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I like your thinking; apparently we went through the same line of reasoning! Basically, every second spear generated, my code tries to subtract a quarter pip, but if the food is already at zero, the food meter is unchanged. This, however, doesn't prevent Spearmaster from actually creating the spear: Instead, losing food is triggered by him creating a spear. (So the spear is generated, then my code subtracts food.)
I tried adding an exhaustion effect (actually I think it may have been riley_'s idea) when creating a spear without food as a slight penalty (to hopefully discourage players from abusing the mechanic); however, it rarely has any impact on gameplay. Spearmaster can only have two live spears at a time anyway.
I like your thinking; apparently we went through the same line of reasoning! Basically, every second spear generated, my code tries to subtract a quarter pip, but if the food is already at zero, the food meter is unchanged. This, however, doesn't prevent Spearmaster from actually creating the spear: Instead, losing food is triggered by him creating a spear. (So the spear is generated, then my code subtracts food.)
I tried adding an exhaustion effect (actually I think it may have been riley_'s idea) when creating a spear without food as a slight penalty (to hopefully discourage players from abusing the mechanic); however, it rarely has any impact on gameplay. Spearmaster can only have two live spears at a time anyway.
(In a start of a cycle where he starts with 0 food pips) Unless you have some kind of change that, he gets a spear and exhaustion effect when he has 0 food pips mabye?
Let me know if you already had a similar solution or no :)
And if thats the case, you can kill all scavengers. But you need scavengers for karma gates.
So.. WHAT THE HECK
I believe at the highest max ripple your warp count is 2-3 times starting max ripple. Your ability meter also takes longer to purple out.
I think this gets pretty ridiculous and find myself thinking the max ripple duration should be same as the current min ripple duration/pre-ripple duration.
I can't take credit for the cell idea, though. It was actually inspired by some random YouTuber I've forgotten who suggested that precycles should get worse. I found it really fun in practice, though.
Like, idk about you, but I really loved rushing around ahead of the rain for the first half of their campaign, and the long monk cycles afterwards, even if they make sense story-wise, made the gameplay much less fun in the latter half. Keep speedy scug's speed relevant, you know? :/
Unfortunately, I probably won't be working on this mod for a while except to fix bugs. But I do hope to come back to it someday and add stuff like that.
Did this happen for all slugcats, or just for Artificer?
For which regions did you notice this effect?
If you set the scavenger population modifier back to 1.0, does the bug still occur?
Not to mention having Artificer or Rivulet in jolly-coop was frustrating because they outmaneuver every other slugcat...
Rain World is special because the main character isn't super overpowered: one single lizard can seem extremely scary, until you know how to deal with it. Most Downpour slugcats completely ignore that game design and instead make you feel much more powerful than everything else.
Since there is an option to disable every setting; if any one setting has any use or appeal to you, then this mod is not useless (since you can keep JUST that one setting and ignore literally everything else). And keep in mind that you can reverse most of these nerfs: you can make Rivulet run twice as fast.