it seems that the corpses that spawn in the river are undestroyable
I guess this is a bug. I think they actually are theoretically destroyable, but their hp gets reset each time they move. I should be able to fix it though. (There used to be no way to do this correctly back when I first did this, but at some point I remember asking Kornel to add a way for mods to deal with tile HP, but I forget to use it here. Also possible that back when I original wrote this stuff that DRL wasn't correctly setting HP at all so corpses might have had 0 HP, although I don't remember for sure...)
By the way, one thing I forgot to mention, but in the previous game, you may notice that I got 5 Shambler kills. That's because (apparently) the switch that summons the Shambler can be activated as many times as you want. I'm not sure if that's a particularly wise thing to do, but I thought I'd mention it in case it's a bug. (Come to think of it, I didn't check if they each give you experience; hmm...)
Yes, this is a bug :)
Also, some answers from earlier posts I hadn't addressed yet.
I didn't realize that this mod adds extra assemblies until the end, when I happened to glance at the assembly screen. I stumbled across the Scout Armour assembly by accident, by putting random mods on my armour. I never figured out what the "targeting system online" message meant, though.
I sort of forgot about the assemblies. These were added from a very early version back when vanilla DRL probably had fewer assemblies as well. I think I was trying to have them affect different things to give interesting choices. I think I had the recipes listed in a spoiler in the main post (since there is no real way to find them except trial and error which is sort of silly), but it got edited out at some point (probably an accident). If you want to see the recipes, I think they're still listed at the bottom of the readme file.
The effect isn't supposed to be very secret either, but I'll spoiler it in case you want to try to find out for yourself.
Scout Armor is supposed to give +2 to accuracy while equipped. (I guess you should be able to see this from the @ screen.)
I discovered that getting melee kills while invisible (like with using the Shadow Aegis) doesn't wake enemies up!
I don't think I intended this, but not sure if I want to fix it... Maybe I should. (Melee probably doesn't need the help I guess?)
I was four kills shy of YAAM, thanks to some guys that spawned during my fight with the Simulacrum. *Sigh...* :|
I put this on my list to fix.
I don't know if anyone is still maintaining this mod, but I see a couple of minor errors. The final kill count is correct, but the in-game kill count from the @ screen got messed up when I went down one of the blue stairs while there were still enemies on the level. It showed 23 unkilled enemies for the rest of the game, even though I killed everything.
Yes, this is another thing that is sort of unfixable for now. The @ screen kill count was new (in 0.9.9.7 IIRC?) and broke a bunch of weird stuff Inferno was doing with enemies (similar to the issue with spectres messing up the kill count, although that was fixable). Final kill count is correct because Inferno was expecting to get around this issue by just ignoring the game's kill counting and doing everything itself, but @ screen kind of ruined that. There will probably be a future version of Inferno that runs against a new build of DRL that might fix this.
Also, I notice that I'm credited as getting the Betrayal Token twice.
I also made a note to fix this.
Probably won't have time this weekend, but I'm being inspired a little bit, so I'll try to get out some updates pretty soon. I have some updates from last year as well that I haven't uploaded yet (a little bit of level generation stuff, and also making the mod work properly with "0.9.9.8 beta" AKA the open source GitHub version).