tModLoader Merciless Mode

MutantWafflez

Spazmatism
MERCILESS MODE
Current Version: 0.5.1



This Mod has been discontinued and will no longer be available on the Mod Browser. Thank you for everyone who downloaded the mod, and I hope you had fun! I will be moving on to different projects from this one.

Introduction

This mode has one simple, straightfoward goal. Make Terraria annoyingly difficult. Normal slimes will eviscerate you, bosses will annihilate you, and even bunnies are harbingers of death.



As the name implies, you will recieve no mercy if you attempt to play this mod. It is key to understand that this mode is not meant to be (completely) balanced. Things will be extremely difficult, JUST for the sake of being difficult. This is not meant to be for your normal every day Terrarian. You will die, a lot. That is a guarantee.



All I can say is good luck! :)



*33% of defense is used against damage (down from Expert Mode's 75%)

*Players can only deal crits under certain circumstances

*All potion's longevity has been halved

*Spawn rate is globally increased by 25%

*All bosses up to (and including) Duke Fishron have an additional ability

*Bosses health is increased by 15% and deal 10% increased damage, but drop 100% more money

*Enemies defense is increased by 100% and deal 10% increased damage, but drop 100% more money

*All bosses drop an exclusive and powerful Merciless Mode Item

*A Player's damage reduction is capped at a maximum of 67% damage reduction

*Nurse Healing is disabled during a boss battle, otherwise it is 100x more expensive (it's not as expensive as you think)



*Jumps twice as fast during the entire duration of the fight

*Upon reaching 50% health, will become "enraged"

*While enraged, every 3rd jump, King Slime will jump high into the air and come crashing down, and create a shockwave

*Enters Phase 2 at 75% health instead of 50%

*While in Phase 1, fires lasers at the player, similar to Retinazer

*Servants of Cthulhu are spawned more frequently

*Servants of Cthulhu now have a 10% chance to drop a Lesser Heart, which heal 5 HP (cannot drop 20 HP hearts anymore)

*While Expert Mode Charging in Phase 2, will spew Cursed Flames in the direction/velocity the eye is charging

*Now inflicts several more debuffs, including Ichor

*Is no longer affected by knockback in Phase 2

*Creepers now have a 10% chance to drop a Lesser Heart, which heal 5 HP (cannot drop 20 HP hearts anymore)

*Creepers will not drop Tissue Samples or Crimtane

*Now fires Cursed Flames from its body segments

*Piercing projectiles lose 20% of their damage for each segment that is pierced

*Eater of World heads now reflect projectiles, and cannot be damaged (aim for the tail if you are trying to kill a small worm!)

*Eater of World heads now deal x2 damage

*Segments no longer drop Demonite Ore/Shadow Scales

*Now releases Hornets as well as Bees

*When charging horizontally, 5 stingers are horizontally released in a fixed spread towards the player

*While shooting stingers, will occasionally fire 5 stingers at once downward at the player in a fixed spread

*Now has 4 arms

*Both the Hands and Head both inflict several more debuffs

*Becomes enraged at 50% health

*Regains 2 arms when first enraged

*Fires Cursed Skulls during the entirety of the fight, regardless of the status of his hands

*While enraged, his spin attack will turn him into a weaker Dungeon Guardian, dealing 200 contact damage, moving faster, and having 9999 defense

*Mouth now has 9999 defense

*Immune to ALL debuffs

*Bees are less effective against the WOF

*Going too far from the WOF will inflict the player with the Underworld's Wrath debuff (extreme life loss!)

