tModLoader

tModLoader

Hardmode Throwables
7 条留言
SpecyJ 11 月 17 日 下午 9:56 
Don't worry if it's intentional then there is no need to change it unless you want to.
And it's okay. I understand a lot of people are busy.
You've still done a good job with the mod. Just take care and I wish you luck on whatever you need to do. Thanks.
Everfar  [作者] 11 月 17 日 上午 7:58 
It's intentional that the High-Potency Grenades and UFDs have some amount of risk to them to help balance their high damage. I will grant however that player health scales much slower than weapon damage in hardmode vs pre-hardmode. I'll see if I can allow them some amount of self-damage reduction so it can forgive a few misthrows, but still plenty enough to be dangerous. The grenades are meant to fill the same role in early hardmode as vanilla grenades do in early prehardmode.

I can definitely see there being space for a proper late hardmode grenade, as UFDs aren't exactly the same. I'm currently more occupied with my other mods at the moment though, so I wouldn't expect new items soon.
SpecyJ 11 月 17 日 上午 4:53 
Thanks. And I appreciate the positive outcome. And the fix works.

Side note: High potency grenades will often kill the player in one blast even with endgame armor. If that's intentional, then that's fine. Just wanted to share my report.

I just like hand-grenades so I hope there's further upgrades of it and other throwables but if not then that's fine too.
Everfar  [作者] 11 月 17 日 上午 4:34 
Fixed the flicker. Thank you very much for catching that. I'll take this as a reminder that I should perhaps be actually playing the game a little more often.
SpecyJ 11 月 17 日 上午 2:11 
The throwables are promising. I hope there can be more grenades and more advanced throwables with further range distance.

I notice something weird. This mod seems to make enemies who are highlighted by the hunter potion or similar buffs "blink" from red to their default colors in split seconds each time I hit them with projectiles like high-velocity bullets. Could be either light sensitivity or it messing the the hunter potion highlight in some way.

Still the updates so far are good. Keep up the good work.
Everfar  [作者] 11 月 15 日 上午 6:13 
Thanks for the feedback. I just pushed out an update that adds two more config options. One allows keeping the explosion radius in tooltips even if explosives no longer have pickaxe power. I'll admit to considering moving the explosive changes to its own mod in the future. It used to be a smaller feature earlier in development and only allowed Shard Dynamite to mine some early hardmode ores, so it might have snuck up on me a bit
SpecyJ 11 月 14 日 下午 8:39 
Looks good, But I suggest making the explosive pickaxe power configurable to disable or enable in case the mechanic will interfere with other mods, preference for a more vanilla experience, or other reasons.