THE WRATH OF ODIN UPDATE
-Features-
Thorium compatibility! No Bard or Radiant weapons, but a number of new items
rely on the Thorium mod to function, including many new Thrower items(which do not use fatigue).
There's now also an optional feature to add new sound effects to many Thorium items(mostly ranged ones).
At least one new drop for EVERY THORIUM BOSS... except Ragnarok.
Thorium-dependant White Dwarf weapons to fit with my other lunar weaponry, with their own unique
debuff!
New glowmasks, courtesy of code from WeaponOut(which is an open-source mod).
Throwing weapons! Not only do these include many items similar to vanilla and Thorium thrower
weapons, but also two new types of ammo-using throwing weapon.
Slings! These weapons use Sling Bullets as ammo, of which there are many new types.
Kestros! These are similar to slings, but larger, heavier, and they use ARROWS! Although arrows
don't benefit themselves from throwing damage, Kestros do convert them into thrown projectiles,
allowing them to benefit from Thrower effects.
Throwing variants for many melee weapons added by my mod!
New Nebula and Solar weapons to even things out with Vortex!
Legendary weapons that scale as you defeat bosses for every class covered by my mod- including
Thrower. Three of them depend on Thorium, however.
Motion Blur for certain projectiles!
Added a new config option(on by default) that buffs Jungle Creepers to make them very dangerous, and worthy of being in Hardmode.
This option will also give them a new drop used to make a full set of Thrower armor, and 3 new non-consumable thrown weapons!
-Old-
HP : 120
DEF: 14
DMG: 50
KB Res: 75% (78% expert)
Inflicts: Nothing
Drops: Nothing
-New-
HP : 400 (800 expert)
DEF: 40
DMG: 90(100 on walls, 180/200 expert)
KB Res: 100%
Inflicts: Badly Poisoned
Drops: Jungle Fang
Debuff: Badly Poisoned
The pain worsens over time
'06 on an 05-point toxicity scale'
-Changes-
-Drops-
Item drops now use vanilla treasure bags.
The code is also more readable now!
Mothron now has a 25%(30.94% expert) chance to drop a Broken Hero item per class pack(50/50 each), rather than dropping one totally
random item for that chance
Plantera/Queen Bee drops now also always occur- and the exact item is chosen randomly.
For Demons and Skeleton Archers, each individual drop now has its own chance to drop.
In Expert Mode, the Moon Lord now always drops an Ultimate Weapon. Otherwise, it's now a 50% chance to drop one, like Expert Mode before.
--
A certain someone's quote re-added to the Beezooka. I jumped the gun.
Solar weapons have received some sprite changes, increasing the contrast and 'glowiness' to be more in line with vanilla solar weapons.
Movement-slowing debuffs can no longer affect any bosses.
Spore Arrows and Mycelium Arrows no longer spawn spore clouds(too much lag). Instead, they are more boring arrows with better basics.
Universal changes to all lifestealing weapons.
Now all of them no longer steal life when afflicted by Moon Bite, and cannot steal life from enemies with less than 5 HP, or target dummies.
Some have had their lifesteal only occur at a chance rather than every hit as well.
True Bloodshard nerfed heavily.
The Condiment Cannon, REX, and the Antimatter Pulser have received a total overhaul!
The Frostfire Falchion and Hotfrost Polearm have been resprited, and the Freezeflame Beamer now fires alternating beams of fire and ice,
rather than one mixed beam with a weird sprite.
Lasers fired by the Space Rifle and Freezeflame Beamer slowed down. Additionally, the two have been rebalanced to have increasing fire
rate versus the Laser Rifle. They retain their accuracy and zoom ability.
Sagitarrius A has been totally resprited, renamed to Sagitarrius A*, and the projectile's behavior tweaked.
Its new appearance is based on the first real photo of a black hole- the hot colors are even taken directly from it!
The black hole now deals damage and flies faster- to make it an active weapon,
but the weapon's damage was reduced to 100(bursts still deal the same base damage).
As well, switching off of the weapon will make them disappear.
The gamma ray bursts have had their visual overhauled, and they now do not home- instead simply travelling quickly.
They now also inflict Intense Wildfire to suit their new orange color, and no longer inflict the white flames debuff
shared by the Disaster Blaster.
Added a Daedalus Stormbow nerf. It's optional in the config file, and can be disabled separately.
Added a Terra Blade buff to 110 damage, instead of 95. It's optional in the config file, and can be disabled separately.
Slightly nerfed The Mantle to 100 damage, instead of 110.
Super Shotgun overhaul! It's now faster, has a new sound and a fancier sprite. Dark red mahogany stock!
Nerfed the lifesteal of T3 and T4 Ruby gemstone lasers.
New sound effects! The new Family Business sound effect in TF2 has a role- but Enter the Gungeon
sounds have also replaced a lot of older sounds that I thought were lacking.
There's a tiny bit of Nuclear Throne that snuck in there, too.
Renamed the Sanguine and True Sanguine to the Bloodshot and True Bloodshot.
Renamed Mjolnir to M.J.O.L.N.I.R. (Megajoule-Operated Lightning Negative-Ion Rifle)
-Fixes-
Fixed Nebula Dissolution and Drillbroken so they actually reduce NPC defense.
Fixes for explosive projectiles- no longer do they spawn their own new "explosion" projectiles, but instead work
like vanilla explosives do- and thus, work with piercing projectiles!
For projectiles that spawn new explosions but continue on, these still spawn their own projectiles, but to maintain
compatibility with Piercing Projectile Fix, now are balanced around hitting the struck enemy a second time.
Because of this, the Terra Rod, True Rainbow Rod, and Staff of Shadowblasts have all received major damage nerfs.
Fixed the Chlorophyte Shotbow's damage being lower than intended.