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melee monsters are all useless/non-threatening. too easy to just pitchfork-spam them (zombie, ghoul)
redo rapid-fire revolver code to be ultra responsive
don't let scripted nightmare count towards pendant usage
add objective to go to church after discovering the solution at the train station
i plan to add a scoring system that ranks you based on how fast you finish the mod, and less usage of the shelter gives you a better score; gives incentive to stay outside
add scripted autosaves
church boss too easy (OR - replace it completely??? that Heretic wizard is quite lame, TBH)
flying spirits has the lost soul momentum bug
make key pickups fullbright and glowing to attract attention
duplicate door in the hospital, first vent room (actually - check all duplicate doors - I'm sure there's a few of these)
add objective to discover the hospital inner sanctum?
add monsters that can crawl through vents from during nightmares (prevents cheap vent camping) [Nightmares can enter vents, according to Tormentor --Blue Shadow]
reduce sound propogation in the inner sanctum (let them hear shots from the hallway outside0
add bespoke sounds to breakable props
add area name texts on the automap?
invisible blocking line inside otherworld tent
ammo waaaay too little in hard difficulty
missing texture in otherworld door trim near the hourglass
lady dimitrescu enemy (unkillable stalker)?? to in place of the scripted werewolf spawn
if implementing the above; move the werewolf enemy into the reading room's center (after picking up translation book)
Boondorl
Navigation
Could be difficult to tell what doors were available
Perhaps fade out the key marker after a door has been opened? That way unopened ones are obvious
Potential generic marker in area to signify point of interest (tie these to the current active quests)
Missing a few key objectives? Unclear what certain items are for until the very end of the game
Perhaps that translated note should take place much earlier to give the player a clear goal
Better use of dyanmic lights or something that sticks out to mark areas where the player should go
Coop
Extra health for bosses
More enemeies?
Maybe different ammo distribution if playing in coop?
Gameplay
Enemies
Zombie & Ghoul
Blood zombies and Amnesia monsters incredibly weak. Can be trivially backpedaled and stunlocked by the pitchfork
Have them move faster but tone down damage for enemies with huge hits
Reduce pain chance
Tweak animation timings to make sure they don't deal instant damage at close range. Just in case they end up being too damage heavy
Amnesia monster should have health toned down
Mini spiders
Spiders should be much faster [Won't change --Blue Shadow]
Increase size to make them easier to hit to compensate? [Won't change --Blue Shadow]
Nightmare
Stealth enemies are bad [Monster no longer goes completely invisible --Blue Shadow]
Should always be some kind of visible tell [Monster reveals itself when attacking --Blue Shadow]
Make sure damage isn't absurdly high
Look into adding more sound effects? [Won't change --Blue Shadow]
Butcher
Have very odd vertical aiming on their projectile attack
Could use a minor move speed buff
Cultists
They are a tad too slow. Increase their move speed a little
Slightly reduce wind up time of shots
Reduce damage to compensate? Pending playtesting
Soul Harvester
Could use to have their health reduced a bit
Wraith
Have the momentum issue where damaging them mid-charge causes them to get stuck floating
Hade Sphere
That exploding enemy is a bit bullshit [Reworked to be less annoying --Blue Shadow]
Should have a better tell before exploding [It already does an animation before exploding --Blue Shadow]
Could honestly just be removed [Won't change --Blue Shadow]
Vulgar
They are under utilized because they're too weak [Reworked to be a little stronger --Blue Shadow]
Some type of shot leading when target is in close range could help [Projectile travels faster --Blue Shadow]
Nash
Boondorl
Navigation
Coop
Gameplay