tModLoader Retribution Mod

Royal Nobody

Skeletron Prime

RetributionThumb.png


Retribution Mod

Is a content mod for TModLoader 1.4

Wait!
Please listen to what we have to say before you ignore this post!
We know that content mods are generally frowned upon because of the
amount that now exist on the platform. Because of this, we are trying
our hardest to come up with new features unique to this mod.

Before we begin, this content mod is going to be focused on adding
more terraria-like content. We are NOT looking to change the look
and/or style of terraria completely. Now, that does not mean
we won't add visually pleasing content. We will, we are just saying
we will not be doing a Starlight River visual overhaul, for example.
(SLR is amazing by the way, just drawing a comparison 😌)

LINKS
Discord Server
Youtube Channel

(We will have a wiki soon, join the Discord server for updates and spoiler content)




Let's kick this off with a broad overview of new mechanics for the mod.

New weapon types for each class
Rather than add new classes all together, we've decided to just add new weapon types for each class. We tried our best to make these new weapon types as original and fun to play as possible. We are well aware it is easy to draw comparisons to existing mods, but please hang in there.

Gauntlets - Melee
Gauntlets are a new melee weapon that allows the player to punch, gaining a burst of speed towards their facing direction. There are plenty of variations, abilities, and unique attack styles for each gauntlet we have planned for the game. This is just a very basic look at what the weapon will look like. (Join the discord for a peak at different types of gauntlet attacks!)


GauntletPunch.gif


Traps - Ranged
Traps are a new type of ranger weapon that allows the player to place stationary damaging projectiles. Traps can come in 3 forms; static, player-activated, or touch-triggered.
Static traps remain on the ground until a timer runs out or until a specified amount of damage is dealt. Player-activated traps remain in place until the player activates it or
until a set number of other traps of the same type are placed (to prevent spamming). Touch-triggered traps remain in place until an enemy steps into it's range or until a
set number of other traps of the same type are placed (again, spam).

trapdemo.gif

Touch-triggered trap example

Monoliths - Mage
Monoliths are a new mage support ability. Rather than being a weapon, the main idea of monoliths is to provide support for a team or give slight benefits to yourself during tough situations.

Monoliths work based off of a Buff/Debuff cooldown system, similar to Potion Sickness. When a monolith is placed, it stays alive for a set amount of time and then gets killed, giving the player a cooldown of (on average) about 25 seconds. From the beginning of the game, the player is allowed one monolith active at once. With accessories however, this limit can increase to 2, 3, then 4.

However, it should be noted that only monoliths of different types can be placed at the same time.
Some monoliths will simply provide healing and mana regeneration to players (gif example below) while some will provide a tactical benefit like blocking projectiles, slowing enemies, etc. (Check discord)


MonolithsExample.gif

Healing and Mana Regen monolith example (Using accessory to have 2 monoliths active at once)

Scythes - Summoner
Scythes will be added to summoner instead of melee, and here's why. We have decided to give scythes a new ability; Necromancy. In the simplest of words, this will basically make it so any enemy killed by a scythe will summon that enemy's soul to attack another enemy. We are working on visuals, this is not a finished product, but the idea is there. The enemy's soul will deal one tick of damage, which will be equal to half of the maximum health that enemy had.


necromancy.gif


We hope these new additions will spice up your gameplay a little bit.




Contracts
Contracts are this mod's take on quests. However, we think that every big mod that adds quests either make them too complicated, include overwhelming UIs, and stuff like that. Our focus with contracts is to make the process as streamlined as possible, simply showing you a measly little text box showing your current objective.

Contracts are activated by left-clicking their item, and deactivated by right clicking it. You can only have one contract open at once. When a contract is not open, your objective will look like this:
e6a75a1cc824b7a07b81689d769745e0.png

When a contract IS active, this text will be populated with the current objective.

This objective tracking text can be disabled in the config.

Contracts can fall into the following categories:
KillQuest.png
Slayer
- Kill an enemy or certain amount of enemies (possibly following a set of conditions)
DeliverQuest.png
Delivery
- Collect and deliver an item to an NPC
EscortQuest.png
Escort
- Bring an item or NPC to a specific drop location while following a set of conditions
SequenceQuest.png
Sequenced
- Any contract that requires multiple steps to complete (i.e. collecting a list of items)

Every contract has a reward. The most common reward is coins. Some contracts may provide the player with vanity, weapons, pets, accessories, and even dyes.
The reward music changes depending on what type of reward is given.




Supers
Supers are strong abilities the player can activate in exchange for a long cooldown and lowered defense.
While a super is active, the player's defense is dropped to 0. This means using a super is in most cases a strategic decision.

Supers are given their own dedicated slot beneath the player's accessories. They are activated by pressing a designated keybind in the options menu. (Defaulted to "G")

While not officially categorized, we can organize supers by the way they function:
Player buff: Gives the player an advantage over enemies.
Enemy debuff: Gives the enemies a disadvantage to the player(s).
Damaging: Directly deals damage to enemies.
Team support: Gives the player(s) support, not directly through buffing the player.

Examples of some supers:
Supersonic Harmony - Fires out a blast of high-damaging harmony waves.
ezgif-1-7119def511.gif

Forsaken Amulet - Grants the player invincibility from hostile attacks for 10 seconds.
ezgif-1-477febd83c.gif

Plagued Talon - Summons an Eater of Worlds to fight for you for about 15 seconds.
ezgif-1-b657e38af9.gif

Starfall Typhoon - Rains stars down from the sky for about 5 seconds.
ezgif-1-3d4d506dab.gif





NPC Vulnerability
We will also be implementing a new mechanic; NPC Vulnerability. If you are familiar with the Pokemon series, this is basically that. Almost every single enemy has been assigned a vulnerability. What do we mean by vulnerability? Well, we as a team have come up with the following list: Fire, Water, Venom, Energy, Combustion, Wind, Light, and Evil.
This is a list of vulnerabilities and weapon imbues that each weapon and enemy will be assigned.

