Reposting my list of issues from Sumwunn's repo at his request, I hope you don't mind me putting it all in one place.
RNJSUS-2 amp bonus might not be behaving correctly, after my short test the charge was getting depleted even without firing the shot by simply switching weapons. Could the Gearbox mod be at fault?
Trespasser's special item scanner might need some checking for actually working as intended, as I haven't been able to get it to work even once in 50+ hours.
Not sure if intentional, but Heavy Pulse Blaster seems to be able to kill friendly summons by shooting at them.
Scattershot from Trespasser can occasionally hit friendlies and instakill them if it pierces them, or chains near them.
The LIL-ZZ8 shield accessory doesn't correctly count fully completed maps for the purpose of scaling, only ever giving one stack. Or does it not apply retroactively? (I had like 20 fully cleared maps prior).
Weaken doesn't show the warning about the target being too powerful when it doesn't work on super bosses (meanwhile Soul Steal does).
Maybe display cooldown timers for Time Stop and increased skill cost in the skill menu? That way there will be a way to see how long you need to wait.
Jackal pistol doesn't seem to activate triggers when shooting the green eyes on Sigil maps (mine had Firestorm modpack, maybe that's the issue?).
Extra life doesn't activate when your character gets gibbed, is that intentional?
Is it possible to make the ingredients you own visible on crafting screens? It's inconvenient to check the inventory manually every time.
There seems to be a Superboss flag of some sort for monsters who drop the Demon Artifact and are immune to cheese strategies by having immunities to many skills and powerful weaponry, so they have to be brought down by conventional weapons and overwhelming raw damage. Especially the Abominant who is very annoying to fight given how tanky he is. Can they be given some sort of tag for the HP bar to give the heads up for their special status? Unless the chevrons next to the name already indicated that, then nvm.
Heal skill that gives twice the health will decay to base health regardless if you've already had extra health from Megasphere for example (e.g. had 900 health, popped a skill to clear debuffs, health will trickle down to 400). Is that intended?
COUN-TR20 shield accessory doesn't seem to trigger the explosion when you enter a new level with the Corruption Cards mod, at least that's my assumption, maybe it doesn't work at all. Same thing with MUN3-MAG's explosion at charge or depletion actually, the soundbyte plays, but no boom occurs.
This is a minor nitpick, but it seems that the shield accessory effects have been rebalanced and moved around recently, which made all of the Touhou-themed accessories have wrong effects, like FLAN-495 used to explode enemies, TOJ1-K0 emit lightning, etc. Some other parts have also lost their theme, like RNJSUS-2 that used to scale off luck. Maybe restore them somehow? (Move the name and the icon?)
In the Hub, sometimes targets on the firing range can "die" from certain weapons or receiving too much damage and don't display damage numbers anymore.
Reposting my list of issues from Sumwunn's repo at his request, I hope you don't mind me putting it all in one place.
GZDoom version: 4.12.2 DoomRPG version: Sumwunn's fork, rebalance-dev branch Load order:
"./gzdoom.exe" -config "gzdoom_rebalance.ini" -iwad "../../DoomRPG-wads/doom2.wad" -file "../../DoomRPG-mods/map packs/2024-05-20-2213_blizzard_of_the_malefactor.pk3" "../../DoomRPG-mods/DoomRL_Arsenal_1.1.5.pk3" "../../DoomRPG-mods/DoomRL_Arsenal_1.1.5_Brightmaps.pk3" "../../DoomRPG-mods/DoomRL_Monsters_Beta_7.3.pk3" "../../DoomRPG-mods/DoomRL_Monsters_Brightmaps.pk3" "../../DoomRPG-mods/DRLAX_1.1c.pk3" "../../DoomRPG-mods/DoomRL Option - Kinsie Fluff.pk3" "../../DoomRPG-mods/DoomRL Option - Kinsie Metaprops.pk3" "../../DoomRPG-mods/DoomRL Option - Kinsie Sounds.pk3" "../../DoomRPG-mods/DoomRL Option - Sounds 2016.pk3" "../../DoomRPG-mods/Others - Flashlights.pk3" "../../DoomRPG-mods/Others - Precise Crosshair 1.4.1.pk3" "../../DoomRPG-mods/Others - Target Spy 2.01.pk3" "../../DoomRPG-mods/Others - Gearbox 0.7.0.pk3" "../../DoomRPG-mods/autoautosave-v1.6.2.pk3" "../../DoomRPG-mods/midi_floppydisk.pk7" "../../DoomRPG-mods/CorruptionCards-v5.5.pk3" "../../DoomRPG-mods/LegenDoomLite_4.2.pk3" "../../DoomRPG-mods/wartrophies-v1.11.0.pk3" "../../DoomRPG-mods/lk_ucminimap.pk3" "../../DoomRPG-mods/graveyard-v1.1.1.pk3" "../../DoomRPG-mods/door_only.pk3" "../../DoomRPG-mods/Enable_Item_Rotations.pk3" "../../DoomRPG-mods/1 Universal Ambience.pk3" "../../DoomRPG-mods/Addon-NB001-Crosshairs.wad" "../../DoomRPG-mods/Damage Direction Indicator.pk3" "../../DoomRPG-mods/UniversalWeaponSway.pk3" "../../DoomRPG-mods/AmmoDropper.pk3" "../../DoomRPG-mods/FlexiHUD300.pk3" "../../DoomRPG-mods/mk-crits[20220315].pk3" "../../DoomRPG-mods/flashlight_plus_plus_v9.pk3" "../../DoomRPG-mods/immerse_v104.pk3" "../../DoomRPG-mods/mod-menu-v1.3.0.pk3" "../../DoomRPG-mods/trar_drla_sounds.pk3" "../../DoomRPG-mods/splash.pk3" "../../DoomRPG-mods/nukebarrel.pk3" "../../DoomRPG-mods/hellscape-navigator-v0.16.pk3" "../../DoomRPG-mods/Universal_Enhanced_AI.pk3" "../../DoomRPG-rebalance-sync/DoomRPG" "../../DoomRPG-rebalance-sync/DoomRPG-RLArsenal" "../../DoomRPG-rebalance-sync/DoomRPG-RLArsenal-Extended" "../../DoomRPG-rebalance-sync/DoomRPG-RLMonsters" "../../DoomRPG-rebalance-sync/DoomRPG-Brightmaps" "../../DoomRPG-rebalance-sync/DoomRPG-CorruptionCards" "../../DoomRPG-rebalance-sync/DoomRPG-LegenDoomLite" "../../DoomRPG-core/DoomRL Option - Sounds Override" "../../DoomRPG-mods/nashgore_old.pk3" "../../DoomRPG-mods/bludtype.txt" -savedir "Save_rebalance" +screenshot_dir "Screenshots"