tModLoader Risk of Slime Rain - Risk of Rain in Terraria

Alucard_I

Official Terrarian
Current version: 0.5 (08.01) dd.MM format
icon.png

> RISK OF SLIME RAIN <
https://steamcommunity.com/sharedfiles/filedetails/?id=3134858922

Risk of Slime Rain is a mod, that aims to bring Risk of Rain, a rogue-lite platformer into Terraria! Expect the items, enemies, bosses and characters to appear in the mod over time! All items are consumable and provide permanent buffs or boosts to your character.

A quick rundown of the mod's details by Mellowdi

Items
Items are the source of your power as they provide you with buffs and abilities you never dreamed of. There is no limit to how many items the player can hold at once, however most items have a certain limit at which their effects cap and stop improving. The bonuses applied by the items to the characters are stacked, so with the right items you might as well be unstoppable. All items are divided into three groups: offensive, defensive and utility. The items can be found in chests across the world, crafted with vanilla items or dropped from bosses.

Common Items
Common Items are the easiest to obtain, but also the ones that provide the least upgrades to your character if used once. They can be discerned from others by a white outline of their sprite and all of them are White rarity items.
BarbedWire.png
Barbed Wire
BarbedWire.png

Description: Encircles the player in a small, grey, jagged circle, damaging enemies (for a percent of held weapon's power) who come within.
In-depth effect on the player: If several enemies are within range, only one of them will receive the damage.
Stacking effect: Increased radius and damage.
2020-01-20_21-44-33.gif
BitterRoot.png
Bitter Root
BitterRoot.png

Description: Increases the player's maximum health.
In-depth effect on the player: Caps at 300% extra health.
Stacking effect: +8% HP.
2020-01-20_21-51-46.gif
BundleOfFireworks.png
Bundle of Fireworks
BundleOfFireworks.png

Description: Chance to fire fireworks when an enemy is killed.
In-depth effect on the player: 1% chance to launch a barrage of 5 fireworks.
Stacking effect: Increased proc chance.
2020-01-20_23-42-42.gif
BustlingFungus.png
Bustling Fungus
BustlingFungus.png

Description: Recover health after standing still for two seconds.
In-depth effect on the player: heals the player for 4.5% of their health after 2 seconds out of combat and being completely immobile.
Stacking effect: Increased HP/s.
2020-01-20_23-49-30.gif
Crowbar.png
Crowbar
Crowbar.png

Description: Deal increased damage to healthy enemies.
In-depth effect on the player: +50% damage to enemies above 80% health.
Stacking effect: Increased bonus damage.
2020-01-20_23-51-27.gif
FireShield.png
Fire Shield
FireShield.png

Description: Retaliate on taking heavy damage.
In-depth effect on the player: Explode for 200% damage after being hit for 10% of maximum HP in one hit.
Stacking effect: Increased explosion damage and knockback.
2020-01-21_00-00-39.gif
Gasoline.png
Gasoline
Gasoline.png

Description: Killing enemies burns the ground for 2 seconds.
In-depth effect on the player: burns the ground for 60% damage for 2 seconds and burns the target.
Stacking effect: Increased fire damage.
2020-01-21_00-07-03.gif
Headstompers.png
Headstompers
Headstompers.png

Description: Damage enemies by falling on them.
In-depth effect on the player: Up to 507% damage depending on vertical velocity.
Stacking effect: Increased maximum damage.
2020-01-21_21-39-35.gif
HermitsScarf.png
Hermit's Scarf
HermitsScarf.png

Description: Chance to evade incoming damage.
In-depth effect on the player: 10% chance to nullify incoming damage.
Stacking effect: Increased evasion proc chance.
2020-01-21_00-11-48.gif
LensMakersGlasses.png
Lens Maker's Glasses
LensMakersGlasses.png

Description: Increase critical strike chance.
In-depth effect on the player: +7% crit chance.
Stacking effect: Increased crit chance.
2020-01-21_00-14-42.gif
LifeSavings.png
Life Savings
LifeSavings.png

