Thank you for your recommendation! I'll see what can I do.If you have interest and time, you can look how to make mods.
Do your best!Thank you for your recommendation! I'll see what can I do.
Can I ask which button is use to order companions to sell stuff and do other things in the newest version? I remember it used to be Q but now I can't find that button (I just came back recently so i don't know the newest update ). i also want to summon that black cat companion so I rush to defeat King Slime to call him, but i don't see him spawn? how to spawn him in this version?Do your best!
@topic Update launched, but I wont be spending much time talking about it, since I'm kind of in a hurry right now.
Not only this update brings back the pulling system that TerraGuardians 1.3 had (where companions would be pulled towards you by a chain if they got far away or couldn't reach you), but this update also fixed some odd damage calculation issue with projectiles, which was causing companions to receive WAY MORE damage than intended from npcs projectiles.
Things were so absurd, that I even witnessed my companions receiving 2000 damage from Demon Scythes.
This update will bring a fix to those issues, and also to other issues I found on my playthrough.
Companion you are mounted on will now have full movement control if your character is knocked out while mounted on them.
You can now toggle if you want the Skills system active or not.
=> When inactive, TerraGuardian companions will not only not gain skill exp, but also wont receive benefits from it.
Companions will now better check if where they're wandering to is safe.
Fixed a related to companions moving home, while losing their house.
Removed odd damage calculation factors that were affecting companions when hit by projectiles.
=> That means npcs projectiles should no longer hit companions waaaaaaay harder than should.
Requests will now know if a monster is a variant of another monster, for counting towards completting it.
Vladimir should now be less awkward when following the player, after the player accept his request.
Sardine's Bounty Board that asks you to hunt a target from the underground, will no longer have the chance of asking you to huntdown Stardust Tower enemies.
Companions will no longer try reviving knocked out characters being carried by another companion.
I hope you guys have fun, and be sure to let me know of any issues.
See ya another time
Command system not present yet in 1.4.Can I ask which button is use to order companions to sell stuff and do other things in the newest version? I remember it used to be Q but now I can't find that button (I just came back recently so i don't know the newest update ). i also want to summon that black cat companion so I rush to defeat King Slime to call him, but i don't see him spawn? how to spawn him in this version?
About the porting basic companion part, I don't see Cille, So I will start with her. And one more thing, How can I send the results to you after I am done? To your discord, or Straight to your GitHub, Or here?Getting help porting the mod would be handy, even more regarding bringing contents from 1.3 to 1.4 tModLoader.
Beside the companions themselves have their own degrees of complexity, some few things, like their attributes, animations and dialogues, should actually be easier to port.
And yeah, you might be able to imagine why I didn't ported all the companions back again, heh. Like, the mod functions completelly different from 1.3, and will
still need some work to bring back features and stuff.
Maybe you can help me with porting the basics of the companions to 1.4, so that way, I will only have the advanced stuff regarding them (like their extra functions and behaviors) to take care of.