tModLoader Bame's Vanilla Rebalancing

Nice rebalancing job!
A small question. In general, the changes hasn't issues with other rebalanced things from another mod? (Like Calamity changes)... for example, wrongly overwrite and make negative numbers?

Thanks!!
 
Nice rebalancing job!
A small question. In general, the changes hasn't issues with other rebalanced things from another mod? (Like Calamity changes)... for example, wrongly overwrite and make negative numbers?

Thanks!!

My mod overrides base stats directly. As far as I know Calamity weapon changes simply increase base damage by a certain %, so the buffs "stack", and while that can lead to some very overpowered weapons, nothing should stop working.

That being said, I have no idea what would happen with projectiles that have their AI modified by both my mod and another, but hopefully nothing too major
 
Honestly really like the changes in the mod, makes a lot of the items feel much more unique and better balanced. Only recommendation I'd suggest is maybe a config option to disable the boss changes cause those could directly conflict with mods like Calamity and Fargo's that change the vanilla bosses ai and stats to fit with their custom difficulties.
 
Titanium Headgear, and Titanium helmet don't don't need any other armor pieces to get the set bonus.
gyazo.com
 
After a rather long time, this Mod has received a big update!

There is a lot of significant changes to see here :)
UpdateReleased.gif


Changelog:
* Bame figured out how to edit recipes without removing the original and making a new one.

+ Thorns Potion now only require a Cactus and Deathweed. It also lasts 4 minutes instead of 2.
+ Magic Power Potions now last 4 minutes instead of 2.
+ Titan Potion now requires a Crimson Tigerfish instead of a Bone. This introduces it earlier in the game.
+ Swiftness Potion now increases movement speed by 40% instead of 25%.
+/- Heartreach potions now require a Princess Fish and Waterleaf instead of a Crimson Tigerfish and Daybloom. This is a harder recipe with Hardmode materials, but it makes it available in all worlds.
- Regeneration potions now heal 1.5 hp/s instead of 2

+ Nanite Bullets and Flasks of Nanites now increase regeneration when in combat (to be exact, +1 hp/s, natural regeneration accelerates 5x faster, and reduced up to 4 Damage over time for one second after landing a hit)
* Reverted changes to Nanite Bullets made in previous versions.
++ However their base knockback has been increased from 3.6 to 7.

+ Restoration Potions now work as they do in 1.4.
+ Lesser Restoration potions now restore 45 health, but inflict Potion Sickness for 30 seconds.

+ Lesser Mana Potions now restore 100 mana instead of 50.
+ Mana Potions now restore 200 mana instead of 100.
+ Greater Mana Potions now restore 300 mana instead of 200.
+ Super Mana Potions now restore 400 mana instead of 300.

+ Strange Brew now grants a buff for 2 minutes after being drunk. This buff can be Iron Skin, Swiftness, Regeneration, or, with a smaller chance than the rest, Wrath.
- It no longer restores any mana.

+ Honey Bottles now restore 75 health and grant the Honey Buff for 60 seconds.

ENEMIES:

* Jungle Creepers are now a common Pre-Hardmode enemy in the jungle.
* Scutlix Riders now have a 2% chance to drop the Brain Scrambler item instead of 1%. It can also now be dropped by the Brain Scrambler enemy at the same rate.
* Dual Hook is now dropped by Armored Skeletons and Skeleton Archers with a 1% drop chance instead of by Mimics.
* Ice Mimics now drop a regular Mimic item alongside their Weapon.
* Ice Tortoises now have a 2% chance to drop the Frozen Turtle Shell.
* Ancient Horn is now dropped at a 4% chance from Basilisks.
* Diving Helmet is now dropped by sharks at a 3.33% chance.

+ Mothron is now a Post-Plantera enemy.
+ The Flying Dutchman now drops one of Pirate Staff, Discount Card, Coin Ring, Lucky Coin, and Coin Gun when killed.

Most enemies from the Pillar events have received significant changes:

- Crawltipedes deal much less damage:
-- Head damage lowered from 150 to 70
-- Body damage lowered from 100 to 50
-- Health greatly increased (10000 to 25000)
++ On Expert mode, they now spawn in groups of three.

- Selenians no longer reflect projectiles, and have 20% knockback resistance instead of 60%.
+ They now take normal damage when spinning instead of triple.

- Srollers deal noticeably less damage (80 to 60, 91 when rolling) and now have 80% Knockback resistance instead of 100% when standing.
+ On Expert Mode, their rolling attack will inflict Dazed for 5-8 seconds.

