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First off, really excited to see this mod revamped to be more modular and configurable! Looking forward to the thunderstore release so I can test it out.
In the readme, you state the custom content can be disabled/enabled, but in each category items are listed under "Essential" changes. If the items can be disabled, I'd suggest listing them as "custom content" packets, along with brief descriptions of what they do.
Also, for items like Remarkably Stable Tesla Coil, is the original item removed regardless of whether the new item is enabled?
I'd consider either merging Health into Defense & Healing, or moving the healing changes into Health and renaming D+H to Defense & Mobility. having "Health" and "Healing" as two separate categories seems odd.
I'd also add a compatibility option to disable changes to scythe, since there are several mods that change it already. Though I appreciate that it could be used to just circumvent the nerf, I think the compatibility option for people who need it is worth allowing people who want to cheat the system to disable the change. Alternatively, checking if the scythe is actually healing for 8 + 4 in the IL hook before changing it, as a safety measure.
In either case, I'd make the barrier change essential - stacking 100% barrier is already not that difficult, and with healing reduced it's more valuable than before, so making it more difficult whilst keeping early barrier more relevant seems in line with mod's original balance goals.
In Damage, I'd move the sticky bomb changes to a packet from essential, primarily because many mods add a variety of green items that compete for space already, and I don't think having the option to move it compromises the balance goals.
Also clarify the stacking behaviour of bands in the readme. (I believe it's +100% total per stack but I may be remembering wrong)