tModLoader [WIP] DMode Mod

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Hey there, Moonbad here. Good news! Here's the script for the upcoming remade Infusion System:

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Definition:
- An Infusion is a unique Weapon Upgrade that adapts itself according the it's own nature and the infused weapon's nature.
- This kind of Weapon Upgrade unlocks passives and changes some of the weapon's basic stats.
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The Strength Infusion:
Basic Stat and Mechanical Changes:
- Initially sets the Critical Strike Chance to 1%. This value cannot be changed by external sources later on.
- Increases the Damage and Knockback by 15%.
- Reduces the Use Speed by 15%.
- The weapon can now be used as a Melee Weapon.
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[Unlockable Passives]:

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[Passive 1]: "Cruelty": Unlocked upon Activation.
- Melee attacks will always be a crit when the target's HP is lower or equal to 5% of it's maximum value.
- Killing enemies increase movement speed by 5% for 2 seconds. This effect stacks up to 3 times.
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[Passive 2]: "Counter Strike": Unlocked at Level 5.
- Staying unharmed for 15 seconds charges a buff called 'Counter Strike'.
- Receiving damage while with a 'Counter Strike' buff causes the attack to be Dodged.
- The attacker will receive damage equal to the Weapon's damage if they are in melee range.
- This additional attack can critically strike.
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[Passive 3]: "Phantom Strike": Unlocked at Level 10.
- When affected by a "Cruelty" movement speed bonus, there's a 20% chance the next melee attack will have a 'Phantom Strike' with it.
- The Phantom Strike is a regular damage attack that always critically strikes, but that only takes effect after 3 seconds. A cutting animation may be played in the last 1.25 seconds.
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The Dexterity Infusion:
Basic Stat and Mechanical Changes:
- Initially sets the Critical Strike Chance to 25%. This value cannot be changed by external sources later on.
- Decreases the Damage by 15%
- Increases the Use Speed by 25%.
- This weapon shoots small Shockwaves.
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[Unlockable Passives]:

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[Passive 1]: "Sabotage": Unlocked upon Activation.
- Attacking enemies with full HP inflicts a debuff that reduces their defense by 25% for 1.5 seconds.
- Killing enemies increase projectile velocity by 3%. This effect can stack up to 3 times.
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[Passive 2]: "Sharpness": Unlocked at Level 5.
- The Shockwaves can now pierce through 3 enemies or apply damage 3 times to bigger targets.
- Receive 3 Armor Penetration while using this weapon. This effect is 2 times more effective below 50% HP.
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[Passive 3]: "Bullets from nowhere": Unlocked at Level 10.
- When hitting an enemy, there's a 40% chance that a Shockwave will appear from nowhere. This effect can occur many times at once, but each subsequent bullet has 2 times less chance to spawn than the previous one, up to 4 times.
- These bullets do 80% reduced damage and have no knockback, but can still crit.
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The Magic Infusion:
Basic Stat and Mechanical Changes:
- Increases the mana usage by 5.
- Increases the damage by 15%.
- Reduces the speed by 15%.
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[Unlockable Passives]:

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[Passive 1]: "Overflow": Unlocked upon Activation.
- All attack types done (Melee or Ranged) while with full mana have 10% increased damage. This effect can only occur one time every 5 seconds.
- Killing an enemy restores 3% of the total mana.
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[Passive 2]: "Mana Barrier": Unlocked at Level 5.
- Every 10 seconds a 'Mana Barrier' is generated. The next attack received deals 15% less damage and depletes 15% of the total mana.
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[Passive 3]: "Arcane Aura": Unlocked at Level 10.
- Nearby enemies get constantly inflicted with 'Arcane Flames' for 0.5 seconds. It's deals 2.5% of the player's maximum mana as damage per second.
- Bosses receive 50% reduced damage from this effect.
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The Spirit Infusion:
Basic Stat and Mechanical Changes:
- Increases critical strike chance by 5%.
- Reduces mana cost (if there's any) by 15%. It can't become 0.
- Reduced the damage by 10%.
- Reduces the use speed by 30%.
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[Unlockable Passives]:

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[Passive 1]: "Overwhelming Will": Unlocked at Level 1.
- All attack types have 8% chance to inflict Confusion. Attacking confused enemies increases movement speed by 5%, defense by 3 and ignites the target for 1.5 seconds.
- Killing an enemy restores 1 life when below 50% HP. This effect is 2 times more effective when below 15% HP.
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[Passive 2]: "Sacrifice": Unlocked at Level 5.
- When reaching 10% life, 1 active minion will sacrifice itself for the player, healing 5% of the caster's HP. When this happens, the caster looses 1 minion slot for 5 minutes.
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[Passive 3]: "Interdimentional Intervention": Unlocked at Level 10.
- There's a 3.5% chance every second that a vortex portal will be summoned to help the player for 5 seconds.
- The portal does not use minion slots and can be summoned countlessly.
- The portal has 10% of the weapon's damage and can hit multiple enemies.
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Some additional clarification: passive effects can only occur when the owner is holding this weapon (aka the item is 'selected').

And that's all for now. What do you think about it?
 
Well, that's weird. I'm gonna check this real quick... As for the Destiny Boxes, I don't really know why a bigger version would be better or necessary, can you explain why?

EDIT [1]: Solved! It was because I ended up forgetting to update the mathematical equations for the Power Crystals.
If you do a boss marathon of just decimating one after another, you usually end up with 800+ in just one single night. It would be awesome to click 80 times instead of 800 times.

EDIT: Small bug. Moonlord is stuck at level 0. Please fix
 
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Hey there, Moonbad here. Good news! Here's the script for the upcoming remade Infusion System:

--------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------
Definition:
- An Infusion is a unique Weapon Upgrade that adapts itself according the it's own nature and the infused weapon's nature.
- This kind of Weapon Upgrade unlocks passives and changes some of the weapon's basic stats.
--------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
The Strength Infusion:
Basic Stat and Mechanical Changes:
- Initially sets the Critical Strike Chance to 1%. This value cannot be changed by external sources later on.
- Increases the Damage and Knockback by 15%.
- Reduces the Use Speed by 15%.
- The weapon can now be used as a Melee Weapon.
--------------------------------------------------------------------------------------------------------

[Unlockable Passives]:

--------------------------------------------------------------------------------------------------------
[Passive 1]: "Cruelty": Unlocked upon Activation.
- Melee attacks will always be a crit when the target's HP is lower or equal to 5% of it's maximum value.
- Killing enemies increase movement speed by 5% for 2 seconds. This effect stacks up to 3 times.
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
[Passive 2]: "Counter Strike": Unlocked at Level 5.
- Staying unharmed for 15 seconds charges a buff called 'Counter Strike'.
- Receiving damage while with a 'Counter Strike' buff causes the attack to be Dodged.
- The attacker will receive damage equal to the Weapon's damage if they are in melee range.
- This additional attack can critically strike.
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
[Passive 3]: "Phantom Strike": Unlocked at Level 10.
- When affected by a "Cruelty" movement speed bonus, there's a 20% chance the next melee attack will have a 'Phantom Strike' with it.
- The Phantom Strike is a regular damage attack that always critically strikes, but that only takes effect after 3 seconds. A cutting animation may be played in the last 1.25 seconds.
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
The Dexterity Infusion:
Basic Stat and Mechanical Changes:
- Initially sets the Critical Strike Chance to 25%. This value cannot be changed by external sources later on.
- Decreases the Damage by 15%
- Increases the Use Speed by 25%.
- This weapon shoots small Shockwaves.
--------------------------------------------------------------------------------------------------------

[Unlockable Passives]:

--------------------------------------------------------------------------------------------------------
[Passive 1]: "Sabotage": Unlocked upon Activation.
- Attacking enemies with full HP inflicts a debuff that reduces their defense by 25% for 1.5 seconds.
- Killing enemies increase projectile velocity by 3%. This effect can stack up to 3 times.
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
[Passive 2]: "Sharpness": Unlocked at Level 5.
- The Shockwaves can now pierce through 3 enemies or apply damage 3 times to bigger targets.
- Receive 3 Armor Penetration while using this weapon. This effect is 2 times more effective below 50% HP.
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[Passive 3]: "Bullets from nowhere": Unlocked at Level 10.
- When hitting an enemy, there's a 40% chance that a Shockwave will appear from nowhere. This effect can occur many times at once, but each subsequent bullet has 2 times less chance to spawn than the previous one, up to 4 times.
- These bullets do 80% reduced damage and have no knockback, but can still crit.
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
The Magic Infusion:
Basic Stat and Mechanical Changes:
- Increases the mana usage by 5.
- Increases the damage by 15%.
- Reduces the speed by 15%.
--------------------------------------------------------------------------------------------------------

[Unlockable Passives]:

--------------------------------------------------------------------------------------------------------
[Passive 1]: "Overflow": Unlocked upon Activation.
- All attack types done (Melee or Ranged) while with full mana have 10% increased damage. This effect can only occur one time every 5 seconds.
- Killing an enemy restores 3% of the total mana.
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[Passive 2]: "Mana Barrier": Unlocked at Level 5.
- Every 10 seconds a 'Mana Barrier' is generated. The next attack received deals 15% less damage and depletes 15% of the total mana.
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[Passive 3]: "Arcane Aura": Unlocked at Level 10.
- Nearby enemies get constantly inflicted with 'Arcane Flames' for 0.5 seconds. It's deals 2.5% of the player's maximum mana as damage per second.
- Bosses receive 50% reduced damage from this effect.
--------------------------------------------------------------------------------------------------------

--------------------------------------------------------------------------------------------------------
The Spirit Infusion:
Basic Stat and Mechanical Changes:
- Increases critical strike chance by 5%.
- Reduces mana cost (if there's any) by 15%. It can't become 0.
- Reduced the damage by 10%.
- Reduces the use speed by 30%.
--------------------------------------------------------------------------------------------------------

[Unlockable Passives]:

--------------------------------------------------------------------------------------------------------
[Passive 1]: "Overwhelming Will": Unlocked at Level 1.
- All attack types have 8% chance to inflict Confusion. Attacking confused enemies increases movement speed by 5%, defense by 3 and ignites the target for 1.5 seconds.
- Killing an enemy restores 1 life when below 50% HP. This effect is 2 times more effective when below 15% HP.
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[Passive 2]: "Sacrifice": Unlocked at Level 5.
- When reaching 10% life, 1 active minion will sacrifice itself for the player, healing 5% of the caster's HP. When this happens, the caster looses 1 minion slot for 5 minutes.
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[Passive 3]: "Interdimentional Intervention": Unlocked at Level 10.
- There's a 3.5% chance every second that a vortex portal will be summoned to help the player for 5 seconds.
- The portal does not use minion slots and can be summoned countlessly.
- The portal has 10% of the weapon's damage and can hit multiple enemies.
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Some additional clarification: passive effects can only occur when the owner is holding this weapon (aka the item is 'selected').

And that's all for now. What do you think about it?

OK. Thats a lot! Some thoughts in mind though.
"Bullets from nowhere" needs a cooldown between activations to prevent things like Minishark being better than the Clockwork Assault Rifle.
"Mana Barrier" needs to be toggleable so things like Last Prism where they eat up mana don't get nerfed.
"Sacrafice" needs to be toggleable so reaching 10% life isn't a death sentence for someone a little too heavily dependent on minions staying alive.

All and all cooldowns and toggleability should be kept in mind for most of these so they actually feel like bonuses instead of obstacles and build requirements.

I also feel like a small flat damage bonus should be given every 5 levels (2%?) that multiplies with Quality upgrades instead of adding, so red orbs can be used far beyond quality upgrades.
Also, travelling all the way to a demon altar to convert orbs is just evil, especially after hardmode. Maybe tie those recipes to the bottle, furnace, anvil, or even make it tied to the Alchemy Station. But demon altars are evil to look for once you've smashed them all to look for hardmode ores. Also, there should be a crafting recipe for 200 green orbs to 20 red orbs if the player has nothing else to work with (no fallen stars, amber, gems, soul, nothing).

It would be really cool if this mod had a few modifiers to give enemies. Maybe an enemy could glow red if it was carrying extra red orbs. Maybe an enemy could radiate a brilliant white if it was carrying two destiny boxes.

Also, maybe every 20 skills you could spend a point in a skill tree. Every 5 levels for character level could earn a point for a skill tree.
Extra manasteal,lifesteal,minion crit(ok, im about to rant a bit. The minion crit should be something like this: If you have two upgrades for minion crit, each adding 1% chance to crit, it should equal 98.0296..., then 97.059... with 3, then 96.09803... with 4, then 95.1... with 5, etc. So how did i get 98.02... and 95.1...? Easy. Divide whats left by 1%. The numbers are probably a bit funky because im using a free calculator app but something similar should still hold true when implemented. This way, a 1% increase always feels like 1%. Never 50% or 100%. And, there is always a small chance for a minion not to crit. (IMO this is how all crit chance should be calculated.) And ranged crit.(wich sould work the same way as previously mentioned.)

As for every five level ups, crit damage should be increased. Sure, crit chance is nice, but when crit does happen I want it to really mean someting.

That would be 5 different skill trees though, so maybe just one would be better.

Also, i very strongly advise against projectile spam in the level ups. There can only be 10,000 projectiles at once, which may sound like alot, but it starts to lag really heavily waaaaaaay before the cap.


I understand all of this will take loads of time, go at your own pace, dont feel like you're in a hurry.

That's all, im not sure who's block of text was longer. I really need to get better at formatting my text so it is easier and more appealing to read.

EDIT: not sure if you saw it earlier, but Moonlord is stuck at level 0. I don't know if it's fixable because the other leveling mod i tried before had the same problem.

Don't worry, i wont leave this mod, but the last one had projectile spam for level ups, so the only good weapon IN THE ENTIRE GAME was the seedler. Seriously, projectiles need to be used sparingly, or on cooldown. Nobody wants to see S.D.M.G. be the only real weapon.
 
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Well, I have one problem, Totem of Ownership? how? where?
Sorry, I've just recently (today) got into mods and I'm not the best at problem solving.



Edit- Made a new character and got everything.
 
Last edited:
Well, I have one problem, Totem of Ownership? how? where?
Sorry, I've just recently (today) got into mods and I'm not the best at problem solving.



Edit- Made a new character and got everything.
Craft tomes of ownership with wood and green orbs.
 
Well, I have one problem, Totem of Ownership? how? where?
Sorry, I've just recently (today) got into mods and I'm not the best at problem solving.



Edit- Made a new character and got everything.
20 Tomes of Ownership are received upon creating a new character, but only while the mod is running. If you create a character before activating the mod it won't give you anything. This is same for every mod and every time you install a new one that adds starting items such as Calamity or Thorium. You should only create a new character and a new world after activating everything.
 
OK. Thats a lot! Some thoughts in mind though.
"Bullets from nowhere" needs a cooldown between activations to prevent things like Minishark being better than the Clockwork Assault Rifle.
"Mana Barrier" needs to be toggleable so things like Last Prism where they eat up mana don't get nerfed.
"Sacrafice" needs to be toggleable so reaching 10% life isn't a death sentence for someone a little too heavily dependent on minions staying alive.

All and all cooldowns and toggleability should be kept in mind for most of these so they actually feel like bonuses instead of obstacles and build requirements.

I also feel like a small flat damage bonus should be given every 5 levels (2%?) that multiplies with Quality upgrades instead of adding, so red orbs can be used far beyond quality upgrades.
Also, travelling all the way to a demon altar to convert orbs is just evil, especially after hardmode. Maybe tie those recipes to the bottle, furnace, anvil, or even make it tied to the Alchemy Station. But demon altars are evil to look for once you've smashed them all to look for hardmode ores. Also, there should be a crafting recipe for 200 green orbs to 20 red orbs if the player has nothing else to work with (no fallen stars, amber, gems, soul, nothing).

It would be really cool if this mod had a few modifiers to give enemies. Maybe an enemy could glow red if it was carrying extra red orbs. Maybe an enemy could radiate a brilliant white if it was carrying two destiny boxes.

Also, maybe every 20 skills you could spend a point in a skill tree. Every 5 levels for character level could earn a point for a skill tree.
Extra manasteal,lifesteal,minion crit(ok, im about to rant a bit. The minion crit should be something like this: If you have two upgrades for minion crit, each adding 1% chance to crit, it should equal 98.0296..., then 97.059... with 3, then 96.09803... with 4, then 95.1... with 5, etc. So how did i get 98.02... and 95.1...? Easy. Divide whats left by 1%. The numbers are probably a bit funky because im using a free calculator app but something similar should still hold true when implemented. This way, a 1% increase always feels like 1%. Never 50% or 100%. And, there is always a small chance for a minion not to crit. (IMO this is how all crit chance should be calculated.) And ranged crit.(wich sould work the same way as previously mentioned.)

As for every five level ups, crit damage should be increased. Sure, crit chance is nice, but when crit does happen I want it to really mean someting.

That would be 5 different skill trees though, so maybe just one would be better.

Also, i very strongly advise against projectile spam in the level ups. There can only be 10,000 projectiles at once, which may sound like alot, but it starts to lag really heavily waaaaaaay before the cap.


I understand all of this will take loads of time, go at your own pace, dont feel like you're in a hurry.

That's all, im not sure who's block of text was longer. I really need to get better at formatting my text so it is easier and more appealing to read.

EDIT: not sure if you saw it earlier, but Moonlord is stuck at level 0. I don't know if it's fixable because the other leveling mod i tried before had the same problem.

Don't worry, i wont leave this mod, but the last one had projectile spam for level ups, so the only good weapon IN THE ENTIRE GAME was the seedler. Seriously, projectiles need to be used sparingly, or on cooldown. Nobody wants to see S.D.M.G. be the only real weapon.

The "Bullets from nowhere" seems only good to weapons that shot really fast, so I'm changing it to something like this:
--------------------------------------------------------------------------------------------------------
[Passive 3]: "Bullets from nowhere": Unlocked at Level 10.
- Upon hitting an enemy with a projectile, there's a 30% chance that a Homing Bullet randomly spawns in a circular contour around the target.
- This Bullet receives 8% of the previous shot's dealt damage as base damage. Cannot crit.
- For the bullet to spawn, it's damage must be greater than 4.
- This event can only happen 1 time every 1.5 seconds.
--------------------------------------------------------------------------------------------------------

The "Mana Barrier" seems only good when not spending too much mana, so I'm changing it to something like this:
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[Passive 2]: "Mana Barrier": Unlocked at Level 5.
- Receives 0.0125% damage reduction per additional point of mana, up to 5% with 420 mana.
--------------------------------------------------------------------------------------------------------

The "Sacrifice", as you said, it's indeed too dangerous, so I'm changing it to something like this:
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[Passive 2]: "Sacrifice": Unlocked at Level 5.
- When receiving lethal damage some events may happen:
- [1]. The caster is healed by 8% of it's maximum HP.
- [2]. The caster receives 3 defense for 15 seconds.
- [3]. The caster looses 1 mining capacity for 255 seconds.
- This cannot occur again for the next 75 seconds.
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I know that you talked about toggles, but it seems like tweaking them a bit may make them much better.
As for the stat bonuses per level, I'm thinking about a multiplicative 1% bonus. I've put demon altars in the recipe on purpose. I know it's evil but making things too easy won't be fun right? But you're right about a crafting recipe with only Red Orbs and Green Orbs.

As for enemy modifiers, I'm thinking on something else:
- [1]. Transforming common enemies into bosses, changing their AI sometimes, and giving them buffs to defense, health and damage. Killing them would reward the player with Red Orbs and an Amber.
- [2]. Transforming common enemies into "Creatures of Darkness". They would be extremely strong versions of themselves: some of them would have additional appendixes, other would spawn more Shadow Creatures when killed, and so on... In the end, the player would be rewarded with additional Destiny Boxes and some other resource that I yet cannot spoil.

As for the critical strike change math, I did not understand what are you talking about... can you explain again please? The critical damage is a nice change though.

I'll also try to think on a cool substitute for projectiles while reworking the passives.

The Moonlord it's a problem that I still cannot understand.

Thanks for your opinion, I'm happy to hear more of what you think about it.
 
The "Bullets from nowhere" seems only good to weapons that shot really fast, so I'm changing it to something like this:
--------------------------------------------------------------------------------------------------------
[Passive 3]: "Bullets from nowhere": Unlocked at Level 10.
- Upon hitting an enemy with a projectile, there's a 30% chance that a Homing Bullet randomly spawns in a circular contour around the target.
- This Bullet receives 8% of the previous shot's dealt damage as base damage. Cannot crit.
- For the bullet to spawn, it's damage must be greater than 4.
- This event can only happen 1 time every 1.5 seconds.
--------------------------------------------------------------------------------------------------------

The "Mana Barrier" seems only good when not spending too much mana, so I'm changing it to something like this:
--------------------------------------------------------------------------------------------------------
[Passive 2]: "Mana Barrier": Unlocked at Level 5.
- Receives 0.0125% damage reduction per additional point of mana, up to 5% with 420 mana.
--------------------------------------------------------------------------------------------------------

The "Sacrifice", as you said, it's indeed too dangerous, so I'm changing it to something like this:
--------------------------------------------------------------------------------------------------------
[Passive 2]: "Sacrifice": Unlocked at Level 5.
- When receiving lethal damage some events may happen:
- [1]. The caster is healed by 8% of it's maximum HP.
- [2]. The caster receives 3 defense for 15 seconds.
- [3]. The caster looses 1 mining capacity for 255 seconds.
- This cannot occur again for the next 75 seconds.
--------------------------------------------------------------------------------------------------------

I know that you talked about toggles, but it seems like tweaking them a bit may make them much better.
As for the stat bonuses per level, I'm thinking about a multiplicative 1% bonus. I've put demon altars in the recipe on purpose. I know it's evil but making things too easy won't be fun right? But you're right about a crafting recipe with only Red Orbs and Green Orbs.

As for enemy modifiers, I'm thinking on something else:
- [1]. Transforming common enemies into bosses, changing their AI sometimes, and giving them buffs to defense, health and damage. Killing them would reward the player with Red Orbs and an Amber.
- [2]. Transforming common enemies into "Creatures of Darkness". They would be extremely strong versions of themselves: some of them would have additional appendixes, other would spawn more Shadow Creatures when killed, and so on... In the end, the player would be rewarded with additional Destiny Boxes and some other resource that I yet cannot spoil.

As for the critical strike change math, I did not understand what are you talking about... can you explain again please? The critical damage is a nice change though.

I'll also try to think on a cool substitute for projectiles while reworking the passives.

The Moonlord it's a problem that I still cannot understand.

Thanks for your opinion, I'm happy to hear more of what you think about it.
Maybe tweaking them was better, just so you know, i have an idea to get past the mana cap of 400. Add a new resource, it can be mana2 until we come up with a better name for it. if regular mana is less than max, then just subtract 1 from mana2 and add 1 to regular mana until regular mana is at max. Mana2 can just regen at the same speed as regular mana.

Now that i think about it, the critical strike chance math was a bad idea.
 
I've been grinding bosses, and now I have hundreds (if not thousands) of Destiny Chests, and it's a big pain trying to open them. Is there something that can be done to speed up opening? Even using a macro or a repeating function fails with Steelseries Engine 3 (For Rival500 mouse)

Also noticed ya can benefit from lava kills without needing to kill them if ya dedicate yourself from staying away from them, just gotta pop an obsidian potion (or an item that makes you immune to lava).

So far been doing a pure magic run on expert, and it gets hectic with lots of red souls
 
I know most of you are looking forward for the next updates, so I took some screenshots:
[doublepost=1548552037,1548551437][/doublepost]
I've been grinding bosses, and now I have hundreds (if not thousands) of Destiny Chests, and it's a big pain trying to open them. Is there something that can be done to speed up opening? Even using a macro or a repeating function fails with Steelseries Engine 3 (For Rival500 mouse)

Also noticed ya can benefit from lava kills without needing to kill them if ya dedicate yourself from staying away from them, just gotta pop an obsidian potion (or an item that makes you immune to lava).

So far been doing a pure magic run on expert, and it gets hectic with lots of red souls

I understand. That's why a way to trade the Destiny Boxes for something else is needed as psycodylan also said.
As for this lava farming setup, it's an easy fix: Red Orbs and Green Orbs no longer spawn on top of the player, also, their rarity is set to 0 (White), which allows them to be destroyed when falling into lava. You will still be able to farm Soul Points though.

EDIT [1]: The drop chance of Destiny Boxes has been lowered by 25%.
EDIT [2]: Bosses no longer drop 6 Destiny Boxes, instead, they drop 1 to 3 of them.
EDIT [3]: Added an item called "The Amber Key": it instantly opens 200 Destiny Boxes.
 
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Please, please cap the spirit mana cost reduction to about 65%. Most of my weapons have -5 Mana usage and its only getting worse.
also, i think letting orbs drop like normal might clutter up the ground like crazy. Also, summoners have a hard time even seeing where souls are dropped, so if you could increase pickup range for those that would be awesome.
 
Please, please cap the spirit mana cost reduction to about 65%. Most of my weapons have -5 Mana usage and its only getting worse.
also, i think letting orbs drop like normal might clutter up the ground like crazy. Also, summoners have a hard time even seeing where souls are dropped, so if you could increase pickup range for those that would be awesome.

I suppose you have reached more than 100% mana cost reduction, which I though it was practically impossible since level 2000 is needed for that.

Well, because the players are reaching these power levels so faster than I have anticipated, I'm going start coding some limits.

EDIT [1]:
The maximum amount of HP the player can get has been capped at 100, being reached at level 50. Additionally, it no longer gets buffed by Destiny Points.
The maximum amount of MANA the player can get has also been capped at 100, being reached at level 50. Additionally, it no longer gets buffed by Destiny Points.
The maximum amount of movement speed the player can get has been capped at 25%, being reached at level 250. It still gets buffed by Destiny Points.

EDIT [2]: Defense bonuses have been nerfed by about 12%.
EDIT [3]: Mana Cost Reduction growth has been nerfed by 20%. It also reaches it's cap at level 250 with 10% reduction.

EDIT [4]: Strength and Dexterity no longer increase Melee Speed.
EDIT [5]: 5 more points in Spirit are necessary to increase the minion cap.

EDIT [6]: Now, every boss killed (being from other mods or not) increases the level of the World by 2 to 3. Also, killing 250 enemies of any kind also increases the World level by 1. This World Level determinates the level of the monsters spawned in it.

EDIT [7]: Soul pick up range increased by 20%.
 
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News:
I've codded 3 new enemy variants: the Bosses, the Shadows and the Shadow Bosses:

[Bosses]:
- Chance to Spawn: 2.5% to 2.85% (varies with level);
- Health: Multiplied by 16.
- Defense: Increased by 45%.
- Damage: Increased by 35%.
- Scale: Increased by 25% to 50%.
- Receives Immunity to Knockback.
- Loot: 1 Destiny Box, 1 to 2 Red Orbs and 1 Amber.

[Shadows]:
- Chance to Spawn: 1% to 2% (varies with level);
- Health: Multiplied by 5;
- Defense: Increased by 28, plus it's level.
- Damage: Increased by 16, plus it's level.
- Receives Immunity to Knockback.
- Has Black semi-transparent color, making it quite hard to see in dark spaces.
- Spawns one Shadow Appendix when attacked for the first time.
- Inflicts Death's Grasp for half a second, plus a 1/4 of a second per level, when in contact with the player.
This debuff deals much more damage to healthy players.
- Loot: 1 Destiny Box, 1 to 2 Red Orbs and 2 to 3 Shadow Orbs.

[Shadow Boss]:
- Chance to Spawn: 0.025% to 0.057%;
- Has both buffs combined, making it really hard to kill.
- Loot: 2 Destiny Boxes, 2 to 4 Red Orbs, 1 Amber and 3 to 4 Shadow Orbs.
 
There we go! The update may be in the mod browser in a few minutes. Before that though, here are some additional changes and content:
[Buffs]
- [Pain]: Randomly received when below 15% HP and permanently activated when bellow 5% HP. Reduces the player damage (on hit) by 25% while active. Also increases the effectiveness of all slows by 25%. If there's no slowing effects active, the player simply losses the movement speed bonuses.
- [Broken Bones]: Rarely applied by enemies. Slows the player by 18%. Randomly inflicts Bleeding and Pain, and while active, Bleeding deals damage over time based on the player's movement speed bonuses. The chance of receiving this debuff is greatly reduced by defense.
- [Death's Grasp]: Applied by Shadow enemies. Deals 3, plus 5% of the player's current life as damage per second.
- [Shadow Power]: Applied while with Shadow Orbs in the main inventory. Greatly increases damage (on hit), but reduces life, defense and movement speed based on the amount of Shadow Orbs.

[Enemies]
- The Shadow Appendix has been slightly buffed, while Shadow have been severally nerfed and only appear after the world reaches level 1.
- The amount of kills necessary to increase the world level has been reduced by 25.
- Red Orbs and Green Orbs spawn 100 units in front of the player, in the direction he / she is facing. They can now be destroyed by lava.
- The Target Dummy exploit does not exist anymore.
- Moonlord HAS NOT been fixed YET.

[Items]
- The Amber Key: Instantly opens 200 Destiny Boxes. Crafted at the Hellforge. I recommend using this item while doing nothing and only one at a time, because the opening simulations are quite heavy and may lag a bit because of the memory usage.

[Player]
- Attribute damage bonuses per level have been nerfed by 6.25%.

For those who are simple: the game is a bit harder now.

That's all I can remember. See you in the next update!

EDIT [1]: Main thread updated.
 
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