- Corites no longer have knockback immunity while charging.
+ Drakomires are significantly tankier. (HP increased from 800 to 1250, defense increased from 32 to 48). However, their knockback resistance has been lowered from 80% to 50%.
+ On Expert Mode, their Solar Flares also have 200 HP instead of 1.
-- This lets them have a chance to drop hearts when destroyed.
+ On Expert Mode, Drakanians have full immunity to knockback.
* They also create particles when hit.

Note: Most significant changes here are the buffs to the underwhelming Drakanians and Drakomires and the nerfs to Knockback resistance across the board to make all enemies less uninteractive. Crawltipedes are now much harder to fight in the air, but their damage is drastically lowered as a result, making them less of a cheap one shot.

+ Star Cells move much faster (roughly 2-3 times faster) and inflict Celled for 1,5-2,5 seconds on hit (this debuff now has a unique icon!).
+ Their HP has been increased from 300 to 400.
- Their contact damage is drastically lower (120 to 40).
- Small Star Cells health reduced from 300 to 150
Note: Much more aggressive and slightly tankier, but have a harder time multiplying.

+ Milkyway Weavers are dramatically tankier (1200 HP to 3300; 10 defense to 50).
Note: Being a damage sponge that cannot be knocked back, this is an enemy that will force you to stay on the move.

+ Twinkle Poppers and their Twinkles have 95% and 100% knockback resistance respectively.
-- Twinkle Poppers are 50% bigger, making them easier to hit.
++ On Expert Mode, they now spawn 2-4 Twinkles at a time instead of 1.

- Flow Invader’s projectiles deal 45% less damage, but the enemy has more health (1500 to 2000)
- Stargazer’s laser deals 25% less damage (this attack is too cheap and inconsistent to have such a high damage value)

Note: The Stardust Pillar is by far the easiest out of the 4, featuring extremely simple and frail enemies everywhere. 'cept for the Flow Invader, that guy is actually extremely strong.

* Vortexian rebalanced:
+/- It now deals more damage (90 to 110) but less defense and health (32 to 28 and 700 to 550 respectively). It’s also much more resistant to knockback (40% resistance to 80%)
+ Death Lightning Portal deals 2.5x damage.
+ On Expert Mode, its Death Lightning Portal has a 33% chance to spawn a Storm Diver when it disappears.

- Alien Queen’s projectile deals 20% less damage.
- Alien Larvae now have a 1 in 3 chance to spawn a heart when killed.

Note: This pillar isn't all that bad, balance-wise, it's just a bit too easy and repetitive with the Alien Queens being the main threat.

- Nebula Floater’s projectile deals 15% less damage.
- Predictor’s projectiles 20% less damage.

+ Brain Sucklers have more HP (330 to 480)
- However, they have less defense (34 to 26) and damage (70 to 60). They also have a 1 in 3 chance of dropping a Heart when killed.

+ On Expert Mode, the Nebula Pillar now spawns 5-7 Brain Sucklers every 20 seconds.
+ On Expert Mode, Evolution Beast’s projectile grows larger over time.

Note: Nerfs to the most prominent enemies, more relevance given to the Brain Sucklers. These enemies are tankier and can spawn in swarms, but their heart drops may make the latter a blessing in disguise.

WEAPONS:

* True Night's Edge:
+ Now crafted with 12 Souls of Fright and 15 Souls of Night.
+ Projectile can now hit three enemies before disappearing,
+/- Projectile decelerates over time. This diminishes its effective range, but allows it to perform better against single targets.
- Reverted changes made in previous updates

Excalibur:
+ Damage increased from 57 to 75
+ Use Time lowered from 25 to 16
- Reverted changes made in previous updates

True Excalibur:
- Now made with 15 Souls of Sight, 15 Souls of Fright, 3 Souls of Might and 15 Souls of Light.
+ Damage increased from 66 to 88
+ Projectile now pierces two enemies instead of one.
Note: Now a toned down version of the vanilla Terra Blade. Very strong but also very expensive.

Terra Blade:
- Mothron now only spawns in Post Plantera, moving the item later into the game.
+ Damage increased from 95 to 100
+ Use Time lowered from 16 to 12
- Projectile no longer deals 25% more damage than the blade.
- Projectile now has a 10% damage falloff when hitting an enemy.

Note: Overall better for Post Plantera, but still weaker than Post Golem Swords.

