i realy love this mod, all mods add unique and fun stuff (for example biomes and bosses, etc etc (thorium, calamity, spirit, etcetcetc)
but here? you get something very UNEXPECTED, the abandoned lab and the wasteland were holy refreshing! it was perfect!, the bosses were very unique aswell with the floating texts, instead of having it inside the chat, it was at the top middle or above the boss' sprite, it was very delightfull!
i first began playing when i saw
i know he plays a beta
wich honestly, adgitated me even more to play it (adgitate as in catalysts, i was eyeing the mod of redemption, then james uploaded his first mor video and that was it, i realy wanted to play it)
to those who worry if its incompatible with other mods, think again, this mod is very compatible with thorium, so i did a playtrough with both ones active but full druid, i wana do a playtrough withoud my extras, but i just cant play anything withoud magic storage, vein minder, furniture food and fun, various weathers, alchemist npcs, bosshealthbar and bosschecklist, es i dont like using the item browser, sure its a nice and handy tool, but i just like to use the guide and a phone note just like the old days when i first played terraria
weapons are delightfull
but i do have some ideas on how to improve some
like the kings oak great stave, it has this epic build up, but it ends up only being used for its right click
i recomend making it so the stave requires demonite/crimtane in its recipe to be crafted, a change in dmg and to change it so it shoots all projectiles at once
i recomend a change to the xenium set bonus for druids, add an extra effect, like "every 3rth seed trown releases a xenium seed wich shoots lazer beams at enemies and lasts 15 seconds, xenium seeds can only be trown once every 17 seconds" or "summoning a stave guardian now inflicts a xenomite infection upon hitting an enemy (more powerfull infection if the enemy is already infected)" or "maximizes spirit capacity for every spirit weapon, enemies that die have a chance to explode into a xenomite mist"
this way it might beat the shadesoul and small shadesoul sets wich are much more powerfull then the xenium set, wich drop from enemies that drop the 2 soul types after patient zero is destroyed, ofc the soulless gets an upgrade and drops it too, but it just makes the xenium armor set so, obsolete is the right word... i recomend making this set post ancient deity duo and/or buffing the xenium set, since players tend to do everything they can to stay away from anything that can dammage em heheh
i can think of more things but im not sure if y should change the keeper or kingslayer III or anything else, some may be too weak or too strong, but even if they are (yes it took me over 30 attempts to end kingslayer
and that post planterra (i may have had a very painfull case of vibrator fingers when i fought him)) (yes i killed the keeper in 1 go) these bosses are iconic and unique, i wouldnt change that :/, but if y think they should, i hope youll make them fightable earlier, afterall one cant get (technicaly one can defeat the keeper pre boc/eow/eoc by seeking demonite and crimtane nodes
but yeah its reaaaaaly hard to get, recomended to buff the attack damage, that way if she hits you it will be sure to scare the living sh!t out of the player heheheheheh >
here is a slight change you could add to the abandoned lab
infected scientists and them slimey blob things only serve as an obstackle, but what if you add a bunch of exclusive weapons/accesories to them? then people are inclined to return there not just for the first 3 mini bosses, the janitor, the xenium refinery, girus, etc etc etc, you could kill the scientist for funny little doohickeys
ideas:
scientist glasses, vanity, tooltip: ready to put that quantum hominizer into my photonic resonation chamber? (referencing fallout)
infected labcoat, vanity, tooltip: who knew one could still wear this after being penetrated by the infected flesh of the scientist that once wore this
electric revolver: magic, damage, 52, shoots very fast, same use time as the clockwork assault riffle but withoud the burst round,shoots electrified plasma, when you hit an enemy they get the shocked debuff (same as if you were hit by the defence system bullets or martian tesla turret rounds, the rounds pierce hitting up to 3 enemies per plasma orb, tooltip: shoot em with the power of science! and magic!
