#archived-modding-development
1 messages ยท Page 66 of 1
got it working again I think modding api was 1-34 so I changed to 1-37
First alpha release!
Noclip added to handle softlock cases.
Added Randomize Geo option to mod menu.
Removed dependency on asset bundle for initial loading of the mod.
Colloseum replacement enemies should now drop geo.
Improved "is dead" checks on rando enemies.
Added hard enemy list, drops lots of extra geo.
Move laser crawlers slightly closer to the ground/wall they are on than other crawlers
Move mushroom crawlers to being normal ground enemies
Orient ceiling droppers so they are always on the ceilings
Add a check in to disallow certain replacement types in battle arena zones (enemies you cannot kill for example, or ones that start out hidden or are otherwise buggy)
Colosseum should now be complete-able.
Added in a test fix for electric mages and obblobbles so they "should" spawn correctly now.
Added version to global settings to force a rebuilding of the settings file when updates to the data format happen.
Refactored much of the codebase and various other changes.
Added it to google drive and the Crossroads mod downloader
the installer can't see mod bundles, what to do?
which installer?
I can guarantee you that any mod bundle you've found is horribly outdated
okay thanks
Anybody know why using DashPressedHook would give me this error?
I'm not even using it for anything atm, it's just hooked to an empty void.
also, how do you update the mods that are outdated in the crossroads loader?
Right now, manually delete the .zip you had in the previously downloaded mod repo folder. Version checking will come in the next update after the dlc is out, since most mods aren't being updated at all until then. If the message in the top left says "new version available" you can ignore that, the api's version checker is broken
ok thanks
DashHook currently has a NRE... It's not your fault, same thing happens in both blackmoth and Celeste mod
8 way dash
as per an accord between sean and me, Blackmoth has implemented that as a feature as well
an accord
signed, with witnesses and all
currently nothing iirc
-_-
would be cool if it acted like the double dash celeste has
and i'm still waiting for a mod that REALLY changes the game ๐
dunno how difficult that would be to implements
also if you want a mod that changes the game
lightbringer
not joking.
randomizer + random enemies is great
just a giant nerf
a giant nerf is easy to implement, sure. but it's a huge change to gameplay
well.... i guess you could say the gameplay is the same
just... much harder
nononon dashmaster DOES something
but I'm not telling
you can always read the readme to spoil it tho
oh it makes dashing more frequent?
will it give me natural talent?
will it finally explain what the fuck happened to the pale king?
he finally got a tan
โบClick here to download a FREE sound effect pack - http://adf.ly/1QxZbn โบFor discounted steam games, skins and keys check out - https://www.g2a.com/r/gamings...
Since everybody seems to love randomizers here, I figured I would make something to add more randomness to the game.
So I made a stat randomizer!
This is just a first pass, so not a lot of features, but here's what I've got:
-
Nail Damage ranges from 1 - 8 (Range increases with nail upgrades) and changes with every swing
- Cooldown speed is also randomized
-
Charm costs range from 1 - 4, changing every time you rest at a bench (Except for Void Heart and Compass)
-
Focus cost ranges from 10 - 50, changing every time you gain soul.
-
Damage taken ranges from 0 - 2 (Getting hit could cause no damage, or double!)
-
Dash Cooldown/Time/Speed are all randomized (Try beating White Palace now!)
-Geo drops range from 0% to 400% (Enemies may explode in geo, or may drop nothing at all)
I'm not completely sure what else I want to add to this, so any suggestions are welcome!