*Mouth will now periodically fire Cursed Flames at the target player

*Eye's Lasers now go through blocks

*Top eye will now fire Crimson Axes/Cursed Hammers (depending on world evil)

*Bottom eye will now fire Enchanted Swords

*Upon first killing the WOF, the WOF will have a last stand

-> During the last stand, the WOF will be greatly slowed, but permanently fires Cursed Flames from the mouth and fire Crimson Axes/Cursed Hammers/Enchanted Swords at an exaggerated rate from the eyes

->All parts of the WOF will have 9999 during the last Stand

->Distance allowed from the WOF shrinks

*Mouth Segment now one shots the player

*Holy arrows and Hallow Stars deal half damage, and have damage falloff for each subsequent penetration

*Contact damage inflicts Mechnical Fire

*Fires Ichor Flames from the Mouth, velocity depending on the velocity of the worm

*Fires Ichor Flames on either side of the Tail

*Probes now have a 10% chance to drop a Lesser Heart, which heal 5 HP (cannot drop 20 HP hearts anymore)

*When one goes into Phase 2, both do

*While in Phase 2, both will spawn mini versions of themselves to assist

*While in Phase 2, Retinazer will periodically fire lasers in 8 directions, varying by 45 degrees each

*While in Phase 2, Spazmatism will always fire Cursed Flames, even if charging

*Head will reflect projectiles and be unable to be damaged until all 4 arms are killed

*Periodically fires Prime Skulls that function similarly to Cursed Skulls from Skeletron

*Contact damage with the head and all arms inflict Mechanical Fire

*During the spin attack, will move much faster

*At 25% health, regains all 4 arms (which much be defeated again to kill the head)

*Plantera's Hooks will now fire their own seeds, firing quicker as Plantera's health depletes

*In Phase 1, every 10 seconds, Plantera will fire a barrage of Poison Seeds while rotating for 6 seconds

*In Phase 2, will periodically fire Poison Flasks in 8 directions, which fire more quickly as health depletes

*Spawns with the Head detached

*Head fires fireballs and shoots lasers more frequently

*Head will periodically spawn 1-4 Flying Snakes, with frequency depending on the body's life

*While below 25%, at the peak of his jumps, Golem's body will release Fireballs in 8 directions

*Spawns in Phase 2

*Leaves trail of Detonating Bubbles while charging

*Detonating Bubbles cannot be popped by the player, and must be waited out (or ran into!)

*Enters Phase 3 at 33% health

*Enters "Phase 4" at 10% health, inflicts target player with Obstructed debuff until the player dies, or Fishron dies



Lunatic Cultist and Moon Lord to be added in Later Update!



These items are all new, exclusive items to Terraria in this mode. As of the current Version, they are as follows:

NanoBlade.png


Nano Blade (King Slime)

A blade that devours the essence of powerful beings.

This blade cannot be reforged. The goblin tinkerer has never seen something like this...

For every vanilla boss defeated, the blade gains an additional attribute

'This sounds like a certain modded Minecraft item...'



QuantumRevitalizer.png


Quantum Revitalizer (Eye of Cthulhu)

A normal looking alarm clock with the ability to reverse injuries.

Upon recieving fatal damage, gain 50% of your health and get 100% damage reduction for 5 seconds

Upon triggering, the machine must recharge for 10 minutes and will be un-usable

While the machine is charging, gain a 10% damage resistance. The resistance is removed when the machine is recharged or unequipped

'I am above death!'



AntiCrossNecklace.png


Anti-Cross Necklace (Eater of Worlds)

A silver necklace with an upside down cross.

50% decreased immunity frames

Taking a hit boosts damage, movement speed, and damage reduction by 20% for 8 seconds

'Also good at summoning the Anti-Christ!'



DemonicShades.png


Demonic Shades (Brain of Cthulhu)

A pair of sunglasses tinted with demon blood.

5 defense

50% increased ranged velocity

33% increased ranged firing speed

10% increased ranged damage

5% increased damage reduction

Works in the vanity slot

'All I see is blood!'



BeeInAJar.png


Bee in a Jar (Queen Bee)

A jar of honey with a bee preserved inside it.

+3 minion capacity

25% increased summon damage

+50 max mana

Effects of the Hive Pack and Honey Comb are applied

'I wonder if it's alive in there...'



