I had to launch this to fix a number of bugs the mod had, including one with the old
companions combat behaviour, where they wasn't doing anything when using specific
types of weapons.
The side effect of this update, is that now someone that was going to rearrive... Just rearrived.
Say hello again to Quentin.
Rearrival: Quentin, The Story Teller
Quentin: "Ah, hello again. I was exploring the dungeon again on another world, and was captured
by skeleton mages. Help?"
I actually had most of his rearrival done, thanks to the help Makima gave in the past. I had to review
his codes and also fix some missing and misplaced dialogues that were in the game.
This companion was contributed by the user totote97, in the 1.3 version of the mod. The dialogues
were also made by him, so I also still left them as is.
The player character will no longer freak out when trying to speak to Fluffles while she's on their shoulder.
=> Also, the player character will no longer try to face Vladimir when being hugged while talking to him.
Quentin rearrives.
Fixed an error that could happen when Alexander tries to spawn while he's actually been met before.
=> That will also fix bugs related to his sleuthing action buffs.
Added the usage script for two of Betsy's weapons.
Fixed a issue where companions were unable to behave in combat when using specific types of weapons.
That's about it. I felt a pity to replace Cinnamon in the icon for Quentin, but also would be unfair to
not change the icon for him, so I made them share the icon.
There's enough space for them to share the same icon.
Fixed a issue where when speaking with Alexander for the first time, both alternatives you had had the same text, beside different dialogue outcomes.
You can now ask companions to play Rock, Paper and Scissors with you.
=> Go in their dialogues, on the option "I just want to chat.", then click "Lets play a game." to find it.
=> Something terrible will happen if either you or the companion win more than 255 times.
Companions that can't be mounted on will no longer let you know that they can mount on your shoulders.
=> Yes, you can stop daydreaming now. Huh.
Companions are now able to jump slopes again.
Sardine's Bounty Board will now generate bounties correctly.
Companions will now jump whenever they're underwater, have less than half their breath bar left, and there's air pocket above them.
That should make the companions behave better when you're exploring the world with them. Also, the possibility of adding minigames
you could play with companions is tempting, so I should think of ideas to allow people to add more of them to the dialogues.
Enjoy :3
Edit: Oops, the current version of the 2P inventory management mode is also in the update, and I forgot to disable.
Oh well... You can use it at your own risk. You can trigger it by pressing Select (or Back button) on the second controller.
First of all, sorry for taking too long to update the mod. I was feeling kinda burned out of the mod, so
I had to take it easy. Gladly, today I managed to get some gas to work on it, and finish some stuff, which
I'll talk about. But for now, lets greet our current companion rearrival...
Miguel Rearrives
Miguel: "*I see that you've been building fat while I was away. Time to burn all that fat into muscle, Terrarian.*"
The personal trainer you never asked for returns, and he will still offer you daily exercises for a buff that will increase your
character stats.
The buffs themselves have their time cumulative, so if you keep doing his exercises, you can even get the buff to not run out...
...unless you die...
Yeah, he's mostly the same, except that now you can see his eye colors.
Path Finding Changes
The path finding of companions has changed, so they should better follow your character during the exploration.
It is not perfect yet, but should be a lot better than it was before. Do let me know if you bump into issues, or if
the companion does something stupid when trying to reach you.
Some more companion awareness.
Companions following you will now react when you meet a new companion, you ask a companion to join your group, or leaves.
That's quite a minor interaction that will make having them around a bit more interesting.
I'll still need to add more reactions to companions, and also see to not getting myself burned out with dialogues meanwhile.
Changelog
Fixed a issue where tossing an item while bond-merged with a companion softlocked many game actions and interfaces.
Added reactions to companions based on when a new companion is met, joins the party or leaves the party.
Pulling a companion to you will now clear their path finding.
Bree will no longer be attacked by monsters when she's not recruited.
Companions should now better find their way to their target, when using path finding.
Leona's Portal will no longer spawn unless your character has at least 200 Max Health.
Being caught by the Ghost Fox Guardian with Jumpscare version of cutscene no longer hides most of your game interfaces, upon reentering the game world.
When a companion following target is a character, they will try stop following them when on the ground, and close to the one they're following.
Companions Tough personality will now display their other dialogues correctly.
Miguel rearrives.
Alexander will now show his final recruitment message after you meet him.
Leading companion will no longer try walking where you right clicked a interface while holding a torch.
Fixed a bug where the Zombie Guardian would keep burrowing underground... Until maybe it reached the underworld, or something.
That's it for this update. I hope you enjoy your gameplay, and as always:
Have fun
Bosses will no longer prevent rescue from happening.
Added hooks for modifying companions:
=> Lobby Dialogues, Other Topics and Games.
Added setting to prevent ko'd companions from dying to lava and stuff.
