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Works with other mods, but there may be conflicts. Calamity wrote about the case in the mod description. If some weapons break, you need to disable the breaking stats for them, usually this is Additional Projectile Chance, but cases when there are such conflicts are rare
For most weapons - absolutely yes, but this needs to be looked at in specific examples.
That is, in fact, there are no problems in the config, and this is the most balanced config possible in terms of gaining experience, the only thing that can be questioned is the stats. What is currently in the mod by default allows you to use any weapon at any stage of the game, with any level of the weapon itself. This also solves the problem when at the end of Calamity you had to spend 5 minutes to improve the weapon to level 100. Now it is harder to do, but you will not get 100 damage when there are 2000, but you will double the damage. From any side, it is a completely ultimate solution, which is why I added it.
The mod currently works in such a way that you get experience not for dealing damage, but for killing. The number of enemies in the terrarium is limited. Enemies become more difficult over time. That's why I made it so that experience is given only for killing enemies. As a result, we solve 2 problems at once: now beginner weapons and end-game weapons improve equally quickly, and now you will have fewer reasons to take a new weapon and abandon the old one. What does the second mean? There is no complication in the formula. Previously, you knew that for 1 additional level you would have to spend more time than on a new one, which would reach the same level faster. It turned out that you were replacing the old one, which takes a long time to improve, with a new one, which is stronger and which you will improve faster. The lack of complication now makes this pointless. Even if you have a level 100 weapon, you will improve it as quickly as a new one, so you will not abandon it.
The mod usually worked like this: you have 1000 exp, you get a difficulty like +250 every level, and you get 1 exp per hit and 5% of your damage, and the balance was like "the stronger your weapon is, the less you'll feel the difference from upgrading it", and in most cases it worked fine, but there were exceptions that made some weapons incredibly strong. Use percentage damage - only strong dps weapons will make sense. Use damage per hit - only fast weapons will make sense. What about the rest? So I changed the system.
PS: I am currently using a preset i am pretty okay-ish with. Might change it a little but other than that i think its fairly balanced ish but might be missing some rebalances.
Perhaps you'd be interested in copying my loadout as a reference for *if* you decide to do my suggestion?
I was going to say more, but I lost my train of thought.
I hope you find this constructive criticism/suggestion helpful! I really hope there can be a preset profile option with maybe one or three presets that are handmade by you and/or the community.
Frankly, that was quite annoying to me! (I didn't realize it for a while, and in the middle of gameplay, I was asking myself, "Why aren't I getting XP from hitting a lot with my weapons on damage sponges like The Destroyer?")
Another thing is that the whole "Exp Getting" and "Complication" (two of the most important sectors, in my opinion) are largely empty with no real preset—again reinforcing that "D.I.Y" feel.
You see, the original preset it came with feels quite empty and unfinished (sorry!).
(Although I'm pretty sure that is the intention, as I think you're supposed to DIY the settings yourself anyway.)
So attempting to create an actually balanced preset on the go is quite the challenge for me, as I wasn't exactly expecting the preset to be quite "empty" at the very least. However, it is kinda fun to experiment around, though!
I use this mod to be able to upgrade some specific weapons I originally really liked/didn't wanna throw away (eg; wulfrum prosthetic, midas prime and whatnot), and this mod has been an absolute dream!
So, I have been trying to find some sort of guide online for a balancing preset of sorts, but there doesn't seem to be any unfortunately!
Find the config related to Exp Complication, it has everything you need for most cases
@AoffyDosy
This is written in the mod description, but yes, it works. Not everything works stably (this is inevitable), but you can remove the influence of my mod on some items from other mods, or specific stats.
@LUCK
Thanks
This sounds very strange and I don't know what is causing it. The new night's edge attack is something strange, which is Melee, and is not Projectile, so something works unstable with it, and apparently you stumbled upon this personally. How to fix this - I have no idea.
@FelippeMS
All armor improvements are tied to a couple of configs in gaining experience, where you can configure whether armor will gain experience. By default, this is enabled, and you just need to get hit.
Thanks
Additional projectile chance per level 1, per level mult 25
@xXSuperVegetaSwagger420Xx [PT]
You enable "Show projectile name and type" in config, just disable it
@Allred
In top of config find "Allow Improvement" section
Then disable "Addition Projectile Chance Increment"
For example, this appears in the chat when I use the Finch Staff: "Finch:759; Terraria.DataStructures.EntitySource_ItemUse_WithAmmo;" (without the quotation marks).
Why does this keep happening?
The chat gets flooded with these types of "messages" at night because of all the Falling Stars and it gets pretty annoying.
I'm in singleplayer, by the way.
2 stats, weapons and armor? You use 1.4.3, old version of mod. Use Terraria 1.4.4
I checked the mod, everything works as usual without problems
Considering that it doesn't work for you, I see 2 possible options:
1. Something causes an error in the mod, but this doesn't happen for others, but you can still try sending the log file somewhere, for example to me on discord
2. Perhaps, not only my mod doesn't work correctly for you, but also other mods, because Terraria is broken on your computer or all the libraries for the game are not installed, in this case it's worth doing an integrity check in Steam and installing all possible libraries on the computer related to C++ and C# (at least .Net Framework and so on)
VVVVVVVVVVVVVVV
Can you give more information?
I understand that you excluded all unnecessary situations, but there is still not enough information
What weapon do you use to kill?
Do you play in multiplayer or in a single world?
Are you using the latest version of the mod 1.9.1?
You can also try experimenting with config and gaining experience by adding experience for dealing damage to an enemy
This mod seems very cool and I like how extensive the config is, but i cant for the life of me figure out why its not working, not even a tiny bit.
It's not a fact that this will appear, but the idea with sound sounds interesting.
First - I haven't encountered this in all my testing, what weapons and what mods do this?
Second - most likely a rework of the reforging from Calamity, which replaces the item, but does not change its prefix, it can be disabled in Calamity, and this was in the mod description
Your "Bronze Sword" gained a level. (19 > 20)
Your "Bronze Chestplate" gained a level. (5 > 6)
Your "Shield of Cthulhu" gained a level. (0 > 1)
Sound effect... hmm... maybe the sound that plays when you research something in Journey Mode I think or when you sink a golf ball in a cup? Just some sounds I can think of.
This is a regular spear, which is improved with my mod. The initial speed of the projectile affects how far it will fly. The size of the projectile affects how big it will be. If they grow equally (both size and speed) - you will have a huge spear. Damage, crit chance, etc. should grow.
You can enable cheats in the mod config, enter the level increase command /itemlvl 1000 and see the difference
If it is insufficient, you can remove the size and speed restrictions in the config
As I understand it, the person just wants to make an attack speed setting for individual damage classes, and not for all at once, like UseTime
If not, Global Attack Speed is prob prefer'd since there are modded weapons out there to account for. (Calamity: Rogue, Thorium: Throwing / Radiant / Symphonic, Star's Above: Celestial, though from what I'm reading on the wiki for that... it apparently inherits bonuses from all damage classes, so I guess it's a All-In-One Damage Type)
So, split the attack speed into several different classes instead of one setting?
If this is really necessary, I can add it, but I would like to understand why such a system is wanted.