tModLoader Soul Destroyer (1.4 ALPHA version included)

POCKETS

Terrarian
THIS MOD IS NOW RELEASED FOR THE 1.4 ALPHA

souldestroyerLogo.png



SOUL DESTROYER HAS NOW BEEN UPDATED FOR 1.3!
CHECK THE MOD BROWSER FOR THE NEW VERSION!



I have spent the past few months porting this mod over to the 1.4 alpha. During that time, I decided that the 1.3 version needed to be update, as well. I wasn't particularly happy with the weapon projectile graphics, or their behavior. I was also not satisfied with the augment indicator system. This update changes all that. Below the "Game Progression" section, you can read about all the changes I have made, with a few previews of the weapon projectile upgrades and the new augment system. I think you'll agree that these changes are for the best. There are still a few things you'll discover on your own (there are new items), and I hope you enjoy them ;-)

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ABOUT THIS MOD
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Soul Destroyer is a small weapon mod that focuses on one specific gun that can do many different things.


This mod is all about the weapon you'll carry with you, and upgrade as you progress throughout the game. Once the first weapon is created, it can be augmented with it's first item, the Blood Needle. This is the first of four different items you can use to augment your weapon as you continue to upgrade it. Later stages can be augmented with more items, with the last stage being the ultimate version of the weapon.


PLEASE READ BEFORE YOUR FIRST PLAY-THROUGH!
Added a Game Progression Section


CLICK SPOILER FOR DETAILS
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GAME PROGRESSION
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Soul Seeker

With the release of the 1.4 alpha version, I wanted to take a moment to talk about game progression, and how and when you should acquire your first weapon, the Soul Seeker.


**NEW MATERIAL**

I have added a brand new material for 1.4. This material is called the Soul Seeker Core
Soul-Seeker-Core.gif


These cores will begin to drop after you have first killed EoC. You need to make sure that you gather all of these cores, or as many as you can. They are rather rare, so you won't see them very often. You'll need 15 in total in order to make the Soul Seeker.

NOTE: if you happen to miss out on the Soul Seeker by the time you hit hard mode, you can just buy the cores from the merchant for ~5 gold each.

This material replaces Bee's Wax in the Soul Seeker recipe. This means that you no longer need to kill the Queen Bee in order to craft the Soul Seeker.

When these cores drop, they should be very noticeable, due to their pulsing animation. They also pulse with red light so that you may find them a bit easier at night, or underground. Start gathering these cores ASAP!

DEV NOTE: These cores will not drop if you have any of the three stages of the Soul Destroyer in your inventory. I designed it this way so that you don't have to worry about cluttering up your storage space with useless items. Once you remove the weapons from your inventory, however, Seeker Cores will begin to drop from enemies again.


NECESSARY NPC'S


You are going to need two specific NPC's moved in, in order to build your Soul Seeker - The Dryad and Arms Dealer.

The Arms Dealer is going to sell you the Flintlock Pistol (Also buy the Minishark when you can - you'll need this for later), and the Dryad will sell you either Crimson or
Corrupt seeds (only during a Blood Moon - PURCHASE A LOT OF THESE WHILE YOU CAN! You are going to need them!), depending on your world. If you manage to get a Blood Moon early on, and your Dryad has moved in, take advantage of this immediately!



GATHER ALL THE MATERIALS FOR YOUR FIRST WEAPON


Once you have the Blood Plasma, the Flintlock Pistol, the Demonite or Crimtane bars, the Gold bars, and the Soul Seeker Cores, you are ready to make the Soul Seeker.


AUGMENTATION DEVICES AND ACQUISITION


Once you have your Soul Seeker constructed, the next thing you're going to want to get is the Augmentation Device (V1.0).

The NPC you'll need for this resides in the Dungeon - The Mechanic

Once the Mechanic moves in, or when you find her in the Dungeon, purchase some wire. You'll need 5 for the Augmentation unit. Once you have the glass and wire necessary for the Augmentation Unit, go ahead and build that first. Once this first unit has been built, you'll want to build the first Augment Item, the Blood Needle. Check the recipe below for instructions on how to build the Blood Needle, and how to construct your Augmentation Device (V1.0). Take a look at the other versions as well, and note the materials needed for their construction.



SOUL RIPPER

Keep in mind that the Soul Seeker is actually needed in order to make the Soul Ripper.

Once you get yourself into Hard Mode, you are going to need ten Souls of Flight, and ten Souls of Night. You already know how to get these ;-)

You are also going to need either Adamantite or Titanium, so keep on mining! Once you have your bars and souls ready, make the Soul Ripper.


AUGMENTATION DEVICE (2.0 OR HIGHER)


Once you have your Soul Ripper, the next item on the list will be Augmentation Device (V2.0). This requires the Blood Canister.

Check the recipes below to find out how to make the Blood Canister. You'll need materials acquired earlier.

