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tModLoader Expanded Sentries

TheLoneGamer

Steampunker
Finally, in over a year, I've updated this mod. Now, it doesn't mean a year's worth of content was added to this mod. In fact, very few new content was added, however, there have been a bunch of tweaks that should make playing the mod a much smoother and better experience. I have overhaul plans for porting this mod to tModLoader 1.4, but in the meantime, to send off 1.3, I brought the mod up to better standards than what I've been coding at three years ago, like fixing a few long standing bugs. Sadly, other common bugs I've had not been able to fix just yet. Finally, there should be a mod icon shown on the mod browser.

Only two new weapons added, Betsy Turret and HMG Turret. The latter is an endgame weapon that should help out with some modded endgame bosses. However, it will likely be too weak for post Moon Lord bosses like those added by Calamity. Something like that would require additional work that's currently not in the planning stages, but the HMG Turret should work well enough for mods whom post Moon Lord bosses are not too much more powerful than the Moon Lord himself.

The biggest part of this update is the re-balance. Sentry slot increases have been largely slashed across the board. There's also now config settings for things like showing a class tag on related items. The biggest setting, on by default, is the re-balance for turrets. In particular, turrets are now designed with sentry count in mod as a form of balance, so the power increase for turrets get smaller throughout the game, compared to the scaling of trap sentries. This is due to turrets being able to stack damage with each other, while most traps can't and will trigger enemy immunity frames, therefore both had their damages adjusted differently. In theory, sentries should be more powerful than minions due to sentries not being able to move, but they should no longer be overly OP.

Updating outdated sprites on the first post and updating the wiki will come at a later time.

- 0.980: Updated for tModLoader v0.11.7.8

- Even more resprites, including updated mod icon.

- Spectre Lens and Terra Toolbelt will no longer block each other from being equipped, although equipping both at once offers no benefit beyond accessory prefixes.

- Fixed Engineer Chest tile having bad offsets, so now it should look and animate correctly.

- True weapons can also now be crafted with two Broken Hero Fragments from Thorium if it is loaded.

- Added Mod Config settings including rebalanced, nerfed turret damage (on by default), allowing sentry through solid tiles placement, and restricting equipping of multiple accessory types. Clientside options include at what sentry limit the sentry count UI will show, if at all. Also includes an option to display which items are Defender class items. Off by default.

- Shadows of Abaddon's Frigid Aura Staff now counts as a sentry weapon. It still only allows one sentry, but will now benefit from sentry damage bonuses.

- Fixed grammar on the tooltip for the Active Sentries buff.

- Chlorophyte Turret base damage reduced from 42 to 35 ((22 on rebalanced damage) and only fires three instead of five projectiles at once.

- In keeping in with how JoostMod changed its soil weapons, the Soil Spikes now gain damage for every 666 dirt blocks held instead of 100.

- Renamed [True] Night Spikes to [True] Night's Burrow.

- Light color on turret bases should finally match the color the turret itself is, instead of always bright.

- Spiky Ball Dropper now shoots out 4 projectiles instead of 3

- Magnetar Deployer projectiles will now chase wet targets instead of not homing in on them.

- Added Betsy's Turret.

- Added HMG Turret.

- Fixed sentry crits not working on any sentries that fired projectiles.

- Improved the sentry weapon and projectile detection, mainly with removing the old code used to detect sentry projectiles, as it was mostly causing issues and shouldn't be needed.

- All of this mod's sentries now have an use time of 15, but no more auto use, allowing quicker, more controlled sentry placements.

- The old code used to handle global damage increases has been removed. It had issues like not working with lowered damage like from debuffs. Now the player global damage variable is depended on, which certain mods might not be using yet.

- Terra weapons now have additional materials in their crafting, specifically shroomite bars, spectre bars, and spooky wood. This is so True weapons are not outdated the moment you get both.

- The dungeon weapons are no longer crafted (except with imkSushi's mod), but are now found in locked golden chests. They can also be collected from golden lock boxes.

- Adjusted cost of many weapons, making them far cheaper to reforge and more consistent with vanilla weapons of the same tier. A few minor crafting adjustments on specific weapons to also be better in line with vanilla crafting costs.

- Bee Emitter actually properly functions as a bee weapon now, over three years later. This means very slight random base damage and strong bees form using the Hive Pack now actually do more damage and knockback.

- Many sources that increase sentry speed have been reduced to half. Also max sentry speed is now 200% instead of 300%.

- Sentry Potion buff now only gives 1, instead of 2 max sentries. Reduced sentry count on many pieces of armor.

- Sky armor gives 5% increased sentry damage per piece instead of 6%, along with only one sentry slot added to the set bonus and taken away from each piece.

- Due to the rebalance, frost hydra projectiles once again no longer penetrate as not to completely outclass this mod's turret. This puts frost hdyras in the role of dealing with stronger targets like bosses while other turrets are better at crowds.

- The equipment UI no longer displays your max sentry count if Summoners Association is enabled, as it has a similar UI element as to avoid clutter.
 

noahblast20

Brain of Cthulhu
Perfect, absolutely perfect. I know how to do basic editing, I’ll rename night’s spikes on the wiki.

edit: I just messed things up. -_-
 
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NoteTheHate

Terrarian
I would love an discord server or an weapon concepts link personally, so the fans of this mod would be able to communicate with others (if discord) as well as the owner. It could make the mod quite popular. Just realized link was on page, sorry. My only wish other than discord, is an option for more options on sentries.
 

Demariosphere

Terrarian
What defines spikes' duration or life? Are they disappeared after kill exactly one enemy?
Is there any item to prolong their duration or life?
 

TheLoneGamer

Steampunker
What defines spikes' duration or life? Are they disappeared after kill exactly one enemy?
Is there any item to prolong their duration or life?
They should last 24 IRL hours, which is effectively infinite till it despawns due to being replaced or the active sentries buff canceled. If they're disappearing some other way, then that's probably a bug I can look into, although I would need a mod list to narrow things down.
 

Demariosphere

Terrarian
I want to check if this issue still persists, but tModloader says different.
 

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TheLoneGamer

Steampunker
I want to check if this issue still persists, but tModloader says different.
This is really odd. There's so many older mods that work just fine with the latest tModLoader. Maybe I use outdated functions that causes this to happen? Well, I hope to have the next update out very soon that should resolve this issue, along with this mod not loading together with Spirit Mod.
 

Demariosphere

Terrarian
This is really odd. There's so many older mods that work just fine with the latest tModLoader. Maybe I use outdated functions that causes this to happen? Well, I hope to have the next update out very soon that should resolve this issue, along with this mod not loading together with Spirit Mod.
I don't know either, but I don't play tModloaded Terraria yet until now.
Sometimes tModloader release small update without changelog and some mods are affected.
This thing has ever happened to certain mod I use some times ago.
 
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