BE WARNED: Always backup your saves! This mod will mess up any vanilla saves!
room randomizer when
@vagrant leaf - when someone does the hard work of figuring out the requirements for every entrance and exit of every room
there's an on-going doc if you want to help
people are actually trying to make one?
i would help but i know nothing about modding
just mapping out room transitions would be a LOT of help tbh
The room mapping is the hardest part
The actual room randomization will be easy in comparison
^
Say you have a room with 4 exits in it
we need to know if I come in from upper left exit, what skills/items do i need to get to the lower left, lower right, and upper right exits
do you also randomize the dream nail teleports / stag stations/elevators? 
once we have those for every single room, then making it actually randomize comparatively easy
all of those should be no different from any other transition
but wouldn't make much sense to randomizer teleports/stags
elevators, sure
hm...
yeah, was more of a joke than anything, but it would be silly to dream nail and end up fighting radiance kek
that's a nice question
I'll try noclipping out of an elevator to check if the transition is tied to the elevator or not
well, consider the elevator in COT
if you don't use the elevator
you can climb the shaft
there is that shortcut up there to Colo
yeah
so it's definitely tied somehow to being inside the elevator and hitting the lever
maybe it's a hidden loading zone? I'm just being hopeful here...
oh, lol, it'd be hilarious if the loading zone was in the middle of the air
and you could hit it just by climbing the shaft and jumping down the center through it
i mean, i really doubt it, but it'd still be hilarious
my guess is the loading zone is there, but until you hit the lever in side, it's not active
but who knows
or the load zone is simply on a timer after hitting the lever
those elevators would likely be "right warps"
same as entering the black egg temple
Room rando is on my list after enemy rando is done, but that won't be until the dlc is out. I'd rather wait until the games code settles down to dig into it
If enemy rando gets done enough and no dlc then I'll prob do that path tracker I started
yeah, the tracker mod will be a huge addition
tracker mod will be huge indeed
Figured out how to track player controls and that was all I was stuck on
quick modding question: I've replaced the Assembly-CSharp.dll file with the modded one, and put the DebugMod.dll into the Mods folder, but I don't see it showing up in the game itself (1.1.1.8). What am I missing?
screen shots plz?
uh sure, gimme a sec
probably modding api version isn't compatible w/ 1.1.1.8
hmm, I downloaded the one that was labeled as 1.1.1.8
you can see here that I replaced that .dll today
perhaps I have the incorrect debugmod.dll
nope 
then it's probably the API
aw
did you downpatch to 1.1.1.8 or something
I did
I have the game backed up, let me just try reinstalling everything.
I finally have time to try to the speedrun for this game ๐
Maybe older versions of the api aren't compatible with newer mods
What error did you get?
i know this is probably very hard, but if you could take the dream shield and give it controls, wuold it be possible to duplicate the vessel and give it controls? I just want to know if it would be possible as of now.
there's already dreamshield co-op mod
but turning it into a vessel is pretty much uh
Anybody know the unity command for checking if a controller input is pressed?
Left Stick Click
There's a GameManager.instance.inputHandler.inputActions.rightStick, but no left.
Nevermind, think I got it.
GameManager.instance.inputHandler.gameController.LeftStickButton
I don't think that's the click event
I think that used to map things to that button
Oh :/
you'll have to look into how that handler is implemented and implement a inputActions.leftClick yourself
take a look at the HeroActions() class in dnspy
this.rightStick = base.CreateTwoAxisPlayerAction(this.rs_left, this.rs_right, this.rs_down, this.rs_up);
looks like even rightStick isn't what you want it to be
public ControllerButtonLabel leftStick;there's a public field for the leftStick in ControllerButtonPositions
found it
take a look at ControllerMapping and InputControlType
I'm looking at InputControlType, not really sure what to do with this. It doesn't accept bools.
no, what I'm thinking is
you need to set up your own inputAction for leftStick
and for that you need to know how the game does it
hence InputControlType and ControllerMapping
Oooh okay now I getcha
Yeah I have no idea what I'm doing
public InControl.InputControlType LeftStick = InControl.InputControlType.LeftStickButton;
Oh haha
GameManager.instance.inputHandler.gameController.LeftStickButton
Totally works after all! Should've tested it first.
:/
I've created button activated time control!
https://media.giphy.com/media/2YldJHt8DwzrMysOqX/giphy.mp4

Now to implement uncontrollable timescale fluctuations into my randomizer!
