tModLoader

tModLoader

TRAE Project
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Update: 11 Sep, 2024 @ 4:28pm

Version 0.6.5 has been published to Stable tModLoader v2024.7

Update: 6 Sep, 2024 @ 3:09pm

Version 0.6.4 has been published to Stable tModLoader v2024.7

Update: 5 Sep, 2024 @ 8:43pm

0.6.2: The "was meant to be small but i got carried away" patch

Hell has received a major difficulty buff to hopefully finally make it challenging to obtain hellstone before the Dungeon. Unfortunately, total lava immunity has to go to make this work. To compensate Lava Timers have been significantly buffed and much less uncomfortable to use.

* Increased enemies spawns while in the underworld by 33%
* Updated AI on several enemies:
* demons now actually shoot through walls
* hellbats and lava bats move faster and more aggressively
* imps teleport more often
* boom pixies attempt to run away from the player when approached, spawning dusts much more often.
* Improved AI on lavamanders and magmanders to make them smarter and more aggressive
* Froggabombas, Lavamanders and Boomxies will not attempt to spawn inside of Obsidian Towers (The former 2 just get stuck and the latter is way too fucking annoying when it spawns there)

* Obsidian Skin potion now only gives 12 seconds of lava immunity
* Lava charm and upgrades now grant 12 seconds of lava immunity and obsidian rose’s effect.
* Lava charm is now found on gold chests with the same frequency as other items
* All lava immunity items stack their duration, and recharge much faster when the player is not moving.

To improve mod compatibility, some features of the mod can now be toggled. These toggles also adapt some TRAE additions and changes to better fit vanilla standards, but don't expect much support for the toggles in the future. Toggles are for:
* Mana
* defense
* mobility
* Forced Resprites
* Terraspark Boots line (dont make me regret it)
* Doubled base acceleration and deceleration (off by default)

Eater of Worlds and Brain of Cthulhu have received TRAE changes:

Eater of Worlds
* Segment count reduced from 67 (72 on Expert) to 58 in all difficulties.
* HP per segment increased from 150 to 180
* Body defense increased from 4 to 8
* Fewer, denser segments make it less vulnerable to high piercing.
* Acceleration increased by 45% while on the surface.
* Now immune to all debuffs (Poisoned and On Fire deal way too much damage, and other debuffs are nearly unusable anyways)
* No longer has 80% damage resistance to explosives.
* Takes 40% less damage from Vampire Frogs, and 67% less damage from Vilethorn (the nature of these weapons make them WAY too good against this boss in a way that can't be nerfed without affecting them everywhere else)

Expert
* Vile Spit is Vile Gone
* Gravity lowered letting it ascend higher.
* Surface Eater of Worlds now compensates with drastically improved mobility instead of spamming projectiles.
* Segments regenerate health over time. Recently damaged segments will heal slower.

Master.
* Max Speed increased by 25%
* Charges towards the player more often
* Vile Spit is Vile Back, but reworked:
* Weakens for 7.5-10 seconds, Oozes for 2.
* Only the Head shoots it, and the fire rate is constant on all heights.
* No longer deals damage
* HP reduced from 19224 to 16356

Brain of Cthulhu:
* Increased Brain hp from 1250 to 1650, and Creeper HP from 100 to 180
* Creeper Count reduced from 20 to 15 (40 to 30 in For the Worthy)
* Max HP is thus increased from 3250 to 4350. Creepers are fewer in number but far more resilient, making the first phase take longer and be less vulnerable to high pierce.
* Phase 2 Brain now teleports 50% further away from the player, but moves 50% faster as well.
* Streamlined BoC teleport mechanics to reduce RNG; it no longer has a varying distance from the player, and it will switch positions with an illusion every time.
* Phase 2 Brain no longer takes knockback from summons.
* The fight was reworked to be based on getting through the illusions, but this breaks when Summons find and stunlock the real brain before you do anything,
* Creepers are now immune to Poisoned and On Fire.
* Creepers take 33% less damage from Vampire Frogs

Expert
* The pool of debuffs inflicted by the Brain and Creepers has been reduced to Bleeding, Broken Armor, Slow, and Weak.

Master
* Creepers move faster and chase more aggressively.
* The Brain inflicts one of its 4 debuffs 100% of the time on hit, and has a 33% chance to inflict another.
* When above 50% health, phase 2 moves 25% faster and is immune to knockback.
* When below 50% health, phase 2 moves 7.5% faster and teleports significantly faster.

