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 (https://tinyurl.com/2s45cu72)
[X] Bug: Containment Area is considered conquered by killing all enemies, and the trap can be skipped. 1 (https://tinyurl.com/2s45cu72)
[X] Bug: Killing the Apostle (at least on Archangel of 666) gives an error message. 1 (https://tinyurl.com/2s45cu72)
[?] 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 (https://tinyurl.com/2s45cu72)
[X] Bug: Attacking an item crate with a melee weapon on Angel and Archangel of Pacifism gives an error message. 1 (https://tinyurl.com/2s45cu72)
[X] Bug: Tristar Blaster accepts Firestorm Pack, but it does nothing. 1 (https://tinyurl.com/2s45cu72)
[X] Bug: Error messages occur when wielding Dragonslayer and Berserker Armor, and there are no tiles for Nightmare Demons to spawn on. 1 (https://tinyurl.com/2s45cu72)
[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 (https://tinyurl.com/2s45cu72)
[ ] 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 (https://tinyurl.com/2s45cu72)
[ ] 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 (https://tinyurl.com/2s45cu72)
[ ] Exploit: Angel of 100 can be used to be considered a conqueror due to 0 generated bonus floors to earn some achievements. 1 (https://tinyurl.com/yc3243nb)
[X] Fix: Grammar for the menu before selecting Archangel challenges says "in it's ultra hard form". 1 (https://tinyurl.com/2s45cu72)
[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. 1 (https://tinyurl.com/2s45cu72)
[X] Fix: Lightfoot Platinum Badge doesn't say it requires Ultra-Violence difficulty in-game. 1 (https://tinyurl.com/2s45cu72)
[ ] Fix: Charch's Null Pointer shows that its damage is 0d0, when it's actually 10d1. 1 (https://tinyurl.com/2s45cu72)
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 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r)
[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 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3)
[X] Allow assemblies before Whizkid x2 to still get an extra mod pack after later getting Whizkid x2. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r)
[X] Buff Reloader to 25% speed, possibly 30% speed. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/2s8ur3m9) 4 (https://tinyurl.com/426e5m79) 5 (https://tinyurl.com/ye225sce)
[X] Remove Gunrunner blocking Whizkid and change it to another trait such as Brute. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r)
[X] Remove Army of the Dead blocking Finesse and change it to another trait such as Son of a Gun. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r)
[X] Remove Bullet Dance blocking Eagle Eye and change it to Intuition. 1 (https://tinyurl.com/2s45cu72)
[ ] Buff Entrenchment (needs discussion). Current suggestion is increasing resistances from 30% to 50%. 1 (https://tinyurl.com/2s45cu72)
[ ] Make Phobos Lab more rewarding to enter compared to Military Base (needs discussion). 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3)
[ ] High scores mostly devolve into playing Archangel of 666 and aren't really used. Perhaps they should be changed (needs discussion). 1 (https://tinyurl.com/2s45cu72)
[ ] Allow more variety in fluid generation, so there is more water and acid in deeper levels. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Add Angel of Death as a regular enemy in very deep levels. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/49c6fnn2) 5 (https://tinyurl.com/mr3rt8r8) 6 (https://tinyurl.com/2p9fdukf) 7 (https://tinyurl.com/2p82nuyu)
[ ] Allow Juggler to instantly swap across all weapons from inventory, instead of requiring mousewheel. Also allow it to work with swapping ammo boxes. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/mr3rt8r8) 5 (https://tinyurl.com/2p9fdukf) 6 (https://tinyurl.com/2p82nuyu)
[ ] Replace Missile Launcher in City of Skulls/Abyssal Plains. 1 (https://tinyurl.com/bdfh5ru6)
[X] Switch the depths of Unholy Cathedral and The Vaults. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[X] Change The Vaults enemies. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Prevent softlocking when teleporting into the mountain of Mt. Erebus. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/49c6fnn2)
[X] Buff Nightmare Imps. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[X] Change Nightmare Archvile's attack to 20d1 Plasma. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/49c6fnn2)
