Noita
Holy mountain revive point
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Den  [开发者] 2022 年 1 月 13 日 下午 7:56
Crash/Bug report
When you crashed by this mod, you can report.

Do you know GitHub?
If you know, you can send an issue.
https://github.com/den3606/holy_mountain_revive_point/issues
最后由 Den 编辑于; 2022 年 2 月 2 日 下午 12:55
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正在显示第 1 - 15 条,共 23 条留言
Den  [开发者] 2022 年 1 月 13 日 下午 7:57 
Note
引用自 Noog
I should mention that I had purchased respawn in the mines 3 times.
I used this to start over in the mines and as I got further and died in the hisi base it crashes.

引用自 CLASSICA!
this straight up doesnt spawn for me, idk what i'm doing wrong

引用自 noyidoit
crash game after died far away from holy mountain
最后由 Den 编辑于; 2022 年 1 月 13 日 下午 7:58
Den  [开发者] 2022 年 1 月 28 日 上午 6:50 
Maybe fixed those crash bugs
Den  [开发者] 2022 年 2 月 2 日 下午 12:55 
引用自 Chemist

Doesn't revive, if you died from "touch of" spell
GIGAWATT 2022 年 2 月 4 日 上午 5:06 
Death when Polymorphed prevents Revive.
Den  [开发者] 2022 年 2 月 17 日 下午 7:50 
@Jealous
I checked latest version.
but that problem did not occur.
Please update this MOD.
Avrution 2023 年 5 月 24 日 下午 3:02 
引用自 Laufta Profundus
Death when Polymorphed prevents Revive.

Can confirm, just died while polymorphed with latest version. Unstable polymorph.

Got hit again - creepy polymorph this time.
最后由 Avrution 编辑于; 2023 年 5 月 27 日 下午 1:11
Den  [开发者] 2023 年 5 月 24 日 下午 8:52 
@Avrution
Thank you for reporting :)
I'll check
GA-YUKI 2023 年 6 月 5 日 上午 7:02 
I bought Revive, but I'm still Game Over.
Maybe a game crash would cause the revive to fail?
And I have a suggestion, Revive should be displayed in perk, so that players can confirm whether they have Revive.
Den  [开发者] 2023 年 6 月 5 日 下午 12:01 
I fixed the issue where it was unable to resurrect when in a polymorphed state.
Den  [开发者] 2023 年 6 月 5 日 下午 12:02 
引用自 GA-YUKI
I have a suggestion, Revive should be displayed in perk, so that players can confirm whether they have Revive.

That's good idea.
Avrution 2023 年 6 月 5 日 下午 10:35 
引用自 Den
引用自 GA-YUKI
I have a suggestion, Revive should be displayed in perk, so that players can confirm whether they have Revive.

That's good idea.

Actually thought the same thing. I have died a couple of times because I thought I purchased a revive, but forgot.

Oh, one idea I had - maybe have a percentage charge? Like costing 10% of your current money - starts off low, but when you get into the millions it would hurt more. Plus, doing exponential eventually becomes impossible to afford. Even starting at 50 it becomes almost 500k after 14 deaths.
最后由 Avrution 编辑于; 2023 年 6 月 6 日 上午 1:34
Den  [开发者] 2023 年 6 月 8 日 上午 3:34 
@Avrution
I already added bought icon :)
I don't plan to add any more patterns to the types of charges than we have now. sry
Avrution 2023 年 6 月 8 日 下午 12:42 
引用自 Den
@Avrution
I already added bought icon :)
I don't plan to add any more patterns to the types of charges than we have now. sry

Not a problem, I just edit the modifier so the costs don't exceed the amount of money available in the game. The new version doesn't seem to like the save changes though as it stops increasing.

In the revival_altar_init.lua I change "return revival_alter_cost * (2.0 ^ revive_count)" to 1.2, which worked perfect in the old version. I didn't see any other changes in this file, so I'm not sure what might cause the issue.
Den  [开发者] 2023 年 6 月 8 日 下午 1:12 
Thank you for reporting!

I refactored the source code, and in doing so, I had mistakenly removed the process of saving revive count as well.
I have just fixed it, so please update and check.
Avrution 2023 年 6 月 8 日 下午 1:18 
Yes, I actually just discovered that when I saw it wasn't writing out the deaths - local revive_count = tonumber(GlobalsGetValue("holy_mountain_revive_point.revive_count", "0")) was removed.

Thanks!
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