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Messages - Omega Tyrant

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1
New uniques:

* M6D Magnum, from Halo: Combat Evolved. Very powerful, 12 round magazine, has a zoom feature (could be represented as increased accuracy).

* MA-75 Assault Rifle/Grenade Launcher, from Marathon. 52 round mag, can fire grenades (could use rocket ammunition).


I'm not sure if I should suggest uniques from other Doom games like the Unmaker or Crucible, given that DRL's meant to represent the first Doom game, but it does have the super shotgun so idk.

I remember the former idea before and being concerned it would outclass the Trigun without a big firing speed penalty, but with the SoG change making reaching minimum firing speeds no longer possible, even if it holds the same power as the Trigun it wouldn't outclass thanks to the Trigun's firing speed advantage. Just increased accuracy would be boring though for a Unique, perhaps it could have a special type of aimed shot that has autohit (thus making it guaranteed to always hit against in-vision and out-of-vision targets, at the expense of doubled firing time). A special pistol that does encourage more aimed-shooting would be a niche that's currently unfulfilled.

As for the latter, I would need more information on how it would actually function, but if it's supposed to be firing grenades, that may be something better off proposed for JHC, which has grenade launchers as a separate type of weapon class with its own ammo type (being well, grenades).

And I think more weapons from other Doom games would be neat. I personally would really like the Unmaker and it would be my first choice if I got to choose a new unique, but haven't formally proposed it as I'm unsure how to replicate its progression system in DRL and not just make it a souped up Hyperblaster out of the box.

2
New Content

This post will cover all suggestions for new content to add to the game. It is organized by general features, equipment/items, enemies, new challenges, and miscellaneous stuff (a traits and special levels section could be added too if Kornel says they're on the table and anyone has decent suggestions for them).

Features

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


[ ] Add a toggle in the settings that turns off the powerup overlay filters of Berserk, Invulnerability, and Envirosuit. 1 2

[ ] When playing Nightmare or Angel of Darkness, have a message that informs you when every unique enemy on the floor has been killed at least once, so that a player going for 100% kills but not meticulously disposing of every corpse doesn't need to keep bringing up the player info screen to check when they have gotten 100% kills on any floor. Also maybe consider adding a visual indicator to respawned enemies to help immediately discern them, such as some dull-colored aura? 1

[ ] Have the player info screen display the amount of ingame time the player has spent on the current floor, to make it easier to track the Enraged Timer and other time-based events. 1

[ ] Add trap rooms. These would have a powerup/exotic/unique item inside, and when picked up, has a randomized chance of spawning enemies similar to a summon enemies lever, or floods the room with acid, lava, or blood. The weight of the powerups/exotics/uniques would not impact the rest of the floor, and any enemies spawned by the trap will not give EXP. The chance of the trap activating can be affected by depth level and/or difficulty. 1 2 3 4 5

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

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

Equipment, assemblies, and other Items

[ ] New exotic: Acid-Proof Armor, which is 3 Protection, 95% Acid Resistance, -10% movement speed, everything else normal. (Could alternatively be named "Baron's Hide" to have a more flavorful name) 1 2

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

[ ] New exotic: Glass Shield, which is 0 Protection, 50% Durability, 80% all resistances, cannot be repaired, cannot be modded, doesn't degrade. 1 2 3 4

[ ] New unique: Dimensional Boots, which is 4 Protection, -30% Move Speed, +30% Knockback, and when worn, you move two tiles for each movement rather than the usual one tile. 1

[ ] New unique: Big Fucking Shotgun, which is a shotgun with 40d5 plasma damage and a new "BFS" shotgun blast type with a max range of 10, spread of 5, and dropoff reduction of 10% per tile. However it has a clip size of 40 and requires 40 cells to shoot, has a 2 seconds firing time, and a 4 seconds reload time. (In effect, this weapon is a more faithful mechanical recreation of Doom's actual BFG). Also make it moddable by Technicians.

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

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

[ ] New assembly: Sniper Rifle (Chaingun + BAS), which is original with auto-hit property. (Also a reference to Doom's actual Chaingun being a perfectly accurate sniping weapon when two-tapping it). 1 2

[ ] New assembly: Laser Blade (Combat Knife + BTN), which is 5d5 plasma damage with 0.8 sec firing speed, -2 accuracy, and when equipped, it has the ability to reduce any plasma hit that deals less than 5 damage before armor/resistances to 0 (or if that is too difficult/annoying to program, alternatively just have it give +50% plasma resistance when equipped). Also make it indestructible, so its throwing altfire can be utilized without risking losing it. 1

[ ] New set: Tactical Set (Tactical Armor + Tactical Boots), which gives Dodgemaster. 1 2

[ ] New set: Bruiser Set (Acid-Proof Armor/Baron's Hide + Acid-Proof Boots), which gives 100% acid resistance. 1

Enemies

Currently no new ideas

New challenge ideas

[ ] "Angel of Gladiating" and "Angel of Labyrinth" (or any other appropriate name): The former challenge will have all floors be Arena-type levels, and the latter challenge will have all floors be mazes. Alternatively, the challenges can be combined together and caves could be thrown into the mix for a "hard level types only" challenge. 1

[ ] "Angel of Misfortune" (or any other appropriate name): Every floor will have a level event. 1

[ ] "Angel of Spilling" (or any other appropriate name): Your inventory will be reset to the starting loadout upon entering every floor, emulating the popular Pistol Start challenge in Doom. The starting loadout may be modified to give you more of the standard weapons and some ammo for them, so that you're not practically forced to use Pistol builds. Exotics/uniques may also have increased chances of spawning to compensate for the temporary equipment, and an exception to resetting inventory could be made when entering boss and special levels, so that they all remain beatable. 1

[ ] "Angel of Turbo" (rudimentary placeholder name, can be replaced with something better): All enemies are 20% faster, recreating Doom's own "fast monsters" setting that DRL currently lacks an equivalent to. An Archangel version can also be made that makes enemies even faster.

[ ] "Archangel of Darkness": You have a vision radius of 4 and enemies revive, but you gain x2.5 experience. 1 2 3 4 5

New level events

[ ] "Mortuary event": All enemies will immediately die when entering the floor (and not give any EXP in the process), then a random number of Arch-Viles will be spawned around the floor (and especially bad level rolls on UV/N! could spawn Nightmare Arch-Viles). Also disable the "reveal enemies" mechanic and stair sense in this event. 1

[ ] "Max Carnage event": Emulates Angel of Max Carnage for a single level, i.e. the player and enemies always deal maximum damage while having +12 accuracy. Particularly bad level rolls should instead have a "Snake Eyes" event, where only enemies always deal maximum damage and have +12 accuracy. 1

[ ] "Masochism event": Emulates Angel of Masochism for a single level, i.e. the player will be unable to heal through conventional means until they exit the floor. To prevent a player from getting screwed by entering such a floor at low health, have the player get supercharged upon entering the floor. 1

Miscellaneous

Currently no new ideas

3
Medals, Badges, and Rankings

This post is for everything regarding medals, badges, and rankings. This is primarily fixing redundant or realistically unwinnable medals/badges, fixing badges that are too easy or uninteresting in their challenge, and bringing up the count of Angelic badges to be equivalent with the count of the other badge tiers. Any ideas for new medals and badges will also be here though.

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

Medals

[ ] Change Shotgunnery Cross, Marksmanship Cross, Malicious Knives Cross, and Sunrise Iron Fist to each require at least 1 kill with the respective primary weapon (so a Shotgun kill for Shotgunnery, a Pistol kill for Marksmanship, a Knife kill for Malicious Knives, and an unarmed kill for Iron Fist), so that you can't cheese obtaining them in a fist-only or pacifist run. 1

[ ] Allow Gargulec Medal to be obtainable alongside Gargulec Cross if you haven't already achieved it prior, like how it works with other lesser versions of other medals. 1

[ ] With the Fallout and Klear Crosses, do not count multiple nukes activated on the same floor as separate instances of nuking (i.e. require players to actually nuke 3/6/12 distinct levels and not just spam Angel Arm a dozen times on a single floor with Invuln to get all of these medals).

[ ] New: Experience Token - Reach experience level 15 (excludes Angel of 100 and Archangel of 666). 1

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

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

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

[ ] New: Marathon Medal - Complete Angel of 100 in under 2 hours of real time. 1

[ ] New: Sereg's Medallion - Complete Angel of 100 on UV or N! in under 1 hour of real time. (Upgraded version of the former, named after DRL's most infamous sprinter and who has a recorded instance of beating A100 on N! this fast.)

