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These options would help a lot with fine tuning the gap (or lack of it) between the different tech levels.
For anyone else: Currently attempting to figure out balance without having to patch over everything. I think it might be possible to auto-patch based on something similar to what CE uses, categorizing guns by range, weight, burst, etc, but am not sure if it's worth going that far into it. Especially given that I'm likely to be MIA tomorrow on for a while, with PoE2 dropping.
Unfortunately, I don't have great options yet for dealing with vanilla and vanilla-adjacent balance. That will require hand-tuned patching, unfortunately, like the AMR from VWE with it's (modded) 300% AP and 70+ damage.
@Everyone New update! Fixed the errors with missing optional mods! Fixed some other bugs! Vehicles now supported!!
I understand mostly how it works but it has weird interactions with many mods. I'm not sure if I can afford to keep it as even scythers or militors with the glitterworld destroyer mod have high enough armor that I cannot damage them. Mech clusters are invincible at this point in time. I can't even beat the mechanitor shuttle crash event.
let's be clear, I'm not complaining about the mod, it's really well done. I just think that many other mods have "hard" encounters with vanilla armor system in mind and suddenly things break.
I love both the concept and execution, I'm not sure I can afford to keep it in this modpack.
If you wait till this evening, I should have the newest version up and the mod dependencies fixed.
@everyone else: we tracked down and were unable to figure out why the issue is happening with the optional mod patch, but I have a workaround I'll be implementing. Will be updated later tonight.
Will continue to work at it tomorrow evening as well. Hopefully I can resolve this, finish a few tests, and publish the next update, as it includes a few bug fixes and improvements in how things are handled in some edge cases.
I've also found a 'bug' with AP where due to vanilla using a lot of default AP values, which are generated as 1.5% AP per point of damage, weapons are getting both AP and damage multipliers to their AP. I'm uploading the vehicle patch update later, and will have this fixed in it as well.