tModLoader

tModLoader

Pets Overhaul
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Update: 1 Jan @ 7:00am

Version 3.3 has been published to Stable tModLoader v2024.10, learn more at the homepage[discord.gg]

### Pet Reworks, Patch 3.3, January 1, 2025
- **Added /pet item & items {harvesting|mining|fishing} command, which shows you all items that are benefited by the given class of Pets.**
- Added Damage Class argument for PetDamage method.
- **ACTUALLY fixed Pet Damages not scaling with Player damage bonuses. Now they scale with given Damage Class. (This is usually generic damage bonuses)**
- Removed Endless Sparkle Slimy Balloon item with the rework of Slime Princess.
- Removed 4 bool fields on all Items, their checks and their Net Messages due to them only being used by Shadow Mimic Pet and Dirtiest Block, as the Pet(s) has been reworked.
- Improved a few tooltips.
- Added Localization value for Guide talking about Pet Tamer.
- Fixed the typo 'treshold', so its now 'threshold' both on tooltips and in the code.
- Removed modifications to Wet, Slimy and Sparkle Slimy debuffs regarding their visibilities etc.
- Added Weapon/Projectile/Item lists to Sapling, Cursed Sapling, Baby Grinch, Baby Penguin and Dirtiest Block.
- Slightly improved their code meanwhile at it.
- This now allows for compatibility of their effects from outside sources (see Calamity Addon Patch Notes)
- **Added new method in PetTextsColors class to iterate through a integer list to turn them into display-in-tooltip items.**
- Sapling, Cursed Sapling, Baby Grinch, Baby Penguin and Dirtiest Block now uses this.
- Cursed Sapling now displays the weapons it buffs.
- Dirtiest Block and Baby Penguin now displays the items they affect.
- Removed 'one argument' localization value for commands as now Pets Overhaul has commands with more than 1 arguments, for use cases, they use 'argument is invalid' message instead.
- Fixed unnecessary stuff in Baby Penguin's code & tooltip.
- Fixed Pet Tamer not displaying correct message when Wizard is present.
- Fixed Sugar Glider not using value from variables off the code for its Glide power.
- Fixed small mistake at Workshop Description.

### Balance Changes
### Slime Pets Reworks
> I don't necessarily think these Pets were 'bad' as in viability, in fact, I've always believed they had very high potential; especially in Multiplayer. However, they had a few major issues:

> 1. They were a bit complicated for the Player to understand what the Pets are doing. Which is sometimes fine if the effect requires being complicated for it to be interesting and balanced but in this case they werent interesting and maybe not even balanced

> 2. They were difficult to use to begin with. Especially considering they force you to use another 'weapon' (Slime gun/Water gun/Sparkle Slime Ball) it usually just wasn't worth it.

> 3. They weren't practical/consistent. Missing your water gun/slime gun/sparkle slime ball shot would mean you lose a lot of value during a fight, and versus regular enemies it wasn't worth to use them in the first place. Hitting your target was not all that easy either.

> 4. Bad in singleplayer; As how can you even hit yourself with Water gun/slime gun (although you could with Sparkle) as you probably didnt have a way of applying those debuffs to yourself in singleplayer; it would limit their use only to applying them to enemies (unless you do some shoot > rod of discord in front but come on)

> 5. How they work within the code, it was a bit odd. I personally wouldn't consider their code 'high quality'. They are fine in Singleplayer but the way they work in Multiplayer is weird and these Pets could easily cause confusion to Players which I aim to minimize.

So I've decided to make something very interesting & fitting with them. Slime Prince is entirely unique (I don't know how good it will be honestly) and we had 0 pets that buffed Mounts, so now we have Slime Princess & Dual Slimes. Slime Princess gives more all around utility & damage & mobility with Mounts, while Dual is Prince & Princess combined with more offense & defense focused approach on Mounts, having close to none utility power.