[ ] New: Boss Slayer Cross - Clear a boss floor and exit alive. (Boss floors are a special level type that only appear on UV/N! in late A100, where all enemies are one of the boss monsters, which can be either Bruiser Brothers, Shamblers, Agony Elementals, Lava Elementals, or Cyberdemons. This does not include Phobos Anomaly, Tower of Babel, Dis, and Hell Fortress). 1 2 3 4 5 6

[ ] New: Unexplored Star (or alternatively Medal of Chance) - Visit no generated levels and win the game. (Excludes Angel of Confidence, Angel of Overconfidence, Angel of 100, and Archangel of 666) 1 2 3 4 5 6 7

[ ] New: Keen's Helmet - Clear Hell Fortress without getting damaged. 1

[ ] New: A medal for completing a Conqueror run in any of Angel of Red Alert, Darkness, Impatience, Purity, and Masochism (name needs discussion). 1

Badges

[ ] Disallow Dual-Angel challenges for all badges that require performing a feat on a specific challenge. This includes Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Arena Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Reaper Diamond Badge to Arena Diamond Badge. If this isn't done, some of the more egregious badge "loopholes" should be fixed, such as any badge that requires a medal should actually require the requisite medal (e.g. the Destroyer badges should actually require their requisite Untouchable medal, so that you cannot easily cheese them in AoOC). 1 2

[ ] Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem (but still count the lower tiered badges as being earned). 1 2

[ ] Have more badges require at least a standard win, rather than any win. Current suggestion is every Gold, Platinum, and Diamond badge that requires winning the game should require at least a standard win, with the exceptions of those that already require a full win and Pacifist Gold. 1

[ ] Have higher rankings require more of the previous tier badges (get to needing 15 Bronze, and then a few rankings later, start requiring them again for 18 Bronze, 21 Bronze, etc). 1

[ ] No-Life King ranking should require all badges of every type. Currently it only requires Angelic Badges. 1

[ ] Change Heroic Bronze/Silver/Gold/Platinum/Diamond Badges to require 10%/30%/50%/70%/90% of whatever the medal count ends up in the next version, so that the series remains proportional rather than it remaining based on the smaller medal count in old versions. 1 2

[ ] Add a new set of badges for House of Pain, since the Scavenger series doesn't work for it (as it doesn't require luck to complete without the Staff). You can read my linked post for ideas on what do for the badges. 1

[ ] Add a new set of badges for The Chained Court (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Add a new set of badges for Phobos Lab and Military Base (needs discussion on badge requirements, linked post has my current ideas). 1

[ ] Add a new set of badges for Hell's Armory and Deimos Lab (needs discussion on badge requirements, linked post has my current ideas). 1

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

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

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


[ ] Gatekeeper Gold Badge - Change to passing Phobos Anomaly on Hurt Me Plenty difficulty without taking damage, so that it isn't practically the same as Cyberdemon's Head and is less trivial. Alternatively, change it to both passing Phobos Anomaly + clearing Tower Of Babel without damage on at least HNTR. 1 2

[ ] Marksman Gold Badge - Change to requiring HMP instead of UV, as it doesn't make much sense for this badge series to skip HMP, and there isn't much reason to go for this badge instead of jumping straight to Platinum when it's not that much more difficult than the current Gold requirement.

[ ] Lightfoot Gold Badge - Add the additional stipulation of requiring clearing the game in under 40,000 turns, as AoLT is bit too easy of a challenge to require just beating the game and it leads to a more natural progression towards Lightfoot Platinum's requirement of under 20,000 turns.

[ ] Daredevil Gold Badge - Add the additional stipulation of requiring 100% kills, as it's too easy for a Gold badge that can be quickly won by just spamming fast attempts until you get lucky.

[ ] Arena Gold Badge - Perhaps change this to beating Hell's Arena on UV in any challenge(s) but AoMr, AoSh, AoMC, AoLT, or AoPc, as since due to SoG's upcoming change that makes Pistols much stronger in the early game, beating Hell's Arena in AoMr is no longer a difficult feat, while beating Arena in AoSh, AoMC, and AoLT is also too easy for a Gold, and it's of course impossible in AoPc.

[ ] Longinus Gold Badge - Perhaps add the stipulation to beat Unholy Cathedral without Berserker or Malicious Blades? As is, this is the most free Gold badge by far, and it makes no sense to put it on par of an achievement as beating Mortuary or Limbo (as Reaper Gold requires).


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

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

[ ] Hunter Platinum Badge - Change to requiring Ultra-Violence and needing 75+% kills, as there's little reason to go for this badge instead of jumping straight to Hunter Diamond and UV is nonsensically skipped in this badge series. 1 2 3 4

[ ] Centurial Platinum Badge - Change this to require the Experience Medal in addition to UV difficulty, so players will have to kill a large chunk of enemies along the way and to have a more natural progression to the proposed Centurial Diamond change.

[ ] Everyman Platinum Badge - Change it to requiring 100% kills, so that it isn't the same as Thomas' Medal. 1

[ ] Longinus Platinum Badge - Change it to beating Unholy Cathedral without Brute on any difficulty or at least without Brute on HMP, as it's currently a very uninteresting badge and a freebie for Nightmare players. Also disallow Angel of Max Carnage and Light Travel from being able to earn it since they trivialize it. 1


[ ] Berserker Diamond Badge - Remove the kill count requirement and instead require the newly suggested medal "Unexplored Star/Medal of Chance" for a more unique and fitting challenge. 1 2

[ ] Marksman Diamond Badge - Change this to require the Explorer Pin in addition to Nightmare difficulty, as with the upcoming SoG change and buffs to the Pistol masteries, AoMr has gotten significantly easier, and so an additional stipulation is needed for an appropriate Diamond-level challenge.

[ ] Centurial Diamond Badge - Change this to require the Experience Cross in addition to Nightmare difficulty, so that it isn't the same as Dervis' Medallion and so that players must kill most enemies in A100 instead of stair diving the back half of the challenge. 1

[ ] Daredevil Diamond Badge - Change this to require 100% kills, as it is too easy for a Diamond badge, and it makes little sense to require less kills in AoOC than what Elite Diamond requires (which is 90% kills in a standard game). 1

[ ] Longinus Diamond Badge - Disallow Angel of Max Carnage and Light Travel from being able to earn it, since they make the badge much easier. 1


[ ] UAC Angelic Badge - Change to requiring Ultra-Violence, as it is realistically unwinnable, especially now that the Enraged Timer + patrolling enemies means that extensive camping strategies the badge would have required are no longer viable. 1 2

[ ] Speedrunner Angelic Badge - Change to requiring 10 minutes or less, as it is realistically unwinnable, to such an absurd degree that it may not even be possible with TAS. 1 2 3

[ ] Demonic Angelic Badge - Change to winning a standard game on Nightmare with 100% kills and Untouchable Medal or even an Untouchable Pin, as it is an even more absurdly impossible version of UAC Angelic. Perhaps consider something else entirely, as long as it's changed to something that's realistically possible and isn't just a harder version of another Angelic badge. 1 2 3 4

[ ] Shottyman Angelic Badge - Change to requiring 100% kills, as it is too easy for an Angelic Badge, even with the Nightmare changes that eliminates the cheese of farming respawns to buff the kill count. 1 2

[ ] Pacifist Angelic Badge - Change to requiring Nightmare and remove the kill count requirement, as it is realistically unwinnable without absurd save scumming, especially now that proper infighting being added makes it incredibly unlikely to get through more than just a few floors without something dying. 1

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

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

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

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

[ ] New: Gatekeeper Angelic Badge - Clear Phobos Anomaly, Tower Of Babel, and Hell Fortress on Nightmare without taking damage in any of those three levels, while disallowing Angel Of Max Carnage and Light Travel. Only add this badge however if the suggestion to disallow the activation of nukes and disabling of powerups in Hell Fortress is implemented.

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

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

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

[ ] New: Reaper Angelic Badge - Complete The Mortuary/Limbo in Angel Of Humanity on Nightmare. 1

[ ] New: Scavenger Angelic Badge - Clear The Vaults by luck in Angel Of Light Travel on Nightmare. 1

[ ] New: Arena Angelic Badge: Complete Hell's Arena in Archangel Of Humanity on Nightmare. (Needs discussion) 1

4
With the official release of DRL version 0.10 (we ended up skipping 0.9.9.9 completely), many of the suggestions in the compilation thread for 0.9.9.9 have been implemented, so now I'm starting up a new thread for 0.11 to organize the suggestions and feature requests that weren't implemented nor shot down, as well as to list any new suggestions/requests that come through.

