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 51 
 on: September 28, 2025, 15:18 
Started by micerang - Last post by Omega Tyrant
Interesting that you went Scout instead of the Marine for this badge, especially in the version where the latter has that 20% energy resists to make tanking plasma balls in Blue Armor very comfortable, though I suppose with the dodging bug, you wouldn't need to tank as many plasma balls to destroy corpses. Arena Diamond will be interesting in the upcoming version; you can't camp excessively anymore (especially when getting past floor 2), the dodging bug has been fixed, berserk resistances got nerfed to +50%, and the Marine's energy resists got nerfed, but now throwing knives actually work as their accuracy properly gets boosted by Brute (plus their damage gets doubled by berserk), and even bigger, you're no longer going to need to kill respawns to clear each wave. Remains to be seen if the latter two points are enough to make Arena Diamond no longer an Angelic-level hellhole of a badge to get, but runs of it should be less luck-based and perhaps no longer depend on AoLT to clear.

Also apologies for being very late on it (been quite distracted with JHC of late), but this and your Strongman Diamond/Angelic run has been added to the 0.9.9.8 Badge Hunters thread.

 52 
 on: September 25, 2025, 08:49 
Started by Damerell - Last post by Damerell
I've talked to the vanilla Crawl developers / server admins about this; if they can make arrangements to host it, would you be willing in principle to turn the wiki over to them (doing a database dump for importation), please? I realise this too might have to wait for your admin to return.

Fine if not but it seems like it's making work for you which might as well be done by people who are already running Crawl sites.

 53 
 on: September 23, 2025, 00:24 
Started by Omega Tyrant - Last post by Omega Tyrant
The Halo pistol encouraging aimed shooting and shooting at enemies outside of the player's vision actually matches one of the ways it's used in CE, which is a neat touch. Of course, it's a powerful weapon at any range.

Maybe instead of the Marathon assault rifle there could be the dual-wielded WSTE-M5 Combat Shotgun from Marathon 2, which each only hold 1 shell (for a total of 2) but reload very quickly. Perhaps in exchange for such a withering rate of fire, you can't switch to an offhand item while they're equipped, since they're dual-wielded.

The dual-ammo idea might fit better with the M41A Pulse Rifle from Aliens, which was itself an inspiration for Doom. A 99-round magazine with 4-round bursts, that can also shoot rockets - I know it shot grenades but honestly I think rockets could fit in this case. It would make a pretty deadly unique.

The only other Doom weapon I can think of to suggest is the SMG from Doom 3, called the MG-88 Enforcer. It could fit as an exotic with a bigger mag than the chaingun and faster reloading but less damage.

Been a while, but I've added the MD6 Magnum to the proposal list. As for the WSTE-M5 Combat Shotgun, I don't think dual-wielding shotguns would be an option, and while a single shot shotgun with very fast reload time gives it some distinction, I'm not sure if that would give it a worthwhile enough niche to make it something you would use over the already existing Combat Shotgun and Tactical Shotgun, especially as Shell Boxes give you very quick reload times without even needing Reloader. Maybe in JHC it would be a more attractive option, as ammo boxes don't exist there and Kornel made it clear he doesn't want to add them to JHC.

With the M41A Pulse Rifle, I don't think a weapon could be easily programmed that uses two different ammo types and maintain two different clips, Kornel would have to chime in on how feasible it is to make such a weapon in the DRL engine. Regardless though it's not that useful of a niche, since as long as you have Juggler, you can just instantly swap from a Plasma Rifle to your Rocket Launcher of choice to achieve basically the same effect as is, and without the rocket launcher alt-fire, essentially just a weaker Plasma Rifle with a ridiculous clip size isn't terribly distinctive (it would probably often just end up as cell storage in players' inventories).

Then for the Enforcer, this is also something that might be better for JHC since it has an actual SMG weapon type there. It could be added to DRL as a normal rapid fire weapon, but a bullet rapid fire weapon that's even weaker than the Chaingun isn't an attractive sounding weapon regardless of any additional perks it has, when the Chaingun struggles to deal meaningful damage to bigger enemies as is without extensive SoB and modding (while the Chaingun can also be turned into a Gatling Gun to give it a major efficient boost in damage output, that the Enforcer would be hard pressed to match without a much more heavy mod cost).