- Gungnir no longer has a right-click attack.
Note: It was jank, bad and unneeded

- Reverted changes to Beekeeper made in previous version

Flamethrower:
* Now requires a Slime Gun instead of Souls of Fright. This moves it all the way to the start of Pre-Hardmode.
- Damage lowered from 27 to 15
- Velocity lowered from 21 to 5.33
- Now fires two flames per use instead of three, and has a 6 frame cooldown between uses.
- Knockback lowered from 0.3 to 0.25
- Now has a 25% damage falloff when hitting an enemy.

Note: Let's be real, none of us care about this weapon in Hardmode, and King Slime could use some more relevancy. This weapon is now very strong for its tier but with an ammo type that can be somewhat hard to farm in big quantities.

Elf Melter:
+ Damage increased from 40 to 80
- Now has a 25% damage falloff when hitting an enemy.

Chlorophyte Claymore:
+ Damage increased from 75 to 83
+ Swing Speed reduced from 45 to 36
+ Projectile fire speed reduced from 60 to 50
+ Projectile now bounces on tiles.
+ Scale increased
- Reverted previous changes made to the weapon

Horseman's Blade:
+ Damage increased from 75 to 90
+ Use Time decreased from 25 to 16
+ Size Scale increased
- No longer spawns pumpkins on every swing.

Vampire Knives reworked:
+ Damage increased from 29 to 89
+ Now has a 25% base crit chance.
- Use Time increased from 15 to 42
- They now always heal for 1, regardless of damage dealt.

Note: Dramatic changes to its lifesteal and DPS. Now it's a powerful weapon with a lifesteal as a secondary effect, rather than a broken immortality machine.

+/- Staff of Earth, Venom Staff now work as they do in 1.4.
+/- Heat Ray now works as it does in 1.4 (but with 88 base damage instead of 80!)

* Poison staff now resembles its 1.4 version, but:
- Its damage has been lowered from 43 to 19.
- Use time increased from 36 to 40
- Mana Cost increased from 22 to 25
+/- It now drops from Jungle Creepers instead of Black Recluses, moving it to Pre-Hardmode.

Magic Dagger has been completely overhauled and turned into an accessory:
* When equipped, it now has a 50% chance to spawn a magic dagger. This dagger will circle around your character for a few seconds before being shot towards the cursor.
* This dagger deals 25% of the hit's damage, ignores defense, and freely goes through blocks.
(Reforges are broken with this item, blame my lack of coding experience)

Note: There are way, way, WAY too many magic weapons in Early Hardmode. The Poison Staff can now be acquired much earlier in the game where there aren't enough magic weapons, while the Magic Dagger is now a unique accessory, somewhat resembling 1.4's Titanium Barrier.

+ Bee Gun now works as if the player always had a vanilla Hive Pack equipped.

+/- Light Discs Now require Souls of Sight instead of Might.

Armor:
+ Magic Hat now grants 3 defense

+ All early ore armors now require 60 bars in total to be crafted, with Copper and Tin requiring 45 instead.

+ Gold and Platinum Armor have a new set bonus that increases damage by 10% and 12% respectively.
++ Gold also offers one more defense per piece, putting it on part with Platinum Armor.

* The Pharaoh set has been turned into an armor set focused on mobility:
+ Pharaoh Mask now grants 2 defense and +10% movement speed
+ Pharaoh Robes now gran 3 defense and +15% movement speed
+ Set Bonus gives you the abilities of the Sandstorm in a Bottle and Flying Carpet.

+ Diving Gear and its upgrades are now accessories again. Their defense has been lowered to 4 across all of them, with Arctic getting 6 instead.
Note: As defensive helmets, they were way too polarizing and effective for facetanking strategies. Now the Arctic Diving gear is a weaker Frozen Shield that's available earlier in the game.

Meteor Armor and Space Gun have been reworked:
- Space Gun damage lowered from 19 to 13
+ Meteor Armor now grants +11% magic damage per piece instead of +7%
-- However, it now requires Shadow Scales or Tissue Samples.
+ Set bonus now also affects Laser Rifle.

Note: Space Gun is now significantly worse as the main weapon, but the armor is much better with other weapons. The set bonus now just ensures you have a weak sidearm while your mana regenerates, rather than a broken infinite mana gun. It also gives it some utility in early hardmode, provided you got the Laser Rifle from the Wall.

