安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
 
											 
													







For me it's quite inconsistent, since sometimes I dash towards an incoming attack or projectile and actually pass through it with no problem, but other times I just straight up faceplant into it and take damage.
-wardens move up and down but they move vertically faster in the direction AWAY FROM the player meaning they either eventually stick to the ceiling or floor depending on where the player is. they were fine enough to deal with like that so i just moved on, but considering it's literally just looking at a few numbers i think i can fix it sometime
-ancient scouts and giant slimes drop boss summons because they're meant to accelerate early vanilla progression because of some weird design choices early in the mod's life.
a lot of the issues stem from journey-master mode literally tripling enemy stats from normal master mode but a couple of notes about some enemy designs (particularly ancient scout) were rather helpful. don't worry about writing a lot, it's helpful
-the thing with the hunters' aggro range is that it's supposed to be a choice if you fight them as they're intended to be tougher to deal with than other enemies in exchange for a chance at strong loot (since a backflip + dash allows you to vault over their aggro range) and them phasing through tiles allows them to chase the player further. they also can't use the projectile attack inside tiles unless they can jump out to where they can be hit. i feel like most of the problems stem from having to deal with 300% more stats than intended
-a while back i recieved similar complaints about ancient scouts being super annoying. i intended to rework them to only get aggressive when approaching them (ala hunters) but i really just phoned it in just nerfed their attack because i was kinda busy with other stuff. needless to say that even though if you're dealing with ones that have literally triple the stats they're intended to, i'll probably actually do that rework
I would say something about Wardens, but the only time I saw one, it was so scared to fight me that I was playing cat and mouse with it as it kept zooming around the bottom corners of my screen in what I could only assume was an attempt to home in on me, thwarted by what I can only assume is a speed stat so high that it can't course-correct when it misses me.
The Big Slime and the Ancient Scout dropping boss summoning items is a very weird decision, considering it's already a chore to kill the enemies themselves.
Hunters just straight up dash directly into blocks and basically prevent you from hitting them, or them from hitting you. However, they can still dash into you by poking their heads out through the blocks they magically phase through. There's also no incentive to stay out of their aggro range because most attacks in its non-aggro state deal peanuts to it.
Bouncing Marigolds... Honestly, there's no problem with them. They run at you, they don't do much else. Though, their speed could be a little slower, and maybe tone the health down a bit.
Ancient Scouts are damn annoying, because they completely ignore any knockback; all they do is make a direct beeline for you as if they're miniature Eye of Cthulhus in permanent dash mode, which negates any sort of way to keep them from getting all-up-in-yo-beeswax. This is an enemy that can spawn in earlygame, and in higher difficulties can even turn you into a fine meat puree in only two or three hits.
Axe Titans are just physically incapable of going up slopes or any sort of incline about 80% of the time. This means you can just sit on the otherside of a 1cm tall hill and shoot arrows at them while they desperately try to wonder why their axes aren't slicing you in half yet.
i should probably do something about that
i fixed it and put in something that was supposed to be part of a bigger update but it's already here so