
Hey Nortar - Most of the code for deconstructing weapons is in place, but not everything in terms of how it will be handled is finalised. Water slows movement, extinguishes fire, but amplifies energy damage. More environment Interactions: Destructible cover, and interactions between fire, water, and electricity.For Prometheus Wept, the weapons will be different, rather than objectively better/worse than one another and with the exception of the early game, junk tier weapons, will all be upgradable and viable for the entire game.
Better item diversity: In vigilantes, weapons were largely rendered obsolete by higher tier weapons. Another example, if you bandage more than once between combats, you become mummified, which increases the damage from fire. Things like characters who are standing in smoke being more vulnerable to Suffocating, or characters who are bleeding being more vulnerable to Beckett's fear abilities. Deeper status effects: There will be more status effects and some will be exploitable. He's not going to be much good against non organics though. I haven't implemented his later abilities yet, but they may include causing enemies to suffocate, temporarily controlling enemies. For example, Ferdia Beckett can manipulate the nervous system of organic beings, distracting them so allies can escape an attack of opportunity, causing fear. Unique ally perks: Each ally will have between 4-8 unique perks, which will substantially change how they play.
In terms of improving the combat depth, here's a couple of things that come to mind: Like in the most recent mission, you'll have to search for clues to narrow down the search area for a missing person. More gameplay variety heavy will help - you won't just be going from fight to fight. Combat repetitiveness is one of the main things I'm going to work on.