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PLEASE
Thank you
great mod man! i've been using this mod for some time now, and i have a couple of suggestions, if you don't mind the mucho texto:
[* - mod options]
-some things i wish could be added back (or toggled as mod options)
= shadow sneak and prison
= crafting both magician's chest and top hat, and being able to use the latter
= equiping certain shadow items to buff shadow duelists/guardians
= allow shadows to be stationary and automatically target things in an area around them
- option to change the range and number of unique items that should get selected when you double-click (instead of "pretty close" and 1), for example, to all items currently on screen
- allow shadow miner to break structures and shadow servant(s) to carry heavy objects(multiple servants carry it faster)
* -> toggleable
- customizing the Codex Umbra shortcut, and adding shortcuts for "recall", "inprison/release X shadow", "command all wait" and "release all shadows". currently it feels a bit sluggish to pressing z and messing with the menu if you're in a hurry
- add a mod option that if when targeting multiple "single user" things(such as digging and all servant actions), make it so that when you have multiple shadows active, each shadow goes for a different target instead of all shadows going for the same one (the shadow closest to the target acts, then the next closest shadow to the next closest item, etc. etc.)
- ditto, but for when targeting multiple enemies with multiple shadow duelists active, they all should either gang up on a single target, then go for the next one
* -> if you need a key and which one triggers ganging up/separate targets, and the criteria for the order of targets in case of ganging up: lowest current value, percentage of, or max HP or closest to player.
- being able to target everything currently inside a certain range if you hold a key or the second click after double right-clicking, then drawing an area around any type and amount of targets(servant always acts, and holding either CTRL/ALT lets either duelist/guardian or miner/logger/digger act, SHIFT makes all shadows act their respective actions)
* -> which shadow acts when holding which key
- let servants put items from their inventories in chests if you target one. if selecting multiple chests, they'll place items from first slot to last, in the chest closest to them or yourself, then in case of the current item already being in a chest, skip to it then back to the queue. if multiple chests have the same item, target the one with the most, fill it if it's not already at stack size, then skip to the next)
* -> sorting method (chests closest to shadow or maxwell, items first-to-last or reverse, appropriate chest first or last, etc.) or key to toggle multi-chesting
- allow servants to target other shadows to pick up whatever item drops from the target shadow's action (double right-clicking makes the servant either always follow or follow until the task is considered "over", if there are no new targets for the targeted shadows for some amount of time that can be set in mod options)
Example:
you have a bunch of grass tufts around the same area, with 2 shadow diggers and 2 shadow servants, each targeting one digger. you double-click to select all the tufts and leave, then every time a tuft is digged, their respective servant gets both the tuft and cut grass, draining sanity for each item picked up, and when they're finished, all 4 shadows come back)
* -> toggle for default state for following(either always follow or until task is over). toggle for either sanity multiplier for each item picked up or passive drain while servant is targeting a shadow.
If the worker can click Start, they will work next to me, and they can set a range, and the cost can be calculated by time.
The fight was to protect me, not to target (many times I was besieged and they were in a daze because I didn't hit the target)
Of course the above are all my feelings, it is gratifying to have such a good mod.
Does that happen after Maxwell upgrades his Codex? Does reloading the game fix it?
6 Nightmare Fuel + 150 Sanity (Playable Pets Modded) while near a Pet Cave
Creates a Magical Girl! (https://lobotomycorp.fandom.com/wiki/The_Queen_of_Hatred) Shares the same behavior of Shadow Farmer and Shadow Miner. When you're at 25 Sanity or less, transforms into a vile snake that attacks everything but you (your allies are not exempt, nor your fellow shadows)
Shadow Farmer - "Plantin' Seeds, Farmin' Plants!"
2 Nightmare Fuel + Empty Watering Can + Garden Hoe + 50 Sanity
Creates a gun-ho farmer that can be given seeds to plant onto tilted soil and be ordered to water farmland. Cost 5 Sanity per seed planted, and 10 sanity for watering
Shadow Taxi (Lunar) - "Sending you to the Lunar lands...look out for Moonstorms!"
2 Nightmare Fuel + Lunar Sipholocator Staff (Celestial Tools) + 10 Sanity
Creates a easily-frightened shadow wielding the Lunar Sipholocator Staff. When interacted, pay 25 Sanity to be sent to the Lunar Island that is the closest to any Mysterious Energy (and back)
No rush, better face than crash
Merry christmas
Unfortunately I've been travelling for work the past two weeks and haven't had a chance to continue development on the mod, so it's going to be a bit before I can release the new update. I'll be back sometime next week, so I hope to have it up before Christmas.
Playing the official rework for a bit has actually inspired me to start working on a major update again. While I'm not a fan of the way Klei implemented their shadow puppets to work in a small area, I did like the concept of removing them as permanent followers. This major update will eliminate the tedium of shadow puppet management while maintaining the puppet master feel- shadow puppets will be summoned on-demand when a command is given, and will automatically despawn when they're finished. I also plan to add a new shadow puppet type, rework duelists, and add some progression so that Maxwell can empower some of his shadow puppets with extra utility.
In the meantime, I've released a small patch to make the mod compatible with the official Maxwell rework.
And i have to admit, that though Klei did d great Job, the mod is just better, lol. I can play here as a puppet master, not a...Well, shadow knight or anything. The managment is 500% better. Shadows don't die if you dare to move too far etc.
@Ziro2k