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1) The dark needles don't quite work for the vibrant palmguards, but why didn't I change it sooner...?
2) I should definitely limit the intensity of their bomb shower attack depending on how many mad palmguards there are nearby. 1v1 and 1v3 make a huge difference!
3) I hope I didn't make palmguards able to wake other trees up! Their bombs, unless it's the decoy, shouldn't damage objects, but nonetheless, I'm glad you're enjoying my evil entourage! Beware the buffed Quacken!
Fun fact: Vanilla Quacken inspired me to mod! Back then, I was disappointed in the lack of fight the Quacken gave, so I went to make my own "ultra" version of the Quacken! ...But in hindsight, it was probably feedback like this that led to some of the more tedious bosses we can find in DST... Oops!
A few comments:
1) The particle effect when the Palm Treeguards do their dancing attack is really black. Maybe making it greener / brighter would make it look more appropriate than just the regular buffed Treeguard?
2) I haven't gotten to survive a long time but if I remember, the more days you survive the more Palm Treeguards show up. That raining hell attack would be the like a nuclear strike with 12 of those things around. Maybe it could work like only 2-3 Treeguards can dance at a time? Still a big blast, but less overtuned.
3) Was I seeing things or did a regular coconut summon another Palm Treeguard?
Either way I'm excited to see what else this mod cooked up (And will give me a lot of anxiety chopping palm trees down in the future lol)
But i think i found a bug(i dont think its intencional).when the palm guard dances he will damage the armor of the player even if the player isnt near the guard,in fact i lost my most recent run because of this bug.
Thanks a lot, hopefully things feel more balanced!
Actually, I have found my own way of increasing creature damage range on ground pound shockwaves by increasing the creature's attack range instead of its ground pound range, and when it goes back to attacking regularly, its attack range is returned to default! You might see it in action on this playtest of an early (unbalanced) build of one of my mods! https://youtu.be/a5rMeklXBW8
I've heard of this project, it sounds like fun! I'm not sure if I'd be able to assist much though, as modding is not something I do on the regular.
Fantastic work, can't wait to play some more Shipwrecked!
Maybe you've noticed that increasing groundpounder.damageRings above 3 seems to do ABSOLUTELY nothing, I've never been able to figure out why, even if the general number of rings are increased above 3. I haven't seen any cases of people managing to increase them...
(PS: If you're ever interested, there's a mod collab going on for DST called "Uncompromising Mode" that aims to make the game a lot more difficult, we've gotten a lot of tweaks and new features added, if you ever wanted to pitch around some ideas and contribute, I'm sure people would be happy to have you. We've got a discord group and everything. Because everyone does now)
As for Hamlet, I'm not sure if I'm going to buff all the bosses in that DLC, since, in my opinion, the Large Iron Hulk, Pugalisk, and the Queen Womant are very solid bosses. The Ancient Herald and the Aporkalypse though... I may do something with that in the future...
I am glad that someone decided to do something about Shipwrecked's bosses, at the end of the day I would rather play this mod than sleepwalk through all of the "challenges" in Shipwrecked.
At least the bases of the Kraken, Tiger, and Woby are great, it's just the grind that gets a bit irritating.
Still gets a thumbs up from me at least!
I can see why Woby Quick doesn't deliver. It just being a reskin (rescale?) of another enemy, I had limited animations to work with, and I guess in the end, the improv I did here didn't make for a good end product. I might tone down the projectiles, seeing how messy they make the fight. Its health will definitely be getting a nerf too, since it's probably tedious to just slap this guy while it doesn't do much. As for its hitbox, I'm not sure how I'll be able to fix that one, but I'll see what I can do!
This Sealnado is probably a bit much, destroying entire islands with ease. When I was making this mod, I wanted to emphasize the "storm" aspect, but it seems to be sacrificing fun. The waves stealing items might either not be intentional, or just looks that way because Sealnado by default has a larger item sucking radius during its special attack. For its regular attacks, I suggest wearing lightning resistant gear. Thanks for pointing out the bee crash too, I'll fix that as well.
For Tiger Shark, I might rebalance its jump attacks. The roars were to make kiting more tricky. From my memory, it roars at random without pattern, otherwise one might beat it with their eyes closed. I'm not sure how I'd tweak the roaring, because I currently like how it is. Some people might have bad RNG to think it happens too often, others might kill it too quickly to not even see it!
Super secret boss is pretty good, until it gets to its second and third phase, where it spams its projectiles and chomps too quickly, and gives you basically zero opportunity to repair your boat. And again, takes WAY too long to fight. Just a slog, really. Also, it's hit size isn't set correctly, so you have to be INSIDE it to actually attack, that should be fixed.
There's some rational critique for you, if you for some reason decided to come back after so long to update the mod.
You get hit a single time and you lose.
That, along with the fact that it now also breaks any piece of your base on contact, sucks that up too, and again deposits it all into the ocean is absolute shit. Get attacked at night and you lose.
It was absolute overkill, not even remotely fun.
Also when it sucks a bee in it crashes the game, cannot "GetScreenPos" from the Bee.
Tiger Shark is fine but I don't like how small her jump damage range is, never came close to being hit by it, she's just an annoying destructive force, and also she roars too frequently, more of a time waster than anything.