J Bame
Terrarian
Made for 1.4.4 Tmodloader.
Made by certain Terraria fans who felt that 1.4 wasn't quite fitting to be the end of Terraria lifespan, this rather ambitious mod aims to fix all issues present in the vanilla game, balance or otherwise, and expand it where it currently feels lacking in content.
This mod's primary feature is all its changes to the vanilla game, but it is not at all exempt from having brand new content to explore!
So, what does TRAE have in store for you? Let's have a look:
Featuring a list of changes over 50 pages (and growing!) in length, this mod makes a lot of changes to Weapons, Accessories, Armors, and more.
A lot of these are stat changes, BUT there is also a lot of items that have been noticeably changed from vanilla:
Some weapons have even changed mechanically:
Even the oldest minions have received some much-needed love!
More summoner armors.
Some items have moved places...
We've all heard numerous complaints about Terraria's defense, due to it being a very polarizing stat. To put it briefly: Against big damage numbers, defense doesn't do enough, against small ones defense does too much. As it stands in vanilla defense is an incredibly volatile stat, since 1 point of defense can be both a 1% and a 100% damage reduction depending on your setup.
Damage reduction items suffer from a similar issue. Since they all stack additively, it is much easier to block all damage, as all you'd have to do is equip enough items to make your Damage reduction 100% and never die again. The only reason why this isn't currently possible is simply the lack of enough items to enable it to be.
TRAE reworks defense to percentage-based instead of reducing damage by a flat number. The new formula for defense is now:
And additionally, Damage reduction items now stack multiplicatively with each other instead of additively.
The rest is all statistical adjustments on some armors and items to accommodate the new system, and a whole lot of number play to see if it's balanced.
The Magic Class has been Overhauled with a completely different mana system.
Vanilla’s Mana has quite a few issues, to say the least. Mana regeneration mechanics are needlessly complicated, the class is extremely frustrating to play as unless you always have certain key items around you (whether Mana Regeneration Potions or Mana Potions) and, when examined throroughly, you will find that the mechanic is hardly impactful in the grand scheme of things.
Due to all these issues, TRAE overhauls the entire Magic class so that Mana is a much more significant and versatile stat than in vanilla.
The first and most important change was an overhaul to Mana Regeneration to make it much easier to understand:
By default, the character now regenerates 10% of their maximum mana every second, even while attacking. This means that, with enough maximum mana, weapons can attack indefinitely without ever needing to stop to recharge mana. With this in mind, the entire class’ arsenal has been rebalanced.
All Magic weapons are now divided in three categories based primarily on their mana drain: Light Weapons, Heavy Weapons, and Side Weapons.
Light weapons drain about 30 to 45 mana per second by default, meaning that just the mana economy from basic magic armor is more than enough to achieve full uptime on these weapons, with your regeneration being faster than their drain. Their DPS is comparable to a weapon of another class; sometimes lower and sometimes higher, depending on context.
Heavy weapons, as their name implies, have a heavy mana drain (65 mana per second and above). Achieving full uptime is impossible without lots of mana items. However, they are also stronger than the average weapon.
Side weapons consist of projectiles that linger for a short time after being casted, such as the Nimbus Rod or the Magnet Sphere. They are effectively passive sources of extra DPS, but their mana cost is extremely high. Using them effectively alongside Heavy weapons first requires a lot of mana economy investment, and in some cases even Light weapons can have trouble keeping up with them.
This rebalance opens up many different playstyles for the magic class.
The most basic of them all is simply using Heavy weapons for a burst of damage and then switch to a Light weapon while mana is regenerating, or using Side weapons as a complement to your Light’s DPS.
But it doesn't end there:
As well as looking a lot nicer, the swings now inflict invincibility frames on enemies based on their remaining swing time. In a layman's terms, Spears now benefit from melee speed in an intuitive manner. Additionally, Spears now benefit from melee Size modifiers, and can get the Legendary modifier.
But there is more: All spears now have the ability to be thrown!
By holding right click, you will hold the spear over your shoulder and charge up power. Once the charge is done, you will throw a spear with up to double base damage. Spears will have significantly less damage and velocity if thrown uncharged, with a thrown spear barely going anywhere, so you better time your throws right to get optimal DPS. The Feral Claws item removes this need for perfect timing and allows you to automatically throw spears as soon as they are fully charged.
Now with two attacks, Spears have a lot of room for more unique features!
And finally, some items have been reworked into spears due to already having a visual/mechanical similarity to them.