Combine the Augmentation Device (V1.0) with the Blood Canister, and now you have the Augmentation Device (V2.0)!

You can now switch between the Blood Needle and the Blood Canister while the Augmentation Device is in your inventory! Happy Hunting!


HARD MODE AND SOUL FRAGMENTS


Once you hit Hard Mode, you are going to start seeing Soul Fragments drop. These are extremely important! Grab every single one of these that you can!!

The Soul Fragments are the single most important material you will need in order to make the Soul Destroyer. You'll need 15 of each type, and luckily they are not that rare. They tend to drop quite frequently. They also drop in order, so when one type of Soul Fragment drops, the next one that drops will be different. The drops are on a rotation. Also, when you leave your world, the game will remember which fragment last dropped, and continue to drop them in order. Just FYI ;-)



SOUL DESTROYER


The ultimate weapon. The Soul Destroyer

Once you have collected all of your soul fragments, you will also need 15 Chlorophyte bars, 5 Souls of Sight, 5 Souls of Flight, and a Minishark. It's going to take you awhile to gather all of these materials, so good luck and get to mining and farming!



AUGMENTATION DEVICE (V3.0 AND V4.0)


Once you have your Soul Destroyer (you can even make these after you get your Soul Ripper, but you can't use the Augment Items from 3.0 or 4.0 with the Soul Ripper), you are going to want to make your higher Augmentation Devices. The Soul Destroyer can take advantage of the Soul Penetrator and the Soul Barricade. Read below to find out how to make these. These Augment Items can help you in a number of ways.


END GAME


This is it. Once you have your Soul Destroyer and Augmentation Device (V4.0), you are ready to kill the most powerful enemies the game has to offer.

I highly recommend downloading other game changing mods, such as Thorium. Calamity is another good one, but you may find the Soul Destroyer a bit on the weak side with Calamity, as that mod introduces much harder enemies. I also recommend Fargo's mods, as well.

ENJOY!

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WEAPON DETAILS
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The Soul Destroyer is built in three separate stages -

SoulSeeker.png
- Soul Seeker ( Stage One )

SoulRipper.png
- Soul Ripper ( Stage Two )

SoulDestroyer.png
- Soul Destroyer ( Final Stage )

Soul Seeker -
Seeker.png
- This is a relatively powerful weapon, on par with The Bees Knees. It takes Blood Shot as its ammo (more on this later). The Soul Seeker's projectiles have homing capability, but only after the first penetration has succeeded, so aim carefully for full effect. These projectiles can penetrate multiple targets, or the same target up to 4 times.



Soul Ripper -
Ripper.png
- This is an even more powerful weapon that has a faster firing rate than the previous stage. It also uses Blood Shot as its ammo. The Soul Ripper's projectiles are slightly larger, but mimic those of the previous stage, homing in and penetrating multiple times, only after the first penetration has succeeded.



Soul Destroyer -
Destroyer.png
- This is the final stage of the weapon. The Soul Destroyer has a very fast firing rate, with an alternating spread of projectiles. Like the previous stages, it consumes Blood Shot as its ammo, but can also consume Spirit Shot, Void Shot, and Necrotic Shot (see ammo section for details). This weapon's projectiles penetrate their targets like the previous stages, but only once. These projectiles have homing capability enabled by default. Once the projectiles have found their target, their velocity is drastically reduced, and then suddenly increased, warping themselves into their intended targets.


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AMMO
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Blood Shot -
BloodShot.gif


Spirit Shot -
SpiritShot.png


Void Shot -
VoidShot.png


Necrotic Shot -
NecroticShot.png


Sky Shot -
SkyShotAmmo.png
(NEW! 1.4 exclusive)

NOTE: There is also one more, singular ammo type. I causes your weapon to

Each stage of the weapon uses Blood Shot as its main ammo, and only the Soul Destroyer can use all five ammo types. Blood Shot is a liquid that is kept inside a large container. The weapon takes this fluid, compresses it, and is then expelled as two powerful projectiles. This liquid is not consumed all at once. It takes several shots before one container of Blood Shot is fully consumed. This has its advantages, but is also relatively expensive to make.

DEV NOTE: in 1.4, these weapons consume a lot less ammo, so even though the ammo is expensive to make, a little will last quite awhile

Using any of the other five ammo types will have some very interesting effects. Give them a try!

DEV NOTE: Make sure to place your ammo in an ammo slot, or the weapon will not fire.


Check out all the changes that have recently been made to these weapons, and many other parts of this mod.

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WEAPONS PREVIEW AND NEW CHANGES
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CLICK SPOILER FOR DETAILS
Porting this mod to 1.4 has been a bit of a challenge (read about this in the comments). I am finally at a stage where I can call this port functional, so let's go over the many, many changes that have been made in order to simplify things for the end user, and perhaps make the mod less intrusive to the player.

