Some great stuff here; few things I noticed.
1) the shark zombie spams errors and I have to alt f4 (I didn't look too much into it)
2) The explosion particle index for the juggernaut's rockets are set to be exploding cars. I think maybe you want the regular explosion?
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<item name="JuggernautProjectile">
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/>
<property name="Material" value="Mmetal"/>
<property name="CreativeMode" value="None"/>
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="DamageEntity" value="125"/>
<property name="DamageBlock" value="1000"/>
<property name="Explosion.ParticleIndex" value="4"/><------4 has cars exploding as part of the explosion. 5 is the normal rocket boom.
<!-- which Prefab/particle is used -->
<property name="Explosion.RadiusBlocks" value="5"/>
<!-- damage radius for blocks -->
<property name="Explosion.RadiusEntities" value="4"/>
<!-- damage radius for entities -->
<property name="Explosion.DamageBonus.water" value="0"/>
<property name="Velocity" value="18"/>
<property name="FlyTime" value="2"/>
<property name="LifeTime" value="4"/>
<property name="CollisionRadius" value="0.75"/>
<property name="DamageBonus.earth" value="0"/></property>
<effect_group name="JuggernautProjectile" tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
</effect_group>
</item>
3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs.
4) Maybe make the cowhead dude bigger so the skull doesn't look like a kid wearing his dad's hat which is too big.
I had my own banshee that flew and screamed; I'll share when I'm finished. I think a banshee's weapon should be a scream which stuns the player and that the banshee should fly!
Love the ingenuity from you guys.
Great suggestions, and now that the shark has been mentioned publicly, I'll add to it
1. I also took a tentative peek at the Shark and played with a few file edits and tried to add one more. It's definitely going to need some work. Reducing the scaling back to 1.0 allowed it to be more present but there is an asset which may have been totally removed or received a name change that needs restoring.
One thing I learned from Snufkin' code was how to add ambient sound:
Adding: <AudioSource name="Sounds/AudioSource_Underwater_LP"/> as a trigger for its idle state was amusing as it swam around in the air with the underwater sound. I also want to see the water mist effect give it a possible fog like shroud appears in the existing code. Needs time.......
2. I didn't touch the exploding car feature for Juggernaut simply because I didn't check any appropriate replacements and just wanted to restore it to Snufkin's original, which is surreal, exploding cars! But yes, alternative debris from the rockets is very realistic and may reduce any yellow warnings and server demand.
3. I noticed that and just as challenging is the Geist. To be honest, I had never played a BM version of this mod until today. The Geist got us both and we had that electric sound ringing in our ears constantly there after. We had to rejoin the server to stop it. Looks like a kill command is needed for looping sounds for end states such as those.
4. Maybe something like <property name="SizeScale" value="1.2"/> for the Cowhead character and hope it doesn't apply for all attachments as well.
I for one, look forward to seeing you implement these into your version and share your own creations as well. I'll also tinker some more in the background with sound settings to see if we can find a workaround for loopyness.