tModLoader VapeRPG Alpha v0.3

Should the skill tree get more linear? (only one prerequisite for every skill)

  • Yes

    Votes: 2 11.8%
  • No

    Votes: 15 88.2%

  • Total voters
    17

fractalxx

Terrarian
vaperpglogo.png


Current version: v0.3.4.1 Alpha

Welcome.
I decided to move this mod from the other thread since it's getting bigger and deserves its own.

This mod is going to be an action RPG mod. It's in a very early alpha stage, so some features might not function as intended, bugs are common, use the mod at your own risk.
Multiplayer functionality is not complete (most of the stuff works, though).

Current features:

  • A simple RPG-like level system, XP can be gained from mob kills (the XP gain is determined by a function of the mob's HP, Defense, Damage)
  • On every level-up you get 5 stat points and 1 skill point. These can be spent on the Character Panel (default hotkey: C, set it in the options if it's not set).
  • Base stats: Strength (+Melee Damage, Crit), Magic Power (+Magic Damage, Crit), Dexterity (+Ranged Damage, Crit), Haste (+Melee Speed, +Dodge, +Move Speed), Vitality (+HP, +Defense), Spirit (+Minion Damage, +a little magic damage).
  • Chaos mobs: When a hostile NPC spawns (if it's not a boss) it has a 5% (by default) chance of transforming to a Chaos mob. Killing these grants Chaos Experience.
  • Chaos rank: If you gain enough experience, you'll rank up and get 1 Chaos Point. These can be spent for minor bonuses on the character panel.
  • Skills: They're all passive skills and I don't really intend to introduce active skills to the mod (they doesn't fit Terraria, imo). They are also on the character panel.
  • Despite the stats/skills there is no "class-restriction". You can make any kinds of hybrid builds.
  • This mod adds qualities to items (in a World of Warcraft style). Keep in mind, that only accessories and armor can be qualified better than common (yet).
    Qualities:
    • Common: The default quality for any item.
    • Uncommon: Provides minor bonuses to the player's stats. Min stats: 1, Max stats: 3, chance: 10%
    • Rare: Provides better bonuses than Uncommon. Min stats: 2, Max Stats: 4, chance: 7%
    • Epic: Provides the best bonuses for ordinary qualities. Min stats: 3, Max Stats: 5, chance: 3%
    • Unique: Only some boss dropped items get this quality, stat bonuses are well paired here (no melee-magic combo, etc.).
  • Unique quality items are dropped from almost any boss. For now, these are only armor set pieces and can't be obtained any other way.
    Bosses always drop one piece of a set matching their tier. (for example, the Eye of Cthulhu drops Gold Armor pieces, all unique)
    Reforging doesn't reroll the quality of the item. Once an item gets qualified, it cannot be changed.
Many things are tweakable via the config file (the mod creates it by default at Mod Configs/VapeRPG).
"EnableUI": Just a dummy, doesn't do anything right now
"VapeLootRarityRings": Disables/enables the rarity rings around qualified items
"ChaosChance": Percent chance of a mob's chaos transform when spawned
"MinChaosMultiplier": The minimum strength multiplier for chaos mobs
"MaxChaosMultiplier": The exclusive maximum
"FinalMultiplierForXpGain": Basically an xp multiplier used by the xp gain formula (only if the xp gain is not overridden)
"ExperienceGainDistance": The maximum distance at which players gain XP for a kill (from the enemy)
"GlobalXpMultiplier": Xp multiplier which applies for everyone (also affects overridden xp gains)
Works only for vanilla npcs for now
"IgnoredTypesForXpGain": NPCs for which players shouldn't gain XP
"IgnoredTypesChaos": NPCs which shouldn't become chaos
These determine the starting values for some player stats (without bonuses)
Damage, dodge, and melee speed attributes are in percents, e.g 0.65 = 65%
Crits are also in percents but they are integers, e.g 10 = 10%
"DefMeleeDamage"
"DefMagicDamage"
"DefRangedDamage"
"DefThrownDamage"
"DefMinionDamage"
"DefMeleeCrit"
"DefMagicCrit"
"DefRangedCrit"
"DefThrownCrit"
"DefDodge"
"DefMeleeSpeed"
"StatPointsPerLevel": stat points given per level
"LifePerLevel": hp given per level
"ManaPerLevel": mana given per level
"LifePerVitality": hp given per vitality
"ManaPerMagicPower": mana given per magic power
"VitalityPerDefense": amount of Vitality needed for +1 defense
"StrengthPerLife": amount of Strength needed for +1 hp