CHANGE #1 - All weapon projectiles have had a bit of an upgrade, visually, and in terms of their AI.
Projectile AI is now much more consistent after penetrating a target. In the past, it was believed that a velocity boost after penetration was needed in order to keep the projectiles from slowing down too quickly, and behaving very oddly. This isn't actually the case, as I found out recently during testing. In 1.3, these projectiles would sometimes gain quite a bit of unwanted speed after hitting a target. I attempted to solve this issue by clamping their velocity, but this doesn't work very well. Sufficed to say, this has been rectified. Projectiles will now properly penetrate a target, drop targeting momentarily, and then resume homing after a short delay, with little to no velocity weirdness (They can still slow to a crawl, but this is rare).

Visually, the first two stages of the weapon have had a projectile upgrade.

Soul Seeker Preview -

.
Seeker Preivew.gif



Soul Ripper Preview -


.
Ripper Preivew2.gif



And, of course, the Soul Destroyer -

Blood Shot Ammo -
BloodShot.png

.
Blood.gif


Spirit Shot Ammo
SpiritShot.png

.
Spirit.gif


Void Shot Ammo
VoidShot.png

.
Void.gif


Necrotic Shot Ammo
NecroticShot.png

.
Necrotic.gif


Sky Shot Ammo
SkyShotAmmo.png
(NEW! 1.4 exclusive)
.
Sky.gif




Since each weapon uses a liquid as its ammo, and that ammo is charged into the weapon and filled into those "tanks" on the sides of the weapons, I decided to add an animation that simulates the tanks being emptied and refilled, as the weapon fires. Just a small detail, but it really adds to the theme.


CHANGE #2 - The weapon resource indicator is now gone. It has been replaced with a small blinking indicator above the player that indicates which augment type they have selected, and how much augment ammo they have built up while killing enemies. As with 1.3, each indicator represents 5 shots. Once you start killing enemies with your Augmentation Device (V1.0 or higher) in your inventory, you'll start to see the ammo indicator slowly build over time (Every 5 enemy kills using the main projectiles will give you 5 shots of augment item ammo, represented by a single augment item indicator). Here's what that looks like -


.
AugmentAmmoIndicator.gif


After 5 enemy kills, provided you have the proper augment type selected on your Augmentation Device (read about these devices in the 1.3 section), you will see these indicators marked above your head. After 5 kills you'll see just one. After 10 kills you'll see two, and so on. Once you you see 5 above your head, you are very close to activating your Augmentation Device, and will be ready to use it once all augment ammo has been loaded. As with 1.3, these indicators will only appear if you have the Blood Needle or Blood Canister selected on your Augmentation Device. Here's what it looks like once your enemy kills meet that threshold -


.
AugmentAmmoIndicatorDone.gif



Once you see this above your head, you are ready to fire the augment items (Blood Needle or Blood Canister). A full bar represents 30 shots (5 shots per).

NOTE #1: This indicator will remain above your head until you have fired all 30 augment items. The indicator bar will disappear if you switch weapons, or use the shift key (use a torch or mining). This is to ensure the weapon is not so intrusive to normal game play.

NOTE #2: If you remove your Augmentation Device from your inventory, or right-click the device (right-click only applies to V2.0 and higher), your enemy kill count will be reset, and you'll need to build up your kill count again in order to use the augment item ammo, once it has fully loaded.

WARNING: you MUST disable the Smart Cursor before using your right mouse button with any of these three weapons. There will be an in game warning message that pops up in the chat box if you have your Smart Cursor enabled while attempting to fire using right-click. We did this to make sure that you don't accidentally fire the weapon if all you wanted to do was open a chest, or interact with a door using the Smart Cursor. It's a safety feature, so let us know how this works out for you!


Also be warned that if your mouse is near a cart track, and you attempt to use your right mouse button for the alternate firing modes, it will not work, and you'll either be grappled to the track itself, or your cart will spawn. You've been warned!! I'll see if I can resolve that issue.


CHANGE #3 - The weapon overheat indicator texture has been redone, along with the other texture changes we've made above. It has also been reduced in size, slightly.

CHANGE #4 - Removed the warping capability of the Soul Destroyer's projectiles. This was unnecessary, and was causing other problems. The projectiles from this stage of the weapon still have homing capability enabled by default, but they will no longer reduce in velocity before hitting their intended targets.

CHANGE #5 - Weapon main firing sound has been changed slightly. I wasn't happy with the original firing sound, so I changed it slightly, Hopefully this new one sounds a bit better. We also altered the sounds on a couple of other things, and adjusted their volume. These are rather minor, though.

CHANGE #6 - The Dev item has also been removed. It will be reintroduced at a later date.

CHANGE #7 - The secret item has been removed. It will be reintroduced at a later date.