### Slime Prince
- Press ability to spawn a friendly Blue Slime, a Slime Servant, which has its damage & tankiness scale with your Player stats.
- Slime Servant targets nearest enemy within 50 blocks, if none is found, follows the Player. They also act more agressive than a normal Blue Slime.
- When a Slime Servant dies, it applies slimy debuff and slows all nearby enemies. (They only do this while Player has Slime Prince equipped)
- They stay alive for up to 2 minutes and has 15 seconds cooldown.

### Slime Princess
- Increases damage dealt by your mounts by 35% and makes your Mount damage count as Pet damage (scales with Pet damage multiplier)
- Dealing damage with your Mount gives you a 15 Shield for 7 seconds and slows the hit enemies by 15% for 4 seconds (Shield has a cooldown)
- Adds an extra, strong bonus Jump while any (except infinite flights) Mount is in use. (like Cloud in a Bottle but far superior, its dusts are practically same as Unicorn Mount's jump.)

### Slime Royals (Aka Dual Slimes)
- Increases damage dealt by your mounts by 45% and makes your Mount damage count as Pet damage (scales with Pet damage multiplier)
- Dealing damage with your Mount gives you a shield and summons a Slime Servant on top of the target, which has its damage & tankiness scale with your Player Stats, and acts the same way how its mentioned above with Slime Prince, except, it does not slow etc. upon death. Both has 20 seconds cooldown.

- Shadow Mimic
- Removed: Increasing Enemy Loot, Coins, Boss Loot, Coins, Bag Loot, Coins by a % amount on their stack. (Removed all it had previously)
- New: If a loot's drop chance is below or equal to 10%, increases its drop chance by 25%.
- New: If a loot's drop chance is above 10%, with 30% chance, doubles the drop's stack count. (Done by doubling the minimum and maximum stacks possible)
- Loot doubling does not work with items that has their maximum stack at 1, and both of them does not work with items that are a 'set loot' (ex. a Boss has a guarantee drop of one of 5 different items. Those 5 items are unaffected.)
- Works for all NPC's and Loot bags.


For the rest, please refer to our Discord or Terraria Forums Page (https://forums.terraria.org/index.php?threads/pets-overhaul-mod.119084/page-4#post-3227329) Since it reached its limit on characters here lol.

Update: 18 Dec, 2024 @ 7:44am

Version 3.2.2.1 has been published to Stable tModLoader v2024.10, learn more at the homepage[discord.gg]

### Patch 3.2.2.1, December 18, 2024
### Balance Changes
- The Twins
- Reduced %hp damage for bosses to 0.075% from 0.1%
- Estee
- Bugfix & Buff: Fixed Estee reducing magic damage bonuses by 60% rather than intended 40%, and is now expressed as % rather than multiplication in tooltip.
- QOL: Improved tooltip, made lots of more things in it more clear. Now displays Player's current base mana, bonus mana, reduced Magic damage by the Pet and increased Magic damage by the Pet

Update: 15 Dec, 2024 @ 2:23am

Version 3.2.2 has been published to Stable tModLoader v2024.10, learn more at the homepage[discord.gg]

### Balance Update, Patch 3.2.2, December 15, 2024
### Fixes
- Fixed The Twins Pet's radius dusts not appearing
- Fixed config option change not really making you immune to Oblivious Pet Debuff.
- Fixed Skeletron Prime Pet not applying Pet Shield Multiplier correctly.
- Small documentation fixes within the code.

### Balance Changes
> Too much damage output from a Pet that is supposed to make you more of a 'tank' that is immobile and uses True Melee Weapons.
- Baby Ogre
- Reduced Crit Chance to 10% from 20%
- Increased %Health bonus to 8/25/80% from 5/20/80%.

> The Pet is a bit too much single-purposed with the Snow Biome fishing, so increasing its productivity besides Snow biome and also taking the snow down a notch.
- Baby Penguin
- Reduced increase on Snow Biome fishing drops to 80% from 100%.
- Increased Ocean fishing power to 25 from 15.
- Increased everywhere fishing power to 20 from 5.