Description: Generate money over time.
In-depth effect on the player: +10 copper coins each 3 seconds.
Stacking effect: +10 copper generation rate.
2020-01-21_21-53-58.gif
MeatNugget.png
Meat Nugget
MeatNugget.png

Description: Chance to drop healing meat nuggets on attack.
In-depth effect on the player: 8% chance to drop 2 meat nuggets that heal for 3 health.
Stacking effect: Increased HP restoration per nugget.
2020-01-21_21-43-35.gif
Medkit.png
Medkit
Medkit.png

Description: Heal a portion of damage 1.1 seconds after getting hit.
In-depth effect on the player: +10 HP 1.1 seconds after received damage.
Stacking effect: Increased HP restoration.
2020-01-21_19-45-09.gif
MonsterTooth.png
Monster Tooth
MonsterTooth.png

Description: Killing enemies heals you.
In-depth effect on the player: 10 HP restored after killing an enemy.
Stacking effect: Increased HP restoration.
2020-01-21_21-55-56.gif
MortarTube.png
Mortar Tube
MortarTube.png

Description: Chance to fire a mortar when damage is dealt.
In-depth effect on the player: 9% chance to launch a mortar for 170% damage
Stacking effect: Increased damage.
2020-01-21_19-55-44.gif
MysteriousVial.png
Mysterious Vial
MysteriousVial.png

Description: Increased HP regeneration.
In-depth effect on the player: Increased HP regen by 1.2 HP/s.
Stacking effect: Increased HP regeneration rate.
2020-01-21_20-05-34.gif
PaulsGoatHoof.png
Paul's Goat Hoof
PaulsGoatHoof.png

Description: Run faster.
In-depth effect on the player: +20% max run speed.
Stacking effect: Increased running speed.
2020-01-21_21-45-26.gif
RustyKnife.png
Rusty Knife
RustyKnife.png

Description: Chance to bleed the enemy on attack.
In-depth effect on the player: 15% chance to cause bleed debuff for 4x35% damage.
Stacking effect: Increased proc chance.
2020-01-21_20-11-17.gif
SnakeEyes.png
Snake Eyes
SnakeEyes.png

Description: Increased crit chance when in peril.
In-depth effect on the player: +6% crit chance after falling below 5% HP. Stacks up to 6 times. Potions nullify this.
Stacking effect: +3% crit chance per stack.
index.php

View attachment 2020-01-21_20-57-44.gif
SoldiersSyringe.png
Soldier's Syringe
SoldiersSyringe.png

Description: Attack faster.
In-depth effect on the player: +15% attack speed (aka -15% use time).
Stacking effect: Increased attack speed.
2020-01-21_21-09-58.gif
Spikestrip.png
Spikestrip
Spikestrip.png

Description: Drop a spikestrip when taking damage.
In-depth effect on the player: Slows down enemies by 20%.
Stacking effect: Increased slowdown duration.
2020-01-21_21-13-21.gif
SproutingEgg.png
Sprouting Egg
SproutingEgg.png

Description: Increases player's HP regeneration rate when out of combat.
In-depth effect on the player: +2.4 HP/s when out of combat for 7 seconds.
Stacking effect: Increased HP regeneration rate.
2020-01-21_21-16-04.gif
StickyBomb.png
Sticky Bomb
StickyBomb.png

Description: Chance to attach a bomb, that detonates 2 seconds later.
In-depth effect on the player: 8% chance to attach a bomb, detonating for 140% damage and deal explosive damage in a radius of 1 block.
Stacking effect: Increased bomb damage.
2020-01-21_21-26-19.gif
Taser.png
Taser
Taser.png

Description: Snare enemies on hit.
In-depth effect on the player: 7% chance to immobilize enemies for 1.5 seconds.
Stacking effect: Increased snare duration.
2020-01-21_21-49-40.gif
Warbanner.png
Warbanner
Warbanner.png