Qwerty put in the effort to make the Solar Eclipse more fun, and to improve Necromancers at last:
* Nailheads fire nails in a fixed pattern upwards
* Eyezor has a telegraph on its lasers
* Dr fly men will give eclipse enemies buffs depending on the situation
* Levitation, causes afflicted enemies to float, will attempt to use this to send grounded eclipse fighters to catch players above.
* Speed, causes enemies to move horizontally much faster, used when far away from player
* Endurance, a major defense increase used when the other two buffs don’t meet conditions.
* Necromancer now aims around corners, and has a telegraph before the beam comes out.
* Caster enemies no longer have contact damage

The infinite flight mounts were buffed back to a midway point between their previous version and vanilla. This is still overtuned mobility but there are genuinely more people who simply don't use these mounts anymore due to feeling sluggish than people who actually wanted to see them nerfed in the first place.
* Witch’s Broom horizontal/vertical speed increased to 36/31 respectively
* UFO horizontal/vertical speed increased to 31/37 respectively
* Cute Fishron horizontal/vertical speed increased to 35

Some accessory lines have been reworked:

* Shadowflame charm and Molten Charm apparitions now have significantly improved homing and 50 armor penetration.
* Their poor accuracy and defense impacts made them far weaker than intended. They should be at their expected performance now.
* Necromantic scroll now only increases minion critical strike chance by 13%.
* Leans more into the minion critical strikes instead of being a clone of Shaman necklace.
* Rune cobra now requires and inherits Shadow Claws instead of Shadowflame Charm
* Tribal Beetle now gives 1 sentry and 1 minion slot instead of 2 sentries.
* Papyrus scarab now requires and inherits Tribal Beetle. Remains unchanged from previous versions.
* Horseshoe Bundle and Reflective Shades are no longer uncraftable.
* But they also haven't been changed, so they are just kinda there now... this is just to not screw over other mods that need them

* Berserker’s glove now requires and inherits power glove again.
* Neither accessory was very good on its own and very quickly fell out of relevance after Mechanical Glove. Would rather have it be a little too good in Early Hardmode.
* Flesh knuckles and Berserker’s Glove defense reduced back to 8.
* Cobalt shield defense increased to 2. Hero shield remains at 10 defense.
* Fire gauntlet now requires and inherits Mechanical Glove again, but also costs 1 salamander tail.
* Note: The daybroken effect is actually very powerful on the magma stone as-is, and titan glove didnt synergize very well with it. Mechanical glove was outclassed by both the celestial stones and destroyer emblem most of the time, and should now stand up to them.
* Celestial emblem gives 15% magic damage again

* Empress wings flight time reduced from 3.83 seconds to 3.33, movement and jump speed bonuses set to 20%. Boosting up now also multiplies ascent speed by 1.8.

Update: 17 Aug, 2024 @ 12:31pm

Version 0.6.2 has been published to Stable tModLoader v2024.6

Update: 4 Mar, 2024 @ 7:42pm

Version 0.6.1.1 has been published to Stable tModLoader v2024.1

<@&813581346706161704> small update

Aerial Bame, Tsunami and Eventide were dealing significantly more damage than other choices, and ranger times were falling slightly behind other classes. To avoid making drastic changes to late ranged weapons as a whole, the big 3 bows received small nerfs each and the Shroomite armor (the default selection) has improved set bonuses. Eventide got a bit extra.
* Shroomite Headgear max damage increase up from 3x to 3.33x
* Shroomite Mask stealth now grants up to 20% movement speed
* Tsunami damage reduced from 79 to 70
* Reverted Aerial Bame stat rework; damage reduced from 39 to 31
* Eventide use time reduced from 30 to 20, Damage reduced from 50 to 24

Mechanical Eye's effect was nowhere near as noticeable as Magic Quiver and Rifle Scope. Rockets also tend to have lower single target DPS than alternatives. Seems like there is an easy solution to both of these issues:
* Mechanical Eye increases direct hit damage from rockets by 1.1x. This stacks additively with itself and direct rockets
* For Alpha Scope it's reduced to 1.05x to all weapons

Pocket mirror has redundancy issues with Worm Scarf in the late game.
* Projectiles deal 1% less damage for every 10 damage taken (calculated after defense and DR)
* Maxes out at 25% damage reduction
* Reduced damage is reflected at the enemy with 10x strength. In evil eye's case, this projectile inflicts all its curse debuffs.

and lastly:
* Betsy's Wings now grant +25%/15% movement and jump speed instead of the other way around
* Fixed Wall of Flesh still counting as killing plantera
* Reflective Shades are no longer craftable and have no TRAE change
* Valhalla Knight Breastplate regen increase reduced from 4 hp/s to 2.5 hp/s
* Hel-Fire's recipe changed to something that more accurately represents the component's drop rates
* Vampire Knives damage reduced from 29 to 24, use time decreased back to 16

Update: 6 Feb, 2024 @ 7:45am

Version 0.6.0.1 has been published to Stable tModLoader v2023.12

Update: 1 Feb, 2024 @ 10:05am

Version 0.6 has been published to Stable tModLoader v2023.11

Update: 1 Oct, 2023 @ 9:44am

Version 0.5.0.13 has been published to Stable tModLoader v2023.8

Update: 23 Sep, 2023 @ 7:11am

Version 0.5.0.12 has been published to Stable (v2023.6)

Update: 23 Sep, 2023 @ 6:16am