I'll be maintaining this thread again, and any new suggestions from anyone else is welcomed, no matter how mundane or outlandish the suggestion may be. Before suggesting anything though, keep in mind that future updates to DRL will be more conservative compared to JHC and is fairly complete design-wise as it is, so if you have any ideas for drastically new features or mechanics, they may be more suitable to request for JHC. Additionally consider the feasibility of being able to implement the suggestion, and try backing your suggestions with well-reasoned points, while being open to any feedback your suggestion gets. I'll also note that I do not have any authority with the game nor am I a member of the ChaosForge dev team, and Kornel has the final say on any idea, so my own ideas are not above anyone else's, I'm just a passionate player organizing this and offering feedback.

Changes

This thread will be organized into separate posts for changes (which itself will be organized into bugs/exploits/fixes, traits, equipment/items, enemies, special levels, and miscellaneous), everything for badges/medals, and new content ideas. A suggestion marked with an "X" in its box and colored light blue means it has been implemented; a suggestion marked with "~" and colored light green means it has been partially implemented; a suggestion marked with "-" and colored pink has been soft rejected but may by partially implemented in another way; a suggestion marked with "?" and colored light yellow means an attempt was made to implement it but needs more testing to confirm it is working properly, or otherwise marks an "issue" whose current status is currently not fully understood; and a suggestion that is struck through and colored red has been officially rejected by Kornel. Each suggestion will additionally have links to the posts explaining the justification for the change and other discussion regarding it.

Bugs/Exploits/Fixes

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

[ ] Bug: Formers/Nobles will sometimes not use items at low health for unclear reasons. 1

[ ] Bug: Lost Souls, Elementals, and Cyberdemons will not aggro when you hit them out of their vision, and Souls will not retaliate when hit by other enemies. 1

[ ] Bug: If dualgunning with a Nanomachic Pistol in the prepared slot, it may be unable to fire. This may be related to the Bullet Dance bug. 1

[ ] Bug: Fix the cause of this unusual crash that may be caused by aim shooting while dualgunning, but may have been fixed when the Bullet Dance bug in the betas was fixed. 1

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

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

[?] Exploit: The Spider Mastermind can get stuck when shot across the bottom or top middle pillars, making it only able to go up and down. The AI might need to be adjusted. 1 (This may have been fixed in the old 0.9.9.8 beta, and the AI was adjusted farther in the 0.9.9.9 betas, needs more thorough testing to confirm.)

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

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

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

[ ] Fix: The warning messages for Enraged Timer should be colored. Additionally when Enraged Mode is triggered, have the screen shake and the act sound of all remaining enemies in the level play to replicate the "angry roars" the game says you hear. 1

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

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

[ ] Fix: The Marine's bio still states they get +20% fire/plasma/acid resistances, when they have been nerfed to +10%.

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

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

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

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

[ ] Fix: Archangel of 666 shows both in-game and in the high scores that it's Ao100. 1 2

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

[?] Fix: Ensure bridges that go over rivers are not blocked off by walls or rooms without doors. 1 2 (An attempt at smarter bridge placement was made, but needs testing to see how well it works.)

Traits

[ ] Make masteries less restrictive in general. 1

[ ] Nerf Survivalist (needs discussion), as it has become too tanky after the Tough As Nails buff. Either Survivalist should lose the doubled healing effect on Medkits and health globes, or TaN's new resists could be toned down in some way (such as making the first two levels give +5% resistances and +10% on the third level for +20% max). 1

[ ] Nerf Entrenchment. Regardless of if the aforementioned TaN nerf happens, Entrenchment should replicate how it works in JHC with needing to "build up" its resistances rather than instantly starting at +50% (it should be +20% resistances for the warming up stage, +30% resistances for the second stage, and then +50% resistances for each chainfire volley after until it ends). 1

[ ] Buff Bullet Dance by reducing its firing time penalty to +20%. Also perhaps consider the additional perk of reloading faster when dual gunning. 1

[ ] Change Badass' permanent knockback reduction to increasing powerup duration, as it works in JHC, to make it more unambiguously useful.

Equipment and other Items

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

[ ] Allow Technicians to add a single mod or basic assembly to the following unique armors: Medical Powerarmor, Necroarmor, and Shielded Armor. 1 2 3

[ ] Buff the Chaingun's accuracy to +3. 1

[ ] Increase the Blaster's generation weight to 4. 1

[ ] Decrease Charch's Null Pointer ammo consumption to 5 cells per shot, as it currently consumes too much ammo to be a remotely practical weapon.

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

[ ] Let Mega Buster use alt fire to switch modes, but you have to collect all the damage types (making it work more similar to Mega Man, as well as giving it some chance to be a practical weapon). 1 2

[ ] Increase the Mjollnir's generation rate to 2 or 3, as it's far from strong enough to justify being one of the rarest uniques in the game, especially as it's unable to spawn in vaults nor in any special level. 2 3

[ ] Allow Subtle Knife kills to count as "knife kills". Additionally modify it to spawn sooner and be less rare (such as a depth of 7 and weight of 2), as it too is far too weak to justify being one of the rarest uniques and being unable to be found in vaults/special levels. 1

[ ] Buff the Assault Rifle, as it's currently worthless compared to just applying the requisite Agility Mods on their own. See the linked post for details on the suggested changes as they are extensive. 1

[ ] Farther buff Ballistic Armor by having it retain any plasma and acid resistances the base armor has. 1

[ ] Change the resistance values that Technical Mods add to boots to be +20% acid and fire resistances while removing the other useless resistance buffs, rather than using the same values they apply to armors. The plasma resistance boost can be kept at +10% or also be changed to +20%. 1

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

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

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

[ ] Allow Firestorm mods to be added to Shotguns, with the effect of increasing their spread size by +1 with no sacrifice in dropoff damage. 1

[ ] Give Sniper mods an effect for Shotguns, instead of doing nothing. One idea is each Sniper mod applied to a Shotgun will reduce its dropoff rate, which can be either by a flat 1% reduction with each applied Sniper mod (so a basic Shotgun will have its dropoff damage reduced from 7% to 6%/5%/4% per tile from each applied Sniper mod), or can be a one-fourth reduction so normal and wide shotgun blasts can get more mileage from them (this would result in a wide blast having its dropoff rate reduced from 10% to 8%/6%/4% with each Sniper mod, while a normal blast's dropoff would be reduced from 7% to 5%/4%/3%, and a focused/plasma blast's dropoff would be reduced from 5% to 4%/3%/2%). 1

[ ] When a third Sniper Mod is applied to a ranged non-shotgun weapon, have it give the autohit property instead of doing nothing. 1

[ ] Allow the Lava Element to appear as a randomly spawned item. Make its spawning weight 2 or 3, and perhaps give it a spawning depth of 30+ so it can only randomly appear in A100/666. 1

Enemies

[ ] Add sounds for Nightmare enemies, Elite Formers, Lava Elemental, Agony Elemental, Arena Master, and Apostle. 1 2

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

[ ] Add corpses for the Elite Formers and Lava Elemental. 1

[ ] Nerf the durability of Nightmare Cacodemons as they're too tedious to kill for the type of enemy they are. This can entail either removing their fire and acid resistances, reducing their innate armor to 1, or giving them a -25% bullet and shrapnel resistance to make their vulnerability to physical weapons more significant. 1

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

[ ] Modify the Spider Mastermind's flinching threshold to be difficulty-dependent, so on harder difficulties it'll be more difficult for players to stunlock her to death. Suggested damage values would be keeping the flinching threshold at 20 damage for HNTR, but change it to 15 for ITYTD, 30 for HMP, 40 for UV, and 50 for N!. 1

[ ] Also possibly allow the Mastermind to appear in very deep levels of A100/666?

[ ] Buff the Apostle to always teleport after being hit, or at least make its teleportation much more frequent so that it doesn't repeatedly weakly melee the player after they get in once. Also when it dies in A100/666, kill all enemies and end the game like JC. 1 2 3 4

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

Special levels

[ ] Most special levels should have their clear condition require killing every distinct enemy once rather than having enemy dead at the same time, so that they are much less tedious ordeals to clear on Nightmare and in Angel Of Darkness. Only The Wall/Containment Area, The Vaults/House of Pain, and The Mortuary/Limbo should be exempted from this change, since Archviles are a key component of those special levels' challenge. 1

[ ] Many special levels should have their enemy loadouts altered on the harder difficulties to utilize the newly added batch of enemies, and some should see rebalancing on even the lower difficulties. See linked post for comprehensive details on exact suggestions. 1

[~] When special levels are destroyed by a nuke, disable any traps/subsequent enemy spawns they may have from triggering and have the game register them as cleared (this includes Containment Area, City of Skulls, Abyssal Plains, House of Pain, The Lava Pits, and Mt. Erebus) 1 (Nuking Containment Area and Abyssal Plains now counts as clearing them and disables their respective traps, but the other special levels still have their enemy spawns after nuking remain).

