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Small one:
monsters checkbox not being saved after restart in singleplayer.
And major bug:
looks like sometimes multiplied npcs being multiplied, for example if I move not very far away from npc's camp and come back, those who was spawned with mod, being multiplied again. (maybe I messed up settings, I set min and max to "1")
My mod settings: https://i.imgur.com/XxLWWGV.png
Forgotten checkbox fixed.
Majorbug was a bit complicated but I think now it's working properly.
Duplicate npcs are now removed just like their originals as soon as the player gets far enough away.
(it takes a few seconds, maybe it's fast enough for normal playing, (not teleporting here and there :D ))
1. Bug that I was reported above about multiplying seem still present but its not happens every time, it happens about 1 out of 3 times for me. (maybe I reproducing it wrongly)
here is example: NPC camp that contains 2 npc by default and 4 npc's with mod enabled. I clear it and leave for some time, then I come back again and there is a chance that there will be 8 or more instead of 4 npc's.
image: https://i.imgur.com/1ubJO1G.png
2. May be also related to bug that I was reporting previously.
Monsters checkbox is now saved but without enabling it warriors, crafters, dancers (i.e thralls) not multiplyed at all. I would be fine with enabled monsters but wildlife like rabbits is counted as monsters and multiplied, land become too much overpopulated.
"non-hostile NPCs will become hostile" and "concussive damage" was fixed
Vesper
changed the way to remove duplicate npc.
perhaps it works correctly.
"Monsters checkbox must be for thrall"
I am not able to reproduce this. each checkbox works on specific types of npc.
"rabbits is counted as monster"
all passive (running away) animal is counted as prey (including rabbit)
Monster is wildlife with the ability to attack (even only in defense)
-I only test it in singleplayer-
Thank you guys for all the bug reports.
i think you should add a seperate multiplier for bosses.
separate values are planned for all in the future.
Immortality is caused when more than one npc is in exactly the same place.
I will solve it with a small shift of duplicates.
What animal attacks others? same kind?
and how about an option to disable it for purges, surges, maelstrom and pool summoning?
the mod doesn't work inside of siptah sigil dungeons.
Personally, it didn't happen to me, I'm probably just lucky / unlucky.
Do you remember specifically which npc were affected?
Purge Mealstorm Npc:
The way I identify npc for duplication does not provide the ability to distinguish whether they come from purge or maelstorm.
Still, I'll try to think of a solution.
However it does not happen to all the spawns, maybe like 3 of 10 of them at random (0% - 30%), I did once see some IoS monsters all spawn with 10000% hp and i ran far away lol. I've only witnessed this on SOLO/singleplayer, have not tried with coop/MP or dedicated.
It is definitely this mod that is causing the extra HP issue, but I find it OK and a bit more of a challenge during these situations and with the healing workaround, atleast i can fight them.
can you make some screnshot situation and write me your modlist?