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Calamity - Rekindled [BETA]
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Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
23.760 MB
1 Jun @ 10:20pm
26 Jul @ 10:30pm
20 Change Notes ( view )

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Calamity - Rekindled [BETA]

Description
Calamity - Rekindled is a content restoration mod for the Calamity Mod, dedicated to reintroducing removed, reworked, or forgotten content from past versions.
Many items and mechanics have been adjusted and changed to feel fresh, balanced, and compatible with the current Calamity experience—while staying faithful to the original.
Many sprites have been updated to better fit modern versions of Calamity as well.
This mod also includes quality-of-life tweaks and optional features.

Notable Features:
The return of Calamity Shortswords (Including "OG" Coldheart Icicle)
Returning mode items & removed modes, including Malice mode
MALICE MODE! IT'S BACK!!
Most content removed upon the Fabsol & Mr. Small / bird controversies (Only added for consistency)
Lore items have their original effects back (Some new ones as well)
Return of the stress bar, and its mechanics (Sprite based on the stress bar sprite from the "Hunt of the Old God" mod)

Due to the request of the original artist of the sprites, the Drunk Princess NPC is temporarily not in this mod.
In the future, the Drunk Princess will return with a new coat of paint!

The Fabsol controversy has put a lot of strain on Calamity as a whole. The things Fabsol has done are completely and utterly unacceptable.
Mr. Small / bird's actions are also terrible, and don't deserve to be in the mod.
However, for the sake of consistency, I feel it is necessary to preserve this content, and it remains in the mod.
If you do want Fabsol's, or Mr. Small / bird's content, there are toggles in the mod's server configs.


Note: THIS MOD IS NOT COMPLETE
This mod adds many features from previous versions, but not all.
I will continue to update this mod frequently to keep up with new Calamity updates, as well as adding more removed content.

Is there something you really want to see in the mod, or think should be changed?
Let me know on Discord : @nerdgarage

Change Log :
Version 0.0.3.1 -

-Balancing-
- Nerfed Exo Gladius projectile damage by 66.66%
- Nerfed Spectre Rifle use time 25 -> 32

-Changes-
- Spectre Rifle now uses a sniper rifle instead of a Musket / Undertaker
- Quasi Star Cannon now requires a Super Star Shooter instead of a Star Cannon
- Starfleets recipe now requires a Quasi Star Cannon instead of the Super Star Shooter
- Updated to the latest version

-Additions-
- Added Stardriver (Sprite by : HeartUpPlus)
- Added Gehenna
- Added Enchanted Metal
- Added Draedon's Remote (Music - Run! : By DM Dokuro)
- Added Cloaking Gland
- Added Gehenna
- Added Shroomite Visage
- Added Latcher Mine
- Added Murky Sludge
Originally posted by tModLoader CalamityLegacy:
Developed By NerdGarage
119 Comments
NerdGarage  [author] 4 Oct @ 7:08pm 
That's because they aren't projectiles
They are NPCs, and the way I programmed it makes that happen
TopFox6 4 Oct @ 9:44am 
yo i was playing around with deifiled feather and found that some projectiles like the goblin mages shadow ball or king slime green jewel Always crit unless its purposeful
NerdGarage  [author] 29 Sep @ 1:41pm 
@KumaTerra
I sent a friend request on discord!
The stab animation for the Marnite Bayonet is intentional. I wanted it to be more than a gun with contact damage
I have fixed the Crimsaber bug in my current test build
I am a little confused what you mean with the Wulfrum Mage weapon bugs
KumaTerra 29 Sep @ 12:21am 
No problem!
Frankly, if you want me as an actual beta-tester, I'd be so down eheh- My Discord is the same as my username here, if you're interested.
Right now, the Catalyst Mod (which I test for) is under a halt so the devs can work on other mods. HeartPlusUp for example is focusing on VCMM, and Juniper has massive tMod burnout.

As for the bugs I found, I have some ideas why.
Crimsaber may be using Golden Shower projectiles when it hits? Marnite Bayonet may have a stab animation since that's easier, but it might be better to just have a permanent hitbox while the weapon is out? The Wulfrum Mage weapons I'm unsure on, but it could just be the damage type isn't specified.
NerdGarage  [author] 28 Sep @ 3:59pm 
@Pablo de Paulo
Soon! I want to drop one within the next week or so!
NerdGarage  [author] 28 Sep @ 3:57pm 
@KumaTerra
Thank you so much for bringing these to my attention! I really appreciate you going through, and trying to help me make my mod the best it can be!
I will get these all fixed in the next patch!
Pablo de Paulo 26 Sep @ 7:57am 
when a update?
KumaTerra 26 Sep @ 12:19am 
Looked through for some others, and here's what I ended up finding after some surface level testing:
Marnite Bayonet stabs for some reason.
Crimsaber projectiles deal magic damage.
Wulfrum mage weapons (the orb sphere whatever) does melee damage.
Summons are SUPER buggy, can't despawn the DS summon at all.
Typos in Coralskin Foolfish (stirkes, spit a water)
Typo with Shattering Potion (... is disable)
KumaTerra 25 Sep @ 5:24pm 
I see I see. Thanks for taking my suggestion.
I forgot to mention it in my previous comment, but I found two oversights. One is that items don't have the right research limit for Journey mode (potions and ammo namely only need 1, when it should be 20 and 99 respectively). The other is that Temporal Floe Sword should be a part of the Terrassomere tree, since it was before its removal.
I'll do more testing to see if things like item rarities, text, recipes and sell values are consistent. The mods I test for are at a halt right now, so this will be a fun side project for me. :lilith_whoa:
NerdGarage  [author] 25 Sep @ 1:07pm 
@KumaTerra
That is a good idea! I'll see about adding those!
Mr. Small / Bird was an artist for the mod, he made the current desert scourge texture
Similar thing to the fabsol situation