Spectre Hood Reworked:
+ Now grants +8% magic damage and crit chance instead of -40% damage.
- Set bonus now always heals for 1.

Shroomite Armor:
+/- Reverted changes made to the armor in previous versions
Set Bonus reworked:
+ The player will enter the stealth mode for as long as they are on the ground; the cloaking will also not be interrupted by attacking.
+ Stealth is now lost at a slower rate after leaving the ground, this allows you to do a small jump without completely losing it.
- Maximum stealth level is now 25% lower than before, lowering its total stat increases.
- Maximum damage increase further lowered to 37,5%.

- Reverted changes made to Turtle Scale Mail in previous versions.
+/- Turtle Helmet now grants +10% Damage Reduction instead of offensive stats.

- Valhalla Knight Greaves no longer grant increased life regeneration.
+/- Reverted changes to Dark Artist and Apprentice Leggings

ACCESSORIES:

+ Ankh Shield now grants immunity to Dazed and Moon Bite.
Note: Since lifesteal much less effective now, you can afford to remove Moon bite from ML's fight.

Hive Pack has been completely overhauled:
+ While on the ground, it generates up to 16 bees every 0.16 seconds. These bees are released in mid-air every 0.25 seconds, dealing 10 damage.
+ Now increases jump speed by a base 25%, and 3,125% more for every bee stored.
+ If the player has the Honey Buff, the damage output of the bees is greatly increased, and the Hive Pack's store and release rate are halved.
- No longer increases the strength of friendly bees.

Note: Now a mobility item with some minor offensive uses. Allows to essentially charge up a powerful jump, with some offensive uses. When covered in Honey, the Pack is much stronger and its jump boost can be maintained for longer, but its charge speed is lowered in return. Hive Pack pretty much boils down to a Shark Tooth Necklace alternative for only three weapons, with this change it now has much more longevity.

Royal Gel has a new effect:
+ It will now lower the damage of an incoming hit to 1, but also granting a debuff that deals 6 damage over time, with a duration equal to a sixth of the damage of the attack after factoring in defense and Damage reduction. This damage over time does NOT stop natural health regeneration.
- This effect cannot happen if the player already has the debuff.

Note: New effect to make it more worthy of an Expert drop. This doesn't actually reduce damage taken, but it gives you ample time for your regeneration and Healing potions to be more effective.

Mana Flower is now much more similar to its vanilla version:
+ Reduces costs by 25% while under the effects of Mana Sickness.
- Reverted previous changes made to the item.

Celestial Cuffs:
+ Now increases maximum mana by 80
- No longer increases damage based on remaining mana.
+ No longer requires Souls of Sight in its recipe
- Reverted changes made in previous versions.

Note: These items didn't need to increase DPS, they were mana economy primarily. Now they are both much better at it.

+ Celestial Magnet is now sold by the Wizard at night instead of the Travelling Merchant.

- Honey Comb and upgrades now grant Honey for 5 seconds at minimum instead of 10.

+ Bee Cloak minimum stars increased to 3 from 2

Pocket Mirror:
- Now reduces projectile damage by 10% instead of 20%
+ Now grants 5 defense.

Note: Reducing projectile damage alone by that much was too polarizing, now it won't trivialize projectile based bosses and will have a bit of utility for contact hits.

Water Walking Boots:
- Reverted buffs from previous versions.
+ Now grants a new buff, "Water Affinity", for 10 seconds when standing on or being very close to water. This buff increases running speed by 50%.

Lava Charm:
+ Now grants a new buff, "Lava Shield", for 30 seconds when entering lava. This buff increases defense and damage reduction by 10 and 12% respectively.

Lava Waders:
- No longer requires a Frog Leg nor does it inherit its effects.
+ Now only requires the Water Walking Boots and the Lava Charm.
+ Effects of the components now trigger on all liquids.

Obsdian Horseshoe:
+ Now allows you to fast fall by holding down.
* This item has been renamed to "Heavy Horseshoe"

Obsidian Water Walking Boots have been repurposed since they are no longer needed for Lava Waders:
+ Now made with Rocket Boots and a Heavy [Obsidian] Horseshoe.
+ Now has the effects of its two new components but with 60% longer flight time than regular Rocket Boots.
* Item has been renamed to "Heavy Hover Shoes"

Bundle Of Balloons:
* Its recipe has been changed:
+ No longer requires three Shiny Red Balloons (getting this many is not fun nor hard); it now only requires at least one Double Jump Balloon or its Horseshoe variant (in case of the latter, it will NOT inherit the fall damage immunity)
- Now requires 20 Souls of Flight (Too OP for Pre-Hardmode, sorry)

MISC:
* Updated visuals on the new Sword Beams and Bee Cloak's projectiles.

