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Spooky Mod
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Opdatering: 15. sep. 2023 kl. 17:31

Version 1.0.1 has been published to Stable (v2023.6)
-Fixed issue where the tunnel connecting the catacomb and cemetery had blocks inside of it
-Fixed issue where cemetery structures were spawning on floating islands (I HOPE PLEASEEEE)
-Nerfed tortumor and giant tortumor projectile damage
-Nerfed the amount of booger piles moco shoots in his spread in both phase 1 and 2
-Buffed the sneeze scepter base damage
-Fixed lower catacomb bricks not acutating correctly
-Catacombs curse debuff now disables wire placing and wire breaking items
-Fixed various minions in spooky mod being able to target enemies that are too far from the player

Opdatering: 15. sep. 2023 kl. 14:00

Version 1.0 has been published to Stable (v2023.6)
Update v1.0 (The first full release!)

-This update is spooky mod's first FULL release, which means at this point the mod has enough content and polish that it is no longer just a small WIP mod
-While this update primarily focuses on overhauling the catacombs, lots more content has been added to fill areas of the game that spooky mod was lacking in
-Before anyone asks, YOU WILL NEED A NEW WORLD!!!! This update completely overhauls the catacombs and adds new generation to every single biome in the mod!


~NEW STUFF~


Catacombs Overhaul:

-The entirety of the catacombs has been redone to be more interesting to explore overall, and have new things to do in it
-Many more variants of rooms have been added, as well as many changes to the catacombs generation to keep things fresh and new in different worlds
-The entirety of both catacomb layers have been redone to have new aesthetics and their own unique blocks so they dont look exactly the same anymore
-The size of the catacombs now scales with world size, meaning bigger worlds will have larger catacombs
-Big bone's boss arena has been redone completely so it not only looks better, but also to give you more room to dodge and move around during his fight
-Added a new arena between the first and second layer of the catacombs that you fight a new boss in, more information about this below
-Added a new mini-event to the second layer of the catacombs, pandoras box, more information about this below
-Revamped all of the existing catacomb enemies with new sprites and some improvements to their AI, and they are now exclusive to the second layer
-Added a bunch of new enemies that spawn in the first layer of the catacombs, as well as a few new enemies for the second layer too
-Added tons of new content to the catacombs such as new chest loot, new enemy drops, a brand new early hardmode armor set, and much more


New Boss, Daffodil:

-She is an early hardmode (Queen slime tier) boss fought in a small arena between the first and second layer of the catacombs
-Daffodil drops the red skull key now, meaning you must defeat her before you can enter the second layer
-She also has her own exclusive loot just as every other spooky mod boss does


New Encounter, Pandora's Box:

-This long awaited feature has been added, that strange ghostly chest from the catacombs in older versions of the mod has made a comeback, but this time it actually does stuff!
-The pandora's box is now a mini encounter, where when interacted with, pandora's box will begin a ghoulish ambush with its own enemies, and a mini boss at the end
-Once completed, you will be rewarded with one of four unique accessories, which can also be combined together much later on in the game
-Each accessory can also be shimmered into one another, to reduce grinding


Swampy Cemetery Overhaul:

-The swampy cemetery biome has recieved a brand new aesthetic as the previous one was very underdeveloped and lacking in character like the other biomes
-New structures have been added, some worldgen modifications have been made to make the biome more nice looking, and new ambient tiles have been added
-The swampy cemetery worldgen also now scales with world size, so bigger worlds will have a bigger cemetery biome
-Added new mysterious tombstones, which you may notice with their orange outline, beaking them will yield rewards but may result in danger as well
-Also added a bunch of completely new enemies to the swampy cemetery that will make the biome more fun and a bit chaotic at times


New Mini-Biome, The Mossy Mushroom Cave:

-New mushroom themed mini-biome found deep in the underground spooky forest, consists of glowing purple moss that can grow various spooky mushrooms and spooky mushroom trees
-Contains a few new exclusive enemies, and a new material which can be used to craft a few new early game items


Egg Incursion Rework:

