• For issues you find with the Switch and Console releases, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
  • For issues you find with the Mobile 1.3 update, please follow this link and give as much detail as possible. This is the speediest way to get info to DR Studios to look at your issue. Also, some troubleshooting hints here.

tModLoader Chen's Gradius Mod

blancfaye7

Terrarian
Hello. I decided to share my mod here in the forums. I'm not very good at documenting, but it will improve as time passes. Without further ado...


Mod Version: 1.0.5
tModLoader: 0.11.6.2


I have always been a fan of the classic side-scrollers, so I made a mod related to it. On top of that, I want to learn C# as well.
This mod's content will focus in implementing features that came from classic side-scrollers such as Gradius, R-Type and more.
The mod will also focus to be playable on multiplayer, so please file in a bug if there is a desync issue that is detected.

This mod is on the Mod Browser, so download it from there.
If the Mod Browser is down, then you can refer to this link to download the latest release: Gradius Mod Releases

Chen's Gradius Mod Wiki is a place where you can find detailed information about the added features the mod provides.

Click the Spoiler below for a summary anyway if you're not eager to look at the wiki.

Contents
  1. Options/Multiples
    • These are powerful drones in the Gradius series, and Gradius is well-known for this feature.
    • Deploy one, and the Option drone will copy some of your projectiles.
    • It is an accessory in the game, for now.
    • The accessories can be combined.

    • It follows your movement pathing!

    • It copies your projectiles!
  2. Force
    • This is yet another drone from the R-Type series.
    • It has its own set of attacks, and you can control it like in the original game.
    • Its power is based from the held weapon's stats.
    • Set a keybind in Force Action to control it.
    • For now, it is an accessory to make it accessible.
  3. Freeze Options
    • An upgrade from the normal Options, and it is a new feature that came with Gradius V.
    • Functions the same as the normal one, except it has an added action.
    • Hold The Option Action hotkey, and these options will behave differently.
    • Allow your options to be more controllable.

    • While hotkey is held down, their positions are paused even if you're moving!
  4. Rotate Options
    • Also an upgrade from normal Options, and it is a feature in Gradius III.
    • Implementation is inspired from Gradius V.
    • Hold The Option Action hotkey, and these options will revolve around the owner.
    • Switchable rotation directions by toggling the hotkey again.

    • Hold hotkey to let them revolve around you! Rotation direction can be toggled by pressing the hotkey again.
  5. Needle Force
    • Functions the same as the Standard Force, except with different attack pattern.
    • Attach and detach just like the Standard Force,
    • This Force sprays a lot of bullets when detached.
  6. Option Seed
    • This type of Option can be seen in Salamander 2.
    • They are smaller and inferior versions of the regular Options.
    • They closely rotate around the player, and attack independently.
    • Their attacks are based on the ammos found in the Ammo slots.
    • They can only copy Bullets and Arrows.
    • They can be upgraded to regular options!

    • They have weaker firepower, but they behave differently.
  7. Charge Multiples
    • This type of Options are featured in Salamander 2.
    • It normally functions the same as the regular Option.
    • Hold the Option Action Key to have the Multiples charge energy.
    • Release the key for a devastating special attack!
    • The longer the Multiples charge energy, the longer the duration of the special attack.
    • Be warned that the Multiples will be lost from your inventory.
    • They can later be retrieved again after the special attack.

    • They can unleash a power special attack, but be advised that the accessory will be left on the world. Retrieve it if possible!
  8. Aim Options
    • Since Direction Options from Gradius V are not really applicable in Terraria, Aim Options are based from them.
    • It functions normally as the Standard Options, but with added functionality.
    • Hold down the Option Action Key to allow the Options to shoot towards the Mouse Cursor!
  9. Search Options
    • Featured in Otomedius, the Search Options in this mod are slightly modified.
    • They can function as regular Options, but they have an advanced feature.
    • Hold down the Option Action Key to allow the Search Options to seek and pursue hostiles!
    • During their special ability, they produce less projectiles.
  10. Recurve Options
    • Derived from Spacing Options along with its functionalities.
    • Their flight path behavior is slightly different from standard Options.
    • They stay fixed on their positions relative to the cursor direction from the player.
    • Hold down the Option Action Key to adjust the Options' distances from one another!

