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-Rebalancing Mindbreakers, as currently they are more powerful than intended (which had eluded me as I, somehow, had avoided dealing with many Lancers equipped with them).
-Removing the Mechanite and Psionic IEDs, as many people likely don't use them when turrets are available, be it from vanilla or other mods.
-Removing the Ultra-tier weapons, as currently they can only be found as rare spawns from traders and aren't of the production quality I'd prefer them to be.
-As per above, giving the trader lists another QA pass to ensure that things aren't spawning too often or in too high a number.
-Renaming Minirocket Gatlings to something a bit more appealing to the masses, as the current name is somewhat niche in its appeal (originally named based on the structure of the weapon, tbh).
-Adding a new weapon along the lines of a jury-rigged, miniaturised Heavy Charge Blaster for pawns to use.
-Adjusting recipes as necessary to rebalance all weapons due to the (likely but not yet implemented) condensing of research projects from one-per-weapon to one-per-tech-level.
Please let me know any thoughts regarding these changes. If there are no replies within roughly a day, I'll be making decisions on each of these based on the opinions of myself and those I know IRL with this mod.
As always, suggestions are welcome for future updates.
If you wish to remove them from mechanoids in your game, simply open up the mod's definitions in a text document editor (specifically the Spacer Weapons def file for this one), locate the Minirocket Gatling and remove the Mechanoid weapon tags. If you need more assistance locating this, please do let me know :)