Moved this mod's Movie Player to NTerraria Utilities mod.
=> Cutscenes using it will still play, but they will be handled by that other mod instead.
Heh implemented.
I have no idea what happened to the other two versions, but oh well... There it is.
Added a setting to force teleporting instead of pulling by rope, companions that are stuck, or force pulled.
Added a measure to avoid potential crashing when drawing companion faces when in game menu. (caused by other mods)
TerraGuardians Mod Update Launched.
What? You wasn't expecting an update? And it brings up a new feature up for testing, which I'll talk about now.
Generic Companions up for Public Testing
The Generic Companions feature is in, or kinda. It still needs testing, but anyone can try it. First, let me explain what they are.
The Generic Companions are demi generated companions that can appear in the world. They have random name, visuals and even gear,
and currently there's only one type of them that you can find, whose are normal Terrarian companions, and they're friendly.
If the companion is friendly, you can talk with them, ask them to follow you for a while, or even register them to your companions list,
so they end up being another companion you can summon.
Do be careful though, currently there's no way of unregistering a companion from your companions list, but I'll see to adding that in the
future. Due to the way the companions are generated, the freshly generated ones will stay in the game memory for one in-game day,
before being erased. If you spoke with them, the companion will last 30 in-game days instead, with the time refreshing each time you
talk with the npc. Now if you register the companion on your companions list, they will lose their lifetime, and will no longer be
deleted as in-game days passes.
Of course, this feature is still up for testing, so best not to enable them on an actually serious playthrough.
You'll see a option in the mod Server Settings called "[WIP] Enable Generic Companions". Just enable it, and keep an eye out when
exploring the game world. You might end up bumping into one of them.
If you find bugs, do let me know.
Fixed a broken translation on Alex's dialogue.
Fixed a issue that made Other Dialogues hook from companion dialogues never trigger for personality.
Added more dialogue hook related to minigame.
Fixed issue with pathfinder overshotting how far a companion can jump.
You can no longer make use of the Order interface while knocked out.
Added a AI range limit to Wand of Sparking and Frosting, so companions can better fire them at foes.
Generic Companions are available for testing.
=> Warning! This feature is still up for testing, so not recommended to use it on a serious playthrough.
=> To enable them spawning, go into the mod Server Settings, and enable "[WIP] Enable Generic Companions".
=> If you want to keep a generated companion on your party, just select the dialogue option of adding them to your companion list.
=> Yes, they come with gear. And no, you wont be able to change it until certain Friendship level.
=> Generic Companions have a life time which starts at 0 days left, and is extended by 30 upon talking to them.
=> => That's invalidated when the companion is added to a player character companion list.
=> Generated Generic Companions can even end up showing up on other worlds too.
Added Change Equipment level requirement to friendship unlock.
=> That will be 0 by default, so one will still be able to change equipments and inventory of companions.
Luna now has extra Jump Speed by default, so she should jump higher now.
Are you curious about why took me this long to launch an update to my mods? I'll tell you why, it's because until last month,
I was working on a halloween update for my game project (yeah, I totally blew the deadline with this one). Now that I finished
it, I can dedicate some time to my mod projects too.
By the way, if you check out my game project, would be really nice. I've been working hard on it for about 2 years, so would
be cool if more people played it.
Anyways, I hope you guys like the update.
Have fun :3
Shimmer on TerraGuardians works just like it does on normal player characters.
They will turn invisible and phase through blocks, until a opening appears.
And Update Launched for TerraGuardians Mod, with two new companions for you to meet:
Scaleforth, the Butler Dragon TerraGuardian
Scaleforth: "*I have served many families in my life time.*"
Scaleforth is a Dragon TerraGuardian that used to work as butler for many families. The last family he
used to work with had his masters end up deceased, making him lose his job. Maybe entering out of
curiosity into one of those mysterious portals, and have him wander for days the Terra Realm will have
him meet his new master.
Obviously, due to him being a dragon, he has natural flight ability. Without counting that he can also breath
fire whenever he's in danger.
Due to being a butler, he can be of help for your character. You can ask him to report a completed request
from any companion, and he will give you the rewards right away, without the need of, lets say, waiting for
a companion that you have a request from to show up again in the world so you can report it.
Another functionality that he will offer, is that if you keep food in his inventory and he's following you, he
will feed your whole party with it, whenever your character doesn't have any buff that says your character
is fed. That means he's literally an auto feed companion aswell.
Beside the companion itself is really handy, I made it so it isn't annoying or too late to unlock him, so if you did
at least good progression on pre-hardmode, you should have him spawn.
Monica, the Big Chub- Bunny TerraGuardian
Monica: "*Hello, I'm Monica. Please don't comment about my belly. I know I'm fat...*"
Monica is a friendly TerraGuardian you can meet during your adventures, and I've had her planning on my head for
actual years.
