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I think it's that dust effect, but it's making the FPS drop and wobble more and more.
maybe that particle has an infinite duration?
The Ninja likes being in the snow and forest, and likes the guide and princess.
and before update it worked well... maybe i gotta use stable version.
thx. have a good day
modloader said "Creaturia.NPCs.Town.Fisherman" class was the problem.
wont you fix this bug, please?
I downloaded the penultimate version of the stable tmod from github and everything worked correctly for me.
Funnily enough, the Ninja I made quite a while ago, and his dialogue about Queen Slime is older than Queen Slime itself (which I had no idea would end up becoming a thing when I came up with it). Another use for him is something I'm hoping to eventually do in a later update, alongside adjustments to dialogue so he has a bit more interesting of a personality, like the other NPCs hopefully do.
There are 4 minibosses, the other one is completely unrelated to the fishbosses, and should be easier to discover than even the fishbosses.
The bugs you brought up I just fixed (in the branch for the next update, so not out yet), both were slight oversights that shouldn't happen anymore. Can't believe I didn't notice the Spiny Necklace one, it's supposed to give an extra slot rather than take one, lol.
Hmm... they can get fished up without bait when in the right biome, but it's pretty rare, a 1 in 300 chance. I like the idea of it happening rarely, but maybe I should decrease the odds. That I figured was the perfect value for getting 1 in a playthrough, I figured it would take a huge amount of fishing to run into that multiple times, but maybe not. I wouldn't want people to think that's how you're supposed to find them, so maybe I should remove it.
Quick couple bug reports, too- the Lumpsucker accessory's minion appears to take up a minion slot, based on how you can't summon more minions with the accessory than if you didn't have it. Meanwhile, it seems like one of the dialogue things isn't set up properly, leading to the Ninja saying "Mods.Creaturia.Fishman.QueenSlimeDia"
Anyways, that's a fair decision to keep them simple since they're just minibosses. I guess another criticism of them I'd have is that I don't particularly like that they can randomly spawn while doing normal fishing in their biomes (unless that was some other mods of mine doing weird stuff,) since that can disrupt fishing for other resources in those biomes and anyone specifically using that method to spawn them are going to take a while.
I'll reduce Dunkle's damage, I do think it is a bit much (although once you memorize his attack patterns he's easy to deal with, like the Lumpsucker). The Rainbow Fish I've had some ideas of how I can improve the performance without erasing the central gimmick, but I'll have to do some testing for that. That's something I wasn't too happy with, but didn't really have the time to redo.
Hmm... I'm honestly pretty happy with the Lumpsucker. Once you get the attack pattern down it's pretty easy, sure, but like the other two fish bosses, it's mostly meant to be punishing if you mess up your movements, like getting caught in the ichor stream or have bad timing with the baby explosions. They are minibosses, after all, so I don't think I need them to be too complex.
I appreciate the input, though. It gives me more motivation to open up the mod and deal with what needs to be worked on.
Dunkle is fine-ish, but they deal too much damage imo, they can stunlock you if they get close enough to you while trying to move towards you (which paired with the high damage can very easily kill you), and the attack near the end where they spew cursed fire above you lasts way too long. It's also easy to dodge by running in one direction and not going upwards too fast, though I'm not sure if that's intended or not.
The Lumpsucker seems to only have 2 attacks, aside from bumping into you. Both of them are fairly easily dodged by just staying somewhat far and diagonally above the source of the projectiles, which is a little boring, I think.