tModLoader

tModLoader

Not enough ratings
Zayli Gear
2
   
Award
Favorite
Favorited
Unfavorite
Mod Features: New Content
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
Posted
Updated
2.098 MB
21 Aug @ 5:38am
1 Oct @ 4:20am
39 Change Notes ( view )

Subscribe to download
Zayli Gear

Description
Zayli Gear adds a large number of new items to the game, primarily Warhammer items to pre-hardmode. It also adds armor, accessories and three Town NPC's.
I am continuously refining and creating new items, so expect more in the future.


Currently this mod adds the following:

NPC's:
Archer-at-Arms
Easily unlocked. She sells weapons and armour for a ranger.

Man-at-Arms
Unlocked after creating a large town. He sells weapons and armour for a warrior.

Paladin
Unlocked after defeating a mech boss and crafting the Judgement hammer. She sells high quality items.


Melee Weapons:
Pre-Hard Mode:
• Wood Maul
• Rock Warhammer
• Copper, Tin, Iron, Lead, Silver, Tungsten, Steel, Gold and Platinum Warhammers
• Iron, Lead Morningstar
• Iron, Lead and Silver/Tungsten Warsickle
• Battle Fork
• Granite Broadsword, Granite Axe, Granite Hammer and Granite Maul
• Marble Maul
• Crimson Fist
• Soul Crusher
• Dinoclub
• Lasgun Bayonet
• Mantis Blade
• Vine Warhammer
• Sergeant's Chainsword
• Tribal Maul
• Commissar's Chainsword
• Aztec Macuahitl
• Skyknight Crescent Blade
• Sengosai Claymore
• Legionnaire Gua'dia
• Arcanite Cleaver
• Sulfurius
• Judgement


Hard Mode:
• Cobalt, Palladium and Mythril Warhammers
• Orichalcum Maul
• Adamantite Rockethammer
• Titanium Maul
• Refined Arcanite Cleaver
• Hand of Ragnarox
• Eviscerator
• Crith Talún
• Retribution
• Kasrkin Chainsword
• Chlorophyte Vinehammer
• Shroomite Warglaive
• Shroomite Halberd
• Golem Greatmaul
• Infernus
• Golem Fist Maul
• Grand Marshal Claymore
• Arcana
• Destiny


Ranged Weapons:
Pre-Hard Mode:
• Composite Longbow
• Arisaka
• SMG
• Shocktrooper Grenade Launcher
• M6G Pistol
• MA5B Assault Rifle
• Type 100

Hard Mode:
• M6D Magnum
• MA5C Assault Rifle
• Canem Ferrum
• Holy Bolter
• Consecrated Bolter


Magic Weapons:
Pre-Hard Mode:
• Tome of C'ia
• Lasgun
• Laspistol
• Judgement Tome

Hard Mode:
• Arbiter's Tome
• Tome of Celestyr
• Volleygun
• Book of Boulders
• Tome of Rock Throw
• Plasma Rifle
• Pulse Carbine
• Needler
• Pulse Rifle

Armor:
Pre-Hard Mode:
• Archer Set
• Padded Archer Set
• C'ia Set
• Ashigaru Set
• Men-at-Arms Set
• Warden-at-Arms Set
• Granite Set
• Marble Set
• Guardsman Set
• Mantis Set
• Commissar Set
• Skyknight Set
• Sengosai Set
• Legionnaire Set
• Aztec Set
• Shinobi Set
• Inferno Fury Set
• Paladin Set
• Templar Set

Hard Mode:
• Ashikaga Set
• Archpriestess set
• Judgement set
• Celestian set
• Kasrkin set
• Rock Golem set


Accessories:
Pre-Hard Mode:
• Hammerman Badge
• Jumpman Badge
• Men-at-Arms Shield
• Steel Spring
• Typhon Eye
• Amberlight
• Spare Ammo Box
• Weaponchains
• Guardsman Backpack
• Granite Charm, Granite Wristband, Granite Pendant
• Marble Charm
• Honorifica Imperialis
• Granite, Skyknight, Sengosai and Legionnaire Shield
• Mantis Pack
• Crescent Seal
• All Or Nothing Badge
• Amberlight Charm
• Magma Grip
• Templar Crest
• Paladin Charm
• Paladin Emblem
• Mega Rush Badge
• Aztec Charm
• Dead Baron's Skull and Dead Baron Emblem
• Crescent Shield


Hard Mode:
• Celestyr's Blessing
• Celestian Backpack
• Kasrkin Backpack
• Judgement Shield
• Rock Golem Shield, Claw, Pendant, Shell, Charm and Greater Soul Gem

Materials:
• Granite Bars
• Marble Bars
• Armor Scraps
• Golem Soul Gem

Other:
• Adds a recipe for Feral Claws

... and many more!

