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Oh, my mistake. I just assumed they were from this mod, because the quirks are purple.
Thanks for the help!
Those quirks are not from the Springtrap mod.
After doing some searching on the Workshop, I found that those are from Koala's Creature Collection mod, and are tied to the Beholder enemy. Details on what it does can be found on the Google Doc linked in that mod.
Hopefully this info helps.
I have not seen this error before. I tried enabling Springtrap on a new estate without any other mods or DLC. It seems fine.
What language are you playing in? Maybe it is a localization issue
I have a lot of messages like "member not found remove it if not active x22, member not found", HELL TOUCHED stress not queued...(5 variants)
I'm sorry you're having this issue; I've run into similar situations before. How I had it set up is how most custom events are set up.
But yes, event generation can be tricky, especially if you have the Crimson Court DLC and have not beaten it. In my personal estate, I've had to disable the mosquito event before to get other events to show up.
Here's some suggestions:
>If installed AND you started it already, then beat Crimson Court (or adjust mosquito event manually).
>Move Springtrap higher in the mod order. This may help prioritize his event before others.
Good luck to you, and I appreciate your effort and patience thus far.
I bumped it up for myself to get to see if this mod works, but idk, I feel like it's not too find to spend 20+ weeks past week 13 and have multiple good teams and I still can't roll it simply cuz I'm unlucky.
I have not seen anyone else report this issue
If you don't mind, I have a few other questions:
1. What type of errors are showing?
2. Are these errors when loading into the game? Or, are they when loading into Springtrap's quest?
3. About how many mods are you using? Are you using any overhauls?
4. Have you tried putting Springtrap higher in the mod list?
Death by Fire is one of my favorites and probably not something I'll touch. It expresses his hubris and perceived mastery of "life and death;" moreover, the damage buff, extra action, and damage block allow for some whacky hijinks.
'It's like there's so much more; Maybe you've been in this place before'
Goated reference. Thank you for the smile, friend
Also infernal swing is too extreme of an attack. Very good damage to all enemies, at the cost of what might very well be half or a third of your party members' respective HPs, depending on the levels. 10 HP is NOTHING to sneeze at, even if you have a team full of pure tanks (which in plenty of cases you probably shouldn't). It's to the point where I have to only use his more "standard" abilities and just have him be nothing but a bleed stacker. Not very worth all the effort and fanfare to get him.
Death by Fire is great in that regard for example, 2 actions is very high tempo and satisfying to use, I turn on "I hope you die in a fire" every time I finish bosses off with it))
But while yes, Springlocked is strong and for the free action would be somewhat game-breaking, centering the hero around it speed-wise is not ideal, same for Infernal Swing, which I instantly regret using seeing how it devastates my party, it is just not sustainable, especially when not using Vestal. Maybe for solo Sprtingtrap it is strong, like that solo Flaggelant vids, but not many people do solo heroes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3620911017
Also, in regards to the boss version of Infernal Swing. The Crit rate of the skill is actually -10% in that fight. Springtrap may seem to crit often with the skill due to the +30% CRIT/CRITs Received Buff/Debuff he gets at half health. I put Infernal Swing at -10% so it would crit less often than his other skills.
1. SPD: Personally, 0 SPD puts Springtrap at an incredible advantage. It allows him to maximize his Riposte, while also enabling safer Death's Door play with Death by Fire. In fact, one of my Springtraps has 3 or so SPD down quirks.
2. DMG: I am hesitant to raise this stat. I kept Springtrap's DMG where it's at due to his Death by Fire buff. Any small adjustment up becomes very significant because of it. Most likely I will keep the damage where it is.
1. Practiced Art: I agree that it may need to be tweaked to feel more relevant; however, I will most likely keep the damage much lower than Dismantle Victim, as I want the fire ax to seem stronger than a knife.
2. Merciless Mockery: Your idea for it to heal the heroes is interesting. I revamped the skill in my personal build to stress heal only Afflicted heroes. I'll test this for a while and see if it's good for the upcoming update.
3. Springlocked: The amount of DPS and Healing this skill can do keeps it out of Free Action territory for me. As a Free Action, players could also abuse the DMG Reflect buff and naturally boost it to insane levels, which would de-incentivize DMG Reflect trinkets.
4. Infernal Swing: Deferring the stress cost into Horror is something I'll test; but, I will probably go through several different tweaks before I find a revamp of this skill I like.
I took the mod as it is on the Workshop. Reduced the mods active to just a couple, and tested the fight. I did not get a crash, despite Springtrap using Practiced Art several times; moreover, he also uses this anim for his first attacks against the NPC's.
Here are some questions I can think of:
1. Have you tried moving the mod higher in your load order?
2. Do you have a large number of mods enabled?
3. Have you redownloading the mod?
As for things I cannot redact, sadly, there are at least my ideas:
Merciless Mockery [ - add debuff target for -10 speed and -20% damage on hit, makes it for semy cc without losing much tempo. much easier to utilise mark that way.
