tModLoader

tModLoader

Spooky Mod
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Update: May 13 @ 4:41pm

Changes:

-Gourd blocks/platforms/walls now have the correct map colors
-Gourd blocks can be shimmered into each color
-The colored gourd tiles now drop way more gourd blocks, increased from 5 to 10 -> 15 to 25 per gourd
-Reduced the rate at which rotten gourds grow a bit
-2 Lime-Orange gourd blocks can be crafted with one lime gourd block and one orange gourd block
-2 Yellow-Green gourd blocks can be crafted with one yellow gourd block and one green gourd block

Bugs:

-Fixed issue where spooky mod ambient grasses werent being synced in multiplayer properly when grown
-Fixed armored zomboids not dying correctly from their lighting strike in multiplayer
-Tried to fix monster eyes clipping into the floor in multiplayer
-Fixed pumpkin spice latte not healing the player when used with the quick heal hotkey
-Fixed spooky mod melee swing effect bugging out in the wrong position if you aimed directly below you

Update: May 9 @ 5:05pm

-Added russian localization to the mod

Update: Apr 1 @ 7:47am

APRIL FOOLS!!!!

-Oops! fixed another issue

Update: Apr 1 @ 7:33am

APRIL FOOLS!!!!

-Fixed some issues pertaining to the gore and living flesh armor sets giving incorrect stats and/or having incorrect tooltips

Update: Mar 11 @ 8:03pm

Ported spooky mod structures and structure generation to new format in the new structure helper v3.0.0

Update: Feb 27 @ 2:59pm

Structure helper fix

Update: Nov 2, 2024 @ 3:51pm

New Stuff:

-Added new colored gourd blocks, walls, and platforms
-Added a few new pets
-Added new bestiary backgrounds for spooky mod surface biomes for vanilla events (Like night time, raining, and blood moons)
-New song "Too Groovy, Very Spooky" by BananaLizard, plays in the spooky forest and swampy cemetery during blood moons


Misc Changes:

-All spooky mod UI (except for little eyes quest UI) are now draggable, and the config option previously called "draggable bloom buff UI" is now just "draggable spooky mod UI" and applies to all draggable spooky mod UIs (It is also now on by default)
-All bloom buffs are now properly cleared off you when you die like vanilla buffs are
-Spooky mod biomes with chests in them now have their respective biome torches as part of their loot pools
-Swampy cemetery generation now clears out water to prevent the biome from being flooded
-Happy ghosts can no longer go through blocks
-Diva dahlia is no longer immune to knockback
-Flesh bolster now has a proper bestiary display texture
-Modified noseferatu's arena so that you cant just avoid his attacks by grappling to the ceiling, and added an actual nose shrine and floating nose idol in it
-Noseferatu's oribiting snot balls will now launch towards the player unaffected by gravity until they either collide with a tile or 2 seconds have passed
-Small fuzz bats no longer spawn in the spooky forest surface at night and are now exclusive to the underground spooky forest
-Skeleton bouncers are now immune to lava
-Replaced big bone's greek fire spam attack with bouncing big bones
-Goo slugs can no longer eat the player if they are falling down
-Flesh bolster's eyes will no longer attach to an enemy to buff them, instead they now just attach a power beam to the enemy its currently buffing


Item Changes:

-Lowered the volume on the flower armor flower pot concrete scraping sound that replaces your hermes boots running sound
-Buffed spider stabber and reduced the amount of spider chitin in its crafting recipe
-Strange spider egg now requires more spider chitin to craft
-Flesh mincer and living flesh mincer now have custom swinging animations (Their abilities are still exactly the same as before)
-Living flesh armor whip range bonus has been nerfed from 20% to 10%, and moved it from the living flesh chest piece and made it part of the armor's set bonus
-Nerfed necronomicon volume II damage from 100 to 80, but buffed the heart's shoot frequency increase it gains when it gets bigger
-Nerfed seer damage from 30 to 22, and buffed its use speed
-Nerfed retina staff damage from 22 to 15
-Nerfed eye lasher damage from 35 to 25
-Nerfed gore staff damage from 40 to 32
-Buffed bubble belcher damage from 40 to 50
-Nerfed tumor throw damage from 35 to 25
-Tumor throw orbs now deal half the damage of the yoyo itself
-Tumor throw now creates orbs over time instead of spawning a set amount all at once
-Nerfed uncanine damage from 30 to 25 and it can now only fire 2 teeth per shot
-Nerfed the amount of health and mana healed by the soul sucker
-Lowered the overall drop chances for all of the egg incursion accessories
-Added egg incursion accessory shimmering: Corroding chompers -> Peptobyssmal -> Two-way blood-way -> Smoker's lungs -> Stoned kidney -> Symbiotic ear -> Back to corroding chompers
-Total organ package now requires 50 living arteries to craft along with the other accessories
-Removed raveyard vinyl #1 since that already has a music box


Bug Fixes:

-Attempted to fix issues with holdout projectiles behaving incorrectly in multiplayer
-Attempted to fix issue where projectiles in spooky mod that follow your cursor would follow other player's cursors on their individual clients in multiplayer
-Fixed rarg not shooting fist projectiles at all in multiplayer
-Fixed nose temple rooms sometimes respawning enemies after defeating them in multiplayer
-Fixed giant hanging roots only dropping one root block when broken in multiplayer
-Fixed bigger eye's eye rune bolts not dealing damage to the player
-Fixed some lower catacomb enemies not dropping plant chunks
-Fixed broken emf reader being craftable
-Fixed old wood arrows hitbox being way too big
-Fixed skeleton bouncers taking extremely high damage when hit
-Fixed little eye not giving the suspicious brownie as a rare quest reward
-Fixed puff of pollen dropping solar sunflower seeds instead of an additional puff of pollen if you have the watering gourd bloom buff
-Fixed blooms being placeable on platforms
-Fixed spi-ops leggings still using silk and not web blocks in their crafting recipe
-Fixed stinky slinger projectiles not creating flies on enemy hits
-Fixed multiple spooky mod accessories with on hit effects working on critters and target dummies
-Fixed egg incursion boss checklist texture being way too big
-Fixed molar mauler being unable to receive melee item reforgements
-Fixed issue where the flower shot's thorn mark wasn't properly increasing the damage of the regular projectiles
-Fixed an issue where eye valley enemies could spawn inside of the nose temple if its made out of red bricks (Was happening because I forgot to add a check for the red blocks)
-Fixed raveyard music box playing bananalizard's older raveyard theme and not the current up to date one
-Fixed spooky mod causing a crash during world generation when used with remnants

Update: Oct 19, 2024 @ 9:39am

-Fixed an oopsie dasies with the zomboid warlock skulls getting stuck inside of walls

Update: Oct 19, 2024 @ 9:08am

Important change: Enemy projectile damage fix

-Fixed an issue where all spooky mod enemy and boss projectile damage was being scaled way higher than they normally should be
-This was a result of spooky mod not accounting for a thing in terraria where hostile projectile damage is scaled up 2x more than it should, which is accounted for in vanilla but wasn't in spooky mod
-This change basically completely rebalances all enemy projectile damage and all enemy projectile damage should now be more in-line with vanilla balance
-This means that all bosses and enemies who shoot projectiles in spooky mod will now deal the proper damage in all difficulties and wont do extremely high amounts of damage in higher difficulties
-Along with this change, a bunch of enemy and boss contact damage and defense has been tweaked to be more balanced with vanilla


Other stuff:

-Added actual biome torches for every spooky mod biome
-Added flesh bolsters to the egg incursion (They make other enemies immune to damage)
-Raveyard no longer has rainbow torches as its biome torch
-Venomous spiderpoon enemy pulling no longer works on orro-boro segments, friendly critters, or target dummies
-Zomboid warlock skulls can now be destroyed by hitting them
-Spooky spirit's orbiting skulls in phase 2 can now be killed before they get shot towards the player
-Stitches web ball projectiles now inflict slowness instead of webbed
-Removed the second line of the disco skulls tooltip because it was a scrapped ability
-Spooky mod sofas now count as chairs and can be sat on
-Rarg minion now punches nearby enemies more frequently
-Greeny minion's magic bolts now have less range
-Fixed spooky mod bosses having improper multiplayer hp scaling
-Fixed temple of moco enemies being a bit janky in multiplayer
-Fixed dumb zomboid not spawning, and lowered its spawn rate massively
-Fixed tome of spirits spawning multiple of each ghost in multiplayer
-Fixed rotten gourd armor set bonus not working with melee projectiles
-Fixed spooky mod melee weapons with swing visual effects not scaling up properly when any of the melee glove accessories are worn

Update: Oct 13, 2024 @ 3:43pm

-Flies spawned by the charm of the flies no longer splash in water
-Spooky forest gourds will now no longer grow nearby placed saplings
-Bigger eye now slowly floats towards the player inbetween attacks to make short range items more viable against him
-Frank the goblin now stays still and roars before using his stretchy hand attack to telegraph it better
-Fixed stitches not dropping his bounty quest item when killed in multiplayer
-Fixed spooky mod grounded minions sometimes not jumping over blocks to get to their targets correctly
-Fixed issue where multiple musicman could spawn during the raveyard event
-Zomboid warlock skull and gore staff minions will now teleport to you when you get too far away from them
-Zomboid warlock skull no longer spawns its minion at your cursor position