tModLoader Calamity Mod

What would you like me to create more of?

  • NPCs (enemies, house NPCs, etc.)

    Votes: 1,170 19.5%
  • Bosses

    Votes: 2,450 40.7%
  • Items (Accessories, Weapons, etc.)

    Votes: 1,584 26.3%
  • Vanity (furniture, armor sets, etc.)

    Votes: 438 7.3%
  • Mineable Stuff (Ores, Blocks, etc.)

    Votes: 372 6.2%

  • Total voters
    6,013
Yeah, I'll make the Primordial Earth use less dust in the next update. The Devourer's projectiles have had their timeLeft reduced which helped a lot with lag, at least on my end it did.

I wanted to make a "super Destroyer" because the Destroyer is probably my favorite Hardmode boss since you can choose whether to have an easy win (by using piercing weapons) or not :)

The Devourer also cuts nearly ALL piercing damage by two thirds, excluding other mod weapons of course, which means a piercing weapon that originally did 90 damage will now only do 30 to the Devourer and with figuring in his high defense that would probably be cut even further to about 10.
...wot...?

i never noticed when fighting it o.o (played at a summoner)
 
...wot...?

i never noticed when fighting it o.o (played at a summoner)

Here are all of the projectile damages he cuts (these are IDs):
Code:
public override void ModifyHitByProjectile(Projectile projectile, ref int damage, ref float knockback, ref bool crit)
 {
 if (projectile.type == 4 || 
 projectile.type == 5 ||
 projectile.type == 7 || 
 projectile.type == 8 || 
 projectile.type == 30 || 
 projectile.type == 37 || 
 projectile.type == 76 || 
 projectile.type == 77 || 
 projectile.type == 78 || 
 projectile.type == 91 || 
 projectile.type == 92 || 
 projectile.type == 93 || 
 projectile.type == 108 || 
 projectile.type == 133 || 
 projectile.type == 134 || 
 projectile.type == 135 || 
 projectile.type == 136 || 
 projectile.type == 137 || 
 projectile.type == 138 || 
 projectile.type == 139 || 
 projectile.type == 140 || 
 projectile.type == 141 || 
 projectile.type == 142 || 
 projectile.type == 143 || 
 projectile.type == 144 || 
 projectile.type == 150 || 
 projectile.type == 151 || 
 projectile.type == 152 || 
 projectile.type == 162 || 
 projectile.type == 221 || 
 projectile.type == 228 || 
 projectile.type == 239 || 
 projectile.type == 245 || 
 projectile.type == 250 || 
 projectile.type == 251 || 
 projectile.type == 260 || 
 projectile.type == 263 || 
 projectile.type == 264 || 
 projectile.type == 274 || 
 projectile.type == 280 || 
 projectile.type == 281 || 
 projectile.type == 294 || 
 projectile.type == 301 || 
 projectile.type == 312 || 
 projectile.type == 323 || 
 projectile.type == 338 || 
 projectile.type == 339 || 
 projectile.type == 340 || 
 projectile.type == 341 || 
 projectile.type == 357 || 
 projectile.type == 409 || 
 projectile.type == 424 || 
 projectile.type == 425 || 
 projectile.type == 426 || 
 projectile.type == 442 || 
 projectile.type == 443 || 
 projectile.type == 461 || 
 projectile.type == 470 || 
 projectile.type == 477 || 
 projectile.type == 482 || 
 projectile.type == 491 || 
 projectile.type == 493 || 
 projectile.type == 494 || 
 projectile.type == 507 || 
 projectile.type == 510 || 
 projectile.type == 511 || 
 projectile.type == 512 || 
 projectile.type == 513 || 
 projectile.type == 516 || 
 projectile.type == 517 || 
 projectile.type == 536 || 
 projectile.type == 569 || 
 projectile.type == 570 || 
 projectile.type == 571 || 
 projectile.type == 588 || 
 projectile.type == 599 || 
 projectile.type == 604 || 
 projectile.type == 611 || 
 projectile.type == 612 || 
 projectile.type == 616 || 
 projectile.type == 618 || 
 projectile.type == 619 || 
 projectile.type == 620 || 
 projectile.type == 632 || 
 projectile.type == 637 || 
 projectile.type == 638 || 
 projectile.type == 639 || 
 projectile.type == 640 || 
 projectile.type == 642 || 
 projectile.type == 644 || 
 projectile.type == 645 || 
 projectile.type == mod.ProjectileType("NuclearFuryProjectile") || 
 projectile.type == mod.ProjectileType("PlasmaExplosion") || 
 projectile.type == mod.ProjectileType("WaterSpout") ||
 projectile.type == mod.ProjectileType("HellfireExplosionFriendly") || 
 projectile.type == mod.ProjectileType("ForbiddenSunburst") ||
 projectile.type == mod.ProjectileType("DustProjectile") ||
 projectile.type == mod.ProjectileType("AbyssBall") ||
 projectile.type == mod.ProjectileType("BlazingPhantomBlade") ||
 projectile.type == mod.ProjectileType("BrimstoneFireFriendly") ||
 projectile.type == mod.ProjectileType("CosmicBolt") ||
 projectile.type == mod.ProjectileType("EvergladeSprayProjectile") ||
 projectile.type == mod.ProjectileType("FlareSpear") ||
 projectile.type == mod.ProjectileType("HyperBlade") ||
 projectile.type == mod.ProjectileType("SunlightBlade") ||
 projectile.type == mod.ProjectileType("LifeScythe") ||
 projectile.type == mod.ProjectileType("IceBeam") ||
 projectile.type == mod.ProjectileType("MarianaProjectile") ||
 projectile.type == mod.ProjectileType("SupremeDustFlakProjectile") ||
 projectile.type == mod.ProjectileType("SupremeDustProjectile") ||
 projectile.type == mod.ProjectileType("TitaniumShurikenProjectile") ||
 projectile.type == mod.ProjectileType("XerocPitchforkProjectile") ||
 projectile.type == mod.ProjectileType("NebulaDust") ||
 projectile.type == mod.ProjectileType("HiveBombExplosion") ||
 projectile.type == mod.ProjectileType("ExplodingStake") ||
 projectile.type == mod.ProjectileType("FlamingStake") ||
 projectile.type == mod.ProjectileType("GoliathExplosion") ||
 projectile.type == mod.ProjectileType("HiveExplosion") ||
 projectile.type == mod.ProjectileType("StandingFire") ||
 projectile.type == mod.ProjectileType("JungleThorn"))
 {
 damage /= 4;
 }
 if (ProjectileID.Sets.StardustDragon[projectile.type])
 {
 damage /= 3;
 }
 }
 