New Enemies
  1. Moai
    • These eastern head statues are recurring enemies within the Gradius series.
    • Their weakness is the mouth.
    • When their mouth is open, attack it! Be careful that they release Moai Bubbles as they open their mouths.
    • Any projectiles can damage Moai Bubbles, but be warned that swung melee weapons cannot destroy the bubbles.
    • They will only take damage if their mouth is open, and when you're in front of it.
    • If the attack is a projectile, the projectile must be traveling towards them.
    • They spawn in the desert and the temple.
  2. Garun
    • For reference: Garun
    • These Bacterion ships are known to travel fast, and will fire bullets towards you when you're behind them.
    • They are famous for their sine wave movement pattern.
    • They will spawn anywhere in the surface and space.
  3. Zalk
    • For reference: Fan
    • These Bacterion vessels fly in groups in a series.
    • They are called Zalk in Gradius II, but their implemented pattern is based from the first Gradius game.
    • Destroy them quickly before they spray bullets when they start intercepting your position.
    • They will spawn anywhere in the surface and space.
  4. Grazia
    • For reference: Dee-01
    • These are Bacterion turrets stationed on the ground.
    • They are common in the Gradius series.
    • They can be deployed on world floor or ceiling.
    • They will spawn anywhere near the surface and underground.
  5. Big Core Custom
    • Famous recurring boss from the whole series of Gradius.
    • They are known for the 4 front laser cannons shooting towards their opponent.
    • They are also known for their simple vertical movement.
    • It has a Custom on its name due to it still being an incomplete implementation.
    • It will spawn by a random chance in Space after Golem is defeated.
  6. Sagna
    • For reference: Jumper
    • They are known for their notorious bullet spread pattern.
    • They have an upside-down version, in which they have reversed gravity.
    • They can be found in the first Gradius game, but the behavior is inspired from Gradius III.
    • It will spawn by a random chance in surface and underground caverns.
  7. Ducker
    • For reference: Ducker
    • Famous enemies ever since the ever first Gradius Game up to the latest ones.
    • They are bipedal ground units which pursues intruders.
    • Their implementation in this mod is a hybrid of Gradius I, III and V.
    • Like Sagna and Grazia, they have an upside-down version.
    • They have the same spawn parameters as Sagna.
  8. Dagoom & Rush
    • For reference: Hatches, Rush
    • Pretty common enemies from the Gradius series, but in different names and variations.
    • Dagoom are hatches or hangars for Bacterion fighters.
    • Rush is one such fighter that can be deployed from it.
    • Dagoom has an upside down version of itself.
    • Dagoom spawns anywhere, and Rush only spawns from Dagoom.

These enemies will only spawn in Hard mode. They will also have their stats scale accordingly when Plantera is defeated and when Moon Lord is defeated.

They also have their own banners.


All enemies in this mod also display a behavior of retaliation as commonly seen in the Gradius series if the world is in Expert mode.
Retaliation behavior is an enemy trait where the enemy shoots hostile bullets upon taking damage. Currently, there are three kinds of behaviors implemented: Spray, Spread and Explode.
Spray pattern is a single inaccurate bullet spawned towards the player. They are often faster than the normal attacks of the enemies.
Spread pattern is a group of bullets fired in a single shot. All of the bullets have the same speed, only their directions differ.
Explode pattern is a group of bullets fired in all directions in a single shot. There is room for evasion here compared to Spread pattern, and are often slower.