[ ] Allow Hell's Armory and Deimos Lab to appear on ITYTD (but remove one of the Shamblers in the latter level so it's not a death trap for newbies). 1

[?] Have The Wall/Containment Area open up after all enemies are dead to prevent softlocks if you use a Phase Device. 1 2 (Kantarza made an attempt at this, needs testing to see if it works)

[ ] Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains and make these levels potentially more appropriately rewarding. What to replace it with needs discussion, but the current suggested idea is a random guaranteed exotic armor, since none of the current Deimos special levels give a good armor reward. Alternatively, it can instead be a random guaranteed exotic non-BFG ranged weapon, though this idea is less preferred as Hell's Armory/Deimos Lab already has a very high chance of rewarding exotic/unique ranged weapons. 1 2

[ ] In The Vaults, have the two teleporters in the center vault have their teleport destinations be on opposite ends of the map, so when playing on Nightmare, a player cannot easily camp the teleport locations to safely kill each of the center vault's Nightmare enemies or at least a good chunk of them before the Enraged Timer starts running low. 1

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

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

[ ] Make it more immediately apparent to newcomers that you can't shoot in Unholy Cathedral, whether through having a lone Lost Soul at the start that will immediately let players safely realize it without meaningfully changing the way the level plays, or having a message at the start that outright tells them. 1

[ ] Add ammo pickups to The Mortuary and Limbo, to compensate for respawns no longer dropping ammo. Current idea is an ammo box in each corner, and double them on Nightmare. 1

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

[ ] Disallow nukes from being activated in Hell Fortress altogether. Additionally have any active powerups get turned off when entering Hell Fortress, so you cannot take an Invulnerability or Berserk stack into Hell Fortress to trivialize it. 1

[ ] Improve the Apostle fight in Hell Fortress. Suggestions include giving it unique entrance text, unique victory text, and have the fight spawn a ton of corpses of strong enemies when entering the level, so that the Apostle's resurrecting capabilities get utilized. 1

Miscellaneous

[ ] Reduce the EXP multiplier on Nightmare to x1.1, to compensate for the newly added enemies that give greater EXP yields and addition of a new special level pair. 1

[ ] Expand the amount of possible Dual Angel combinations, every combination that isn't outright incompatible should be allowed. 1

[ ] Infighting could use some more exceptions. Namely, add a flag that disables infighting in boss levels and certain special levels such as Mortuary/Limbo, disable infighting when Enraged Mode is triggered or disallow hunting enemies from infighting, and if possible, prevent enemies in a spawned monster group from infighting each other). 1

[ ] Have dying to John Carmack count as a normal death instead of as a partial win. 1

[ ] Add method for guaranteed Berserker Armor and Dragonslayer in Angel of 100 / Archangel of 666, so that full wins in A100/666 aren't terribly luck-based. 1 2 3 4

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

[ ] Make single enemy type levels be able to have Nightmare enemies at sufficiently high level rolls, just like how caves can. Also if the Angel Of Death and Spider Mastermind were to be added to A100's possible enemy spawns, perhaps make a special single enemy  level also feature them (with the latter being a cave level).

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

[ ] Adjust armor and ammo crates to have their drop tables improve at deeper depths, or add "enhanced" versions of these crates with improved drop tables that spawn at deeper depths. 1 2

5
You'd think I'd get tired of doing Vampyre runs. I wanted to make extra sure I could beat Unholy Cathedral, so I did that instead of mixing it up.

Well if you want the path of least resistance with farming Diamonds/Angelics in 0.9.9.8, Vampyre is the way to go for any where Hellrunner won't be required. Hell you might even have had an easier time doing a fist run with Vampyre in AoSh and especially AoMr rather than playing them with an actual Shotgun/Pistol build.

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I never realized how good Longinus spear was at gibbing enemies, since I think it does plasma damage.

Yes both the Spear and Scythe do plasma damage, which doesn't really matter for damage-dealing purposes, as doing 1 or more 2 points of damage from halving armor is negligible when you're dealing so much damage in a single hit anyway, but it does matter with making them extremely effective gibbing tools (though with some enemies getting plasma res in 0.9.9.9, there will be some instances where their plasma damage will be a hindrance). The Subtle Knife also deals plasma damage, but with how weak it is, you'll hardly notice that other than with gibbing Formers and Imps.

If you did all the special levels, how did you not find a single Tech mod for the Ripper though, did some of the mods get destroyed in crossfire? That's incredibly unlucky if legit none spawned at all (not that you really needed it though, when it's 0.9.9.8 Vampyre we're talking about here).

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Anyway, I wasn't able to get lava immunity but I got Mt. Erebus which was the less punishing of the two possibilities there.

With Marine berserk resistances and a single level of TaN, you would have been reducing all lava damage to 1 anyway regardless of footwear and had Pain Elementals to farm, so you would have been in the clear here regardless, just another point for why Vampyre is so broken in 0.9.9.8 :p

I've updated the Badge Hunters thread with your new Diamonds and Angelics, congrats on taking the lead for having the most Angelics in 0.9.9.8 (though I'll be back to compete for that title in 0.9.9.9!).

6
My first attempt at the run was with a scavenger technician build, but I died on floor 46 in a nightmare arachnotron cave. I had gotten a nano mod by that point and didn't think about the fact that getting a blue power armor and homing phase devices was kind of important for that contingency. I don't even know how I was going to get a good enough late game build with that master trait.

Yeah if you're playing A100/666 on UV/N! as a build without Berserker, obtaining some means of strong plasma res is a necessity; even worse than Nightmare Arachnotron caves are Shambler levels, which getting one without strong plasma armor nor Berserker and having no invuln is likely to be a run killer unless you immediately homing phase out. As for lategame Scavenger, I find doing a pseudo-Sharpshooter build works best, since double-dipping on SoG + SoB gets you comparable Pistol DPS while remaining strong with other weapons and getting all those rare mods that can be especially useful for pistols (if you ever wanted to try a PPPNNSS Combat Pistol or PPPNSS Blaster, Scavenger is your only realistic shot at it). Just with Berserker blocked, you do need the aforementioned plasma contingency.

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I made cybernano medical armor at the end so I could test if I could overflow the damage counter and reset it to 0 by taking 65,536 damage. It didn't work.

Did the damage counter keep going beyond 65535, or did it stop at 65535? Good to know this actually got tested, and smart thinking to try it at the end of an A666 Vampyre run where you would have naturally taken a ton of damage along the way.

7
You will need some luck with ammo to not run out, but it is also supposed to be an Angelic-level feat and you're playing it in the most spammable challenge (AoOC), so needing a bit of luck with ammo is nothing excessive. The Frag Shotgun getting massively buffed helps too (both statistically and rarity-wise), so if you find it, it'll actually be a viable weapon that lets you use bullets rather than being a desperate last resort.

8
Another note about doing this badge in 0.9.9.9 is that it did already get its kill requirement bumped up to 75%, and the proposal to increase it to 100% still remains, as in my testing of it, I still found it too easy to get for an Angelic, only taking me a couple quick tries to do a 100% run for it (granted, that was back in the first 0.9.9.9 beta that really only had the Nightmare changes, before the Enraged Timer was added and all the other big changes of 0.9.9.9 were done, but that was also before proper infighting was added, so if it remained 75%, you could probably still easily get it by rushing through with invulns and would have the option to skip any annoying stragglers or a bad floor once you build up enough of a buffer).

And yeah against Carmack with shotguns, you should be getting in his face, with 2-tiles away being particularly optimal as that lets you blast away all his spawns too while sacrificing only a point or two of damage on Carmack. Shottyhead especially excels at this and probably has the easiest Carmack fight of any non-melee build (not that Carmack really threatened any build, but with the buff he got in 0.9.9.9 of his spawns activating faster, builds that can't quickly kill them like the aforementioned Shottyhead or melee builds may have a bit of speed bump on harder difficulties).

Anyway, I've updated the Badge Hunters thread, nice job joining the triple Angelic club, there aren't more than a half-dozenish players who have done so.

9
This badge will certainly be interesting in 0.9.9.9; as you mentioned, you no longer can camp excessively and won't have near-guaranteed dodges, while you also will have to be more mindful of ammo with respawns no longer dropping ammo and Chaingunners carrying a lot less ammo. However on the flipside, you won't need to fuss with corpse disposal and you have less corpse RNG to deal with (though the kill requirement got bumped up to 75%), you got an SoG that's much better early on, and the Pistol masteries are getting buffed themselves. At the least, I think more people would try it, and there will be more build variance than only Cateye.

Anyway nice job on this, Marksman Angelic was one of the least won badges in 0.9.9.7, and picking up Hunter Diamond in AoMr is very impressive too, especially when we only got a single recorded instance of someone (who was the legendary papilio) winning Hunter Diamond without cheesing it with AoOC or AoMC.

