tModLoader

tModLoader

Spooky Mod
Viser 11-20 af 34 forekomster
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Opdatering: 12. okt. 2024 kl. 11:56

-Fixed sentient shootius sentry disappearing when summoned
-Buffed the zomboid warlocks skull damage a bit
-Fixed diva dragon fruit stacks not saving when you leave the world
-Fixed various spooky mod grounded minions not falling through platforms when targetting an enemy below them
-Reworked the cowbell entity minions to be less overpowered and added new sprites for them (This also fixed the issue of them ignoring immunity frames)
-Moco and Orro-boro boss checklist entries displaying outdated information
-Bag O Treats now has a one second cooldown inbetween spawning homing candy when a summon or whip hits an enemy
-Fixed hopping candy baskets targetting players and being immune to taking damage
-Fixed bloom buff UI's default position being directly on top of the player and not at the top of the screen (This fix only applies for newly created players)
(For existing players, spooky mod has a config option which allows you to drag the bloom buff UI to wherever you want)

Opdatering: 11. okt. 2024 kl. 10:21

~NEW STUFF~


Eye Valley Improvements:

-Changed the terrain generation to be more rough looking, making it more interesting and natural
-Changed the screen tint of the eye valley to be more fitting with the biome
-Added some new resprites for some of the blocks in the biome
-Added pillars of flesh walls that generate in the biome
-Lake of blood has new generation, and the special walls in the blood lake now have a cool new visual effect
-Added many new ambient tiles and resprites for existing ambient tiles to make them look better
-Added many new ambient structures that spawn in the biome to make it more visually interesting
-Made eye stalk trees grow way more frequently in the biome during world generation
-Added a new giant house/lab structure where little eye lives
-Added new improved sprites for all the eye valley enemies, and re-did all of their animations to be smoother and more detailed
-Changed the behavior of some of the normal eye valley enemies to make them more interesting
-Added new red flesh variants of all the regular eye valley enemies that have different behavior from their original variants
-Added moclings


New Nose Dungeon:

-A large combat dungeon inhabited by strange cultists, found towards the edge of the eye valley
-The entrance of the dungeon is blocked off by a locked trapdoor which can only be opened with a shadow key
-At the beginning of the dungeon, one side is blocked by a barrier that you cannot get to until you've cleared all of the other rooms
-At the end of the dungeon, you can use the fire exit to back track to the beginning without having to go back through the spike-filled hallways
-While the actual dungeon bricks are indestructable, you can craft each different colored brick at the creepy cauldron with one gray brick, and you can craft all the nose cultist furniture with the gray bricks
-Added a post-moco item you can use to reset the dungeon to rematch the cultists, or if you're more interested in worldbuilding you can disguise yourself as a cult member to talk with them to gain some insights


New Moco Rework:

-Because its fight was very old and outdated compared to every other spooky mod boss, and with the introduction of the nose dungeon, we decided to rework mocos AI to make it feel more unique and up-to-date
-To keep it a surprise, you will have to fight moco in game to find out what its like (I am also too lazy to write out mocos entire attack pattern)
-Moco also now drops a new snot material, which can be used to craft all of his weapon drops and a few other new things
-You can also get snot from re-matching the nose cultists after moco is defeated


Egg Incursion Rework (Again lol):

-It is now an endurance event where you have to survive for 6 minutes while enemies spawn constantly
-Enemies will spawn more frequently as the event goes on, and new enemies will begin spawning later on as well
-All of the existing enemies have new designs and improved behavior to make the event more interesting
-Also added a couple of new enemies to spice things up that spawn in later during the event
-Added multiple new uncommon accessories that drop from each enemy that can all be combined into one accessory
-Added a new cool little animation that happens when the event ends instead of the shield just vanishing


Little Eye Quest Rework:

-Little eye's quest system has been entirely reworked into an optional bounty system, with a new UI, and 4 new minibosses to fight
-Each quest will have you go to each main spooky mod biome and find a miniboss which you fight, then bring the item it drops back to little eye for rewards
-Each miniboss also drop a quest item you have to turn in, after which little eye will give you a unique reward and other random stuff
-You can also now complete all 4 of the bounties in any order you like, however once you choose a specific bounty, you must complete that bounty before you can select another one
-Orro-boro is now a bounty quest, and becomes available to you after defeating all 3 mechanical bosses, after which little eye will give you the concoction
(The orro-boro quest is also no longer tied to the other quests, meaning you do not have to complete any of the other 4 bounties to unlock it, but you will still miss out on some unique items!)
-Each individual quest is also renewable, meaning if you re-fight the minibosses and get its item you can turn it into little eye to get the exclusive rewards again (Can be helpful for multiplayer!)
-Little eye also now gives you the goblin shark rod if you complete all 4 regular bounty missions


Catacomb Improvements:

-Improved each individual catacomb room in general, they are no longer super cluttered with furniture and dont have cobwebs in them anymore to prevent inventory clutter while exploring
-Every single catacomb layer barrier has now been replaced with an unbreakable trapdoor that you open by right-clicking while you have that corresponding key in your inventory
-Changed some of the light source furniture tiles in both layers of the catacombs to make it aesthetically better and cleaner looking
-Added new moss blocks that grows on catacomb bricks, instead of there just being random clumps of swampy cemetery dirt in the catacombs
-Resprited all of the bricks, plants, and vines in the catacombs
-Giant flowers now grow naturally in the second layer of the catacombs instead of always being pre-generated in the same locations in each room
-Added a new fishing lake room and a rare golden room in the second layer of the catacombs
-Removed all the previous catacomb layer 2 enemies, and added a large amount of entirely new enemies, some with new gimmicks and others with improved gimmicks of old enemies
-Added fly particles to some of the coffin tiles, and removed the literal actuated poo blocks out of every catacomb room
-Daffodil's arena and big bone's arena now have new custom backgrounds, both made by Hat in a river
-You can now break blocks and use explosives in the catacombs (However, the actual brick blocks in the catacombs are still unbreakable, the rod of discord is still disabled, and you still cant place anything besides torches until after big bone is defeated)


New Feature - Bloom Farming:

-Bloom farming is a brand new farming mechanic where you can plant new "seeds" on special farmland blocks, which grow into a different plant depending on the seed type you planted
-These seeds are all dropped by each spooky mod boss, and a few exclusive ones can be dropped by specific enemies in the catacombs second layer
-The farmland blocks that these plants have to be grown on can be crafted by combining dirt, mud, or any of the spooky mod biome's exclusive dirt blocks with 1 rotten chunk
-These plants will grown naturally over time, and when each plant is fully grow they will produce one of a few different blooms that you can obtain by breaking the plant
-Each individual bloom will give you a temporary bonus when eaten, with some giving you generic boosts, some giving you entirely unique abilities, and some even benefitting bloom crops
-Blooms are not actually vanilla buffs, but instead have an entirely separate buff system with a special UI where their buffs show up
-This bloom buffs UI only has a limited number of slots, with 2 by default and 2 additional slots you can unlock later on after using items dropped by daffodil and big bone
-This means you can use any combination of bloom buffs that you'd like, but you can only have a limited number of them active at once, so make sure to consider which ones you want to use

Some things to note about this buff mechanic:
-Bloom buffs, like vanilla buffs, can be manually removed by right-clicking the icon of the buff you want to remove
-The UI for the bloom buffs will only show up if you have a bloom buff active, and if you don't have any bloom buffs it won't show up (Just to make people aware that it isn't a bug

Opdatering: 5. mar. 2024 kl. 14:31

Version 1.1.4 has been published to Stable tModLoader v2024.1

Opdatering: 26. feb. 2024 kl. 18:43

-Attempted to fix desync with the raveyard event
-Fixed raveyard skeletons vanishing when a raveyard is active
-Attempted to fix the old hunter not being woken up when spoken to in multiplayer