Here are all of the projectile damages he cuts (these are IDs):
Code:
public override void ModifyHitByProjectile(Projectile projectile, ref int damage, ref float knockback, ref bool crit)
{
if (projectile.type == 4 ||
projectile.type == 5 ||
projectile.type == 7 ||
projectile.type == 8 ||
projectile.type == 30 ||
projectile.type == 37 ||
projectile.type == 76 ||
projectile.type == 77 ||
projectile.type == 78 ||
projectile.type == 91 ||
projectile.type == 92 ||
projectile.type == 93 ||
projectile.type == 108 ||
projectile.type == 133 ||
projectile.type == 134 ||
projectile.type == 135 ||
projectile.type == 136 ||
projectile.type == 137 ||
projectile.type == 138 ||
projectile.type == 139 ||
projectile.type == 140 ||
projectile.type == 141 ||
projectile.type == 142 ||
projectile.type == 143 ||
projectile.type == 144 ||
projectile.type == 150 ||
projectile.type == 151 ||
projectile.type == 152 ||
projectile.type == 162 ||
projectile.type == 221 ||
projectile.type == 228 ||
projectile.type == 239 ||
projectile.type == 245 ||
projectile.type == 250 ||
projectile.type == 251 ||
projectile.type == 260 ||
projectile.type == 263 ||
projectile.type == 264 ||
projectile.type == 274 ||
projectile.type == 280 ||
projectile.type == 281 ||
projectile.type == 294 ||
projectile.type == 301 ||
projectile.type == 312 ||
projectile.type == 323 ||
projectile.type == 338 ||
projectile.type == 339 ||
projectile.type == 340 ||
projectile.type == 341 ||
projectile.type == 357 ||
projectile.type == 409 ||
projectile.type == 424 ||
projectile.type == 425 ||
projectile.type == 426 ||
projectile.type == 442 ||
projectile.type == 443 ||
projectile.type == 461 ||
projectile.type == 470 ||
projectile.type == 477 ||
projectile.type == 482 ||
projectile.type == 491 ||
projectile.type == 493 ||
projectile.type == 494 ||
projectile.type == 507 ||
projectile.type == 510 ||
projectile.type == 511 ||
projectile.type == 512 ||
projectile.type == 513 ||
projectile.type == 516 ||
projectile.type == 517 ||
projectile.type == 536 ||
projectile.type == 569 ||
projectile.type == 570 ||
projectile.type == 571 ||
projectile.type == 588 ||
projectile.type == 599 ||
projectile.type == 604 ||
projectile.type == 611 ||
projectile.type == 612 ||
projectile.type == 616 ||
projectile.type == 618 ||
projectile.type == 619 ||
projectile.type == 620 ||
projectile.type == 632 ||
projectile.type == 637 ||
projectile.type == 638 ||
projectile.type == 639 ||
projectile.type == 640 ||
projectile.type == 642 ||
projectile.type == 644 ||
projectile.type == 645 ||
projectile.type == mod.ProjectileType("NuclearFuryProjectile") ||
projectile.type == mod.ProjectileType("PlasmaExplosion") ||
projectile.type == mod.ProjectileType("WaterSpout") ||
projectile.type == mod.ProjectileType("HellfireExplosionFriendly") ||
projectile.type == mod.ProjectileType("ForbiddenSunburst") ||
projectile.type == mod.ProjectileType("DustProjectile") ||
projectile.type == mod.ProjectileType("AbyssBall") ||
projectile.type == mod.ProjectileType("BlazingPhantomBlade") ||
projectile.type == mod.ProjectileType("BrimstoneFireFriendly") ||
projectile.type == mod.ProjectileType("CosmicBolt") ||
projectile.type == mod.ProjectileType("EvergladeSprayProjectile") ||
projectile.type == mod.ProjectileType("FlareSpear") ||
projectile.type == mod.ProjectileType("HyperBlade") ||
projectile.type == mod.ProjectileType("SunlightBlade") ||
projectile.type == mod.ProjectileType("LifeScythe") ||
projectile.type == mod.ProjectileType("IceBeam") ||
projectile.type == mod.ProjectileType("MarianaProjectile") ||
projectile.type == mod.ProjectileType("SupremeDustFlakProjectile") ||
projectile.type == mod.ProjectileType("SupremeDustProjectile") ||
projectile.type == mod.ProjectileType("TitaniumShurikenProjectile") ||
projectile.type == mod.ProjectileType("XerocPitchforkProjectile") ||
projectile.type == mod.ProjectileType("NebulaDust") ||
projectile.type == mod.ProjectileType("HiveBombExplosion") ||
projectile.type == mod.ProjectileType("ExplodingStake") ||
projectile.type == mod.ProjectileType("FlamingStake") ||
projectile.type == mod.ProjectileType("GoliathExplosion") ||
projectile.type == mod.ProjectileType("HiveExplosion") ||
projectile.type == mod.ProjectileType("StandingFire") ||
projectile.type == mod.ProjectileType("JungleThorn"))
{
damage /= 4;
}
if (ProjectileID.Sets.StardustDragon[projectile.type])
{
damage /= 3;
}
}
JESUS O.O
man im goin blind :p
 