Dividers are used for determining bonuses given by stats.
MeleeDamage = Strength/MeleeDamageDivider
MagicDamage = Magic Power/MagicDamageDivider
RangedDamage = Dexterity/RangedDamageDivider"
MinionDamage = Spirit/MinionDamageDivider
"MagicDamageBySpiritDivider": Spirit also gives magic damage divided by that
MeleeCrit = Strength/MeleeCritDivider
MagicCrit = Magic Power/MagicCritDivider
RangedCrit = Dexterity/RangedCritDivider
MeleeSpeed = Haste/MeleeSpeedDivider
MoveSpeed = Haste/MoveSpeedDivider
DodgeChance = Haste/DodgeDivider
"SpiritPerMaxMinion": Amount of spirit needed for +1 Max Minion
"SpiritPerMaxTurret": Amount of spirit needed for +1 Max Turret
"MaxDodgeChance": Dodge cap for balancing reasons
Works only for vanilla NPCs for now
The following example overrides the xp gain for Blue Slimes and Demon Eyes, so they always yield 10XP (times the Global Multiplier):
"VanillaXpTable": {
"1": 10.0
"2": 10.0
}

I repeat, the mod is highly volatile in Multiplayer. Tech support won't necessarily be provided if you encounter any bugs with it. However, if you have time for testing MP, go ahead. You may report bugs here and when I have time, I'll try to fix it.

Don't use this mod in combination with VapeLoot (yet).

On the other hand, I'm open for feature suggestions to this mod.

v0.3.4.1:
- FIXES:
-> Fixed a game-breaking bug that caused usable items to get used when clicking in the inventory.

v0.3.4:
- NEW:
-> Made the stat and the chaos stat panels scrollable.
-> The XP panel can be minimized.
-> Added basic info to the character panel (level, xp, chaos rank)

- FIXES:
-> The XP panel can now be reset from the character panel if it got stuck outside the screen

v0.3.3.2:
- NEW:
-> Allow floats for some stats in the config.

v0.3.3.1:
- NEW:
-> Rarity rings graphics can be enabled/disabled in the config.

- FIXES:
-> Items with rarity higher than common can't be reforged anymore.

v0.3.3
- NEW:
-> Items on the ground now emit a small halo which resembles their quality.

- FIXES:
-> Enemy projectiles should no longer become Chaos NPCs
-> Mobs with less than 10 HP will no longer award any experience.
-> One Above All should no longer trigger on vanilla bosses (some mod bosses included, although it's hard to filter every one of them).
-> One Above All now works for ranged.
-> Fixed Kickstart having a chance of 50%/100% instead of 5%/10%.

- BALANCE:
-> Buffed unique items.
-> Items now have less chance to gain high quality (10%/7%/3% respectively).
-> Nerfed One Above All so it only has 2% chance to occur.
-> Close Combat Specialist now only activates if the enemy is within ~10 tiles radius and only scales the damage to 1.5x.
-> Buffed some starting stats as early game seemed harsh.

v0.3.2.7:
- Updated to tModLoader v0.10.1.4


v0.3.2.6:
- Fixed a bug that disallowed players from reaching max level.

v0.3.2.5:
- Updated to tModLoader v0.10.1.1

v0.3.2.4:
Config extension
- Refactored config files
- Added a lot of options
- Added icon

v0.3.2.3:
Tweaks by Hugo the Dwarf:
- 1 minion slot is awarded for every 50 points of Spirit.
- 1 turret slot for every 100 points.
- Moved some stuff to config file

v0.3.2.2:
- Updated to tModLoader v0.10.1

v0.3.2.1:
- Fixed Execution.