Dynamite.png


Magic Dynamite (Skeletron)

A stick of dynamite enchanted with an infinite re-creation spell.

Throws a stick of dynamite that destroys tiles

Uses 8 mana

'This sounds like the child of the Wizard and Demolitionist'



UnbreakableSpirit.png


Unbreakable Spirit (Wall of Flesh)

A spirit that imbues you with great strength as you weaken.

As you approach death, damage of all types will be increased equivalent to the percent of health you have missing past 50%

'To my dying breath I shall fight!'



MercilessHelmet.png


Mechanical Helmet (Skeletron Prime)

A modified mask of Skeletron Prime. One piece of the puzzle...

14 defense

15% increased damage

'You should've gone for the head'

Mechanical Set Bonus:

All attacks inflict Mechanical Fire and Ichor for 3 seconds

+5 defense

10% increased global item usage speed

You are immune to Mechanical Fire



MercilessChestplate.png


Mechanical Chestplate (The Destroyer)

A segment of the Destroyer's body. One piece of the puzzle...

20 defense

10% increased global item usage speed

5% increased damage

'The hell is that in the middle? HAL 9000?'

Mechanical Set Bonus:

All attacks inflict Mechanical Fire and Ichor for 3 seconds

+5 defense

10% increased global item usage speed

You are immune to Mechanical Fire



MercilessLeggings.png


Mechanical Leggings (The Twins)

A boot from each of the Twins. Two pieces of the puzzle...

14 defense

20% increased movement speed

5% increased global item usage speed

'These colors do not match at all...'

Mechanical Set Bonus:

All attacks inflict Mechanical Fire and Ichor for 3 seconds

+5 defense

10% increased global item usage speed

You are immune to Mechanical Fire



CharmofPurity2.png


Taoist Charm (Plantera)

One side is warm to the touch, and the other side chills you to the core...

While in the Hallow, 33% increased life regeneration

While in the Corruption or Crimson, 12% increased damage

While in the Purity, 10% increased damage reduction

While in the Jungle, taking melee damage inflicts full damage upon the attacker

'Don't go into the Light!'



GoldenLifeCrystal.png


Golden Life Crystal (Golem)

A Life Crystal imbued with golden energy.

Permanently increases maximum life by 50, up to a maximum of 150 additional life

'How does making something golden make it more powerful exactly?'



GoldenManaCrystal.png


Golden Mana Crystal (Golem)

A Mana Crystal imbued with golden energy.

Permanently increases maximum mana by 20, up to a maximum of 100 additional mana

'Did Midas get his hands on this?'



FishronTail.png


Duke Fishron's Tail (Duke Fishron)

Duke Fishron's tail, cleanly ripped off of its corpse.

All Wings function normally in any liquid

You can breathe normally in any liquid

You can walk on any liquid

You cannot burn in lava

While submerged in a liquid, you emit light

Gain a major boost to all stats while in any liquid

All liquid effects are residual for 15 seconds after you leave the liquid

'If it was still alive, I don't think it would appreciate you ripping off its tail'



GamblersDelight.png


Gambler's Delight (Lunatic Cultist)

A simple, six-sided die.

Taking damage will roll two dice, and their values will be added:

Rolling a 2 gives you immunity to all damage for 3 seconds

Rolling a 3 doubles the damage you took by being hit

Rolling a 4 gives a 33% defense boost that lasts 10 to 30 seconds

Rolling a 5 removes the ability to fly for 15 seconds

Rolling a 6 gives a random (vanilla) debuff except Potion Sickness that lasts 10 to 30 seconds

Rolling a 7 gives a random (vanilla) buff that lasts 10 to 30 seconds

Rolling an 8 doubles horizontal wing speed for 10 seconds

Rolling a 9 sets the damage you took to 1

Rolling a 10 gives Potion Sickness for 60 seconds

Rolling an 11 once increases damage by 33% for 10 seconds; rolling an 11 twice in a row increases damage by 1000% (10 seconds)

Rolling a 12 once gives Supreme Luck for 30 seconds; rolling a 12 twice in a row instaneously kills you

'Feelin' Lucky?'





