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There was already a comment about some certain aspects, which i'm not entirely agreeing with, so i leave this review here for anyone interested in the mod, but wanting a more fair review of it's fun aspect.
4) The heirlooms are frankly...terrible. Like, unusable-status bad. It always comes down to this for me to use them; "Do they summon an OP spider for me to cheese fights?". If they do, they are pretty Ancestral tier imo(which is nice, considering they are utility based and not stats, so theres a tradeoff) but if they DON'T summon spiders, they are GARBAGE. And the set bonus for any of them is both too specific(even though they appear everywhere) and too weak to justify using TWO of them on one character. But this is very easy to fix; the non summoning heirlooms should just go more ham on their effects. 13% stun bonus is not much for an entire slot, but I might bat an eye at a 30% bonus, for example.
So yeah, I'd give this mod an honest 3/5 stars. 4/5 stars if you enjoy suffering or want to justify some slightly OP custom classes/reworks. If the above points are addressed a bit, I'd be thrilled honestly, as the design is both elegant and unique.
3) Glass spiders having a death explosion is a NEAT idea...but damage(low, but still), bleed AND stress for something that cannot be avoided is cheap. I'd suggest at least ONE avenue of counterplay(having them stunned before death, killing them via blight/bleed, criting them could justify it).
Okay, so, after playing with this mod for about 20 hours I can safely provide some feedback.
Overall: I LIKE the idea of this mod. I really do. A new enemy type that infests every region and has both its own encounters and mixes with the base rabble is very cool. I also appreciate(a little masochistically) the focus of the encounters being status, summons, stress and blight, instead of crits that a lot of late game monsters default to.
BUT, this mod has some glaring flaws;
1) Getting diseases from HITTING the enemy is terrible design. The diseases are also nasty, so this is doubly feelsbadman. You can keep it as a mechanic, but in my opinion, having it be more frequent by getting ATTACKED would be more ideal.
2) Stone spooders having a TWO target stun is a little too brutal. It also does a lot of damage and seems to ignore rank placement, so not much outplaying there.
Furthermore when I got the other 2 quests (at the first 10 weeks), I was simply not ready to tackle them. By the time I was able to assemble a good enough team, they permanently dissappeared from the quest list. Is there any way to reactivate these quests?
I fight with spiders often enough, so generally the mod seems to work.
Thank you for your help!
Also the astral spider summoning staff is OP and can be acquired very early. Prone to crashing but thats to be expected for its mechanic
-If not I recommend uninstalling the game and reinstalling. Play for about a week and then load the mods back to normal.
-One of the problems with the workshop is that mod makers rarely make mods that are compatible with other mods. Some mods may not be compatible and we have to fix them one by one.
- I hope that this article may be helpful to those who are facing problems.
#--I know how hard it is when we want to enjoy it but have a headache with debugging
-I tried -disable_monster_pre_loading.But it does not Ineffective
I'll let him take over if it doesn't help you as I'm only taking a guess, hope it works out for you!
-Assert Failed:
(pReturnMonsterBrainClass nullptr)
Al::MonsterBrainClassLibrary.:GetMonsterBrainClass in monster_brain_class.cpp line 681
No monster brain class with id:ard_spider_queen_enraged
ESC to skip
-how to fix this
-Thank a lot