Added Music with music box
  1. The Position Light (Gradius ReBirth version, originally from Nemesis 3)
  2. Departure For Space (Gradius III From Myth to Legend version)
  3. Tabidachi (Gradius II Gofer no Yabou Version)
  4. Intermezzo (Gradius V)
Added Music without music box
  1. Aircraft Carrier (Gradius Slot version, only played during Big Core Custom fight)

1.0.5
- Modified enemy spawn chances
- Rush no longer spawns randomly like regular enemies
- Rush will now only spawn through Dagoom hatches
- All Gradius enemies will no longer spawn if the player is in an NPC town or inside a home

1.0.4
- Fix Options bugs in multiplayer where the equip limitations are shared to all players

1.0.3
- Update the mod for use with tModLoader 0.11.6.2
- Fix a bug where in the Options in Multiplayer are not properly behaving
- Improve Aim Option's aiming calculation to take into account the offset position

1.0.2
- Fix Aim Options not spawning when the appropriate accessory is equipped

1.0.1
- Update all placeholder sprites into the official ones

1.0.0
- Rework Option Rules
- Option Rules are now optional
- Option Rules are not anymore a required fix
- Rework Option Filtering mechanics which lessens performance deterioration
- Rework Cross Mod Content API that is related to Option Rules
- API now includes weapons instead of being just projectiles
- See Documentation about API in the main post or wiki
- Duplication of projectiles spawned by another projectile will most likely be fixed now

0.10.1
- Fix bugs where in Recurve Option can be mixed and matched rarely
- Optimize Search Options seek to pursue mode to majke it easier to lock on
- Reworked recipes of Aim Options and Freeze Options
- Remove Tinkerer's Workshop as crafting station when upgrading Options to a type
- Allow all enemies to scale when Plantera is defeated
- Allow all enemies to scale when Moon Lord is defeated
- Enemy projectiles will scale accordingly as well
- Add more Option rules for Calamity weapons

0.10.0
- Implement Recurve Options
- Add new Cross Mod Content API for adding a custom damage type that is found on ModProjectile
- Change Option Seed crafting station to Work benches instead of Heavy work bench
- Add more Option rules for Calamity weapons

0.9.8
- Fix Rush desync issues and other enemies that might have a similar problem
- Add an item which spawns Big Core
- Remove spawn chance of Big Core in space
- Adjust hitboxes of all items to the correct dimensions
- Remove all AchievementLib related content
- Add all banners for all enemies in this mod
- Code optimizations regarding tile class structures

0.9.7
- Fix an issue where the enemies won't spawn as their vertically inversed versions
- Improve spawn checks for Big Core where in he will never spawn when the player is inside a house or near a town
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium
- Add Intermezzo, a Gradius V song, as music box

0.9.6
- Implement Dagoom and Rush
- Optimize and generalized some codes while implementing new enemies
- Optimize sending of packets and minimized their sizes
- Improve the Ducker AI: Lower jump height and simplify behavior
- Increase Sagna's number of bullets when attacking
- Increase Ducker range and narrow down spread attack
- Increase Grazia's attack rate and range
- Lower spawn rate of Big Core Custom
- Add reforge cost and sell values to all Options
- Decrease Seek range of Search Options
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.9.4.2
- Reduce damage reduction of large enemies, currently Moai and Big Core and future enemies
- Reduce defense to 0 of large enemies
- Increase Health of large enemies
- Fix a bug where a silent exception is being made which causes the Options to disappear and respawn
- Fix a bug where the Search Option cannot retarget due to a bad condition
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium
- Decrease the buffer size of Options to settle FPS drops

0.9.4.1
- Adjust Search option variables for a faster and crisper movement
- Allow Search Options to find a new target after their old target is dead
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.9.4
- Implement Aim Options
- Implement Search Options
- Further optimize Option codes and recipe layout to get rid of bad recipes
- Fix 1st Charge Multiple crafting station to the correct one
- Increase Freeze Options required snow blocks and ice blocks
- Increase Option Seed damage output
- Some sprites related to the new option types are still placeholders

0.9.0
- Optimize general code
- Optimize Option Rule list code execution
- Create Cross Mod Content API for adding Option rules
- Also create API for supporting custom damage types
- By default, support rogue weapons from Calamity Mod
- Fix Ducker desync issue
- Improve Sagna sync code for it to be smoother in multiplayer
- Increase spawn chance of Zalk, Sagna and Ducker
- Buff the Forces and give them more damage
- Change Needle Force to have all benefits of Standard Force
- Allow Needle Force to have more damage than Standard Force

