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Some help with the Hunted Artifact and ideas. #23
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Thanks for the feedback! Fixed the bug where Hunted Umbras don't drop money on death, as well as the bugged hp/damage multiplier settings in the latest update. Lemme know if they're working now! |
Hey thanks for the reply and the quick fixes! I found a one more issue though it may be related to compatibility with another mod: Using "DronesInheritItems" with "UpdateInventory" (on stage start) causes the game to get bricked when Artifact of the Hunted is active. The error message shows up only if the artifact is enabled. Disabling "UpdateInventory" or the artifact get rid of the error. The problem seems to be below "Triggering defeat..." since the things above are items I blacklisted from "DronesInheritItems". |
Could you check to see if this is still occurring with the latest update? I fixed a nullref that seemed similar to the one you're having. |
I checked just now, I'm unsure if these warnings here are related to the error bricking the run. Since the drones don't spawn as elites as far as I've seen (even with allow-elites and allow-cruelty set to true). This one on the other hand is much shorter than before. Also unlike before, a part of "better drones" broke, that being the "engibubble" effect that they get after dealing damage, as seen here. As far as my actions go, finished first stage then went into bazaar (previously the game would get bricked here), spawned in stage 2 with no issues, completed the teleporter event, got extraterrestrial exhaust from a void seed, then triggered the bazaar portal again, and the game got stuck. However the next attempt didn't have the run brick itself despite having more items and drones and visiting the bazaar, so unlike before where every run would get bricked on the stage change* without issue, only a handful do. I hope I'm not bothering you much with this issue, since it may be related to compatibility moreso than the mod itself. If I can help with anything more don't hesitate to ask! |
I've been doing some testing around and maybe I suck at this but I've noticed that while the bar for default umbra DC, HP and DMG all work perfectly fine on their own without using "BodyName:Cost:HPMult(float):DamageMult(float)"....
Default cost of 100, default health of 1, default damage of 0.1
Result: Cost of all umbras is 100, health is 100%, damage is 10%.
...Adding custom values using the "BodyName:Cost:HPMult(float):DamageMult(float)" lines does set the cost to whatever is written, however it multiplies health and damage to completely arbitrary values regardless of what's written.
Added to the list "CommandoBody:10:0.1:0.001"
Result: Cost of commando is 10, health of commando is ~10000% (or 11k), damage of commando must be ~2000% (or 240).
The damage always triggers oneshot protection and kills right after, even MUL-T with power mode active.
The health is always outrageously high. A 1400 crit from Railgunner ultimate barely took a bit over 1/10 of it's health.
Besides that, I have been using the option to only spawn survivors to test and came up with a few observations:
Also if the first half of the post is the result of a misunderstanding on my part I would love clarification, that's all!
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