10
Posting to commemorate the first officially verified Masochist Angelic (and I also fixed your subject line to the standard format). I thought surviving long enough to get Vampyre was the way for Masochist Angelic other than lucking upon an early Medical Armor or some Blood Skulls, especially with how busted 0.9.9.8 Vampyre is basically ensuring you won after getting it. 0.9.9.9 is going to make this quite a bit harder with the nerfs to Vampyre, Finesse nerf, and the reasons you stated, but you also would get the benefit of corpses no longer reviving in vision meaning you'll take less bullshit damage from corpses randomly reviving at inopportune times, as well as the planned change to how special level clearing works making N! Hell's Arena a lot more bearable to complete and so less resets would be burned when getting a good Hell's Arena for that Red Armor + direly needed EXP.

11
Since the OP of this thread was missing quite a few Diamond and Angelic badges (most egregiously missing all of Icy's badges), and there being no sight of Game Hunter returning any time soon, I decided to update this thread for all remaining unaccounted Diamond/Angelic mortems I could find from 0.9.9.7 that weren't listed before (as well as fixed a few errors, like Tormuse's and Sylph's Marksman Diamond runs being erroneously listed under Marksman Angelic). I contemplated reformatting it to be organized like I did the for the 0.9.9.8/0.9.9.9 Badge Hunters thread, but aside from all the work that would take, I thought I would be stepping on Game Hunter's toes too much and so left the organization as is. I also contemplated removing 2DeviationsOut's mortems since it has long been believed now that he blatantly cheated or outright fabricated his mortems, but for history sake, and so everyone can easily see for themselves how bullshit his supposed runs were without having to dig through the Post Mortem archives to find them, I left them up with an asterisk attached to his name.

12
Bug Reports / Re: [0.9.9.8a, Windows, G] Strange soft-lock?
« on: June 13, 2025, 07:51 »
Playing Angel of Max Carnage on H, in City of Skulls. Throw the central lever to open the cages, deploy a Hellwave Pack, gain a level up from the resulting kills, select my trait and. . . the trait selection menu just isn't going away. No key press or clicking on anything will dismiss it. The only thing I am capable of doing is scrolling the map via mouse. Seems that my only option is to terminate the program as I can't even access the menu to quit normally.

Don't know what caused it, thought I'd post about it before heading in to the breach once more.

The trait selection lockup bug is a known critical issue in 0.9.9.8 whose true cause isn't known (if it isn't just random chance), but it's believed to be caused by the game trying to process too many messages during a level up. If you continue to play 0.9.9.8, disabling the "MorePrompt" in the config.lua file may help prevent it (I myself have only experienced the bug a single time and I have it disabled).

The good news is that this bug has likely been fixed for 0.9.9.9 (I haven't nor has anyone else encountered it in all the beta runs we done of it), which is on the horizon for releasing soonish. I would recommend checking out the 0.9.9.9 compilation thread for bugs and other issues from 0.9.9.8 that have been fixed for it already, as well as other changes/additions made since then.

13
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Thanks for the detailed answer. (Btw, I tried 0.9.9.9b7 yesterday, and joined the Discord. I'm "Balmipour" out there

Ah I didn't recognize you there, since Kornel already responded to some of your stuff in the Discord, I'll respond to the stuff he didn't.

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(bug) shooting the last 4 ammo with my plasma gun gives me 65k ammo via some overflow.  Cool (and works the same with a chain-fired chaingun), but needs fix :D.  I've read about it on Discord too, but it looked 100% reproducible to me. Even got saves if necessary

Yeah it's a simple underflow bug whenever you shoot a burst that would deplete more ammo than you have in your clip remaining, but it has been already fixed for the next beta (if you want some broken fun though in the meantime, try exploiting it with a Jackhammer or full-auto GCB :p).

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I think my suggestion of adding a lone lost soul facing you a few squares away when entering UC is decent-enough to be added to the list.
Any veteran will just enter and stomp it even before it wakes-up, but it would help every noobie trying to shoot it, which is valuable

Done

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And unless I forgot a point, reworking boss fight looks quite relevant to keep in the "TO-DO list" as well. I must say JC's fight being a dummy one and this poor spider being nuked every time we meet it is a bit sad.  Complex point, I must agree... but worth a thought.

Maybe when we get to making the compilation list for the next version (1.0.0.0 or 0.9.9.9.1?) and some good ideas are brought up, but this is something that definitely isn't going to be possible for 0.9.9.9 when we're currently in the cutting room floor for it (I will note that Carmack did get buffed in 0.9.9.9, as spawned enemies now "wake up" faster, his spawns infighting each other neuters it at the moment though but that could be fixed if the proposal to disable infighting in boss levels is added. The Mastermind also got AI tweaks if you actually fight it and so it shouldn't be getting stuck anymore, but I haven't really experimented with its AI yet).

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(unrelated to version, but useful) : have a "rename character" command !  Reading about Tormuse's AoHu badge did remind me how I tanked the mortuary (Went for a survivalist marine --0996 or 0997 survivalist--), since my scouts were all dying to a clumsy-moves-into-lava with their 10hp.  Had to manually rename my guy in the mortem (possibly screwing checksum xD) because I wanted my hero to be "Homer simpson"

Like the time display suggestion, this is something I personally don't see much use in but also no harm, maybe it could mess with the game's data recording but otherwise it would be up to Kornel to decide if it's worth programming or not.


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But I'll aslo ask whether the difficulties have been reworked.
The reason I try UV before HNTR is because it feels much easier to me !
HNTR gives little XP (and stuff), and I often ended-up with stupid death, because I was lacking things (be it traits, mods, or even a common plasma rifle).  None of these is necessary, of course, but I don't think lesser difficulties feeling harder than higher ones is a good thing.  Doom or quake never felt like this to me.
I'd suggest giving an XP boost to balance for the lack of enemies in these difficulties, but slightly better items drops would probably be a good thing too.
Might be the occasion to give back some accuracy to enemies in these skill levels.

This is something I strongly disagree with (and seeing how many people got their shit pushed in when making the jump to UV and asked here and on the Discord for help dealing with UV, it being easier is a very fringe opinion). True you don't get as much EXP (even though you do have a 1.2x EXP multiplier in HNTR), and you probably won't get a Plasma Rifle until Deimos because Commandos no longer spawn in Phobos unless you find one in a vault, however you're overlooking some very important things that are much more meaningful:

*Enemy counts are increasingly smaller on the easier difficulties, the difference in enemy density on floors between HNTR and UV is huge, especially so when high weight enemies are involved (Hell floors in particular can become pretty empty on difficulties below UV).

*Stronger enemies show up much later. For example, UV is infamous for its floor 3 Hell Knights, while on HNTR, they don't start showing up until floor 9. While you don't get EXP as fast, you will still be at a higher level when you start fighting Hell Knights on HNTR (level 6 or 5 if you 100%ed everything prior and didn't skip the special levels) than you would be on UV (only level 3 if you completed Hell's Arena, even lower if you skipped Arena). You'll also have much better equipment by that time too (item generation is not difficulty dependent, more floors means more chances at finding good stuff, and nearly all special level rewards are not difficulty-dependent, with the only major exceptions being the Scythe, Dragonslayer, and Berserker Armor). When you start fighting Hell Knights in HNTR, you should at minimum have Red Armor and multiple Blue Armors, a Combat or Tactical Shotgun, several mods for your equipment, a Shell/Ammochain box or two, and a stash of Large Medkits, whereas in UV, most of the time you'll be fighting them with only a basic Shotgun or Chaingun or unmodified Pistol, a Rocket Launcher with very limited rockets and a single Blue Armor if you completed Hell's Arena, Green Armors that don't do anything against their plasma balls, and only a single Large Medkit on hand and a few small ones.

*The special levels themselves see big jumps in their enemy loadouts between difficulties, and some even farther tweaks on higher difficulties (such as the flood being faster in Halls Of Carnage or Lava Pits/Erebus taking away Radsuits). Phobos Lab on HNTR is not remotely comparable to Phobos Lab on UV.

*Enemies having that universal +2 accuracy boost on UV does matter. For example, Arachnotrons have +3 accuracy normally, which works out to them hitting 84% of their plasma bolts at point blank and 62% at edge of vision. On with the UV boost, they now hit 95% of their bolts at point blank, and 84% at edge of vision, seriously improving their effective damage output. This is why you take so much more damage on Spider's Lair in UV than on HMP, despite UV only adding two more Arachnotrons to it.

*Level types and level events also get nastier the higher the difficulty, for example nuke events get a smaller timer, deadly air events drain health faster, flood events are faster (and if on UV or N, can flood as fast as Halls Of Carnage), or some stuff won't even appear below UV (such as boss-only levels or blood caves in the standard game).