[X] Buff Lava Elemental. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/49c6fnn2) 3 (https://tinyurl.com/mr3rt8r8)
[X] Increase depth Former Commandos and Pain Elementals can spawn. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Allow hunting enemies to pick up items and armors (Cyberdemon would need a healing cap for Med Packs). 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/49c6fnn2) 5 (https://tinyurl.com/mr3rt8r8) 6 (https://tinyurl.com/2p9fdukf)
[ ] Allow Hell's Arena to have both different rewards and different enemies depending on challenge. Dual challenges would use the harder set. 1 (https://tinyurl.com/49c6fnn2) 2 (https://tinyurl.com/mr3rt8r8) 3 (https://tinyurl.com/2p9fdukf)
[ ] Replace lever with a horizontal coordinate trap in City of Skulls. 1 (https://tinyurl.com/mr3rt8r8) 2 (https://tinyurl.com/2p9fdukf)
[ ] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa)
[X] Increase the danger level in Deimos and Hell (needs discussion). 1 (https://tinyurl.com/5n7tkysu) 2 (https://tinyurl.com/2p9fdukf) 3 (https://tinyurl.com/2p82nuyu)
[X] Decrease the audio volume when a rapid-fire attack hits an enemy multiple times. 1 (https://tinyurl.com/2p82nuyu) 2 (https://tinyurl.com/bdeuhtmf)
[ ] Buff the Apostle to 500 HP and always teleporting after being hit (also kill all enemies when it dies like JC). 1 (https://tinyurl.com/chu6nbef) 2 (https://tinyurl.com/384sm8fy) 3 (https://tinyurl.com/yc4vjy9s) 4 (https://tinyurl.com/bddy6tdd)
[ ] 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 (https://tinyurl.com/3jf5xetz) 2 (https://tinyurl.com/ycyfepcp) 3 (https://tinyurl.com/yc7z9xx2) 4 (https://tinyurl.com/484wc57n) 5 (https://tinyurl.com/y8dfh3xz) 6 (https://tinyurl.com/2bwn94uc)
[X] Change the difficulty suggestion of Archangel of Humanity from "TwoDev" to "Tormuse". 1 (https://tinyurl.com/4huckfe3)
[X] Change Nightmare Demons from giving 95 Experience to 263 Experience. 1 (https://tinyurl.com/mrxsur9b)
[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 (https://tinyurl.com/mrxsur9b) 2 (https://tinyurl.com/4v4r382p)
[ ] Buff all Elite Former enemies to deal 2d5 melee damage (equivalent to a Combat Knife). 1 (https://tinyurl.com/mrxsur9b) 2 (https://tinyurl.com/y6e59p42)
[ ] 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 (https://tinyurl.com/y6e59p42) 2 (https://tinyurl.com/n2u3erd4)
[ ] Buff Survivalist to only require Ironman x2, and to give double healing from Small Med Packs and Small Health Globes. 1 (https://tinyurl.com/3c47w59w) 2 (https://tinyurl.com/279vtt9b)
[ ] Buff Scavenger to work with melee weapons, armors, and boots. Possibly also change and add some guaranteed drops. 1 (https://tinyurl.com/4v4r382p) 2 (https://tinyurl.com/248ym3nx)
[ ] For the dodging bonus value on the stats screen, have it include the bonus value when running. 1 (https://tinyurl.com/3nhj5v7b)
[X] For levers that destroy walls, only make a singular explosion sound instead of one for each wall tile. 1 (https://tinyurl.com/3nhj5v7b)
[ ] If Containment Area is destroyed by a nuke, disable the trap, but still count the level as conquered. 1 (https://tinyurl.com/3nhj5v7b)
[ ] If Abyssal Plains is destroyed by a nuke, disable the wall trap from appearing. 1 (https://tinyurl.com/3nhj5v7b)
[ ] 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 (https://tinyurl.com/nupmpepb) 2 (https://tinyurl.com/2s8ur3m9)
[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 (https://tinyurl.com/2s8ur3m9)
[~] 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 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3)
[ ] Buff Mjollnir damage to 1d25, and consider making its depth level 1 and have a higher generation weight, similar to Butcher's Cleaver. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3)
[ ] 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 (https://tinyurl.com/nupmpepb) 2 (https://tinyurl.com/2s8ur3m9) 3 (https://tinyurl.com/426e5m79)
[X] Buff Mega Buster from 5 ammo per shot to 3 ammo per shot, to also match the bursts themselves. 1 (https://tinyurl.com/2s45cu72)
[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (more similar to Mega Man). 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa)
[ ] Allow Subtle Knife to count as "knife kills". Remove the HP reduction of Invoke and increase attack speed to 0.8s. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3)