stronthium canister, druidic seedbag, 10 mana per attack, trow a clump of synthetic strontium, it pulses damage, dealing damage around the area, infecting enemies with radioactive fallout for 1 minute (yes i am serious, sure its a perma debuff in the wasteland and abandoned lab, but if y can turn it into an applyable debuff then it can be effective against non xenomite immune enemies and bosses =) ) and a xenomite infection (post moonlord), deals 130 damage, shoots a clump each 0.75 seconds, it pulses every second, each area lasts 10 seconds, forcing the player to use it constantly
experiment particle key card, has the same chance to drop from infected scientists, opens a new chest inside the abandoned lab, it contains project particle, the first and only of its kind, the alpha partickle gun, its a ranged weapon, uses uranium, plutonium and corium bullets (when corium finaly becomes mineable), to craft a plutonium/uranium round youll need 500 musket balls and one uranium/plutonium, uranium bullers deal good single target dps, plutonium bullets deal good aoe damage but dirrect hits are weaker, corrium on top of the xenomite infection debuff all 3 types inflict also sets the enemy on fire and cursed flames and have a small aoe damage, half as large as the plutonium round, these bullets can be used by every gun, the extra effects of the explosions, high single target damage and on fire are only unlocked trough use of the alpha partickle gun
usetime, sniper speed if used with uranium, minishark speed for plutonium, tripple shot moderate shotspeed for corium, 800 for uranium, 150 for plutonium, 300 for corium, these are rough numbers and will need balancing
tooltip: i have become death, destroyer of worlds, withoud needing nukes.
scientist's pocketknife
collectors weapon
25 damage, average use time, inflicts xenomite infection upon hitting an enemy
prototype module: bring to adam, he mentions it can be used to craft the alpha partickle gun but that the means to craft it have been lost to time, instead he offers you the blueprints for an upgraded geiger muller, allowing it to not only lety you hear when youre in an irradiated area but now also tell you exactly how much time you have got left after you got infected and automaticaly uses an anti radiation pill when you need ( if in your inventory)
he then would mention that you can sell him any prototype module you find
lazerblade, a blade with a green lazer on the frond arching into the top, deals 100 damage, when swung it shoots a green lazer wind that pierces 5 enemies
xenomite crystal assault riffle, uses xenomite shards for ammo, deals 75 damage, shoots every 0.32 seconds, tooltip: everymaterial has its uses, even when it can kill you
fleshy xenomite chunk: summon weapon, summons an infected scientist to fight for you, 50 damage, tooltip: he may follow you now, but never trust the living dead
xenomite gloop, drops from infected scientists and them slime gloop things, can be mined from hardened sludge and has 3 varriants just like the hardened sludge, used to make gloop furniture a solidifier
telescope: this is an idea for a new mechanic that would change depending on your progress, in pre hardmode it shows harpies in the sky till you smash an orb or heart, then youll see a meteorite and it dissapears when it has landed, when you enter hardmode youll see harpies and whyverns, once the infected eye has been defeated youll see mini nukes being trown in the dirrection of the wasteland, when you defeat all 3 mechanical bosses youll see the abandoned lab defence system drones fly arround aimlessly withoud purpose, when you defeated golem youll see martian probes fly around and an obscure immage of cthulhu, when the lunatic cultist is defeated youll see the 4 planets that represent the lunar pillars, when you defeated all of them and wile the moonlord is about to spawn, youll see him clearly, when the moonlord is defeated youll see nebuleus but very faint, when you defeat patient zero it becomes clearer, when you defeat the upgraded king roosters army youll see her even clearer, when you defeat the ancient deity duo it will be the clearest and she will say a warning
the telescope can be crafted with 3 lenzes, one augmented lens (lens + glass + wood), iron/lead, copper/tin, wood
etc etc, ideas are just ideas ofc heheheh, but it helps indentify whats currently going on in your world trough the vieuw of a star watcher hahah
anyway i realy love the mod, i cant wait to see more of it!
thanks for making this great mod