Tree.png


The Terrarian's Tree (The Moon Lord)

A literal, full-grown tree. How is this in your inventory?

Adds an additional attribute to every Merciless Item

New attribute will be listed on the item's tooltip

Works while equipped or in your inventory

'So that's it? I go through all the pain that is this garbage of a mod just for a tree? I can find one of these in my backyard!'



Note: All of these sprites are subject to change (except for the Anti-Cross necklace and Tree)



*Lunatic Cultist and Moon Lord special abilities

*Event intensification

*Some recipes are more resource-intensive

*More Merciless Mode items that aren't tied to bosses

*Cross-mod support (make bosses from other mods more difficult)

*Bonuses for players who (somehow) survive in Hardcore Merciless Mode

*Additional abilities for normal mobs



*Enemies no longer have +0.5HP/sec life regen

*Slimes of all types now explode into Slimy Spikes upon death

*Bunnies now have a small chance to turn into Corrupt/Crimson bunnies upon death

*All Merciless items are now all worth the same

*Added groundwork for Version 0.6 (Mob Updates)



*New Mod Icon

*Added boss abilities for every boss up to (and including) Duke Fishron (See above for boss changes if you aren't afraid of Spoilers!)

*How defense works has been modified; no longer is the defense number modified, rather the percent of defense that is used to block damage has been changed (33%)

->Several items have been balanced in concordance with the defense change

*Fighting a boss for the first time gives the Anxiety debuff, which slows item usage speed and lowers defense by 5

*Non-boss enemies now only have a 100% defense boost (down from 400%) and deal 10% increased damage (down from 200%)

*Bosses' health is now only increased by 15% (down from 300%) and now only deal 10% increased damage (down from 150%)

*Both bosses and non-bosses now only drop 100% money (down from 300% and 200%, respectively)

*Global spawn rate has been increased by 25%

*Added cap to a player's damage reduction at 67% maximum damage reduction

*Added cap to a player's melee speed increases at 50% maximum increased melee speed

*All non-boss enemies now have 0.5HP/sec health regen

*Worlds are now forcefully converted to Expert Mode when a player joins it

*Worlds are no longer changed to Expert Mode during World Creation

*Solar eclipses now inflict players with the Darkness Debuff during its duration

*Players who attempt to enter the Underworld before defeating Skeletron will now be afflicted with a deadly debuff (Underworld's Wrath)

*Charm of Purity has been replaced with the Taoist Charm, an accessory that has different effects depending on the biome a player is in

*Massive code reorganization and optimization

*Thwarting prefix now gives +6 defense

*Gambler's delight no longer deactivates the Taoist Charm (AKA Charm of Purity)

*Quantum Revitalizer's cooldown period now only lasts 10 minutes (down from 30) and lasts 5 minutes with the Terrarian Tree (down from 10)

*Nerfed the Reaver Shark, now has 64% pickaxe power until the Eater of Worlds or Brain of Cthulhu have been defeated

*Nerfed the Demonic Shade's ranged damage increase from 33% to 10%

*Nerfed the Nano Blade's Lunatic Cultist attribute (removes 250 HP instead of 150, boosts damage for 8 seconds instead of 20)

*Nerfed Mechanical Set's global item usage speed increase and balanced its defense

->Mechanical Chestplate and Leggings increases global item usage speed by 5% instead of 15% and 10%, respectively

->Mechanical Set Bonus now only boosts global item usage speed by 10% instead of 15%

->Mechanical Set Bonus now makes the wearer immune to Mechanical Fire

->Mechanical Helmet now has 14 defense (down from 25)

->Mechanical Chestplate now has 20 defense (down from 40)

