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My content shys away from anything post Golem as I don't really play that part of the game much at all, but I hope to fix that soon now that I am a mod maker
I agree that some of this stuff could do with later game variants, but I just haven't quite got to that point yet
Not specifically asking for a tweak. I understand the weapons follow balance and progression. Just suggesting more late game variants of existing weapons to keep up with later points.
And don't worry. I understand the logic behind the design decisions. Good work.
Regarding the damage values of the ranged/magic weapons, I will continue to tweak and change those values as and when I can test them in the appropriate point in the game for them but at the moment those values felt fine to me. Nothing is final with this mod and I appreciate the feedback regarding balance.
I have no intentions to change or make more chainswords at the moment.
Another problem is many of the guns including the magic ones still feel rather underwhelming in firepower or their mana cost is too high to be useful enough so they definitely either need a buff or higher tier versions of them to craft towards progression need to be added. Also the projectiles can be reflected back by Selenians and Biome Mimics.
Needler is very good. Its tracking is nice, but the shots don't look like needles and it lacks that iconic impaling and exploding combo. Maybe that's just my nostalgia talking. AlsoThese are my reports. Still good work with what's been added.
As for making town npcs configurable, idk how to do that.
Also make town NPCs from this mod configurable, because as fun as it looks on paper, too many town NPCs can lag a world.
Anyway. I appreciate the new update despite these concerns.