 54 
 on: September 19, 2025, 10:40 
Started by Damerell - Last post by Kornel Kisielewicz
A lot of stuff is unstable, unfortunately my admin is on vacation, prolly another week or two :/

 55 
 on: September 19, 2025, 08:34 
Started by Damerell - Last post by Damerell
New year, same problem until recently (see below) although right now requests are timing out:

Sorry! This site is experiencing technical difficulties.

Try waiting a few minutes and reloading.

(Cannot access the database)

Backtrace:

#0 /home/jail/home/crawl/public_html/includes/libs/rdbms/loadbalancer/LoadBalancer.php(1028): Wikimedia\Rdbms\Database->reportConnectionError('Unknown error (...')

 56 
 on: August 25, 2025, 15:19 
Started by Omega Tyrant - Last post by Trar
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.

The Halo pistol encouraging aimed shooting and shooting at enemies outside of the player's vision actually matches one of the ways it's used in CE, which is a neat touch. Of course, it's a powerful weapon at any range.

Maybe instead of the Marathon assault rifle there could be the dual-wielded WSTE-M5 Combat Shotgun from Marathon 2, which each only hold 1 shell (for a total of 2) but reload very quickly. Perhaps in exchange for such a withering rate of fire, you can't switch to an offhand item while they're equipped, since they're dual-wielded.

The dual-ammo idea might fit better with the M41A Pulse Rifle from Aliens, which was itself an inspiration for Doom. A 99-round magazine with 4-round bursts, that can also shoot rockets - I know it shot grenades but honestly I think rockets could fit in this case. It would make a pretty deadly unique.

The only other Doom weapon I can think of to suggest is the SMG from Doom 3, called the MG-88 Enforcer. It could fit as an exotic with a bigger mag than the chaingun and faster reloading but less damage.

 57 
 on: August 22, 2025, 14:29 
Started by Omega Tyrant - Last post by Omega Tyrant
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.

 58 
 on: August 22, 2025, 13:48 
Started by Omega Tyrant - Last post by Trar
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.

 59 
 on: August 22, 2025, 12:48 
Started by Omega Tyrant - Last post by Omega Tyrant
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

[X] 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

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. (However you can allow the player to move only 1 tile by holding Shift as they move, so that they don't need to switch boots for finer movement control.) 1

[ ] New unique: M6D Magnum (from Halo: Combat Evolved), 3d6 pistol with a 12 round clip and standard firing time, which has the perk of having a special aimed shot alt-fire that has autohit (but still has the doubled firing time penalty). Also make it moddable by Technicians. 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 3 seconds reload time. (In effect, this weapon is a more faithful mechanical recreation of Doom's actual BFG). Also make it moddable by Technicians. 1

[ ] New unique: Unmaker (Quite complicated, see linked post for details on how it should function) 1

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

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

[ ] 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 inventory loadout upon entering every floor, while your health gets reset to 100% and any active powerup gets turned off, 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 done that makes enemies even faster. 1

[ ] "Angel of Drought": All ammo drops will contain only a third of the usual ammo (including ammo boxes, but dropped weapons will still contain their full ammo), and melee weapons will be unusable so the player cannot easily bypass this challenge with melee, while Brute will also give no melee damage boost so the player's fist remains worthless against anything bigger than Formers and Imps. 1 2

[ ] "Angel of Pestilence": The player's health steadily drains nonstop, as if it were a permanent deadly air event that doesn't affect enemies. You can additionally make an Archangel version, where the health drain is much faster. 1 2

[ ] "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

[ ] "Malice event": The Enraged Timer gets reduced to 2 and a half minutes for the floor, this event should only occur lategame in HMP+. 1 2

[ ] "Blood floods": Lategame floods on UV/N! can flood with blood. 1

[ ] "Reinforcements event": At regular time intervals (which are lower the higher the difficulty), a random enemy based on current depth will spawn in on a random spot on the map, which will continue until the player kills all enemies on the floor or 12 ingame minutes pass. These "reinforcements" will not give any EXP, but will drop any inventory they have, like enemies spawned by a summon lever will. 1

[ ] "Turbo event": All enemies on the floor get a +10% speed bonus. If on UV/N!, especially bad level rolls can result in a harder version of this event where enemies get a +20% speed bonus. 1

