Okay, I've updated the build with a fix / change in approach for monster replacement mods (I tested with Colorful Hell, anything that uses its general approach should work fine too). Keymaster's initializiation (choosing the keymaster, placing the arrow, etc) now happens on the second world tick, after any replaced monsters have had a chance to spawn.Someone64 wrote:Found an incompatibility with Colorful Hell. It simply gives the error not enough monsters and pickups consistently.
EDIT: Actually it doesn't seem to work with most monster randomizer mods in general.
Also, suggestion: Can you add compatibility with Legendoom that it works in such a way that instead of using Keymaster's monster buff it gives the keymaster the legendoom legendary effect instead?
LegenDoom I couldn't figure out how to actually bestow Legendary status on a given monster, or how to check for whether a given mod is loaded.