CHANGE #8 - We have adjusted the damage multiplier for all weapon projectiles once those projectiles have penetrated a target. Previously, in 1.3, every projectile would have its damage cut in half each time it penetrated a target. For example, if the projectile does 20 damage on the first hit, the second hit would be 10 damage, then 5, and so on. We have now increased the amount of damage the projectile does with each hit, after the first penetration, by 25%. This should make the lower tier weapons feel a bit more powerful. They are still fairly well balanced, though. We do not want to end up in a situation where these weapons are too powerful. If you feel the weapons still don't do enough damage, let us know!

CHANGE #9 - Added a secondary warning to the overheating indicator once the weapon reaches a certain level of heat. This makes it slightly easier to recognize that your weapon is about to overheat if your eyes aren't on the center of the screen. As with 1.3, if you use your alternate firing (right-click) for too long, your weapon will begin to overheat. If you manage to overheat your weapon, you will get a debuff, lowering your normal firing rate slightly, and removing the ability to use your alternate firing mode (right-click). Watch your weapon's heat indicator! We have also added a slight delay before your weapon begins to heat up, meaning you can now use your alternate firing mode for a bit longer before you need to worry about overheating it. We felt that the weapons would start to overheat too quickly, which was basically as soon as you started using the alternate firing mode.


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ALTERNATE USAGE ( stages 1 & 2 )
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The first two stages (Soul Seeker and Soul Ripper) have the ability to fire at a higher rate using right-click. However, this additional functionality comes at a cost. Once you begin firing at this higher rate, your weapon will begin to overheat. There is a visual indicator above the player's head that indicates how hot your weapon is getting. Once this heat gets to a certain point, you will start to see the indicator "flash" very quickly. This is to help the player know when their weapon is about to overheat.

If the weapon does overheat, a debuff will be applied to you, and your weapon will no longer be able to fire using right-click. Additionally, your normal left-click firing rate will be reduced slightly.

If you manage to evade the debuff by letting off the right-mouse-button in time (before the indicator reaches its maximum point), your weapon will begin to cool down. However, if you fire the weapon normally during this cool down time, it will take roughly twice as long for your weapon to fully cool down.

DEV NOTE: This higher firing rate will not apply when an augment session is active (see augment system below for details)


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AUGMENT SYSTEM
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Augmentation Devices - (Stage One)
Aug1.png
- - (Stage Two)
Aug2.png
- - (Stage Three)
Aug3.png
- - (Stage Four)
Aug4.png


Augment Items -
Needle.png
- -
Canister.png
- -
Barricade.png
- -
Penetrator.png



The augment system uses several different items, and combines them to form "Augmentation Devices".

Below is a list of all the items, and their functions.


CLICK SPOILER FOR AUGMENT ITEM DETAILS
Blood Needle -
Needle.png
- This is the only augment item that will work with all three stages of the weapon. Each stage will shoot the Blood Needle at different firing rates and patterns. When the Blood Needle is fired from a weapon, it will either stick into tiles and explode shortly after, or hit an enemy and explode instantly. The explosion radius is large, and will do significant damage.

Blood Canister -
Canister.png
- The
Blood Canister can be used with the last two stages of the weapon (Soul Ripper and Soul Destroyer). When firing the Blood Canister, it will travel to the player's mouse location at the time of firing. Once it begins to reach its location, it will begin to slow down, and then stop and explode shortly after. The Blood Canister will explode upon enemy or tile contact.

Barricade Unit -
Barricade.png
-The Barricade Unit may seem small, but it will transform into a large barricade that will block enemies from advancing for a short period of time. If an enemy comes into contact with the barricade, it causes them to take damage and be knocked back. Only one barricade can be active at any time. Once used, a debuff is applied to the player for a short duration, during which the Barricade Unit cannot be fired again. With the Barricade unit selected on your Augmentation Device, hold down the right-mouse-button for a short duration to "charge" the weapon and shoot the unit. The Barricade Unit takes a few seconds to transform and set up, so plan ahead!

Soul Penetrator -
Penetrator.png
- The Soul Penetrator is a stationary sentry that can be placed at your mouse location. With the Soul Penetrator selected on your Augmentation Device, hold down the right-mouse-button for a short duration to "charge" the weapon and spawn the sentry. This sentry has a very powerful, very quick attack against nearby targets. Only one Soul Penetrator can be used at any given time. Once used, a debuff is applied to the player for a short duration, during which the Soul Penetrator cannot be fired again.

In order to use the above items, they must be transformed into upgraded Augmentation Devices, and (figuratively) "inserted" into the weapon (place the device in your inventory) to upgrade it.