v0.3.2:
- Capped dodge chance at 70%.
- Players now start with 1% crit.
- Rebalanced starting stats.
- Vitality now only gives defense every 10th point.
- Reordered some branches on the skill tree.
- One Above All now has 3% chance of occuring.
- Execution now allows crits but deals 10%/level damage instead.
- Balanced item stat bonuses (mainly unique).
- Renamed agility to haste.
- Haste (agility) now gives a minor increase in movement speed.
- Haste (agility) now gives less melee speed.

v0.3.1.1:
- Mechanical bosses now properly drop every piece of the unique hallowed set.

v0.3.1:
- Removed Intellect due to being useless.
- Vitality now gives 1 defense for every 5th point.
- Replaced Movement Speed as a chaos bonus with max run speed.
- Added respeccing. It can be done with the Vaper's Globe, sold by the merchant for 1 platinum.
- Slightly increased mana given for every level.
- Increased life given for every level by a minimal amount.
- Balanced item stat bonuses.
- Spirit now increases max minions by one for every 50th point instead of 100.

v0.3 - The Skill update:
- Mobs with very high HP no longer cause an XP overflow.
- Fixed numerous XP related issues.
- A vanilla styled UI which fits the game better.
- Skills are completely reworked.
- 3 skill trees added: Reaper, Shredder, Power.
- Added helper panel which explains what individual stats do.
- Added some vanilla mobs to the ignore list of chaos transform.
- A lot of other bug fixes.
- Slightly reduced mod size.

v0.2.2:
- Characters now only get skill points every 5 level. Choose wisely.
- Buffed Longer Flight to make it more valuable.
- Made Damage to Defense also take other damage from you (magic, ranged, etc.) instead of just melee.
- Capped Intellect at 300 due to game limitations on Mana (you can have 400 at max, +100 comes from level).
- Pillars can't become chaos npcs anymore.
- Fixed that players couldn't get Chaos XP once they reached character level 200.
- Removed the custom HP/MP bar because it made other vanilla UI elements disappear.

v0.2.1:
- Life/Mana crystals and life fruits can no longer be used.
- Reaching the last level no longer crashes the game.
- Slightly reduced XP yield from mobs.
- Increased XP needed for levels.
- Reduced Chaos mob chance to 5%.
- Removed Longer Invulnerability due to being OP and also not working properly.
- Fixed some UI errors.

v0.2.0.1 HOTFIX:
- Quickly fixed that new characters can't be loaded. It was a temporary problem.

v0.2:
- Added basic summoner stats (Spirit). There are only stats for now, skills are too - complicated for that class at the moment.
- Items no longer get the same stats all over again when crafted.

v0.1.3:
- Fixed numerous incompatibilities with bigger mods like Tremor, Calamity, etc.
- You can now use any UI mod like Unleveled. If you use another UI mod disable VapeRPG's UI in its config file
(My Games/Terraria/ModLoader/ModConfig/VapeRPG.json) <- set EnableUI to false, then RELOAD/RESTART.

v0.1.2:
- Fixed incompatibility with Fargo's Mutant Mod.

Source
Download
 
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Have you looked into the multi-player crash people are reporting with this mod when used in combination with mods that adds a large number of npcs (like calamity or thorium for example)? If that could be fixed then me and a friend would gladly test multi-player for you :)
 
Have you looked into the multi-player crash people are reporting with this mod when used in combination with mods that adds a large number of npcs (like calamity or thorium for example)? If that could be fixed then me and a friend would gladly test multi-player for you :)

Currently, I'm having a huge issue regarding my free time but when I finish my exams I'll try to look into it.
The situation is that the MP problem with modified NPC code seems to be a global issue and we might have to wait for it to be fixed in a newer TML version.

can level above 199
and 100 chaos

So you're saying you can level past the limits? I thought I've fixed this.
 
Have you considered any respecc options? Like something very expensive to craft that resets your stats buy gives you all the skill points again. Maybe both for abilities and passive stats.

Also, should we be able to spec further in a tree with only 1/3 in the earlier skills?
 