[ ] Nerf Trigun to not be an instant nuke and require 10s like regular nukes. 1 (https://tinyurl.com/2s45cu72)
[~] Buff Medical Powerarmor from 4 protection to 6 protection, allow healing up to 50%, and increase its weight generation to 3. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3) 4 (https://tinyurl.com/yscas8wa) 5 (https://tinyurl.com/yvazym2f)
[X] Make Backpack indestructible. 1 (https://tinyurl.com/2s45cu72) 2 (https://tinyurl.com/3e3whj5r) 3 (https://tinyurl.com/4huckfe3)
[X] Increase Chainsaw's generation weight. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u)
[X] Buff Micro Launcher by giving it 0.5s firing speed. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/49c6fnn2)
[ ] Buff Double Chainsaw. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/49c6fnn2) 3 (https://tinyurl.com/mr3rt8r8)
[X] Buff Medical Armor to heal up to 50% and switch the resistances to 15% for each of Plasma, Acid, and Fire. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Change Duelist Armor to only having 60% Melee resistance. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/49c6fnn2) 5 (https://tinyurl.com/mr3rt8r8) 6 (https://tinyurl.com/2p9fdukf)
[X] Buff Tower Shield to having 200% durability and -30% movement speed. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u)
[X] Buff Ballistic Armor to 40% Melee/Bullet/Shrapnel resistances and -20% Fire resistance. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/49c6fnn2) 4 (https://tinyurl.com/mr3rt8r8) 5 (https://tinyurl.com/2p9fdukf)
[X] Change Cybernetic Armor's resistances to 20% all. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u)
[X] Buff Necroarmor to regenerate at 5% durability per action. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[X] Change Gothic Set from +4 Protection to 50% all resistance. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/2p9fdukf)
[ ] Make Dragonslayer's Berserk effect "more permanent". 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa)
[ ] Change Schematics so that each run is truly independent (probably just have it drop elsewhere separately). 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa) 3 (https://tinyurl.com/2p9fdukf) 4 (https://tinyurl.com/2p82nuyu)
[ ] Change Technical Packs to increase resistances when used in armors instead of knockback. 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa) 3 (https://tinyurl.com/2p9fdukf) 4 (https://tinyurl.com/2p82nuyu)
[X] Buff/change BFG9000 Overcharge (needs discussion). 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa) 3 (https://tinyurl.com/2p9fdukf)
[X] Increase the amount of Rockets in a Rocket Box from 20 to 25. 1 (https://tinyurl.com/5n7tkysu) 2 (https://tinyurl.com/2p9fdukf)
[ ] Buff Bullet-Proof Vest from 80% Bullet resistances to 95% and increase generation weight from 4 to 6. 1 (https://tinyurl.com/bdeuhtmf) 2 (https://tinyurl.com/ysh7cnh3)
[X] Change Environmental Boots assembly from BPT to BBT, and buff the resistances to 95%. 1 (https://tinyurl.com/bdeuhtmf) 2 (https://tinyurl.com/4huckfe3) 3 (https://tinyurl.com/cdzv69j9) 4 (https://tinyurl.com/mt7us4vd)
[X] Buff Combat Translocator from 10 Cells per shot to 5. 1 (https://tinyurl.com/bdeuhtmf)
[~] 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 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9) 3 (https://tinyurl.com/mt7us4vd) 4 (https://tinyurl.com/y2k79nst)
[X] Buff Speedloader Pistol assembly from 0.6s to 0.4s. 1 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9) 3 (https://tinyurl.com/mt7us4vd)
[ ] 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 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9) 3 (https://tinyurl.com/mt7us4vd) 4 (https://tinyurl.com/y2k79nst) 5 (https://tinyurl.com/4zw3jxdw) 6 (https://tinyurl.com/377u6cbr)
[X] Buff Assault Rifle to have original+3 Accuracy instead of just +2. 1 (https://tinyurl.com/4huckfe3)
[X] Nerf Inquisitor Set pieces to each have +20% movement speed and weight generations of 2. 1 (https://tinyurl.com/yscas8wa) 2 (https://tinyurl.com/yvazym2f)
New Features
[ ] Add a toggle for turning off powerup overlays of Berserk, Invulnerability, and Envirosuit. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[~] Allow all difficulties and challenges available from a new file. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Cycle between Phobos, Deimos, and Hell tilesets for Angel of 100 / Archangel of 666. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Add more music slots in the musichq.lua file. 1 (https://tinyurl.com/bdfh5ru6)