You will begin the augmentation process by crafting the Augmentation Core -
Aug0.png


This Augmentation Core must then be combined with the Blood Needle
Needle.png
to form "Augmentation Device (V1.0)" -
Aug1.png


V1.0 is then combined with the Blood Canister
Canister.png
to form "Augmentation Device (V2.0)" -
Aug2.png



Once V2.0 has been crafted, right-clicking the device while in your inventory, will switch (and display) the currently active augment item

Augmentation Device switching between items - preview -

AugmentPreview.gif


V2.0 can then be combined with the Barricade Unit
Barricade.png
to form "Augmentation Device (V3.0)" -
Aug3.png


V3.0 can then be combined with the Soul Penetrator
Penetrator.png
to form "Augmentation Device (V4.0)" -
Aug4.png


Crafting any of the above requires to use of a
Tinker.png



Below is a list of what each weapon stage can shoot, once "Augmentation Device (V1.0 or higher)" has been placed in your inventory -

Soul Seeker
Seeker.png
can shoot the Blood Needle a total of 15 times per augment session

Soul Ripper
Ripper.png
can shoot the Blood Needle or the Blood Canister a total of 30 times per augment session.

Soul Destroyer
Destroyer.png
can shoot the Blood Needle or Blood Canister a total of 30 times per augment session, or the Barricade Unit or Soul Penetrator once, until the debuffs expire.


HOW TO USE THE AUGMENT ITEMS


Resource System

REPLACED IN 1.4


With the Blood Needle or Blood Canister selected on your Augmentation Device, your enemy kills that are a direct result of the weapon's main projectiles, now count as a resource. This is indicated by a small animated marker located in a circular pattern around the player.

Here's a preview of what that looks like -



These animated markers will become visible with each enemy kill (the kill must be from your weapon's projectiles), as long as either the Blood Needle or Blood Canister are selected on your Augmentation Device. However, these markers will only stay visible for a few second, and then slow disappear, one by one. This is deliberate, as to not clutter up the area around the player needlessly.

Once this resource is at its limit (20 kills), the markers will disappear altogether, and indicators for the currently selected augment item will appear around the player (only applies to the first two augment items). These indicators include images of the selected augment item, along with timer markers.

Preview of indicators spawning -

REPLACED IN 1.4



Each indicator represents 5 shots. Holding down the right-mouse-button continuously will shoot the augment items. Every 5 shots, an indicator will explode and disappear. Once all 30 shots (15 with the Soul Seeker) have been fired, the augment session is over.

This system now functions slightly different than previous version -

There is a timer associated with this augment system. However, this timer does not start until at least one augment item has been fired. Once an augment session has begun, if you have not fired any of your augment items within a few seconds, the indicators will become semi-transparent. This is intentional, as it's less intrusive. You will still be able to see them, but they are much less visible. During this time, if you switch weapons, the indicators will become fully transparent. This is also intentional, as we didn't want to intrude on the aesthetics of other weapons or items. That said, once the first augment item has been shot, the indicators will be fully visible again, even if you switch weapons.

Once the first augment item has been fired, the timer will start. You have about 45 seconds or so to fire all augment items. If you have not exhausted all augment items in that time, all augment indicators currently left will explode and disappear. The timer marker will also start to disappear one by one, with an audio indicator on the last few markers.

IMPORTANT NOTE: If you remove the Augmentation Device from your inventory for any reason, your resource system will reset, and any currently active augment sessions will end immediately. You MUST have the Augmentation Device in your inventory for this system to function properly.


Seperator.png

SOUL FRAGMENTS
Seperator.png


There are currently four types of Soul Fragments

Blood -
BloodFrag.gif


Spirit -
SpiritFrag.gif


Void -
VoidFrag.gif


Necrotic -
NecroFrag.gif



Soul Fragments will drop randomly from enemies in hardmode. These fragments are materials necessary for the construction of the final stage of the weapon, and the final two augment items. They are also used in combination with Blood Shot in order to create Spirit Shot, Void Shot, and Necrotic Shot. Make sure you pick up all of them! You'll need as many as possible if you want to enjoy all this mod has to offer :cool:


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RECIPES
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Soul Destroyer contains several recipes, not only for the weapons themselves, but also for each augment item and Augmentation Devices. There are a few other recipes that aren't listed here, and one that requires an extremely rare item. I'll let you find those yourselves. Good luck!! :)


CLICK SPOILER FOR WEAPON RECIPES
NOTE: If any of these recipes seem unreasonable, please let me know, and I will consider changing them!

Soul Seeker - 15x
DemoniteBar.png
or
CrimtaneBar.png
+ 10
GoldBar.png
+ 10
BloodPlasma.png
+ 15
Soul-Seeker-Core.gif
+
Flintlock_pistol.png
=
SoulSeeker.png

requires any
Anvil.png
and
Furnace.png


Soul Ripper - 10x
AdamantiteBar.png
or
TitaniumBar.png
+ 10x
SoulOfNight.gif
+ 10x
SoulOfFlight.gif
+ 10
BloodPlasma.png
+
SoulSeeker.png
=
SoulRipper.png

requires any
Anvil.png
and
HellForge.png


Soul Destroyer - 15x
SFBlood.gif
+ 15x
SFSpirit.gif
+ 15x
SFVoid.gif
+ 15x
SFNecrotic.gif
+ 20x
ChlorophyteBar.png
+ 5x
SoulOfSight.gif
+ 5x
SoulOfFlight.gif
+
Minishark.png
+
SoulRipper.png
=
SoulDestroyer.png

requires any
Anvil.png
and
AdamantiteForge.png
or
TitaniumForge.png


CLICK SPOILER FOR ITEM RECIPES
NOTE: If any of these recipes seem unreasonable, please let me know, and I will consider changing them!