Opdatering: 26. feb. 2024 kl. 13:28

-Removed little bone's dialogue mentioning rot gourd's key since that was removed
-Fixed issue where the raveyard being active wouldn't correctly save when leaving and re-entering a world
-Fixed issue where the raveyard sky visuals wouldn't correctly activate when leaving and re-entering a world
-Fixed glowshroom and eye valley trees only dropping one block when broken in multiplayer
-Fixed pandora's box not dropping an item at the end of the event in multiplayer
-Fixed pandora's box enemies vanishing in multiplayer when hit
-Attempted to fix pandora's box desyncing in multiplayer
-Added a new shaking animation to pandora's box to telegraph when it is about to spawn enemies
-Enemies spawned by pandora's box are now spawned out of the chest itself instead of being spawned by boring dust particles
-Fixed daffodil vanishing in multiplayer when hit
-Fixed big bone shooting multiple sets of projectiles in multiplayer
-Root armor's lifesteal bonus now caps out at a maximum 12 life healed

Opdatering: 18. feb. 2024 kl. 16:52

-Fixed old hunter displaying Mods.Spooky.Dialogue.OldHunter.Default0 as one of its dialogues
-Fixed small green gourds being incorrectly lightable with the gourd carving kit and not old wax candles
-Fixed music display crashing when loaded with spooky mod due to a scrapped song I forgot to remove
-Fixed the music display text for the raveyard theme not displaying all of song names and artists
-Fixed polybius swirl projectile dying when it was too far away from you
-Fixed issue where spider grotto enemies couldn't spawn on mushroom moss tiles in the grotto, which resulted in lower spawnrates
-Fixed disco skull projectiles damaging enemies before they are able to home in on enemies, and fixed the item being held in the wrong direction
-Fixed spooky forest dungeon chests taking super long to place, and added a world generation progress message for it
-Added mossy stone walls

Opdatering: 17. feb. 2024 kl. 15:20

~NEW STUFF~


Raveyard Overhaul:

-The secret raveyard event that has existed in the mod for a while has been overhauled into a more fun party event
-It now has a 1 in 15 chance to occur at the beginning of each night, and it will last until day time
-There are no enemies during this event, and it is filled with goofy friendly skeletons that you can talk to
-It now has revamped visuals, with cool light beams swaying back and forth in the background and a color changing skybox
-Added a new suspicious skeleton NPC who sells new strange accessories after each spooky mod boss is defeated, as well as some other things
-There is also another new friendly npc vendor that spawns during the event, who is now the new and only way to purchase the developer masks and the vinyl discs
-Do not commit any wrong-doings infront of the bouncers


New Biome, The Spider Grotto:

-An underground biome that has been taken over by weird spider-like creatures and bugs
-This biome has its own completely unique background (the background will not show up if you have the terraria backgrounds option turned off)
-Like other biomes in the mod, this new biome has a bunch of new content such as weapons, accessories, armors, and a bunch of new enemies and critters
-Also has more new enemies and content in hardmode


New Town NPC, The Old Hunter:

-An ancient skeleton of a once living old hunter is scattered around the spider grotto, it's up to you to put him back together
-You can re-assemble him in the spider grotto by finding his missing pieces, but they are quite scattered
-After all four pieces are assembled, the old hunter will come back to life as a friendly town npc
-He sells various different weapons (especially ranged class weapons) and some other stuff


New Main Menu Overhaul:

-Spooky mods main menu style has been completely overhauled, with an amazing new art piece by Hat in a River depicting all the main biomes and bosses
-This new menu not only looks awesome, but has a few funny little features to go along with it
-On the menu, you may notice blackened versions of each spooky mod boss. When you defeat a spooky mod boss in game, that respective will become permanently un-blackened on the menu
-Clicking the menu logo also plays a funny sound, makes the logo squish, and makes the boss outlines flash
-Completing the menu will give you a little reward on any new worlds you create


New Music:

-"To A Floral Demise" by BananaLizard, plays during daffodil's fight
-"It's Just Spider Stuff" by BananaLizard, plays in the new spider grotto biome
-"Graveyard Without The G" by BananaLizard and Lurak, plays during the raveyard event
-"Bonerattlin' Raving" by Luxcapacitor, also plays during the raveyard event
-"Sneaky" by Bananalizard, a scrapped track from this update that we decided to turn into a new vinyl disc
-Added updated versions of some spooky mod themes that BananaLizard wanted to improve (Like the remasters of moco and orro-boro's themes)


Other New Additions:

-Added a bunch more pets
-Added the dumb zomboid
-Added the zomboid suspiciomancer
-Added dave & mike
-Added capsworth
-Added many new resprites for items, armors, tiles, ect
-Added dungeon biome chests for the swampy cemetery and new spider grotto biome
-Added a new spooky mod hotkey for activating armor set bonus abilities
-Added the mushroom god statue
-Added craftable "safe" versions of all the catacomb bricks and walls that you can build stuff with
-Added new colorful ambient gourd tiles to the spooky forest, and added a rotten version specifically for rot-gourd's summon item to drop from
-Added a pumpkin carving mechanic, rot gourd now drops a carving kit which allows you to right click pumpkins to carve them, and you can put old wax candles inside of them to light them up
-Added many new spooky forest enemies: monster eyes, rooted zomboids, flaming root zomboids, evil witches, possessed scarecrows, and candle monsters
-Added compatiblity with lighting essentials, spooky mod ambient grasses will now produce colored lighting if you have the lighting essentials mod on, and the "Light Environment" option enabled in their config




~CHANGES TO EXISTING CONTENT~


Weapons:

-The gore monger armor is now just called gore armor
-Reworked the gore armor set bonus, when you have the full set it now summons a baby orro or boro depending on the helmet, that will viciously attack enemies (They both have the same behavior, just different sprites)
-Modified the gore armor's stat bonuses to be spread more evenly across each piece of set, since way too many stats were given by the helmets and barely any were given by the body and legs
-The flower armor's setbonus is no longer activated by double tapping down, it now has a dedicated armor bonus hotkey (This is also due to the addition of another new armor set that uses it)
-The flower armor's flower pot now only replaces the hermes boots running sound with the concrete scraping sound if it is actually visible on the player
-Spooky mod weapons that use the melee swing visual effect can now only damage 2 enemies before it stops doing damage, like vanilla ones do
-Changed the spooky mod melee swing extension weapons to look smoother and better when swinging
-Buffed most of the weapons/acessories you find in the spooky forest cabin chests and catacomb chests for both layers 1 and 2
-Spirit amulet movement speed bonus buffed from 15% to 20%
-Spooky mod music boxes now display the song title in color to make it more noticable and cool
-Sticky eye pet now drops from the new monster eye enemy instead of egg incursion enemies, and it now looks like monster eyes as well
-Buffed the spooky buster's knockback
-Sunflower rod now has a special new use animation, buffed its use speed, and its projectiles now have a different after image effect as its previous one didnt look fitting
-Skull smasher and femur fracturer thrown projectiles now have after images along with their existing trail effect
-Necromancy for dummies projectiles now bounce very quickly and make less annoying sounds when they bounce off of surfaces and die
-Creepy candle now gives a flat increase of 10 magic damage instead of a 7% increase
-Spore smacker's mushroom spores and the zomboid warlock's skull minion now deal damage less rapidly and use local immunity frames
-Nerfed old wood greatsword's base damage and it no longer requires amethyst to craft
-Bubble belcher's bubble projectiles now have a better dust effect when they pop, buffed the blue bubbles homing range and speed, and added better visuals for the red bubble's blood splatter
-Changed bubble belcher's use sound to be the same as the toxikarp's use sound
-Snotty schnoz now has a UI bar so you can see how much snot charge you have
-Snotty schnoz no longer lets you shoot out snot globs for 5 seconds when fully charged, instead it now makes your weapons shoot out a giant spread of boogers all at once and fully consumes all your booger charges
-Increased the chance enemies have to drop snot when hit while you have the snotty schnoz equipped
-Increased chained eyes maximum launch range and launching speed
-Chained eyes projectiles now use the correct rotation while they are dropped while you hold left click
-Fungal flail and rotty's wrath will now drop and stay on the ground when you hold left click after launching them like vanilla flails do
-Changed the necronomicon's use sound to something less annoying
-Changed snot-nosed tome's use sound to something more fitting
-Rod of hands projectiles are no longer weirdly scaled up
-Buffed the branch of gourd's base damage
-Branch of gourd minions can no longer damage enemies unless they are actively slamming down
-Spooky mod "charging weapons" (like slingshots and the old hunter's crossbow) no longer have damage penalties when used without being charged, instead they now just get higher damage when you charge them for longer
-Added a new sound effect for drawing the old hunter's crossbow, and while using it the player