-The egg incursion has been reworked into an entirely new type of event that is more interesting and fun than before
-When started, it will now create a ring of darkness around the egg, only allowing you to travel a certain distance away from the egg
-The event now consists of waves of enemies that are spawned by chunks of biomass shot out of the egg, there is a total of 12 waves that each have different sets and amounts of enemies
-After you have completed the event and defeated orro-boro for the first time, you can rematch the event again, but it will be much more difficult
-The event also now has completely reworked and redesigned versions of previous enemies, as well as some new enemies that replace old ones


The Lake of Blood/Alternate Blood Moon Fishing:

-A lake of blood has been added to the valley of eyes, which gives you an alternate way of fishing up blood moon enemies, but with a twist of course
-Each of the blood lake fishing enemies are stronger and more difficult versions of vanilla's blood moon fishing enemies, with somewhat higher stats and completely new AI
-In return for the difficulty, each enemy has much higher drop rates for the blood moon fishing items, allowing you to farm them more quickly and easily, and it doesn't require a bloodmoon
-However, you cannot fish in the lake of blood with just any fishing rod, you will need to make the goblin shark rod, which requires a sentient heart and the chum caster fishing pole

Each blood moon fishing enemy variant, and when it can be fished up is as follows:
-Wandering Eye Fish -> Peeper fish (Prehardmode)
-Zombie Merman -> Flesh Merman (Prehardmode)
-Blood Squid -> Clot Squid (Has 2 variants, one that can be fished up in prehardmode, and one summoned by the dreadnautilus variant)
-Hemogoblin Shark -> Hemostasis Beast (Hardmode)
-Blood Eel -> Aortic Eel (Hardmode)
-Dreadnautilus -> Claret Cephalopod (Post Orro-Boro)


New Music:

-"Tomb Crawlin'" By Bananalizard, plays in the first layer of the catacombs
(Daffodil and the pandora's box event will be getting their own themes eventually but they are still being worked on, for now they just use vanilla music)


Config Improvements:

-Changed the color of the background, and the bars for each config option (This should hopefully help each option to stand out more, and I personally think it looks nicer)
-The screen shaking effect config is no longer an on and off option, it is now a slider that allows you to edit the intensity of it to your liking (More info is provided in game)


Other New Additions:

-Added tons of new enemies, critters, items, weapons, armors, but you'll have to play the update to find all these :)
-Added a mask and trophy for spooky spirit
-Added new sprites for the eye valley chest weapons and their upgrades
-Added a various new pets and light pets
-Added a bunch of new spooky mod angler quest fishes
-Added pelusa's developer vanity mask
-Added new sprites for all of spooky mod's music boxes
-Added seeds for the valley of eyes grass blocks
-Added a hardmode catacomb crate that drops the hardmode catacomb items, replaces the prehardmode one in hardmode, but can be shimmered
-Added support for the 1.4.4 version of boss checklist
-Added support for Gabehaswon's music display mod




~CHANGES TO EXISTING CONTENT~


Items & Weapons:

-Renamed loose soil to swamp soil
-Renamed rocky soil to swamp rock
-Renamed the eye armor to living flesh armor
-Living flesh platforms can now be crafted without a crafting station
-All spooky mod boss masks now drop from their respective bosses treasure bag in expert mode to be consistent with vanilla
-Buffed the use speed for the toilet paper and necromancy for dummies
-Buffed the creepy candle's magic damage bonus from 5% to 7%
-Increased the drop rate for all of the zomboid warlock's drops
-Renamed the rotten chunk to moldy chunk because rotten chunks are already an item in terraria
-Rotten gourd armor now requires

Opdatering: 12. juni 2023 kl. 14:59

Version 0.6.4 has been published to Preview learn more @
-Fixed spooky not working on tmodloader, due to changes made to water on sloped tiles




Opdatering: 3. juni 2023 kl. 18:45

Version 0.6.3 has been published to Preview learn more @
Update v0.6.1 (Bugfixing update)

-Fixed the mod to work with the most recent tmod version (so glad they keep making breaking changes!!!!)
-Fixed the soul drain's aura damaging the player




Opdatering: 23. maj 2023 kl. 5:57

Version 0.6.2 has been published to Preview learn more @ https://discord.gg/WPNkrsxdPx
Update v0.6.2