Description: Drop a Warbanner, giving you great strength.
In-depth effect on the player: When in Warbanner's AoE: +4 damage, +30% attack and move speed, 1% HP/s restored.
Stacking effect: Increased radius of effect of the next Warbanner spawned.
2020-01-21_21-31-05.gif
Uncommon Items
Uncommo
n Items are harder to come by, but in return upon consuming one they may provide you much greater upgrades. They can be discerned from others by a green outline of their sprite and all of them are Green rarity items.
AtGMissileMK1.png
AtG Missile Mk.1
AtGMissileMK1.png

Description: Chance to fire a missile. Watch for the backblast.
In-depth effect on the player: 10% chance to fire a missile for 300% damage
Stacking effect: + 10% chance, multiplicatively
2020-11-21_19-48-16.gif
BoxingGloves.png
Boxing Gloves
BoxingGloves.png

Description: Chance to knock enemies back.
In-depth effect on the player: 15% chance to knock enemies back
Stacking effect: +15% chance, multiplicatively
View attachment 2020-11-21_21-00-02.gif
DeadMansFoot.png
Dead Man's Foot
DeadMansFoot.png

Description: Drop a poison trap at low health
In-depth effect on the player: Falling below 20% health causes a poison mine to drop, dealing 150% damage for 4 ticks
Stacking effect: Increased amount of ticks
2020-11-21_21-23-45.gif
GoldenGun.png
Golden Gun
GoldenGun.png

Description: More gold, more damage
In-depth effect on the player: Deal up to 40% more damage depending on how much money you have on you. Caps at 1 platinum.
Stacking effect: +10% maximum damage, + 20 gold for the cap.
2020-11-21_19-52-59.gif
GuardiansHeart.png
Guardian's Heart
GuardiansHeart.png

Description: Gain a shield. Your shield recharges when out of combat.
In-depth effect on the player: Gain a 60 HP shield. Protects from any damage. Recharges in 7 seconds.
Stacking effect: +60 shield HP
2020-11-21_19-56-21.gif
HarvestersScythe.png
Harvester's Scythe
HarvestersScythe.png

Description: Critical damage heals you
In-depth effect on the player: Receive +5% crit chance. Dealing critical damage adds some HP to the health pool. Once it reaches a number above or equal 1 - you are healed for that number.
Stacking effect: More healing
2020-11-21_21-28-42.gif
Infusion.png
Infusion
Infusion.png

Description: Killing enemies permanently increases your health.
In-depth effect on the player: Receive +0.2 max HP after killing an enemy. Caps at 50 bonus HP.
Stacking effect: +50 max HP cap.
View attachment 2020-11-21_21-40-04.gif
LeechingSeed.png
Leeching Seed
LeechingSeed.png

Description: Dealing damage heals you.
In-depth effect on the player: Receive tiny amount of healing when dealing damage. Works as a health pool.
Stacking effect: More healing
2020-11-21_21-32-14.gif
PanicMines.png
Panic Mines
PanicMines.png

Description: Drop a mine at low health.
In-depth effect on the player: After falling below 20% health drop a mine, dealing 500% damage.
Stacking effect: More mines are dropped
2020-11-21_21-20-27.gif
ToughTimes.png
Tough Times
ToughTimes.png

Description: Reduce incoming damage
In-depth effect on the player: Any incoming damage is reduced by 7%
Stacking effect: +7% damage reduction, multiplicatively
2020-11-21_21-44-53.gif

SOON TO COME!
Boss Items
Boss
Items are i̸n̸c̸r̵e̴d̵i̸b̴l̶y r̷a̶r̸e. Y̵o̷u m̶i̷g̴h̸t n̴e̸v̸e̸r f̴i̶n̷d o̵n̸e̶. C̴o̵n̷s̶i̵d̶e̸r y̷o̶u̶r̷s̷e̶l̸f l̴u̶c̶k̴y i̴f y̴o̵u f̴i̶n̸d i̴t a̸̖̫̍n̶̮̣̂d̴̢̀ i̷t a̸c̷c̸e̷p̴t̵s y̷o̴u̴. Yellow outline a̸̖̫̍n̶̮̣̂d̴̀ Yellow rarity i̵t̵e̷m̷s̶. Y̴o̸u c̷a̸n̷'̴t m̸i̴s̶s t̸h̶o̶s̵e̴. A̵n̴d n̶e̶i̶t̴h̴e̵r w̵i̸l̷l t̴h̷e̶y m̴i̷s̴s y̶o̶u.
BurningWitness.png
Burning Witness
BurningWitness.png

