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tModLoader

Apacchii's Classes: Reborn
571 Comments
ZeroOz Nov 5 @ 5:02am 
Can I make a strange request? I'm playing your mod together with the More Accessory Slots mod, and I was wondering if it would be possible to make the class and relic slots appear at the very end, or at the very beginning (before the first accessory slot) :steamthumbsup: Thanks for the great mod!
Grey Mauser Oct 23 @ 3:21am 
Is there a way to remove runes? Through debug, perhaps? I don't know why I even chose the attack speed runes on a Mage character in the first place but now I'm facing the consequences as Calamity mod's Elemental Ray weapon is not functioning properly due to the attack speed increase, and I would prefer to avoid making and leveling a whole new character for this
blxckdreadful Oct 22 @ 10:13pm 
@Echo I just noticed it last night, you're right.
Echo Oct 20 @ 11:57am 
It does increase your HP but doesn't show that you have put any points in it. Purely a visual bug.
blxckdreadful Oct 20 @ 6:14am 
Scout's Skillpoint Sink doesn't seem to be working, I've put 4skillpoints into max health and it's still at 0.00%
Grey Mauser Oct 12 @ 10:00pm 
I take my words back regarding the damage stat on Soulmancer being awful. I forgot that you get increasingly more powerful damage buffs as you progress through the game
Grey Mauser Oct 12 @ 9:15pm 
I have the same issue is Akari_Enderwolf. It doesn't happen always but sometimes hitting an enemy with a magic weapon makes the sounds of a Blood Zombie (the red ghouls that spawn during Bloodmoon) and I don't like that. It's a shame because honestly Blood Mage is the only good magic class in this mod thus far (Soulmancer's damage debuff is simply awful)
Akari_Enderwolf Sep 22 @ 11:19pm 
It's happening with the magic weapons, like the Vilethorn, some Summons, when I had the Blood Mage class equipped I was hearing zombie sounds anytime I damaged enemies with regular magic weapons. When I unequipped it I stopped hearing the Zombie sounds.
Apacchii  [author] Sep 22 @ 9:10pm 
Uhm, it shouldnt be doing that at all, where does that happen, with which ability i mean
Akari_Enderwolf Sep 22 @ 6:23pm 
Like, a "class sounds" config would be nice I mean. That way we could disable any extra sounds applied to the class specific damage types. I honestly don't like hearing Zombie sounds from everything when I choose the "deal more magic damage" class.
Akari_Enderwolf Sep 22 @ 6:20pm 
why does the blood magic class make zombie sounds when dealing magic damage? it's honestly really annoying and I would love to disable it. Especially annoying with a Vilethorn against the Eater of Worlds spamming the sounds rapidly..
Apacchii  [author] Sep 12 @ 7:06pm 
Disable zoom effects in the mod's config, sry
Thunderaz Sep 12 @ 6:12pm 
why did this mod automatically zoom out everytime i try to zoom closer or use better zoom mod? everytime i go make a new world,it zooms out slowly when i try to zoom in
VortekS Jul 26 @ 11:50pm 
Ignore my last comment, it’s working now :)
VortekS Jul 26 @ 11:01pm 
Seem to be having an issue. Upon killing a boss, it doesn’t appear to give the level up
cannon9009 Jul 23 @ 11:01am 
incompatible with latest tmodloader
Meursault Jun 24 @ 6:59pm 
BUG SPOTTED: Zoom fails to work after the newer tmod updates!
404_coffee.exe May 15 @ 9:48am 
I know this might be annoying but how is coding new stuff going? Just curious like how hard is it to code everything in the mod?

gosh I hope that does not come off as rude I just find it interesting when people make a new system in a different game and what difficulties they have while working with it.
Ozelzotz May 14 @ 9:57am 
Could you maybe add a configurable amount of Relic slots instead of the option to enable just a second slot? That would be awesome.

Even better would be if you could tie this into gameplay so you can unlock another slot every x unique boss kills.

Thank you :terraria:
Apacchii  [author] May 6 @ 5:27pm 
There's one in the works already, but no ETA, sry
Ozelzotz May 6 @ 3:40pm 
Hey, my friends and I love your mod. However we play with some other mods and its a little sad that you dont have a usable class if you decide to go the clicker route, same as Thrower, Bard and Healer.

Obviously it is a big ask to wish for support for those 4 classes, as well as other players likely wanting support for other modded classes, but at least a 5th class that isnt type locked and just boosts all damage equally with more neutral effects would be great so that anyone with a modded class can choose this one to not be left behind.

It could have a support subclass (eg for healer and bard etc) and a carry subclass (eg for thrower/ rogue, clicker and most other modded classes).

This update would make the mod compatible with every other mod would make it even more awesome.