New Stardust Staff and more weapon spoilers for the new update that will most likely be released today!

StardustStaff.png

ShadowdropStaff.png

NightsRay.png

Also @Chime the Fetid Baghnacks (or whatever) are not resisted by the Devourer because they are not piercing nor are they an AoE weapon, making them an incredibly viable weapon for melee characters against him ;)
 
New Stardust Staff and more weapon spoilers for the new update that will most likely be released today!


Also @Chime the Fetid Baghnacks (or whatever) are not resisted by the Devourer because they are not piercing nor are they an AoE weapon, making them an incredibly viable weapon for melee characters against him ;)
The strength of piercing weapons against the Devourer (or any worm) is not that they do damage but that they do a million damage at the same time. So while it does reduce the damage statistically its still faster and more effective regardless. That being said in a more legit fight method this guy is actually quite absurd to fight against and you seriously need to have a specially tailored made arena spanning a large distance. You mostly need one because the adds he spawns will basically end the fight if you slip up and don't destroy them quickly enough. Which is something I fear would make cheesing with the Fetid Baghnacks (or melee in general) pretty hard to accomplish.
 
The strength of piercing weapons against the Devourer (or any worm) is not that they do damage but that they do a million damage at the same time. So while it does reduce the damage statistically its still faster and more effective regardless. That being said in a more legit fight method this guy is actually quite absurd to fight against and you seriously need to have a specially tailored made arena spanning a large distance. You mostly need one because the adds he spawns will basically end the fight if you slip up and don't destroy them quickly enough. Which is something I fear would make cheesing with the Fetid Baghnacks (or melee in general) pretty hard to accomplish.

I was able to just kite him up into space and then spam melee his segments with the Terra Blade. His AI becomes Wyvern AI for a short time as soon as your character's hitbox enters the space layer.