0.8.5
- Implement Ducker
- Nerf Zalk enemies by reducing their fire rate and reducing their retaliation bullets
- Fix a bug where the 3rd Charge Multiple uses Option 4 as ingredient
- Remove damage cap of 1 to Moai and Big Core
- Moai and Big Core instead has a high % of damage reduction
- Add documentation for other modders so that they can enable their projectiles to be supported by the Options

0.8.3
- Implement Sagna
- Optimize Grazia spawn mechanic to avoid it being buried into the tiles
- Fix Garun and Zalk sprites from snapping when spawned
- Optimize code and added sync rates for enemies
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.8.2.1
- Fix multiplayer bug where there is a silent exception that occurs in Charge Multiples
- Add light for Option items in the world
- Exclude some note files that was bundled with the mod
- Add a lot of Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.8.2
- Fix multiplayer bug issue where Charge Multiples are getting replaced when another player picks an item
- Add field sprites for the Charge Multiples
- Charge multiple special attack missile and trails are still placeholders
- Charge multiple inventory sprite is also still a placeholder
- Add Tabidachi music and music box from Gradius II
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.8.1.1
- Redesign Big Core Custom's sprite sheet to support most GPUs
- Add more health to Big Core Custom

0.8.1
- Remove Moai custom hitboxes to avoid crashes
- Fix Charge Multiple's desync issue where the special attack missile head and trails separate
- Fix issue where the Charge Multiples may become lost forever in multiplayer
- Improve sync code of all enemies this mod introduces
- Fix issue where Big Core and Moai were not retaliating when damaged

0.8.0
- Implement Charge Multiple
- Sprites and Sound effects are still placeholders
- Multiplayer sync codes improved
- Another stable release of the mod
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.7.4.1
- Add recipes for Option Seed
- Add upgrade recipes of Options including the Option Seed
- Change recipe of 4th Option to Ectoplasm instead of all Souls

0.7.4
- Buff the Needle Force so it is more effective
- Implement Option Seed
- Add achievements thanks to AchievementLib
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.7.3
- Add retaliation mechanics to Gradius enemies and boss
- Fix bug of Big Core's target not syncing
- Fix bug where options are needed to be ordered again
- Fix a bug where Moai projectile interactions are crashing the game
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.7.2
- Implement Big Core Custom (incomplete)
- Big Core Custom is multiplayer compatible
- Optimize option code and fix bug where options are duplicated resulting to 7 options max
- Update the Needle Force sprite to reflect correct shadows
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium

0.7.1
- Improve player syncing to other clients when entering worlds
- Fix a bug where option colors are updated to all players
- Optimize code in checking for mixing and matching options to render them efficiently unavailable
- Fix a bug where equipping the 1st rotate option causes a frequent crash
- Further add more Option rules to support weapons from other mods (still incomplete)
- These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium
- Decrease Grazia fire rate of Bacterion Bullets
- Decrease Grazia detection range
- Increase spawn chance of Garun
- Fix bug where the 1st equipped Rotate Option spazzes out

0.7.0
- Implement Grazia enemy
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium for now
- Improve sync code of enemies to avoid wonky behavior in multiplayer
- Fix bug about rounding errors of floats to integers
- Fix all sprites so that the hitboxes and sprite models are correctly set up
- Improve the code in freeing projectile data used by the Options
- Add Gradius III music Departure For Space and music box

0.6.6
- Add Phantasm Arrows in the Option rule list to avoid it being copied due to buggy results
- Add Zalk attack distance to not let it attack infinitely even from a long range
- Adjust Garun stats to be more deadly
- Integrate Two Option inventory sprites to reflect changes done for the options
- Reduce life span of Bacterion Bullets to avoid lag

0.6.5
- Implement Zalk enemy
- Make Bacterion bullets smaller in size
- Optimize individual Option inventory sprites for better view
- Fix a bug where Option types can be mixed and matched
- Implement new coloring scheme for Options in field based on their inventory appearance

0.6.4
- Implement the Garun enemy
- Update individual Option inventory sprites

0.6.3
- Fix a bug where melee interactions with Moais are misbehaving and not functioning properly
- Optimize Moai code to improve multiplayer behavior
- Add Option balance support of arrows from Calamity and Bluemagic