-fixed spooky to work with the most recent tmod preview update
-fixed issue where harvester scythe bolts would die when hovering around you
-fixed egg incursion typo

Opdatering: 14. maj 2023 kl. 5:36

Version 0.6.1 has been published to Preview learn more @ https://discord.gg/WPNkrsxdPx
Update v0.6.1 (Bugfixing update)

-Fixed a lot of grammar/spelling issues in various spooky mod item tooltips
-Tortumor orbs now deal damage properly in master mode
-Fixed issue where the spooky forest would cause black spots on the map on large worlds
-Old wood platforms and living flesh platforms now have the correct journey mode research amount of 200
-Removed the spooky plasma crafting material dropped by spooky spirit, and he now drops one piece of the horseman armor (this was supposed to be added last update but i forgot)
-Gore monger armor now requires less monster meat to craft
-EMF reader now clarifies you can only use it at night
-Spooky spirit is no longer locked behind the evil bosses, it is still meant to be fought after them but you can now summon him whenever you want if you have the EMF reader
-Fixed issue where the sun would be offscreen and move down if you entered the world after having the spooky mod menu on
-Eye armor now requires demonite/crimtane bars to craft along with the existing materials




Opdatering: 12. maj 2023 kl. 15:02

Version 0.6 has been published to Preview learn more @ https://discord.gg/WPNkrsxdPx
Changelogs for the new whatever update this is (name not decided yet) (version 0.6 in game)

If you want to figure out new features on your own, then avoid reading this, as this changelog describes all of the new changes and additions in detail

Additionally, you can scroll down to the "changes to existing stuff" category if you wish to read only changes made to existing things in the mod




~NEW STUFF~


New Friendly NPC, Little Eye the Alchemist:

-A little eye stalk with a wizard hat who lives in his house in the eye valley
-Has a total of four quests, each of which involve you gathering a large selection of materials to craft a special potion for him
-Upon completing a quest, you will get one monster chest food (which is basically just a chest key), and a few other rewards, as well as some unique rewards
-Upon completing his third quest, you will get the cotton swab to summon moco, and this is now the only way you can get it
-Upon completing his fourth quest, you will get the eye valley pylon, and this is now the only way you can get it
-After completing the four main quests, you must give him one of each mechanical boss soul, and he will then reward you with the acidic concoction
-After orro & boro are defeated, he will start giving you a selection of random quests you can complete in return for one sentient heart
(sentient hearts will be explained below in the sentient weapons section)



Sentient Weapons:

-A new mechanic where you can combine certain vanilla weapons with one sentient heart at little eye's cauldron
-Sentient weapons aren't meant to be direct upgrades, but rather taking vanilla items and turning them into something a little more crazy
-Sentient weapons are not limited to one place in progression, as many different items can be upgraded
-If you are unsure, you can put a sentient heart into the guide's recipe helper to see what items can be upgraded (Not sure if it works with recipe browser, was too lazy to test it)

Sentient hearts can be obtained in three ways:
-Drops from Moco on the first time it is defeated
-Drops from Orro & Boro the first time they are defeated (Only the last worm killed will drop it)
-After Orro & Boro are defeated for the first time, little eye will give you some quests to complete (Mentioned above)



New Event, The Egg Incursion:

-A new endurance invasion event that takes place before you can summon orro & boro, it will begin upon trying to break the egg with the concoction for the first time
-It only needs to be completed once, afterward you will be able to summon orro & boro at any time without being forced to do it again
-However, if you die during the event then you will need to restart it again
-The event does not have an enemy kill count, and since it is an endurance event the progress bar increases on its own over time while you are in the valley of eyes
-There is a craftable summon item for the event you can get after orro & boro, as the enemies will drop orro & boro's crafting material after you defeat them
-The event will also last for less time if you have already completed it



New Biome, The Swampy Cemetery:

-A brand new biome introduced this update, it serves as the above ground biome that transitions into the catacombs
-The biome also counts as a vanilla graveyard biome, so you will no longer need to make a graveyard biome yourself to get the unique content
-This biome doesn't have much unique loot, but is meant to be more of an ambient area with some cool structures, a few new enemies, ect
-It also has it's own pylon, which you can buy from npcs who are happy enough in the biome



