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Otherwise, amazing mod and its fun to run into them!
1-Sm1lE (ง'̀-'́)ง
well you have to drop them, when they dont have the highest chances of dropping + lost legion enemies should be rather uncommon
Anyways, just a couple passing thoughts I had after using them a little bit now.
Go to "art" files of all these monsters ( monsters/[monstername]/[monstername]_ABC/[monstername]_ABC.art.darkest ) and replace everything that goes after: riposte_skill: .id "lost_riposte" with: .anim "defend" .targchestfx "senes_ripo_targ" .misstargchestfx "senes_ripo_targ" .area_pos_offset 0 10 .target_area_pos_offset 0 0
Example:
riposte_skill: .id "lost_riposte" .anim "defend" .targchestfx "senes_ripo_targ" .misstargchestfx "senes_ripo_targ" .area_pos_offset 0 10 .target_area_pos_offset 0 0
Important information:
1) The name of the riposte must stay the same, so if it says .id "cleric_riposte" it must stay .id "cleric_riposte" not .id "lost_riposte"
2) Ignore lost_seneschal art files.
My suggestion is to make everyone to have defend pose as their default riposte animation and that-lightning-from-the-sky as their default FX to make it consistent and not overload the visuals with two attacks in one animation, they don't have other ways to activate it anyway.
And speaking of visuals, currently Friar uses defend animation as his retreating animation, it would be nice you replaced it with the one from The Incandescent Whisperer where it using mirrored defend sprite and fx, just to make it more dynamic.
Also I believe either Friar or Puniser uses a very low quality and pixelated light beam target fx which is very noticeable, while another has nearly identical beam in a higher quality
Also do they not have any sound at all or have a wrong one?
@成分复杂的黑之魂 well if i happen to get translations then yea
(atlas_file_entry>m_DataSize =
pineDataFactorycLOADINGTHREAD_Bulld in spinedata_factory.cpp line 88
Couldn't read file C:/Program Files (x86)/Steem/steemapps/workshop/content/262060/3410590731/monsters/lost_rabble/fix/lost_ral
ESC to skáp
SpineDataFactory::LOADINGTHREAD_Build in spinedata_factory.cpp line 88
Error Located in Monsters/Lost_Rabble/fx/lost_ral
@GrungleFunkBunk yea there was an issue when I added the new monster but i patched it straight away, redownload the mod (since steam sometimes works in a weird way with updates)
Yes. It would be great if these enemies started appearing in Vermintide and Isles as well.
@hermit07 you mean as in sunward/vermintide ones?
I wish more enemy mods defaulted to a lowish spawn chance.