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Thank you for your report.
Fixed a problem that caused the descriptions of these items to displayed in a different language than expected with certain language settings. (This bug is specific to this mod.) I have deleted the similar reporting thread this problem.
Thank you for playing.
When playing in English, "Wings of the Crow" and "Tonic" items have French item text instead of English with this mod installed.
Amazing mod, thank you for making it!
Thank you for your detailed report.
I identified the cause of the bug and updated this mod to fix it.
I apologize for any inconvenience I have caused.
Uncaught Exception
This error may be due to one of the mods currently enabled.
LevelGen: id=T_AfterTumulus seed=817273 over 2 seed retry, e=Seed error
Room errors:
start => 5100
exitCross => 5140
I get this without fail every single time I exit from the Fractured Shrines to the Clock Tower. I cannot go the other path into Undying Shores because I can't finish this level to unlock the secret to "They will recognize their own" when you interact with the other door.
As far as I have checked recently, I have not been able to confirm the crash you reported, and have not found any possible causes.
I would like to try fix it as soon as I can identify the cause of the crash and find that it is a problem with this mod.
Thank you for reporting it.
Perhaps you are playing Boss Cells 5. In this mod, various enemies will random appear in each biome for BC5 run only.
Therefore, if you want to play this mod with the "enemy appearance rules in each biome" the same as the original, you will have no choice but to play with BC4 or lower.
I envision this BC5 only specifications to provide a more diverse and challenging gaming experience for advanced players they are used to beating this game, and I like it so far.
Fixed an error, thank you for your report.
Called from haxe.$Timer.~delay.0 (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 143)
Called from haxe.$Timer.~__constructor__.0 (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 76)
Called from haxe.$MainLoop.tick (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/MainLoop.hx line 174)
Called from haxe.$EntryPoint.processEvents (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 99)
Called from haxe.$EntryPoint.run (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 125)
Called from libs.$Process._update (libs/Process.hx line 265)
Called from libs.$Process._update (libs/Process.hx line 277)
Called from libs.$Process._update (libs/Process.hx line 277)
Called from libs.$Process.updateAll (libs/Process.hx line 231)
Called from Boot.update (Boot.hx line 678)
Called from hxd.App.mainLoop (hxd/App.hx line 161)
Called from Boot.mainLoop (Boot.hx line 683)
Called from hxd.$System.mainLoop (hxd/System.hl.hx line 70)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 127)
This error may be due to one of the mods currently enabled.
Missing itemTag.MarioJumpTag
Called from cdb.IndexId.resolve (cdb/Types.hx line 277)
Called from _Data.$Affix_forbiddenTags_Impl_.get_tag (cdb/Module.hx line 285)
Called from $Cdb.itemHasTag (Cdb.hx line 99)
Called from level.LootGen.pushBlueprintInLists (level/LootGen.hx line 627)
Called from level.LootGen.addBlueprintOnMobs (level/LootGen.hx line 621)
Called from level.LootGen.generateLootOnMobs (level/LootGen.hx line 451)
Called from level.LootGen.generate (level/LootGen.hx line 716)
Called from level.$LootGen.__constructor__ (level/LootGen.hx line 102)
Called from pr.Game.loadMainLevel (pr/Game.hx line 965)
Called from cine.LevelTransition.loadNewLevel (cine/LevelTransition.hx line 121)
Thank you for your report. However, this error seems to be an error that can occur when using this mod with Ver.30.X, which is not currently supported by this mod.
If you were using this mod in Ver.30.X (alpha or beta), this mod will not be compatible with the alpha and beta of the next version, so please wait for the official release of Ver.30.X and mod update.
Called from haxe.$EntryPoint.run (C:\Gitlab-Runner\builds\HQ33PpjF\1\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 125)
sorry for comment spam :{
Called from Boot.mainLoop (Boot.hx line 686)
Called from hxd.$System.mainLoop (hxd/System.hl.hx line 70)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 127)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 123)
Called from haxe.$Timer.~delay.0 (C:\Gitlab-Runner\builds\HQ33PpjF\1\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 143)
Called from haxe.$Timer.~__constructor__.0 (C:\Gitlab-Runner\builds\HQ33PpjF\1\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 76)
Called from haxe.$MainLoop.tick (C:\Gitlab-Runner\builds\HQ33PpjF\1\motion-twin\deadcells\client\.tools\haxe\std/haxe/MainLoop.hx line 174)
Called from pr.$Game.__constructor__ (pr/Game.hx line 207)
Called from User.activateMainGame (User.hx line 605)
Called from Main.getGame (Main.hx line 438)
Called from Main.~launchGame.0 (Main.hx line 344)
Called from local function #7422 (Main.hx line 525)
Called from libs.Delayer.update (libs/Delayer.hx line 138)
Called from libs.$Process._update (libs/Process.hx line 261)
Called from libs.$Process.updateAll (libs/Process.hx line 227)
Called from Boot.update (Boot.hx line 681)
Null access
Called from level.ItemGen.generateStats (level/ItemGen.hx line 65)
Called from level.LootGen.finalizeLegendaryItem (level/LootGen.hx line 2186)
Called from level.LootGen.createLegendaryItem (level/LootGen.hx line 2683)
Called from level.LootGen.generateLegendaries (level/LootGen.hx line 2701)
Called from level.LootGen.generate (level/LootGen.hx line 1573)
Called from level.$LootGen.__constructor__ (level/LootGen.hx line 102)
Called from pr.Game.loadMainLevel (pr/Game.hx line 962)
Called from cine.LevelTransition.loadNewLevel (cine/LevelTransition.hx line 121)
Called from cine.$LevelTransition.__constructor__ (cine/LevelTransition.hx line 112)
Fixed a bug that caused an error when equipping "Frost Blast" or "Lightning Bolt". Thank you for your report.
