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My only nitpick so far is just the new laser projectile. The trail emits too many red dust particles that fall to the ground and saturate the dust limit. Not like the lasers from their respective games. I realized that the older laser sprite and speed was more practical so far. It was honestly my fault for suggesting the change without a solution. Sorry about that.
The nails either don't need to bounce off walls or they need to do better damage and fix their bugs.
Also some weapon projectiles do more damage to the player when they bounce off enemies that can reflect projectiles. Might want to check on the bonus damage they do to players.
"Unfortunately most ranged projectiles are AI type 1 (bullets, arrows, lasers). So to get around this we would need to create a custom AI which acts like a bullet. Although in the biome mimic's case, if it is hit with a projectile which cant be reflected it just passes through it harmlessly."
"For more info on this, see the base definition of CanBeReflected() method in the projectile class."
As for recent talks about weapons and clear things up. I know I've been talking too much about new plasma weapons like the tau ones, at that time I was just thinking about more unique plasma or other faction alternative versions for the Kantrael Lasgun that's already in the mod. That's just my thought.
Can I suggest making changes to the plasma guns as they use the same default projectile and sound as the jewel staffs, so I hope you've improved enough to make better projectiles or even ammunition. Also I look forward to more Bolter variants or at least making it and other big sprites smaller.
Also hope the shimmer mechanic can be used or more alternate versions of existing stuff can appear too. Anyway, thanks for the reply.
A mod that only adds additional mimics:
So basically it adds a mimic counterpart for every natural possible chest in the area it can spawn
Great to troll your friends.
Also I hope you are doing well. This mod has been holding up fine despite the lack of updates and I still reliably use it. I just needed to have a 9999 mod to increase the un-updated stacks. Hope you're doing well with the Quake mod. Also, how do I get things like pilfered potions legitimately without using the Journey Mode duplication?
The bolter should automatically convert ammo to explosive bullets, that's how it is in the code
Once I finish this final Quake 2 mod for an upcoming map jam, I'll come back to Terraria. I finally got some art and code commissions finished so I no longer have to wait on other people
I hope you will add more weapons someday. I really miss rocket launcher and shaft. Strangly your mode gives player an opportunity to wield enforser blaster, the option not most quake mods can present to you.
I wish to see more quake stuff as armors(vanity items), blocks, furniture, to recreate some quake level, at least as it posdible in 2d. But even now its nice addition to me.
P.S: If you decide to update this mod, can you switch bolter ammo to rockets and add splash damage, because basically its automatic rocket launcher.
Oh check out my Quake Music pack too (Base game workshop), I think you'll love it
Besides that you did and awesome work. Thank you.