[ ] Create locked vaults. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Add a lever effect that drops ammo. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u)
[ ] Add Phobos trees to level generation (but avoid blocking off areas; might require being preset or being fragile). 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/mr3rt8r8)
[ ] Have a text colour change before running mode wears out, similar to powerup effects. 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa)
[ ] Have the trait selection screen be more color-coded (example by Mader Levap): 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa) (https://i.imgur.com/gUyYpVB.png)
[ ] Create Archangel of Darkness which would have an even smaller vision (4?), but 2.5x experience. 1 (https://tinyurl.com/5n7chwca) 2 (https://tinyurl.com/2p8n7kxa) 3 (https://tinyurl.com/2p9fdukf) 4 (https://tinyurl.com/2p82nuyu) 5 (https://tinyurl.com/bdeuhtmf)
[ ] 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 (https://tinyurl.com/bh37snhz) 2 (https://tinyurl.com/3myhf7n9)
[ ] 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 (https://tinyurl.com/mrxsur9b) 2 (https://tinyurl.com/y6e59p42) 3 (https://tinyurl.com/n2u3erd4) 4 (https://tinyurl.com/5mefmdy2) 5 (https://tinyurl.com/42vsnavh)
[X] Remove the out of range limit for firing that was added into the newest version. 1 (https://tinyurl.com/248ym3nx)
[ ] Reveal enemies when there are three or less remaining. 1 (https://tinyurl.com/nupmpepb) 2 (https://tinyurl.com/2s8ur3m9) 3 (https://tinyurl.com/426e5m79) 4 (https://tinyurl.com/ye225sce) 5 (https://tinyurl.com/4zw3jxdw) 6 (https://tinyurl.com/377u6cbr)
[ ] Have the stats screen show number of enemies remaining. 1 (https://tinyurl.com/mspr75t3) 2 (https://tinyurl.com/4vcsdejf)
[ ] Add sounds for all actions for exotics/uniques/artifacts. 1 (https://tinyurl.com/mspr75t3) 2 (https://tinyurl.com/4vcsdejf)
[ ] Add sounds for Nightmare enemies, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 (https://tinyurl.com/mspr75t3) 2 (https://tinyurl.com/4vcsdejf)
[ ] Add sounds for enemies spawning, enemies reviving, and Archviles charging. 1 (https://tinyurl.com/cjahmdaw) 2 (https://tinyurl.com/mr2u3nmc)
[ ] Allow a third Sniper Pack to give weapons the auto-hit property. 1 (https://tinyurl.com/2s45cu72)
[ ] New assembly suggestion: Scouting Armor (AS) which is original, +1 Vision, +10% speed. 1 (https://tinyurl.com/3e3whj5r)
[ ] New assembly suggestion: Blastproof Armor (TF) which is original, with half damage to explosions, +30% knockback. 1 (https://tinyurl.com/3e3whj5r)
[ ] New assembly suggestion: Grappling Armor (BA) which is original, +30% Melee Resistance, -50% knockback. 1 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9) 3 (https://tinyurl.com/mt7us4vd) 4 (https://tinyurl.com/y2k79nst)
[ ] New assembly suggestion: Sniper Rifle (BAS) (Chaingun only) which is original with auto-hit property. 1 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9)
[ ] New exotic suggestion: Acid-Proof Armor which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. 1 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9)
[ ] New exotic suggestion: Glass Shield which is 0 Protection, 50% Durability, 80% all resistances, cannot be repaired, cannot be modded, doesn't degrade. 1 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9) 3 (https://tinyurl.com/mt7us4vd) 4 (https://tinyurl.com/y2k79nst)
[ ] New exotic suggestion: Glass Armor which is 0 Protection, 50% Durability, 50% all resistances. 1 (https://tinyurl.com/4huckfe3) 2 (https://tinyurl.com/cdzv69j9)
[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb) 3 (https://tinyurl.com/pcund7u) 4 (https://tinyurl.com/49c6fnn2)
[ ] Add a new common Pistol type (suggested example is "Magnum" with more power and less accuracy). 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/yc3243nb)
[ ] Create Tactical Set (Tactical Armor + Tactical Boots) which gives Dodgemaster. 1 (https://tinyurl.com/bdfh5ru6) 2 (https://tinyurl.com/2p9fdukf)
[X] Keep the new assembly, "Mother-In-Law", but change it to PPFN. 1 (https://tinyurl.com/4txwzvvj) 2 (https://tinyurl.com/426e5m79) 3 (https://tinyurl.com/377u6cbr)
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.