An Old Friend Returns, The Spooky Spirit:

-The spooky spirit from older versions of the mod has been re-added as a boss fought in the swampy cemetery biome
-his fight is still somewhat the same, but with many improvements, new attacks, new visual effects, and improved loot
-He can be summoned by right clicking a strange statue with an EMF reader



New Catacomb Darkness:

-While in the catacombs your vision will be darkened, only allowing you to see a certain distance ahead in any direction
-This makes exploring the catacombs more creepy, but also more engaging since you'll actually need to explore properly instead of just seeing what rooms are around you
-The darkness will go away during big bones fight, and will go away permanently after big bone is defeated for the first time
-This mechanic will also be very cool and good with our future plans :)



New Enemy, the Catacomb Guardian:

-Basically a dungeon guardian but for the catacombs, to prevent exploring it or getting loot before it is intended to be found
-They will spawn in each layer of the catacombs if that layer's barrier has not been opened (Does not apply to big bone's arena)
-You are not forced to fight this enemy, but it can be an optional challenge like vanilla's dungeon guardians (Or if you want to do it for the meme)



New Music:

-"The Evolution of Evil" By Rockwizard5, plays during the Egg Incursion event
-"Harvest Rainfall" By Bananalizard, plays when it rains in the Spooky Forest biome
-"A Boneyard Too Far" By Bananalizard, plays in the new Swampy Cemetery biome
-"Spooky Spirit" By Bananlizard, plays during spooky spirit's fight (This theme is currently an unfinished placeholder, the proper theme will be finished in the future)



New Config Options:

Spooky Forest at Spawn:
-Allows you to determine whether the spooky forest generates at your spawn point, or away from spawn
-Turn this option off to make the spooky forest generate away from spawn (Be warned, this might destroy parts of vanilla's or other mod's biomes, especially on small worlds)
-When turned off, the spooky forest will generate either infront of the dungeon or behind it, depending on where the dungeon itself is placed
-This option may also be helpful if you are playing with other mods that have worldgen at or nearby spawn

Screen Shaking Effect:
-Allows you to toggle the mod's screen shaking effects, in case you do not want it on for any reaso
-Was added because now a lot more stuff in the mod uses screen shaking effects
(For example, when rot-gourd shakes the screen after slamming the ground, certain weapons impacting the ground, ect)

Improved the Halloween Season Config:
-No longer requires you to leave and re-enter the world, it will now automatically be applied in game the moment you change it
-This option being turned off will not disable halloween if it is meant to normally occur (Like during october, or if you defeat the pumpkin moon's final wave)



Localization:

-This change does not really change anything gameplay wise, but it is part of tmodloader 1.4.4, and it is very helpful with localization
-Now, every single thing in spooky mod (display names, tooltips, dialogue, bestiaries, and more) is localized (As of writing this, only english localization exists in the mod)
-With tmodloader's new localization changes, anyone will now be able to translate the localization files, and send them back to me
-Once I am given back the translated localization, I can put it into the mod's files, and it will now have full support for that language



Other New Additions:

-Added old wood armor, old wood sword, and old wood bow
-Four new weapons you can get from the eye valley chests, along with craftable post-orroboro upgrades for each one
-New eye armor set, a prehardmode eye valley armor for the summon/sentry class
-New rot gourd set, a melee armor obtained after rot gourd with a nasty set bonus
-New moco drop, the sneeze staff, which summons flying noses that attack by flying above enemies and then dropping snot balls from above that will linger if they hit the ground
-Added masks and trophies for spooky mod's bosses, each dropping from their respective b

Opdatering: 2. nov. 2022 kl. 14:42

Version 0.5.1 has been published to Stable learn more @ https://forums.terraria.org/index.php?threads/spooky-mod.111311/

Opdatering: 30. okt. 2022 kl. 12:00

Version 0.5 has been published to Preview learn more @ https://forums.terraria.org/index.php?threads/spooky-mod.111311/

Opdatering: 1. okt. 2022 kl. 10:01

Version 0.4.1 has been published to Stable learn more @ https://forums.terraria.org/index.php?threads/spooky-mod.111311/