Not yet. When added, these will be listed in the patch highlights and a temporary section will be added to the main post with more details.Are the class abilities currently available? And if so, when do they become available to use?
I haven't been able to work on the mod this last week due to various IRL reasons, but I'll be back to it soon.How are things going @Saerus ?
I haven't been able to work on the mod this last week due to various IRL reasons, but I'll be back to it soon.
Thank you! I've added most of these to the list using terraria.wiki.gg for any I was uncertain of (it lists them as "undead enemy").Okay, looking at the Smite list of undead enemies affected, it seems the following monsters are smite-exempt:
Dark Caster, Cursed Skull, Dungeon Guardian & Skeletron (technically both undead), Tim, Mummies and its variants, Desert Spirit, Ghouls and its variants, the post-plantera dungeon casters (diabolist, necromancer and ragged caster), Dungeon Spirit, Rune Wizard, Wraith, Frankenstein, Vampire, Poltergeist, Headless Horseman (is he actually undead? I mean, the "no head" thing makes me question wether he's alive or not...)... The Flying Dutchman is technically a ghost ship... Does that make it undead? Are undead ships a thing?
No problem! I'm enjoying this mod thoroughly, so i'm glad to healp out!Thank you! I've added most of these to the list using terraria.wiki.gg for any I was uncertain of (it lists them as "undead enemy").
GG you have the 666e commentThank you! I've added most of these to the list using terraria.wiki.gg for any I was uncertain of (it lists them as "undead enemy").
actualy the headless horseman is a dullahan se on google which make im technically a undeadOkay, looking at the Smite list of undead enemies affected, it seems the following monsters are smite-exempt:
Dark Caster, Cursed Skull, Dungeon Guardian & Skeletron (technically both undead), Tim, Mummies and its variants, Desert Spirit, Ghouls and its variants, the post-plantera dungeon casters (diabolist, necromancer and ragged caster), Dungeon Spirit, Rune Wizard, Wraith, Frankenstein, Vampire, Poltergeist, Headless Horseman (is he actually undead? I mean, the "no head" thing makes me question wether he's alive or not...)... The Flying Dutchman is technically a ghost ship... Does that make it undead? Are undead ships a thing?
Headless Horseman is now added to the list for the next version (even though the wiki doesn't call it an undead ).GG you have the 666e comment
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actualy the headless horseman is a dullahan se on google which make im technically a undead
Thanks for the input. I haven't touched that mod in ages, but I do agree with every point that you've made. How does this solution sound?Isn't the grind for the Chocobo stuff a little excessive? While on the opposite side dropping from everything, is also too much? Asking for 3 0.2% drop items on top of 200 1% drop items and 1 2% drop item (2% from only bosses mind you, 50 boss average for 1 item) and none of these drop from statue enemies either), for a mount which the description even for gold one sounds underwhelming, maybe a marginally increased hornet mount soon replaced I'd guess, only for you to continue to have you inventory clogged with (unattractively sprited) whistles because as you know when you get that one item you'll get 500 of them, from every single enemy in the game including hardmode ones.
Maybe reduce the require, buff the upgrades and restrict drops to bosses?
Just wanna say I've thoroughly enjoyed this through two longer playthroughs now with friends and it's wonderful to see it coming along since I last played it as well.
One thing I would love to see but obviously is not just up to you is integration with some 'classes' from more popular mods *cough* Bard or ExpandedSentries' Sentry damage *cough*.
I was actually really hoping that Hybrid would just be 'damage' period instead of different values for different ones, so that I could use it for a fun little Bard or Sentry play, but I really fell behind friends without getting the class boost.
Still a great mod, much fun had, thanks for continuing work on it!
Unfortunately, there are no "damage", "sentry limit", or "sentry damage" stats so I have avoided these so far. It's not impossible to add any of them, but their effects could end up being somewhat inconsistent.Now that you mention sentries, I recall something like Saerus not being sure about what to do for the third tier III summoner class (and then possibly settling down with having a single, very powerful summon) some time ago. Wouldn't specialization on sentries be a nice choice for that?
Tier I (Novice) only gains 0.5 hp per level, no other bonuses.Dumb question, but when you get to tier III does it have a set summon amount (e.g tier I +1 summon, tier II +2 summon, etc), or as you level up you gain more summon slots? (Sorry if that didn't make sense)
There are 2 Tier III Summoner classes. One of which actually reduces the ammount of Summons you can have active, but increases their affectiveness, and another that increases the ammount of Summons you can have, but makes them individually weaker.Dumb question, but when you get to tier III does it have a set summon amount (e.g tier I +1 summon, tier II +2 summon, etc), or as you level up you gain more summon slots? (Sorry if that didn't make sense)