Mission Configuration
While the increasing number of D2X-XL gameplay features has made life easier for the players, this hasn't been true for level authors: They were forced to work around D2X-XL features that threatened to break their level design, like Yokelassence when facing the problem of trying to secure an equipment generator against being exploited by using marker teleportation. In the worst case they didn't even have a chance to keep their mission from being broken, e.g. by the player chosing a ship that would render a trap or robot setup useless that were intended to pose a challenge.
After Pumo has been gently pushing me to do something about this, and after I have had some time to think about it and remember some propositions about a cure made to me in the past, I have finally implemented a simple way to influence gameplay-critical behavior and features of D2X-XL: You can now add per mission and per level configuration files to a mission. I will not go into details here; you can find these in the modding documentation on my website.