tModLoader Even More Modifiers Relaunch Beta

Should I count on a balanced version of the mod? In which there will not be only positive improvements, but there will always be something negative of the same strength. For example: +50% damage but -N attack speed, etc.
In the current version of the mod only makes the game much easier. But if release the suggested variant, then the mod can be used with any other major mods (Calamity, Thorium, Tremor ..), without disturbing the balance.
From my point of view, now the mod is almost similar to the cheat, as it is not difficult to get money. If there is an option with only positive improvements, then this should be a maximum of a change in size or the type of that - not affecting in fact there is nothing. And otherwise there must be a negative effect(s) for the balance in each improvement.
 
Over time, I've been noticing that the majority of the time it seems like weapons that are given the +% damage, but costs x mana has been prohibitively high. I've seen anywhere from +26 to +41 mana. A few times I've received +41 mana twice on an item. Even with a lot of mana and regen it makes it difficult to use these weapons.

Perhaps this could become a little bit lower?
 
Over time, I've been noticing that the majority of the time it seems like weapons that are given the +% damage, but costs x mana has been prohibitively high. I've seen anywhere from +26 to +41 mana. A few times I've received +41 mana twice on an item. Even with a lot of mana and regen it makes it difficult to use these weapons.

Perhaps this could become a little bit lower?
I once got +41 mana cost on the Fetid Baghnakhs. Needless to say, i could not use very well.
 
I got knockback immunity twice on the same piece of armour
upload_2018-5-6_16-1-40.png
 
Hey Jofairden, I found something, it's not a huge problem, and is probably just down to chance, but I figured I'd let you know anyway. Using 123 mana to swing a sword, especially a prehardmode bone sword is a bit of a stretch :D Other than that, this mod has been a blessing, thank you for all your work.
upload_2018-5-8_12-33-22.png
 
I got knockback immunity twice on the same piece of armour
View attachment 199934
Hmm thats very odd, should not be possible.

Hey Jofairden, I found something, it's not a huge problem, and is probably just down to chance, but I figured I'd let you know anyway. Using 123 mana to swing a sword, especially a prehardmode bone sword is a bit of a stretch :D Other than that, this mod has been a blessing, thank you for all your work.
View attachment 200102
Thanks, that's insane and not supposed to happen. I'll look into it.
 
I'm not sure if someone brought this up but I started a summoner playthrough recently. I found that summons only benefit from the modifiers you have on the item your holding rather than the modifiers on the summoning item itself.

Also summon weapons can get increased crit chance despite having zero ability to crit.
 
I'm not sure if someone brought this up but I started a summoner playthrough recently. I found that summons only benefit from the modifiers you have on the item your holding rather than the modifiers on the summoning item itself.

Also summon weapons can get increased crit chance despite having zero ability to crit.
Yeah known. I'll be fixing this for next update. :)
 
Just updated to v0.0.10.8!
Previous version had roughly 20k downloads.
See the changelogs for this version here.

Major:
Save/Load advanced to version 2, better save and loading.
Improved armor hack. (see modding details section)
Projectile snapshotting (debuffs etc.)

Changelogs
: (beware, it's a lot) [or use above link]
  • Clarified "#% damage, but you are cursed" tooltip.
  • Improved the item armor hack (allows reforging armors).
  • Armors now also roll accessory prefixes, because more stats = more fun!
  • Fixed part of tooltip "Uses X mana" to match with rolled modifiers
  • The "#% damage, but you are cursed" modifier's curse effect is now mitigated if you are curse immune.
  • Annoying modifiers are no longer rolled when making a new character. (damage but cursed, and damage with mana cost)
  • The "+#% damage, but adds +# mana cost" modifier's mana cost roll has been adjusted. The mana roll will now be lower for fast use weapons, and higher for slow use weapons.
  • Added a 'Custom' context method for rolling an item. Other modders should use this context if their context does not match any of the existing contexts.
  • Fix unintended behaviour: healthy foes damage bonus now goes before crit multi bonus
  • Projectiles, including minions, now properly snapshot player bonuses. This means projectiles are no longer affected by held item, but the actual item used to summon it. It still does not work fully, as it is nearly impossible to find out which AI shot what. If you have minions that shoot projectiles themselves, they likely do not follow the snapshot rules (and will not apply debuffs etc.) If the minions hit by body contact though, it will work.
  • The "+#% crit chance" modifier no longer rolls on summon items.
  • The following stats now also apply against players (unused) and pvp: Healthy foes bonus, crit multi bonus, debuff chances

For modders:
  • The item armor hack is now improved. Previously, item.accessory would be set to true using UpdateEquip and UpdateInventory. Being able to equip it as an accessory was canceled with CanEquipAccessory. This basically meant all armor items in one's possession was classified as an accesory. The hack has been changed to modify the item to be an accessory _when it is put into the reforge slot_. While the item remains in the slot, it actually is not modified to be an accessory, it's purely meant to allow it to be put into the slot. When a prefix is rolled, it is forced to be seen as an accessory using ChoosePrefix. When the item is taken out of the slot again, it is returned to be a non-accessory item. This means the item is now only classified as an accessory during clicking on the reforge slot to put in the item and when the item is actually reforged.
  • Use the new Custom context if your context does not match any present context type.
    A code to hack the reforge slot is pushed to the repository, see commit ed30abb6f3877fa3c17eec0ef64e80cade83a3e5. It's merely a proof of concept. You can reforge virtually any item you want with such code. Use it to your hearts content.
  • Projectiles snapshot data in their first frame in PreAI. If somehow something changed within the frame, before PreAI is ran, the wrong data could be snapshot. Therefore, if you intend to change data, it is recommended to have it take 2 frames time. The following data is snapshot, in order: debuffs, healthy foes bonus and crit multi. Note that minions do not shapshot extra crit multi (minions dont crit) Projectiles that are shot with items, automatically have the following stats snapshot by default Shoot behaviour: damage, knockback
  • System namespace renamed to 'Core'.
  • Upgraded saveVersion to 2. It is bad to save and load types and source mod, as they can change due to load order behaviour. The saving changed so that our pools, mods and rarities are saved by assembly (mod) and type name. This means namespace can be changed. (As we changed our namespace from System->Core) Try running the previous commit without these changes, and you'll find loading fails. Type and Mod are now attached by EMMLoader.

Devs to-do: (if you wish to collaborate, please contact me)
  • Locales globally (translations for everything)
  • Internal ModPlayer for Modifier class (do ModPlayer stuff inside Modifier)
  • Make start of cubing UI and core system
  • Figure out how to properly snapshot enemy projs, and projs by projs (projs shot by minions etc.)
 
Not sure if this "problem" is on this mods side, but when crafting items in the magic storage mod it won't receive the extra modifiers. Also, don't know if this has been brought up already kinda to lazy to read :p
 
Not sure if this "problem" is on this mods side, but when crafting items in the magic storage mod it won't receive the extra modifiers. Also, don't know if this has been brought up already kinda to lazy to read :p
I know. The problem is that these mods dont do things correctly. Well let me phrase differently, magic storage isn't crafting it like vanilla, causing the OnCraft code to not run. Magic Storage needs to call my mod in a custom 'Context' to roll modifiers in the crafting interface.
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View attachment 200242

That's supposed to happen?
Huh, that's super odd. XD I'll have to look into that. How did it happen?
 
So I don't know why there's a problem with the mod, but there is. When I turn on the mod and use it in my world, it either makes it say "Loud Failed", or it deletes a whole chunk of the world on multiplayer. But when we disable the mod everything is fine.
 
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