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Will read comments here and respond in a somewhat timely manner as usual
Reduced HP on Leatherback and Savage Leatherback.
I can't really troubleshoot this further.
<StatusEffect type="OnUse" target="This" condition="0.333" disabledeltatime="true" stackable="false">
<Conditional condition="gt 0" />
<RequiredItem items="ekgunnery_chaingunphysicoriumround" type="Contained" />
</StatusEffect>
<StatusEffect type="OnUse" target="This" condition="-0.333" disabledeltatime="true" stackable="false">
<Conditional condition="gt 0" />
<SpawnItem identifiers="ekgunnery_chaingunphysicoriumround" spawnposition="ThisInventory" />
</StatusEffect>
<Containable identifiers="ekgunnery_chaingunphysicoriumround" />
</ItemContainer>
So I should just play with the old EK 1.x.x mods, right? That's what I'd been using prior and they worked just fine.
Spawn a normal EK/1.x hull foam sprayer and compare it to the one in the Chinese version and how its absurdly oversized due to a scale issue when the code was formatted.
Though recently, I started a new campaign and the only two additions are the EK Mods remastered and Hungry Europans. Barotraumatic is still at the top of the load order as always despite EK saying it needs to go on top.
Even at the highest difficulty, monsters don't seem to spawn like they are supposed to anymore. It's like vanilla barotrauma, just a pre-set number of monsters, no random spawns, and mostly crawlers, watchers, vanilla monsters.
Do the EK mods interfere in any way, as far as you know?
Unlike the husks where you can really go crazy with the base game suits or legacy rig suit claws. I am trying to figure out some things to really flip into the lists for crawler_random and such. The new lava thresher is very much biome locked and might need to get some nice updates to the abyss in Great Sea spawn lists where volcanoes and smokers are extremely common.
clown driver bomber has a battery in their scooter, as does the trimmer saw on spawn.
Lots of bleeding and damage issues fixed especially on the fractal mermaid which had too many attacks and each could do one shot lethal damage chance on hit. now it has several steady raking attacks and the special claw attack. It actually had paralyzing attack but it was so low it would never built up enough in the characters system so it was removed.