-Revenge Rams (sac item): Description, add "Doesn't trigger on contact damage".
Fixed, although I'm not really happy with having to add this contact damage disclaimer to things. Eventually I'd prefer it if contact damage was treated the same way as other damage, in terms of triggering things etc. For the moment, though, yeah, this is our best solution.
-Sac Items: Double Crit cost+1 (still great for the prize).
-Orbital Drone (Consumable): Description, "temporary" -> destructible/vulnerable. As long as it survives, there's no time limit to it.
-Torpedo Launcher: The energy cost is pretty cheap for such a top tier weapon. +5 or +10 cost would be more in line with its current power I think.
Upped the cost to 30, cheers.
Cluster Launcher/Grenade Launcher: Description, Not explosive -> Cannot break blockages like missiles. Less cryptic that way.
I just removed the reference to explosive damage. I think it's pretty much assumed that these won't break bombables. I think the mentioning of explosive damage was probably just causing confusion.
Big Game Hunter perk: Description says x10%, but files say x1.2. Which one is right? Also the icon disappears after a few rooms (that part might have been fixed along with AllinTheWrist).
It seems I've already fixed these.
Energy transfer perk: List the benefits in the secondary slot description as a reminder.
Got it, cheers.
Keyprentice perk: I think it's too similar to Keymaster. If instead Keyprentice used the old version, they would have different pros and cons. The apprentice would give you some benefits right now, but none later and the master, despite not giving you keys on the spot, would give you more benefits on the long term. In my opinion, that would help differentiate them better and make them more interesting.
I think Keyprentice was removed, so there's just Keymaster now. We might be able to put Keyprentice back in with the old bonuses, though. Not sure where to fit it, though.
Overkill perk: Could you bring it back, just with less bullets and much more damage? The mere concept of making your enemies explode after you killed them is fun, but as it is the perk had very negligible effects on gameplay and the number of bullets made things overly chaotic.
Could do yeah, I think I'll try replacing it for Bloody Rage. I don't really like Bloody Rage at the moment.
Out to Lunch perk: Another one I think you could bring back. 100% skip chance, no treasure/XP. Or slip by the first time only, finding a useless junk item (OuttoLunch icon) with a description along the lines of "Come again, I'll be there." Either way you get an interesting choice between more treasures/XP or more safety.
We could try it with 100% skip chance, although it still doesn't seem too attractive to me. You're still losing XP and an item, so I dunno. Meh, I can put it back in to see what people think of it. I've put it in alongside the defense orbitals for the moment.
Indomitable perk: Description, "chance to tough things and out and not die [...]" Too many and.
I seem to have already fixed that one.
Paragon(Hard dif): Very high movement speed and constant heat-seeking projectiles. He's a bit much at the moment. Could one of those two be toned down a bit?
I've toned the movement speed down on Hard and Misery a bit. Also fixed a bug on Misery mode. Paragon didn't have its homing missile attacks on that mode.
Condemned rooms: Even after being cleared, spikes in those rooms keep stealing HP (+pickables), over and over, very rapidly. Is that intended? It can be quite the run ender.
That seems like a bit of an engine quirk. I'll look into that at a later time.
WarpPads: Is it possible to add a different colored frame around the next room to teleport for extra clarity? Icons often make it difficult to see the flashing background.
I believe Ptarth put in some engine changes for the clarity of the warp pads, but I'll have to check to see if it made it in.
Pepsisolo's test CMP_Bullets.xml: name="BulletBrightBadge" category="Shot" wall_collision_reduction="8" (8 -> -8) +missing bullets error messages
I've actually changed the shots to have 70% wall collision reduction now, so I'm not sure these bugs are relevant anymore. I'll check for problems, though.
Secret room (free stuff): To mix things up, add secret rooms with many no-lock chests, star-shaped formation of credits with consumable in the middle, large bunch of health pickups, etc. That would also make the OPness of the occasional secret items less of an issue.
Something like this would be good, yeah. Feel free to submit any rooms if you come up with any, of course.
Cheap Shop: Found a shop with only one minor item for sale. Screenshot attached below. I know it says "Cheap", but come on.
I'm not sure what's going on there. I checked the rooms in the editor and they all have 3 item pedestals. Some kind of seeding quirk? I'm not sure.