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However, I recently discovered a bug that when I equipped my gun - AMR to be exact - with incendiary bullets and when dealing damage to a monster with incendiary bullets, the game crushed and a pop-up says: "Exception caught in client main-loop (StarException) Unknown damage definition with kind 'physical'. " it happens occasionally but as long as you keep triggering this mod, it becomes frequent. I might also subscribed other mods related with damage (I forgot the name, but I can still remember one of which it changed the elemental effects when hit, for example: you can frozen the enemy with ice elemental weapon) when I tested this. As so far with my reasoning, I could tell this crash has something to do with the incendiary bullets.
I can prove with video, but I don't know how to post with a video clip, ask me for it if necessary.
Thank you for reading, I love this mod to hell. And I am expecting more Projects!!!
Also, just to clarify - does your AMR fire hitscan bullets? (Considering that it's modded to fire incendiary bullets, it shouldn't)
I'm currently looking into this issue - thanks for bringing it up!
I knew what's wrong right now.
I just uninstalled the mod 'enhanced elemental effect' and nothing happened now. Maybe I am just still not encountered with the mentioned situation.
Sorry for not knowing "pastebin of the log file"
I didn't use hitscan bullets when I encountered with that bug.
Thanks for informing me of the mod; I pinpointed the issue - it seems that the explosion projectile that spawns when an enemy inflicted with a heat proc dies is misconfigured.
There's no problem if there are no entities for the explosion to damage, but it causes the crash you mentioned if the explosion attempts to deal "physical" damage to a nearby entity.
I could come up with a patch for that mod later down the line - it seems fun to use with my mod especially considering that you can mod different elements onto your weapon.
Thanks for bringing this up, this indeed is a bug. Good thing it isn't literally game-breaking...
I've pushed out a fix for this a few minutes ago. I recommend resubscribing and reassembling your weapons; please let me know if that fixed the issue, or if there are other bugs I failed to catch. Your reports are much appreciated!
The stats themselves don't seem too crazy, the strongest ones I've found were about 70% crit chance increase, or 40% damage increase, etc. Not sure what the upper limits are intended to be though.
Regardless still absolutely brilliant mod, having a lot of fun with the gunplay mechanics, this is my first time seeing reload mechanics like this, it's great
sorry, I don't understand; could you elaborate..?
Do some individual wildcard mods really cost billions of pixels or is it just easy to accumulate billions of pixels with them?
I could probably implement a stat range description to the wildcard mods if that's the case.
One of them was 1389731840 pixels, and another I found had a value so high it caused an overflow and would result in -237832423462138761... too much to show up on screen lmao
In a similar line, I noticed it's easy to hit incredibly high damage numbers, casually hitting the thousands per hit range on a basic pistol I was messing with. I'm not sure what you want to aim for, I know you do have the "cheats and god items" tag but in the description you mentioned trying to balance around "endgame" with a notice that things may become overpowered.
But I imagine you are trying to aim for balance around the endgame of some of the common gun mods like shellguard or knightfall, in which case if you are, and if it's possible, I think implementing range limits on damage stats as well would be a good idea