Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
8. The higher its charge, the higher its sanity drain becomes.
9. Be warned, if you unequip this cursed hammer when it is at least 20% charged, you will be cursed for a certain duration, which drains your sanity and spawns nightmare flames over time. The curse's effects and duration will increase for every 20% of charge up to being fully-charged, lasting close to a full day. Be sure to wait for the charge to deplete to 18% if you want to unequip it safely.
10. If you've been cursed with a curse above 60%, a secret nightmare creature will eventually visit you, watch for the flames.
The Living Dreadhammer is designed as a versatile high-risk high-reward weapon to rival the Hambat without replacing it. As the curse discourages swapping out your hand slot, you're encouraged to use the yellow amulet as a light source. Have fun!
1. Using the attack key, every hit fills up the hammer's charge by 2%.
2. After enough time passes without attacking, it will lose its charge, wait longer and it'll deplete even faster.
3. When it first hits 60%, you can right-click to teleport with a cooldown.
4. When it hits 100%, the hammer becomes fully charged until it depletes below 60%. It will now deal more damage, and every teleport will create four shockwaves that destroy structures. With good aim, you can deal significant damage with these shockwaves.
5. The hammer's cooldown does not prevent you from right-clicking again, but the higher its cooldown is, the more health and sanity you lose from overuse.
6. For Maxwell, it acts as a Tier 2 Shadow buff similar to the Dark Sword.
Error screenchot (line is 691, i just added some code for debug) [ru.files.fm]
Could you add the setting of The Dreadhammer on/off or can destroy structures on/off ? Dreadhammer can destroy structures. I want to for it not to destroy my house
Unfortunately, I have not gotten Ancient Guardian to be able to find its home position due to how things work, and I'm about to sleep and tired xd, so I've not added that, you'll have to use a Thulecite Medallion. I also am not keen on making Ancient Guardian return home during combat, a problem that I have with Klaus.
Also, there's a reason why I'm not using Klei's default method to add homes. Here's a secret, the method that Klei uses to set home points for a couple of enemies is flawed. You can close and restart a server while enemies with home points such as clockworks and sentrypedes are away from those points, and they'll reset their home points to their current position.
and there is two feedback.
First, could you add setting that ancient guardians can restore her health in non-battle or battle? I just want to raid the full health ancient guardian with my members. but other troll users just hit the monster and run so the monster lose some health.
Last The ancient guardian didn't turn to her area without aggro. I can't find the monster. the problem is the troll users hitting and running with curiosity.
Thanks for your swift feedback again!
@Cutlass Hi, I've just pushed out a fix that should replace pre-existing Ancient Guardians with mine. The Ancient Guardian can be found deep in the ruins in the caves, through the labyrinth.