tModLoader Even More Modifiers Relaunch Beta

i found a bug where you can put any item in a item frame and then take it out, the item will get a new set of modifyers. plz fix.
Cannot be fixed.
 
Cannot be fixed.

Why count it as a bug. That's a pre-goblin army reforge, right there.

Also, I've found something you could talk over with the mods of Spirit. But there's an early summoning staff called the nature's wrath or something, from Spirit Mod. Which has the odd bug/quirk of taking over EMM modifiers of the weapons/tools you have selected, while its active. I found out, cause a wooden sword I have has a chance to confuse things, and whilst my focus was on it in my hotbar, the summon went on to also have a chance to confuse, despite the summoning item not having that modifier.

I think it's a rather fun bug. But I wouldn't be doing good not reporting it. So...yeah.
 
Been playing with the mod and I feel that there's far too high of a chance to get 3+ modifiers that are insanely powerful. It's not too common as only ~1/5 of the item drops I get have that many but even then it feels extremely too common, especially given there's soon to be a way (and may currently be a way right now) to reroll and possibly guarantee 3+ modifiers? It's just a little off-putting to start up a new game, get an early game sword and have it roll a 30% chance to ichor, 31% chance to confuse, 27% chance to frostburn, and +9% damage or something. Maybe the modifiers should scale depending on the vanilla rarity of the weapon, as well? because those 30% chances seem rather high.

Just giving my two cents.
 
Sooo... I very much like your mod. I was about to right a huge essai about how you should make it but you have already all the ideas in place (rerolling certain modifier and all)

Maybe you could give each line a tier of modifier ?
Some modifier are far more usefull than others (for example, 50% crit chance is far better than some 40% inferno chance buff)

So we could only get crit chance on the 4th line. And the chance debuff would only be obtainable on 1st and 2nd line.

Or even better,
give the 1st line a lower stat compared to the 4th, some 5% crit chance for the 1st line, and 45% for the last one.

I'd love to take time to try rerolling over and over again trying to get the perfect 5/15/25/50% damage modifier on my favorite weapon.

if you want any help for this kind of system, i'll gladly take my time to give every stats a tier and a %

I hope to see more of this mod in the future.
I'll never play again a modded playthrough without this mod !
 
So my Friends and I encountered a bug with this mod on PC in multiplayer that caused their damage to sky rocket, we experienced it three separate times on two different characters and worlds. Both characters had a warrior spark from
the tremor mod. The first time, it caused skeletron prime to be one shot. The second time, a different character’s summon did 7,000 damage. The third time, my friend’s 15 damage sword did 20,000 damage. He went into a single player with it, and the glitch still occured, in which he unintalled the mod and the glitch stopped in both single player and multiplayer.
 
So my Friends and I encountered a bug with this mod on PC in multiplayer that caused their damage to sky rocket, we experienced it three separate times on two different characters and worlds. Both characters had a warrior spark from
the tremor mod. The first time, it caused skeletron prime to be one shot. The second time, a different character’s summon did 7,000 damage. The third time, my friend’s 15 damage sword did 20,000 damage. He went into a single player with it, and the glitch still occured, in which he unintalled the mod and the glitch stopped in both single player and multiplayer.
What version? Update.
 
Well, are you on the latest version of the mod? v0.1.0.9


Have you update the mod? I Fixed this bug in the update.


Im not working yet on the content and balance but I will soon. It is intended that you can roll multiple mods the same time, mostly for testing purposes but who knows if it stays. thx

yup, everytime I start terraria, I update every mod I have if needed.
 
Are you using mods that modify accessory? Like more accessories +, anti social mod etc?
Sorry for the late post, been sick with pneumonia.
But just the Calamity mod and Omni Swing, it is in MP tho, playing via the tmodloader - steam friends executable.
 
Would it be possible to get 4 of the same modifiers on one item? (e.g. Legendary Legendary Legendary Legendary Meowmere) I'd like to see what kind of destruction that could cause.
 
This mod seems to like adding mana cost to my melee weapons way too much, maybe restrict those mods to spells as I just spent 7 hours trying to get past early game terraria, pre-boss with this modifier poping up on alll my melee weapons. I know its a run of bad luck but still. This was restarting several times, not just 1 character. I am trying to do a stream and having no useable melee weapons right out of the gate because mana is kind of silly.
 
