Hey again! Messy wall of text ahead, sorry, I'm in a hurry
I gave the mod another spin, this time on a different save file with significantly more mods and much stronger adventurers -- already day 70 and beaten Latex Mold before starting. Tried not to use anything stronger than base-game shotgun alchemist for testing, but I probably should have tried harder, because the overseer got absolutely stomped, only managing to trigger faltering once with a precision shot crit on my ranger
bomb_move (on cannons): This targets an enemy, should only target self -- you wouldn't think it would make a difference since it's a non-damaging move but it triggers riposte/taunt (lol)
Void Poisoned: Consider changing the color (MIDNIGHT_BLUE? INDIGO?) and giving the icon a thin white border? Black makes sense aesthetically, but it's hard to read the text and the effect icon is invisible against some backgrounds
Shade Juggernaut: still has permanent Speed, I kinda like it though as long as it's the only enemy in the encounter that has it. Actually, this is just a fun enemy in general. It doesn't drop anything though.
Dark Knight: Moveset makes it not very aggressive, it's even more noticeable with a stronger party that can consistently taunt and block it
Magical Rolling Cannon (mcannon): This needs a version of bomb_move that isn't usable from the front, or possibly just de-prioritize it in the AI script. I also wonder if it should leave scrap on death like the lab machines
action_charge (overseer token): Icon either doesn't exist or isn't not included in the mod (you can use an obscure or unused base game token like sword_token or martial_token as a placeholder until you find a better one, it's better than the white box)
Shady punch: missing title case
Cloaking shot: missing title case
Gather shadows: missing title case
Slip away: missing title case
Overseer: Ran into this in a random room in an elite dungeon. This was a fun fight but it doesn't seem that hard and it's kinda hard to visually tell it apart from a normal shade encounter while exploring
The boss doesn't actually get any defensive tokens, doesn't have any allies that can really protect it, and can't summon more allies, so it's pretty exposed and tends to just die if you have a paladin or alchemist.
boss_reload: Maybe add "description,Chains another move." to the script? The enemy move info doesn't show the swift icon for some reason.
boss_kick: This could allow a FOR save on the hit target to prevent the push, but it's fine if you don't want to
boss_precision_shot: This is basically perfect as-is. It gets around stand fast which otherwise counters this boss very hard
boss_final_shot: This almost never gets used because it's position 3 only and position 3 also allows precision shot, which will spend the tokens first, as well as gunsling. Maybe change it be only usable from position 1 instead, so it can still spend charge tokens after all its allies are dead? Otherwise it's stuck using kickback every turn.
Shade/void ranged cloaks: Neither of them have any effect on their own and it's not that obvious that there's a set bonus since it only activates at 3/4 pieces and I believe most sets with bonuses generally have some minor effect even at 1 piece; not saying you should necessarily change it, just something to think about
I'd consider moving boss fights like the overseer to a curio in a new room, since that ensures people can walk past it if they're not ready and makes it easier to identify that it's potentially a very hard fight, but maybe that doesn't fit your vision for the mod
I don't have time right now but I'll try to test again on a lower level party some time in the next couple days, and maybe track you down in the Discord with a follow-up if I get around to it (I'm not currently in it).



















