Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- It has 35k HP, and AFAIK has no invincibility stuff.
- It's post-Golem, and Golem has 40k HP or 60k if you include the fists.
- Empress is another optional boss typically fought around here and has 70k HP, i.e. double the Golden Torizo's, has the same defense in phase 1 and higher in phase 2, and is a bit harder to hit to boot!
- Duke is yet another optional boss typically fought around Plantera or Golem and has 60k HP with similar defense stats.
- Nightmare is meant to be fought around the same time as Golem and has at least 40k HP as well, plus the general annoyance of hitting the tail.
Not sure if there's something not recorded on the wiki but you might want to add more health to it
Again, I can understand if some random/arbitrary stuff like this is just more of a headache than it's worth, but if I don't say it, I'm not sure anyone will, and I doubt my hopes can come to pass, so I'm metaphorically opening my mouth.
(Split 2/2)
(split 1/2)
Instead, I have to craft that beam post-moonlord. I'm not sure why it's even suit-exclusive at that point.
Oh well. I had fun anyway, best mod I've tried on the whole workshop.
I hope to see dark and light beams and suits one day.
I hope there are more Metroid bosses ahead as I start Hard Mode.
The Torizo was great too. I had no idea what I was getting into 5 minutes into my playthrough and finding the temple dungeon right there in the desert, but managed to beat it with a spear on Expert. How good is that "random damage reduction"? I have no idea.
I wonder if pre-skeletron should have things like the zero suit, long beam, or whatever as relatively early things to get things going.
Anyway, been great, definitely playing through the whole game with this mod on
I am curious: Is there a configuration somewhere in the settings to toggle charged attacks? If I want to just use normal attacks, the only way I can see to do that right now is to unequip the charge beam upgrades. But that's not feasible mid-battle. And rapidly clicking isn't feasible due to wrist health.
If not, I wonder if it is possible to have a right-click function like for the Shell Phone, where you can use that to toggle between the two modes.
New Power Suit UI, combining the old helmet, breastplate, and reserve tank UIs into one.
Reserve tanks no longer refill instantly, instead dumping energy at a rate of about 180 per second
Gravity suit and upgrades no longer grant knockback immunity
Screw attack no longer bounces off enemies when you have knockback immunity
Reduced hunter weapon UA costs by 62.5%
Pseudo Screw attack hitbox adjusted
Speed boosting now reduces contact damage and knocks back hit enemies
fixed bug causing infinite torizos to spawn after killing golem
Arm Cannon Swap uses its own keybind instead of sharing with Morph Ball Bomb
Chozo Ghost now sells Fake Blocks and their Tools when the Mechanic is present
Increased amount of Missile Expansions, UA Expansions, and Energy tanks that generate per world
Missile Expansions, UA Expansions, and Energy tanks can now all be shimmered to one another and are all now valued at 10 gold
Torizo now summons Gold Torizo in a For The Worthy world
Screw Attack no longer bounces off enemies when using sense move
CellRef crash should be less common but the danged thing is inconsistent
It worked for me.
[.NET TP Worker/INFO] [MetroidMod]: Register new Suit Addon: MetroidMod/DarkSuitAddon, OnlyAddonItem: False
[17:27:58.348] [Main Thread/FATAL] [tML]: Main engine crash
System.ArgumentException: Referenced cell no longer exists (Parameter 'cellRef')
at MonoMod.Utils.DynamicReferenceManager.GetCell(DynamicReferenceCell cellRef) in /_/src/MonoMod.Utils/DynamicReferenceManager.cs:line 167
REALLY GOOD job on it !
Also, I can't open Yellow Hatches without a keycard.