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The only time they appered during night time ambush when I forgot to use night time ambush prevention skill.
Description says "they only happen in hallways, regardless of the torch"
But also "you are always safe under the radiant light" ? I'm confused...
Would be cool if chance of them spawn in cove is much higher than any other places. I think cove is best suited for this
But it will prompt:
MonsterClass: cell_battle_A or B or C,missing display name setting it to classname
How should I fix it?
Is there a way to add a Cyst version as well as an extra enemy? I've tried to add him myself, created a "cyst_A" type enemy, named him in localisation, give him effects, and placed into the spawn list as "cyst_A"
The thing is that everytime his encounter would come the game just pops a message wich is this.
Assert Failed:
(!enemies.empty())
Battle::Create in battle.cpp line 394
No enemies generated in battle
ESC to skip
Then a fight starts with no enemy, wich ends instantly with a victory.
When i did the same in the base game, created a folder for him, effects everything, he does spawn, but without sound effects XD
Can you help me out? Thanks :D
this mod makes the torch much more than just random debbufs and buffs
and fits perfectly with the vanilla low light ambient effects
Seems like a good challenge
*Sees Templars*
*DD2 Flashbacks
HELL NO
Is it possible to add level 6 quests that appear after finishing the game, that come mixed with those enemies as well? Always wanted to try that but I've got no experience in DD modding, and not really the time.