Sorry about the delay.
-Trickshot secondary: Tricky to use (pretty fitting considering the name), but worth having. Failure rate isn't too bad after all.
Good to know, thanks.
-Turrets: Sorry to insist on that one but a turret beeping when it's okay, is like a smoke detector beeping when there's nothing wrong. (3+ turrets at the same time gets very annoying) I would recommend making the turret's death sound more noticeable instead and getting rid of the beeping altogether and toning down the "taking damage" sounds so they don't cover the death sfx.
Cool, no worries. If it's annoying, it's annoying and probably needs to be changed. Goldenwolf is going to be making some changes here. I think the main beeping will become barely audible, but the volume will increase when the sentry is on low HP.
-2-Way Missile Module: I like the change of making them on-impact. They do destroy your scrap shields though. Is that intended?
Not intended. Fixed!
-RPG secondary: Energy cost is a bit too cheap for such a badass weapon with bullet cancelling.
Upped the cost from 20 to 33.
-Alpha Slugger (Shockgun?) secondary: Energy cost seems a bit low.
Upped the cost from 7 to 10, we'll see how that works out.
-Meteor Hammer Module: Awesome name. Magnetic Offense makes it a near-unlimited attack combo.
Not sure what do to about that interaction, I'm kind of just hoping that it's one of those rare interactions that just clicks, and doesn't have to be nerfed. Or is it completely broken?
-Meteor Storm consumable: Instead of the usual chaotic storm, it only shoots a quick string of meteors in one direction and stops.
Oop, it seems that I broke that item. I've de-broken it now.
-Discount sac items: I willingly grabbed one in a Penumbra run, so definitely worth it now.
Good to know those are better now.
-Skeleton key: Can only use once on key blocks. After that the "1" key is spent and key blocks cannot be opened until another key is acquired. Other locks will still open normally though.
I had a quick look at the engine code for this, but seems more like a Keithy fix to me. I'll add it to the list.
-Penumbra mech: With the cleaned up perk selection, this one feels great to play.
-Warhog mech: Is the starter shotgun a lot more sparkly and smokey than before?
Good to know on the Penumbra. Most of the weapons have actually had extra particle work done by Goldenwolf, so a lot of them will look a little fancier.
-Eyelet Lair (challenge room): Center eyelet hard to hit with Roulette mech starting main weapon. I gave up after several minutes.
I've reduced the health of the center enemy to 10%, so you barely have to hit the enemy now to kill it. I'm presuming that you could actually hit the enemy. It's more a case now of just realizing how to target the enemy, and once you do that the enemy should be easy to defeat with only a few hits depending on the weapon you're using.
-Charger enemy: Still think the tentacles length on those things and their turning speed especially is too much. The Charger challenge room reminded me how frustrating they are.
For the record, I've pretty much gotten used to those enemies now myself. They fit into the "good" kind of annoying for me, although I'm also not too opposed to some slight tweaks, either.
-SpecialFX panels: New appearances and sounds make it clear which is good or bad. Many thanks for that.
Cool, another good to know thing.
-Energy recharge panel visual/sound effect stayed forever on mech. -see attached bug report save-
I think I have a fix in for this, but it's a bit tricky to test. In any case, I think this should be fixed. If not, it'll be back to the drawing board.
CMP_regeneratingBlocks2x
CMP_Mines3x
X1_Craig_SecretStash
Fixed, aside from Stash. I think the rewards in there are enough for that room.
-X1_Craig_Treasury room: Could the cost and reward be toned down slightly to make it more accessible? (4 keys with less credits or 3 keys with less chests and credits?)
I think this is probably alright as is, since it's a Treasury. We can do a similar room with less keys required and less reward as a variant, probably, though.
-MotherLode (Secret room): Didn't expect that. Really like it.
Cool, yeah, some secret rooms that offer something a bit different seems good to increase variety. If anybody has any other fresh ideas, that'd be cool.
And done. I'm having even more fun than before with this build, so that's a good sign.
That's definitely a good sign, yep.
Oh, and as for the bit about the Eyelet challenge room: Yes, that one needs a change. I went in there with that sniper weapon, and, well...... yeah it took quite some time. I didn't exactly have much of an energy weapon to use instead.
Yeah, as mentioned above, I've now reduced the health of that enemy to 10%, so it's probably only going to take 1 or 2 shots to defeat it now. Should be a lot more manageable.
Love the new aesthetics of the floor panels. Had to a trial and error on what the panels do.
Cool, I'm glad that the feedback of those has been positive so far.
Saw the steam notice for the expansion, awesome to see it out there.
Yeah, we're trying to start getting some awareness of the expansion going now.
Phantom frame is too good. Make it a Sacrifice item. Seriously, I got this on my first floor and the thing took me to all the sweet loot, that I would have to bomb my way through, for free. It makes a really good sacrifice item but add to the description that you can move through missile blocks too because that wasn't made clear.
Not sure on this. Moving it to a sacrifice item seems like that would actually be buff. Modules are the kind of item that we can push pretty hard in terms of their power since you can only ever have one at a time, whereas with sacrifice items you can have as many as you want as long as you can afford the health cost. So, if you take Phantom Frame as a module, it's fun and cool, but you're probably trading a lot of DPS in order to bring it along. Phantom Frame as a sacrifice item seems even more of a no-brainer than having it as a module to me.
RPG is way too overpowered, even with the delayed impact.
Yep, the energy cost on that has gone way up now.
There was a bug where I phased through the solid walls with the Phantom Frame. I moved through one of these giant blocks that split into multiple fragments, if you destroy them. When I walked through one of them, i suddenly phased through a solid wall. Happened only once and I couldn't reproduce it after that.
As long as you didn't get stuck as a result, this might be ok if it's super rare. The one bug I'm fearing is if someone gets stuck in a wall when using the Phantom Frame. If that happens I'll probably have to remove the item as I can't imagine being able to fix that.
Thanks for the feedback, everyone.