->Mechanical Leggings now has 14 defense (down from 20)

*Players no longer gain damage reduction from the Revitalizer Cooldown debuff if the Quantum Revitalizer isn't equipped

*Nano Blade's damage now properly accounts for a player's damage multipliers

*Shadowflame now properly damages the player

*Fixed issue where Merciless Items with prefixes would be the Trash Rarity (however, it is a known issue that reforging the item still shows the Trash rarity, looking for fix)



*Fixed compatability with DPS tooltip mods such as Zeph's Improved Tooltips (see below)

*Modified how crits are prevented, player's melee/ranged/summon/magic/thrown crit is multiplied by 0 along side every item's crit chance being multiplied by 0, unless player has lucky buffs



*Changed Mod Browser description, did not properly save when uploading version 0.4



*All enemies' damage has been nerfed from its 4x expert value to 2x expert value

*Nurse cannot be used for healing during a boss battle; while a boss is not alive, healing is 100x more expensive (it's not as expensive as you think)

*Creating a world with the mod enabled now forces the world to be expert mode, whether or not the player selected expert mode on world creation

*The Vanilla Life Force buff now properly takes into account Max Life values above 500

*The OHP (One HP) Potion has been added, sets your Max Life to 1 during it's duration, but gives a 333% damage boost (lasts 4 minutes)

*All Merciless Mode items exclusive to bosses have been added

*Added 10 new Buffs/Debuffs

*The previously unobtainable Mechanical armor set has be reintroduced and completely reworked

*The bosses exclusive items no longer drop with prefixes

*Nurse now has custom dialogue when attempting to heal when a boss is present

*Grammar and punctuation fixes

*Fixed several tooltips have periods while some others didn't; made it more consistent



*Changed crit feature, player's can crit under given circumstances, see below for one instance of this:

*Added new type of Potion: Lucky Potions. Lucky potions ignore the removal of crit chance added by this mode, but crit chance will only be a percent of what the player's actual crit chance will be. There are 4 levels: Lesser, Regular, Superior, and Supreme, all of the recipes requiring the previous level to craft

Note: Lucky Potion's buffs cannot be stacked. The highest level is the one that will persist.

*Added Soul of Spite, dropped by the Lunatic Cultist, used to craft Supreme Lucky Potions (and more items in the future!)

*The Unbreakable Spirit Merciless item is now dropped by the Wall of Flesh. See above for its ability (previously Unobtainable)

*Merciless Mode Items now properly drop from Treasure Bags

*Fixed Unbreakable Spirit using player's vanilla max health, now uses modified max health (AKA it will take into account max health above 500)

*Added "nice" little message when a player joins the world

*Grammar and capitalization fixes



*Fixed mod description pointing those on the Mod Browser to the homepage for changelog



*Added 4 New Prefixes, Lively, Merciless, Light-Speed, and Thwarting

-> Lively: Very Rare Accessory Prefix, +20 max life

-> Merciless: Extremely Rare All-Weapon Prefix, +50% Damage +75% Knockback

-> Light-Speed: Rare All-Weapon Prefix, -75% Damage +50% Usage Speed -90% Knockback

-> Thwarting: Very Rare Accessory Prefix, +5 Merciless Defense (AKA +5 to total Defense even with Merciless Mode's 1/3rd Defense Modifier)

*Added some real-life refrences to items with certain prefixes

*All positive potion's longevity has been nerfed to half (including Flasks!)

*Added some currently unobtainable Merciless Mode items, may be viewed with cheat mods like Hero's or Cheat Sheet. All of these items are guaranteed to be subject to change

*Grammar and spelling fixes



*Added "Website" (this forum page)

*Added mod icon in Mod Browser



*Released to public



Github page for Direct Downloads if necessary: Github



This mod is in early, public testing phases. Please report any bugs! Thank you! :)



P.S: I cannot sprite. I suck at it. Don't be surprised if some (if not all) of the sprites come off as bad/ugly.