Description: The Worm's eye seems to still see.. watching.. rewarding..
In-depth effect on the player: +5% movement speed, +1 damage, causes a firetrail to appear
Stacking effect: Increased movement speed, increased duration
index.php

Enemies
The enemies you will find in the game usually spawn under specific conditions or in specific biomes. Upon their death they might drop a chest with a random item inside, however the chance is small. Bosses however are much more difficult - and they're guaranteed to drop an item.
SOON TO COME!
MagmaWorm_Checklist.png

Friendly NPCs
The NPCs that will join your world can provide you with various information, sell various items, let you change you gamemode or do something else.
SOON TO COME!
SOON TO COME!

Biomes
SOON TO COME! (I hope)
Development team:
Alucard_I (design, balancing, code)
direwolf420 (balancing, code)
Rodathus (art)
Plantixx (art)

Mod's Github: GodHybrid/RiskOfSlimeRain
Mod's Steam webpage: Steam Workshop::Risk of Slime Rain
 
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Release history
Link
Fixes:
  • Barbed Wire now immediately triggers if an enemy enters the radius
  • Fire Shield now correctly displays current stack stats of the item:
    • Original stats: 200% damage -> 400% damage
    • Balanced stats: 200% damage -> 600% damage; 10 knockback -> 15 knockback
  • Medkit had its animation drastically sped up after the heal was already applied
  • (With Boss Checklist Mod enabled) Modded bosses now only drop Common items instead of Uncommon. They will now continue dropping after you defeat 8 (or 11 in hardmode) different modded bosses
  • Fixed Bustling Mushroom healing 1 HP less than intended
  • Fixed Harvester's Scythe not counting as an Uncommon
  • Fixed Paul's Goat Hoof UI info
  • Fixed Rusty Knife having less duration than intended
  • Fixed "chests with RoSR items in it" UI tooltip not working in multiplayer
  • When hovering over items in the bottom UI, it will now hide the chat and other items
  • UI now shows total item count
Balancing changes:
  • ALL damage items now have a minimal damage threshold that increases as player progresses. Players are no longer required to hold a weapon for the effects to deal any damage
  • Some damage items now penetrate armor, making them not useless against high armor enemies
  • Bundle Of Fireworks now spawns rockets every 50 kills, triple rockets every boss kill. The chance to fire rockets remains
  • Panic Mines now activate at both low HP and after taking heavy damage
    • Balanced stats: Maximum quantity of mines is limited to 8 at 8 stacks, further stacks increase the damage instead
  • Spikestrips now spawn on set X locations: covers less area if hit airborne, but is much more useful if hit while grounded
  • Taser (Balanced stats): Chance 7% -> 10%
  • Increased taken damage multiplier slightly if Difficulty Scaling is enabled
Link
Added:
+ Added config setting to disable recipes for consumable power-up items
Link
Balancing Changes:
  • Buffed minion/sentry proc rate by 100% (0.1 -> 0.2).
    • Minions aren't always reliable in hitting targets, especially early on. As an additional chance to proc items and dish out damage minions were alright when paired with other weapons, but in summoner-only play-through players would quickly find how underpowered the proc rate for all minions is. We have currently doubled the proc rate and are planning to bring more to the table.
Fixes:
  • Fixed Magma Worm's fireballs making a sound and bouncing too many times
  • Fixed certain player bound textures showing up when they shouldn't
  • Fixed Barbed Wire tooltip (again)
  • Fixed projectiles with rocket AI not accelerating when no targets exist
Link
Added:

+ AtG Missile Mk.1
AtGMissileMK1.png

+ Deals damage as you deal damage (with a 10% chance)​
+ Boxing Gloves
BoxingGloves.png