I feel like damage modifiers aren't equal to the "damage during night" and "damage during day" enchantments... On the same weapon i had + 8% damage and +45% damage during night... Day is longer than night and night is boss fighting time, so both of them are really op, at least compared to all day long damage boost...
 
So i'm not sure what is causing it but with just only EMM sometimes I will have insanely high crits that reach 500 K damage even when none of the modifiers have anything to do with critical and/or instant death.
 
One of the best mods that i played with so far, and definitely added to my "static" mod list!
Would love to see this progress more , for example, the already talked about ability to put one line of modifiers on hold ( but maybe with a consequence , otherwise it seems a bit OP)

I do have some suggestions as well, regarding on stats/modifiers.
- Weapon heals for x.xx% of damage on enemy hits
- Weapon has a chance of x% to heal player for x life
- Weapon has chance of x% do deal "fatal" ( the step up from crit..haha) dmg ( 3x ?? )
- (magic) Weapon has x% chance for doublecast
- % use speed , based on players health


For armor/Accessories
- +x Minion/s
- Gravity Control
- Summon Sandstorms
- Player gets a guardian assigned ( like the stardust armor bonus)
- Cooldown of Healthpotions reduced for x
-Increased Item/coin pickup range

cant think of more right now :D

Just suggestions. otherwise Awesome mod .
 
Adding any additional form of life steal / minion cap would have to be a VERY rare roll or it could get insanely unbalanced. That said, is it possible to remove the WIP rolls like luck and fishing skill untill they are done? Correct me if im wrong but they dont do anything at this point in time right?
 
@Crushed @Spaz1705 I think that maybe the lifesteal modifier could reduce damage and the Minion cap could reduce minion damage
 
Possible glitch/incompatibility report: I've been using this mod in my modded melee playthrough. The only accessories mods I have are AntiSocial and MoreAccesories+. I am using Calamity and Thorium (Calamity adds an extra accessory slot item that drops from Moon Lord, but I did not use it because it doesn't work with my mods) on an Expert mode world where I use the 6th accessory slot given by Wall of Flesh.

I have an issue that I have somewhat convincingly rooted back to this mod. Essentially, I was fighting enemies and bosses when my hits started to do an incredibly disproportionate amount of damage (sometimes over 200k with a weapon whose damage is less than 1000). I fought Skeletron but accidentally killed him instantly because of this glitch, and the same issue came up once more with a more recent boss. The issue fixed itself after Skeletron when I disabled one of my mods (Yet Another Boss Health Bar Mod). However, just today I was playing when I started to do broken amounts of damage again. I went through and disabled some of my mods to determine which one is the cause of it. I disabled AntiSocial and MoreAccessories+ which seemed to fix it, but then I re-enabled AntiSocial and the issue arose once more. It seemed that depending on which accessories I had in my active slots and which I had in my vanity slots made a difference on whether or not the issue resulted (AntiSocial makes it such that both vanity and active accessory slots are active, so that you can have twice the number of accessories), so I did some tests to identify which accessory, in particular, was causing the issue. For the sake of brevity, I won't go on and on about what all I did to attempt to recreate this issue, but I believe I was quite thorough. The issue came up again during one of my tests and I decided to disable Even More Modifiers (my initial reason for trying to identify which accessory was causing an issue was to see if perhaps there was a glitched Even More Modifiers modifier on an accessory that has been causing the issue). In conclusion, I disabled this mod, Even More Modifiers, and the issue seems to have gone away. Could you please give me your feedback and opinion on this? I love this mod but I am 60% sure that this might be causing an issue for me. Perhaps it is an incompatibility with one of my accessories mods (AntiSocial or MoreAccessories+), because I never found the issue to come up when I had EMM enabled with no accessories mods.

I know that I wrote a mini-wall-of-text, but my gut feeling tells me that there is an inconsistency with using EMM and AntiSocial that is causing me to do broken amounts of damage. However, you would have a better understanding because you coded EMM, so I will eagerly await your response.
 
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