***__```css
W H Y
Unfinished patch release. Just posting an update here in case anyone wants some bug fixes over night.
how could i help with the room randomizer exit requirements?
Make suggestions on that sheet for requirements
There's also this log with all the transitions in it https://cdn.discordapp.com/attachments/327461802311155714/408081846493249537/ModLog.txt
So you know what actually needs to be mapped
what's the difference between | and /
From what I can tell they're both or
@young walrus
He would know, he's the one who did the mapping on there
so does that mean hollow knight tas will now become a thing
because i would like to see a perfect speedrun
Nah, debug mod already has time control on buttons
Need a lot more than that for a TAS
The hard part of any TAS tools is input replay that doesn't desync
which won't work for several reason on hollow knight
almost nothing is deterministic
Eh it's easy to make random things not random
i really want to see Dreamshield Co-OP look liked
I don't know why everyone says that's such a huge problem
random things like how long every frame takes, because even if everything else is seeded that'd desync everything
I guess you could make the game have a fixed frame duration
but you wouldn't be able to exploit any of the glitches that use lag then
There was a community project at one time to make unity games tasable but I think it died
Question: which of these 2 options sound better to prevent arena softlocks. 1. Have battle gates removed by default. 2. Remove battle gates when a player strikes them with their nail
have it work on a timer maybe?
Open to all suggestions here, because it's hard to find a good solution
No gates at all makes grub mother sometimes fly out of the boss room
I've given up trying to keep track of enemies in the battle arena and force the gates open, but I can try tracking the arena and deleting the gates
maybe make it like FK fight, where you can destroy the gate
that's what i was thinking with option 2
UPDATE!
-
Time now fluctuates between 70% speed and 130% speed, changing on button presses
-
Invulnerability after a hit can now be 50% longer, or 50% shorter
-Temporarily removed damage taken modifier (It wasn't ever doing 0 damage, need to figure out why)
Also added this release to github/releases and update gdrive version.
If you're using the installer, you'll need to delete the old .zip file for the mod that was downloaded to get the new version.
I'll add this to my installer/manager
umm why are there two folders inside the zip?
???
and ModsRelease also has a hollow_knight_Data folder
I got this version from gdrive btw
k
Thanks for checking
will you keep the same download link?
np!
The gdrive one
Fixed traitor lord spawning in roof? (Needs more testing)
Removed zote from arena battle zones since he doesn't die he would cause a softlock.
Cleaned up the geo randomizer a bit
Big and Med enemies may now be spawned in place of small enemies and scaled accordingly.
Removed weird cap object from shrumal ogre arena.
Tested colloseum 1, worked.
Moved ceiling droppers out from the wall a bit before moving them up
Allow more randomization with flyer types, all flying types are now interchangable.
More bug fixes.
Download: https://github.com/Kerr1291/EnemyRandomizer/releases/download/0.1.2/EnemyRandomizer_v0.1.2.zip
wait is it a bug fix mod or did you fix bugs in the mod? 
This is an update to my enemy randomizer mod
ok
@leaden hedge Yeah when I made TAS stuff for another game I made frames aim for a fixed 1/60s and assume they always hit it
Tested tested colosseum 1 on the most recent enemy rando with chaos mode, was able to beat it without softlock. Will need more runs to find out if that was just luck though
Really curious how that enable button is made.
I didn't think we could create UI elements.
It's not even
KDT did all the hard work for canvas stuff
It's in the API
CanvasUtil
I couldn't get the canvas utility stuff to work
So I just copied one of the menu buttons from the game
And edited a few things
And this is coming from someone who knows unity's UI system/unity very well. The amount of work to figure out why it wasn't working vs copying one of the in-game buttons made it not worth figuring out
its pretty easy to use
you literally just copy the data you'd use to make a normal button
or any other element
I wanted to basically go something like CanvasUtils.MakeButton (there was a function like that)
did you make a canvas and load fonts?
But all I could get it to do was give me a white rect
It was parented to a canvas created with the utils
The methods did not have any comments explaining a font needed to be manually loaded
you don't need to manually load fonts, theres a CanvasUtil.createFonts()
which gets the fonts from the game
By manual I mean call a function
I expected a default to be loaded at least
Or an error to be thrown
should have just @'d me and I would have told you
Eh, it was late and I just wanted a button plus, then I knew all the behaviors involved.
although I've used it several times in my code and they always begin with something like
CanvasUtil.createFonts();
invCanvas = CanvasUtil.createCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1920, 1080));
invCanvas.name = "Canvas";
DontDestroyOnLoad(invCanvas);
this.gameObject.transform.SetParent(invCanvas.transform);
main problem with stealing buttons like I did is csharp isn't very smart
and destroys the button you copy
which is why fullscreen doesn't work in the modded client
GameObject.Instantiate? That's what I use to copy
yeah updating your reference also updates the source button
thats also how I did the menu for the modloader
and now fullscreen doesn't work at all
Yeah, I copied the original design of the modloader for my menu. I think I tried it in fullscreen? I did refactor and edit it though
fullscreen works you can have it in fullscreen
I mean the ingame toggle
doesnt
the button just does nothing
Oh, yeah, I gotcha
I had the buttons set a property for my options that mapped to either global or player save settings, it's a bit different now tho
but yeah CanvasUtil has done all the hard work for you, setting up the bossrush item selector took about 5 minutes
Yeah u wanted to use it
Question, have have your own rect type?
Also, why does image require a byte areay? Could you provide a version that does not for default colored squares?
(Might be miss remembering a few names)
the rect type is just a wrapper for unities
so you can just put in the minimum amount and pass that to each function
its just a struct that contains information to create a rect
so you don't have to do weird stuff, like create a rectTransform then add it as a component
Yeah, but unity provides Mathf.Rect?
Ah, I think I see what you're saying.
so you'd have to do something like
Rect rect = new Rect(x,y,width,height)
rect.xMin = 0
rect.xMax = 1
rect.yMin = 0
rect.yMax = 1
then pass that
Just threw me because from my user end I was wondering why I couldn't just pass a rect
if you're using the moddingapi version of CanvasUtil theres nullSprite which takes 4 bytes for r g b a
which applies it to the entire sprite
it used to be just a transparent sprite so thats why its called nullSprite
but yeah that makes a 1,1 sprite of 1 colour
Yeah I saw nullsprite
I copied that when trying to get canvas util working
At one point
Color32 type has .rgb type properties that return bytes
you could pass that in if you really wanted, I dunno why we need to make a Color32 to make a sprite though
I don't really intend that to be used in actually released mods so its not exactly fleshed out
its mainly just so you have something loaded in and see where it is
without having to load sprites yet
Brb
So would CanvasUtil be useful for creating screen overlays? Like textures/colors and such?
thats what its for
Terrific then. Just gotta figure out how to spawn a rectangle and I'm in business.
on that topic, KDT do you still have the code for that mockup of the levelling system for bonfire you did a loooooooooooooooooooooong time ago?
//load sprite from resources
vignette = CanvasUtil.createSprite(BossRush.ResourceLoader.menuVignette(), 0, 0, 254, 151);
//generate fronts
CanvasUtil.createFonts();
//create canvas
invCanvas = CanvasUtil.createCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1920, 1080));
invCanvas.name = "Canvas";
DontDestroyOnLoad(invCanvas);
this.gameObject.transform.SetParent(invCanvas.transform);
//create a fullscreen rect
CanvasUtil.createImagePanel(invCanvas, vignette, new CanvasUtil.RectData(new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(1, 1)));
heres a short example from bossrush on how to create a rectangle
I'd just use the bossrush style code to implement it
this is all the code for the item selector in bossrush
wait, I haven't played br in a while
I thought the item selection was just... Picking up items?
nah
how many reals did you bamboozle them out of last time
it uses an inventory style system
for basic functionality all you need is an invitem for each stat
then just put them in an array
press up return currentIndex-1%length
press down return currentIndex+1%length
press right/left increase decrease stats depending on index
should probably take 15minutes max to get something functional
wow gradow you never responded to my shitpost
didn't even realize you were shitposting
"how many reals did you bamboozle them out of last time"
yeah might take you slightly longer to get something looking fancy like the mockup
but functionality is easy :^)
from what I can see looking through your rewards class, it doesn't seem to be too complicated tbh
nope the one complicated thing is the callback stuff
which was there so I could recreate the charm panel
you don't need that unless you intend to do multiple item animations :^)
and I'd recommend coroutines then anyway ๐ค
nah, for now I only want a better UI than imGUI
Imgui is 
I think I might have to remove infected myla from rando replacements. She just spontaneously dies half the time I spawn her and I have no idea why.
And she's the only one that does that
Lol. Or leave that in for the lulz
gradow why do you like 3โฃ
cp3
I wanted to make it have 3 reactions
cp3 is dead m8
@leaden hedge what references should I add so I can use CanvasUtils? I have the latest API ver as a reference, but it doesn't recognize it
its over delet server
oh, no need to tag, sorry
did graig stream enemy rando
@buoyant wasp can probably tell you
I think he renamed it CanvasUtil
so it didn't conflict with my mods
oh, gotcha
I thought it was something external I was missing
will just inspect the dll in dnspy then
yup, it's a class under Modding
@pearl sentinel volt twister ๐ ฑroke
Damn. Yeah I'm still trying to figure out why that is
It's an fsm throwing a nulllref, 8 know that much
8
nulll
Another thing cp3 will fix
https://www.twitch.tv/5fiftysix6 colo enemy rando
inb4 cp3 adds more fsm
@copper nacelle I'm doing rando stream tomorrow,
Probably 24 hours from now actually
I'm going to get rolled. I will have to adjust to no spell spam
lol
Also I have never tried item randomiser
try that separately to be honest
super fun
Is every item shuffled???
before you start
randomizer is any% nmg
Oh I can't 100% with it?
no you can
you can but
some items are in tough to reach spots
Oh right I see
A good thing to know, the toll into crystal peak was removed for rando
like fuckin DASH IN ABYSS WHO THOUGHT OF THAT
so you can get to dream nail without any items
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
@void tree oh yes that is great to know thanks
no lantern
you can get to dreamnail without items
but it isn't dreamnail you are getting
just a random item
because yes that is also randomized
Are they ever their original things??
OK
to finish the game you need:
dash/doublejump, either works
crystal heart
dreamnail
mantis claw
vengeful spirit (if no dash prior to baldur)/Mark of Pride/Grubberfly's Elegy/Desolate Dive
the bottom row is long cuz there are lots of ways to get around that baldur
only longnail isn't in the logic iirc
wow didnt even say cdash/ismas
ismas is optional though
its cdash or ismas
but it is marked as optional
cdash/ismas/shade cloak+sharp shadow + vengeful + dashmaster 
said dash/dj but not this
buldar
yeah
imo make the gpath baldur like the mound one so you can get your first spell after like traitor lord
not per se
it has an item
but you don't need to go there
if you get dash prior to it
Yer I see
make thorns of agony dashless in the logic thanks
you can then go to fungal wastes instead
in one of my runs i could just buy everything i needed
@hollow pier wut?
and just get to the dreamers
rg shade skip without claw ezpz
shade skip to CoT via blue lake you mean
ofc
oh god not that fucking skip to djump
mick loves that one
of course he does but he's also a masochist
it was all a meme
but yeah. do pick a fun seed
Do the upgrade spells count as skill placements?
Ok
seed wilbosucks
Oh lol so you can just pick up shade soul without vengeful???
yes
but it will convert to vengeful
in the modlog everything is shade soul
because they count as one
Righto
if you don't already have it
it does differentiate vengeful and shade soul though
but they are interchangeable
so you can pick up shade soul and get vengeful and vice versa
with the right conditions ofc
but it's a ton of fun to play! i've done multiple playthroughs of randomizer
Yeah like I had a vendor selling 2 dreamnails, but when I bought one the other became awakened
vendors are the greatest though, one time it just had mantis claw, dive and dreamnail for sale
and quick slash
add in fragile strength and easiest game of my life
quick nail
your words not mine
no space
some of the results actually disappeared leading to me believing mystery went back and deleted some
sounds gay
like you
wow rude
got em
although it would be pretty hilarious to go back and correct every mistake i made
then again. i am very lazy
Wow spam much??
...
tbh leave the server after 19 more messages
i spam here every day and i don't get banned
hhhhhhhhhhhhhhhhhhhhhhiggs imo
hhhhhhhhhhhhhiggs (16 more to go)
does that mean if i spam i get mod
you dont wanna be mod? (15)
no
can i have mod anyway
ask simo
@ simo can i have mod
YOU DON'T KNOW WHAT I'VE BEEN THOUGH WITH SOME MODS!
ban me tbh
ok
thx
_ban prehistoricBanana
_ban
thats not a real ban it's _ban
I really like how modding's become the second meme channel
first meme channel imo
we need 2 meme channels
Is there a way to make the game think you took damage when you didn't? I need a way to invoke invulnerability.
Just give yourself infinite health and bind a key for "self damage"
It's possible in debug mod
Fixed Mage and Mage Knight (finally). Now they will harass you properly when they get spawned.
Fixed several bugs related to the colosseum.
Updated the logic a bit more to clean up some things
Fixed menu bug with seed not appearing and No Clip showing up twice.
Other small bug fixes...
Figured out a solution. Just had to call parryInvulnTimer.
Is there no hook for health gain?
Does anyone have the download for the bonfire mod?
thanks
Esipode: did you try HeroController.instance.cStates.invulnerable = true;?
@pearl sentinel i think i found a bug right at the beginning of soulsanctum there should spawn a soul twister but instead there spawn a mossfly and if i kill him the doors wont open
i play in room mode btw
and great mod btw ๐
Yeah, some of those locked door rooms fail right now. It's why I included the no clip cheat. Cp3 will hopefully allow for a fix for those. Thanks for the report!
If you turn on chaos mode you might be able to kill the replacement and get by
As well
ah okay then i use the no clip cheat thnaks for the infomation 
Yup! ๐ Glad you're having fun with it!
@copper nacelle do you have the modlog from yesterday's run?
yes i have ! i combine it with blackmoth for the full modding experience
@solemn rivet the 8 dash thing is also pretty nice :))
Oh nice, glad to hear they work well together :)
yes they do i think thanks for the work you guys put into that game i really love it 
@pearl sentinel
also newest update has mage knights working

oof
lmao
i added credits to you + some links to your twitch clips on the github as examples of what the mod does
wow free revenue
this save doesn't have spells enabled bc i have normal randomizer enabled and it breaks them
but yes, with spells probably
Q U I C K N A I L
nice quick slash kdt
Anyone wanna guess to what Kerr died to?
bet it was the aspid
probably was...
is anyone working on Bonfire?