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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:
(https://i.imgur.com/gUyYpVB.png)
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.
Those all seem pretty nobrainer. A few more things I want to suggest that I have forgotten about until now.
Have Brute increase the accuracy of throwing
Brute not affecting the accuracy of throwing always been a weird unintuitive limitation, and needlessly makes early AoB more annoyingly luck-based than it already is, when you have to rely on throwing knives to limit damage from tough enemies but have a coin flip chance at best to actually hit things with them. Then because of how awfully inaccurate throwing is, it then just gets ignored after you get the Chainsaw because it's not worth bothering with it, other than to blow up barrels. Melee builds will also never want to invest in Eagle Eye, and two of the melee masters block Eagle Eye even if they wanted to, including Malicious Blades, the build that is supposed to specialize in knives. It's not like this change would suddenly make early AoB easy either, as throwing still leaves you empty handed (unless you got the Mjollnir), and without Juggler, it's gonna take time to switch to another weapon, so you can often only safely throw one knife from long distance per enemy, if you got a chance to do so at all (Pinkies close that gap really fast).
Fix bridges being blocked off on floors with rivers
Each floor with a river is supposed to have a bridge over the river to ensure players don't get put in a position where they're forced to walk through acid and lava to reach the rest of the floor. However, these bridges can spawn in a way where they lead to a blocked off room, such as in this screenshot:
(https://cdn.discordapp.com/attachments/623510042808680473/1149280055705485444/2023-09-04_20-22-33_BETA100.png)
Or the bridge just gets walled off completely, such as in this screenshot:
(https://cdn.discordapp.com/attachments/623510042808680473/1149280110126583848/2023-09-04_21-05-09_BETA100.png)
If you don't have some means of fluid immunity, and don't have some means to blow up walls or got a sturdy walls event, then you're just in a screwed position, especially so if it's early in the game where you probably won't have the medkits to burn tanking damage running across acid/lava into potentially a waiting enemy ambush. This seems like a no-brainer fix to me, but I could see it being possibly too complicated to fix level generation to have more reliable bridges.
When there are only three or less enemies left on a floor, reveal their locations
A feature from Jupiter Hell that Svankensen suggested in the Discord server a while ago. I think it would be nice to have in DoomRL too, especially when playing builds without Intuition, where hunting down the last few enemies can get tedious (as anyone trying to get 100% kills in A100 without Intuition can attest to). It should have the limitation though that it doesn't apply in the boss levels, as part of the intended challenge with the Cyberdemon and Mastermind is not knowing where they'll be. Maybe it's too major of a new thing to add, and could be argued that it makes the Quartermaster and other AoRA-related badges easier by too much (though Intuition getting nerfed is going to make them harder too). Another possible complication is how it would work with reviving enemies or any other spontaneously spawning enemies (would it be "turned off" if more enemies spawn after three were left, would it permanently "stay on" once you get to the final three no matter how many more enemies spawn in, or would it only continue to show the original final three enemies but none of the revived/spawned enemies?) I would like to see some discussion on this, if it's even possible to add in the first place.