She's a friendly companion that quite had enough of people commenting that she's fat. She's also trying to work out on
trying to lose weight, but those tasty meals shouldn't last for long on the plate.
Beside being a Bunny TerraGuardian like Leopold, she is unable to hop like him, because it would be way too dangerous
for anyone around. But she will most likely end up being willing to follow you on your adventures, if you earn her trust.
Maybe she will lose some weight by travelling with you.
I made her as a special companion for Easter of this year, so I hope you like her.
Change Log
When Bond-Merged with a companion, if the controlled companion end up dying, your character will die aswell.
(For modders) Added new CompanionBase setting: "SetArmRelocationPosition"
=> This animation position container, will change the arm position based on the difference between the body frame and the arm frame arm locations.
=> That's handy if an animation moves the companion arm somewhere else.
=> Better set a default position for the arm if you plan on using it. Or not mess with it at all if you don't want to.
Added dialogue that lets you give food to hungry companions.
=> Feeding them will increase your friendship experience with them.
=> Most companions have a favorite food. Good luck finding them.
=> (For modders) There's a hook to manage which kinds of items could be considered as food, and what buff to give.
Companions can no longer spot invisible players.
On New Combat AI, companions will be forced to return to owner if they move too far from the owner, when chasing something.
Generic Companions now have a chance of spawning when moving.
Added full name to most companions I've made.
Scaleforth and Monica arrived.
Added a little more extensive support to pronouns.
=> A number of dialogues should no longer have characters be referenced by neutral pronouns. Instead, will try to use pronoun related to their gender.
=> It was actually quite hard to try making the pronouns at least understandable for modders. Check PlayerMod's PronounTypes for a little "cheat sheet" of what each pronoun type offers.
By the way, I will be taking a break from modding starting from today. Trying to finish this update was really hard, and maybe even unhealthy for me.
So better I cooldown before I get back to this mod and keep on reimplementing stuff and working companions AI.
Scaleforth's Right wing will now be dyed alongside his body.
Fixed a issue where Scaleforth's Right wing had less frames on the spritesheet than expected.
Made Rename Companion command case sensitive, so it will no longer set custom companion names to lower case.
Moved the position of Sub Attack icons on companion health and mana infos to a bit lower, so it doesn't show up over character name.
Giant companions will now be downscaled on the companions selection interface, no longer obstructing name or clipping through interface.
Fixed draw order when Vladimir is hugging another companion.
Changed the method the game uses for saving companions common data, to avoid security related errors of preventing companion infos from being saved.
Another Hotfix launched, alongside new stuff.
Now your companions will mourn your character, if your character dies in Hardcore mode.
Sadly, they don't have much to say about that, and it's less awkward for me like that.
Companion entering Knocked Out Cold state will now have their health set to half their max health.
Companions shall no longer try using a furniture in use if you disable that.
Blessed Soul buff will no longer last for astronomic time. Now it will last only up to 30 minutes.
Fixed Blessed Soul buff tooltip, it will now show the correct information.
Made the companions cursors faster, so their aim can catch up to monsters faster.
Companions will now try catching up vertically with foes, if they have wings and can fly to them.
Companions should now better know when to crouch.
Dying in hardmode will have a few effects on your character and companions:
=> Your character will have all companions disbanded.
=> Companions that were following your character will mourn the ground your character died at for a while, before they move on with their lives.
Another Hotfix launched. This one with more awareness to the companions.
Companions should no longer jump in lava or jump off cliffs to try mourning a dead hardcore player.
Added some measures to avoid companions of falling into lava when in combat.
Companions will now only be pulled to your character when far away, if your character is not burning in lava, and is standing on solid ground.
I'm making a video series on how I design companions for TerraGuardians mod, if one's curious.
Do be careful because the videos can end up containing recording mistakes (even more the first episode).
You can check them on this playlist, order by oldest to newest:
This playlist contains videos showcasing how I design TerraGuardian companions. Please bear with me on the videos, since I literally have to record them in o...
So... The deal with the video series, was that once I finished with it, the companion I made as example for the videos
would be launched as this mod companion, and so that is what will happen.
Not only that, but also added some AI changes to companions, beside there is still work to do.
Well, like any arrival and rearrival, lets introduce...
Cotton, the Plushie Dog
Cotton: "*Hello, do you need a new friend? Here is one.*"
Cotton is not his actual name. He actually have many different nicknames given by his old friends, so he may end up
showing up as one of them. This companion is actually a TerraGuardian, that is called Plushie Dog because people
love to hug him.
He seeks to have many friends, so in the end he doesn't feel alone in the world. With meeting you, he's achieving
once again his goal.