the RPG elements are a much needed anti-frustration feature
Gradow
I assume you were puzzled about my use of the term "anti-frustration"
yes
one thing I like about RPGs like Skyrim is that if you're failing at something over and over again, you can grind and level up to make things easier
spells ezpz
I do not have the patience to play "get gud" games like Cuphead. Doing something over and over again until you are good enough to pass it is not my idea of fun
HK = use spells and win
i think games without levels are good because instead of going and grinding experience, the player gains experience with each attempt
which makes it really rewarding when you win
I won't play games like that unless I can mod that feature out of them
install debug mod and set your nail damage to 3000
mot
like, who cares
install debug for "practice"
if you want to change the rules of the game just throw em out of the window
doesn't work that way
Lol
you can make it easier without removing all challenge
yea but that gay
and you can make it different
like a 3000 damage nail
doesnt remove all challenge
So go upgrade your character
but it does change the gameplay :D
upgrade nail
ok sit there and press a button 3 times or play to learn patterns
^
You don't have to do something the first time you encounter it
that's just bad game design imo
gorb
if you just do something immediately as you encounter it
or very quickly after that
well depends on the game
but in most cases
goblins first try
I beat false knight first try
gamer god tbh
i beat ur mum first try 
@solemn rivet any possibility of adding the ability to purchase additional charm slots or level up to get them?

@solemn rivet in the bonfire mod
wow that ultra gay
Ezmode
throwback
compact
Pin worthy imo
ok fine
that quote literally makes no sense in a chat dedicated to mods
the whole point of a mod is to change the rules of the game
yeah but we can't shitpost there
it's the worst
literally hampering my ability to work here
true
that would change my workplace to a hostile workplace to a shootout gallery
also: by modding the game so much gameplaywise you are taking away at the original experience developers intended the game to have
by changing it before finishing the actual game because of mechanics you don't like is kind of, how do you call it...
maybe a bit disrespectful?
intended by devs
but this
I just don't get this. When you buy a game you KNOW what you are gonna get.
mods were clearly not intended due to how much the devs hate them
why else would they use fsms
You are buying a METROIDVANIA, not an RPG.
metorid
Symphony of the Night had a level system
is this game symphony of the night
and you could grind a bit to make certain challenges easier
because i don't think it is
SOTN is the Vania part of Metroidvania
wow hk has a level system its called progressing through the game to unlock certain abilities and items which improve your experience overall
clearly it's not part of this game
SOTN had all that, plus an XP based level system
i stand by my statement that you should play the way the devs intended it to be played at least once
and that statement you made is just
godawful.
I play my games the way I want. That's why I mod
if jonny was online
from the getgo?
triggered x10
please.
read up before you buy
i know for sure the game is intended to be played just the way it is because the devs didn't put in a leveling system for nothing. sure there might be a mod for doing that but i'm also sure the reason for it existing is to enhance the game after you have experienced it how it's intended to be played
you don't play skyrim with mods form the getgo either, right
if that includes investing hours of time to get past one section, not interested. I play through stories, and like a little challenge with it.
I Played Skyrim modded from the beginning
Xcom2 as well
then install debug mod and make your nail deal 2000 damage because that's how you'll get the story without having to worry about too may challenges
maybe one or two
Deus Ex HR and MD didn't really need them
I did use that my first time through HK
yup. It gave me a good look at the game environment, the story.
one punch yourself tbh
I played Ori modded the first time through.
got em
Then I got good enough to play it vanilla the second time through
isnt ori like the easiest game ever
the combat in ori is basically nonexistent
ori harder than HK
but to actually see that you did my tongue-in-cheek comment
hoo boy
i'm actually speechless
i'm gonna wait for jonny to get in here
who will probably share a piece of his mind
ur mum mind
wow destroyed
I also gotta give props for the guy who invented glass soul mode
so sadistic. I love it
someone's gotta do a 100% glass soul steel soul speedrun and put it on YouTube
you do it
use debug mod too
welp, that's just the way it is
dumps FSMs
FSMs are shit so it makes sense
correct
what does FSM stand for?
freally shitty mod
finite state machine
fuckin shit modst
hey have you tried lightbringer it provides some challenge-- oh wait
empress
have you ever tried hell mo--- nah wait shit you can't do that either
youe ver
how about randomize-- nah that doesn't work either
nice double space
nice double space
Nicely done not capitalizing your sentences. 