> Done to both counteract the reduced crit damage a bit and to use the ability more efficiently.
- Baby Werewolf
- Increased Crit chance multiplier to 1.25x from 1.2x.

> I believe main reason people use Chester for (besides the chest functionality) is to gain extra range on pickups, I think thats good.
- Chester
- Increased pickup range bonus to 6.25 blocks from 5 blocks.

> Cursed Sapling is liked by Summoner Players, which is good, however; I don't want a Pet to force you into using 1 item. Making them better is good, but it saying you MUST use this is bad.
- Cursed Sapling
- Reduced Dark Harvest multiplier for whip bonuses to 1.5x from 2x.
- Increased whip speed per minion slot to 0.75% from 0.7%.

> Ability cooldown has to be long, but it being this long can make Player want to avoid this Pet. Also adding some Shield at the end of duration for a bit more safety after being saved from death.
- Ice Queen
- Reduced ability cooldown to 2 minutes from 3 minutes.
- New: Grants 50 shield for 7 seconds after being saved from death.

> Still too much mining gains.
- Destroyer
- Reduced Flat % increase to mining items to 8% from 10%
- Reduced mining fortune bonus when with Ironskin to 8 from 10.

> Now that we have Pet Healing Power & Pet Shielding Power stats, I think its way more logical to give Crimson Heart (and Shadow Orb) these stats as they fit them thematically perfectly. Due to this; removing Movement Speed (Which was in as a replacement to obsolete EXP stats and replacing them with these stats instead.
- Crimson Heart
- Replaced Movement Speed with Pet Healing Power (percentages are the same)
- Shadow Orb
- Replaced Movement Speed with Pet Shielding Power (percentages are the same)

> Added with the fact that this Pet grants no-fall damage for QoL purposes (otherwise Pet would be super frustrating to use as u run out of fuel midair = ur dead or big damage) for a Pet obtainable pre-any-boss, its very good. Increasing cooldown to make fuel usage more considerate.
- Lil Harpy
- Increased cooldown to 18 seconds from 13 seconds.

> Plantera Weapons are a bit too powerful with this Pet.
- Sapling
- Reduced Lifesteal with Plantera weapons to 3% from 3.5%.

Update: 10 Dec, 2024 @ 11:52pm

Version 3.2.1.1 has been published to Stable tModLoader v2024.10, learn more at the homepage[discord.gg]

### Patch 3.2.1.1, December 11, 2024
- Fixed Light Pet Combine UI trying to access non-existing data of Light Pet Slots Post World gen.
- For context, this is done to prevent Player from losing their Light Pets if they were put in the slots and world was left.
- Fixed a few mistakes in description(s).
- Added link for the GitHub in description(s).

Update: 7 Dec, 2024 @ 6:54am

Version 3.2.1 has been published to Stable tModLoader v2024.10, learn more at the homepage[discord.gg]

### Patch 3.2.1, December 7, 2024
- Changed Pet Tamer's Happiness Values:
- He now hates Arms Dealer. (Adjusted hate text accordingly)
- Now Zoologist, Angler and Pirate likes Pet Tamer.
- Now Nurse and Mechanic dislikes Pet Tamer.
- Light Pet Combination now uses happiness multiplier for its pricing. (Happiness of Pet Tamer affects it now. If none, its neutral *1.)
- This is done by a detour, which sets a Static double variable, which is used in the pricing of the combination. Only procced when talked to the NPC.
- Fixed Light Pet Combination menu allowing combination of Light Pets where its unnecessary for cases where there is a equal quality roll. (Ex. X Pet with 8 out of 10 & 9 out of 9 could combine with Y Pet with 8 out of 10 & 10 out of 10 if placed correctly, which results in 8 out of 10 & 10 out of 10, which is same as Y Pet already.)
- Changed Description(s) to reflect content in the mod in a simpler matter.
- Simplified Description(s) without really removing information.
- Fixed Description(s) mentioning a few incorrect info.

