At no point is the cause of death stated for all ghosts, the edibility of enemies does not change, neither does befriendability.
The point of it was also stated already.
Not sure what you mean by omitting items.
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We originally thought of having a map, but decided against including it in the base game. Currently there is one, but it's only for debug mode and not meant for actual gameplay.
Permanent transformations are something we don't plan on, but maybe for very few exceptions.
The bottom room has a 50/50 chance of being a boss, or a horde room, but we may have other boss changes in the future.
As for surrendering, that's already accomplished via not struggling.
A box trap does sound interesting...
The gameplay is not designed around being able to move while eating, as you're supposed to be vulnerable during such.
Allowing you to eat inedible things defeats the purpose of being able make them inedible in the first place, and we aren't making non-befriendable enemies befriendable via an extra item either.
If someone wants to eat something inedible, they will have to modify the json itself.
There will not be a game function to bypass those settings.
For the first idea, the only way we can have moving while eating is if it's more like a "scoot," as movement while in the eating state would break a buncha things...
We can have challenge modes, but inedible enemies will always be inedible. This is for modder and player comfort. As some modded enemies are pred-only type characters.
We can probably buff the blue flame item to increase stun time as well, to make it more valuable.
The above crash is known and will be fixed in 2.1.
Occurs due to "damage_before_detach" triggering at the same time as the ghost dying.
This won't typically trigger for Honeygast, as they utilize damage phases rather than "damage_before_detach."
For the time being, I recommend just disabling that. (By removing that line, or modifying the value to be 9999.)
As for Fang's grabbed sprite not glowing, this is intentional.
This occurs for Kamnspi, and one other ghost as well.
We're working on uploading the soundtrack, you can find it here:
https://www.youtube.com/playlist?list=PLg-pzXi0jqt6oz-DwLLkSPBYSYGiUAX3s
We wanted to participate with the community at the time, assist any new mod makers, and find mods. If there were two servers, then we would have been in two servers.
It doesn't make either of them official, however.
Due to some concerns, we no longer do such, and there are no plans to create or join any servers in relation to our content.
Shops can be found on floors 2 and up.
Ghosts will struggle just like you do, you may need to weaken them first.
Healing a ghost will keep them down better, but cause them to struggle faster initially, as their struggle speed is based on their health.
Likewise, your own belly strength is reliant upon your health. If you are currently weak, you may have trouble eating.
You'll need to have done all applicable interactions with that particular enemy to be able to play test fight against it.
The blue button, "seen", is for seeing the enemy once. (Note that as of current, this progress is only saved once you go through a door.)
The pink button, "fed", is for befriending the enemy once via the endosomatic heart upgrade that you can buy at one of the shops.
The green button... Is a secret interaction. Here's a hint: It has a large role in hardcore difficulty!