Mod updated, once again.
This time, we got 2 of the last 3 bosses, Nightmare and Aquatix.
Let's speak about Aquatix first, as it got the least to say about it.
Like the other phoenixes, it will go godmode for a few seconds when too much dps is dealt and will follow the same behaviors. What changes, like Arborix and Ardorix, are only the projectiles. However, they are slightly different from the other phoenixes. Rather than having projectiles that expand as a tree root (Ardorix's fire breath and Arborix's miracle seed), it will shoot a different kind of projecitles, which are 3 water orbs that will track down the closest player to them and change their trajectory a max of 3 times before disappearing. Aquatix is fought in a much larger area compared to the other phoenixes (the Ocean), so they do have much more space for dodge, this will however force the player on paying attention to the location of all three the orbs before focusing on attacking the phoenix as soon as it starts charging forth.
With this, all the phoenixes are done and the full Phoenix Set is now craftable from their drops. The Phoenix set has also been recently tweaked.
The Phoenix Set, differently from the old Reborn mod, is not a hardmode 3 helmets set with major focus on stats. Instead, it is a pre-hardmode single helmet set (all the phoenixes can be fought pre-hardmode), its stats focus entirelly on defense and its the highest defense set available pre-hardmode, but a full set also grants a special ability, in fact the set will explode as soon as any damage is received from any source and it will deal damage to the NPCs in close reach. The tweak consists in the damage the explosion deals, instead of being a fixed number, the damage dealt equals exactly to the player's total defense. With such tweak, the set is now much more useful in hardmode and gains even more usefulness the more the player's defense is boosted by accessories and buffs (note, this will also slow you down if the movement speed bonus tweak is enabled).
Off to Nightmare
Nightmare was an experiment, what would happen if a Terraria boss had multiple hitboxes and weak points. I did all I could to make it resemble Metroid Fusion's Nightmare as much as possible and the result was greatly satisfying.
Gravity will be halved through the whole fight, as Nightmare has control over the gravity of anyone close enough to it.
Overall, it will try to stay on the player's right side, a certain distance above it.
It has 2 attacks, each with up to 4 different variations.
The first attack consists of it shooting lasers at different heights straight to its left side.
The second attack consists of it shooting a barrage of gravity orbs that track down the closest player. The orbs have tiny HP and can be shot to be destroyed.
The first variation consists of it standing relativelly at the same height compared to the player, while standing on its right as usual.
The second variation consists of it charging towards the player ad relativelly slow speed, while still shooting one of the two projectile types mentioned.
The third variation consists of it constantly switching the gravity's direction, forcing the player to constantly fly vertically, switching between each verse on a timer.
The fourth variation consists of it creating a black hole, sucking any close player inside or relativelly close to it (the farest the player, the stronger the pull, so to allow for easier movement for whoever is inside it). During this variation, it will only shot gravity orbs, as lasers can be unavoidable, but orbs can still be shot down.
Along with controlling gravity, it has 4 different hitboxes covering its whole body. Hitboxes being its left side, its right side + body, its head and its gravity control device attacked right between its "arms". It is immune to any sort of damage from any hitbox that is not its current weakpoint (Nightmare will only receive 1 damage from it).
At first, its weakpoint is the gravity device between its arms. It is the only hitbox which can receive damage. During its first phase, Nightmare's relativelly slow speed will allow for easily standing straight below it to shoot the hitbox.
After about half of its HP has been depleted (when lower than 8000 hp), the gravity control device will explode, exposing its face, in which point the weakpoint will become its head. In this phase, it cycles through attacks at a much faster pace, shoots more projectiles and faster and will move much much faster than before during attack patterns, but due to its gravity controls malfunctioning, it will have next to no control over its own speed during its standby moments.
With Nightmare done, X Remnants can be obtained, when mixed with Gravity Crystals dropped by Ridley, both the Gravity Suit and Fusion Suit upgrades are available to be crafted.
A few changes to point out, Magi Musket's appearance has been slightly tweaked, as muskets will now stay on screen for a second before disappearing, there muskets do now however count toward the muskets on screen limit and as soon as a musket shoots, new muskets can be spawned without any sort of limitation. Arborix's initial shot has been tweaked to not collide with tiles as soon as it spawns, but colliding as soon as it reaches a spot with no tiles, so to avoid for them to explode if Arborix shots them when completelly surrounded by tiles. Ardorix's fire trails have been slightly slown down to allow for easier dodging, but the trails have been made slightly longer to counterbalance (they will reach about the same length, just more slowly).
With this, only one boss is left to port and all the contents minus Okiku's Doll and vanity set (Cronshade's town npc for the two vanity items she sells being part of this list too) are now available. This means this will be most likelly the last update before the mod goes for release as a full port. It does not mean anything special, other for the fact the mod will go to the Released section instead of being a WIP and from that moment on I will focus on new contents and tweaking of the already existing ones rather than full time contents porting.