Sometimes the character menu just stops working and stops responding to being clicked on
 
So idk if this mod is still active, but the shredder tree seems highly unbalanced. One for all seems to proceed very often to the point of trivializing the game, and the close range combat skill in shredder is absurdly overtuned. To the point where I'm hitting 2.7k crits with a dart rifle. The close range skill also applies to melee weapons which seems silly. One last thing, for some reason when I respect it sometimes multiplies my chaos points, and CRank 16 I have ~500 from respect. I also don't know if you take suggestions but maybe you could tie the ofa %chance to either dmg of hit or defense of npc, maybe even tie it to the xp value of said npc, it seems too strong with summons and fast hitting weapons.
[doublepost=1517062899,1517062746][/doublepost]Also maybe change close range combat to long range? IDK about others but most of the time enemies are on top of me, so I don't end up playing around the mod, it's just a flat damage increase.
[doublepost=1517063023][/doublepost]Oh and another thing lol, crit chance seems overtuned as well, maybe cap it at vanilla+30 or something?
 
So idk if this mod is still active, but the shredder tree seems highly unbalanced. One for all seems to proceed very often to the point of trivializing the game, and the close range combat skill in shredder is absurdly overtuned. To the point where I'm hitting 2.7k crits with a dart rifle. The close range skill also applies to melee weapons which seems silly. One last thing, for some reason when I respect it sometimes multiplies my chaos points, and CRank 16 I have ~500 from respect. I also don't know if you take suggestions but maybe you could tie the ofa %chance to either dmg of hit or defense of npc, maybe even tie it to the xp value of said npc, it seems too strong with summons and fast hitting weapons.
[doublepost=1517062899,1517062746][/doublepost]Also maybe change close range combat to long range? IDK about others but most of the time enemies are on top of me, so I don't end up playing around the mod, it's just a flat damage increase.
[doublepost=1517063023][/doublepost]Oh and another thing lol, crit chance seems overtuned as well, maybe cap it at vanilla+30 or something?

I wasn't aware of the close combat specialist bug until now. Thanks for the notification.
Same goes for the stacking of chaos points. I'll fix these as soon as I can.

I also tune the balance step by step throughout the updates.

Thanks for your suggestions.
 
I wasn't aware of the close combat specialist bug until now. Thanks for the notification.
Same goes for the stacking of chaos points. I'll fix these as soon as I can.

I also tune the balance step by step throughout the updates.

Thanks for your suggestions.
Awesome!, i was worried that the mod was abandoned since the threads last response was in november lol.
 
I am doing a playthrough with this mod and found a lot of bugs.(will add more as I find)
1. Major bug. Items in chests, piggy bank etc. lose qualities on relog.
1.1. Actually, they do keep them but don't display them in chests.
2. I could "requalify" items with item frame. Put an item in a item frame and get it out again to replicate.
3. Enemy projectiles can be chaos monsters and actually give chaos xp. Maybe check if monster's health is at least 2 to make it chaos monster? Also, enemy projectiles give exp if killed with Shield of Cthulhu dash.
4. EoW has few bugs. Its expert mode projectiles give 728xp due to bug 3, and it is too much. And its body parts are not actually boss monsters, so one above all works for it(but only kills one body part so not very broken). Also it doesn't drop any armor piece(nvm skeletron drops them).
4.1. One above all also works for skeletron(and prime)'s hands.
4.2. Also works for destroyer, making it possible to one shot it with just wooden bow and jester arrow.
4.3. Also works for dungeon guardian.
5. Not really a bug, but a weird mod interaction. Accesories with higher rarity seem to give more bonus, and luiafk mod adds very early game accesory that has red rarity(he said he really likes red...). This accesory can give 60+ bonus each.
6. Unique items from boss has expert tag, but only after relog.
7. Unique items from boss seems underwhelming. Gold armors from EoC gives +4-7 for 3 stats, Epic gold armor that I made gives +10-15 for 3 stats. Or am I thinking wrong and unique items' main advantage is guaranteed drop?(nvm only gold armors are pretty bad. Later bosses drop good armors)
8. First touch seems to have rounding error. Mobs with 10n health take n+1 damage from first touch. eg) blue slime in expert has 50 health and takes 6 damage from first touch. Very trivial, but looks really weird.
9. Reforge is broken. It doesn't play the hammer sound and doesn't display new modifier so I had to manually mouse over each time I reforged something.
10. Close combat specialist is VERY broken. I have at least x3 damage for enemies barely in screen and about x10 for enemies right next to me. I can one-shot EoC with boomstick. I could one shot plantera and two shot golem with a freaking onyx blaster.


Other stuff to say
This mod desperately needs exp bar.
Early game penalty seems too harsh. with -40% damage(and additional -10% to melee) and expert mod, every green slime was a miniboss. I suggest making first few points give way more damage bonus but no crit bonus. eg) 153 dex is 100.4% ranged damage and 20% ranged crit. To reach vanilla dps, player needs about 110 dex(around 90%dmg, 15%crit). And because quality items are hard to come by, early game player deals only 1 damage to any slightly strong monster. I found myself abusing bug 2 to just stay alive.
Late game scaling seems too good. With unique armor from mechs and little grinding, I had over 80% crit, 100% damage, 700 health. Natural regen scales with max health weirdly, so I was basically invincible.
I can't use any life/mana crystal and I think it is intentional, but it is very hard to reach 400 health without long grinding. Fore mana, neither magic power nor spirit gives any max mana, so mages are stuck with very low max mana for early game(and it is really annoying)
The skills are very creative. They are not some boring flat dps/defense that many rpg mods add. They reward specific combat style in a fun way.
The visuals are very nice. Level up feels very special with firework particles. Killing chaos enemy with one above all and seeing texts pop up feels satisfying.
 
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I am doing a playthrough with this mod and found a lot of bugs.(will add more as I find)
1. Major bug. Items in chests, piggy bank etc. lose qualities on relog.
1.1. Actually, they do keep them but don't display them in chests.
2. I could "requalify" items with item frame. Put an item in a item frame and get it out again to replicate.
3. Enemy projectiles can be chaos monsters and actually give chaos xp. Maybe check if monster's health is at least 2 to make it chaos monster? Also, enemy projectiles give exp if killed with Shield of Cthulhu dash.
4. EoW has few bugs. Its expert mode projectiles give 728xp due to bug 3, and it is too much. And its body parts are not actually boss monsters, so one above all works for it(but only kills one body part so not very broken). Also it doesn't drop any armor piece(nvm skeletron drops them).
4.1. One above all also works for skeletron(and prime)'s hands.
4.2. Also works for destroyer, making it possible to one shot it with just wooden bow and jester arrow.
4.3. Also works for dungeon guardian.
5. Not really a bug, but a weird mod interaction. Accesories with higher rarity seem to give more bonus, and luiafk mod adds very early game accesory that has red rarity(he said he really likes red...). This accesory can give 60+ bonus each.
6. Unique items from boss has expert tag, but only after relog.
7. Unique items from boss seems underwhelming. Gold armors from EoC gives +4-7 for 3 stats, Epic gold armor that I made gives +10-15 for 3 stats. Or am I thinking wrong and unique items' main advantage is guaranteed drop?(nvm only gold armors are pretty bad. Later bosses drop good armors)
8. First touch seems to have rounding error. Mobs with 10n health take n+1 damage from first touch. eg) blue slime in expert has 50 health and takes 6 damage from first touch. Very trivial, but looks really weird.
9. Reforge is broken. It doesn't play the hammer sound and doesn't display new modifier so I had to manually mouse over each time I reforged something.
10. Close combat specialist is VERY broken. I have at least x3 damage for enemies barely in screen and about x10 for enemies right next to me. I can one-shot EoC with boomstick. I could one shot plantera and two shot golem with a freaking onyx blaster.


Other stuff to say
This mod desperately needs exp bar.
Early game penalty seems too harsh. with -40% damage(and additional -10% to melee) and expert mod, every green slime was a miniboss. I suggest making first few points give way more damage bonus but no crit bonus. eg) 153 dex is 100.4% ranged damage and 20% ranged crit. To reach vanilla dps, player needs about 110 dex(around 90%dmg, 15%crit). And because quality items are hard to come by, early game player deals only 1 damage to any slightly strong monster. I found myself abusing bug 2 to just stay alive.
Late game scaling seems too good. With unique armor from mechs and little grinding, I had over 80% crit, 100% damage, 700 health. Natural regen scales with max health weirdly, so I was basically invincible.
I can't use any life/mana crystal and I think it is intentional, but it is very hard to reach 400 health without long grinding. Fore mana, neither magic power nor spirit gives any max mana, so mages are stuck with very low max mana for early game(and it is really annoying)
The skills are very creative. They are not some boring flat dps/defense that many rpg mods add. They reward specific combat style in a fun way.
The visuals are very nice. Level up feels very special with firework particles. Killing chaos enemy with one above all and seeing texts pop up feels satisfying.

I haven't personally encountered the quality losing bug but I'll check.
During Summer, I'll have time to work on the mod again, so I'll check these.
In the meantime, updated the mod to the most recent tmodloader version.
 
v0.3.3 is out.
Most of the problems mentioned above should be fixed now.
I also balanced a bit and added new stuff, too.
 
I would suggest both making a Discord server for bug reports (if there isn't one yet) and a suggestion to let the players change the scaling of the UI Element instead of going to the source code - or at least make it changeable through the config file.
 
I would suggest both making a Discord server for bug reports (if there isn't one yet) and a suggestion to let the players change the scaling of the UI Element instead of going to the source code - or at least make it changeable through the config file.

Totally forgot about this, thanks!
 
This mod shows a lot of promise and it's clear you care about it's quality.

I would like to request/suggest an option in it's config files; a setting to turn off Vape Loot and it's rarity "rings" (a separate option, of course). I agree with others that there are balancing issues here or there, but I overall am very fond of the mod. However, I personally don't like randomized stats and with my mod setups the modifier stats make any of my characters OP very quickly. I've also found that that rarity rings cause FPS drops (at least on weaker machines).

Thank you for your time.
 
Im looking for a good rpg mod and I found ti, but still having issues like mana enforcement... What mage can cast their spells if dont have enough mana? As gortard said... Any atribute, magic nor spirit, raises The Max mana... And we cant use mana stars neither, then. .. How we CAN raise The mana?? I think that is a very important thing about mages...
 
This mod shows a lot of promise and it's clear you care about it's quality.

I would like to request/suggest an option in it's config files; a setting to turn off Vape Loot and it's rarity "rings" (a separate option, of course). I agree with others that there are balancing issues here or there, but I overall am very fond of the mod. However, I personally don't like randomized stats and with my mod setups the modifier stats make any of my characters OP very quickly. I've also found that that rarity rings cause FPS drops (at least on weaker machines).

Thank you for your time.

I'm glad you like it!
I'll include it in the config file and update the mod throughout the weekend.

Im looking for a good rpg mod and I found ti, but still having issues like mana enforcement... What mage can cast their spells if dont have enough mana? As gortard said... Any atribute, magic nor spirit, raises The Max mana... And we cant use mana stars neither, then. .. How we CAN raise The mana?? I think that is a very important thing about mages...

I'd like to help you, but I don't really understand it yet. What's the problem with mana?
 
Rolled out the new update.
Will take some time until it is updated on the Mod Browser.
- NEW:
-> Rarity rings graphics can be enabled/disabled in the config.

- FIXES:
-> Items with rarity higher than common can't be reforged anymore.
 
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I'm glad you like it!
I'll include it in the config file and update the mod throughout the weekend.



I'd like to help you, but I don't really understand it yet. What's the problem with mana?



Sorry, I dont speak english very much... I mean... Tere are no stats that raises Max mana... My question then is... How can I raise this stat? Only with equipement? Idk if I speak correctly. ...
I think that we should any stat that increase The Max mana properly. ..
(Then Sorry if I dont speak so well)
 
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