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
While testing the new update I found a mob that has not been modified by the mod. After defeating celestial scion you can upgrade the celestial crown and it does spawn inimicals gestalts, a mob that can be killed to farm a ressource. It has 2000 HP so quit a lot for alone players.
I suggest :
gestalt_guard_evolved : 500, 2000
@Адская Пуля: finding fitting values is not that easy. There are some bosses with 8000 health reduced to 2000 and others only reduced to 4000. And others even more reduced.
I'm open for suggestions to find better fitting values.
2000 hp is very low for a boss that drops for 5 seconds in stun. You can safely skip the phase with heavy punches with Wilson + Night Sword.
It's a necessity for many people like me who loves playing the game alone without trying hard on high HP bosses
Have a nice one !
I tried the celestial revenant wich works fine (even his respawn phase works with him coming back at 500 HP)
Same for warbot and celestial scion !
Everything is good with the new stuff
Haven't tried toadstool
Please test and let me know if everything works like it should (starting a game and also a player joining in regards to live change of health)
After that you engage against warbot (wagboss) and the celestial scion goes out of the warbot
Warbot is like phase 2 and 3
Can you please tell me how the fight against celestial scion happens? What is phase1,phase2,phase3,phase4 ?
phase1 and phase4 have their own prefab, so adding them is not a big problem. But there is no phase2 and phase3. So I dont know if it will use "alterguardian_phase3" instead , or if there is in fact no 4 phases, but only 2 phases and its just called for unknown reason phase4.
Yes the warbler can't be killed, my bad
Yes it's confusing but celestial scion is kinda the last form of the celestial bosses and we have the celestial revenant wich is kinda a phase 1 celestial champion
New update with a new endgame boss !
Suggestions :
"alterguardian_phase1_lunarrift" : 2000, 10000
"wagboss_robot_possessed": 4500, 22500
"alterguardian_phase4_lunarrift" : 3500, 16000
"wagdrone_rolling" : 140, 280
"wagdrone_flying" : 140, 280
As always thanks to keep the mod updated !
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..