tModLoader

tModLoader

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Cerebral Mod
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Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
File Size
Posted
Updated
14.231 MB
Dec 4, 2022 @ 10:51pm
Nov 3, 2024 @ 6:02am
11 Change Notes ( view )

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Cerebral Mod

Description
This mod is a smaller general content mod that adds plenty of new items, mostly split between the new Defender and Esper classes, along with a few items for the WIP Minstrel and Trickster classes. This mod is open source. In general this mod adds...

- 4 new classes, with 2 being full game. Defender, which uses sentry weapons converted from summoner damage to sentry damage. Esper, which uses weapons that follow the cursor. Minstrel, using a timing mechanic to attack. Trickster, using throwing weapons designed around positioning.
- Plenty of new weapons.
- 10 new armor sets, plus 39 helmet pieces.
- Several new accessories.
- Over 700 new items.

Vanilla changes:

- Sentry weapons now deal sentry instead of summon damage by default.
- Sentry related armor and accessories now buff sentry damage instead of minion damage.
- The Flying Knife is now a telekinetic damage weapon. It also gains a damage bonus if it moves far enough in the same direction.
- All of the above are configable.

Known Issues:

- Sawblades can get stuck on slopes.
- Gravity Barrier Platform will display even when on the ground. Recommended to toggle accessory visibility off for it.
- Esper Shooter weapons, when unlocking their firing direction, may fire in a different direction. Easily fixable by moving the cursor.
- Pulsar Jetpack does not grant additional vertical speed while holding up.
- Gravity Barrier Platform has issues with disabling vertical speed while holding down while flying.
- Sentry crit chance is wonky. Normally should be at 0% with only increases from very specific sources. But prefixes can add to it.
- Gem Layers' and Pulsar armor turret projectiles don't scale correctly with sentry damage changes after being placed.
- Replacing a Cerebral Mod chest (including dresser) on the ground with another chest does not return the replaced chest.
- Not all new furniture are as fully functional as vanilla ones.
- Pulsar Lamp does not trigger off properly with wiring.
- Not tested in multiplayer. Could be bugs that only happen on servers.
- Gem Layers don't place lasers correctly during DD2 event.
- Shadowy Shells and Tangled Veins don't always drop as intended from their respective sources.

Future Plans:

- New mod icon.
- Fully developed Minstrel and Trickster classes.
- More weapons, armors and accessories.
- Cross mod support to add new weapons and items to fit within the themes of the mods.
- Better balancing.
- Add more sentry weapons like from the hardmode dungeon and moon events.
- Add Esper weapons for the following: 1 more Duke Fishron and Martian Madness, and ocean biome chest.
- Add Esper buff station.
- Possible Twirlers rework to be unique.
- Custom prefixes for the new classes.

Change Log (all in mod thread):

- 0.6.5: - Now loads properly with Orchid Mod.
- Brown Dwarf Fragments now drop from all Celestial Pillars.
Originally posted by tModLoader CerebralMod:
Developed By LadyLone
Popular Discussions View All (1)
1
Nov 18, 2024 @ 8:25pm
Sentry slots issue
Ermegil
178 Comments
LadyLone  [author] Dec 7 @ 1:02pm 
@Arick Steam comments isn't super productive for more in-detail discussions. Let's take this to the Steam discussions of this mod. And yes to the Russian localization. Balance is not as easy as adjusting damage numbers. There's so many different variables that determines how powerful a player can be at any given point in progression. Even with early hardmode, anyone with highly optimized setups, menacing on 5-7 accessory slots, general and Esper specific buff potions, best prefixes on weapons, great arena setups including campfires and other such buffs, yeah, they're going to be a lot more powerful than someone not doing all of that.
Arick Dec 6 @ 8:42pm 
By the way, I'm doing Russian localization of mods. If you'd like, I can do a Russian localization for your mod, too.
Arick Dec 6 @ 8:40pm 
It's too long to explain. Just check the maximum gear for each stage with each stage weapon for each class. For example, let's take Esper. The stage is pre-mechanical bosses. Equip armor for it, equip all possible acessorys that can be obtained at this stage, and test all the weapons available at this stage. Adjust the balance based on the data you get. The classes in this mod are incredibly unbalanced in most gameplay moments, making this mod feel incredibly easy and boring compared to vanilla Terraria.
LadyLone  [author] Dec 5 @ 9:43am 
@Arick Are you going to give me ANY details on this? What am I as the lead developer supposed to take away from this? Then again given your wording I'm not sure if you'll in good faith actually explain your statement.
Arick Dec 5 @ 7:27am 
Unbalanced ♥♥♥♥
◁ Hey Angel ▷ Nov 18 @ 1:54pm 
Hello everyone! The mod is very entertaining and interesting. I recommend it to everyone
LadyLone  [author] Nov 7 @ 9:17am 
@nicoco028 Not a whole lot so far. For Minstrel there's a few new weapons, but no armor sets, accessories, that sort of thing yet. Trickster is in a similar position, but the next update has a brand new weapon type for Trickster. I shown it off on the Discord server. No idea when I'll have another update out however.
nicoco028 Nov 1 @ 9:42pm 
do you progress well on minstrel and trickster class ? :demoneye:
LadyLone  [author] Oct 26 @ 5:16pm 
@nicoco028 True, I haven't been in active development for this mod in a while. Which isn't to say there's been no progress since the last update. The mod isn't dead, it's in a dry spell which has happened a few times since 2017 with my original Expanded Sentries (before that and Esper Class got rolled into Cerebral Mod in 2022 for tModLoader 1.4).
nicoco028 Oct 25 @ 1:49am 
that is almost 1 year that is not update :demoneye: