#archived-modding-development

1 messages · Page 17 of 1

solemn rivet
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I used KDT's code to write enemies' hp, geo and names into output log, but nothing happened

leaden hedge
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are you actually running it

solemn rivet
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I set it to run when setting up new game data, to be sure it would run

leaden hedge
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well theres probably no enemies alive then

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do it on level load

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the health_manager_enemy is attached to each enemy

solemn rivet
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but at game start there are at least 5 enemies

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:x

leaden hedge
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I think new game data gets ran before the first cutscene

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put it into HeroController.Attack(), if you want an easy place to test it

solemn rivet
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oh, that explains it

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thank you!

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really thank you tho

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in all honesty, this mod is mostly due to you rather than me

leaden hedge
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oh and for the spell damage stuff, I only did fireball2/quake2/scream2, so you'll have to get the strings for fireball1/quake1/scream1 and flukenest variants of fireball1/2

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I only think fireball1 and flukenest will be different though

solemn rivet
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yeah

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as soon as I'm comfortable with my idea about hp/geo I'll start thinking about Int

solemn rivet
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okay, sounds like it should be fine

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every luck level increases geo dropped in 2%

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every dreamer defeated increases enemy HP by 33% of the original amount, so after beating all 3, enemies should have double HP

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default crit damage (i.e. damage at dex level 0) is 110%

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how does it sound?

leaden hedge
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depends how much geo you've got after each dreamer

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when you don't sell 80 seals

solemn rivet
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I guess I'll have to do a 100% run myself

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but I really don't have the time for it right now

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uni is killing me

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I only got as far as beating hornet1

hazy sentinel
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uh excuse me i only cheesed seals after killing all the dreamers

solemn rivet
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and I did NOT farm for geo

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had enough geo for 3 levels

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which trivialized hornet1 btw

hazy sentinel
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yeah rn it's basically just trading geo to get overpowered

leaden hedge
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double every enemies hp at the start then

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then add 33% per dreamer

hazy sentinel
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pls no

solemn rivet
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maybe not double

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but like 1.4 or 1.5

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so enemies that would take two swings to kill now take three

leaden hedge
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I think its possible to change the damage enemies deal too

hazy sentinel
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yeah but that should be more lategame

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bc having things deal double damage early on is rough

leaden hedge
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I was thinking 2x damage after all 3 dreamers

solemn rivet
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KDT how do you find each variable? I would really like to contribute a bit myself

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that's a good idea, KDT

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makes the HP upgrade worth it as well

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because rn it's useless

leaden hedge
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so, it kinda depends what your looking for
so for the spells I know they have a boxcollider2d because well it collides
so I list all gameobjects in the scene, filter by which have boxcolliders, then manually sort through removing ones (literally doing gameObject.name != "whateever") that don't sound correct until im left with a few candidates

then I list all components on the gameobjects i think are the correct ones
specifically looking for PlayMakerFSMs with good looking names

then once I've found an FSM i think is correct I dump all of its variables, look at them all and test the ones that look correct

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I hope to add a feature to the new debug mod coming out, which will let you click on objects to list their FSMs states and variables

solemn rivet
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now I know why I don't get the Modder role

buoyant obsidian
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tbh it's because you've never asked

solemn rivet
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would it make any difference, aside from a nice new colour?

leaden hedge
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you get moderator rights in this channel

solemn rivet
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I see

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modderator

leaden hedge
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pretty sure its just so you can pin messages

solemn rivet
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yeah, I know

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it would make it easier to keep the bonfire mod links up-to-date, tho

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because as it is, I keep updating it almost daily

leaden hedge
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well just link to github

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also, your supposed to use the releases button

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to release things

solemn rivet
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but it's not released yet

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it's in "beta"

leaden hedge
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pretty sure theres a button you can press

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that github has, and it'll say, cutting edge unstable or whatever

solemn rivet
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my main issue is that some people have come here and followed the pinned link to Gdrive, which is outdated and does not work drmfree

hazy sentinel
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i mean nobody except me plays drm-free anyways hollowsad

leaden hedge
solemn rivet
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thank you!

dapper folio
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updated the drive folder

bleak robin
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shouldn't gradow have modders role?

dapper folio
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We've changed the role from being like Speedrunners into a more Art Crew style role

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Personally, I think it should be called Modding Mods

leaden hedge
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MODDERATORS

dapper folio
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Ooh, I like it

bleak robin
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oh

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i thought it was a role for anyone who has made a full mod

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like lightbringer, or blackmoth, or randomizer

shadow hare
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is there a version of bonfire that works with the mod-installer?

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or at least directly

leaden hedge
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the modbundle?

shadow hare
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ye

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unless I'm blind, its not in the google doc list

leaden hedge
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no, I can package it if you want

shadow hare
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'^' if you would be so kind

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I imagine others would appreciater if they end up like me in the future and wanna use the installer rather than hand-doing the zips

deep pilot
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I've actually already created one, but I used a random tumblr image for the icon

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I'd prefer someone else create an "official" modbundle version

shadow hare
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if anyone could claim such, I figure that'd be KD

leaden hedge
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@shadow hare

shadow hare
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Kk, I’ll grab that when I get back to my laptop

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My thanks, my dude

solemn rivet
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I didn't wanna make an official modbundle because it's not an official release yet and I had no idea for an icon

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But I guess I can make a simple icon

leaden hedge
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@solemn rivet graig streamed some bonfire and had some ideas if you want to hear them

rain cedar
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Anyone know what bool/int controls the elegant key?

solemn rivet
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Oh! That would be amazing!

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Seanpr, the only thing I know are the usual stuff in playerData

leaden hedge
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it'd be cool to add rpg damage numbers on hit, with big red ones when you hit
charms you can level (maybe with essence)
actually adding crit damage to the ui
bosses should give geo / xp

maybe give rewards for hunters journal completion per enemy, with harder enemies giving more geo

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also I had a couple extra ideas
rancid egg could be used to give a full stat reset and return spent geo, but obviously disable tuk and jiji like in permadeath
and
I think parries should give a guaranteed crit (or some other damage bonus)

solemn rivet
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Omg

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Not all of these, but some of these I had already thought

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Like using rancid to reset

leaden hedge
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oh and I think personally crit damage / chance ratios should change
one thing I noticed people are underwhelmed with how much damage crits do
making them do way more damage but way less likely would probably feel better

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especially considering most of the time it doesn't even change the required number of hits to kill

solemn rivet
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About the damage numbers, that was actually one of my first ideas, but I have no idea how to actually do that, so...

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Even with dex?

leaden hedge
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even max dex is only like 70% right

solemn rivet
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Hm...

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I'll think about it

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Specially since I'm going to change enemy hp now

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My thought process was that with str, dex and lck, the game would become too easy, since enemies do not scale

leaden hedge
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I think like a 10% chance of 500% bonus damage is good target (keeping in line with other stats)

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then you actually feel that crit

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especially on small mobs

solemn rivet
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Yeah

leaden hedge
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everything else is 50% damage increase at max

solemn rivet
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Thanks for all the suggestions!