I think the only thing I would maybe change here is giving UV a slightly lower EXP multiplier (maybe x0.95?), particularly to account for the new special level pair that is being added on floor 4, and some new more EXP-heavy enemies being added to special levels.

EDIT: I did a standard HNTR run just because it has been so long since I did one and was thinking maybe I underrated the impact of getting less levels... and nah, beating it was completely mindless. No Hell Knights and nothing else bigger than them in Phobos made it a breeze to run through with no caution, and like I said, by the time I did have to fight them, I already had pretty good equipment to handle them. Then Deimos levels never had more than a few of the bigger baddies, I didn't even encounter an Archvile until Hell 3, and speaking of empty Hell levels, I spawned near an Archvile + Revenants group on the penultimate floor, where after dispatching them, the enemy reveal activated as there were only three enemies left on the entire rest of the floor. The special levels were also all way easier, the only speedbump was Cathedral because I couldn't get Brute nor Finesse 3 before reaching it (lacking the latter made my Chainsaw not quite fast enough to where he sometimes got hits in during my timing trick), but since he had so much less health, I was able to outlast him without much trouble (and kill him before getting any warnings about the Enraged Timer). Only ended up missing out on the Conqueror because the levers on Erebus are currently bugged and I didn't have the Scythe to fallback on to kill the unreachable enemies.

The only real annoying thing with gaining levels at a slower pace on HNTR was that I couldn't get Whizkid until over halfway into the game, while the game gave me a ton of mods. But since the difficulty was so light, I could get away with having my inventory being halfway full with mods and running around with a single Large medkit in reserve without ever being in real danger.

14
Wow, nice compilation.  Thanks for all this work.

I just discovered 0.9.9.8 and completed my first game (UV, kept my 0.9.9.7 player.wad)


Most suggestions I've seen here looked relevant to me.
After reading most of this thread (but about nothing else yet), here's my 2cts hot-feedback, for you to consider/inculde/ignore :)
note : While I notice the improvements, I rarely send flowers about what's good.  What I focus on is always the issues.

Nice to see you back, and any feedback is welcome! I'll also note that 0.9.9.9 is on the horizon, and we have active beta tests going for it if you're interested (check out the #doomrl-testing in the Jupiter Hell Discord server).

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No quick selection keys anymore for weapons is extremely painful.
My usual run uses no more than shotgun/chainsaw(scythe)/plasma(laser) rifle/tac RL.  I don't want to bind them manually every game, which even seems to need de-equipping them first so they are in invertory.
The old system where every weapon could have its quick key (and I did bind every one of them) was MUCH more efficient.  Its only issue was quick-keying did give a movement-cost reduction, which was nonsense and shouldn't be paired with what is just a UI feature.

I find the manual ingame quickkey binding to be very quick and second nature once you get used to it, and for people like me that used to frequently change the quickkey weapons manually to use them with exotics/uniques, I've found this to be a very welcome change. Perhaps though an optional setting could be added that automatically sets the quickkeys to the old defaults, would have to ask Kornel if that is possible to implement.

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Is keybindings.lua not meant to come back ?  I also had some bindings to use items.  Especially both medkit and phase devices.  Having to open inventory for this is an annoyance

The settings.lua file keeps the information for your settings, including keybindings (you can modify settings ingame, but you can also still modify them in this lua file, or copy it over to other versions to not to have readjust your settings ingame again). I'll also note that you can still set the quickkeys to items ingame.

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And a BIG annoyance, since I now also have to scroll manually to item slots.  I've read that for some technical reason, inventory bindings would be complex to keep (I wonder why, yet), but remain surprised by such sacrifices.  I think this will hamper playability too much for me and while I'll try a few more games, may very well end-up sticking with 0.9.9.7 if UI remains like this in the future.

I personally hated the old inventory system, as far too often I would misclick some random key on the inventory screen and end up wasting a medkit or worse (I also use a mouse for faster item selection). If you do really want the legacy inventory system or at least the technical explanation, you'll have to take it up with Kornel directly (alternatively, if you got the programming skills, you could try your hand at implementing it, DRL and the latest beta are open sourced, and additional programming help would be appreciated).

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Oh, and having to press space to go downstairs feels weird.  First roguelike I play where I can't press > for it.
I can deal with this, but knowing I'll someday mistakenly go downstairs because I accidentally pressed spacebar is a bit more annoying.  Secondary for sure, but a small loss remains a loss.

From experience, it was weird at first but I got used to it. If you want a workaround, you could set the general action key to ">". Otherwise, you can see if Kornel can add a dedicated key for descending to the "legacy" keybindings (where some other old inputs like opening/closing doors and saving were added).

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Shoudl'nt "blood boots" be "Butcher's boots" ? Could even pair for a set with some cleaver ♥)

The Blood Boots were added without any specific inspiration, to give a rare means to obtaining immunity from the new blood fluid. I would like more sets and so would be fine with this if a good idea comes up for what the set will do (maybe it'll let you ignore the fluid-slowing mechanic in blood, useful though a bit mundane).

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Phobos lab might be too early, or maybe we need some more ego pistols and get a random one. (Lack of variety is a bit sad here).
Thing is : the issue is more how pistols work than the drop itself.  Guaranteed or not, CP is always useless unless you're a pistol freak.

SoG has been changed to +3 damage/-10% firing time, and even the basic Pistol will be outputting serious power (at the expense of weaker DPS in the lategame), so a stronger more commonly available pistol isn't really needed anymore.

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Alternatively, some rewards (pistols or other) could depend on picked skills.  E.G. you could get a guaranteed pistol in HA if you skilled at least SOG2.

Hell's Arena already has challenge-specific rewards, so it should be possible that Phobos Lab/Military Base have the Combat Shotgun replaced in AoB/AoMr, or Hell's Armory/Deimos Lab could have two of the weapons in the weapon cache be guaranteed to be pistois or shotguns if you're playing AoMr or AoSh respectively (making all four be pistols or shotguns may be a bit much though, since that would give you great odds at multiple exotic/unique pistols/shotguns).

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As a side note, I never pick-up a combat shotgun anymore. And I always play mostly shotgun all game long (unless I get a nano for my plasma rifle).
I genuinely think regular shotgun with SOB2+ and/or P mods is MUCH more powerful. Hence, I don't agree with it being of any more use than a pistol.
... except maybe for the 5 ammo I salvage from it :)

I strongly disagree with this, but this isn't the place for arguments on tactical differences :p

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I strongly disagree with arbitrarly disabling powerups: Messing with normal flow of the game in ways requiring to die-and-retry is painful.
Phobos lab's exception is terrible-enough already, we don't need more of this !  Isn't anyone fighting an apostle berserk and already steamrolling anyway ?
Plus, these edge cases need specific roguelike luck.  From what I see, you currently can't activate a thermobomb in this level ?  Well, remove this then.  I already lost more than one character due to supid exceptions of this kind in several games --which might include this case--, and unless the game tells you in advance, this shit is just frustrating.  Game should just follow the rules, not require you to parse the wiki/forums or die until you know every surprise trap.
Also, this kind of vicious additions removes some tactical play, like fast-diving through 4 levels because you just found 3 invu globes in Hell4 and wanna try some fun ending.  Love diversity, let players use rare cool cases instead of inciting them to rely on a generic safe strat !  THIS . IS . ROGUELIIIIIIIIIKE !

You can activate nukes in Hell Fortress against Carmack, only when you're fighting the Apostle that you're unable to activate nukes. As for carrying powerups into Hell Fortress, I feel you shouldn't be able to trivialize Carmack because of lucky invulns, and going for full wins is supposed to be something extra with enhanced risk and difficulty to it. This isn't a suggestion I feel too strongly for though, and I just realized that it could apply to the Dragonslayer's permanent berserk if a specific exception isn't programmed in, which would be catastrophic if you're fighting the Apostle and don't have Berserker (but at least definitely don't let people nuke Carmack anymore).

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Previous case reminds me of my first visit to UC.  There should definitely be some warning telling you you can't shoot when entering.  It could be as simple as a lone lost soul facing you 3 squares away...

Having a more direct way of letting you know you can't shoot in the Cathedral for the newbies seems no brainer to me, and one of Kornel's goals with DRL's renewed development is making it more newb-friendly.