0.6.2
- Vastly improve Moai behavior
- Moai now displays HP Bar and damage number indicators
- Moai Bubbles can now interact properly with piercing projectiles
- Add The Position Light Music Box

0.6.1
- Add a state where the Moai pauses for a brief amount of time before closing its mouth again
- Change mod homepage to the forum page since it holds more information

0.6.0
- Implement Moai enemy with a placeholder sprite and effects

0.5.3
- Allow option accessories to be combined
- Fix Needle Bydo recipe to include Bydo Embryo
- Buff Force shots to be more effective

0.5.2
- Integrate new sprite of the Needle Force
- Integrate new accessory sprite for the Needle Bydo
- Fix bug where two forces can spawn upon world enter and cause weird behavior

0.5.1
- Fix a bug where there can only be one force in the field regardless of owner
- Improve conditions to allow first equipped force to be retained

0.5.0
- Implement the Needle Force from R-Type Delta
- Improve a lot of code to enable easier implementation of future Forces

0.4.0
- Fix all desync issues in Options and Force
- Mod is now multiplayer compatible
- Fix a bug where options do not appear even when accessories are equipped
- Optimize code related to projectile spawning
- Fix bug where Options have their own invisible options

0.3.1
- Properly sync Force in multiplayer
- Optimize code

0.3.0
- Implement Rotate options
- Fix bugs related with Freeze options that causes crashes
- Fix incomplete and wrong recipes of the Freeze options

0.2.0
- Implement the Freeze options from Gradius V
- Fix a bug of catching an exception when the Force does not exist
- Add Option equip sound effect
- Adjust the rarities of the accessories to match Terraria's progression

0.1.1
- Add recipes for Options and the Force
- Fixed a fatal bug: a crash when hovering over the Bydo Embryo in the crafting menu

0.1.0
- Implement the Force from R-Type series
- Implement the exact behavior of it shown from the original games

0.0.4
- Unequipping options now properly unloads them
- Add Mod icon

0.0.3
- Bug fixes
- Options no longer generate friendly NPC projectiles
- Option projectiles no longer generate ammo drops
- Options are now limited to not work on some weapons
- Allow options to work on some melee projectiles

0.0.2
- Initial release

Option Compatibility
Due to the Highlighted Issue above, it is highly unlikely that we will support all the mods existing. The more appropriate description for the task is it being impossible to complete.
If you want your own mod's projectiles to be compatible with the Options, then take these items below in mind when implementing your projectile:
  • Make sure the projectile is active. (projectile.active is true)
  • Make sure that your projectile is not a Yo-yo.
  • Make sure the projectile is not hostile. (projectile.hostile is false)
  • Make sure the projectile is friendly. (projectile.friendly is true)
  • Make sure the projectile is not an NPC projectile. (projectile.npcProj is false)
  • Make sure the projectile has damage.
  • Make sure the projectile can deal critical damage. (Melee, Ranged, Thrown and Magic)
  • Make sure the projectile is not a minion. (projectile.minion is false)
  • Make sure the projectile is not a trap. (projectile.trap is false)
  • Make sure the projectile is owned by the same player who generated the projectile.

If their modded projectiles have an advanced AI or feature and they are duplicating a lot of projectiles which causes lag with the Options,
then this mod offers an API for other mod creators through Mod.Call. Head on over to API Section just below for more details.