Miscellaneous

[ ] New powerup: Partial Invisibility globe, which when active can either make enemies shoot at random angles instead of directly at the player (most faithful to how Doom's actual Partial Invisibility works but also most chaotic and may have conflicts with how VMR's targeting works), reduce enemy accuracy and increase the player's dodging rate like Running does (most banal but functionally useful option), work like JHC's stealth does where enemies won't see the player until the player attacks or it wears off (which also replicates how the powerup works in ZDoom-based source ports), or some combination of these effects. 1 2

 60 
 on: August 22, 2025, 12:24 
Started by Omega Tyrant - Last post by Omega Tyrant
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

[ ] Ensure all medals and badges that require clearing a special level do not allow nuking the requisite special level. 1

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

[ ] Allow Dervis' Medallion to be winnable in A666, currently you do not earn it if you complete A666 on N!.

[ ] 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). 1

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

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

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

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

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

[ ] New: 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.) 1

[ ] New: Tormuse's Medallion - Complete an Angel of Humanity + Angel of 100 Dual Angel challenge. (In recognition of Tormuse pulling off an AoH + Ao100 UV run for Everyman Diamond in 0.9.9.7). 1

[ ] New: Baphomet's Sigil - Clear a boss floor and exit alive. (Boss floors are a special level type that only appear on HMP+ 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, and clearing said level would require killing every enemy without nuking. 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

[ ] New: Kaiser's Insignia - Kill John Carmack with the fully upgraded Unmaker (if it's added). 1

[ ] New: More medals for special levels, since they're lacking and overly centralized around Hell's Arena or AoH, see linked post for some ideas. 1

[ ] New: More "fail medals", since there's only two of them currently and they feel out of place without having more of them. 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 instead 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

[ ] Make all Veteran Badges disallow AoMC, AoLT, AoCn, and AoOC, as these challenges makes all Veteran Badges much easier to win, particularly the higher level ones. 1

[ ] 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

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

[ ] Lightfoot Bronze Badge - Bump the floor requirement up to 16, since AoLT is one of the easiest challenges. 1

[ ] Quartermaster Bronze Badge - Bump the floor requirement down to 9, since AoRA is a harder challenge. 1

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


[ ] Armorer Gold Badge - Change this to finding 100 different Exotics and Uniques, finding every special item naturally can easily take over a hundred games unless you run through A100 games or A666, and players good enough to win Gold badges will likely win them all long before getting Armorer Gold. 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

[ ] Reaper Gold Badge - Make this badge require a standard game, so that it's a little different from the Grim Reaper's Pin.

[ ] 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. 1

[ ] Lightfoot Gold Badge - Add the additional stipulation of requiring clearing the game on HMP in under 40,000 turns, as AoLT is 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. Also explicitly require the Minor Icarus Cross so it cannot be cheesed in AoCn/AoOC. 1

[ ] Destroyer Gold Badge - Make this badge explicitly require the Untouchable Pin so it cannot be cheesed in AoCn/AoOC. 1

[ ] Pacifist Gold Badge - Make this badge explicitly require the Compet-n Platinum Cross so it cannot be cheesed in AoCn/AoOC. 1

[ ] 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. 1

[ ] Arena Gold Badge - Perhaps change this to beating Hell's Arena on UV in AoRA, as since due to SoG's 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 AoRA is appropriately difficult. 1

[ ] Longinus Gold Badge - Perhaps add the stipulation to beat Unholy Cathedral without Berserker and 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/Limbo, nor for it to be ranked above the special level Silver badges that require much more difficult or obtuse feats. 1


[ ] Armorer Platinum Badge - Bump the amount of found Exotics/Uniques requirement down to 300 or replace it with something else entirely, as 1000 requires an awfully long grind that stretches over a hundred games and players good enough to win Platinums can win them most or all of them before they get this one. 1

[ ] Berserker Platinum Badge - Remove the kill count requirement, as it's too low to be meaningful and any higher would make it too similar to Gargulec Cross. Alternatively, replace the kill requirement with an Explorer requirement (and make it explicitly require the Explorer Pin so it cannot be used in AoCn/AoOC). 1 2 3 4

[ ] Shottyman Platinum Badge - Change to requiring Ultra-Violence and winning the game in under 40,000 turns (while explicitly requiring the Minor Icarus Cross so it can't be cheesed in AoCn/AoOC). 1