Opdatering: 30. sep. 2023 kl. 18:39

-Ported the mod to account for breaking changes that were merged with tmodloader
-Fixed issue with the thorn dagger's slash not drawing correctly
-Changed many of daffodils attacks so that they arent easily cheesed or avoided by grappling onto the ceiling in her arena
-Slightly increased the tongueblade's damage
-Massively increased the harvester's scythe range
-Fixed old moss bow dealing contact damage to enemies
-Tried to fix cemetery structures spawning on floating islands (again)

Opdatering: 22. sep. 2023 kl. 7:34

Version 1.0.3 has been published to Stable (v2023.6)
-Fixed issue where spooky forest worldgen would crash sometimes with the spooky forest at spawn config turned off

-Removed spooky mod's heavy melee weapon mechanic, and changed all of the existing items that used it, as follows:

Old Wood Greatsword:
-Now swings normally, has high knockback

Spooky Buster:
-Swings normally and and has a large melee swing extension visual effect
-Now only creates skulls on enemy hits as the weapon cannot strike the ground anymore
-Creates only one skull on enemy hits, the skull itself no longer damages enemies, and only the explosion it creates will damage enemies

Harvester's Scythe:
-Ability is the same, but now swings normally and has a melee swing extension visual effect

Flesh Mincer:
-Ability is the same, but now swings normally
-Has a new swing visual, but the swing visual does not actually increase the weapons range

Living Flesh Mincer:
-Has a new swing visual, but the swing visual does not actually increase the weapons range
-Now only creates eyes on enemy hits as the weapon cannot strike the ground anymore
-Reduced the amount of eyes it can create on enemy hits

Conscious Cutter:
-Not a heavy melee item, but its visual effect no longer extends the range of the blade, and it has been changed to look cooler

Opdatering: 17. sep. 2023 kl. 7:01

Version 1.0.2 has been published to Stable (v2023.6)
-Little eyes quests now show the actual flask recipe along with flask you need to craft instead of just showing the materials
-Added many more vanilla potions to little eye's quest reward loot pool
-Little eye's quest flasks no longer have boss summon items in their crafting recipes because it was kind of excessive
-Added a crafting recipe for the acidic concoction incase you loose it, or if dont feel like doing little eyes quests (you will be missing out on rewards if you skip his quests though!)
-Fixed issue where little eye's sentient heart quests were available before defeating orro-boro
-Daffodil, pandora's box, and big bone's flower pot can no longer be despawned with heros mod or other cheat mods that despawn npcs
-Massively nerfed the damage that daffodils phase 2 thorn arena barriers do
-Orro-boro's boss checklist entry now tells you how to get the concoction, similarly to how moco's entry tells you how to get the swab
-Smellies now have an increased player distance radius to shoot smelly spores, and its mouth open animation will now no longer play if it isnt shooting spores
-Reduced the amount of plant matter needed to make the flower armor helmet and chestplate
-Increased the tongueblade's use speed a little bit and nerfed its knockback slightly
-Fungal flail now spins around you a bit faster, and launches out a bit further
-Increased the spore smacker's use speed a little bit
-Moco now flees and despawns if you leave the eye valley
-Daffodil and big bone now properly despawn if you leave their respective catacomb layers
-Fixed big bone not despawning at all if all players are dead
-Buffed all of orro-boro's weapon drops because they were too weak for their tier
-Localized the big bone post defeat chat message because I forgot to before