Buff Assault Rifle to have original+3 Accuracy instead of just +2. 1

[X] Nerf Inquisitor Set pieces to each have +20% movement speed and weight generations of 2. 1 2


New Features

[ ] Add a toggle for turning off powerup overlays of Berserk, Invulnerability, and Envirosuit. 1 2

[~] Allow all difficulties and challenges available from a new file. 1 2

[ ] Cycle between Phobos, Deimos, and Hell tilesets for Angel of 100 / Archangel of 666. 1 2

[ ] Add more music slots in the musichq.lua file. 1

[ ] Create locked vaults. 1 2

[ ] Add a lever effect that drops ammo. 1 2 3

[ ] Add Phobos trees to level generation (but avoid blocking off areas; might require being preset or being fragile). 1 2 3 4

[ ] Have a text colour change before running mode wears out, similar to powerup effects. 1 2

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

[ ] Create Archangel of Darkness which would have an even smaller vision (4?), but 2.5x experience. 1 2 3 4 5

[ ] Add level feeling messages for Agony Elemental caves and Lava Elemental caves. ("You hear echoing wails of agony!" / "You feel like you stepped into a volcano!" or something) 1 2

[ ] Add trap rooms. These would have a power-up/exotic item inside and when obtained, has a 50% chance of spawning enemies similar to a summon enemies lever, or flooding the room with acid or lava. The weight of the power-ups/exotics would not impact the rest of the floor. The chance of the trap activating could also instead be affected by depth level and/or difficulty. 1 2 3 4 5

[X] Remove the out of range limit for firing that was added into the newest version. 1

[ ] Reveal enemies when there are three or less remaining. 1 2 3 4 5 6

[ ] Have the stats screen show number of enemies remaining. 1 2

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

[ ] 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. 1 2

[ ] Allow a third Sniper Pack to give weapons the auto-hit property. 1

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

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

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

[ ] New assembly suggestion: Sniper Rifle (BAS) (Chaingun only) which is original with auto-hit property. 1 2

[ ] New exotic suggestion: Acid-Proof Armor which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. 1 2

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

[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666. 1 2 3 4

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

[ ] Create Tactical Set (Tactical Armor + Tactical Boots) which gives Dodgemaster. 1 2

[X] Keep the new assembly, "Mother-In-Law", but change it to PPFN. 1 2 3

60
Let's go!!! This challenge has eluded me forever and quite honestly has been pretty embarrassing that I genuinely have found even Everyman Angelic Badge easier. I figured I must be doing something wrong, and maybe too much focus on combat instead of purely stair-diving. A few weeks ago, I got my closest ever reaching around floor 86 before running out of ammo and dying, all after a grueling 6 hour game. I've also bounced back and forth between pure Ao100 and combining it with Angel of Max Carnage with no real success.

Earlier today, I attempted this some more with Ao100 + AoMC and died on floor 8 after nearly 40 minutes. After reading some various mortems of players who completed this significantly faster, that had to suggest that early combat for experience is the wrong approach, and more focus on pushing and gaining larger amounts all at once is better.

It has annoyed me for literal years I couldn't get this because completing this challenge would give me my last Medal, and alongside with that 2 Diamond Badges.

So I decided to try some more with an aggressive approach, and not only was that the key to success, but the game handed me the game with a massive lucky break.

On floor 16, the very first floor that Dragonslayer can spawn on, I was presented with this:

Spoiler (click to show/hide)

My initial plan was a masterless Shotgun build, and I had only got up to Intuition x2, Hellrunner x2, and Dodgemaster, so I was able to smoothly pivot to a melee build. I knew that Dragonslayer would make the game much easier, although I wasn't quite sure what to expect if it would still be a challenge or if it became a total cakewalk. I knew though that I had to be absolutely certain to capitalize on this because I could quite literally never get this again in my life.

After some brief dancing, I picked it up and was ready to go:

Spoiler (click to show/hide)

And indeed, I still had to be careful. I played a little dodgy and avoidant because I didn't have a ton of melee accuracy yet, and it did get scary:

Spoiler (click to show/hide)

I started finding a bunch of Homing Phase Devices, as well as nukes, which I essentially viewed as get out of jail free cards:

Spoiler (click to show/hide)

With how quickly I was able to blitz through floors, the chances of finding and staying Invulnerable were quite high too. On this fairly early floor, I found a nice double:

Spoiler (click to show/hide)

This was another nice Invulnerability spawn. I had to find the right balance between stair-diving and farming experience with them, and generally I would only detour if some good enemies for it were nearby:

Spoiler (click to show/hide)

Part way into my game, my inventory looked like this:

Spoiler (click to show/hide)

And quite a bit later looked like this:

Spoiler (click to show/hide)

I also got really lucky to find Hell Staff very close to the start of a floor:

Spoiler (click to show/hide)

And this floor had a lovely triple Invulnerability. I only was able to grab two of them, but it was still a great boost:

Spoiler (click to show/hide)

And that's pretty much it for the highlights! I spent a good portion of this game Invulnerable, which made it a lot easier, but I still was a bit nervous playing. As a hardened player who has competed in various games for close to 20 years, gone to tournaments in-person and online, and have a pretty nice resume of achievements if I can gloat a little bit, it's very rare for me to get nerves and this was a big one that I felt for the first time in years. This was possibly my luckiest game on DoomRL to date, and I have had some very lucky games in the past. I had to be 100% certain I did not mess this up.

With this, I finally finished this challenge I've been trying off and on for years, got all 43 Medals, and am now at 21 Diamond Badges! I believe Papilio is the only player who has more now. I'm also feeling super motivated to get the my remaining Platinum Badges now, and try some more badge hunting for the ones I'm missing.

The other cool thing is that I was able to complete this challenge in under an hour, but Sereg still has the record by a significant gap!

Here's the mortem:

Spoiler (click to show/hide)

Let's go!

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