I guess the issue may be something else, since the crash happens after 15 minutes, would be like as if something were stacking on the system, which caused the program to stop working...I think that was from a previous thing. Not relevant to this. Which means the 15 minute crashes whenever it tries to backup dont have a crashlog, or if they do it isnt the one in the main terraria directory. I really dont know what else I can do, I dont see how removing Exxo Avalon would change it.
It does flicker a tiny bit like, if I was thinking about it at the time I would know a crashing was coming.I guess the issue may be something else, since the crash happens after 15 minutes, would be like as if something were stacking on the system, which caused the program to stop working...
Did the system slowdown when the crash appeared?
Is it Expert Mode world?Been enjoying the mod so far, but what's up with the instant kills? I don't have a good line on how exactly defense works in this mod, since it doesn't seem to behave like normal terraria; however, I've been hit by monsters for damage that seems way out of line compared to what I normally take. Most recent example was, as a level 36/medic 19, with all my buffs up, I've got 2074 HP (full HP crystals) and 175 defense, wearing full molten plate, I got hit by a maneater in the underground jungle for 4600 damage. I believe the listed level for underground jungle is something like 35-40, and I'm well over geared for what that area should normally require. I actually started going there simply because I was taking very high amounts of damage in hell (although I was able to get enough hellstone for the armor and pickaxe); I even got killed in one hit at one point by an imp's fireball.
Is this supposed to be intended behavior? The world is set to normal, rather than elite, so it's not like I should be taking double damage. It feels like enemies hit way harder, proportionally, than they ever did in vanilla Terraria, and it's really throwing me off.
Hud flickers, the entire game screen flickers...?It does flicker a tiny bit like, if I was thinking about it at the time I would know a crashing was coming.
Is it Expert Mode world?
Uh oh, I wonder why.Nah, just normal. Seems to happen mostly when enemies are decently higher level (despite having appropriate gear); does that somehow factor into enemy damage calculations? Or give them a chance for a big crit or something?
Uh oh, I wonder why.
I changed some updates ago how Immunity and Pierce works, now it starts making the change at level 10, meaning monsters are piercing part of your defense.
To solve the issue, you must spend points on VIT.
Actually, you can check the pierce and immunity value of enemies.Vit is actually pretty high, second highest behind STR. And then I've got the medic buffs, increasing both VIT directly, as well as percent HP.
Even if they're piercing my defense (and I do run the heaviest armor melee I can at the time), would that allow them to do more than base? Otherwise, it seems odd that an enemy could do more than my entire HP pool (sometimes almost doubling it) in one hit, especially considering I have appropriate gear and maxed HP for the time. If it is a bug (which is my initial thought), anything I can do to help track it down?
On another note, is any other class as good as the medic for solo play? Admittedly I haven't really tried them (played a bit of the mage, no others), but just the heal on a 6 second cooldown... Even with relatively low wisdom, I get a little over 1/4 my hp every 6 seconds effectively for nothing. Seems incredible. On a true caster I imagine you'd be getting a lot more back.
Welcome champ, and thanks for reading around! The main issue on coding NPPlayers is just preventing them from being totally dumb from pathfinding, and to prevent it from doing memory leaks (Looks at v5). This was limited down to 2 people since it made the game more challenging, and it's not fun when you can win every time without needing to do much!Hi, uhh.. I'm new to the forum and mod, and have already read the post about adding more NP Players. I downloaded the mod just 2 days ago, and I already have 7 level 40's. I call this "obsession." I'm kinda re-asking the question, too. Would it be possible to increase the amount of NP Players that can tag along with me? Even if it's just in free mode? I don't mind frame drops. Oh, and also, I found that the bunny and deerman classes in the game files. Will these be added soon? FTM; it would be really enjoyable if I could have an infinite amount of NP Players, or at least an amount that will fill the right of the screen with their health and mana. Thanks for reading this post...if you read this post.
Actually, you can check the pierce and immunity value of enemies.
If you pass the mouse on them, you will see the Damage and Defense they have, the percentage near damage, is the Pierce value, and the percentage near Defense, is the Immunity value.
The player defense is discounted by percentage if enemy pierce is higher than immunity.
If you have 30 immunity and the enemy 37 pierce, the enemy will discount 7% of your defense, causing more damage to your character.
If your immunity tax is higher than the one of the monster's pierce and they still one hit kill you while both of you are on average the same level, then something is wrong with the mod status calculation.
And any class is as good as medic solo, but you need to learn to play with it since the beggining.
Welcome champ, and thanks for reading around! The main issue on coding NPPlayers is just preventing them from being totally dumb from pathfinding, and to prevent it from doing memory leaks (Looks at v5). This was limited down to 2 people since it made the game more challenging, and it's not fun when you can win every time without needing to do much!
I do however feel that it could be increased, even by a small amount!
Mothron get changed in this mod? Have to have killed him 10+ times with no drops but the raccoon box; at least 5 were after plantera, which should give him a half-half chance of dropping something.