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I'm not sure. I think killing Carmack shuld be more rewarding for this to make sense. A lot of players probably play it like I do, and just routinely kill it because "100%".  The notion of partial wins seems enough to me : it's a fun notion when reading your stats.
We could imagine something bigger (Like what JH has near the end), but it looks decent to me in its current form.
If I wanted a rework, I'd say boss fights after anomaly could be made more interesting (I now always berserk into Cyber and nuke/berserk for ending...  yeah, these could definitely use some rework :p)

My problem is that there's currently no real risk with going for the full win, as you'll still be rewarded any badges/medals for winning unless it requires a full win in the first place (I'm reminded of this mortem by apalapan, where he died to Carmack but was still rewarded the Hunter Diamond badge). It also doesn't make much sense to me to get killed by Carmack and the mortem acts like you won; fun fact, there's a unique death message for dying to Carmack ("[Player] was pwned by John Carmack"), but you'll never see it ingame because dying to him counts as a partial win and thus you get the partial win message ("[Player] sacrificed himself to kill the Mastermind at the Hell Fortress"). I wouldn't be opposed to making the boss fights more elaborate, but boss changes would need a lot of consideration, because it could make the hardest badges unreasonable or outright impossible (for example if the Cyberdemon fight got spruced up and made harder, it may no longer be possible to beat him in Archangel Of Humanity without nuking him with invuln).

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Have less restrictions on Dual Angel combinations
Yes, but please, make them a separate category for medals.
There's a small bunch of badges/medals like N! shotty I only got because I Angel-of-overconfidence'd into Dis, probably relying on some luck (be it invu, berserks, or any other great drops trivializing the ending)
This feels absolutely lame, and wayyyyy less deserved than the badges I got for winning say, my first nightmare games (which were also conqueror 8)).
I'm sure medals for dual angels can make sense too, but as long as an angel challenge gives any positive counterpart, we probably need to make them specific.
An alternative could be to note for every badge what were the winning conditions : Soldier class, challenges... could even be linked to mortem.

I strongly agree with finding Sereging to be extremely cheesy and to not be in the spirit of the achievement the badges represent (while also finding it annoying when looking through the Badge Hunters thread for strategies used and seeing most of the Diamonds were gotten with a lame AoOC stairdive and pray or with AoMC), and so I did support disqualifying Dual Angels from earning badges that don't explicitly require a specific Dual Angel combination, but I have wavered on pushing for it. Aside from limiting creativity in winning badges, we would miss out on cool ways to earn badges like Tormuse winning Everyman Diamond by combining AoH with A100. Creating new badges/medals to account for these Dual Angel runs instead sounds excessive though, so I'm not sure that's doable either. I did come up with a compromise of sorts in the new Badge Hunters thread, where I note if each mortem won a badge purely or by mixing it with another challenge in a Dual Angel, so those looking for mortems that didn't Sereg a badge or whatever criteria can find them without having to check each individual mortem.

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and with a properly seeded game to the full replay -- Yeah, I'm going a bit further... but I think replays in these kind of games should always be available.  They don't just help us boost our ego, they also help making tutorials or reporting/understanding bugs !)

A replay system would be great, especially as a means of proof for people that don't have the means to record their runs (and would help safeguard against another 2Dev situation happening). it's probably too late for 0.9.9.9, but I'll add it to the OP anyway.

15
Kornel asked for a priority list on what to focus on of the remaining unimplemented proposals and unresolved issues, as he wants to wrap up 0.9.9.9 soon, so I'll get that done now. Note that the items within tiers aren't in any particularly order. As things get finished up, I'll strike them through and color them light blue if they were implemented, pink if they're officially postponed to the next version, or red if they're officially rejected.

TOP PRIORITY
The following are things I think are absolutely necessary for 0.9.9.9:

*Make most special levels on Nightmare require killing every distinct enemy once to clear them rather than having every enemy dead at the same time, so that they no longer require an extremely tedious ordeal of corpse disposal to clear (especially now that the Enraged Timer could make it near impossible to clear the earlier special levels on N! if destroying most corpses is required). Additionally rebalance their enemy loadouts to incorporate the new enemies added, particularly on Nightmare (go to this post for details on how to rebalance each special level).

*Finish the trait rebalancing since we got some loose ends there still (covered in this post, particularly Bullet Dance still needs its buff, Survivalist + Entrenchment are overtuned, and Tough As Nails could be toned down to the originally proposed +5% energy resistances per level, or perhaps the first two levels give +5% while the third level gives +10%). The masteries can all be made less restrictive too as covered in this post.

*Fix the error with selecting Bullet Dance, and the bug that is resulting in certain traits getting their effects carried over when you start up a new run without exiting the game.

*The Marine's bio still states they get +20% fire/plasma/acid resistances, when they have been nerfed to +10%.

*Patch up the rough edges of infighting, as covered in this post (namely, add a flag that disables infighting in boss levels and certain special levels, disable infighting when Enraged Mode is triggered or disallow hunting enemies from infighting, don't have enemies infight their own species, don't let enemies retaliate against Archviles, and if possible, prevent enemies in a spawned monster group from infighting each other). There is also some remaining AI issues in that post that need to be fixed too (namely, Formers/Nobles will occasionally get stuck on items/armor instead of picking it up, Formers/Nobles will sometimes not use items at low health for unclear reasons, Lost Souls/Elementals/Cyberdemons will not aggro when you hit them out of their vision, and Souls/Cyberdemons will not retaliate when hit by other enemies).

*Fix the ammo underflow bug.

*Fix the bug that is making full reloads instantaneous.

*When the Combat Shotgun's clip runs out and you do a normal reload, either manually or with Shottyman, you must still pump it after reloading to shoot it again, when previously any reload would cover the pump. Note that full reloading still covers the pump.

*Fix the Acid Spitter being unable to reload.

*Fix the Lava Armor being unable to regenerate its durability in lava.

*If dualgunning with a Nanomachic Pistol in the prepared slot, it may be unable to fire. This may be related to the Bullet Dance bug.

*Fix the cause of this unusual crash that may be caused by aim shooting while dualgunning, may also be related to the Bullet Dance bug.

*Fix the remaining bugs and issues from prior betas in this post that have not been addressed yet (too many to list here, just CTRL + F "Grappling Armor" and look at every entry from there).

*Fix the unwinnable 4 Angelic Badges so that true 100% completion can be possible; UAC Angelic, Demonic Angelic, Speedrunner Angelic, and Pacifist Angelic (go to the Badges post of the OP for current suggestions on what to do with them).

*Fix Item Reveal not working in Nightmare when all enemies are dead. Also add a new message that notifies you when all distinct enemies on a floor have been killed in Nightmare and Angel of Darkness, so that players seeking 100% kills don't need to keep bringing up the Player Info screen to check (and perhaps tie the aforementioned Item Reveal to triggering that message?).

*Replace the redundant Missile Launcher in City Of Skulls/Abyssal Plains (current suggestion is a guaranteed randomized Exotic Armor since current Deimos special levels are lacking in armor rewards).

*Fix the softlocks in The Wall, Containment Area, and Mt. Erebus. Also fix the levers in Mt. Erebus being broken.

HIGH PRIORITY
These are important things I think would really improve 0.9.9.9 and a good chunk of them should make it in, but they aren't all necessary to implement now if stuff has to be left on the wayside for the next version (1.0.0.0 or 0.9.9.9.1?):

*The Chaingun, Frag Shotgun, Assault Rifle, and mods changes listed in the equipment section of the OP (the other suggested equipment changes listed would be nice, but those ones aren't as important and so I would put them down in the mid priority tier).

*Give default sounds to all mute enemies (the Nightmare enemies, Elite Formers, Lava Elemental, Agony Elemental, Arena Master, and Apostle). Aside from the subjective value of it livening up the game, it eliminates the ethical grey area with players modding sounds for those enemies, and it would be nice compensation for the Enraged Timer no longer letting you camp them too, so that players exploring around without Intuition 2 can detect these enemies are around without stumbling face first into them. Since adding new sounds into the game isn't on the table because of copyright concerns, Nightmare enemies and Elite Formers can just reuse the sounds of their normal counterparts, the Agony Elemental can just reuse the sounds of the Pain Elemental, and the Arena Master and Apostle can just reuse the sounds of the Archvile; Lava Elemental is unclear with what sounds to give, though in my own personal setup I gave it Mancubus sounds.

*Have the Player Info screen display the amount of ingame time that has passed on the current floor, to give the player a clearer idea of how much time they have left until triggering the Enrage Timer and to better keep track of other time sensitive things.

*Nerf the amount of bullets that Former Captains carry to 40, and buff the Nightmare Archvile's explosion radius to 2, as covered in the enemy section on the OP. Also Nightmare Cacodemons are overtuned after their massive buff and can be a bit tedious to kill, so they should have their current 50% fire and acid resistances nerfed or removed outright, or alternatively, have their innate armor reduced to 1 or give them a -25% resistance to bullet + shrapnel damage to better emphasize their vulnerability to physical weapons.

*Modify the Spider Mastermind's flinching threshold to be difficulty dependent, making it more difficult to flinch her the harder the difficulty so she'll be less of a pushover for typical runs. The suggested new damage threshold for flinching her is 15 on ITYTD, 20 on HNTR, 30 on HMP, 40 on UV, and 50 on N!.

