I'd also like to add now that demons have a red orb/light thing that completely blots them out. At a distance I can see the demon but up close the orb of light envelops them and can't see jack diddly doo dah.
Also bomber zombies on horde night when you have zombies numbers turned up to say 32 per person and multiple people well.. It'd be different if the bomber zombies were interspersed throughout the night but it's a wave where every damn zombies is bomber and there is smoke EVERYWHERE. If you use base designs where the zombies end up underneath of you and you're say above them shooting down through bars well.. Good luck seeing anything because I sure couldn't. Even on just flat ground running around kiting out the zombies there is just an insane amount of smoke.
The Titanium Machete is held in the hand completely backwards and you strike with the blunt side of the weapon. Still deals damage though.
Nightstalkers cannot get through 1x2 openings or even 2x2 openings. Behemoth will travel right through these openings and can even stand in 2 block tall spaces with his upper torso sticking through the roof but nightstalker gets stuck. You can just stand on the other side of an open doorway and punch them out bare handed.
I'll list more later when I get over this cold. Still absolutely adore the mod despite "Oooookay..." and a bunch of sarcasm as a reply when I try and bring some issues to your attention.
First thing, I replied to this last because you gave me a long response and thus I wanted to give you an appropriate amount of time. It seemed only fair.
Second thing, I wasn't being sarcastic. I'm just suuuuuuuuuper blunt, even in RL, and it's worse in text. So my apologies if that's how I came across. The emoji limit on the forums really does not help to try and mitigate that.

Not even kidding.
1) I'll check grease monkey. I was sure I'd put it in the localization but eh... it's me. I often end up missing localization. But you don't need to craft wheels because you can wrench tyres to get them just like you could in A16.
EDIT: Confirmed localization was missing. Now fixed locally.
Best thing to remember with Darkness Falls. I tried to make it more like A16 with A17 bits bolted onto it. Ignore vanilla A17, think about where you used to find stuff and how stuff worked in A16... but with prettier graphics.
2) I did remove the protection increase from titanium and went and gave all armour a bit of a balance pass. It wasn't showing that much for me at all, so when I said mods... I mean armor mods. Not modlets.
What I've got right now, is slightly lower protection but an increased protection vs bad buffs, like stun and bleed. I felt that was a good trade off.
Regarding classes and time completion, yes 60 minutes is about right.
EDIT: Didn't want to fully delete this, but wanted to clarify that was before I changed a lot of stuff from craft to gather, so 30-40 is probably about right.
That doesn't mean I'm playing my mod wrong, it means I'm playing it in the way I figure most people would... which means grab a couple of classes, work out what they need and complete them while ALSO doing other stuff that you would need to do in the first 1-2 days... like resource gathering and looting. I also play on 60 min days, which seems to be rare. Most folks seem to play 90 min, which would make it a lot easier. If YOU are doing them in about 5 minutes... then congrats? You're playing it in a way you feel is most optimal.
I don't do that. I like to explore and do other things while also working on the classes. Example, I usually take civilian, because the skill points are very helpful from a testing standpoint, +1 other. My first day is getting the starter quest done, hit the trader, work on civilian to the point I need dukes, go do a trader quest. By the time I've done all that, it's nearly night time due to 60 min days, I've got civilian pretty much done and I've probably half-finished the other class.
And the reason I changed everything to gather was because craft sometimes wasn't firing and RARELY caused an NRE.
3) Can you tell me which guns specifically? If one is the combat shotgun then I'm afraid you're gonna have to deal with that one. I lined up the iron sights as best I could on that and everyone complained the folding stock of the model was in the way, so I just had to make do on that. I think the M4A1 is ok because I was messing with that earlier for testing something. Same with the laser rifle... but if you can give me a list of any others, I'll go poke it.
4) The mod is supposed to make EARLY and MID game a little more difficult. When you get towards end game, with stuff like titanium armor, I want the player to feel a little OP and like they can take on the world.
Think of it like playing an MMO. You start out, stuff is kicking your ass. After a few levels and better gear, you can go back to the old location and absolutely murder everything. That's the sort of feel I'm trying to go for. Honestly... if I could get RWG working how I want, then I'd actually seperate it all out so the biomes are essentially "tiers" of difficulty.... so forest would be more like T1, desert/snow more like T2, then Burnt for T3, wasteland for T4 and radiated for T5.
I'm REALLY hoping I can do that with the new RWG in A18 because then it'll feel less jarring. Gamestage control over biome spawns would also be really, really nice, but that requires some advanced DLL nonsense that I honestly don't have the experience for.
Also I'm currently tweaking the levelling rate so that might make it a little more difficult to get titanium. I'd love it if I could have level requirements for actually wearing stuff, again like MMO's, but such is life. May see if I can limit the passive effects with requirement=progressionlevel but no promises.
5) Blunderbuss. Looking into it. The problem is you're saying it's base damage of 11 is OP, yet every single player I've spoken to REFUSED to use it because they said it was underpowered and crap. Soooo... who's right there? I don't mean that to be sarcastic or rude, but I've got one guy telling me it's overpowered even before I altered it, and a LOT of other people telling me it just isn't.
6) Will revisit the schematics. I tweaked the loot drop a while back so they should be as common as paper.... yet paper is still dropping more often and I'm not sure why. I may need to give them a slight prob bump.
7) What do you mean on the demons? I only gave them the fire particle effect. Can you grab a screenshot to illustrate it for me?
8) Bomber zombies doing that is intended. Folks loved it in A16 because it made them hard to see/hard to hit. I recommend excessive amounts of explosions and/or molotovs.
9) The machete being the wrong way around is interesting.... because the way it's orientated in-game is correct from a unity standpoint. What I mean by that, is that the blade is facing the correct way in the unity editor. Might be a shader issue I need to look into.
10) Which behemoths? Is it the female ones or male ones? Reason I ask is because then I can compare the night stalker to the male ones for colliders if the males fit but he doesn't. It might also be the size scale property I was using in the XML. So a little more info there would be super helpful so I can try and track it down.
Finally, just to reiterate, I wasn't trying to be sarcastic or offensive... and I hope your cold buggers off soon. I hate colds. They always make you feel absolutely miserable for no reason at all.
EDIT: Also I'd consider removing the grass and loot bag modlets. I already reduced the grass and increased loot bag time.... and increased loot bag time AGAIN on the experimental branch. Longer loot bags = more entities = more lag. Subquake tested that out because we were both curious just how long you can push the loot bag timer before lag is an issue.