Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
I really wish you'd have left in more of the Rusty Cowbell-esque Spooky Summon weapons. Maybe reworked them to be useful (like you did with the Rusty Cowbell; after the first encounter with the entity, you get a Summon weapon), but I think it really helped the spooky theme of the Spooky Mod. Perhaps also a ~1%-ish chance to spawn the initial Entity Encounter again when the Minion is summoned? I can understand not making them instantly kill the Player once the effect runs out, but just straight removing them feels like you're baby-proofing your mod.
The eye valley sometimes spawns on the same side as the dungeon in hell and since the brimstone crag will always spawn on that side later in the world gen order, the eye valley gets completely overwritten.
any updates coming?