I can't fix anything at the moment, but I can respond to a few things.
-Paladin mech: Lay on hands consumable, to make it reusable could you give one to the player when entering a new floor as a pickable on the ground?
I had considered that, but I wasn't too happy with that solution. It seems a little on the janky side.
Out To Lunch perk: This one feels worth it now. Used it in quite a few runs lately for safety, even if it was at the price of XP/loot loss. It's nice to have an alternative to the on-hit perks of that level too.
Nice! Glad to hear that.
-Phantom Blade & Ceremonial Blade: Problem with range+ circuit, same as Alpha Ray. (Starting to wonder if those range+ buffs are worth the trouble.)
Yeah, they're probably not worth the trouble. I might just remove the few range boosting effects in the game. There are currently only 2 or 3-ish, I think.
-Eraser Blade: Can cancel bullets and destroy bombables? Seems unnecessarily OP. Bullet cancelling is already very powerful by itself.
I'll remove the destroying bombables effect, then. Sounds a bit too much, yeah.
Blood Shard Refiner: Is it ever worth taking? 30 seconds seems so short, especially when permanent life leech upgrades are available (although at a lower magnitude).
Yeah, I was going to have a bunch of effects like this, a set of different shards, but I can actually only do one replacement in the engine currently, so I've kind of gone off the idea for the most part. I'll probably convert that to something that gives you +1 health with each shard collected (or something like that), which was an idea Misery had.
-Effect floor panels: How are you supposed to know what they do before stepping on them (or even after in some cases)? Apart from using F3, I don't see how you could. I think there needs to be at least a way to tell which ones are good and which ones are bad just by looking at them. Icons on the panels themselves perhaps? A bit crude but effective.
Yeah, these are completely borked at the moment. Sorry about that. I actually had to go into the engine code myself to start fixing those up -- desperate times call for desperate measures! -- and Goldenwolf is currently working on the aesthetics of those. So, they should be sorted soon...hopefully!
-Getting gold floors but with regular enemies (and shopkeepers). Bug report save attached if needed.
Unfortunately, I believe this is because you are using a save game. I probably forgot to mention this in the alpha notes, but if you save a game and reload, the enemy pool switches back to the base game enemies. A Keith style fix is necessary for this, so for the moment we'll just have to test without creating save games.
-Since the expansion is getting close to its Beta, shouldn't there be an announcement on the Steam forums soon to keep players outside of the official forums in the loop? I wouldn't want the expansion to suffer a stealth release like the base game did.
Probably, yeah. I can post something, but I don't think I can make an official announcement. I might just post something on there, or I'll write something up for Chris to turn into a proper announcement.
That's all I got, unfortunately. I can't seem to do much in the way of gathering useful feedback on the current test version.
Yeah, sorry about that. It was probably a bad call of mine to wait for Misery's update before pushing out a new build (I should have enquired with Misery on an updated time estimate or something), however, since a bunch of work is almost complete we might as well wait a little more before pushing the next one now...hopefully we won't have to wait too long. On my end, most of my work has been on SFX and those bug fixes, plus a few engine tweaks. There were a few things that weren't actually seeding too, I think. The Sentry and The Reanimator boss. With a bit of luck we may even have the new tile aesthetics for the next build. Thanks for your patience.