 
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Oh look, yet another yearning of a harder difficulty because after 3 years, expert mode is too easy
I know some people will really be up for the challenge, so it's all good!
P.S: I cannot sprite. I suck at it. Don't be surprised if some (if not all) of the sprites come off as bad/ugly.
You, me, and alot of coders lol.
 
Oh look, yet another yearning of a harder difficulty because after 3 years, expert mode is too easy
I know some people will really be up for the challenge, so it's all good!

Yeah, I am stoked for when Mastery Mode comes out. That should be amazing. But for now, it's up to the mods for difficulty increase so here we are lol
 
To avoid me simply spamming this thread with my own messages every minor update, I will only post a comment for every decently major update (0.X.0.0) and to respond to feedback. Thank you for looking at my mod everyone! :)
 
Is this/can this be integrated with mod configs so it's possible for users to customise these features.

Namely I'd like to still be able to critical hit but have it happen less often with a flat divisor or with some kind of falloff function, if neither of those I'd like to just disable the feature but keep everything else

My rationale is that there are so many items from other mods (and the base game) that use crit chance and crit damage as part of the bonuses they may provide and I think it would be a shame if none of those items do anything anymore.
Maybe you could map crit chance and crit damage bonuses to general weapon damage at some scale?
 
4 examples of generalised falloff functions:

You could have a,b,h,c,d be values the user can input on sliders in the config
Then this would determine what the actual crit chance will be given the player's crit stats.

Though I think you probably implemented the impossible crit by adding a multiplier of crit chance of 0 instead of reading the crit chance and then changing the part of the code that evaluates the crit chance for hits and display so that would require extra work that you probably don't intend on doing.

Fastest choice is probably to use this one and have h=0.5,c=0,d=0 then simplify it, let the user change a and b on sliders
However this one will give higher results than a simple linear/flat map so low values of crit get boosted to mid-range and high gets reduced to mid-range.

But I think this one is the best because it will always be less crit chance than linear so you can set a to 100, b anywhere from 100 to 200 and it behaves similar but a little harder than vanilla

Also if you'd rather versions of these functions without the inflexion point (it's not really possible to control a given fixed point on these ones though)
 
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Though I think you probably implemented the impossible crit by adding a multiplier of crit chance of 0 instead of reading the crit chance and then changing the part of the code that evaluates the crit chance for hits and display so that would require extra work that you probably don't intend on doing.

As it stand right now, crit chance is set to -100%. But I see and understand your concern for the ability to crit, and yes that completely nullifies all crit increasing from Vanilla, and more importantly, other mods. Configs were something I was thinking of adding once more features were added, I don't think it's a good idea to add one as of now; however, I think I will be implementing a set of potions that will (obviously temporarily) allow the player to crit, but at a fraction of the player's real crit chance, depending on the strength of the potion. When the potion wears off, no more crits. However, I will keep the falloff idea in mind, and I really appreciate all the functions you have replied with :)
 
Keep in mind, By removing crits from all "other" damage types, your kinda making minions more favorable, as their only real downside is nullified
just thought I'd point that out
 
Summons also often have issues with piercing damage, and they always take up one or many buff slots.
So those are the other downsides with summons that concern me.
 
they always take up one or many buff slots.
Not an issue with the latest TMODLoader, which supports loading more than 22 buffs at a time for a player (thou the mod creators have to take care of this themselves by telling TMODLoader how many 'buffer slots' are needed for that mod)

Summons also often have issues with piercing damage
Ah yes, the classic IFrames issue, but lets be real honest, this is most piercing weapons, if your using a summon like Pygmies, Imps, or UFOs, this is irrelevant.

So, if your using a minion that shoots a non-piercing projectile and the mod creator has taken note of this new TMODLoader feature (which likely won't be most sadly), those 2 downsides are negated as well.
 