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I'll... See if I can figure out something for the damage numbers

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Probably look into the health bar mod

rain cedar
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Damage numbers is easy

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Just draw them with imgui

solemn rivet
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Also, on I'm going to make a list of all enemies in an area on level load, with their health, name and geo dropped

leaden hedge
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as for elegant key, cant you just check setbool, print name to debug, then pickup elegant key

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and see what it prints

rain cedar
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Yeah, I did do that

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It's hasWhiteKey

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I had tried that already and it didn't work

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I guess you can't have it in your inventory if the door is open already or something

leaden hedge
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theres usedWhiteKey too

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which might override that

rain cedar
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Yeah good point, I'll set that false when giving the key

warped sinew
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I like the hunters journal idea a lot for some reason

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gives a reward for the grind

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is it possible to lower the hp of the enemy that you complete? that way the knight is more "efficent" at killing them or something like that

leaden hedge
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yes

warped sinew
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i just really like the idea of the journal giving the player something

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other than lore

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also i agree that crits should do more damage

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didnt seem to do much... but that is all balancing stuff

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that will take time to perfect

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dont worry too much about it, add features first

bleak robin
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i know why this sounds familiar

warped sinew
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balance nearer the end. (thats how TC do it)

bleak robin
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this makes me think of the cards from super paper mario

leaden hedge
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kinda hard to balance a feature, when features its balance depends upon isnt implemented yet

bleak robin
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where if you got an enemies card you do more damage to that enemy

warped sinew
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it makes sense tho right, its a hunters journal

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completeing it should make you a better hunter

leaden hedge
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you're cataloguing their weaknesses

warped sinew
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yer

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you could even go a step further and have like a shop at the hunter... and you can buy stuff with completed entries

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like charm notches and stuff

solemn rivet
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Yeah

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One thing I really like though is having hidden effects of stats

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For now, I'll work on implementing enemy hp/geo, int and a full stats Window instead of a simple one

leaden hedge
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I think hidden stats might be better for that affects the game less than crit damage

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like bonus geo pickups on luck

solemn rivet
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Yeah

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I also really like the idea of hunter's completion being useful

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That's one idea I'd never had myself

leaden hedge
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problem with making it give you bonus damage to stuff, after youve farmed

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is your not gonna fight them again

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probably, unless your just farming geo

solemn rivet
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Yeah...

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But some enemies get completed through normal Gameplay

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For those it's worth it

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Or instead I could make them drop more geo

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Instead of having less hp

bleak robin
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Apply fragile greed to them if they have completed hunter journal or something

rain cedar
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Alright, I've got a debug mod remake in a good enough state that I posted it in the drive folder

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Credit to @somber spear for the images and UI design

bleak robin
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Dat GUI

rain cedar
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Biggest things on the todo list right now are:
Proper input for dream gate warp names
Rebindable keys

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But yeah, this isn't a Kein mod so we can host this freely

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Really the only reason I remade this

marble scarab
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Nice

rain cedar
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I'm going to bed now because it's almost 8 in the morning, ping me if you have issues with it

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Oh right also this uses the modding dll so it's 100% compatible with randomizer

buoyant obsidian
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it's beautiful, great work man

royal ridge
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Whoa that looks amazing

solemn rivet
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this is amazing! Nice job!

young walrus
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SICK

daring snow
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Nice!

deep pilot
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Does anyone here know how to create a modbundle where stuff is written to subdirectories?

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Cause right now I have both the Debug and Randomizer dll files under the Managed/Mods folder and that causes both of them to be active at the same time when I'd prefer if there was a way to only activate one at a time without renaming the files.

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The assembly-csharp file apparently loads whatever dll files are under the Managed/Mods folder, regardless of which mod you grab it from.

vale zenith
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No it doesn't only the modding dll does

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But noone but Sean and me gives a shit about it so some planned features like a menu to enable or disable mods aren't in

deep pilot
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Well, what I meant is the modded assembly-csharp file grabs stuff under the Managed/Mods folder

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Of course the unmodded version doesn't

vale zenith
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...

deep pilot
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It's just that both the Debug and the Randomizer come with a modded assembly-csharp that grabs all the dll files under the Managed/Mods folder

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And it'd be nice if you don't have to always go to that folder and rename files to disable them if you only want one or another active

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The mod loader that was written up a while back that uses .modbundle files was what I was hoping to use

vale zenith
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There is a modding DLL that adds interfaces for modding

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That is the dll that you have cause Sean's mods use it as well as mine

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It will only load mods that implement the correct class to be loaded

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Thanks discord geez

deep pilot
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But I haven't figured out how to get the mod loader to add files into the Managed/Mods folder only while the mod is active

vale zenith
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Well why don't you write support for that yourself?

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I mean you expect other people to accommodate your wishes for free so they can't be that excessive right?

deep pilot
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It's not like I haven't tried

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I've edited the .json file in a way that should've loaded files into the correct place

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But all it gives is an error message saying "make sure the game isn't running or run it with admin privileges"

vale zenith
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Do you not get what I was saying earlier?

deep pilot
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If you're saying I should straight up implement my own version of a mod loader, then I just don't have the skills

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I was simply asking whether it was possible with the current mod loader

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Or if the person who made the original one could add it as a feature

vale zenith
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The mod loader is completely unrelated

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The randomizer, debug and the modified glass souls mod all use a different system for loading

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That's the only reason you can have multiple mods active at the same time

deep pilot
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The whole reason I brought this up is because I'm using the mod loader to load the mods.

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I'm just annoyed that when I load the Randomizer, because the files for the Debug are already in the Managed/Mods folder that mod loads as well

vale zenith
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Load any mod but the debug mod

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It won't be randomized

deep pilot
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In the current state, loading the Randomizer => Randomizer + Debug and loading the Debug => Randomizer + Debug

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All the other mods don't load the Debug and Randomizer cause they don't use the mod hook

vale zenith
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Yeah no shit those are two of the three mods that use the better loading system

golden salmon
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How does the bonfire mod interact with the Nailsmith?

deep pilot
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Still doesn't solve the problem that the only current solution for having only one of the two active at a time is to go into that folder and rename the one you want disabled.

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I'd have thought that the mod loader would allow for you to selectively add/remove files from that folder

vale zenith
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Yeah tough luck

deep pilot
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But if there is a way to do so, the documentation isn't there

vale zenith
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Convince some people to port their fucking mods and writing a selector will be worth it

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The mod loader is completely unrelated

deep pilot
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Sigh

vale zenith
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How often do I have to say it

deep pilot
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The mod loader was supposed to be the way to allow for only one dll in the Managed/Mods to be written when you load in a mod

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Cause I'm using the mod loader to load in mods

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And revert back to the base game

vale zenith
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🤦

deep pilot
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I don't copy the files from the zip files into the folders cause then things get overwritten and you can lose track of which mods are active or not

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I create custom .modbundle files so that the mod loader can just easily load/unload mods

vale zenith
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Again

deep pilot
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for the ones that don't have "official" ones

vale zenith
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Unrelated to the modloader

deep pilot
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You're still not getting my point

vale zenith
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I get your point but its uninteresting and irrelevant

deep pilot
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How is it irrelevant?

vale zenith
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Because there are technical reasons for this

deep pilot
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If the mod loader could only insert one file at a time, then only one mod would load

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If I wanted both mods loaded at the same time, then I'd just manually put in both files

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Cause the mod loader is designed only to have one mod active at a time

vale zenith
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It's not designed that way it just replaces the dll so it can only ever have one mod

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If it loads a dll that loads mods it has no influence over what gets loaded

deep pilot
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There are other mods where it replaces assets files, so I thought it would have support over replacing other files under hollow_knight_data

vale zenith
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Feel free to bother whoever write it

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*wrote

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That doesn't change that the mod loader is a bad solution to begin with that we wouldn't need if people made their mods properly

deep pilot
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Well, I've seen several people say they feel strongly about mods being "not module-like"

vale zenith
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Who cares about how they feel one option is objectively superior

deep pilot
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It matters when I see convos like this:

dapper folio
vale zenith
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it really doesn't

dapper folio
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I don't have an opinion on mod loader versus not, but it's a good thing to keep in mind that HK modding isn't modular like minecraft or skyrim

vale zenith
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Oh, how come?

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@deep pilot I like how in your quote there the very first example is completely false now

dapper folio
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debug works with other mods now?

deep pilot
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Well, the new one works with the randomizer

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Cause they were authored by the same person

vale zenith
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yes, that's why @deep pilot is whining in the first place

bleak robin
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Oh yea

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That was from me asking about combining mods

vale zenith
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That's not the reason, goddamn...

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how often am I gonna have to explain that?

bleak robin
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I think I wanted to try blackmoth randomizer

deep pilot
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Fine, they use the same mod hook method

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There, happy?

vale zenith
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Convince Gradow to tell us the hooks he needs and it might happen

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yes, significantly more

deep pilot
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Of course, them being authored by the same person means that they're likely to use the same hook method

dapper folio
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Is it because the files that overlap in randomizer and debug are just the same file?

vale zenith
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no it's because me and sean implemented modular modding

dapper folio
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looking at their files, so the assembly is the same and allows for the dlls in the mods folder to work?

vale zenith
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yes

dapper folio
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so anyone who uses the same hooks would just need to make a dll. Nice

deep pilot
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The real problem with modularity that I see in HK is that some mods clearly affect the same aspects of the game in different ways.

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I'm not exactly seeing how the bonfire mod and the boss rush mod would work together

vale zenith
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and if a new version comes out we just have to port the modding dll and not all mods

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@deep pilot you are absolutely right, because some mods are incompatible we shouldn't ever be able to have multiple mods active at the same time

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that's the sensible way to do things

deep pilot
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With the modded version of the assembly-csharp file with the hook, you can have both the randomizer and the debug active at the same time though.

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So I guess someone would have to come up with a list of which mods are compatible with one another?

vale zenith
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Or you could just only enable one of a time and get the same functionality you so desperately seem to want

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That's why having modular mods is obvjectively superior, if you only want one mod at a time you can do that, but you can do more

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You can make some legitimate points about additional work being necessary to set up all necessary hooks for some mods, but that's negligible compared to having to port every mod with every update of the game

deep pilot
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Eh, tbh I'm not desperate for the functionality that started the whole convo. I just brought it up here in case anyone knew of a way to do it with the current mod loader.

dapper folio
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there, compatability list in the drive folder

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It's literally just Sean's mods right now, but it's there for when/if other mods adopt the method

vale zenith
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Yeah about that

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why the fuck is my name not on the randomizer?

dapper folio
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I didn't know you were part of it

vale zenith
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It's literally hosted on my github

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sean that cheeky bastard

deep pilot
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Sean did say that you were a co-author to the mod

dapper folio
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Sean contacted me about it and didn't mention another author. No github was mentioned. Link?

deep pilot
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At least here in the discord

vale zenith
deep pilot
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Also, you're credited in the readme for the randomizer Firzen 😛

dapper folio
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I don't see everything in all the channels, Sean contacted me through direct message. And I don't read the readme's unless I'm unfamiliar with how the mod is installed

vale zenith
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no worries

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anyway, if more people port their stuff over it's worth the effort to detect (potential) incompatibilities and to add a menu ingame to enable and disable mods before starting a game

dapper folio
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file and folder readme have been updated

vale zenith
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thanks

deep pilot
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I mean, besides the ones you've worked on there's what? Bonfire, Lightbringer, 110%, and Glass Soul?

vale zenith
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I ported glass souls over already as a proof of concept

bleak robin
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Randomizer

deep pilot
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Randomizer already works

vale zenith
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Bonfire, Lightbringer and Blackmoth

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Gradow was gonna give us a list of stuff he needs for the mod and never did

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then instead made a whole new mod without using the modding dll

deep pilot
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Isn't there also the 110% mod by kcghost that's also still in use?

vale zenith
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probably

civic hatch
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All I will ever need, once Grim Trouppe is released and mods are actualized are:
-Bonfire Mod
-Randomizer
-Steelsoul mode
Perfect HK roguelite.

There is no way to add more charms then we have rn? (Not speaking of replacing, but straight adding, that then work with Randomizer)

vale zenith
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You can probably add new charms, but they won't work with the Randomizer unless we extend it somehow

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We make sure you can still reach everything so if stuff gets swapped with an unknown charm that we don't know the location of

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it won't work

civic hatch
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I see. Would be neat though. Because then you could add a huge amount of charms and make it something like BoI, just Hollow Knight style and no randomized maps

deep pilot
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By the way, posting this here for the maker of the 110% mod in case they come by:

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@gritty snow , your mod seems to be missing a logic change for getting potentially locked out of a relic in Beast's Den

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Cause if you take the shortcut that gets you directly to the end and kill off Herrah, I don't think you can access the Hallownest Seal at the beginning right after you get trapped cause the bugs that trap you disappear.

civic hatch
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What does 110% mod do btw?

deep pilot
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Gives you 1% for each of the following:

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Mr. Mushroom sidequest
Dung Lore
All journal + hunter's mark excepting 1 missable (Zote dead).
All ghosts excepting 1 missable (Cloth), and all Whispering Root Essence Orbs.
All dream bosses including Failed Champion, Lost Kin, Soul Tyrant, White Defender (5 defeats), and Grey Prince (10 defeats).
All rooms mapped and secret rooms visited.
All relics sold.
All cocoons found.
All geo rocks broken.
All secrets and breakable walls/floors found and broken.

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These percentages unlock after you beat the true final boss

civic hatch
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I see

bleak robin
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That's way more then an extra 10%

deep pilot
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Yeah, I think so too

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But that's how they chose to define it

solemn rivet
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Firzen, it's not like I forgot about it or anything, it's more simple than that

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I have no idea how to make a hook, or what hooks I would need

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I know close to nothing about actually working with code

vale zenith
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@solemn rivet if you tell me or sean where you changed stuff we can port them over for you

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but I don't have the patience to hunt through the whole DLL to see what you changed

solemn rivet
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Oh, ok

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I actually have that documented

vale zenith
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send it to me and sean and we'll port the mod(s?)

solemn rivet
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As soon as I get home

vale zenith
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no rush, I won't get to it till the weekend, but sean might

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I do enough gamedev during the work week 😄

solemn rivet
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Oh

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I'm simply a math student

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That explains the difference

vale zenith
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Been doing indie gamedev for a long time, got fulltime employed this month, so I'm maybe not the biggest authority

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@civic hatch definitely not impossible, but afaik noone has added extra charms

civic hatch
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kk :>

dapper folio
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maybe once Troupe hits someone might figure it out?

vale zenith
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I don't think it's that noone has figured it out

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It wouldn't be very difficult I think, we can expand the playerData through reflection

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@civic hatch actually, we don't even need extra rules in the randomizer aside from adding the name of the new charm, so from that side it wouldn't be much of an issue

civic hatch
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NICE
what do we need to add new charms though?

vale zenith
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add a new bool to the playerData class

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and hook into whatever functions are changed by that charm

leaden hedge
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you dont need to add a bool to playerData, you can just add a bool to another class and add that to the save
the main problem is the ui system is abstracted behind playmaker, so good luck editing the charms menu

vale zenith
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If the goal is to make it more like BoO that isn't a main concern

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*BoI

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But Yeah, playmaker is a huge pain everywhere

civic hatch
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welp RiP then

leaden hedge
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well if you've not gotta add charms to the menu

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then its very doable

vale zenith
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Just get rid of charm costs for the mod and auto equip on pickup

leaden hedge
#

how do I add hooks to the api to test something

#

@vale zenith

solemn rivet
#

so

#

I'm going to make a list of all enemies in an area when the area loads

#

that way I can test whether or not I'm hitting an enemy when it checks for crit effect

#

is there any smart ways of doing this?

#

what I'm planning to do is run a foreach and compare every enemy in the area with the corrent 2dcollider

#

is that stupid/not the most efficient way to do this?

leaden hedge
#

can't you do NailSlash.OnTriggerEnter2D, then check if the collided target has "health_manager_enemy" fsm

solemn rivet
#

yeah, I'm running this on NailSlash.OnTriggerEnter2D

#

oh, I didn't know I could just check that go for the "health_manager_enemy" fsm

#

thanks!

leaden hedge
#

I think

if ( (gameObject.layer == 11 || gameObject.layer == 17) ){
    if(FSMUtility.LocateFSM(gameObject, "health_manager_enemy") != null || FSMUtility.LocateFSM(gameObject, "health_manager") != null ){
        //code goes here
    }
}
#

gets every enemy, and is the fastest

#

there might be a few false positives like hornets nail throw

rain cedar
#

For false positives you want to ignore:
Hornet Barb
Needle Tink
worm
Laser Turret
Deep Spikes

warped sinew
#

Hey that's the new version of the debug right?

#

I can use it for Grimm troupe?

leaden hedge
#

no

#

not unless you give us an assembly-csharp

warped sinew
#

I think its been modded for any version

rain cedar
#

It's for any version that has the mod support dll

leaden hedge
#

they need to make the modding hooks in that assembly-csharp

rain cedar
#

Meaning not grimm troupe

warped sinew
#

Oh OK.

rain cedar
#

But there is someone working on a standalone version that gets inserted into the current dll using upm

#

I'll let you know if they finish it

warped sinew
#

Well it looks amazing

#

Maybe I'll send you the Grimm assembly so u can mod it for me to use. But I'm provably not allowed to lol

rain cedar
#

Yeah I can't imagine that doesn't break an nda

warped sinew
#

Yeah it will :(

#

God dammit! Haha

leaden hedge
#

hey sean do you know how I can add a hook into the modding api via dnspy
I want to test playmkerunity2dproxy, to add hitboxes to everything

rain cedar
#

Yeah, you need to add a new delegate for the event under the Modding namespace

#

Then an event for that delegate in ModHooks

#

Then a function that calls all functions in that event

#

Then call that function where you want the hook

#

Be sure to put a HookInfo attribute on the event

#

Easier to document in the future that way

fair rampart
#

quick note for Gradow; the mod documentation says
Nail Damage set to (5 + 2 x Upgrades)x(1.25 ^ log2(Strength))

#

1.25 ^ log2(Strength) can be simplified to Strength ^ 0.3219 😛

#

not exactly an important bug report, but maybe worth mentioning

leaden hedge
#

@rain cedar when ever I try to edit ModHooks class it gives me Duplicate CompilerGenerated attribute, is that normal
I've just been deleting them but its pretty annoying

rain cedar
#

I don't have that issue

leaden hedge
#

do you get Language.GetInternal isn't a member of Language

rain cedar
#

Yes, I get that one

leaden hedge
#

and have to do Language.Language.GetInternal

rain cedar
#

Yeah

leaden hedge
#

hmm, might just be my dnspy

#

ill update later

leaden hedge
dapper folio
#

I see london, I see france
I see this bug's hitbox

hazy sentinel
#

that doesn't even rhyme

leaden hedge
#

I got the spit to work

#

but now the spitter doesn't

dapper folio
#

don't judge me

rain cedar
#

Uploaded a new version of randomizer that I think mostly fixes the dream nail/gate

#

There's some weirdness with it in the seer room and the room you go into the dream nail scene from

#

But eh, those rooms don't really have anything you need dream nail for in them, anyway

#

@young walrus

young walrus
#

Alright. I'll try it out later

#

Will it work with my current save/seed?

rain cedar
#

It doesn't change the randomization at all, so at the very least it won't mess things up

#

No guarantees it'll fix your dream gate, though

young walrus
#

Lol. Fair

dapper folio
#

<@&328354344313421825> Just a reminder, if you'd like editing access to the Mods drive folder, just send me a message. This offer stands for any other Modders making mods for this game as well.

rain cedar
#

Wait I might've done something really dumb with that randomizer build

#

Let me double check something

#

Nah it's good

#

Thought I might have made it randomize the seed when loading a save on accident

dapper folio
#

woops

rain cedar
#

Well, not woops

#

Because I didn't do that

dapper folio
#

there

finite herald
#

hey guys, I've been out for a while

#

anyone could give me some updates about the whole modding situation?

#

like maybe new mods, updates to boss rush maybe?

