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Rapporter et oversættelsesproblem
My content shys away from anything post Golem as I don't really play that part of the game much at all, but I hope to fix that soon now that I am a mod maker
I agree that some of this stuff could do with later game variants, but I just haven't quite got to that point yet
Not specifically asking for a tweak. I understand the weapons follow balance and progression. Just suggesting more late game variants of existing weapons to keep up with later points.
And don't worry. I understand the logic behind the design decisions. Good work.
Regarding the damage values of the ranged/magic weapons, I will continue to tweak and change those values as and when I can test them in the appropriate point in the game for them but at the moment those values felt fine to me. Nothing is final with this mod and I appreciate the feedback regarding balance.
I have no intentions to change or make more chainswords at the moment.
Another problem is many of the guns including the magic ones still feel rather underwhelming in firepower or their mana cost is too high to be useful enough so they definitely either need a buff or higher tier versions of them to craft towards progression need to be added. Also the projectiles can be reflected back by Selenians and Biome Mimics.
Needler is very good. Its tracking is nice, but the shots don't look like needles and it lacks that iconic impaling and exploding combo. Maybe that's just my nostalgia talking. AlsoThese are my reports. Still good work with what's been added.
As for making town npcs configurable, idk how to do that.
Also make town NPCs from this mod configurable, because as fun as it looks on paper, too many town NPCs can lag a world.
Anyway. I appreciate the new update despite these concerns.
I have yet to fully develop all the different magic weapons I want to make as I have mostly left that until the end as its more complex, so there are a ton of huge gaps in the item roster. I dont intend on making any post-moon lord items any time soon but perhaps at some point in the future, for now im more focused on pre-hard mode and early hard mode as those are the parts I enjoy the most and spend the most time in Thank you for the support as always and I like that you want to see more Lasgun varients, perhaps your wish will be granted at some point. I still have a to do list to complete though.
It's understandable that quite a lot of the ranged/magic weapons are relatively weak compared to endgame at the moment. But I can suggest that can be easily resolved with new additional higher tier upgraded versions of the weapons to collect throughout the progression so quite a few of the weapons are good where they are.
Side note. I feel the lasgun bayonet should be more of a secondary right click instead of its own separate weapon one day and better progression versions of the lasgun instead of just the volley gun for aesthetics reasons. Still it's nice. So far so good.
I have begun working on improving the look of the bolters, lasguns and upping damage values for the ranged weapons you mentioned slightly, as well as making the boltgun ammo a tiny bit easier to make (1 gold dust instead of 2 per 80) as a compromise as I really wanted them to have their own unique ammo for the flavour of it.
Also don't worry too much about the knockback error. It's a common problem in a lot of AOE weapons, even famous mods like Calamity have this problem and in even worse condition. I feel like the melee weapons do pretty okay. Suits their simplicity compared to melee swords like the Terra Blade that have huge gimmicks. Sometimes overpowered weapons are okay as long as the solution is they're separate from the current weapons and are endgame exclusives, but so far the balance is good as long as the crafting material tiers suit them.
I could not find a suitable sound effect to replace the Lasgun online, I really want to change it though.
Not sure how to fix the Bolter explosion knockback error at the moment as i'm still a novice at programming.
Do you feel the melee weapons do too much damage? I dont want any of my items to be considered overpowered, I want them to fit within the natural progression of the game.
Two things to note about the bolters. Having proprietary ammo can lead to neglect of said weapons especially with bolters from other mods with their own exclusive ammo. And be careful with explosion coding. tModloader has this thing where it will always push enemies to the right by default if area of affect attacks like custom explosions aren't coded right especially if it hits a block instead of an enemy, which the bolter shots in this mod are also having.
I am considering adding some other weapons like the Plasma Gun and maybe Tau stuff like the Railgun and Pulse Carbine/Rifle but my concrete plans right now are to add a late game melee set based on a Rock Golem, a Fire elemental Spell caster/melee hybrid set using hellstone, a super early game archer set that uses hay, various sickle weapons, a post-golem hammer that combines all my late game hammers called Destiny and an obsidian/feather/wax set based on Aztec Eagle warriors.
With all that being said. Will there be plans for more higher tier lasguns, bayonet, and Tau weapons? Krieg Lucius Patterns and some pulse rifles would be awesome along with a Fuel Rod gun or some mana powered launcher. Maybe I'm just too excited, but I love this.
Anyway keep up the good work and thanks for making this mod.
Thank you so much!!