Update: 6 Dec, 2024 @ 12:12am

Version 3.2 has been published to Stable tModLoader v2024.10, learn more at the homepage[discord.gg]

### New Town NPC, Light Pet System Improvements & Combination Mechanic, Patch 3.2, December 6, 2024
- **Added new Town Pet NPC, the Pet Tamer.**
- Sprite is done by: Furqi
- NPC settles in if Player has equipped a Pet in either the regular slot or Light Pet slot at least once.
- **Added new Light Pet Combination system, which is accessed via the UI from Pet Tamer.**
- **Added Pet Monitoring Tablet item, which displays all Pets Overhaul Player stats & what they do in more detail. Sold by Pet Tamer.**
- **Added the ability & cooldown query option to /pet pets & /pet class command. Which displays all Pets that utilizes the local pet timer for their active & passive abilities.**
- **Banned Light Pets from being Shimmerable.**
- **Any Light Pet that has another Light Pet in its crafting recipe will proceed to cap its possible quality rolls to maximum of ingredient Light Pets quality percentage now.**
- **Light Pet Qualities will now roll again depending on Player's current Luck stat, and if Luck is positive, newly rolled quality may replace the old one if its higher, vice versa if negative.**
- **Current Shield and Ability Cooldown UI texts are now UIText class, making them appear smoother.**
- Added Bonemerang weapon, which is same as Combat Wrench but with worse stats, drops from Pet Tamer being killed.
- PetEffect class now contains PetAbilityCooldown virtual property, which sets the cooldowns of Pets automatically in the class.
- PetEffect class now overrides & seals PreUpdate, but added ExtraPreUpdate() and ExtraPreUpdateNoCheck(), which checks for Pet being equipped automatically and not respectively.
- Removed unnecessary things with addition of latest tModLoader update.
- Light Pets are now LightPetItem class, which is a GlobalItem, simplifying code.
- Added Mini Icon for Pets Overhaul, which appears on places such as Bestiary filtering. By: Furqi
- Updated the Chinese localization & fixes. By: ROH
- Lots of more documentation & tidying up within the code.

Update: 18 Nov, 2024 @ 1:15am

Version 3.1.1 has been published to Stable tModLoader v2024.9, learn more at the homepage[discord.gg]

### Pet Ability Haste Improvements, Patch 3.1.1, November 18, 2024
### Systemic Changes
- Fixed Harpy not resetting the Wing time if timer was reduced down by another way, such as dying.
- Removed Pet Ability Haste reducing Maximum Ability Timer by a % amount.
- New: Pet Ability Haste now instead increases (or decreases) how many times timer will tick down every frame.
- It will overall approximately reduce the ability timer same amount, but now this allows for more consistent use of the mechanic for many situations;
- When Pet Ability Cooldown was too low, some Pet Ability Haste values were useless, as they couldn't divide the number down.
- Pet Ability Haste could just be swapped out from Light Pets etc. after usage of a long cooldown ability.
- Pet Ability Haste benefits by situational means, for ex. Glommer or Honey Bee, could have absolutely 0 effect if ability was used before their effects were on the Player.
- Improval of even more situations & opens up more opportunities.
- New: Ability Haste now supports Negative values with diminishing returns with no limits. Used to limit it at -0.9, and would scale extremely high as it went down more.

### Balance Changes
> It stacked too much damage with melee attack speed + damage both being 20% increase. Even for an endgame pet.
- Moonling
- Reduced Melee Attack Speed boost to 15% from 20%.

> For a Light Pet obtainable before any boss, it can provide a bit too much defensive value, so reducing its scaling a bit.
- Magic Lantern
- Reduced base % defense increase to 1% from 1.5%. (Now at max stacks its 5% from 5.5%.)

