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But here I would also like to see screenshot with the map.
To not have blueprints for the masked helmet is totally okay. Even the normal masked helmet is already the best head protection for crossbow users in the game. Giving players an even stronger helmet is not necessary.
The old frontlines could get weaker, as more captains are killed. I haven't tested it, so I can't verify it.
After you made the changes, I could run a test, if it helps. Just give me the word, after you made the changes.
Have a good start to the new year!
yo dude, first of all thanks for the feedback. Makes me happy people still enjoy this mod, which is my first.
I'll look into the mod again because it has been ages since I've worked on it (lost motivation and interest, uni, other mods) and I'll let you know.
I remember making the spiders really strong because there needed to be a reason why the spider hunters would be needed, but seems like I made them too OP and not fit them well enough with the lore.
For the wildlife faction spider hunters.. what the heck? I gotta check those.
I remember not wanting to give blueprints for the masked helmet because I wanted it to be a trade secret for the Spider Hunters.
If I remember correctly, old frontlines becomes weaker as more captains get killed.. or maybe im confused.
I'll check later and make changes.
Thanks for checking out this mod, I'm glad you enjoyed it.
After playing through the content of your mod, I want to give you my feedback.
Firstly, thanks for creating the mod. The Spiderplains feel much more lively with the mod active.
Before hunting down some of the bounties, the patrol of spiders are a bit op. A group of spiders destroys a patrol of hundred guardians every time they come across each other. If this persisted, the spiders would have destroyed the Shek kingdom single-handedly long ago. To achieve some kind of realism in regard to the lore, I suggest nerfing the initial patrols. Just changing half of the elder skin spider into adult ones should do the trick.
The last bounty, Caragula, can be too easy. In my case, a hiver caravan has gone to the old frontlines and defeated him and his buddies without my help. I suggest changing his and his buddies' location to inside the intact tower and locking the tower. The old frontlines could be overrun with a ton of spiders to simulate a spider nest.
After bringing all three bounties to the Spiderhunters, the spawns in Arach and watchers rim seem to change. Spider hunter patrol spawn as part of the wildlife faction. They and the camps of the bounty hunters fight each other all the time. This is quite immersion breaking. They should have the same enemy, the Bugmaster, and no reason to fight each other.
I suggest changing the spider hunters patrol to belong to the Spiderhunter faction or remove them from Arach and watchers rim.
The blueprints for the special masked helmet and the spider scythe don't seem to be available at Spinnentod. I suggest adding them.
The bar in Spinnentod should have a skeleton repair bed, because many spider hunters have skeleton limps.
Maybe some of my suggestions are helpful. Thanks again for the mod.
In case that's intended, that's a bit over the top in my opinion. The spider plans have become an endgame biome as dangerous as the ashlands. Even my current solo character with all stats in the 90s can barely handle it without microing.
Other than that, is the general trader supposed to have about a hundred helmets for sale? Probably won't be hard to find a Masterwork in there, but that's one big inventory of helmets!
-spider hunters have a chance of robotic limbs (need help with balancing)
-added new village with small world state
-added bounty
-added sera
-tweaked some dialogues
-SH mercs added
-All main units other than policemen and barmen wear a custom masked helmet called "Desert Masked Helmet" that has a 100% dust storm protection.