#

future content?

hazy sentinel
#

boss rush is dead

#

also bonfire mod

#

also there's a moddable dll w/ hooks, only mods based on it are a new debug mod and randomizer mod atm

finite herald
#

hmm sounds nice, hopefully someone will do a boss rush eventually, it was pretty fun. The bonfire mod sounds amazing

#

I'll be trying it tomorrow

solemn rivet
#

@fair rampart yeah, but I don't like approximations - although I'm quite aware the code itself is using approximations all the time, I prefer to express the formulas as closed and "precise" as possible

#

because log2(1.25) != 0.3219

#

not only that, but putting the variable inside the log, instead of outside, gives the user an instant feel that this function "stabilizes" at some point

fair rampart
#

the approximation point is fair enough

solemn rivet
#

I know, it's as good as it's going to get

#

but they are still not the same

fair rampart
#

personally, x^0.32 is definitely easier to understand than the bigger formula

#

(for me)

solemn rivet
#

oh

#

it's WAY easier

#

but that's not the point

fair rampart
#

like, as a player I was trying to figure out how good is it going to be to invest in the thing

#

and staring at the first formula gave me nothing

buoyant obsidian
#

What's the topic?

hazy sentinel
#

formulas

buoyant obsidian
#

for what stat

solemn rivet
#

this formula: (5 + 2 x Upgrades)x(1.25 ^ log2(Strength))

fair rampart
#

is nail damage in the Bonfire mod

solemn rivet
#

Dancer's point (and they do have a fair point) is that we could simplify the rightmost side to strength^0.3219

buoyant obsidian
#

Why not +5% of strength or something

fair rampart
#

because diminishing returns (partially)

solemn rivet
#

^

buoyant obsidian
#

oh yeah

leaden hedge
#

then theres no reason to not just spam strength

#

and do loadsa damage

fair rampart
#

I mean, there already is little reason to not spam strength :V

leaden hedge
#

dex is probably the best stat

solemn rivet
#

well

fair rampart
#

(well those two together)

#

(and luck I guess but I dislike the explosion effect)

solemn rivet
#

I think dex and luck will be the op combo

#

specially considering the newly implemented crit mechanics

#

and geo drops based off of luck

hazy sentinel
#

who needs geo drops when you have infinite relics

leaden hedge
solemn rivet
#

wow

leaden hedge
#

they don't even use boxes

solemn rivet
#

ds2's got nothing on HK

leaden hedge
#

its miles off too

hazy sentinel
#

what do you mean

leaden hedge
#

look at where the swing actually is

#

its behind him during this frame

#

but its still hitting by his knees

solemn rivet
#

how does that work tho

#

doesn't the swing have a hb?

leaden hedge
#

it does

#

thats the pink area

solemn rivet
#

oh

hazy sentinel
#

TC probably just copied the same hitbox for every frame of the swing animation

solemn rivet
#

okay

#

changed crit animation to shadow ring

#

but the lack of audio makes the crit feel so less... Powerful

rain cedar
#

Why not add a sound, then?

buoyant obsidian
#

^

solemn rivet
#

but if I do add a sound, then what's the point? Wasn't it the sound that people were complaining was distracting?

buoyant obsidian
#

You can make the sound subtle

#

Look how other games do crits

leaden hedge
#

because it wasn't being mixed at all

#

so it was really loud for some people

solemn rivet
#

oh

#

hm...

#

I think I can work around that

buoyant obsidian
#

Are you doing anything to charms in this mod?

solemn rivet
#

not really

#

my initial idea was

leaden hedge
#

graig had the idea of being able to level them up

solemn rivet
#

to have the nailsmith upgrade charms

buoyant obsidian
#

Oh my god

solemn rivet
#

yup

buoyant obsidian
#

Like in Ratchet and Clank

young walrus
#

RANDOMIZE THEM

buoyant obsidian
#

that's an awesome idea

solemn rivet
#

more like Andre in dark souls, but sure

young walrus
#

Stacking mods ftw

leaden hedge
#

I was thinking, make it a reward for journal
every entry you complete gives you a point to spend on your charms

solemn rivet
#

omg

#

KDT what if instead of a point to spend in charms (because there are way more enemies than charms), journal completion gives you... A free level

#

like a Black Pearl in S&S

leaden hedge
#

ah thats were you're wrong kiddo

#

multiple levels

#

and more expensive charms need more points*

solemn rivet
#

make it like titanite in DkS

#

so lv 1 requires 1 point, lv2 requires 2 points, lv3 requires 3 points

#

and have each dreamer give you a special item which allows for one charm to go to lv4

#

makes the dreamers worth something

leaden hedge
#

I was think like 3 levels, rank 1 / 2 / 3 would be basic scaling but rank 4 would add a new mechanic

#

i.e. dashmaster rank 1/2/3 is just faster dashes

#

but rank 4 lets you dash up

young walrus
#

So like... A jump?

solemn rivet
#

so, you're saying I'm going to have to figure out how to make a decent updashing animation?

#

ugh

young walrus
leaden hedge
#

well you can't double jump then dash up

#

you run out of jumps

#

fragile greed could make you deal more damage the more geo you have

#

but you lose it all on death 100%

solemn rivet
#

in blackmoth you can chain dashes, but not chain updashes

#

another thing before I go

#

to anyone who has played/seen someone play the bonfire mod:

#

do you think the geo/level curve is too steep?

#

specially considering that enemies now have more HP (at game start, every enemy's HP is multiplied by 1.2, then it increases up until a certain point - which I haven't decided yet - for each dreamer you defeat)

#

for instance, I got to hornet1 with only getting 3 levels

#

and I only skipped Mawlek

#

maybe by that point the knight should have something like 5 or 6 levels?

buoyant obsidian
#

Perhaps make leveling less effective but more frequent?

#

not that I've tested it

#

I'm just saying I like to level up a bunch early on

solemn rivet
#

yeah, I kinda feel that way too

#

for now, most curves I'm using to model the stat grow are designed taking 20 as the "endpoint", ie., the softcap

buoyant obsidian
#

What do they start at?

solemn rivet
#

maybe I should stretch it so that levels cost less, but the softcap is now around 40

#

every stat starts at 1

#

and at 1, everything in game is as it should

#

crit%=0, naildamage=5 etc.

leaden hedge
buoyant obsidian
#

It wouldn't be a bad idea to make the player starting stats lower than usual

#

From personal experience I like games where I start off feeling weak as hell and progressively get stronger

solemn rivet
#

that's a nice idea

#

not only make enemies stronger, but make the player weaker

#

well, I gotta go now

#

I have classes early tomorrow

buoyant obsidian
#

Keep up the good work

solemn rivet
#

thanks!

#

really, thank you all so much

#

this community has helped me so much...

young walrus
#

so if i have both the debug and randomizer mod in the same game directory

#

if i just rename the mod .dll for one of them, it'll turn it off?

leaden hedge
#

I think you have to move it out of the mods folder

young walrus
#

so for example, i changed "DebugMod.dll" to "DebugModoff.dll"

#

i suppose i could just launch the game and see if it's off

#

derp

deep pilot
#

I wonder if renaming it by changing the file extension would do the trick

rain cedar
#

It tries to load every file in the mods folder

#

I just have a subfolder that I move things to when I don't want them

young walrus
#

that's just a bit smarter

rain cedar
#

A way to disable/enable mods in game is on the to do list for sure

leaden hedge
#

for some reason meshes have collision

young walrus
#

this debug mod is sick dude

#

trying to measure super slide velocity

rain cedar
#

You can probably set the timescale to 0 during a slide to get the speed easily

#

Also for reference, superdash speed is 30

#

Dash is 20

#

Regular movement is 8.3

young walrus
#

yeah. i see that

#

what does the "kingsoul" part do in the charms menu

rain cedar
#

It changes the state of your kingsoul charm

young walrus
#

oh i c

rain cedar
#

0 is nothing, 1/2 are the halves, 3 is kingsoul, 4 is void heart

young walrus
#

37.5

#

so definitely faster than super dashing

rain cedar
#

Nice

young walrus
#

hmm... killing an enemy resets the time speed i have set

leaden hedge
#

because the game uses the same variable

#

pausing and unpausing does it too

young walrus
#

yeah. interesting.