  • "AddOptionRule"
    • This function will add an Option Rule in the lists that will be checked for Options Projectile Duplication ability. Adding a rule in the list will ban that projectile from being duplicated.
    • When to use:Use this function to add projectiles that are:
      • Misbehaving in function (e.g. the Projectile has a limit on how much can exist in the world)
      • Duplicating a lot that can cause lag or crash (e.g. Vilethorn causes infinite duplication due to the nature of how it works)
    • Invoke #1: mod.Call("AddOptionRule", ItemID.BeesKnees, ProjectileID.BeeArrow);
      • Use this for adding a vanilla weapon and projectile pair in the rule list.
      • Use this also for modded projectiles as long as the weapon and projectile integer type is known.
      • args[0]: Method name in string
      • args[1]: Weapon type in int
      • args[2]: Projectile type in int
    • Invoke #2: mod.Call("AddOptionRule", "ChensGradiusMod", "BeesKneesPlus", "BeeArrowPlus");
      • Use this for adding a mod projectile in the rule list.
      • Make sure to use internal names and not the display names.
      • args[0]: Method name in string
      • args[1]: Your mod's Internal Name in string
      • args[2]: Weapon Internal Name in string
      • args[3]: Projectile Internal Name string
    • Where to put: In your Mod's Load() override, or anywhere if projectile addition is dynamic and weapon/projectile integer types are known.
    • Returns: True (Rule was added and will ban the weapon and projectile pair) or False (Rule already existing and already banned)
  • "AddCustomDamage"
    • This function will add your mod's custom damage type so that the Options may copy those projectiles as well!
    • When to use: Use this function if you want to allow the Options to duplicate your projectiles with custom damage type.
    • Invoke #1: mod.Call("AddCustomDamage", "CalamityMod", "CalamityGlobalProjectile", "rogue");
      • Use this if your projectile's custom damage type is in GlobalProjectile.
      • args[0]: Method name in string
      • args[1]: Your mod's Internal Name in string
      • args[2]: Your global projectile's Internal Name in string
      • args[3]: Your boolean variable name which determines the custom damage type in string
    • Invoke #2: mod.Call("AddCustomDamage", "ChensGradiusMod", "laser");
      • Use this if your projectile's custom damage type is in ModProjectile.
      • args[0]: Method name in string
      • args[1]: Your mod's Internal Name in string
      • args[2]: Your boolean variable name which determines the custom damage type in string
    • Where to put: In your Mod's Load() override.
    • Returns: True (Custom Damage added for support) or False (Custom Damage is already supported)
  • "BanCheck"
    • This function is for checking whether a projectile is in the rule list or not.
    • When to use: This function is not really necessary, but it might help for debugging something.
    • Invoke: mod.Call("BanCheck", item.type, projectile.type);
    • Where to put: Anywhere
    • Returns: True if banned, False if not.
  • "AllowCheck"
    • Same as BanCheck, but inversed returns.
    • When to use: This function is not really necessary, but it might help for debugging something.
    • Invoke: mod.Call("AllowCheck", item.type, projectile.type);
    • Where to put: Anywhere
    • Returns: True if not banned, False if banned. It is worth noting that this will still return true even if the other filter checks should fail.

Contact Us
If you encounter any bugs or you have suggestions, you can reach us in several ways.
Support Us
You can support this mod by donating. I may also reward donators with special features, but that depends. We can discuss that.
 
Last edited:

Kojiro_S

Spazmatism
I NEVER expected a Gradius mod, of all things. Eager to test it this weekend.
BTW, is only Gradius content going to make it, or is there a chance of Parodius stuff to enter as well?
 

blancfaye7

Terrarian
Mod is updated to 0.5.2
Just a sprites update and a bug fix.

------

I NEVER expected a Gradius mod, of all things. Eager to test it this weekend.
BTW, is only Gradius content going to make it, or is there a chance of Parodius stuff to enter as well?
Parodius is also acceptable. I myself couldn't hold myself back in adding R-Type content.
 

blancfaye7

Terrarian
Mod is updated to 0.5.3

0.5.3
- Allow option accessories to be combined
- Fix Needle Bydo recipe to include Bydo Embryo
- Buff Force shots to be more effective
 

Kojiro_S

Spazmatism
I don't know if you accept suggestions, but just in case, how about stationary moai-type enemies (using the burrowing antlion AI) that spawn rarely in the sand and attack with ripple shots instead of sand?
 

blancfaye7

Terrarian
I don't know if you accept suggestions, but just in case, how about stationary moai-type enemies (using the burrowing antlion AI) that spawn rarely in the sand and attack with ripple shots instead of sand?
This is a great suggestion. I will work on it next. This might open up to an opportunity to implement Big Core as a boss.

----

 
Last edited:

blancfaye7

Terrarian
Mod updated to 0.6.1

The Moai enemy now has vulnerability state to make them easier to deal with.
Links are also fixed to lead to this thread instead of discord invite links.