+ Attacking an enemy has a chance to deal high knockback​
+ Dead Man's Foot
DeadMansFoot.png

+ Dropping to low health will leave behind a venomous trap​
+ Golden Gun
GoldenGun.png

+ Save up money to deal more damage. More money - more damage​
+ Guardian's Heart
GuardiansHeart.png

+ Will protect you from ANY damage​
+ Harvester's Scythe
HarvestersScythe.png

+ Dealing critical hits will reap benefits for you​
+ Infusion
Infusion.png

+ Kill enemies to grow stronger​
+ Leeching Seed
LeechingSeed.png

+ Dealing damage will heal you​
+ Panic Mines
PanicMines.png

+ Dropping to low health will also drop some mines​
+ Tough Times
ToughTimes.png

+ Reduces all incoming damage​

Changes:
  • Paul's Goat Hoof now increases max speed in addition to acceleration
  • Post-Plantera dungeon chests now contain an uncommon item instead of a common item
  • Bosses now drop uncommon items instead of common items
Fixes:
  • Lens-Maker's Glasses don't make a sound anymore. As they should.
  • Added missing Burning Witness player sprites.
  • Fixed projectiles that fall to the ground hovering just above it.
Link
  • Magma Worm! Recommended to fight after Queen Bee, drops his unique boss item "Burning Witness" on first kill [Summoned via "Spicy Honey Donut"]
  • Fixed Barbed Wire and Headstompers softlocking the player when no item was selected
Link
  • New sprites!
  • Balance!
    • Added a new config (labeled "Server Config") containing various balance options
      • "Original Stats": If enabled, you keep using the same stats for items as in previous updates. Disabled by default
      • "Difficulty Scaling": If enabled, the game becomes harder the more powerful you are. More infos on the "?" UI
      • You can find all the balance changes here
      • Please give feedback about the new balance on our homepage!
  • Item acquisition rework!
    • Items generate in chests all over the world
    • You are guaranteed one drop from each vanilla boss (with exceptions)
      • If you have "Boss Checklist" mod enabled, the amount of items you can get from bosses potentially doubles
        • Limit: 12 bosses in pre-Hardmode, 16 in Hardmode
    • You can still craft all items
  • Item blacklist!
    • Filter out undesired items on server side. Selected items will have no effect on players until deselected again. Useful for filtering items you deem problematic
  • Added more mouseover text for most items
  • Fixed Bustling Fungus and Warbanner spawning in multiplayer when not standing on ground
  • Fixed Hermit's Scarf spamming "dodged"
  • Fixed unintended behavior of some weapons bypassing enemies' invincibility frames, thus proccing effects with very low delay.
  • Increased Barbed Wire and Warbanner default radius slightly
  • Warbanners will now drop down on world reload if the tiles below them don't exist
  • Meat Nugget now only drops 1 nugget instead of 2, but heals double the amount
  • Tweaked easy-to-get recipes for some items
Link
  • Fixed items not spawning in multiplayer
  • Fixed Warbanner Remover and Nullifier never appearing together in the Traveling Merchants shop
  • Updated to latest library version
  • Follow up fix to Soldier's Syringe
  • Fixed crash related to shaders when loading the mod on some systems
  • Fixed crash related to Soldier's Syringe with some unfortunate mod combinations
  • Reworked Warbanner Remover hightlighting: Points to nearest warbanner in the world
  • Fixed warbanner counting a finished slime rain event as an invasion
  • Fixed Recipe Browser mod showing this mods' items in its bestiary irregularly
  • Fixed some tooltips
Link
  • Add visuals for Paul's Goat Hoof and Bitter Root
  • Nerf Paul's Goat Hoof stack increase
  • Spikestrip slow won't apply on bosses now
  • Blue slimes won't count towards warbanner kill count while King Slime is alive
  • Sone items that have a max stack amount will not be able to be used once the limit is reached
  • Multiple warbanners will not give multiple heals now
  • If a warbanner is about to spawn, it will only do so if you aren't already inside the range of one
  • Warbanner killcount won't decrease if an invasion/event is in progress
  • Warbanner killcount won't decrease and Monster Tooth won't spawn healing orbs when a statue-spawned NPC is killed
Link
Fixes:
  • Various unintended interactions with enemies are fixed/toned down
    • Monster Tooth, Spikestrip, Taser
  • Reworked how warbanners work:
    • Instead of a chance, it's via kill count, guaranteed banner after exceeding that count
    • Count increases the more banners exist in the world
  • UI will show proper boss item drop chance in multiplayer
Additions:
  • Painting (Colossus), sold by Painter NPC
  • Nullifier
    • Drops when you kill the Wall of Flesh and have atleast one item from this mod activated
    • Allows you to get back your items for a price
    • Consumable, enables a new option in the UI (see the "?")
  • Warbanner Remover
    • Drops when you kill Skeletron and atleast one banner is active in the world
    • Allows you to remove the nearest warbanner you stand in range of. Will reset your current kill count
    • Not consumable
  • The latter two items, once unlocked, will also sell from the traveling merchant with a 25% chance
Link
+ Added visuals and radii options to the configs
+ Added informational UI icon to the item tray
Initial release.
Introduced 25 common items, 5 more currently unavailable.