#

that must be what allows super slides

#

you pause at the exact moment the game is resetting the game speed

#

i can't even get this to work with timescale 0

#

lol

shadow hare
#

o-o so, I'm not sure how to get around this issue: lightbringer doesn't wanna work with the mod installer, it says that i need either to make sure the game isn't running (it's not), or that I'm running in admin mode (which I am)

leaden hedge
#

do you have a vanilla csharp

shadow hare
#

should, yeah

#

if not I'm validating as we speak, so I will in about 5 mins

shadow hare
#

Yep, looks like I’m doing it manually.

shadow hare
#

related note, tfw running NMG has ruined me to the normal path of the game

warped sinew
#

@solemn rivet more levels more frequently is WAY better

#

Just make them less effective

leaden hedge
#

make max level like 99

#

but each level 5x worse

warped sinew
#

Also if u can make a passive system that would be great

#

Like 5 passives

#

Get choose one at each 20 levels

#

But have like 20 to choose from

leaden hedge
#

sort of like fallout perks

warped sinew
#

Yup

#

Again more customisability

#

More "builds"

#

also more interesting build other than just stats

#

E.G "charmer perk"

#

get 5 notches

#

"nail master" increase nail range

leaden hedge
#

well I was hoping to get gradow to add charm leveling and then unique effects at max charm level

warped sinew
#

"charm master" all charms more effective

#

anything really

leaden hedge
#

stuff like fragile greed, would give you more damage for more geo, but if you died you lost all geo

warped sinew
#

yup

leaden hedge
#

but a passive perk system could work instead of leveling charms

warped sinew
#

these ideas would all work really well

#

the mod would become better than the actual game lol

#

this is what i mean by dont worry about balance, think of a set of features first

#

then we balance later. (keep balance in mind tho)

#

you could even scale enemy HP off player level

#

insead of a point in the game

#

or you could do both

#

anyways... just ideas for now

leaden hedge
#

yeah, I mean obviously theres problems with scaling enemies with levels, in that when you level you expect to get stronger relatively
but it'd probably depend on the numbers

warped sinew
#

maybe i should just tell TC to make an RPG edit of the game lol fuck it

#

they wont though heh too lazy!

leaden hedge
#

gotta get official boss rush first

warped sinew
#

heh yer

#

also @solemn rivet I played your mod again today

#

just stacked strength and it was super OP compared to crit

#

crit def needs to be better i think

leaden hedge
#

you only have like a 45% chance to deal 70% more damage so its only 30% more damage

#

and even when you do it crit it doesn't feel good

warped sinew
#

yup

#

i was thinking of adding the damage formulas into excel

#

and seeing what combo gives best dps

#

but i dont think it even matters, pretty sure pure STR is best

#

maybe a mix of DEX and STR

#

but leaning towards STR

leaden hedge
#

str basically 2.5x your damage

#

I think dex at max gives you 4x damage

#

13 base damage at 1 str
(5 + 2 x Upgrades)x(1.25 ^ log2(Strength)) at 20str = 33
33/13 = 2.53

2.7/(1 + 1.82 x e^(-0.08 x Dexterity)) at 20dex = 0.27
1 / 0.27 = 3.7

#

so 10str and then just spam dex is probably the best

warped sinew
#

is dex giving damage or DPS?

#

cos a lot of the time in HK you can only get a hit in once a second from pogo/moving around

#

its actually quite rare to be able to just stand and smash away

#

thats why attack speed is good, but its way more effective to have nail damage. IMO

civic hatch
#

why not both?

warped sinew
#

yeah i mix of both is best thats true, KDT already polinted that out

#

i think this is what u want for max effectiveness

#

reach a point where with F.strength on you are one shotting 90% of the enemies in the game

#

then pump it all into attack speed

#

for boss rape

#

effectively once you are one shotting enemies it makes little difference

hazy sentinel
#

what about 86% of the enemies in the game

warped sinew
#

to have more damage

#

86% , nah man

#

you wont clear trail fast enough, jeeze what a noob

civic hatch
#

Is there a possibility to make some enemies recolored and more bulkier? :^)

leaden hedge
#

you want them to be green

#

and bigger?

civic hatch
#

or blue and some bigger.

#

Just to balance out the bonfire mod

leaden hedge
#

you mean like champions in BoI

civic hatch
#

Exactly

leaden hedge
#

next patch is increasing health across the board

#

and increasing health for every dreamer

civic hatch
#

Amazing

rain cedar
#

@solemn rivet I got Blackmoth working with the modding dll

#

Guess I'll upload the assembly-csharp for mods separately to the drive now that there's not just my mods using it

leaden hedge
#

oh btw @rain cedar if I've added a hook what should I do with it

rain cedar
#

Well there's no source control and we've got diverging builds now

#

So I dunno

#

How much did you add?

leaden hedge
#

just one hook

#

its a one liner outside of the modding namespace

rain cedar
#

There's the one I have

#

It would be more work to add the stuff I added back in

#

So you should re-add your hook to that one and send it back to me

#

Sorry about that

leaden hedge
#

np ill do that in a sec

rain cedar
#

Well, guess I'll play through the blackmoth build I made a bit to see if it works properly for everything

#

Didn't do very extensive testing on it

leaden hedge
#

hmm, what should I call it

#

it technically hooks into a proxy class, but it effectively gives you a reference to every entity that has a collider, which is pretty much anything you can hit or get hit by

rain cedar
#

Doesn't really matter too much what you name it

#

As long as it somewhat makes sense

#

It's a bit hideous because I used reflection to access private fields

leaden hedge
rain cedar
#

Alright, I'll upload that to the drive

#

I took the assembly out of the randomizer and debug uploads as well

#

Easier to keep it up to date on there if there's only one

#

So anyone wanting to use those mods has to download the modding api dll as well

leaden hedge
#

shouldn't the randomizer generate a new seed everytime you clear save @rain cedar

#

ushbeti isn't get a random seed except on first load

rain cedar
#

He doesn't have the newest version, then

#

I already fixed that

#

Hm, something made the dash damage stop working until after I quit

#

Does that ever happen with the normal blackmoth or is that a bug I introduced?

leaden hedge
#

I remember reports of that in normal blackmoth

rain cedar
#

Alright

#

Not my problem, then

solemn rivet
#

And I still have no idea why...

#

Btw, thank you again seanpr!

#

@warped sinew thanks! I'll start making a list of features to add!

rain cedar
#

I'll leave it to you to add the dll to the drive in whatever way you want since it's still your mod

solemn rivet
#

I honestly believe the modding api to be the way to go

#

But I have classes right now, so I will be away from my PC

leaden hedge
#

modding api is nice because you actually get to write commented code in your ide of choice

rain cedar
#

Yeah

#

I didn't comment debug mod at all because I'm an idiot

#

But randomizer has good comments

robust kiln
#

is the randomizer version in the google drive the current one?

rain cedar
#

Yes

robust kiln
#

ok thnx

#

what is the modding dll? is it the modding api in the drive?

leaden hedge
#

yes

robust kiln
#

ok

rain cedar
#

Need the updated modding dll from the drive as well for the full fix

solemn rivet
#

What's that fix, sean?

rain cedar
#

You would get a normal dash if the input was queued instead of a sharp shadow one

solemn rivet
#

Oh

#

Thanks for that!

rain cedar
#

So, unintentional feature of blackmoth

#

Updash makes room duping way easier and possible in a lot more places

bleak robin
#

Blackmoth speedrunning 👀

rain cedar
#

Also jump + updash gets me high enough to get a hard landing

#

I feel like it probably shouldn't give you that much height

bleak robin
#

Those big dashes are amazing

wispy root
#

So I just got dreamgate in a randomizer run, and I think it breaks some stuff

young walrus
#

do you have the most recent version?

wispy root
#

I can't set a dreamgate, and grave warriors don't appear

young walrus
#

Sean updated it last night cuz dream gate didn't work for me

#

you haven't gone through the dream sequence yet

#

that's why

wispy root
#

Yeah, I got it yesterday

young walrus
#

it also looks for that

#

he updated it late last night to fix this

rain cedar
#

Dream gate is unrelated to the dream sequence

#

But I did fix both problems

wispy root
#

Guess I'll redownload then

rain cedar
#

@solemn rivet I can consistently break the sharp shadow effect by dashing into false knight's geo chest

wispy root
#

ok, it fixed the problem

#

but now I have another problem, I'm stuck in CoT's left side without mantis claw or double jump

rain cedar
#

How did you manage that?

#

The city crest gate is 2 way

wispy root
#

I can't get up to the gate, one sec

young walrus
#

you get there with super dash?

wispy root
rain cedar
#

Oh, I didn't realize there wasn't elevators all the way up

wispy root
#

Yeah, I superdashed there

rain cedar
#

Is there a platform in that scene?

#

If so I could make copies of it so that is scalable

#

I'm doing the same thing after soul master

wispy root
rain cedar
#

Alright, I'll fix that tomorrow

#

For now just float out, I guess

wispy root
#

no map, lmao

#

I'll just.. start a new one

young walrus
#

no map??

#

didn't even get one as a precaution?

rain cedar
#

You can do it without the map

#

Get storage off the bench

young walrus
#

how?

rain cedar
#

Wait for the animation where you fall asleep

#

Then press any button, then inventory

#

You'll get off the bench with menu open

young walrus
#

interesting

#

but you can get float with that?

#

fireball then close inventory?

rain cedar
#

Yeah

#

Same as we used to do in greenpath

young walrus
#

makes sense

rain cedar
#

Before current patch

young walrus
#

just never thought of that

#

we need a list of shit like this. lol

rain cedar
#

The list is me, you, and Risky

#

We probably know all the glitches between the 3 of us

young walrus
#

yeah, but like just now, i didn't know you could interrupt that animation til you mentioned it

#

you're right though, the 3 of us are kinda the glitch bank or knowledge

rain cedar
#

Well, I'm too lazy to create proper documentation of the glitches

#

If I was gonna document any game it would be Borderlands: The Pre-Sequel

#

Because I'm the only person who knows anything about that game

#

Kinda sucks for anyone who wants to run it, I imagine

young walrus
#

it wouldn't even be full documentation i don't think. just like.... a list of everything possible

#

then we can document the exact steps for all of em later

rain cedar
#

We don't even really know how to do everything, though

#

Like getting invuln from baldur shell

young walrus
#

like for this one
-storage on waking up on bench

#

-focus storage
-fireball storage
-backwards slide fireball storage
-inventory drop
-super slide
-elevator glitch
-room duping

#

etc etc

rain cedar
#

I see

young walrus
#

just so we have a comprehensive list of all glitches

#

cuz like... if i'm looking for more stuff. knowing that you can storage off the waking up animation is super helpful

#

anyway. i think this convo belongs somewhere not in modding. imma start a spreadsheet of just raw info

#

bored at work today anyways

rain cedar
#

Alright

#

Sounds like a plan

#

And a lot of the time conversations end up where they shouldn't be because they evolve naturally from something that was on topic

#

Don't worry about it

young walrus
#

plus adding possible patches to this list would be good knowledge to have too

wispy root
#

Is the compass included in the randomizer pool on this version?

rain cedar
#

No

#

Mickely pointed that out but I forgot

#

It'll take like 10 seconds to add it, hang on

wispy root
#

ok, and I'm assuming isma's tear is still problematic to include in the pool?

rain cedar
young walrus
#

yeah. that'd be fun to add. I think it's not possible b/c it would remove the item in it's actual location if you picked it up elsewhere?

rain cedar
#

Use that and compass should be randomized

#

Isma's Tear is problematic for similar reasons to why dream nail caused problems

young walrus
#

ooh. so is there a way around it?

rain cedar
#

Kinda

#

The way I've "fixed" dream nail causes weirdness with it in the seer room and the room with the dreamer statues

#

Which I don't think matters at all

young walrus
#

what kind of weirdness

rain cedar
#

Like you can't use dream gate while in the seer room even if you have it

#

Unless you have the 900 essence reward

#

For Isma's Tear it matters a bit more because there's acid in the room you get the pickup from

#

But anyway, there's some fsm event that is getting sent that turns acid into water

#

I just need to figure that out and I can get isma's tear in for real

young walrus
#

probably would add some more logic work too since that opens a couple things up

rain cedar
#

Yeah

#

I want to rework the structure of the xml anyway

#

Good time to look over things and make changes

young walrus
#

the logic seems pretty good so far though. so long as you don't glitch and sequence break it right now. lol

#

but you can usually "fix" it with more glitches

rain cedar
#

What a cheater

young walrus
solemn rivet
#

okay, I'm home

#

let me take a look at those bugs

solemn rivet
#

@leaden hedge the check for health_manager is breaking the crit effect

solemn rivet
#

no, it's not that

#

crit effect simply broke all of a sudden

#

ffs

#

phew, fixed it

#

the audio effect I was using somehow managed to screw everything up

bleak robin
#

Hey Gradow, I gotta ask, in blackmoth, what exactly does getting mothwing cloak do

#

I think it makes dashes faster and a bit longer?

solemn rivet
#

Yeah

bleak robin
#

Cause I wanted to see how fast I can beat blackmoth any%, but I don't know if going for mothwing cloak would save or waste time

solemn rivet
#

Best thing would be to rush Longnail and MoP, quicknail and fragile strength

#

And dashmaster for skips

bleak robin
#

im talking any% not 100%

#

i cant get that many notches

#

does shade cloak go through elder baldurs? i don't think ive ever tried

solemn rivet
#

You don't have to equip all at once

#

Long, quick and dashmaster for movement /skips, fstrength for bosses

dapper folio
#

have any mods been updated?

rain cedar
#

I ported blackmoth to the modding api

#

Don't think anything else major has happened

warped sinew
#

@solemn rivet so I was thinking more about journal grinding and thought it would be cool if you changed all entries to 100

solemn rivet
#

Oh?

warped sinew
#

Then each time u kill an enemy you get 1% extra damage

#

For a total of double damage vs that enemy at journal completion

solemn rivet
#

Troublesome, but doable

warped sinew
#

Then u could have a perk that gives double percent something like "hunter" perk

#

Anyways just thinking about stuff

solemn rivet
#

no, thank you for all the suggestions!

#

sadly, passives and perks aren't really on top of my list right now

#

but the journal completion is serioulsy good

hazy sentinel
#

yeah i always thought the required enemy kills had to be higher

solemn rivet
#

so, I'm gonna release a new patch

bleak robin
#

btw gradow, quickdash also requires that i get desolate dive

#

which requires me to go through soul sanctum also

#

its either soul sanctum and part of kingdoms edge, or just grab crystal heart

#

also did you edit fragile strength to work on dashes?

#

cause i don't think it does normally

solemn rivet
#

I did

#

latest patch should have it

#

I simply added a check that multiplies dash damage by 1.5 if you have it equipped

#

so, here it is:

#

This patch includes:
Enemies HP increased from the get-go;
Enemies' HP increases with progression;
Dropped geo increases with Luck;
New (visual) effect for crits;
Changed damage and % formula for crits;
Added option to respec;
Minor fixes.

#

oh

bleak robin
#

is there a modloader of the newest patch?

#

if theres not don't worry ill be fine

solemn rivet
#

forgot to add: geo/level reduced in order to level up faster, but with rewards also reduced

#

no, there's not

hazy sentinel
#

is there a drm-free dll of the newest patch hollowsad

solemn rivet
#

when I have some free time, I'll make a nice icon and a modbundle

#

@hazy sentinel working on it as we speak

#

sorry, I mostly work editing the steam ver

#

after that I have to add the changes to the drmfree ver

hazy sentinel
#

understanda🅱le

solemn rivet
#

done, just checking if it works

#

works fine

hazy sentinel
#

uhhh the levels are carrying over to new saves in the same slot

#

ok restarting the game fixes it

solemn rivet
#

wait

#

I thought I fixed that

#

brb

#

umm...

#

it -should- be fixed

#
{
(...)
            this.playerData.Reset();
            this.sceneData.Reset();
            this.modData.Reset();
            Debug.Log("Save file cleared.");
(...)
}
#

well, it worked for me

#

reset a test save with 15 luck

#

btw, because of crit changes, crit% at luck lv1 is negative

#

I'm gonna change this, but this does not affect gameplay so it's not a huge issue right now, just ulgy to look at

leaden hedge
#

did you disable tuk?

solemn rivet
#

no

#

but not like it's an issue anyway

#

there are too many rancids even without tuk

#

I'll make it cost more and more every time you respec

leaden hedge
#

well in steel soul you can sell them for 1k

#

oh its 250

solemn rivet
#

ideally, respec would give you some sort of expendable points to invest in stats, instead of raw geo

#

as it is, you can get your geo back, buy stuff on stores and invest whatever's left of it

leaden hedge
#

well if you implement free levels

#

you can just add x free levels

solemn rivet
#

yeah

#

but that's a worry for another time

#

I'll probably spend all day tomorrow coding

#

yay

leaden hedge
#

port it over to the api hollowface

warped sinew
#

So does wisdom give spell damage?

leaden hedge
#

int should, I assume its coming next patch

solemn rivet
#

Yup, int is next patch

#

I'm still getting used to working with fsm

#

Sorry

#

Also, does anyone know how to make a GUI element stay on screen for a set amount of time?

leaden hedge
#

theres several ways

#

you could just make a class that draws it
on start set a variable to current time
then check on update if current time - start time is greater than whatever then destroy self

civic hatch
#

we need more Grubs replaced by mimics

wispy root
#

@rain cedar Are you sure you added the compass?

rain cedar
#

Never bothered to change the xml in the drive because it's so minor, but yeah if you use the one I posted here it should be in there

wispy root
#

Yeah I dunno.. I got compass for the 3rd time now

#

I replaced the xml files, is there anything else I had to do?

rain cedar
#

Nope

#

That's odd

#

Can you send me the ModLog.txt in your save folder?

wispy root
rain cedar
#

You sure you're using the xml I posted? Looks like it's not even trying to randomize compass and I don't see why that would be the case

wispy root
#

pretty sure..

#

or actually, one sec

#

I think I might have switched the wrong thing .. let me test again

rain cedar
#

Seems to be working for me

wispy root
#

Ok, apparently I brain farted a bit, everything works properly

rain cedar
#

Cool

rain cedar
#

Put up a debug mod build with a fancy new feature

wide pier
#

nice

solemn rivet
#

this should work... Right?

#

this.block.SetColor(this.heroCtrl.shadowRingPrefab.gameObject.name, new Color(1f, 0f, 0f));

#

private MaterialPropertyBlock block;

rain cedar
#

Try it and you'll know

solemn rivet
#

I did and it doesn't

#

but it should...

bleak robin
#

Isn't that 50% of programming

#

It doesn't work but it should

buoyant obsidian
#

I could never change any property of shadowringprefab

solemn rivet
#

I managed to un-break it

#

but it's still the same color

#

753 you might know this: I tried using a PlayOneShot to play a sound effect when critting, but it simply broke the whole crit happening at all

#

how did you manage to make it work?

rain cedar
#

If it's breaking put in a try catch block and print out the error somewhere

buoyant obsidian
#

I just replaced the file for grubberfly sounds in resources.assets

#

Grubberfly's elegy is too loud in vanilla, nobody notices because nobody uses it

solemn rivet
#

no errors, no exceptions, nothing... It not only does not play any audio, it also stops the visual effect from applying as well

buoyant obsidian
#

where are you loading the sound from?

solemn rivet
#

I've changed it since

#

but it was this:

#
    this.heroCtrl.shadowRingPrefab.transform.SetScaleX(0.5f);
                            this.heroCtrl.shadowRingPrefab.transform.SetScaleY(0.5f);
                            UnityEngine.Object.Instantiate(this.heroCtrl.shadowRingPrefab, otherCollider.gameObject.transform.position, base.transform.rotation);
                            UnityEngine.Object.Instantiate<AudioSource>(this.hac.nailArtReady);```
#

hac is HeroAudioController()

solemn rivet
#

Okay, I give up