Just tested the mod... it's terribly fun !
Well, not balanced at all, of course, but I didn't think my pistol would have 5d5 by the 1st level O_o
It makes the tourist module's cosmo blaster a bad weapon :p
My steel boots ended with at least +52% speed and 100% both resists, and the Malek's armor found on level 9 was rather good too :p
I nuked MM, then JC, then rocket-jumped to kil him with the chainsaw during the countdown xD
some feedbacks :
- It seems all weapons are capped at 15d15, right ? It would be better to cap them at something like initial dice&sides * 2, so that bigger weapons might have some use. I didn't bother much giving XP to my scythe in such conditions, since my Chainsaw already had 0.1 AS, 10d14 and Cleave.
- Since the monsters levelup too (1.02 addition ?), it's nearly impossible to level an "old", unused weapon. I tried to level a plasma gun in deimos lab, but after some difficulty to get kills, and at only 2d7 damages, I gave up, since my gun & shotgun were already maxed.
- Too much damages gibs everything -> ammo issues xD ! This somehow forced me to switch to melee (well, I probably had 3 or 4 spare ammo boxes... but they are not meant to be used !). I think ammo stacks size should be increased.
-Weapons quickly get zillions of damages and 0.1 AS, but never improve clip size and reload speed. Is that intended ???
-Give back a weight to some exotics mods, so that Deimos lab/Armory don't bug on complete. (Hey, makes me realize I found a shockwave in some late cave... are not all exotics supposed to be removed ?)
-Nuking halls of carnage didn't seem to buff my chainsaw. I think it changed from 5d6 to 6d6, something like this... while I had 2.5 pages of improvements logs, including several ones on my weapon. Maybe another bug, related to multiple improvements in a single game turn ?
Overall, I like the concept, but think it would be way better with (a lttle) more balanced improvements, and (WAY) less stuff evolutions. A gun should take at least an episode to max, and unused weapons should just be weak, not useless.