> Especially with the extra Mining Fortune with Ironskin (Which Mining Fortune means Pet can increase items gained by itself even more), the Pet gave WAY too much items if Player's gear was right; if Defense was stacked well. Currently its not hard at all to achieve 2x drops from Mining, which I believe is a lot.
- Destroyer
- Reduced Defense to extra mining drops % to 35% from 50%.

Update: 13 Nov, 2024 @ 11:14am

Version 3.1 has been published to Stable tModLoader v2024.9, learn more at the homepage[discord.gg]

### Tooltip & Pet backend improvements, /pet pets & class Command, Patch 3.1, November 13, 2024
- **Added /pet pets & /pet class {all|melee|ranged|magic|summoner|utility|mobility|harvesting|mining|fishing|offensive|defensive|supportive|rogue} command. Which displays all Pets with the given Argument's class. 'All' displays All pet effects added by Pets Overhaul, while any other spesific class only displays that Classes Pets. (Ex. '/pet pets melee' will show you Baby Ogre, Fennec Fox and Mini Minotaur Pets Items.) This should somewhat act as an in-game wiki.**
- Many backend changes.
- Created PetTooltip class, which handles most of the default actions done by Pet Tooltips. Pet Tooltips are now a PetTooltip class.
- With the PetTooltip class, now Pet Tooltips inserts the tooltips next to Item's first 'custom tooltip line' is at, rather than always landing at the end of the List.
- <class> key is now only handled in PetTooltip class, rather than every single Pet Tooltip class.
- PetEffect classes now contains PetItemID.
- PetEffect classes now has PetIsEquipped method, simplifying the Pet.PetInUse() process. Pets now use this.
- Town Pet classes now doesn't inherit other Town Pets values in their class, except for default Fortune values & radius.
- Now all for() iterators instead iterate using foreach (var item in Main.ActiveEntity) iterators.
- Along with Main.ActiveEntity iterators, many Pets that wouldn't check for entity.active now consequently does.
- Simplified Town Pet buff tooltips. (Ex. Removed 'X Fortune does Y thing', as those can be now accessed with /pet fortune.)
- Fixed a few wrong operators in Town Pet buff tooltips.
- Updated Mod Notice to mention many new & latest features.
- Now if Pet Swap cooldown config option is turned on, it will 'add immunity' to that Debuff for the Player.
- Fixed Junimo tooltip displaying color codes on an already colored text.
- Fixed Dirtiest Block not converting coins in tooltip to be a decimal value & rounding it up.
- Now tooltip lines that is a continuity of a line will keep the same spacing as the line above.
- Fixed Twins showing % damage dealt towards immortal enemies (ex. dummies) causing absurd amounts of damage display.
- Fixed Nerdy Slime's aura being fixated to a default value, rather than the aura radius variable. This fixes it not increasing upon entering Hardmode or killing Moon Lord.

Update: 12 Nov, 2024 @ 6:53am

Version 3.0.10 has been published to Stable tModLoader v2024.9, learn more at the homepage[discord.gg]

### Chinese Translation Update, Patch 3.0.10, November 12, 2024
- Updated old-heavily outdated Chinese Translation (Was done by: Celestepic) to be up-to-date, and complete with current version. New Translation done by: ROH
- Updated Description(s) and available Languages to reflect the updated Translation.

Update: 11 Nov, 2024 @ 3:40pm

Version 3.0.9.2 has been published to Stable tModLoader v2024.9, learn more at the homepage[discord.gg]

### Patch 3.0.9.2, November 11, 2024
- Various 'Player placed blocks list' fixes.
- Fixed entries in list being able to contain a Tile coordinate that is air. Now if any is detected, will be removed upon World Load.
- Fixed block replacements bypassing the list in Multiplayer. (Had wrong update order)
- Fixed block removals not removing the block from the list in Multiplayer. (Had wrong update order)
- Fixed the debug command, /PlayerPlacedBlockAmount not retrieveing Server's list values in Multiplayer.
- Slightly improved logic for list checkups for performance.
- Fixed Junimo displaying Fishing Class colors, rather than Mining for EXP.