for the assassin knives they dont show up when holstered is that on my end or is that by design? If so are you able to make them able to be seen when holstered? maybe like the berserker axes or something
I find it hard to aim, since the white cross and the target is covered by the bow. Maybe if I could hold the bow more straight, I could aim it better and see the target too? I do have the same issue with the pincer bow. Essentially I have to shoot (and aim) where I do not see the target. Feels like a big nerf.
Hey can you provide the message? I've not seen any warnings. Its entirely possible you can fix this by either resetting that config value or deleting your config file.
If you take a look at the config for the flametal knife it should have three entries. A resource name, and then a cost, and an upgrade cost.
It looks like perhaphs that entry got a character deleted from it and is missing one of those? It should look like:
FlametalNew,10,4|Iron,2,1|Blackwood,4,0|MorgenSinew,4,2 The warning isn't harmful, its just mentioning the recipe you have configured is invalid- and the default one will be used instead.
Me and my friends are having a visual bug where some of the vfxs display as colored squares, afaik all the elder weapons and the Skyshatter. Didn't have this issue before 1.20.
Hey this is likely due to Shader errors after the mac support update.
I've got an update that should be out shortly that will fix all of the ones I've had reported thus far, if you still have issues please mention so I can get them fixed, thank you!
I do look for some time now for a blackmetal bow without any exotics. Just a progression from the finwood and hunter bows. Maybe call it war bow.
Mist and ash bows are good enough. Mountain too. But the plains gap should go. Please make it as boring as possible. Just a gap filler with plain damage ( no pun intended).
Can I push that again? I am usually just using the hunter bow for pulling and sniping. For serious damage I have a ElvenBow and a YumiBow from different mods. Both are adding flash damage. There is a Bow of Frey single mod, but it suffers from holy damage.
I just made your Queens Bow (and Dagger). They look great and the bow seems to be on par with the ElvenBow and the YumiBow. (Ignoring the poison damage).
Maybe in Deep North the flash damage will be replaced by fire damage in terms of usefulness by the game?
Basically a plain blackmetal bow is the single gap, which is bugging me for years. Crossbows are fine, but I never got used to them. I guess they will be ok for pulling and sniping and they will be more easy to aim.
Maybe even a plain silver bow would be interesting to. The Draugr is essentially a nerf bow which is sometimes worse than the hunter bow.
I do plan on getting that blackmetal bow included ideally sooner rather than later, that and completing the line of fist weapons are my immediate focus outside of boss weapons.
I do plan on going through and filling in the gaps that exist for the various types of shields, but there are a lot more of those so it might take me some time to get them all filled in.
I'm guessing you asked in Discord also? There will be more access to this in the next update! Previously, sideloading localizations with Jotunn was the way to do this. The next update will provide full direct access to localizations though.
I looked on your voting list. Maybe shields should be included. I do look for shields with less pushback. That would make it easier to exploit the stagger. I did find a mountain shield once (jewelcrafting), but it got destroyed by socket adding. It had interesting values but -20% movement so that is why I did take the risk of decomposition.
I would like shields with less movement penalties too. There is a Steeringwheel shield (Iron) with only 3% from a ship mod.
Maybe a bracer line with less pushback and less movement reduction?
My previous used weapon mod had a throwing dagger (only iron) It was a fun mechanic similar to spear trowing. Maybe that would be something for a line up too.
Shields are definitely something I will look into filling out more, there are still a handful of places I need to add things shield being one them. The shields in this mod are configurable movement speed penalty wise, if you want something with lower movement penalty. I may do an extension mod for the new item styles if I start doing that.
Maybe a bracer line up would be cool. Right now the defensive properties of old gear like silver age stuff require a shield, while highend stuff can parry on it own.
Hey the current list can be found on either the github or thunderstore (when Nexus supports markdown for descriptions it will get added here)
The current number of additions is around 100 items, with 14 of those being bolts/arrows. The rest spread across the various weapon types.
This mod doesn't new weapon types, just extends what is available in vanilla to ensure all those weapon types are available in more all biomes ideally (its not complete still).
There are copper 2H knives. No bronze daggers currently, since vanilla blackforest tier is copper. All of the added content can be seen in the dropdowns next to each weapon type on the github or thunderstore, and will be added here once Nexus supports markdown.
152 comments
I find it hard to aim, since the white cross and the target is covered by the bow. Maybe if I could hold the bow more straight, I could aim it better and see the target too? I do have the same issue with the pincer bow. Essentially I have to shoot (and aim) where I do not see the target. Feels like a big nerf.
I am getting that for quite some time now. Did not want to mention it, because I thought it goes away after some updates.
Thats the line from my log file. Has been there for a long time.
It looks like perhaphs that entry got a character deleted from it and is missing one of those? It should look like:
FlametalNew,10,4|Iron,2,1|Blackwood,4,0|MorgenSinew,4,2
The warning isn't harmful, its just mentioning the recipe you have configured is invalid- and the default one will be used instead.
I've got an update that should be out shortly that will fix all of the ones I've had reported thus far, if you still have issues please mention so I can get them fixed, thank you!
I do look for some time now for a blackmetal bow without any exotics. Just a progression from the finwood and hunter bows. Maybe call it war bow.
Mist and ash bows are good enough. Mountain too. But the plains gap should go. Please make it as boring as possible. Just a gap filler with plain damage ( no pun intended).
I just made your Queens Bow (and Dagger). They look great and the bow seems to be on par with the ElvenBow and the YumiBow. (Ignoring the poison damage).
Maybe in Deep North the flash damage will be replaced by fire damage in terms of usefulness by the game?
Basically a plain blackmetal bow is the single gap, which is bugging me for years. Crossbows are fine, but I never got used to them. I guess they will be ok for pulling and sniping and they will be more easy to aim.
Maybe even a plain silver bow would be interesting to. The Draugr is essentially a nerf bow which is sometimes worse than the hunter bow.
I would like a flametal buckler too.
I do plan on getting that blackmetal bow included ideally sooner rather than later, that and completing the line of fist weapons are my immediate focus outside of boss weapons.
I do plan on going through and filling in the gaps that exist for the various types of shields, but there are a lot more of those so it might take me some time to get them all filled in.
I want to uppercase names like this "Druidic staff of spirit" to "Druidic Staff of Spirit"
I would like shields with less movement penalties too. There is a Steeringwheel shield (Iron) with only 3% from a ship mod.
Maybe a bracer line with less pushback and less movement reduction?
My previous used weapon mod had a throwing dagger (only iron) It was a fun mechanic similar to spear trowing. Maybe that would be something for a line up too.
The current number of additions is around 100 items, with 14 of those being bolts/arrows. The rest spread across the various weapon types.
This mod doesn't new weapon types, just extends what is available in vanilla to ensure all those weapon types are available in more all biomes ideally (its not complete still).
I have a question, why do dual black metal knives do spirit damage?