Blood Shot - 5x
LesserHealth.png
+ 5x
HealthPotion.png
=
BloodShot.png
x50
Requires a
Bottle.png


Spirit Shot - 1x
SpiritFrag.gif
+ 250x
BloodShot.png
=
SpiritShot.png
x250
Requires a
Bottle.png


Void Shot - 1x
VoidFrag.gif
+ 250x
BloodShot.png
=
VoidShot.png
x250
Requires a
Bottle.png


Necrotic Shot - 1x
NecroFrag.gif
+ 250x
BloodShot.png
=
NecroticShot.png
x250
Requires a
Bottle.png


Sky Shot - 250x
VoidShot.png
+ 250x
SpiritShot.png
=
SkyShotAmmo.png
x100 (These are a little more expensive to make)


Blood Needle - 100x
Glass.png
+ 50x
BloodPlasma.png
+ 15x
BottledWater.png
+ 5x
IronBar.png
or 5x
Lead_Bar.png
+ 5x
Grenade.png
=
Needle.png

Requires a
Tinker.png


Blood Canister - 100x
Glass.png
+ 50x
BloodPlasma.png
+ 15x
BottledWater.png
+ 5x
DemoniteBar.png
or
CrimtaneBar.png
+ 5x
Grenade.png
+ 1x
SoulFlight.gif
=
Canister.png

Requires a
Tinker.png


Barricade Unit - 5x
BloodFrag.gif
+ 5x
SpiritFrag.gif
+ 5x
VoidFrag.gif
+ 5x
NecroFrag.gif
+ 5x
SoulSight.gif
+ 5x
Wire.png
+ 1x
Switch.png
+ 1x
3_Second_Timer.png
=
Barricade.png

Requires a
Tinker.png


Soul Penetrator - 5x
BloodFrag.gif
+ 5x
SpiritFrag.gif
+ 5x
VoidFrag.gif
+ 5x
NecroFrag.gif
+ 5x
HallowedBar.png
+ 5x
SoulFlight.gif
+ 5x
SoulSight.gif
+ 1x
1_Second_Timer.png
=
Penetrator.png

Requires a
Tinker.png


Blood Plasma - 5x
CorruptSeeds.png
or
CrimsonSeeds.png
+ 5x + 1x
BottledWater.png
=
BloodPlasma.png
x10
Requires a
Tinker.png


Augmentation Core - 10x
Glass.png
= 5x
Wire.png
=
Aug0.png

Requires a
Anvil.png


Augmentation Device (V1.0) - 1x
Aug0.png
+ 1x
Needle.png
=
Aug1.png

Requires a
Tinker.png


Augmentation Device (V2.0) - 1x
Aug1.png
+ 1x
Canister.png
=
Aug2.png

Requires a
Tinker.png


Augmentation Device (V3.0) - 1x
Aug2.png
+ 1x
Barricade.png
=
Aug3.png

Requires a
Tinker.png


Augmentation Device (V4.0) - 1x
Aug3.png
+ 1x
Penetrator.png
=
Aug4.png

Requires a
Tinker.png


There are a couple of extra recipes I've added, but will not include here. I'll let the players find them on their own ;-)


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DEBUFFS
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There are three different types of debuffs that can be randomly applied to enemies, simply by shooting them with any of the weapon's main projectiles. These debuffs cannot be applied to players. They have a much higher chance of being applied to enemies in hardmode. Keep in mind, these debuffs are still a WIP, and as such, are not entirely complete. There may be bugs associated with them.


CLICK SPOILER BELOW FOR DEBUFF DETAILS
Soul Burn - This debuff causes damage to the enemy over time, and lowers their defence. As an indicator that this debuff has been applied, it will spawn a growing amount of dust around the enemy until it has expired.

Doomed - This debuff will cause the enemy to be slowed significantly. Once slowed, projectiles will shoot out from that enemy, and shortly after, home back in on that enemy, dealing a large amount of damage. If the target survives the damage, the enemy will still be slowed until the debuff expires. Several visual indicators will surround the enemy during this debuff.

If either of the above debuffs are active on a target, that target is immune to any of the three weapon's main projectiles.


