I got a little lazy with accounting for differences in anim lengths with the talon. Should probably go back and clean things up a bit.
War blade acquisition is actually based on keys and chronoscepter pieces in addition to melee kills. In testing, I found basing it solely on kills led to way too much difference depending on how aggressive you were with melee kills. As it is now, you should get the war blade on the first melee kill on level 4 if you're thorough with keys and chrono pieces and merely opportunistic with melee kills, late in level 3 if you're very aggressive. It might make more sense to take chrono pieces out of the equation, though.
The war blade hurts much more from the front, especially against enemies that are normally resistant to the knife, and only a little more from behind. It doesn't have 2 blood streaks because the blades are in-line with each other. I do want to design a messier hit effect eventually, though. Not sure about hitting multiple times. I have something else in mind for multi-hit melee.
The main reason I didn't add recoverable arrows to the tek bow is that actor-based projectiles have some collision issues I don't want to force on people. I could make it optional, but I might just leave it for the T2 bows.
I think the reason I designed the double shotgun like that was to keep it fully functional even without custom keybinds. That was also before the upgrade was made optional, so maybe that's a little over-protective now. Thinking about it some more, perhaps it could be changed to double-tap to fire both barrels in sequence, and maybe add the option to fire both barrels simultaneously with the scope key? I often find it kinda hard to land both shots, so it's something I'd like to revise, too.
You're the first person I've seen mention the plasma carbine. You might be the first to've found it! It was originally an "energy adaptor" for the assault rifle (implying why sergeants were firing plasma from what appeared to be ordinary rifles, and more easily excusing the model re-use), but I changed it to a wholly separate weapon to let you get it sooner. Eventually I'd like to make it look more like what the sergeants hold.
I'll get to the T2 flamethrower eventually. :b
Hand grenades are intentionally situational to avoid giving you too much power early on, and to avoid rendering the launcher redundant. Thinking about it, though, keeping the off-hand version as it is, but increasing the range and maybe adding cooking to the selectable weapon might be an okay compromise. That way you'd at least have to commit to it.
Already fixed the rocket launcher for the next version.
Dragon's breath should probably be optional (with added spread when disabled). Making hand grenades optional might be kinda weird, though. The weapon can't be taken back once acquired, but off-hand grenades can be disabled arbitrarily. So would the option be immutable once you get a grenade, but mutable again once you got the launcher? :/
The difficulty with opening the Turok+ menu anywhere is that locking the player doesn't pause anything else. I could maybe just halt the player and leave it up to them to pick a safe spot, but it'd require extra code to keep weapons from firing. Or I could maybe use spirit mode with 0 time scale, if the lights aren't too weird. I'm also not sure I want the player to be able to change their loadout too freely, but I could always add more terminals within the levels if I got the pause thing sorted.