thank u for the feedback im glad you enjoyed the mod, to answer a few things:
- voltergeists possessing enemies increases their attack rate and movement speed
- I'll take a look at seeing if I can make the robotics center (and powderfish) enemies more visible while still looking good
- ideally at some point there will be pirate variants for every basegame weapon, I decided it wouldn't be worth delaying the mod to finish adding them all (also the next minor content update actually does already include variants for the toxic weapons, at least the toxbow will have one, the launcher isn't currently in a state im happy with)
- for graveyard enemies being easier it's something I wasn't ever sure about, I've put too many hours into the game to be able to properly tell if something is too hard/difficult easily. also I have actually been considering making the alt mode for labs areas the default, but I figured it might be a bit too intrusive and a little awkward with a lack of alt areas for other basegame areas
- empowering beacons speed up your firerate (iirc its a flat increase of 0.5 so you'd have 1.5x speed if you had the default firerate), increase your ammo gain by a bit, and add +1 health to medkits that enter it's area. I made it a while ago and looking at it again its kinda weird and I forgot to have it change the medkit sprites. I'll probably rework it's effects at some point and make it clearer what its actually doing
- the bloodlust and lucky shot augments essentially just remove the random factor of the original mutations, with them proccing every 13 kills instead of every kill having a 1/13 chance. they're not very interesting but I figured I might as well include them anyways since I could rework them if I get ideas I like more
- I was gonna say I phrased it like that since it's based off corpse objects spawning (which some other mods have some interesting interactions with (corpse needle from defpack)) but apparently I made it based off of kills instead, so it really should just say kills instead of corpses, not sure how that happened
- augment descriptions being a bit vague is semi-intentional since I prefer the short mutation descriptions like the basegame ones opposed to a wall of text. I figured it would be fine since at the time I was planning on getting more work done on the ntt mods wiki so more detailed information would be there anyways (I probably still will, at some point)
- nighttime events are mostly just cosmetic, they mainly exist due to another mod that was going to include nighttime events, albeit implemented differently, that the main dev suddenly canceled despite splattie and others making content for it, pretty much they exist since I wanted her music tracks to still go somewhere ingame and I liked the variety even if Its just cosmetic. there may be more to them gameplay-wise at some point but don't count on it
- crown of storms mostly exists just because it can. there wasn't really much thought put into it since I don't really like how crowns work for the mostpart, but I figured someone may want to have the new event content show up more frequently. I may change it eventually to make it actually interesting but it'll probably just stay as is
- the dangerous weather events aren't really intended to give a reward since most gameplay events are meant to make levels harder. I think the blackout and blizzard are awesome but I understand why some would really dislike playing them, I may tune them down a bit later. if you want to disable them u can go into Frontier_Events and have blackout_chance and blizzard_chance return as just 0. also eyes' passive works on them
- paintors are a similar case, I like them a lot but I figured they'd also be a controversial one. part of the intent was trying to make them a 'priority target' kind of enemy where you'll want to get rid of them as soon as possible before it becomes a problem. like above u can disable them by setting PaintorCamp_chance to 0. eyes' active works on the paint gas, eyes remains the supreme champion of being able to see. i might put in a setting to disable visual obscuring stuff but idk.
- Palace having as many difficulty additions as it has was mostly unintentional at first but I kinda leaned into making it so palace can sometimes be a difficult gauntlet (you can blame spelunky). crush traps get destroyed if you stand by them for like 30 seconds to prevent softlocks. it isnt really communicated in game at all and I should probably add a visual for it or something. hammerhead causes them to be destroyed instantly upon touching your hammer shaped head
thank you again for the feedback on the mod, if you have more you'd like to say i'd be interesting in reading it, I've liked seeing the different perspectives/opinions people have had on it's features. It may be a bit before I actually do any (minor) updates since I've been busy + I've been taking a bit of a break from nuclear throne stuff, I'd like to get 1.0.2 out somewhat soon though