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RANDOMNESS
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There are a few random things that can happen while shooting any of the three stages of this weapon. With that said, none of those things can happen unless actually using these weapons. This mod does not change anything in regards to normal game play, outside of item drops in hardmode. This mod is just about the weapons themselves, and what happens as a result of using them :)


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VERSION
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Version V0.1.6 ALPHA release - Released November 3rd 2021
Fixed a few bugs (including a potential memory leak and null reference exception). Reduced dust amount for special effects, considerably (without affecting visuals).
Many more tweaks and changes. Too many to mention here.

Version V0.0.4 ALPHA release - Released October 31st 2021
Changes: Please see the top of this post for all the details on the 1.4 changes. There's a lot!

Version V1.0.2 Release - Released July 16th 2021
Changes: Redesigned ammo type check for ammo slots. This fixed the bug where Blood Shot would overwrite any other ammo type if it was placed in the ammo slot with the other ammo type. It now behaves similar to other ammo, where it will always choose the ammo type that is highest in the ammo slots (Thank you Ender3 reminding me about this issue). Other minor tweaks.

Version V1.0.1 Release - Released July 6th 2021
Changes: Fixed memory leak (oops). Fixed minor bugs. Minor tweaks

Version V1.0 Release - Released July 5th 2021
Changes: WAY too many to mention here. Read this post again from top to bottom! This version also fixes numerous bugs

Version V.0.8.6 Beta - Released August 24th 2020
Changes: Added new resource system for first two augment items

There may be bugs when first using this new system. Please let me know if you run into any issues!

Version V.0.8.5 Beta - Released July 29th 2020
Changes: Fixed bug - not being able to use Blood Shot in bottom ammo slot (Thank you Abaddon the Unholy!)

Version V.0.8.3 Beta - released July 29th 2020
Changes: Indicators now disappear upon player death (I don't know how I missed that...)

Version: V0.8.2 - Beta - released July 28th 2020

Author: POCKETS
Discord: Soul Destroyer Discord

Download: Mod is now on the Mod Browser!
Download: GitHub

If you discover a bug, please report it, either here in the forums, or in our Discord server. I don't frequent the Discord server very often, but you are more than welcome to join. I'll do my best to answer any questions.

Multiplayer is most definitely still broken in some areas. This is not a high priority for me, but most things should work fine. if you discover a multiplayer bug, let me know, and I'll do my best to resolve it if it is mod-breaking in some way.

There are bound to still be balancing issues. I've tried to balance damage and recipes the best I can, but this is something that can only be dealt with after widespread testing. I've done countless play-throughs, and things seem fairly well balanced in terms of when you can get items, how you craft them, recipe requirements, and overall weapon damage.

TMOD 1.4

I'm not exactly sure if I want to go here. Therefore, this mod will most likely not be updated when 1.4 hits Steam. I just don't think migrating to 1.4 would be worth the effort at this point. I spent the past few months fixing bugs, and adding new things as I got back into modding and programming, but I think it's time to move on. This mod was never especially popular, and with that in mind, updating it would more than likely just be for me, and I have other plans in the near future. I dunno.. we'll see. If there's a demand (which I highly doubt lol), I may reconsider. All in all, this has been a great experience, and I wouldn't have traded it for anything ;-)

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CONTRIBUTIONS
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Artwork / Animations - POCKETS, Salt & Pixel
Sounds - POCKETS, Salt & Pixel
Code
- POCKETS, DRKV (Retargeting & IL Editing)
Special thanks to Vexie for the dust collision code examples!
Vexie's mods -
Gore Galore, Alt-Use, Hotkeys, Quality of Life, and more!


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FINAL THOUGHTS
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I just want to thank DRKV for getting me started on this journey. If it were not for him, I would not have been able to do any of this. He answered every single one of my stupid questions, and helped get me where I cam today.

This was my very first programming experience. I started modding Terraria back in August of 2019. Most of that time was spent tinkering around with various systems, and learning what I could. Once I had a basic idea of the type of mod I wanted to do, I took the time to gradually learn new C# programming concepts, and managed to figure out how to do everything this mod has to offer. It has been the single best learning experience I've ever had, in terms of programming and C#.

With that said, please understand that this mod was never meant to be a "game changer" by any stretch. If you're expecting this mod to introduce some new groundbreaking idea or tech, you'll be sorely disappointed. I had an idea, and I wanted to se if I could make it happen. Along the way, as I learned new things, the mod grew and grew. It got to the point where I had to say enough is enough, and release it.

Thanks again, DRKV, for answering all my questions, and for taking the time to explain things in great detail. You are amazing!!


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Last edited:
Soul fragments are like the lunar fragments. (Solar=Blood, Spirit=Stardust, Void= Vortex, Necrotic=Nebula) Cool!

Yes! Very similar. I've designed these so that when they drop, they drop in order, instead of being random. This allows you to collect each fragment a bit faster, and you don't have to rely so much on luck. When you exit/enter a world, it should remember which fragment was last dropped.