Changelog file on Github: GodHybrid/RiskOfSlimeRain
 
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:guideeek: WOW! This looks incredible! I always wanted a risk of rain mod.'

Could you add info on how many times items stack? They do have unique caps after all.
 
:guideeek: WOW! This looks incredible! I always wanted a risk of rain mod.'

Could you add info on how many times items stack? They do have unique caps after all.
Thanks! There is a lot to do still, but very soon we'll be pushing out the first working version! :guidegrin:
0.3 will introduce all common items, then each 0.3 added will be another tier. When all items are in - it'll be a complete release, after which we'll move on to enemies!
As for unique caps - this might change in the future, actually. So for now - nah.
 
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i hope this is all very endgame / hard to obtain / heavily capped because otherwise it is very op
 
Maybe you could add a mode that enemies get stronger the longer you go without dying? It would help to balance the items out a bit.
 
The spikestrip, snake eyes, taser, warbanner, fire sheild, crowbar, medkit, sprouting egg and the fireworks (though i would advise a cap like 5% for the proc chance) ok but with the others I think they should be at least slightly nerfed
 
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i hope this is all very endgame / hard to obtain / heavily capped because otherwise it is very op
The spikestrip, snake eyes, taser, warbanner, fire sheild, crowbar and the fireworks (though i would advise a cap like 5%) ok but with the others I think they should be at least slightly nerfed
Haha, yes, the items are VERY OP if you just try the items right away. But early on they are alright.
We will nerf them soon, we're still discussing it. We plan to introduce a certain game mode where you will definitely need this OP stuff. But until then - might reduce the increases tenfold. It's up in the air for now.

Maybe you could add a mode that enemies get stronger the longer you go without dying? It would help to balance the items out a bit.
It is in the plans, yes. :guidesmile:
 
Barbed Wire:
should probably just a low weapon scaling and a cap of three uses

Bitter Root:
should probably cap at about double or 150% normal hp and be fairly hard to obtain / progression locked with a 5% scaling per use

Bustling Fungus:
should probably be at about 1-2% health regen af tirst use with the percent doubling with each additional use or going up by anohter 0.5-1% per additional item capped at 5-10%

Gasoline:
probably just nerf it to 40-50% or something like that

Headstompers:
maybe have it based on something like your defense or max hp instead of weapon damage (or am i reading that wrong?) with a lower scaling

Hermit's Scarf:
probably start with a lower value and have a low scaling or have it be single use and very hard to get (nullifying contact damage is op - especially with bosses)

Lens Maker's Glasses:
maybe a 2-4% increase per use or make it very hard to get
either way i would advise a cap of around 20% additional crit chance

Life Savings:
probably a rate of 1 copper every second with each additional use increasing that by a further 1 copper (or the 10 copper per 3 seconds but capped at 1 or 2 uses)

