Awesome! Will this be in the Spirit mod?The Captain sends his regards.
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Oh hell yes!The Captain sends his regards.
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Yes it will!Awesome! Will this be in the Spirit mod?
Will you be adding the Dutchman upgrades as well? (Ghost, etc,)Yes it will!
Perhaps. It's certainly possible, but until further notice, only balanced versions of the items presented in the suggestions will drop from the Dutchman.Will you be adding the Dutchman upgrades as well? (Ghost, etc,)
Okay so on closer inspection of this I found that you have evidently made this a machineshotguncannon, not just a machineguncannon.The Captain sends his regards.
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Ahhh, I see. My bad on that one, it can easily be remedied.Okay so on closer inspection of this I found that you have evidently made this a machineshotguncannon, not just a machineguncannon.
I would like to inform you that when I mentioned "bullet spread" I was not in fact to referring to a spread of multiple bullets per shot, but rather the typical spread of bullets that make weapons such as the Megashark and Chain Gun less accurate when used over a distance. There was a rather humerous bit of miscomunication on my part.
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Okay but holy hell that looks really powerful and fun to use... that must be broken as all hell if it uses the damage and fire rate I specified in the main post!! XD
!!!READ ME!!!
This suggestion focuses not only on making the Flying Dutchman only a more formidable boss, but also making it a post-Plantera addition to the Pirate Invasion that offers new, unique loot and a reason to return to the invasion later in the game.
AMAZING idea!!!
But wouldn't it be a little hard when you already have parrots, CrossBolters and pirate captains shooting at you with also ghost versions too?
Try making the Dutchman spawn after all three mechs are beat or post Plantera, or make the the non ghost pirates spawn rate go down
How cool must it be to have a suggestion made into a very popular mod?The Captain sends his regards.
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