Vaema
Skeletron Prime
Amazing! I'm looking forward to the mod's future.Made for 1.4 Tmodloader.
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 RebalancedCLICK HERE for a detailed changelog.
Balance Changes
Perfectly balanced, as all things should be.
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!
Summoner armors feel lacking in quantity? Say no more!
Some items have moved places...
Which may make Summoner progression slightly different from what you remember.
There are really no limits for what this mod is willing to do for balancing.
Defense
Fixing one of Terraria's Core mechanics.
You've probably 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:
Damage taken = Damage * (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.
Let's take a look at a pair of examples:
The difference with big damage numbers is like night and day, while small damage numbers don't get almost completely cancelled out anymore.
And here, the biggest benefit of the new system: It scales proportionately and in a clean way. A character with 204 defense, the maximum attainable in normal gameplay, is no longer completely indifferent to low/medium damage numbers before Damage Reduction even comes into play.
Magic Class
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.
View attachment 344135
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:
And more! Possibilities are endless, it’s up to you to find the most efficient option available.
- 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
Spears
Some much-needed love to some of the most forgettable weapons.
Ugly, old, and the majority underwhelming, Spears are not in a good state. TRAE went the extra mile to ensure Spears are no longer going to be forgotten.
First, their swing animation got redone. Spear are swung in a much more active manner, similarly to the Ghastly Glaive.
View attachment 344134
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!
View attachment 344139
And finally, some items have been reworked into spears due to already having a visual/mechanical similarity to them.
Freezing
They said it was impossible.
Too hard too code? Potentially unbalanceable? TRAE does it anyways. Ice weapons have gained the ability to freeze enemies!
You are probably concerned about the implications of this in balancing. After all, a frozen enemy is a harmless enemy, and you definitely should not be allowed to permastun whole miniboss enemies.
Well, now all enemies have a "Freeze Resistance" stat. This stat is automatically calculated based on the enemy's maximum HP (unaffected by difficulty), and will reduce the duration of the freeze by the respective amount. The exact formula is Freeze Resistance = Max HP / (Max HP + 3000)
This limits the effects of the freeze significantly on Strong enemies:
And it means you can freeze bosses, too...
Bosses
Are you down for a more interesting challenge?
Almost all bosses will get a look into their fights, and have most of their unfair aspects or difficulty issues fixed to make them much more fun than ever. If you were disappointed with how Master Mode handled extra difficulty, you will probably be a big fan of what's in store for you.
Some bosses may even be completely different from what you remembered!
Unfortunately, this part is a very heavy WIP. Very few bosses have received any actual changes and most of those aren't as fleshed out as they should be, so you will have to wait to see the full extent of TRAE boss fights.
Player Movement
Putting those Hermes Boots to rest.
?????? ????? (Coming Soon)Have you ever found walking around before finding your first pair Hermes boots incredibly tedious? Have your wings felt sluggish without a Frog Leg? TRAE has taken a pair of measures to remove this overreliance on movement items:
First and foremost: The player's base movement speed has been increased from 15 mph to 20, a 33% increase. Jump Speed has also been increased by 20%. These two changes alone make moving around in the early game a lot more comfortable.
Second, a lot of mobility items have been changed to adjust them to these new speed. Some of these changes are made so that the player's speed with the item equipped remains practically the same as in vanilla, such as the Frog Leg going from a 48% increase to 28%.
Others are a bit more drastic...
This feature is currently in an experimental state, so expect further changes to be made soon as it is explored.
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Terraria Expanded
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New Accessories
Oh so many.
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.
Let's look at a clear example: Running Boots now come of all shapes and sizes for all possible playstyles:
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
More demonic than ever before.
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 then it got expanded in many other fun ways.
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!
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, 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.
But if you think it will be easy, you are dead wrong!
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Flamethrowers
Gotta light them up again.
Flamethrowers have a sad time in Vanilla. With a only two relatively underperforming weapons throughout the whole game, an ammunition type that is tedious to amass and a rather plain design they are almost always ignored in favour of other weapons.
TRAE now expands upon flamethrowers, giving them relevance throughout the whole game and some fun ammo variety.
There are now 10 different Gel types to choose from, counting the default gel, all spread throughout the entire game keeping Flamethrowers up to date in power and uniqueness.
If you've read up the changelogs already, you may have also seen that the Flamethrower is now made with just a Slime Gun, meaning that they are accessible all the way from the beginning of the game now. So what's the catch? Simple:
There are only three flamethrower weapons in the entire game.
It will take a long while for you to get your newer, more powerful flamethrower, so you better get a good grip on the new gel types, because you will need to in order to get the most out of them.
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Discord Server: Join the TRAE Hangouts Discord Server!
Creditsqwerty3.14 = 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.
Seriously, this is mind-blowing.