East
Skeletron
yes I tested it outhey is this compatible with legends of shadows mod
yes I tested it outhey is this compatible with legends of shadows mod
the mod only focus on making more harder vanilla bosses....so "mod bosses" are not affected by this mod..so it must be compatible.hey is this compatible with legends of shadows mod
Just so you know, I'm currently doing a playthrough of Death Mode Calamity and tons I'd other mods, and this is a major part of the difficulty, along with Enemy Affixes. Great mod, and I don't hate you, I'm very happy that Terraria's most infamous challenge is much harder.So I found expert mode easy after a while so I made a mod to make me rage quit. This mod works in normal mode and will stack with expert mode and any other similar mods. The effects are active when you have the mod enabled. With all that said, let's take a look at the actual changes.
All enemies now have:
1.5x Health
1.5x Damage
1.5x Defense
1.5x Knockback Resistance
1.5x Money Dropped
Natural Regeneration (stronger regen in hardmode)
Immunity to traps and lava
All vanilla bosses will get additional attacks/changes
King Slime will shoot spikes
Eye of Cthulhu will shoot tears
Eater of Worlds head segments are double the size
Brain of Cthulhu creepers are 50% larger
Queen Bee will occasionally drop bee hives
Skeletron throws bones at you with his hands
Wall of Flesh alternates between shooting cursed flames and ichor from its mouth
The Twins will heal when the other one dies
The Destroyer and Probes are 250% bigger and the Destroyer's Head does 2x the damage
Skeletron Prime shoots lasers
Plantera's tentacles will block projectiles
The Detached Golem head can fire cultist fireballs and the Golem has insane life regen
Duke Fishron makes it rain deadly projectiles
Lunatic Cultist spawns "Shadow Clones" that shoot his projectiles
Moon Lord Core fires the same projectiles the Lunatic Cultist fires (shoots faster at half health)
You have a chance to get the bleeding debuff when damaged.
There are now poorly sprited biome cores which are accessories. They have a 1/500 chance to drop in their respective biome in hardmode. Each one increases a different stat and they can all be combined to create a powerful accessory.
Download on the mod browser
Yeah the hands throwing bones is kinda lame. Maybe in the future I'll do some cooler changes but idk about rn.My friend and I have been playing a "vanilla +" style pack including this mod. Also we set 3x spawn rate. We've been facing Skeletron and the bones from his hands are a bit hard to see and dodge (partly because you fight him at night) maybe they could be fired a bit less frequently and travel a bit more slowly, but more importantly can they get some light added to them so they can be seen to be dodged? Really enjoying the changes otherwise so far.
float Speed = 10;
Player P = Main.player[npc.target];
Vector2 vector8 = new Vector2(npc.position.X + (npc.width / 2), npc.position.Y + (npc.height / 2));
float rotation = (float)Math.Atan2(vector8.Y - (P.position.Y + (P.height * 0.5f)), vector8.X - (P.position.X + (P.width * 0.5f)));
Thanks, I probably wouldn't have done that myself lol. Don't worry about the healing effect for twins because I've already done it. I'm probably gonna change skeletron and golem because right now they're kinda lame.I'm not very good at coding, but I've managed to hack at it a bit and tweak some stuff to my preferences. I also seem to have fixed the errors with the Old One's Army invasion.
Zip contains mod file and source folder. Use/change as you will.
- Destroyer: 1.5x head damage from 2x
- Eye of Cthulhu, Golem, King Slime, Moonlord, Skeletron, Wall of Flesh, and Shadow Clones summoned by Lunitic Cultist: Moved targetting variables and timer inside npc.type condition (bug fix)
- Fishron: Moved timer inside npc.type condition, reduced rain width/scale/frequency and damage to 65 from 100
- Moonlord again: reduced lightning orb damage to 50 from 100 and slightly slowed added projectiles for more/less threat.
- Queen Bee: Moved timer inside npc.type condition
- Skeletron again: randomized bone throw frequency, reduced speed and overall frequency, doubled bone size
- Twins: tried to add healing effect mentioned... failed
Thanks, I probably wouldn't have done that myself lol. Don't worry about the healing effect for twins because I've already done it. I'm probably gonna change skeletron and golem because right now they're kinda lame.
public override void SetDefaults(NPC npc)
{
npc.defense += npc.defense / 2;
npc.lifeMax += npc.lifeMax / 2;
npc.damage += npc.damage / 2;
npc.knockBackResist *= 1.5f;
npc.value *= 1.5f;
if (!npc.townNPC)
{
npc.lavaImmune = true;
npc.trapImmune = true;
}
}
I've been getting back into this game recently so I've been thinking about just redoing this mod.@Caseratis @Freedbot
Hi, hate to bring this up like 8 months down the line, but would one of you consider putting the edited version by Freedbot up on the mod browser?
Not necessarily as an update, but perhaps a new release. It would make installing this mod in new modpacks far easier than searching this thread and post up to download it every time.
Also has anyone confirmed that the Old One's Army spawning glitch was caused by the timer variables? My new pack isn't set up quite yet so I can't check. (I mean, I could I guess, but I'm also lazy.) Some other mods have had that issue recently and I'm curious if that fix worked, because if so, it should definitely be shared around.