The next update might improve a little bit on the implementation of this enemy. Stay tuned.
 

blancfaye7

Terrarian
Mod updated to 0.6.2

- Vastly improve Moai behavior
- Moai now displays HP Bar and damage number indicators
- Moai Bubbles can now interact properly with piercing projectiles
- Add The Position Light Music Box
 

blancfaye7

Terrarian
Mod is updated to 0.6.3!

The main highlight of this update is about perfecting the Moai enemy. They now properly interact with melee weapons. Take note that melee weapons that deal damage on swing will not destroy Moai bubbles, and thus not a bug.

There are also a few balance support from other mods.

By the way, we are looking for spriters. Join our discord if you want to help.
 

blancfaye7

Terrarian
Mod Is updated to 0.6.4

Garun
  • These Bacterion ships are known to travel fast, and will fire bullets towards you when you're behind them.
  • They are famous for their sine wave movement pattern.
  • They will spawn anywhere in the surface and space.

0.6.4
- Implement the Garun enemy
- Update individual Option inventory sprites

I cannot update the main post: the forums are throwing me an error about it. I will update it later, but all needed info can be found in this post.
 

blancfaye7

Terrarian
Mod is updated to 0.6.5

0.6.5
- Implement Zalk enemy
- Make Bacterion bullets smaller in size
- Optimize individual Option inventory sprites for better view
- Fix a bug where Option types can be mixed and matched
- Implement new coloring scheme for Options in field based on their inventory appearance
 

blancfaye7

Terrarian
Mod is updated to 0.6.6

Changes
- Add Phantasm Arrows in the Option rule list to avoid it being copied due to buggy results
- Add Zalk attack distance to not let it attack infinitely even from a long range
- Adjust Garun stats to be more deadly
- Integrate Two Option inventory sprites to reflect changes done for the options
- Reduce life span of Bacterion Bullets to avoid lag

Just some adjustments to make the mod smoother and presentable.
I am slowly making the enemies one by one in their former behaviors as seen in the original games. I am making them as well because I will try to setup a scripted invasion. It might be one of the hardest challenges I will ever create for the players and myself!
 

blancfaye7

Terrarian
0.6.7 will come soon. i just want to support some popular content mods with the Options. There will also be some adjustments and polishing of the base code of the enemies.
 

blancfaye7

Terrarian
Mod instead updated to 0.7.0
- Implement Grazia enemy
- Add more Option rules to support weapons from other mods (still incomplete)
- These mods are specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium for now
- Improve sync code of enemies to avoid wonky behavior in multiplayer
- Fix bug about rounding errors of floats to integers
- Fix all sprites so that the hitboxes and sprite models are correctly set up
- Improve the code in freeing projectile data used by the Options
- Add Gradius III music Departure For Space and music box

There are a lot of changes... and honestly, supporting other mods with my Options feature is a time killer. I will apply them slowly and by batches.
 

blancfaye7

Terrarian
Mod is updated to 0.7.1

  • Improve player syncing to other clients when entering worlds
  • Fix a bug where option colors are updated to all players
  • Optimize code in checking for mixing and matching options to render them efficiently unavailable
  • Fix a bug where equipping the 1st rotate option causes a frequent crash
  • Further add more Option rules to support weapons from other mods (still incomplete)
  • These mods are still specific to Calamity, Thorium, Spirit, Bluemagic and Crystilium
  • Decrease Grazia fire rate of Bacterion Bullets
  • Decrease Grazia detection range
  • Increase spawn chance of Garun
  • Fix bug where the 1st equipped Rotate Option spazzes out
Some balance changes due to how powerful and dangerous these enemies can become.
Further added more items to support the content mods... it's still a long way to go, but a lot was tested.
The update focuses more on mod stability. There were quite a few bugs that are caught in action *in the middle of the game*.
 

blancfaye7

Terrarian
The Mod browser is down, so... We will have to wait for it to be online for the Mod to be published. Alternatively, I will make a build of this version and attach it in the main post.
 

blancfaye7

Terrarian
There were complications when trying to implement Big Core... There were a lot of issues. I will have to complete it later, but for now, I will make Big core vulnerable to all areas like any NPC boss.
 
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