[ ] Lightfoot Platinum Badge - Make this badge explicitly require the Major Icarus Cross so that it cannot be cheesed in AoCn/AoOC. 1

[ ] 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. If Hunter Diamond is changed to require no Intuition, this can be left as is however, as it'll then be meaningfully easier in comparison. 1 2 3 4

[ ] Destroyer Platinum Badge - Make this badge explicitly require the Untouchable Medal so that it cannot be cheesed in AoCn/AoOC. 1

[ ] 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. 1

[ ] Everyman Platinum Badge - Change this to requiring 100% kills, so that it isn't the same as Thomas' Medal. If the Conqueror requirement is kept whether on its own or addition to 100% kills, the badge should explicitly require the Conqueror Pin so it cannot be cheesed in AoCn/AoOC. 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 anyone playing N! with a melee build. Also disallow Angel of Max Carnage and Light Travel from being able to earn it since they trivialize it. 1


[ ] Armorer Diamond Badge - Reduce this to finding 1 of every Exotic and Unique in addition to 500 total, or replace it entirely, as this badge is nothing but an awful grind and you can play hundreds of hours until you get it without exceptional luck, while any additional exotic/unique added to the game makes it even worse to get. 1

[ ] UAC Diamond Badge - Either make the difficulty requirement only UV (which would ironically make this badge harder), disallow Berserker, or do both, as currently this is an overly easy quick Diamond to get with a simple Berserker Scout build. 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. Also make it explicitly require said medal so it cannot be cheesed in AoCn/AoOC. 1 2

[ ] Shottyman Diamond Badge - Remove the kill count requirement and instead add the stipulation of beating AoSh on N! in under 20,000 turns (while explicitly requiring the Major Icarus Cross so it can't be cheesed in AoCn/AoOC), as this will make for a more unique and difficult challenge than yet another badge with a kill count requirement. 1

[ ] Marksman Diamond Badge - Change this to require the Explorer Pin in addition to Nightmare difficulty, as with the 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. Also make it explicitly require the Explorer Pin so it cannot be cheesed in AoCn/AoOC. 1

[ ] Inquisitor Diamond Badge - Remove the Marine-only restriction and instead disallow Ironman and Tough as Nails. 1

[ ] Hunter Diamond Badge - Change the Explorer requirement to instead beating AoD on N! with no Intuition, to make the badge requirement more unique and make it a more appropriate Diamond-level challenge. 1 2

[ ] Destroyer Diamond Badge - Make this badge explicitly require the Untouchable Cross so it cannot be cheesed in AoCn/AoOC. 1

[ ] 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

[ ] Everyman Diamond Badge - Make this badge explicitly require the Conqueror Pin so it cannot be cheesed in AoCn/AoOC. 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 2

[ ] Arena Diamond Badge - Disallow mixing in Angel Of Light Travel from being able to earn it, as it makes it much easier and the badge should be plenty winnable purely once respawns are no longer required to be all killed to clear N! Hell's Arena.

[ ] 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

[ ] Speedrun Angelic Badge - Change to requiring 8 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 4

[ ] 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

[ ] Berserker Angelic Badge - Change the Angel of Masochism Dual Angel combo to the proposed Angel of Pestilence if it's added, or to another challenge, as AoB + AoMs is a too grossly luck-based combo with mind-numbing gameplay that requires relatively little skill involved to actually win. 1

[ ] Marksman Angelic Badge - Remove the kill count requirement, and instead add the stipulation of no Cateye, as the mastery invalidates AoD's vision reduction for most of the challenge and would force more varied ways to go for this badge, as well as make the badge requirement more unique. 1 2

[ ] 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. Alternatively, if "Angel of Drought" gets added, make this badge require a AoSh + AoDr Dual Angel instead, possibly with the additional stipulation of no Nano-shrapnel assembling. 1 2 3

[ ] 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. Either requirement should additionally have a second requirement of no Intuition allowed. 1 2 3 4

[ ] New: Daredevil Angelic Badge - Complete Angel of Overconfidence + Angel of Purity on Nightmare with 100% kills. 1 (Changed the original AoD suggestion to AoP, as no powerups seems a more appropriate and much more difficult restriction when AoOC runs are so heavily dependent on powerups.) 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 disabling of powerups in Hell Fortress is implemented. 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

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