For example, enemies in hell will most likely be given the vulnerability of Water and Light. Enemies in the snow biome however will probably be given vulnerability to Fire.
If you use a weapon that compliments the vulnerability of an enemy, it will deal more damage and in most cases apply a debuff to that enemy.
And vice versa,
Using a weapon that parallels the vulnerability of an enemy will make it less effective and in some cases removes the ability for a weapon to apply a debuff, if applicable.

(Please note we are working hard to balance this in every way)
This mechanic is in place to encourage players to use a variety of weapons throughout their playthrough as opposed to one strong weapon throughout the entire progression chunk.

WeaponVulsExample.gif

The dummy does not have a vulnerability to poison, while the nymph does.
The nymph takes significantly more damage than the dummy.
(This mechanic is a work in progress, amount of damage shown will
most likely not be as substantial as depicted)


THIS MECHANIC CAN BE DISABLED IN CONFIG
We know not everyone will be a fan of this system, so you are freely able to disable it in the configuration settings of the mod.




Weapon Upgrades
A mechanic we've been planning for a while is Weapon Upgrades. We don't believe this is in the scope for release because of how much content it would add, but we are definitely intending to implement it in a future major update.

The point of the Weapon Upgrades mechanic is to make your favorite weapons more viable for a longer period of time. It mainly buffs the stats, but some weapon upgrades can change or in some cases completely alter the original weapon's AI. (You can see some examples below)

The weapon upgrade system has gone through several reiterations. The way we've decided to do it is through a quest and token system. The player would take a quest to kill a special enemy, retrieve an item, or complete some sort of condition. In return, they would receive an upgrade token. These tokens would be spread across the progression of the game into five tiers; Early Pre-Hardmode, Pre-Hardmode, Early Hardmode, Hardmode, and Endgame. Every unique weapon in the game would be given a tier, related to what position in the game that weapon is acquired. For example, you can upgrade a Book of Skulls with a Pre-Hardmode token. However, you will not be able to upgrade something like the Crystal Storm with the same token, since it is acquired in Early Hardmode. This sytem is in place to prevent doing easy quests and stacking up on tokens to upgrade every single weapon you have.

There will be roughly 5 quests per section of the game. This means you can upgrade about 5 weapons each stage of the game.


Here are some examples of simple weapon upgrades
space_repeater.gif
SPOILER_night_bane.gif
water_bullet.gif

Space Repeater (Space Gun) Night's Bane (Light's Bane) Water Bullet (Water Bolt)

Please leave a comment below if you have any questions on any of the mechanics mentioned above.




Now with the main mechanics out of the way, lets see a little bit of spoilers.
ONCE AGAIN, more spoilers can be found in the discord.

ENVIRONMENTS
Please keep in mind these are very early development thumbnails and previews.
The Permafrost (Click for video)
1668304954466.png


Kelp Forest (Click for video)
62fa321c7a1d2278041d3580825e3f17.png


Hematic Cavity
1668304993322.png
ENEMIES
Ice Gremlin
IceGremlinThumb.png


ice gremlin2.gif



Commando Slime
commando.gif


Tesca (Boss)
He's a boss so, we're not going to spoil his fight just yet.
TescaAnim.gif


Buried Pharaoh

Nah just kidding, will spoil an attack.
Pharaoh_Thumb.gif


PharaohStartAttack5.gif
WEAPONS
Bleeding Back Blade
Fires 2-4 blades that spin for a while then split into fast-travelling homing knives
Bleeding Backblade Night.gif


Moonlight Insignia
Constantly fires moon projectiles that slowly travel upwards
MoonlightInsigniaDemo.gif


Sea Nettle Staff

Summons jellyfish minions that deal contact damage and can also be used as light pets
SeaNettleDemo.gif


Infernal Deluge

When killing an enemy, a new homing projectile is launched from it dealing damage
that is equivalent to half of the enemy's health that was killed

infernal_deluge.gif


Rod of Thunder
Shoots lightning bolts
RodofThunder.gif


Sun Tomb

Fires erratic bolts, increases lifetime if they collide with a tile

suntomb.gif


Horus

Homing bullets are fired out of the enemy that is hit by this arrow.
horus_demo.gif


Ammonite Shell

Small homing bolts are constantly shot out of this yoyo dealing minor damage
Ammonite_Shell.gif


Arctic Spire

Fires a tornado-looking gust of snow
GlacialSpire.gif


Dream Catcher

Consumes projectiles caught inside. (Lasts 15 seconds or until 10 projectiles are consumed)
DreamCatcher.gif
SPRITES
Sprites_Thumb.png


Thank you for reading this post!

As a reminder, we are always looking to partner and work with
other mods and developers. Just join our discord and send us a message!


If you would like to support the mod, the best way you can do that is join the server and share it with your friends.
You can also add this banner to your forum signature! (We'll add more sometime)



SupportBanner.png



You can also use our logos as support banners!
RetributionThumb.png
Logo3.png


Donate to help the development of the mod!
Donate
or
bmc_qr.png


Please leave suggestions or questions on this forum post or in the server. Again,
Thank you!


- Retribution Mod Team​
 

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