Called from haxe.$MainLoop.tick (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/MainLoop.hx line 174)
Called from haxe.$EntryPoint.processEvents (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 99)
Called from haxe.$EntryPoint.run (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/EntryPoint.hx line 125)
Called from mt.$Process._update (mt/Process.hx line 273)
Called from mt.$Process.updateAll (mt/Process.hx line 227)
Called from Boot.update (Boot.hx line 681)
Called from hxd.App.mainLoop (hxd/App.hx line 161)
Called from Boot.mainLoop (Boot.hx line 686)
Called from hxd.$System.mainLoop (hxd/System.hl.hx line 70)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 127)
Called from hxd.$System.runMainLoop (hxd/System.hl.hx line 123)
Called from haxe.$Timer.~delay.0 (C:\Gitlab-Runner\builds\HQ33PpjF\2\motion-twin\deadcells\client\.tools\haxe\std/haxe/Timer.hx line 143)
Resource file not found 'sfx/magic_cast1.wav'
Called from hxd.fmt.pak.FileSystem.get (hxd/fmt/pak/FileSystem.hx line 355)
Called from hxd.res.Loader.load (hxd/res/Loader.hx line 36)
Called from hxd.$Res.load (hxd/Res.hx line 10)
Called from tool.Skill.useSoundsFromWeapon (tool/Skill.hx line 61)
Called from tool.Skill.useWeaponSkillInfos (tool/Skill.hx line 101)
Called from tool.$Weapon.__constructor__ (tool/Weapon.hx line 90)
Called from tool.weap.$Freeze.__constructor__ (tool/weap/Freeze.hx line 10)
Called from tool.$Weapon.create (tool/Weapon.hx line 208)
Called from en.Hero.onEquipedItemsChange (en/Hero.hx line 1236)
Called from en.Hero.applyItemPickEffect (en/Hero.hx line 1632)
Called from en.Hero.~pickItem.0 (en/Hero.hx line 1466)
Called from ui.ReplaceItem.onValidate (ui/ReplaceItem.hx line 145)
Called from ui.ReplaceItem.update (ui/ReplaceItem.hx line 424)
PT1
Due to the cardinal specification change in the original Ver.27 to 28, the frequency of flashing-slices in Queen's Rapier has decreased, and as a result, DPS has also decreased.
This mod had insufficient balance adjustments to that spec change, so I would like to consider improving the performance of the Queen's Rapier in the next mod update.
However, in this mod, the Queen's Rapier is intentionally made as a weapon that is difficult to master using, so I don't think it will be a weapon that can easy to reach high DPS.
Thank you for your report.
I have also confirmed that this mod can cause the same error at the entering the bank (it doesn't always happen).
However, the conditions under which this error occurs are unknown, also it is not clear whether the error is caused by this mod.
In this mod, the data about "room generation at the start of the bank" has hardly changed from the original, and there is almost no part that can be thought of as the root cause of the error.
Therefore, it is unlikely that this error will be fixed soon, but I would continue to carefully examine it.
https://pastebin.com/VnEwM4YA
Although it is not a mod that changes only weapons, a similar mod "AAB - Alternative Weapons Skills and Mutations" has been released, so I hope you can use that mod if you like.
I have released mod that change only weapons in the past, but currently policy is not to subdivide mods so much in order to reduce the burden of update work and management.
As far as I can investigate, I have not found problems with the game crashing in the bank so far, but I would like to fix it as soon as I can identify the problem.
Please note that if you have problems using this mod with the latest alpha or beta version, this mod has no plans to support alpha or beta version, so will not be able to resolve the issue immediately.
Thank you for playing this mod.
I see, thank you!!
In order to incorporate "Legendary Taunt" to AAB, one of the existing weapons must be replaced with "Legendary Taunt" (as far as I know, cannot "add" new weapons).
In the AAB, various weapons including "Rusty Sword" have their own unique performance, and I like these weapons so far, so there is little room for incorporating "Legendary Taunt", and I think it will be difficult to achieve.
AAB itself is not very compatible with other "Gameplay" tag mods, but if use a mod "AAB - Alternative Weapons Skills and Mutations" that separated some data such as AAB weapons, it can also be combined with "Bloodshot Malaise mod" etc.
Additionally, any chance you could make AAB work with bloodshot malaise mod pls? Those two would work so well together, one buffs the weapons and the other mod buffs enemies.
Cheers
As far as I tried, unfortunately I could not get achievements with this mod.
I added this to the description of the mod.