*Make single enemy type levels be able to have Nightmare enemies just like how Caves can (and make Archvile + Elite Formers be possible in the Black Magic level type) at sufficiently high level rolls, so that they no longer remain breather levels in deeper A100 and on higher difficulties. Also add a unique level feel message for these new Nightmare-enemy only levels and for spawning in Nightmare Demon/Cacodemon/Arachnotron/Elemental caves.

*From the Badges post of the OP, implement the suggested changes to the listed Bronze, Gold, Platinum, and Diamond badges, as well as change the Heroic badge series to be percentage-based as suggested (10%/30%/50%/70%/90% of medals for the Bronze, Silver, Gold, Platinum, and Diamond tiers respectively) to account for the new medals added in 0.9.9.8 and possible addition of any new medals in this or future versions, and add Heroic Angelic for obtaining all medals.

*Also from the aforementioned post, implement the suggest changes to the Shotgunnery Cross, Marksmanship Cross, Malicious Knives Cross, Sunrise Iron Fist, and Gargulec Medal.

*A toggle in the settings to disable the overlay filter of powerups.

*Add some more of the proposed new exotics, uniques, and assemblies listed in the New Content post of the OP (don't need to do all of them now, but some more new toys than just Grappling Armor and Blood Boots would be sweet).

*Finish touching up the Apostle, in both its A100/666 fight and Hell Fortress fight, by increasing its teleporting chance per turn and implementing the suggestions for the Hell Fortress fight in this post (CTRL + F "Spruce up Hell Fortress' Apostle fight" to quickly find the exact suggested changes).

*Add method for guaranteed Dragonslayer and Berserker Armor in A100/666, so full wins in those modes do not remain terribly luck based. (If something more elaborate cannot be thought up, current idea is a 100% killrate up to floor 50/333 will spawn a Berserker Armor if you haven't found one already, and a 100% killrate up to floor 99/665 will spawn the Dragonslayer if it hasn't already spawned, while possibly locking the guaranteed spawns behind UV/N!).

*Allow access to Hell's Armory, Deimos Lab, The Vaults, and House Of Pain on ITYTD (I can think up of enemy loadouts for them if needed, just Deimos Lab absolutely needs to have only one Shambler on ITYTD so that it won't be a death trap for newbs).

*Add the new special level pair on floor 4, currently conceptualized as Toxin Refinery and Central Processing.

MID PRIORITY
These are things I think would be nice to have in 0.9.9.9, but they are definitely expendable to postpone if need be:

*When Enraged Mode triggers, have the screen shake and have all remaining enemies' act sound play at once, for more aesthetic flair.

*The music can be turned off if too many sounds play at once (this only really happened to me when I spammed run -> wait near a lot of enemies, which given the Enraged Timer now invalidates, this isn't too important to fix if it's not simple).

*When picking up a Unique for the first time in a run, the accompanying green flash may not happen, though it's unclear if this bug is with certain Uniques (confirmed it happens with Enviroboots, Medical Powerarmor, Necroarmor, and Angelic Armor) or happens for other reasons. The yellow flash when repairing armor/boots with an Armor Shard also sometimes doesn't happen for unclear reasons. Both of these bugs are purely graphical however, as the Uniques without the green flash still get counted as collected, and your armor/boots are still repaired by Armor Shards regardless of the yellow flash not happening. All other flash effects appear to be working as they should.

*If you hold the wait command for an extended amount of time while enemies are revealed, enemies' sprites cannot visually keep up with their actual movement. As a result, when you let go of the wait button, the enemies' sprites will continue to move around until they "catch up" to their actual positions. This bug appears to be purely graphical however, as proceeding to do other things before the sprites "catch up" will have the game work correctly off of the enemies' actual positionings. It may also be related to the bug where you become unable to interrupt a run command when reloading a save after exiting the game.

*Various minor text/UI issues listed in the OP.

*Add default sounds for all exotics, uniques, and artifacts.

*The rest of the suggested equipment changes in the Equipment section of the OP that weren't specified as High Priority prior.

*Add sounds for enemies spawning, reviving, and Archviles charging their attack.

*Add corpses for Elite Formers and Lava Elemental, as well as a corpse sprite for the player when they die. The Angel Of Death also currently lacks a corpse, though maybe that could be left intentional as a mercy in case it's added to the A100/666 spawn pool, or in case the player kills it in Unholy Cathedral before killing all the other enemies on N! to trigger the Cathedral collapsing, thus ensuring it can't respawn and force the player to kill it again.

*Allow the Angel Of Death to spawn in very deep floors of Angel Of 100/666 (suggested depth is 90+).

*In House Of Pain, seal away the Large Health Globes behind walls or doors that can only be opened with the Arena Master's Staff, farther incentivizing to carry the Staff along for this level.

*Disallow nukes from being activated in Hell Fortress, and disable any active powerups when the player enters Hell Fortress, so that they cannot trivialize Carmack with a Floor 23 Invuln or Berserk stack.

*Have dying to John Carmack count as a normal death instead of as a partial win, so that there is more risk in going for a full win.

*Expand the amount of possible Dual Angel combinations, as covered in this post.

*Allow the action command to open armor and ammo crates. Alternatively, allow them to be opened by bumping into them.

*Add more Angelic Badges, so that there is an equal amount of them compared to the amount of badges in the other badge tiers. Go to the Badges post of the OP for ideas.

*Any of the other new medal and badge ideas in the aforementioned post can also be considered mid priority.

*Adjust the higher level rankings to require more badges of the lower tiers, instead of capping out at 15 for each badge tier. Also make No-Life King require every badge, not just every Angelic.

*Create/readd locked vaults as they're described on the wiki, as well as add the proposed new Trap Rooms in the Features post of the OP. (Turned out locked vaults were bugged this whole time and it has been fixed, Trap Rooms remain TBA but it would be really cool if they made it in).

*Any of the new level events proposed in the New Content post of the OP. (Though getting at least the Max Carnage and Snake Eyes events would be neat)

*The new Chained Court alternative level (ideas have been floated but nothing definitive has been decided yet).

*When you have the Berserker Set equipped, the infinitely spawning Nightmare Demons and Nightmare Cacodemons severely complicate clearing special levels, so some caveat should be added to make clearing special levels with that set a much less tedious ordeal (whether not counting the spawned Nightmare enemies towards a special level's completion, disabling their spawning in special levels, or giving them a spawning limit of some sort so that the Berserker player will be guaranteed able to get everything dead eventually).

Low Priority
These are things I would still support being done at some point, but you don't need to worry about them right now unless they would be very low effort to implement:

*Ensure bridges that go over rivers aren't blocked off by walls or rooms with no doors. (An attempt at better bridge generation was made.)

*Give EXP for pulling Levers, but consider disabling it if you have Intuition.

*Add color coding to badges and medals in the endgame mortem.

*Disallow Dual-Angel challenges for any badge that requires a specific challenge. This includes Berserker Bronze Badge to Pacifist Bronze Badge, Berserker Silver Badge to Pacifist Silver Badge, Berserker Gold Badge to Arena Gold Badge, Berserker Platinum Badge to Everyman Platinum Badge, and Reaper Diamond Badge to Arena Diamond Badge. (Aside from effort concerns, I'm also putting this in low priority because I'm not so sure I still support it, Sereging is very cheesy but maybe players should be allowed the extra creativity when badge hunting that Dual Angels allow. Maybe though just address some of the most egregious cheese that clearly goes against the spirit of the badges, like the Destroyer badges not actually requiring their respective Untouchable medals and all the badges that require Explorer/Conqueror not actually requiring those medals, thus resulting in those badges being much more easily won in AoOC despite it disqualifying the earning of said should-be requisite medals).

*Allow previously obtained badges to appear in mortems, and keep count of them. To prevent the awards section of UV/N! mortems from becoming absurdly large, have only the highest tier of each badge appear on the mortem, just like how medals with differently tiered versions work.

*Have more badges require at least a standard win, rather than any win, to help make standard wins more meaningful than partial wins. Current suggestion is every Gold, Platinum, and Diamond badge that requires winning the game should require at least a standard win, with the exceptions of those that already require a full win and Pacifist Gold.

*Have the trait selection screen be more color-coded (see the Features post of the OP for the example).

*Add support for more custom music slots in the Audio.lua file beyond floor 25, to give people the option to have more varied music play in A100/666 if they desire. (Don't know if this was intentional or not but this already works, so checking off).

*Any of the new challenges proposed in the New Content post of the OP.

*Add a replay recording and playback system (would be a great addition, but probably would demand too much dev work to add in 0.9.9.9).

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