It is a fact that a lot of mods out there like combining loads of different accessories together. This isn't necessarily a bad thing, but TRAE has the exact opposite approach: Instead of having a select few "super items", there are now loads of branching tinker paths for most accessories, each with their own advantages and disadvantages over another.
You will probably have a lot of fun exploring the Tinkerer's Workshop now.
This is also a great chance to give some love to forgettable accessories...
... bring some rather obvious item combinations to light...
... as well as those that you could never see coming!
And of course, with a new mod comes brand new accessories.
Dreadnautilus has earned quite the reputation since 1.4 released, with some going so far as to call it the third unofficial boss added in the update. However despite having an imposing design, rather elaborate attacks and more attributes similar to a Event Boss', the game and Re-Logic still consider it to be a miniboss enemy.
TRAE does not. Dreadnautilus was overhauld into a fully fleshed out Boss Fight, with new drops, attacks, and more! Let's take a look into it.
Dreadnautilus got quite a number of tweaks to his fight. First, the fight has had its unfair and unfun aspects ironed out...
... and expanded.
Of course, with a new boss comes new loot. You've probably seen by now what the Sanguine Staff is capable of in vanilla Terraria, so it'd be unwise to underestimate any of these items!
With a new boss comes new loot: Dreadnautilus now drops a weapon for all classes, as well as some extras.
And the expansions don't end here; even outside the fight you will find noticeable changes! The Dreadnautilus now has its own summoning item dropped by Blood Eels and Hemogoblin Sharks (NOTE: it can still be fished up naturally, so be careful!), and Bloody Tears now have an easily renewable (although expensive!) recipe.
Both of these changes get rid of all the tedious and unfun grinding concerning Blood Moon Fishing, making the fight entirely a test of skill between you and Dreadnautilus.
Discord Server: Join the TRAE Hangouts Discord Server!
Bry#7117 = Made most Sprites, inspiration for Shadowflame Charm and Rune Cobra.
whoneedsnamestbh: Inspiration for Dreadnautilus' boss fight and drops.
Angry Nimbus, Coleyohley, Cazmatism: Playtesting, Clip recording, general feedback.
Introducing the Terraria Rebalanced and Expanded Project!
Made by certain Terraria fans who felt that 1.4 wasn't quite fitting to be the end of Terraria lifespan, this rather ambitious mod aims to fix all issues present in the vanilla game, balance or otherwise, and expand it where it currently feels lacking in content.
This mod's primary feature is all its changes to the vanilla game, but it is not at all exempt from having brand new content to explore!
So, what does TRAE have in store for you? Let's have a look:
Terraria Rebalanced
CLICK HERE for a detailed changelog.Featuring a list of changes over 50 pages (and growing!) in length, this mod makes a lot of changes to Weapons, Accessories, Armors, and more.
A lot of these are stat changes, BUT there is also a lot of items that have been noticeably changed from vanilla:
Some weapons have even changed mechanically:
Even the oldest minions have received some much-needed love!
More summoner armors.
Some items have moved places...
We've all heard numerous complaints about Terraria's defense, due to it being a very polarizing stat. To put it briefly: Against big damage numbers, defense doesn't do enough, against small ones defense does too much. As it stands in vanilla defense is an incredibly volatile stat, since 1 point of defense can be both a 1% and a 100% damage reduction depending on your setup.
Damage reduction items suffer from a similar issue. Since they all stack additively, it is much easier to block all damage, as all you'd have to do is equip enough items to make your Damage reduction 100% and never die again. The only reason why this isn't currently possible is simply the lack of enough items to enable it to be.
TRAE reworks defense to percentage-based instead of reducing damage by a flat number. The new formula for defense is now:
Effective Damage Reduction = Defense / (Defense + 80)
And additionally, Damage reduction items now stack multiplicatively with each other instead of additively.
The rest is all statistical adjustments on some armors and items to accommodate the new system, and a whole lot of number play to see if it's balanced.
The Magic Class has been Overhauled with a completely different mana system.
Vanilla’s Mana has quite a few issues, to say the least. Mana regeneration mechanics are needlessly complicated, the class is extremely frustrating to play as unless you always have certain key items around you (whether Mana Regeneration Potions or Mana Potions) and, when examined throroughly, you will find that the mechanic is hardly impactful in the grand scheme of things.
Due to all these issues, TRAE overhauls the entire Magic class so that Mana is a much more significant and versatile stat than in vanilla.
The first and most important change was an overhaul to Mana Regeneration to make it much easier to understand:
By default, the character now regenerates 10% of their maximum mana every second, even while attacking. This means that, with enough maximum mana, weapons can attack indefinitely without ever needing to stop to recharge mana. With this in mind, the entire class’ arsenal has been rebalanced.