thanks it's 3:21am can you tell
sleep imo
@vagrant leaf capitalising imo
no u
Fuunny mem e
wait the one punch guy left
he could not handle the truth
modding the game before you play it is 400 IQ
i dont have dsfix and ive played dark souls
yes the pc port named "Cuphead"
yes the pc port named "ori and the blind forest"
every game on pc is just a ds port
stardew valley is clearly the best DS port
lol
could've been DOS tbh
Answering a question that no one asked, yup, bonfire is not meant to rectify or fix or anything the game, as I have pointed out several times
tbh revert back to healthy enemies patch
It's meant to be thought of as an addition to the game, a new perspective
thought so
Ehh aren't enemies healthy?
i meant the dank hp scaling patch
don't need a level cap
just use extreme discouragement
Not entirely, oof. The point is sorta to question 'what if HK had a DS-like leveling system?'
Oh, that patch
imo radiance 6000hp
Yeahhhh, maybe I should roll it back
Once again, by playing bonfire it becomes crystal clear how the balance of HK works and how frail it is. It also made way for some improvements in the mod making scene, so yay
tbh gradow is like maxtcc but not dead
how you know this game was made in aus:
"
FSM not Preprocessed: Colosseum_Armoured_Mosquito(Clone) : Mozzie2"
Mozzie
use spells imo
why do you have grimmchild on
not using spells, what else would fill those 2 slots
actual grimmchild
oh this isn't a complete save
it's like, 60% completion
it was a randomizer playthrough that i half finished
upgrade or ban
that looks like hell incarnate
i'm pretty sure people would love to play that
well
i got turbofucked this time
screenshot inc
sometimes it randos well
sometimes it just kills me in 5 seconds
lmao
trial of infinite pain
added a check in to kill enemies that end up outside bounds
thats a small looking kingsmould
there's also a size rando thing
we got trial of the warrior
trial of the conqueror
trial of the fool
now get ready for
trial of the big meme
trial of the deranged maniac
kinda, so i used to restrict randomization based on size, mostly because big enemies don't fit in small places
Trial of the Masochist
but in 0.1.3 i changed it so if a big enemy randos in place of a small one
i scale it down
so i had a tiny mage knight spawn on me once
today
was funny, but painful
that would be hell trying to hit
this allows for more variety
and more fun? maybe? will need to be playtested
also, i added baulder shells into the rando spawn list (but not the replacement list)
so poetantially that will happen
can small enemies be in place of large enemies
and they "should" spit our random enemies
scaled up
yea that would be neat
^
giant mistakes
giant death loodles
fuck
after the spike floor phase it just spawned 3 brooding mawleks
here we go
2 left
it's like fighting those obbleobbles
it's hilarious looking at the remains on the floor
i see like
mantis petras, kingsmoulds, crystal enemies, and one of those flying things
it was an intense start
rip
ok, made a hotkey to dump all the FSMs in the scene so i can check their state when it's in the softlocked state
hopefully that will let me figure this out
neat
soul warrior just spawned in the area below resting grounds
in the grave
send help
help
softlock on conqueror
o o f
yeah
also traitor lord doesn't die
the enemies around him start to spawn
but he just stops attacking
and sits there
Hmmm. I might remove him from arena
and crashes my game when the spikes come up because constant hits
nice
also armored squits dont rando
totf looking nice tho
do the waves normally change before all enemies are defeated
no, just in trial 3, which is why it gets nuts
er
enemy rando trial 3
ok removed traitor lord from colosseum
that should take care of one problem
yeah i'm really hoping i can get it working
i was hoping i could get it working tonight
but i'm going to probably just commit these changes and go to bed after this last fix
i'll post the relase because at least it has some updates
like, baulder shells "should" show up as rando enemies
though i haven't seen any yet
and they "should" spit random enemies if they do
traitor lord just dashed out of the arena
if you have debug mod you can use kill all
it 'might' work
i'll post the update without traitor lord in a few minutes if you wanna try it
yeah i'll use it