Until hopefully then, Thank you for this great mod! :greedyHeart:
Apacchii  [author] Apr 18 @ 4:30pm 
Discord is your best bet, someone recently made a mini wiki too: https://terrariamods.wiki.gg/wiki/User:M4tata/Apacchii's_Classes:_Reborn_Wiki/Classes

And everything should be easily available in-game to preview, most stuff from the mod is on the Class Menu which you can assign a keybind to
yvelot Apr 18 @ 3:08pm 
where do I find updated info on how the mod works? I'm trying to understand the classes
AthernalRage Mar 30 @ 3:54pm 
that sucks as the old one had the npc with the upgrade-able tokens
Apacchii  [author] Mar 21 @ 2:34pm 
There is no use for an NPC as of now so i don't think i'll be adding any
AthernalRage Mar 21 @ 2:16pm 
when will the npc be added
Apacchii  [author] Feb 23 @ 7:55pm 
You level up by killing bosses, each time you defeat one for the first time you level up
how do i get XP?
generalpickleful Jan 22 @ 11:43am 
what planned other classes are there? if any? and or will it have same amount or some returning classes from appacchi's class mod classic?
Apacchii  [author] Dec 26, 2024 @ 4:40pm 
Shimmer the scepter, and i recommend getting a "Can you shimmer this" type mod
SerenitySeeker Dec 26, 2024 @ 2:02pm 
Its litterally nowhere said about Aghanims Shard or how to get it. Its like it does not exist at all.
NYamo Nov 8, 2024 @ 5:55am 
I tried to make a translation mode. But there are some parts that are hard-coded to show only the English text in the mode itself, so translation mode doesn't work. For example, ability descriptions of each class, name and effect of relics, etc.
Apacchii  [author] Nov 7, 2024 @ 10:29am 
The mod's open source, translations can be handled by the community, i cannot do them myself
NYamo Nov 7, 2024 @ 8:45am 
Do you have any plans for more translation support? Some parts are hard-coded and can't be translated.
Crouton Nov 5, 2024 @ 10:08am 
is there any plan to add a calamity add-on for rouge?
Foxbite_Ivie Oct 29, 2024 @ 12:38am 
Does the Plague classes minion crit rate work on the minions themselves or require a whip like Morning star or Kaleidescope to crit?
Alastair Oct 10, 2024 @ 4:38am 
Finally while the classes are cool it feels like their should be more variety or other classes you can get later on. As currently there are 2 per damage type. With very specific styles. Though I know it is likely difficult to come up with different ideas that fit well without stepping on another ones toes.
Alastair Oct 10, 2024 @ 4:37am 
So first off it seems that the description of Soulmancer's 1st ability is bugged with it reading "For a short duration, if you are below 50% health, everytime you hit an enemy with a soul fragment, recall it to Mods. ApacchiisClassesMod2.Soulmancer__A1__Prev2". Apparently it doesn't have a definition for Mods. ApacchiisClassesMod2.Soulmancer__A1__Prev2.

Second the Blood Mage class is really OP. As it's first ability Transfusion throws a homing blood ball that heals you when it hits. This orb has very aggressive tracking, goes through walls and has no cost or cooldown. Meaning you can just spam it infinitely healing constantly. Even without that it is still a very strong heal with no downside. Hopefully it also heals based off of a percent of your health. And not a % of the enemies health.
Apacchii  [author] Oct 9, 2024 @ 3:59pm 
You dont, it used to be granted when crafting Soulmancer
|Bulochka M| Oct 9, 2024 @ 12:46pm 
Quick question, how to get Seeking Spirit weapon?
Owen259 Oct 6, 2024 @ 1:10pm 
ability 1 for the vanguard class has no cooldown
Rowlan56 Sep 29, 2024 @ 4:26pm 
Could we get a configurable max runes level? Currently it seems to be limitless.
aoiblueblack Sep 28, 2024 @ 12:14am 
it doesn't work.
Apacchii  [author] Sep 25, 2024 @ 6:02am 
Levels increase with each unique boss kill, does that not work ?
aoiblueblack Sep 25, 2024 @ 12:01am 
When I was playing in multiplayer, my level had increased halfway through, but now I can no longer increase my level. How should I deal with this situation?
GG Br0nos Sep 22, 2024 @ 9:32pm 
Unfortunately this mod doesn't play well with the Fargo's x Calamity mods.
Jini Sep 18, 2024 @ 3:23am 
"but there's no class specifically made for rogue yet" so there might be in the future?
Skillo Sep 16, 2024 @ 12:10pm 
Please give us the option to blacklist rune options. Damage reduction, dodge chance, ultimate cost and cooldown reduction break the game xD

Or at the very least give us means of resetting rune choices, so it would be possible to spec out of these perks to avoid breaking the game
odellus Sep 14, 2024 @ 10:21pm 
why do i take damage with scout ultimate active?
MercenaryGrok Aug 21, 2024 @ 7:40am 
god, plague is so op, especially if its calamity. that percent damage deals so much damage, and makes worm bosses gone in seconds