Meat Nugget:
actually probably ok (maybe buff it to 5 hp per nugget or something like that)

Monster Tooth:
Probably make the healing on par or a little worse than the meat nugget because otherwise it's just a better, more consistent version

Mortar Tube:
probably 5% chance and 150% damage

Mysterious Vial:
either a cap or make it reasonably hard to get

Paul's Goat Hoof:
Probably 5-10% per hoof and a cap at maybe 30-50%

Rusty Knife:
maybe 4x25% damage or something like that

Soldier's Syringe:
probably 5% attack speed per use and a cap of 30-40%

Sticky Bomb:
maybe lower base damage to 120% weapon damage

Just note: I am not a game designer, I am a mod enthusiast and (very) amateur modder. This is based solely on my experience withthe base game and how this mod may play with other mods like Calamity and Thorium


By the way, do you have a support banner?
 
This is one of those mods that adds OP items with the sake of making the game very challenging otherwise, I mean that's the point of Rouge Likes right?

Fargo's Mod does a similar number with it's Masochist mode items, so this mod might work well with Maso mode if your seeking more balance.
 
and for the mod hampstar's helpers(aka Modhelpers) would you agree with the tags "buffs & pots" "player stats" and "unfinished"?
 
This is one of those mods that adds OP items with the sake of making the game very challenging otherwise, I mean that's the point of Rouge Likes right?

Fargo's Mod does a similar number with it's Masochist mode items, so this mod might work well with Maso mode if your seeking more balance.
good point
 
This is one of those mods that adds OP items with the sake of making the game very challenging otherwise, I mean that's the point of Rouge Likes right?

Fargo's Mod does a similar number with it's Masochist mode items, so this mod might work well with Maso mode if your seeking more balance.
Yes. Essentially what we're striving for are SMALL buffs to the player in normal mode, and NORMAL buffs in our mod-specific mode. For now - they're all normal and not nerfed, but as time goes on we will start nerfing them.

By the way, do you have a support banner?
No, not yet. But we'd like to make one in the future :guidesmile:
 
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Working on uncommon items as we speak! Some of them are incredibly OP when transferred directly from Risk of Rain... So while we're at it - your feedback is very welcome!
 
Is there, or can there please be, a way to turn off the visuals?
Because this is getting ridiculous.

Oh, and while I'm at it, how can I reset the empowerment banners?
There's like 20 of them scattered around my world at random irrelevant places looking weird, and the chance for new ones is down to 0.02%.

As a third thing, having those circles that indicate radius is probably really useful for testing, but leaving your debug features in your release is terrible.
 

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Is there, or can there please be, a way to turn off the visuals?
Because this is getting ridiculous.

Oh, and while I'm at it, how can I reset the empowerment banners?
There's like 20 of them scattered around my world at random irrelevant places looking weird, and the chance for new ones is down to 0.02%.

As a third thing, having those circles that indicate radius is probably really useful for testing, but leaving your debug features in your release is terrible.
Thanks! We'll add more options to the config, so you'll be able to turn off the visuals as well as radii if so desired. Might have different options for multiplayer. The update that will add the visuals switch will come in shortly, please await.
Resetting items will be added in the future. Either through items, or through vendors.
The circles for the banners have to stay, because their radii can differ depending on how many warbanners you have used. They weren't for debugging. Players must know where the effect takes place since it's not constant. However you'll be able to turn it off if so desired.
 
Version 0.3.0.4 will be released today containing the aforementioned visual toggles, plus a nifty UI element that we will be adding more information to when needed. Enjoy!
 

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New update

Version 0.3.0.4

+ Added visuals and radii options to the configs
+ Added informational UI icon to the item tray

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A couple balancing things I've noticed:
Bosses should probably not be affected by the Taser. Being able to basically lock them in place is pretty cheap.
In fact, Destroyer is absolute cake because of this.

The monster tooth spawns a healing orb for each worm enemy segment.
While not really exploitable in any real way, it seems kinda unintended.
 
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