I wish piercing was stored on the projectile itself so you can have multiple sources of damage without completely tanking DPS
(so the projectile has an invincibility timer on it w.r.t that enemy not the enemy having a global timer)
but that could be laggy if done poorly
 
I wish piercing was stored on the projectile itself so you can have multiple sources of damage without completely tanking DPS
(so the projectile has an invincibility timer on it w.r.t that enemy not the enemy having a global timer)
but that could be laggy if done poorly
Aye, this feature does INFACT exist in the base game! It's called LocalNPCImmunity, Projectiles are able to hold their own local immunity frame system per NPC instead of per player, the thing is this system is practically not used, as far as I know, only the Dungeon Defenders II stuff uses it
 
Keep in mind, By removing crits from all "other" damage types, your kinda making minions more favorable, as their only real downside is nullified
just thought I'd point that out

Oh god lol I forgot that minions don't deal crits... That's a fair point, I'm not quite sure what to do about that, do you think summon weapons warrant a buff cause of this?
 
Oh god lol I forgot that minions don't deal crits... That's a fair point, I'm not quite sure what to do about that, do you think summon weapons warrant a buff cause of this?
A buff? You already made summon weapons more favorable with this

I got an idea: Make minions do cause 50% longer immunity frames lol (the ones that do cause immunity frames.

There's 2 ways you can approach that, the obvious one would be
penetrate!=1 && minion

while another one would be this if you only want melee minions
if (projectile.modProjectile!=null)
if (projectile.modProjectile.MinionContactDamage())
 
I wouldn't mind reducing summon damage to two thirds or half of what it usually is if they can crit and penetration doesn't make enemies globally immune.

I have a mod that gives summons the crit chance of whatever highest crit chance I have is, so that negative isn't there anymore.
But I haven't reduced summon damage (but I have like 5 different enemy buffing mods not including this one as I still wanna be able to crit)
 
Version 0.4 is now out!
Check it out above, under the changelog section. This update took awhile longer than usual, I apologize for that. I'll do my best to get future patches out earlier! But for now, thank you to the 500+ people who have downloaded my mod on the mod browser!

I think version 0.5 is going to focus on adding the boss abilities, and obviously squashing any bugs associated with version 0.4

Anywho, hope everyone is enjoying my mod!


A buff? You already made summon weapons more favorable with this

I got an idea: Make minions do cause 50% longer immunity frames lol (the ones that do cause immunity frames.

There's 2 ways you can approach that, the obvious one would be
penetrate!=1 && minion

while another one would be this if you only want melee minions
if (projectile.modProjectile!=null)
if (projectile.modProjectile.MinionContactDamage())

Smart... I'm still on the fence on if I want to change it or not, but I will keep this feedback in mind. Thank you :D
 
Conflicts with Zeph's Improved Tooltips
The "Damage Per Second" tooltip reads as negative when given negative crit chance.

You should make it multiply crit chance by 0 instead of adding negative 100%
 
Conflicts with Zeph's Improved Tooltips
The "Damage Per Second" tooltip reads as negative when given negative crit chance.

You should make it multiply crit chance by 0 instead of adding negative 100%

Thank you for the report! The player's melee/ranged/summon/magic/thrown crit chance is now multiplied by 0 along with every item's crit chance being multiplied by 0, and I personally downloaded Zeph's Improved Tooltips and tested to make sure the DPS tooltip functioned properly, and it looks like it works correctly now, so just update the mod to v0.4.0.2 and you should be back in business :)

If you find anything else, just let me know, I'll do my best to respond as quickly as possible.
 
Don't have any solid debug info for you but while merciless is installed, sometimes things will take a bajillion ( several hundeds of thousands ) damage when they should only take like 600.

And this happens some time into playthrough pretty randomly and lingers on the save until this mod is removed.
I accidentally 1 tapped king slime cus of that and now he's cleared on my boss list but I can barely scratch him under normal circumstances...
 
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