+ Wooden Chests can now contain a Flask of Poison
+ Golden Chests can now contain a Flask of Fire

+ Golden Chests in the Underground Desert now contain Pyramid Items.

* Dirt Rod is now significantly more useful:
+ Can now pick up multiple Dirt Blocks at a time, however, they will always be dropped as items.
+ Now has a Right Click function that allows it to place Dirt Blocks with noticeably more range and speed than usual.
+ Slime Crown can now be made at an Anvil.

* All changes to the Mechanical Bosses can now be disabled in a config setting (the option does NOT disable their gradual stat growth, however)
 
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Is that a Dirt Rod and Magic Dagger tinker :dryadnaughty:

Also good to hear there's a new update
It looks like it might actually be dual wielding. I don't really see the point in tinkering a dirt rod and a magic dagger.
EDIT: Oh wait, the changelog says that the magic dagger has actually been turned into an accessory! That's pretty cool!
 
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It looks like it might actually be dual wielding. I don't really see the point in tinkering a dirt rod and a magic dagger.
It could also be that the magic dagger will instead shoot out a projectile that orbits you once or twice before firing, letting you switch to other tools.
 
+ Titan Potion now requires a Crimson Tigerfish instead of a Bone. This introduces it earlier in the game.
Could you make it to where, purple clubberfish (a corruption fish) can also be used to make titan potions? Or at least have some other use cause right now it's just a worse corruption exclusive version of the rockfish.
 
Could you make it to where, purple clubberfish (a corruption fish) can also be used to make titan potions? Or at least have some other use cause right now it's just a worse corruption exclusive version of the rockfish.

I actually buffed the hell out of the Clubberfish, but allowing you to make, let's say 5 Titan Potions, with one of those doesn't sound like a bad idea. I may make that a Graveyard recipe once 1.4 tMod comes around
 
this mod is awesome, if i had any complaints it'd be that the pre-HM ore swords having beams is a bit jarring to say the least, and jungle creepers should probably be nerfed a slight bit if its going to be made pre-HM. while health isn't that bad, it still has some damn high defense and deals ~100 damage on contact.

if i had any changes to suggest, it'd be to perhaps make a couple of other summons like the slime staff and imp staff use local immunity frames, and to perhaps expand on the class by changing one of the accessories to be slightly more focused around summoner, maybe the Shark Tooth Necklace or Nazar could gain a slight bonus like a 10% summon damage increase or an on-hit effect for summons.
 
this mod is awesome, if i had any complaints it'd be that the pre-HM ore swords having beams is a bit jarring to say the least, and jungle creepers should probably be nerfed a slight bit if its going to be made pre-HM. while health isn't that bad, it still has some damn high defense and deals ~100 damage on contact.

The Ore Swords are pretty strong without their beams, those beams are pretty unreliable as a main. attack; consider them a reward for keeping your health high and playing safely more than anything. We can't pretend that Melee doesn't have any ranged attacks in this game.

It's true that Jungle Creepers are a bit overstatted, but that's really all they have. They are big targets, they can't shoot projectiles/attack through walls like Hornets/Man Eaters, their movements are very linear... they aren't a big threat. That being said, they make the Jungle a lot harder to break into early on in the game, and that's really the point.

if i had any changes to suggest, it'd be to perhaps make a couple of other summons like the slime staff and imp staff use local immunity frames, and to perhaps expand on the class by changing one of the accessories to be slightly more focused around summoner, maybe the Shark Tooth Necklace or Nazar could gain a slight bonus like a 10% summon damage increase or an on-hit effect for summons.

I feel like by the time you have so many minion slots that Iframes are a major issue on Slime Staff, you won't be using it anymore. That being said the Imp Staff did get LocalImmunity. As for accessories... I think summoner is already fine with Pygmy Necklace and Feral Claws.
 
It's true that Jungle Creepers are a bit overstatted, but that's really all they have. They are big targets, they can't shoot projectiles/attack through walls like Hornets/Man Eaters, their movements are very linear... they aren't a big threat. That being said, they make the Jungle a lot harder to break into early on in the game, and that's really the point.
Don't jungle creepers shoot webs in 1.4.1 expert/master?
 
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