I also just tried Primordial Earth on him after a small buff and it did 1 - 2 damage to him, which is just no longer worth it. The Armored Shells used to craft his summoning item say "highly resistant to piercing and explosion damage" for a reason now.
 
Awesome job! She is one of the most difficult bosses in the mod at the moment, if not the most difficult progression-wise.

Got the Vein Burster sword done, all that's left is the Shadowdrop Staff and the Demonic Pitchfork.

Yeah I am fighting the mod's bosses progressionwise, terra weapons can be obtained before plantera, mothrons spawn in eclipses after all 3 mechs are defeated. My first eclipse got me 4 broken hero bows, 2 broken hero staves and 1 broken hero sword, my 2nd eclipse got me my other broken hero sword I needed for the Terra Blade.

Next step for me is Plantera, who might wind up being a joke(Even with the Boss Expertise mod) just because of the Terra Bow, I am doing on average 130 damage per hit with that thing with the archery buff.
 
Yeah I am fighting the mod's bosses progressionwise, terra weapons can be obtained before plantera, mothrons spawn in eclipses after all 3 mechs are defeated. My first eclipse got me 4 broken hero bows, 2 broken hero staves and 1 broken hero sword, my 2nd eclipse got me my other broken hero sword I needed for the Terra Blade.

Next step for me is Plantera, who might wind up being a joke(Even with the Boss Expertise mod) just because of the Terra Bow, I am doing on average 130 damage per hit with that thing with the archery buff.
I destroyed Plantera before I had even destroyed Calamitas. Mostly because Plantera is a joke to fight as a mage.
 
I destroyed Plantera before I had even destroyed Calamitas. Mostly because Plantera is a joke to fight as a mage.
plantera, provided you can evade and dont get unlucky small areas in the jungle, can be a joke in anyway, i mean you can literally stand still with the fetid bagnakahs and kill plantera without moving with the right equipment on... in expert mode.

Oh yea... R.I.P Ulterraria, you shall be missed...
 
plantera, provided you can evade and dont get unlucky small areas in the jungle, can be a joke in anyway, i mean you can literally stand still with the fetid bagnakahs and kill plantera without moving with the right equipment on... in expert mode.

Oh yea... R.I.P Ulterraria, you shall be missed...

This is why I tend to do class-specific playthroughs. I hate easy boss fights.
 
plantera, provided you can evade and dont get unlucky small areas in the jungle, can be a joke in anyway, i mean you can literally stand still with the fetid bagnakahs and kill plantera without moving with the right equipment on... in expert mode.

Oh yea... R.I.P Ulterraria, you shall be missed...
Depends honestly. Summoner is a bit iffy with her as one of those nasty walls because ordinarily if you get caught in any way you die. Though I just carve out a massive arena to fight her in so I can circle strafe her constantly.
This is why I tend to do class-specific playthroughs. I hate easy boss fights.
I tend to always do that too. This time I tried doing a double playthrough of melee/magic but I ended up mostly using melee for the first half of the game and magic for hardmode.
 
Depends honestly. Summoner is a bit iffy with her as one of those nasty walls because ordinarily if you get caught in any way you die. Though I just carve out a massive arena to fight her in so I can circle strafe her constantly.

I tend to always do that too. This time I tried doing a double playthrough of melee/magic but I ended up mostly using melee for the first half of the game and magic for hardmode.

Hopefully in the next Calamity update you'll have more of a reason to use prehardmode magic weapons.

And rip Ulterraria, one of the first mods I ever played.
 
Hopefully in the next Calamity update you'll have more of a reason to use prehardmode magic weapons.

And rip Ulterraria, one of the first mods I ever played.
Honestly in my experience with things prehardmode stuff is usually very light on real usefulness. Not because they're bad but because your options are already extremely limited. Plus you are always faced with the Wall of Flesh which makes things difficult from a design standpoint. You usually have a small enclosed area and are forced into a single direction necessitating the need to move one way and attack. Which, as you probably know, means melee is the hardest class to use against him...mostly because of a lack of ranged and aoe options.

However I did use magic on the wall though I forget what I used exactly. I am expecting fun and interesting things from all the other prlanned boss fights from early to late game if they follow similar styles of the others. Especially in the music department. God I wish I could get a music box with that song on it. Actually is that even possible to do?
 
In pre-hardmode the difference between enemy HP is very small, the fact that beating the wall of flesh can be beaten with a copper sword is proof.
In hard-mode, the preparation spike is much more steep.
 
Back
Top Bottom