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hflm_ prefix should be added to all starfish & starfish_dummy sprites + corresponding correction within each ".atlas"
"[ERROR] [General] MonsterClass: hflm_starfish_B is dependent on invalid monster class"
The issue is "Starfish Transform 1/2" effects referencing non-existent "starfish_dummy_E/F"
(which should instead be "hflm_starfish_dummy_E/F")
I changed the name in file for the starfish so it should be fine now
- Stone seraph's type is now unholy stonework instead of eldritch stonework
- Stone seraph now should not spawn in rank 4
- Stone seraph now has a blight resistance of 20%/40%/60% instead of 200%/220%/240%
- Drowned Anchorman now has 77.5%/83.75%/98% instead of 102.5%/108.75%/122.5% on it's attack.
- Drowned anchorman now can only target 1-2-3 instead of 1-2-3-4 on it's attack
- Drowned anchorman now has 33% prot at all levels instead of 40%.
- Drowned anchorman now has slightly more crit on it's attack
I think there can be 2 options here.
1. Tone down it's blight resistance so I can at least blight it, since other ruin enemies are susceptible to blight. Which makes it go with the theme of the ruins
2. Make it spawn in rank 123 and not "4".
Since it is not susceptible to movement, it is extremely hard to bring it out if spawned in rank 4.
Only allowing 1 or 2 of my characters to attack
- added trinkets for Coffin and Shrew
- Changed trinket rarity name for HflM trinkets from rare to Very rare
- Increased drop chance slightly for all trinkets
- Greatly increased drop chance for the lost weapon mini-boss since he is encountered less.
some could be a bit smaller to not overlap on visuals , or maybe increase size stats :)
- Added A new boss and monster to the cove
-updated Chinese localization
-- Updated description
-- head hoarder now drop items from the collector pool
- Head hoarder now has more hp
- seraph's -15% dmg from getting hit is now -30% dmg
- Fleshings now heal when they start the hunt.
Use AoE attacks against it. So you can hit it and another monster at the same time.
@Wolfie
You don't need to use the reuploaded MLD, so it's most likely a bug.
@Ecce Mors
Use AoE attacks. Seraph is meant to counter the "meta" of focusing all your attacks on one enemy till it dies, just like the coffin from the weald. If you focus all your attacks on Seraph, now the other enemies get to attack. If you focus all your attacks on other enemies, now Seraph can deal damage. You can get around this by using AoE attacks like grapeshot blast, ect to hit the seraph and other enemies.
@Knave of Chalices
There are more courtyard monsters coming. 3 infact.
either its because im still using the moonlit dungeon monster mod or its a bug of some sort
Anyways, that's my two cents.
Giants are hard to stun and has a lot of HP so it's hard to burst down with damage or DoT, but since Treebranch only targets one hero, you can still manage it.
As son as as I see the Seraph it I sigh because there's nothing I can do to stop it. You can't stun it, you can't bleed it or blight without debuffs and because of the prot you can't burst it. If you have a rank 1 or 2 melee fighter like Crusader or Leper, you're taking tamage whether you like it or not. It has the same flaws as Giant but it punishes you 4 times as hard.
While most come from the mld assets pack and thus free for anyone to use, the flesh-lings are not. NBB hunted down the original assets and creators and got permission from them, then reanimated the sprites to make them less buggy.
So your friend would have to do the same for their project, as it's not my permission to give.
Does this mod make Moonlit Dungeon Enemy Pack redundant?
Regardless thank you for continuing to update this!