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Being too automated was also a concern we recently heard during the beta test and it's something we want to improve upon. E.g. like potions, unlocking envelopes is kinda anti-climatic right now.
Adding some missing extra buttons sounds also reasonable. Not sure, if we will integrate the element board directly into the mod, but at least the mod is now open enough (and continues to be more open) in integrating custom content (e.g. by hooking into several events of the game). So a separate mod for that would definitely be possible at some point.
And yeah, we intend to improve the mod further to maybe have more features standing out from other mods.
- Loot automation (they're actively working on this, though)
- Expanded monster action cards in initiative tracker: monsters had pre-calculated values, and you could see the name of the ability. Small, but flavourful.
- Ability to see all the standee #s and conditions of a different species at a glance: I can make sure that I go to Elite Guard 2, 4, and 6, in that order, and see that Elite Guard 4 is the Muddled one, without having to try and glean all that from the figures in the play area
- Related to the above: angled health bars on figures in the play area. Having to angle my camera down to see health bars and conditions head-on is uncomfortable.
That said, the Context Menu absolutely slaps.