EDIT: Also, if there's anything in the above post that doesn't make sense, or you'd like clarification on something, just let me know and I'll edit the post :)
 
Mod has been updated to V0.8.3

I don't know how I forgot to add a check for player death during an indicator session, but hey, it's a WIP, so there ya go :)

If you find any bugs, just let me know!
 
Dunno what I am doing wrong but mine will not fire at all. I got the Ripper and nothing, no right click or left click. Got the blood shot in my inventory. Is there something I am forgetting?
 
Dunno what I am doing wrong but mine will not fire at all. I got the Ripper and nothing, no right click or left click. Got the blood shot in my inventory. Is there something I am forgetting?

Blood Shot needs to be equipped in one of the ammo slots. I'll make sure to note this in the original post
 
Edit: Has to be the top one.

No, it shouldn't have to be the top one. You should be able to place it in any of those four slots, but it looks as if the bottom one doesn't work, currently. Give me a few minutes and I'll get that fixed.

EDIT: New version uploaded. Thank you Abaddon the Unholy! That's one less issue :)
 
Last edited:
I just wanted to get some thoughts on this -

I mentioned in my original post that I was working on a resource setup for the indicator system. Currently, the indicators will spawn once the (random) enemy kill threshold has been met. I'd like to turn this into a system that the user can have a bit more control over. This resource system would work basically the same way, but once the resource threshold has been met, the user can control when to activate their indicators, and use their augment items. Of course, this would only apply to the first two augment items (Blood Needle and Blood Canister).

If anyone has some thoughts on this, let me know. Giving the user more control over the usage of their weapons is a good thing imo :)

I will have a preview of this system shortly.
 
Not really into single weapon mods like this, but I'll give it a try! Looks like a lot of hard work went into just one weapon. It has peaked my curiosity! Do you plan on adding other weapons, or perhaps more "stages"? I'd love to see something like this with swords that can be upgraded. If you are looking for beta testers, I'd be willing to help you out!
 
Not really into single weapon mods like this, but I'll give it a try! Looks like a lot of hard work went into just one weapon. It has peaked my curiosity! Do you plan on adding other weapons, or perhaps more "stages"? I'd love to see something like this with swords that can be upgraded. If you are looking for beta testers, I'd be willing to help you out!

I hadn't planned on it, but we'll see. Right now, I'm focusing on getting this resource system working. I have it functional, but I need to get an animation I'm happy with.

Not really into single weapon mods like this, but I'll give it a try! Looks like a lot of hard work went into just one weapon. It has peaked my curiosity! Do you plan on adding other weapons, or perhaps more "stages"? I'd love to see something like this with swords that can be upgraded. If you are looking for beta testers, I'd be willing to help you out!

Contact me through our Discord, or through a PM.
 
OK, so I've been working on a resource system for the indicators, and wanted to get some thoughts from those who have at least tried this mod. The current version tracks kills when using any stage of the weapon, and then based on those kills (within a random range), the indicators will spawn, and the user can then use their augment items. Of course, this only applies to the first two augment items.

EDIT: This resource system has been replaced. See original post for details.
 
Last edited:
Version 0.8.6 has been uploaded.

I've added the resource system mentioned in my last post. I'd definitely like to get some feedback on this, if possible. I've also added the description of this new system, and how to use it, to the original post under "Augment System". If anything doesn't make sense, just let me know, and I will make the necessary changes.
 
I don't have a new version ready to release just yet, but I am working on a complete re-work of the resource system. I am waiting on TML1.4 to be officially released first. Once that's out, I'd like to not only redo the resource system, but completely rewrite this entire mod from scratch. Going over my old code is a bit of a nightmare, as I've learned quite a bit since this was released. I'm not so sure it's worth the effort at this point, seeing as this isn't that popular, but any time I do a Terraria play-through, I always have this mod enabled :)

Anyhow, I was never really satisfied with the resource system, so if I do get the chance to work on this in the near future, that's what I'll be working on first. I will, of course, keep this thread updated regarding any changes to this mod, big or small.
 
Version 1.0.1 has now been released!

New preview video to accompany the release has been added to the post.

After the official release last night, and after extensive testing this morning, I found a fairly significant bug. Fortunately, it didn't cause any crashes, but it appears to have caused a massive fps loss. It has now been fixed, so please update your mod as soon as you can. I made a few other minor tweaks, as well.

With this new release version, a ton of things have changed, and for the better in my opinion. You'll have to let me know what you think! A lot of sprites have been replaced, as to better align with Terraria's overall theme. I drastically reduced dust usage in a few areas. I removed certain random events, as they didn't really add anything worthwhile.

I've added a section of the post regarding tModLoader 1.4, and my feelings regarding this mod.

If you find any game-breaking bugs, please let me know! I'll do my best to fix them ASAP.
 
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