X1_Craig_LockerRoom: Reduce the number of layers of keyblocks per corner. 12 keys to grab everything is a bit over the top.
Yeah, it is a bit too much. I've replaced the inside keyblocks with rewards instead. It's a lot more rewarding now, hopefully not too much.
-X1_MinibossLargeDeathWheel: You start the room on an enemy, taking a hit before you can even dodge.
Yeah, I'm hoping to get the room starting position changed some time -- I need to ask Keith about that at some point. I'd really really really rather not have to tweak the positions of the enemies for this boss since even the slightest change is probably going to cause me to have to redo a lot of the work.
-X1_MinibossLargeOpticon: Miniboss needs a lot more health. Didn't have time to get his name before it died.
I've upped the health a fair bit. Thanks!
-PT_MinibossLargeHive: Miniboss needs more health.
Upped the health a bit. These minibosses might need one more round of buffs, we'll see.
-Overkill perk: Works on debris.
Drat. Sounds like a Keithy fix this. No solution comes to mind. I'll add this to the batch of fixes for Keith.
-No shopkeepers on golden floors?
Good spot. I better investigate that then. (investigates) Sorted, fixed that now. We should probably look into creating a new shopkeeper, too, perhaps. Or possibly just get a nice Gold Palette version.
-Golden floors significantly smaller than regular ones?
Not sure! (investigates). It does look like the floors are set up differently. This is where it'd be good to have Ptarth around so I could ask how he set these up and stuff, but unfortunately he's super busy and hard to contact at the moment. I don't really see why these should be smaller, so I'll just copy the values from the base floor setup, I think. Well spotted! I was completely blind to that, heh.
-Partial shops: Room design includes 3 items, but sometimes not all of them show up ingame. (See "HalfShop" images)
I have no clue on this one. I'll have to think on it...or something!
-IntermittentDamageTrap: Can damage Penumbra (immune to trap) and maybe Trapmaster?
I think I fixed these. I'll test them on one of my runs at some point.
-X1_Craig_LaserDisco room: Missing Travelporter.
Fixed!
-Acid Crystal Minion: Explosion projectiles too fast.
I'm not sure which enemy you mean here. Or which attack. Can you get the enemy name please?
-Meteor Storm consumable: Allow to damage/destroy bombables.
Sounds like that would be an interesting use of the item. Done!
-Laser Lance: Any way to lock the cockpit aim angle for a split second while the lance fires? So the two stay aligned when firing? It does add an aiming movement limitation to the weapon though.
So that you can't rotate the mech while firing? I don't actually think that's possible, but I'll think on it.
-Armada (energy): Double energy cost. Even with that, it will still be a top tier weapon by a large margin.
Okay. Hopefully we haven't gone overboard on the nerf.
-Shock Wave Missile Launcher: Reduce stun duration
Reduced the duration a bit.
-Leviathan Autocannon: The recoil was pushing me forward instead of back. Did that happen to anyone else?
I think I've seen that, yeah. (investigates) I think I've sorted this out. It was something to do with the recoil varying along with mech speed, so I set the mech speed when firing so that everything is consistent. Seems solid now.
Elemental damage modules: Are some enemies weaker against specific elements? If not, might as well remove elemental mention to avoid confusion and simply describe effect (stun, DoT, etc).
I haven't 100% decided yet, but currently no. I'll leave this for now to think on it a bit more and I'll get the descriptions fixed when I go through all the text.
-Phantom Frame module: Pass through all blocks and ignore one-way arrows AND immune to environmental hazards. Seems excessive. With only a portion of those effects, Jaywalker was made into an incredibility. My suggestion: Focus on the passing through blocks part, leaving the rest to other items/perks.
I'm not sure on this. It just seems so odd to me for your mech to be made into a phantom and yet still be harmed by caltrops. I know it's more a question of balance, but I'm not super convinced that the current setup is overpowered for a module, since you can only have one at a time. How no-brainer is it to pick up the Phantom Frame versus say the Homing Missiles? Not sure on this, but I'll think about it. It might be a little overpowered.
-Undead Revive (sac item): I like the concept of being reborn with a different set of rules, but the "no picking up items" part pretty much stops all progression for the mech (with the exception of levelup perks). No new weapon, module, powerups, consumable, or even credits/keycards/missiles. It's kinda of a big downer. Instead, I would recommend re-enabling item picking and using a Healthgains multiplier of 0 to negate healing pickups. That way you still have to rely on the lifeleech effect. To compensate this boost, the item could lose its damage multipliers and possibly its trap immunity. The specifics aren't that important, as long as triggering the power early doesn't mean the run is over, progression-wise.
I'm a bit undecided, but I think those changes sound good. I might make them tomorrow, I think.
Thanks for the feedback!