All Magic weapons are now divided in three categories based primarily on their mana drain: Light Weapons, Heavy Weapons, and Side Weapons.
Light weapons drain about 30 to 45 mana per second by default, meaning that just the mana economy from basic magic armor is more than enough to achieve full uptime on these weapons, with your regeneration being faster than their drain. Their DPS is comparable to a weapon of another class; sometimes lower and sometimes higher, depending on context.
Heavy weapons, as their name implies, have a heavy mana drain (65 mana per second and above). Achieving full uptime is impossible without lots of mana items. However, they are also stronger than the average weapon.
Side weapons consist of projectiles that linger for a short time after being casted, such as the Nimbus Rod or the Magnet Sphere. They are effectively passive sources of extra DPS, but their mana cost is extremely high. Using them effectively alongside Heavy weapons first requires a lot of mana economy investment, and in some cases even Light weapons can have trouble keeping up with them.
This rebalance opens up many different playstyles for the magic class.
The most basic of them all is simply using Heavy weapons for a burst of damage and then switch to a Light weapon while mana is regenerating, or using Side weapons as a complement to your Light’s DPS.
But it doesn't end there:
- Go all-in in mana economy items to utilize both Heavy and Side weapons as your primary sources of DPS;
- Play as a mixed class and use non-magic weapons while mana recharges for a Heavy's burst;
- Use the bare minimum mana equipment to sustain a Light weapon and invest your stats somewhere else
As well as looking a lot nicer, the swings now inflict invincibility frames on enemies based on their remaining swing time. In a layman's terms, Spears now benefit from melee speed in an intuitive manner. Additionally, Spears now benefit from melee Size modifiers, and can get the Legendary modifier.
But there is more: All spears now have the ability to be thrown!
By holding right click, you will hold the spear over your shoulder and charge up power. Once the charge is done, you will throw a spear with up to double base damage. Spears will have significantly less damage and velocity if thrown uncharged, with a thrown spear barely going anywhere, so you better time your throws right to get optimal DPS. The Feral Claws item removes this need for perfect timing and allows you to automatically throw spears as soon as they are fully charged.
Now with two attacks, Spears have a lot of room for more unique features!
And finally, some items have been reworked into spears due to already having a visual/mechanical similarity to them.
Terraria Expanded
New AccessoriesIt is a fact that a lot of mods out there like combining loads of different accessories together. This isn't necessarily a bad thing, but TRAE has the exact opposite approach: Instead of having a select few "super items", there are now loads of branching tinker paths for most accessories, each with their own advantages and disadvantages over another.
You will probably have a lot of fun exploring the Tinkerer's Workshop now.
This is also a great chance to give some love to forgettable accessories...
... bring some rather obvious item combinations to light...
... as well as those that you could never see coming!
And of course, with a new mod comes brand new accessories.
Dreadnautilus has earned quite the reputation since 1.4 released, with some going so far as to call it the third unofficial boss added in the update. However despite having an imposing design, rather elaborate attacks and more attributes similar to a Event Boss', the game and Re-Logic still consider it to be a miniboss enemy.
TRAE does not. Dreadnautilus was overhauld into a fully fleshed out Boss Fight, with new drops, attacks, and more! Let's take a look into it.
Dreadnautilus got quite a number of tweaks to his fight. First, the fight has had its unfair and unfun aspects ironed out...
... and expanded.
Of course, with a new boss comes new loot. You've probably seen by now what the Sanguine Staff is capable of in vanilla Terraria, so it'd be unwise to underestimate any of these items!
With a new boss comes new loot: Dreadnautilus now drops a weapon for all classes, as well as some extras.
And the expansions don't end here; even outside the fight you will find noticeable changes! The Dreadnautilus now has its own summoning item dropped by Blood Eels and Hemogoblin Sharks (NOTE: it can still be fished up naturally, so be careful!), and Bloody Tears now have an easily renewable (although expensive!) recipe.
Both of these changes get rid of all the tedious and unfun grinding concerning Blood Moon Fishing, making the fight entirely a test of skill between you and Dreadnautilus.
Discord Server: Join the TRAE Hangouts Discord Server!
Credits
qwerty3.14 = Main coder, basically coded half the mod.Bry#7117 = Made most Sprites, inspiration for Shadowflame Charm and Rune Cobra.
whoneedsnamestbh: Inspiration for Dreadnautilus' boss fight and drops.
Angry Nimbus, Coleyohley, Cazmatism: Playtesting, Clip recording, general feedback.
Attachments
Last edited: