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Figured out what caused the game crashes with large generated monsters disabled that until I can fully resolve it and re-enable their alternate attacks.
Working on Vox not standing there for 8 seconds when the fight starts but that's on the back burner because I did an oopsie.
The Oopsie- Confused the game engine by messing with Max Health and Max Energy Augments, goal was to make them a % multiplier instead of flat modifier similar to the Rage Augments. dealing with that bug at the moment.
Interesting, I'll start looking into it asap, but work's got me pinned down right now, in the coming weeks business may slow down enough for me to have additional days off to start working on this mod more often.
I appreciate the feedback and bug report!
[Info] animator.lua error: could not set state melee for type body, for entity type largebipedminiboss of id 522
Absolutely not the only one, it's been an issue for a while and chucklefish has just never fixed it. So I'm changing it's files anyway, we might as well insert the 'Fine, I'll do it myself' meme here.
@Kirbcake
This absolutely works with the RPG Growth mod, that's one of the mods We've tested for for it, the two should mesh seamlessly!
Yeh! Icatova made that one, she asked me what monster had already gotten the biggest buff,I told her probably the guardians and then she came up with that.
So this is something I forgot to mention but non-combat Crew members get a buff in this mod, I'll likely add it into the description next time I update, so chemist buffs last considerably longer after You beam down so You can actually get some use out of them, Engineers increase Your ship speed a bit more and Mechanics reduce fuel cost of ships by 20% instead of 10%, This was done to make them worth while to get instead of stock piling janitors to get the next tier of ship. pick and choose Your crew members wisely!
For those watching the mod's progress my week's full of testing this mod and others for compatibility as well as well, work! and the weekend is D&D, so next week I'm going to start working on ye' ol Crystal boi (The first boss) and adjusting his attack patterns and likely adding a couple of new ones.
Good luck!
@Chymmoro I shall try! but I do work full time, even pulled something in my arm at work today and it hurts a lot, but I'll be fine and resume work tomorrow on my day off!
@LosAlamosBodySnatcher You should, while modifying the Generated Monster Files I found that ChuckleFish commented out their special skill table, some of these skills seem to have issues in the current version of the game so I intend to fix those abilities then re-enable them, that mod and this one would be altering the same files.
As of right now the difficulty of my mod set up is mostly fine and I don't want to tip the scales any further for now - but I really want to see where this goes because it all sounds great so far.
Keep up the good work! c:
The survivor boss is also nice, constant flurry of attacks, small openings, always vulerable to damage(rather than blandly dodging the same attacks till its exposed), but always dangerous to warrant not "unga bunga" and rush him down.
also, I like this mod :)
As long as another mod doesn't directly interfere with the Vanilla Monster files or scaling files it should be fine, even mods that add entirely new monsters work just fine with it, an example is https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1117792278 which me and a friend did a test run to find possible issues, although bare in mind Pandora's box did water down the number of creatures with modified attack patterns and aggression with creatures from it's own selection so you could find creatures from ether mod. We've also tested it along side the RPG Growth mod and Arcana as well, seemed to work flawlessly but if there's any issues let me know!
@Kronolos
also nice job on passing the 1500 hr mark, ive just recently breached 1000