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I.e. this is very slow for enemies (about 0.5-1 HP per second for regular mobs when not hit for 3 seconds). This is quickly negated by even slow level 1 weapons; and exists so that weakened creatures don't die in 1-hit if players revisit them an hour later.
For further questions about mod compatibility, please use the Mod Synergies thread.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1107121436
And a 35% chance to try and drop another item from their existing loot pool.
( like this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2791153471&searchtext=drop+item )
From memory RPG Growth's stats overwrites those of Tougher Mobs, so what carries over is the loot bonus, boss updates and commander NPCs AI (Disclaimer I have not tested Rally mode from RPG Growth)
@𝔐𝔲𝔯𝔞𝔫 and @Putn Hi, could you please send the error details to bugs and issues? It' may be a rare case of a conflicting mod that tries to edit the same event.
@xINATEIx: That would have to be made separately, I'm not sure if it exists.
Thanks to everyone using/sharing the mod.
P.s. we've just released a chaotic creative tactics roguelite platformer on Steam:
https://steamhost.cn/app/841600/Aura_of_Worlds/
So I'll be preoccupied with release for some time, thanks for your understanding.
if you have some free time, please fix this
so i re-sub again, i really like everything now with this mod. More challenge and less farm intense.
Given that this mod gives a chance of NPCs to drop their weapons, it's possible a usually unobtainable NPC weapon from Frackin Universe dropped as an item. While I added a filter to prevent the most common cases occuring (e.g. weapons with NPC in their name), each developer has their own naming convention, so uncommonly an unobtainable weapon can spawn from other mods.
We're looking forward to fully releasing our game, Aura of Worlds, next month ✨!
@BlackSoul_Eternal: I'm afraid not currently as the methods are interwined.
@Dmitri, @Ollie_Greenhorn, and @MozarteanChaos thank you 🌠
looks really cool I need to try it with my friends
The mod is complete with over 100 patches and updates combined.
That said, I'm open to suggestions, though any further updates will likely occur after our indie game releases in Q2 this year.
Yep, sure is. Super's Combat Overhaul scaling overrides this mod, but all of the other features in Tougher Mobs should be present with both mods installed.
Hi @The Pizza is Aggressive.
The health buff is around 30% (with more for elites and bosses). One reason behind this mod's creation is that many players find that they shred through enemies once they get a powerful weapon and build in Vanilla and most mod setups, particularly in the late game. However, it can also depend on which other mods you have installed, and you can always uninstall this mod safely anytime you feel that it's not a match. The mod also adds variety by giving bosses and elites updated attack patterns. There are also other mods which only increase the damage.
Thanks for the feedback everyone!
Hi Indy
The only time non-boss monsters can spawn other monsters is when all the following conditions hold:
* The Status Effect elite monster or miniboss glow is active.
* The monster is of a hostile damage team.
* If the other monster has recently been injured (so they won't spawn monsters until attacked(.
* If a certain threshold of monsters in the world has not yet been reached
In the Vanilla game and almost all mods, the elite monster/miniboss status effect are reserved for minibosses. I suspect another mod might be adding the miniboss or elite monster status effect; if that's the case, they will stop spawning enemies after not being attacked for a while or an active population limit has been reached.