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That all said, in general Staff of Sacrifice is one of the hardest Hero Weapons to use in the earlygame since you need mana and life to spend on its attacks. It gets better once you've got max mana and life.
The workshop description of Block's Leveling Mod (the mod for which this is an add-on) includes a short tutorial for doing this.
...Or are your Hero Weapons in particular unable to level?
If that's the case and you got them from Medallions, then I'm afraid that's a multiplayer issue in which the Hero Weapons are failing to sync their modded data across clients when spawned in. I've already made a patch for this issue, but it's possible it didn't work.
But, if you got the Hero Weapons from a source other than their respective Medallions (ex: Cheat Sheet), then that would be the issue. The proper data won't be attached to the Hero Weapons unless you get them from their respective Medallion item/grab bag.
At any rate, vanilla target dummies shouldn't give XP, but yes modded 'super dummies' will.
Using the 'Per-NPC XP Multiplier' config option in Block's Leveling Mod, you can select any problematic enemies like super dummies and set their XP Multiplier to 0 as a fix.
I'm not sure why the pink gel wouldn't be consumed, though. Maybe because it doesn't technically count as ammo? When I have the time I'll look into it.
This is a ranged weapon that's all about 'fire and forget'
Lock onto enemies, then fire missiles that persistently chase your target!
I probably won't do any cross-mod weapons, for reasons discussed at the bottom of the aforementioned thread.
Artificer in particular might kinda get a Hero Weapon, as I am considering doing a class-less weapon. Since Artificer doesn't actually have a damage class associated with it, it could be interpreted as the 'match' for a class-less weapon.
Among vanilla weapons, Zenith pretty much fills that role (Because screw balancing in the endgame I guess?). Within tML, there are plenty of mods you can find that add weapons which insta-kill enemies, like that one that makes the Dirt Block a weapon that deals the integer limit in damage (Over 2 billion).
Even so, I wouldn't be able to tell you what is 'objectively' the 'strongest' weapon in this mod. They all belong to different classes, have different playstyles, mechanics, and Skill Perks, so it's not simple to just compare them to each other.
The point of these weapons is that you bring out their potential with the leveling mechanic and buildplay. Ideally, which one is the 'best' should be up to each player's preferences. One person could be really good at using the Jade Edge, while another is great at Striker Beads, etc.
Ideas get 'reused' and 'copied' all the time; heck, the mod this is an add-on for is one of dozens of weapon leveling/upgrading mods. Skill trees have been done before in upgrade mods, too.
Most of the time 'original' content is just the product of taking pre-existing ideas & concepts one has seen before and combining them in a new way.
Take Jade Edge, for instance;
It's literally just me combining Terrasama's attack with Darklight Edge's secondary. Both of those weapons are from another one of my mods, Arsenal, and are also references to other media (To MGRR's Muramasa and Star Wars' Darksaber, respectively).
If you're having problems specifically with a Hero Weapon, make sure you got it from that weapon's respective medallion (i.e. by following the tutorial in the description above), not from a mod like Cheat Sheet; the leveling system breaks if you spawn in the item manually.
This is a special Throwing Class Hero Weapon for mods that re-add the Thrower Class.
Throw and recall a set of large nails that can impale enemies and terrain!
To get it to update, try unsubscribing from Block's Leveling Mod and then resubscribing. You may also need to delete it from your mods list in-game before re-subbing.
Maybe its gimmick could be that it can swap between ALL classes (including one class-less form) via. right-click, and its attack is modified based on the currently selected class.
At least as an add-on.