tModLoader

tModLoader

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NimrodAbsolution⁧⁧98  [開發人員] 2022 年 8 月 20 日 下午 5:53
Suggestions
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目前顯示第 1-11 則留言,共 11
Zirkel 2022 年 9 月 10 日 上午 11:51 
Witch boss drops the most Tokens ?(inklusive Calamity)
NimrodAbsolution⁧⁧98  [開發人員] 2022 年 9 月 10 日 下午 12:11 
引用自 Zirkel
Which boss drops the most Tokens? (including Calamity)
is this a suggestion or a question?

If it's a question then Adult Eidolon Wyrm or Exomechs drop the most tokens in Calamity, Moon Lord drops the most tokens in Vanilla, and Enraged Mutant (Fargo's Mutant Mod) drops the most tokens from the mods I know of
最後修改者:NimrodAbsolution⁧⁧98; 2022 年 9 月 10 日 下午 12:11
licflagg 2022 年 10 月 9 日 上午 8:13 
Perhaps some more config options for these tokens? configurable damage, a higher fire rate akin to the other options?
Gratalat 2022 年 11 月 27 日 上午 9:43 
引用自 NimrodAbsolution⁧⁧98
Hi! I really like this mod, and I think it's a great addition to Terraria. I recently used it in a Calamity playthrough, but I couldn't get it to be balanced. The bosses in the Calamity mod drop absurd amounts of tokens, (10k+ for post-moonlord bosses), and I found it really difficult to balance. I have two suggestions. One, which may be too difficult to make, as it would require basically a rework of the whole mod, but maybe tier based tokens, so you couldn't immediately upgrade the weapons you just got to speed through the game. The simpler one, which may be better, is more customization in the mod config menu, such as; Changeable damage increase, more powerful weapons having a higher base cost, and/or a changeable token cost increase, (like every upgrade multiplies the cost by 2 or smth). I know it's really difficult to make mods, so please don't feel too stressed. I can barely make a texture pack, so what you have already done is amazing. Thank you for reading!
NimrodAbsolution⁧⁧98  [開發人員] 2022 年 12 月 3 日 上午 12:55 
Thanks for the suggestions! Glad to hear your enjoying the mod & sorry for the late reply respectively :steamthumbsup:
引用自 licflagg
configurable damage
There probably won't be configurable Crit/Chance/Damage/Mana sliders, but not for any technical reasons. It's partly to prevent dreaded option-overload & partly because I'm comfortable with where those particular stats are balanced (except Crit Damage, but that one has a on/off config)
a higher fire rate akin to the other options?
Wing speed & the new weapon size sliders probably won't go to 200% for balance reasons, the rest of the stats that can hit 200% are either innocuous, detrimental, or very goofy (wing speed) at high values


引用自 gratalat
The bosses in the Calamity mod drop absurd amounts of tokens, (10k+ for post-moonlord bosses), and I found it really difficult to balance.
Underpowered mode? or is the stat limitation a turn-off? OP preset drops you into OPness and the default balance intentionally snowballs you into it, I'd say to use the upgrade cap to limit how powerful you can become but then that means the mod basically stops scaling with you at the mid-lategame..
but maybe tier based tokens, so you couldn't immediately upgrade the weapons you just got to speed through the game.
This is a good option, but to limit itemcount maybe reversing it & having a config that introduces a second upgrade caps until you beat ML?
more powerful weapons having a higher base cost.
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)


引用自 gratalat
and/or a changeable token cost increase, (like every upgrade multiplies the cost by 2 or smth).
引用自 licflagg
Perhaps some more config options for these tokens?
w/ 1.0.7 out of the way I'll test out some options for a future update

Possible options that come to mind are;
* A config to scale token prices faster &/or harder
* A 1k softcap config. Currently token drops have a softcap at 100k+ (final drop = 100k + 10% of true value), 1k for reference is a high roll on any enemy with 125k hp in postML
* Add a second upgrade cap for hardmode preML
* Turn existing underpowered mode into a new weaker mode, then make an underpowered mode were all stats do apply (but are still suitably weakened)
最後修改者:NimrodAbsolution⁧⁧98; 2022 年 12 月 3 日 上午 1:00
Gratalat 2022 年 12 月 3 日 上午 5:11 
Awesome! I look forward to this update!
GhostMic 2022 年 12 月 4 日 下午 11:05 
引用自 NimrodAbsolution
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)

Maybe instead of using a weapon's dps, instead try using its value as its base. As you progress, weapons become more expensive after all. More expensive weapons require more base tokens.
Gratalat 2022 年 12 月 5 日 下午 2:50 
引用自 GhostMic
引用自 NimrodAbsolution
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)

DISCLAIMER | I read this as the weapons base cost, not base sell value. I still think what I said is useful so im not deleting it

Maybe instead of using a weapon's dps, instead try using its value as its base. As you progress, weapons become more expensive after all. More expensive weapons require more base tokens.
But then a sniper rifle would be more expensive than an S.D.M.G. You could create an algorithm like this; (x = base damage y = fire rate) | (x/y)10=base cost of tokens
最後修改者:Gratalat; 2022 年 12 月 5 日 下午 2:51
Fudgepants 2023 年 1 月 25 日 上午 3:13 
Love the mod, and I love that you can upgrade old weapons, but I don't like that you can just take a new weapon and instantly buff it up if you have enough tokens right away.

Maybe make the cost of tokens scale based on the weapon strength? Like how goblin tinkerer costs more money to reforge weapons based on how strong they are. Or at least have it as an option?

I wanna use the mod in my server but I'm worried about others just powering up their current tier weapons to breeze through bosses.
最後修改者:Fudgepants; 2023 年 1 月 25 日 上午 3:15
SirSwerving 2023 年 4 月 5 日 上午 5:01 
A toggle to disable upgrading weapon size would be nice, it can get pretty ridiculous on anything other than a melee damage weapon.

Also like fudgepants said, an exponential cost increase for weapons of higher rarity color and strength, perhaps an option to include a gold/plat cost alongside tokens as well.
最後修改者:SirSwerving; 2023 年 4 月 5 日 上午 5:06
NimrodAbsolution⁧⁧98  [開發人員] 2023 年 4 月 5 日 下午 12:05 
引用自 SirSwerving
A toggle to disable upgrading weapon size would be nice, it can get pretty ridiculous on anything other than a melee damage weapon.
There's sliders in client configs that go from 0% to 100~200%, 0% will disable the respective feature, there used to be an on/off toggle but now the sliders do the same thing
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