The Shifting Cultist
Dungeon Spirit
yeah those spawn toI'v noticed Beam Skeletons spawn on the surface aswell... is that normal?
yeah those spawn toI'v noticed Beam Skeletons spawn on the surface aswell... is that normal?
Oh I've never played a Castlevania game so I wouldn't have noticed. Love the logo btw.Thank you. Oh, just so you know, Dead Skull sprite is not mine. It's recolored sprite from Castlevania: Symphony of the Night.
that night thing i think its appening to everyone and yes the spawnrates are to high up to now the only way to excape the mobs are hide in a hole (mountain base for exmple) or be up them (like a house with some support beams)I would like to report that it seems all cave mobs spawn on the surface at night, Even shoggoths and (Those dreaded Mermen....)
Its hard to life in the hallow due to crystalized slimes spawning outside my house constantly.
Another thing is it seems no matter how many npcs i have, spawnrates for this mods mobs never decrease like vanilla mobs...
yeah these enemys are hardcore and don't get me started on expert modeCan spawnrates for enemies like Lilith, Lilim and Malphas be lowered, I got overwhelmed by at least 3 Malphases a couple of times, and also the Skeleton Farmer seems to spawn in tons of Skeleton Dogs when they get hit, like at least 5 before they die. My very early game character is getting his butt kicked with all these enemies
That must mean they don't have banners, I'm ok with there being no banners in the mod, because it just sounds painful to make, and it really wouldn't make a difference if they were there or not.All of the enemies from this mod don't appear in the kill counter, the message say "Kill count unavailable"
ExampleMod has an easy Array State Banner, it makes the whole deal a ton easier.Like i said before, all this will be fixed. Some enemies will appear later in game. Spawn rate will be lowered. And yes, banners are painfull to do but in future i will add them.