Ghost Master Rejected Ghosts Mod. Ideas Sept 2, 2017 5:20:32 GMT
Post by dark273 on Sept 2, 2017 5:20:32 GMT
It can actually make the little girl in Unusual Suspects faint (and scares her a lot as well) if you use it at the very beginning on the electric device in Electrospasms room. It's quite odd and I don't really understand what's going on but I would guess that it is some kind of interaction resulting from freeing Electrospasm. Further it can actually jam you from using Strange Behavior (on the device you used Wild & Crazy on) which actually makes it have a negative effect in most cases (this would be fantastic to change aswell if it is at all possible). The odd thing though is that Gremlins are still incredibly powerful despite a wasted high level power slot. But your suggestion does make sense as Wild & Crazy is basicly the more powerful version of Strange Behavior (as far as the design goes, not the actual effect). The only thing I would be afraid of is that it makes Gremlins absurdly powerful. I think the developers might even have intentionally put this power down to keep Grelims reasonable (or it's just one of many bugs). I would suggest to make it a medium belief and slight madness increase if it were to be reimplemented as that wouldn't be quite as good as medium belief and slight scare on Gremlins that have no other madness powers.
I absolutely agree on the frozen powers, they feel redundant if it does not affect running people. I had actualy never noticed the seeping blood bug myself.
Oh and the Smokin Joe animations (which you asked about on another thread) are due to the original animations (with hitting the head and all) not working properly. The animations he has are basicly those that were working which might make them seem a bit clunky since they're incomplete. I made an older mod that did also put the 4 ghosts back into the game with animations and everything but I had to cut 4 other ghosts to make it. That Woitek was able to put them in without doing so is surely amazing.