Been a while since I made an update or even posted. Didn't realize this thread was still so active - I stopped getting alerts for some reason. Anyway, new version is up. Not a ton of new stuff, but the post-Moon Lord prefix category is better fleshed out and no longer conflicts with other prefixes. The two new prefixes for the category are Adaptive and Channeling. Adaptive enemies take only 30% damage from damage types they've been hit by in the past 3 seconds, so they're best dealt with using a variety of weapons. Channeling enemies use the same archetype as Malefic, but steal mana instead of health. When they've stolen 50 mana, they consume it to buff themselves and nearby enemies (+10% damage, defense, max life, knockback resist) as well as healing them for 200 life. The effect stacks, so be careful not to let one turn a crowd of enemies into an unstoppable force.
Oh, yeah, also, the shadow flame ball thing goes through walls. Not as in the explosion goes through walls, but sometimes enemies can cast it and it spawns past fortifications.
Edit: Yeah, not only does the ball go through walls, but the explosion does too. Yikes.
That's a little strange, since it should be spawning from the center of the enemy. Anyway, for the next patch I'll be dropping the velocity of shadowmage and volcanic to make them a little easier to deal with early on, which should also help keep them from passing through walls. Nothing to be done about the explosion, though.
Your Disappearing prefixes might be because of the negative npcids and how those particular npc are created.
Also, I have an idea for a prefix. I don't have a name, but basically if you damage him he will transform into a much stronger NPC. (use the npc.Transform(int newType) method.)
In my personal testing I've found it to happen most often immediately after the world is loaded. The first couple enemies will often not display prefixes.
Interesting idea - do you know if Transform() creates a new NPCInfo instance or uses the original one? It would be a considerable amount of work to implement, but it could be cool to limit the prefix to pre-hardmode and have a pool of hardmode enemies as possible transformations. I'd probably exclude bosses from the list.
Also, some modifiers are WAY too OP on the first few nights. Could you make it to where the more difficult modifiers change after each boss kill pre-hardmode?
What specific modifiers do you consider overbearing early on?
On another note, I'm looking for some specific feedback. Do people feel that Suffixes and certain, strong prefixes should be impossible to roll on bosses? I'm certainly not balancing around the possibility of suffixed bosses, but I'm not sure if more people would prefer to keep it the way it is or remove the possibility entirely.