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When you add something (and this game needed lots of adding in it) you risk making the game easier as more options and possible combos are opened to the player (and if you add equipment for the heroes that is even more so).
Expanded Enemies mods are on the way (in fact the base was in the workshop before 1.0), i focused on the heroes first because Devs where constantly changing/adding things to monsters.
I havent given any bonus to augments (unless you are refering to helms that are replacing augments scarfs). Wait maybe in Artifact Augments yes i added some stats not much.
Off-hands in augment slots make the game easier ofcourse, i reduced the uses maybe should reduce the damage a little. But a character feels much more complete with those, if not you are like ok i have a sword a torch and a bow for all the campaign X) (that is if i dont want to see any arm transformation).
I always though the speed armors where the best but many times I find myself buying other armors cause i need some other stats for combat in the char. I'm reticent to nerf the armors in Expanded Armors but to make them exactly with the same power as in vanilla i should do it. Im in the process of making visuals for the armors better so when i update i will probably nerf them a little.
"Expanded Combat: True War" will also increase difficulty along with the Expanded Enemy mods on the way.
I was trying to point out that things felt a bit OP.
I think augments feel stronger because the bonus are more condessed and easier to stack up. But you are correct, you mod just combines stats that would be spread out over two slots into 1 slot. Still it feels like character can grow faster due that. (Wildermyth original system is still terrible). It seems you managed to add an augment shop, I need to test it out.
Incidently I didn't use helms - for a similar reason that movies don't use them. The face is really handy to differentiate characters. That's the reason many games have the option to make helms invisible.
I think what feels odd is scaling speed up on that armor - for instance a "light armor" could grant +1 speed, reggardless of it's tier - it's comparably lighter than other armor (thus +1 speed) but higher quality doesn't make you go faster. I found it optimal was to make tier light armor on character that are very old at the start of chapter 5.
Expanded Helms has the option to make helms invisible (except in combat in wich they automatically show).
I will rework the armors and make them exactly like vanilla (in terms of total stats given) but due to limited stats to work with, to make armors different, one armor of each class give, speed, other stunt, other accuracy, etc to make the 5 kind of armors per class varied.