Cotton actually has a recruitment method, which is not hard, but since this is a companion from the tutorial series, and
I want people to try him out, you'll be getting him without any effort, if you enter any world with any character until
July 15th. Don't miss out this opportunity, heh.
Changelog
Companions should no longer jump in lava or jump off cliffs to try mourning a dead hardcore player.
Added some measures to avoid companions of falling into lava when in combat.
Companions will now only be pulled to your character when far away, if your character is not burning in lava, and is standing on solid ground.
Added Idle Animations setup for Companion Bases.
=> Idle animation will play when the companion is standing, and is not targetting something or using skill.
=> Use this to give extra personality to your companion, without the need of coding the difference.
The companions will now greet the player upon entering the world.
=> That will be done only by follower companions.
Town npc companions can now greet your character when close by.
=> I tried to make that not be annoying.
Cotton has arrived.
Be sure to join the discord server of my mods. Sometimes I open up voting and might need feedback regarding mod stuff,
like a voting that is currently on going on wether Monica should get slim when she spends a long time travelling with you.
I hope you enjoy the update.
Have fun :3
Edit: I launched a update allowing you to ask Cotton to give you a hug.
You can now ask Cotton to give you a hug.
=> While being hugged, you gain a buff that increases health regeneration, and decreases damage received.
New TerraGuardians Mod Update Launched.
This update is handy for two reasons:
One, it brings a new skin to Plushie Dog, which actually turns him into a Plushie Dog.
Two, it brings new outfit variables for the companions draw data holding, which will be handy for when making outfits for companions.
Lets begin with the new skin. Cotton's Plushie Dog Skin
A player was really into the idea of the Plushie Dog, that really turned that companion into an actual living Plushie Dog.
To enable this skin, you will need to make something that will turn a flesh and bones companion into a plushie doll at will.
Thank Backrevol for the skin.
Outfit Draw Infos
This one is only useful for modders making custom companions, this is not used by Terrarian companions.
There are now some Texture2D variables in "TgDrawInfoHolder" object, whose are used to draw specific
outfit part of companion at the right moment when necessary.
Those variables were added to make it a lot easier to give outfits to companions, and make them look
cooler.
If you're making a custom outfit, assign the texture to their respective variable on the method "PreDrawCompanions".
If you have questions, feel free to ask me.
Changelog
Made it easier to add outfits to companions.
=> TgDrawInfoHolder class now has variables that let you assign outfit textures to them.
=> That will make it unnecessary to modify the companions drawing list, unless the outfit is too complex.
=> Use "PreDrawCompanions" on a object extending "CompanionSkinInfo" to modify the texture of the layers.
=> => The same above can also be used to modify the skin body parts.
Cotton gained Plushie skin.
=> Go ahead and try finding out how to unlock it.
=> Thank Backrevol for that skin.
Added Cotton and Miguel's missing spawn tip.
What is that? Is it a bird? Is it a plane?
No! It's a TerraGuardians mod update!
And it brings a little sidequest.
Monica's Exercise Journey
Monica: "*I don't know how to ask this but... Could you help me lose weight..?*"
As a result of the Poll made on the discord server, Monica will now be able to lose fat.
She got a skin where she is slim, so she loses the fat off her belly and face.
For that skin to be unlocked, you will need to have friendship level 5 or higher with her,
and help her on her trek to lose weight, having her exercise as she follows you on your journey.
Will you be able to get her to lose weight?
I also added the option to refuse helping her on her journey to lose weight. She wont be
very happy with that, but wont ask you again if can help her lose weight.
But I added a dialogue option in case you change your mind. Don't worry, I added another
question in it in case you didn't changed your mind, and is just curious to see what she
wanted to say.
After the skin is unlocked and the quest is completed, you can swap between the slim skin or
not, in case you like her fat version more, but want to feel good about doing her request
(would that count as making her efforts go down the drain? No idea, all I know is that a switch
of skin reverts that).
What the skin looks like? Well, find out yourself (beside I leaked it before but... oh well).
Be sure to share her success on losing weight heh.
Added Slim skin to Monica.
=> To unlock this skin, you need to do her [Losing the Fat] quest.
=> This quest is unlocked at Friendship level 5 or higher.
Companions following behaviour should now be disabled when they're mounted on another companion.
Reimplemented custom game window title messages.
=> Yep, the same ones from previous version of the mod. Still has 50% chance of replacing game title when the mod loads.
=> That will only happen if you didn't disabled mod companions.
Companions will no longer instantly greet the player after meeting them.
And another patch out: Changelog
Added some dialogue differences based on wether Monica's workout quest was completed or not.
Added dialogues regarding Cotton to a number of companions.
That's about it for this update. Be sure to check out your game window title when you load the game, heh.
It might be different from usual.
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