The turret's eye doesn't hide in the turret once it has been hit. For some reason, the other enemies' ai in this mod seem to work fine, it's just the turret that hasn't changed.
This question may or may not be relevant to what you do with regards to mod creation, but is there any way to restore the spawns that were present in the original Marauder boss fight in ARC Complex, specifically the Imp and Mecha Zombie fodder?
ive noticed some weird behaviour with spirits in reclaimed earth, sometimes enemies are unaffected by the spirit possessing them and when fighting the possessed mancubus i was able to break its weakpoints for some reason
I have noticed this as well. I am lead to believe that this is a vanilla bug. However, this mod might make it trigger more often, but I really do not know if this is the case.
Sorry for the necro, but I do believe it is a Vanilla bug. Or a patch at some point introduced this as I've had quite a few times where I've faltered/staggered a baron (FUCKING RARELY THOUGH) and Mancubuses more often usually when I dash past them with the shield minigun (Not at them, like literally past them) and on occasion when firing a grenade and destroying a weakpoint of another demon next to it at the same time. Never guaranteed it seems though. However I've not destroyed weakpoints on one yet that I'm aware of.
Is there any way that this mod could update and add the Original TAG1 mod which restored spawns? The original hasn't been updated and doesn't seem to work with patch 6.66.
I'll get right on that. So far these are the planned changes: - Restore Marauder faltering behavior (already done). - Restore Blood Maykr cruciform and javelin damage. - Restore Trail of Maligog direct damage, hit-box, resistances, resource drops. - Restore Spirit health. - Getting cursed no longer gives you a BP charge.
Thanks. I don't want to sound too entitled, but do you think you could make a version that doesn't reverse the cursed prowler BP charge? That's the only one of them I like and understand.
They reverted some of the TAG1 nerfs, but then added twice the amount of NEW nerfs to other encounters, and didn't revert any of the AI nerfs... The update also introduces a bunch of new bugs including bugged PB/Ballista hit detection. Honestly I wish I could have the game the way it was and not have them "fix" what isn't broken, updates should be optional at this point because I don't trust them anymore after TAG2 and all these nerfs/bizarre changes unfortunately.
is it incompatible with dark lord master level ? because this is the only mod I have that effects enemy behavior and the mod doesn't effect the ambient turret as far as I notices (semi balanced version)
The aiglobalsettings file in Konvaz's Dark Lord master level is identical to the Balanced version file, and it has a higher priority. There shouldn't be an issue with compatibility.
Well, I do plan to create a mod that makes enemies super-aggressive, and have some modified attacks. That's something I have yet to start on, so don't expect a release for that anytime soon.
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- Restore Marauder faltering behavior (already done).
- Restore Blood Maykr cruciform and javelin damage.
- Restore Trail of Maligog direct damage, hit-box, resistances, resource drops.
- Restore Spirit health.
- Getting cursed no longer gives you a BP charge.
The update also introduces a bunch of new bugs including bugged PB/Ballista hit detection.
Honestly I wish I could have the game the way it was and not have them "fix" what isn't broken, updates should be optional at this point because I don't trust them anymore after TAG2 and all these nerfs/bizarre changes unfortunately.
Thank god for mods like this. Sorry for ranting.