Springlocked - add self-stress for 10, make free action with 3 round cd, apply horror to teammates.
Infernal Swing - damage party for 5 8 10, apply horror 3/2 instead of immediate stress, cd for 1 turn, debuff self for speed.
Practiced Art - +33% bleed amount/duration applied against marked. It is even lore-friendly.
The fight itself IS fun ngl, but with the right party, mine were: Vestal for heals, Plague Doctor for blight/stuns, Land Dweller for more blight and ex-Shieldbreaker for blight and aegis against Infernal Swing.
The fight itself is pretty good, the only thing that cause frustration is Infernal Swing itself, crits for 47 for my whole party 3 times feels kinda unfair. Maybe reduce the crit chance of the thing to 0% or something? Debuffs don`t stick well for 3 turn enemy and his debuff resist is pretty decent to just easily penetrate.
One last thing - is it possible to release the character version without the bossfight? I know its lore-friendly, but hey, it could be optional for an extra salvage or trophy. The char is just too good design-wise to get him that late into a playthrough.
The event after the quest is meant to give you one guaranteed copy of the character so you don't have to wait, week after week, for RNG to spawn him.
As for the quest and boss fight, the NPC's that assist you along the way can provide several buffs to help, if they survive their fights. The Springtrap fight is also your team + 3 NPC's vs Springtrap; and, if he sacrifices any of them, then he gets debuffed for +33% DMG Received each time.
So... Amazing work! i love these hidden details!
Follow Me is the only way for him to consistently stay alive.
He's fun to play, but very-very flawed, so I'm sorry if I will sound rude.
Springlocked is a weird skill, you're damaging yourself for the sake of being damaged even more in the future. A good solution would be to turn all of this instant damage to bleed, so you'll have to pay for using this skill only after some time.
Harvest Remnant has a mid coding, it shouldn't deal damage or have acc modifier at all (You cannot miss vs corpse anyways). You see, the game has a small chance to turn your miss into hit randomly allowing your Slringtrap to deal a full damage to the entire enemy team.
Instead of damage, a corpse clear effect could be enough.
Infernal Swing
It's just a bad skill, like fundamentally bad. No amount of damage is worth severely damaging and stressing your entire team, and also quad-damage skills is just unhealthy.
In 70% of cases it's on-hit side never gets used, because mark is an overkill against half-dead monsters and the stress part is worth using only as a last resort.
The rest is fine.
Also there's way too many creative liberties in his general design. Infernal Swing is far the most random one.
He could summon the phantoms to debuff enemies, he could use his brainwashing abilities to stun and move them, he could throw his axe into the enemies. Same goes to trinkets.
1. Thank you, I'm glad you enjoyed the fight, and the idea of killing the heroes to prevent his healing/buffs is a good catch. I do not know if a tip to bring more torches is necessary, however, as the small amount of rooms should lead to an excess of torches; the buffs the players receive from the npc's also help; and the friendly Vestal is able to create light.
2. I had this thought while making the mod, so I tried to find a way to spawn Springtrap at R6; however, I could not find a solution.
>Gaze allows his Riposte to become a guaranteed stun after several attacks. Having a character with Force Guard (Antiquarian) can speed this up.
>Baal is straight forward, making your favorite skill even better.
>Shadow can lead to Springtrap being stealthed for the entire battle if enemies are set up for him to kill, which is easier due to the +50% CRIT.
>Heart mitigates the risks of being overly risky with Death by Fire.
>Horns helps with high stress synergies, as you can maximize the buffs from his Affliction barks while minimizing the stress caused.
>Offering makes the corpse economy even more valuable offensively and defensively.
>Uniform + Death by Fire makes for a powerful first turn.
>Discarded Lighter improves Springlocked, allowing for over +100% DMG Reflection.
> Unholy Salvage
If you can get
> Legendary Bracer
For unconditional +20% damage?
Only good thing he has is his bleed ability, which is really good for stacking bleed, and that's basically all. You can play him only as bleed stacker. He DOESN'T have self-sustain, you can't call "heal 30% by damaging your ally for 1/2 health and skipping your turn" a self-sustain, that sounds more like self-harm)
1. Boss fight is really fun. Love all the mechanics with allies on the other side of the game field. Love the fact you have to put down your allies in time to deny healing for the boss. But it's too hard if you didn't bring extra torches, so you should put a label somewhere or something.
2. ...the fact that game gives me first level hero after the mission is frustrating. It's lategame already. I don't want to grind him up until he gets to the top. Can we just give him 6'th lvl from that recruting event?
>Added positioning for unique actor dots (i.e. Monitor/Commandant/etc). Thanks to Zotlan for pointing this out.
>It needs to be after week 13, and you need 4 rank 5 heroes.
>If you have the Crimson Court dlc, then the mosquito event can block other town events from triggering.
I hope this helps.
If this is not your issue, then can you please clarify?