I managed to start multiplayer after reinstalling, but there are some serious bugs - No mod bosses (dissapear immediately), some mod mobs dissapear after being attacked, but only certain ones and I don't know why
Tried it, awesome! Got some ideas that will might be good for this mod
Add stone tools like sword pickaxe axe....
and super aglet that adds 15% movement speed instead of 5%
Also add better emblems like
Warlord Emblem
25% melee damage increased
Gunner Emblem
25% ranged damage increased
Necromancer Emblem
25% magic damage increased
Shaman Emblem
25% minion damage increased
Assasin Emblem
15% melee speed increased
Berserker Emblem
25% melee speed increased
Sorry i cant i am not english
Add it if you will have time
Tried it, awesome! Got some ideas that will might be good for this mod
Add stone tools like sword pickaxe axe....
and super aglet that adds 15% movement speed instead of 5%
Also add better emblems like
Warlord Emblem
25% melee damage increased
Gunner Emblem
25% ranged damage increased
Necromancer Emblem
25% magic damage increased
Shaman Emblem
25% minion damage increased
Assasin Emblem
15% melee speed increased
Berserker Emblem
25% melee speed increased
Sorry i cant i am not english
Add it if you will have time
when is the mod for tmodloader v7.1 ready ?
Mine says something uses an old accessory hook, and there is no update button.No offense but are you dense? Tremor has been out for tModLoader 0.7.1.1 already, for almost two days. Read the posts instead of just posting absentmindedly.
For the Rukh he actually does try to ram the players sometimes. It's just as you hit him he gets knockbacked a lot. Though sometimes he'll just float off too. Also the Cog Lord was nerfed apparently but I think if he rotated around like Skeletron does with his four lasers it would make it a more mobility fight. It would also mean as he got weaker he span faster so you had to react accordingly.Hmm... After playing the entirety of the mod I can say it's an amazing mod (Taro Cards are the best) but one thing is bothering me really badly.
The bosses. They are really bland.
Most of them consist on ramming at you and some other random thing. The only boss I really found interesting to fight against is the Motherboard, and even that one requires a little bit more.
So here are some suggestions for them!
Tiki Totem: It NEEDS to be bigger. The boss it's an awesome concept and playing it made me love it even more. But the totem itself feels underwhelming. It needs to be somewhat bigger, and the faces to have some sort of attack. Maybe an HP boost too if the bigger hitbox makes him too easy, but it needs to be more scary.
Evil Corn: Yet again: Bigger or scarier. For being such an interesting boss, the boss it's extremely simple. Ram, Heal, Teleport. If anything, it needs something to go along that concept.
Let it shoot out popcorn that floats around for a while, so that you have to maneuver around it some more.
Rukh: Ironically, this one would probably be better if it rammed you. The run away fight that it is right now is rather boring. It requires some more action I think. Make it go to try to peck the player or drop out something (Maybe a cannonball at the style of DKC2? Iunno).
Motherboard: My favorite of all the bosses, but a little bit too easy after you get wings. Have it doing something more aside the laser. Make the clampers be actual threads with some kind of projectile that paralyzes, so you have to move around both things at the same time.
Pixie Queen: The second phase is pointless, it feels just redundant considering every other boss this mod has. Instead, make her focus more on spells and AoE. Make her shoot out rainbows, spawn a line of Pixies, throw some Hallow Essence that causes debuffs to the player. She carries around a lot of potential to be a great sorceress boss.
Cog Lord: I'm gonna be honest here: This boss is terrible. If a boss it's designed to be winnable ONLY IF you can outdps it before you die, it's terrible. The random heat rays are just ridiculously powerful and if you are not Melee full-defense (or if you are Melee, but you don't manage to destroy the hands quick enough) he's going to kill you with no possible way to avoid it.
It needs an entire redesign. First of all the lasers on the four sides are a pretty cool concept, so he zones you around and you have to work in your mobility. But the random heat rays have to be gone for sure. Considering this boss needs an entire overhaul, I'll not give any ideas to new moves.
Now please don't take it harshly. As I said before, I like this mod. But the bosses feel like they need some polish and I would love to see them be enjoyable and fun.
Maybe if you had a legit steam copy of Terraria you wouldn't get that bug.
No offense but are you dense? Tremor has been out for tModLoader 0.7.1.1 already, for almost two days. Read the posts instead of just posting absentmindedly.
uh, i have tmodloader version 0.7.1.1 and when i try to download tremor mod is says this:
an error has occurred while loading Tremor.
it has been detected that this mod was built for tmodloader 0.7
however, you are using tmodloader 0.7.1.1
this mod has been automatically disabled.
Item ArcherGlove uses an old UpdateAccessory hook
at Terraria.ModLoader.Mod.AddItem(String name, ModItem item, String texture)
at Terraria.ModLoader.Mod.AutoloadItem(Type type)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
help
[DOUBLEPOST=1456791698,1456791417][/DOUBLEPOST]and it doesn't show up in the mod browser
Rod of discord, really?!Each emblem requires rare items. Assasin emblem from wall of flesh
[Nerd stuffs]
Sorcerer Emblem + 10 Hallowed Bars + Rod of Discord = Necromancer Emblem
Thats the recipes
YupRod of discord, really?!
Just update it. From Dropbox if ModBrowser doesn't work for you.uh, i have tmodloader version 0.7.1.1 and when i try to download tremor mod is says this:
an error has occurred while loading Tremor.
it has been detected that this mod was built for tmodloader 0.7
however, you are using tmodloader 0.7.1.1
this mod has been automatically disabled.
Item ArcherGlove uses an old UpdateAccessory hook
at Terraria.ModLoader.Mod.AddItem(String name, ModItem item, String texture)
at Terraria.ModLoader.Mod.AutoloadItem(Type type)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
help
[DOUBLEPOST=1456791698,1456791417][/DOUBLEPOST]and it doesn't show up in the mod browser