Version 0.4.13
Originally posted by tModLoader ZayliGear:
Developed By Zaylidin
27 Comments
Zaylidin  [author] 23 Sep @ 3:09am 
I appreciate that a lot. Thanks for caring about my work :luv:
SpecyJ 23 Sep @ 2:12am 
That's okay. And I understand what you mean. The plan you have is well thought out. At the end of it all, take your time and apply what you think is good for your creative freedom in this mod.
Zaylidin  [author] 23 Sep @ 12:27am 
Regarding the previous point I made for the Needler projectiles, i managed to figure out a fix for them so they now look exactly how they should!

My content shys away from anything post Golem as I don't really play that part of the game much at all, but I hope to fix that soon now that I am a mod maker :luv:
I agree that some of this stuff could do with later game variants, but I just haven't quite got to that point yet
SpecyJ 22 Sep @ 10:26pm 
Thanks for the reply and hard work.
Not specifically asking for a tweak. I understand the weapons follow balance and progression. Just suggesting more late game variants of existing weapons to keep up with later points.
And don't worry. I understand the logic behind the design decisions. Good work.
Zaylidin  [author] 22 Sep @ 11:11am 
Regarding the needler projectiles, I cant exactly make the long and thin as the projectiles don't angle properly unless there are enemies near and it looks weird. The supercombine (explosion combo) isnt something I know how to implement at the moment.

Regarding the damage values of the ranged/magic weapons, I will continue to tweak and change those values as and when I can test them in the appropriate point in the game for them but at the moment those values felt fine to me. Nothing is final with this mod and I appreciate the feedback regarding balance.

I have no intentions to change or make more chainswords at the moment.
SpecyJ 22 Sep @ 9:25am 
Another day another bunch of nice updates. I've been checking. Since we have powerful war hammers. We could also use better chain sword upgrades (or even power swords and other blades). Current ones available are good, but they struggle at keeping up with the other late game items.

Another problem is many of the guns including the magic ones still feel rather underwhelming in firepower or their mana cost is too high to be useful enough so they definitely either need a buff or higher tier versions of them to craft towards progression need to be added. Also the projectiles can be reflected back by Selenians and Biome Mimics.

Needler is very good. Its tracking is nice, but the shots don't look like needles and it lacks that iconic impaling and exploding combo. Maybe that's just my nostalgia talking. AlsoThese are my reports. Still good work with what's been added.
SpecyJ 19 Sep @ 6:15am 
Understood. Then that's fair. Keep it up then. There's no rush in with the town npc configs either. Just take your time to learn that at your own pace. :steamthumbsup:
Zaylidin  [author] 19 Sep @ 5:28am 
The removal of the leather recipe is how it works in vanilla. I just reverted it because i was worried how adding that recipe might wffect other mods.

As for making town npcs configurable, idk how to do that.
SpecyJ 19 Sep @ 3:29am 
It's come to my attention that you removed the Leather recipe and now vertebrae cannot be used to make it. I feel like this might not be a good idea and is unfair for corruption players and it might not be good for game flexibility, instead maybe make it so that bought leather is more expensive or give a config instead. I feel it's a little concerning even if it's very minor.
Also make town NPCs from this mod configurable, because as fun as it looks on paper, too many town NPCs can lag a world.
Anyway. I appreciate the new update despite these concerns.
SpecyJ 19 Sep @ 12:41am 
@Zaylidin I totally understand and I can see the colour differences. Just wanted to say that they're a bit hard to notice at first glance and thought about a need for a bit more contrast. But it's no big deal. Anyway what you have so far is a good set of items and a good plan ahead.