HallowKingJerrold
Spazmatism
The early game sentry weapons are simple like how the other classes have simple early game weapons. The gem weapons do get a bit more fancy in hardmode for the upcoming update.
I would like cross mod support, in fact I have quite some ideas lined up already. Things like a couple of accessories for Fargo's Mutant Mod in line with the five default damage types, a Black Turret and Terrarium Turret for Thorium, support for RPG mods, a legendary turret for the Joostmod, an artifact turret and accessory for The Spirit Mod, and more. Mainly if a mod has say, a series of weapons that covers the default five damage types, I want a sentry weapon added in too. I want this to feel like a sixth damage type that was a part of the game all along. However, I rather not get ahead of myself just yet while this mod is still in alpha.
The Firefly Launcher sounds like a weaker Bee Emitter. Not sure if I would make that. What would the Gemworlder Towers be like?
Gem Towers (And how they operate) is graded akin to the Gem Staffs
Coal (Thorium) - Below Standard damage (5), Single Projectile
Amethyst - Standard damage, Single Projectile
Topaz - Standard damage, Twin Projectiles
Opal (Thorium) - Above Standard damage, Single Projectile
Sapphire - Above Standard damage (One point lower than Opal), Single Projectile
Pearl (Thorium) - Above Standard damage, Twin Projectiles
Emerald - High damage, Single Projectile
Amber - Enhancer, Used to boost Single Projectiles to Twin Projectiles and increase damage to Gem Traps that have max Projectiles/Gemworlder Towers
Ruby - High damage, Twin Projectiles
Diamond - Max damage (30), and Twin Projectiles
Gemworlder Towers have 50% extra damage, Single Projectiles become Triple Projectiles, and Twin Projectiles become Quad Projectiles. Amber only increases damage for Gemworlder Towers
Gem Traps have a "Amber" Slot, while Gemworlder Towers have 2.
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