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This mod returns behaviours from previous SS games (and newer ones like SM), so custom attacks won't belong here unfortunately.
I do agree that these extra behaviours do make the game much harder, but I don't see much point in "balancing" a game setting where the player is obviously at a disadvantage.
Even if I did make a variant on the mod where I'd deactivate these extra behaviours, you'd be left with like 2 or 3 changes (like the extra spider attacks). At that point you might as well de-activate the mod if you want to play with the multiplier.
I do understand the reasoning, but please don't forget that you may simply deactivate it. It's why I made this and ECF separate mods.
May I suggest removing this ? It is enough that Srapjaks now fire grenades and rage.
Playing with this mod and x11 makes it hard enough but when 11 Scrapjacks shoot 100 grenades its kinda impossible to dodge.
There is a reason why some of these behaviors did not make it in Sam 4. Its because they thought about the enemy multiplier.
For example this mod is good for regular Serious difficulty play. But when increasing enemy spawn its not, Biomechanoid Minor now shoots to fast, Kleers with prediction bolas, etc.
Anything that has a slight modified speed or prediction movement shots make it impossible.
Maybe a mod that balances the enemies when playing on x11 multiplier ?
However, you'll get those sick fixes working with the new attacks, so it's a trade for a trade.
Oh, well that's ok, it's a small thing compared to how gr eat this mod is. :)
Oh, you know it! I'm going to update this first and make sure it's up to proper standards before I make it into a resource pack (for the sake of my sanity).