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Great Features/Characteristics:
- Thematically appropriate addition of robots as playable characters to CoQ
- The unique and novel addition of different robot modules to enhance character customization
- The ability to gain modules throughout a run
- The freedom from eating and drinking
Critique-Worthy Feature/Characteristic:
- Ammunition fabrication module's expensive cost for a batch of bullets (maybe not making it cost HP would be a good approach, kind of like how in vanilla CoQ you can tinker up like 50 lead slugs for just 1 D tinker bit or so if you can somehow get the recipe for a bullet)
Suggestion:
- Psychometry for robots through some analysis module or artifact that analyzes artifacts over time
Thank you so much for making such a great mod!
1. skill progression feels a bit lacking compared to the base game mutant and true kin. What stood out to me is the fact that there are so few mutations that you can invest points into.
2. The active skill mutation doesn't feel that strong again compared to what mutant can do. I think there should be a steam equivalent of corrosive gas together with steam vent so a high Willpower robot build would be viable.
3. The mid-endgame character progression feels extremely limited. The lack of eater's nectar/brain brine equivalent for robot (And no I really don't think the stat upgrade item is anywhere close to a replacement for these, not to mention the fact that they you can't get them from refreshing merchant) means you don't really have any good option for vertical investment aside from power leveling. Which imo is a mindnumbingly boring way to play.