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Will try to remember to change it to 180 when I add any new mobs
btw I just read a few older comments and I don't feel like adding support mobs from other mods. It would be too much work to always make sure to be compatible and maybe adding new mobs and so on...But anyone feel free to take a look at my code and implement it for mod-mobs eg. directly in the relevant mod.
Ah yes I understand!
So if you have Health of 1 player of 100 and health for 6 players of 1000, the average of this would be 1100/2=550 (not sure if I chose the correct english wording for this, but this is what I mean :D)
Is it the same problem for "Crawling Nightmare" and "Nightmarebeak"? Ah wait, we dont have these in the mod :D
I think the problem could be, that the devs made in the "nightmarecreature.lua" file a "local data = ..." which is saving the health values as numbers before the mod is loaded.. so only adjusting the TUNING values is in this case not enough (because this does not change the already saved values in this data variable) ... I always hate it when the devs store such things in local variables....
I have to write special handling for the nightmarecreature.lua because of this..
Maybe a thing with "icker" => when it's loosing HP it's separate into small blob (can't be attacked) and if not killed the blob goes back into the icker and heal it so maybe it's a thing to consider
Do any of them have special rules for health that can change their max health? Or do they have different fighting phase based on their left HP ? (usually the devs program a percentage of HP to trigger next phase, but sometimes they hardcode values..)
New update is out with a bunch of new mobs to fight :
"rabbitking_agressive" (800,2000) =>it's an early game mini boss
"rabbitkingminion_bunnyman" (150,400) => it's minion spawning 3 by 3
"wormboss" (1500,5000) => based on malbatross HP adjustment with also 5000 HP in the game
"shadowthrall_mouth" (400,800) => like shriek with same HP
"Icker" (300,600)
"ruinsnightmare" (400,850) => shadow creature only in the ruin during nightmare cycle and hard to fight solo so same HP as the other shadow creature
"chest_mimic_revealed" (400,950) => late game mob important for late game stuff so not too easy
I tried to follow your rule on how to adjust HP so far + based on the stuff you should have when encoutering them (early, mid or late game). That's why I put note after my proposition for the HP adjustment.
As always, thx for your work on the mod !
sry for the strange naming of mobs =/ I think the "Scrappy Werepig" is called "Nightmare_Werepig" in my mod :)
I found out something VERY interesting. Removing Crab King and respawning him with console fixes the bug, without any server restarts required. My guess is that if you somehow kill the 200k HP variant the bug will fix itself on those servers.
Do you know what I mean and do you know how to check?
I've no idea what could possibly cause it to malfunction for the other people. Possibly some obscure interaction because of the change of prefabs? But mod compatibility shouldn't be a concern for balance stuff I think.
Btw, thanks for the mod, it's greatly appreciated. It makes fresh runs so much more fun to play when you don't have to smack some bosses for 30 minutes straight when solo.
Maybe the health-bar code does not like my mod changing the health midgame?
Or maybe know a solution?
Was able to get it back down to 12k by disabling the mod and reloading twice but now enabling the mod doesn’t seem to change the health even with multiple reloads. I know you’re not even playing DST anymore so no rush. Worst case I’ll just cheese the boss with its default health