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Very very good idea to allow direct control of shadows and great you implemented a kind of "action queue" for these commands. Did not test it yet, but I hope there will be no conflict if I also use a client mod "Action Queue"?
Besides that I already made my own shadow maxwell mod years ago:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1868560353
It might have a few features you might be interested in. I think modders should always share ideas and code, of course with credits, to make mods even better. So feel free to take ideas/code from my mod as long as you credit me in the mod description for that feature (at least if I did not credit someone else for that in my description :D)
If you are not interested in anything from my mod, what do you think about sharing the direct control? I would like to play a mod like mine, but with the nice direct control of shadows. If the direct control is coded mostly in your API mod, I can of course make my mod dependent on your API mod.
(if my post does not fit this discussion, please move it elsewhere, we can also discuss about it at Klei forum https://forums.kleientertainment.com/profile/881349-serpens/ )
However as it stands, I think the mod has 2 main issues:
1. Maxwell has really no way to fight. I know this is Don't Starve TOGETHER, but I think pretty much every character (save for Wes for obvious reasons) has a more or less manageable time fighting bosses on their own. I don't think this version of Maxwell does, really. Or at least, it's very tedious and not fun as is. His 0.75 damage multiplier makes it quite difficult, but more importantly just annoying. You would think the duelist puppets would make up for this, but they usually just end up being clunky and unreliable, even in large numbers -- and especially vs bosses with AOE attacks. Changing his modifier to 1.0 seems like a bandaid solution to me, so I'm wondering if there are any ways to mitigate this with a more interesting mechanic/ability, or some overhaul to the way shadow duelists really work. (maybe they move/act in tandem with Maxwell but have reduced damage modifiers?)
2. The sentry puppets don't make much sense imo. I'm not really sure what their application is, as they don't pack any sort of punch, and they only attack hostile mobs. They seem like a bit of a waste to summon as they stand.
Anyway, thanks again for this wonderful mod. I look forward to your future releases :)
Then open the tuning_and_strings.lua file, and modify line 36 from 0.75 to 1.0, or any number you see fit.
Cheers.
I actually think that Maxwell is fine for the most part when it comes to soloing bosses, it just requires a somewhat different play-style. AoE damage isn't usually a problem for Shadow Duelists because they won't get close if the boss is about to attack and they are 1 hit from death, even if they aren't being targeted directly. Here[i.imgur.com]is a gif of 5 shadow duelists wiping the floor with Deerclops in less than a minute.
The problem they run into with bosses that can sometimes get them killed is the groundpound attack that a few of the bosses have. This can sometimes kill them in "one" hit because it actually hits multiple times. But even then, soloing is still doable. You just need to bring plenty of nightymare fuel and sanity restoration. All you really lose if they die is 1 nightmare fuel and the sanity cost to conjure them again, since they drop the Dark Sword, so if you bring another Codex you can put it on the ground and conjure more Duelists during the fight. Sanity restoration is already something you should be bringing to boss fights anyway, and Maxwell still has a better time with it than most because he doesn't have to stand right next to the boss at all. I managed to get Toadstool down to about half health with 8 Duelists and 3 Loggers. I didn't take a single point of damage, it's all sanity and nightmare fuel management, conjuring additional puppets when needed. I'd also recommend equipping a Magiluminescence to give your Duelists a speed boost.
Shadow Sentries are meant to be for base defense. They patrol your base, defending it against enemies and hound attacks, like traps and catapults do. They're pretty good at fighting enemies that are less than or equal to their own numbers, but they get bodied pretty quickly if they're outnumbered. Was thinking of possibly modifying them to be more of a tank/support Shadow Duelist, taunting enemies and healing other Shadow Puppets, stuff like that. Not sure yet. I don't think they're that bad, to be honest, just underutilized. But also I could be wrong and they're terrible.
First of all, I want to say that you are the best!
I downloaded your mod a week ago and I really liked it for its balance, you literally brought me back to the game.
but now the difficulty level has dropped significantly
before it was impossible to constantly use dolls - it was difficult to fight the Horror - now it's easy to keep the level of reason needed - I was very upset (
I want to ask you to add 2 functions to the mod settings
1 offon sanity recovery after a Horror kill
2 please return the old skill (long and slow - it created a balance)
with love Van
I suggest that command to chop a tree sanity cost is the same as amount of default axe hits it need to be chooped
So burnt and very old trees cost 1 sanity, trees on 1st stage - 5 sanity, 2nd is 10 and 3rd, fully grown, 15
The removal of the sanity bonus penalty (when killing shadow creatures with the Codex) was definitely a mistake. I did it with the intention of decreasing Maxwell's ability to stay at low sanity and farm nightmare fuel, but all it really did was let him use his puppets even more, it's not difficult to drop back to low sanity when all you have to do is click on a few trees. Right now, my plans to address this issue in the next update are twofold:
In addition, in order to make fighting shadow creatures a little more engaging and give Maxwell more of a supporting combat role, I have considered reworking the Codex Umbra attack to be more like the old Siphon Shadow ability. These changes are somewhat tentative, but if I do end up changing the attack it will be something like this:
These changes aren't set in stone, so feel free to give feedback on them while it's still in development.
Sorry for the late reply. You can go ahead and take whatever code you want from this mod, assuming that you can decipher it. The direct control is not dependent on the API mod (just the visual action costs).
Also I have an idea for sentry puppets, what if we give them a Walter's slingshot (or smth they can shoot with)? So, they will shoot until they run out of nightmare fuel, which we should use to recharge them. This way they can have a reasonoble damage, because they won't be infinite
For last i wish that when maxwell hold his codex he would actually had smth in his hands, so there was a visual indicator that he has it equipped