tModLoader

tModLoader

Lunar Veil Legacy
Balancing Suggestions
We all are in love with this mod, but it's kinda unbalanced. I'd love to help with my suggestions and I rekkon the community thinks the same, feel free to help. I'm still descovering the mods so this list will be updated.

Following suggestions:

  1. Harvesting - These exclamation points spawns since the first minute, and also drops a lot of itens that can break some progressions. It should be balanced with how the player is progressing.
  2. Gintze Army - Gintze seen debuff is unavoidable, since its condition is just 3 NPCs, it can happen early on and you maybe can't deal with it.
  3. Commander Gintzia - I can say the same with the debuff Gintze winds, and the commander Gintzia. It is unavoidable until you kill it, dying and leaving the world doesn't stop it either.
Last edited by Peredur Saruin I; Sep 29, 2023 @ 6:37pm
< >
Showing 1-5 of 5 comments
Spicybullfrog Dec 14, 2023 @ 4:14pm 
i have a couple of my own suggestions
  1. throwing weapon sell value - it needs to be tweaked a little. I killed the puppet boss a couple times then vendored the resulting plates and got 51 platinum coins. This goes for those javelins commander gintzia drops too.
  2. the big castle that generates right next to spawn - i think it should give less heart crystals per sword shrine. I bum rushed that biome at the start and got myself up to 300 hp just purely through tunneling into the biome with dirt. speaking of...
  3. put an enemy with the ability to pass through walls in the castle next to spawn, so you can't skip straight to crazy weapons by tunneling. the dirt pickaxe is more than strong enough to kill the beetles too, so when they get stuck you can farm lots of gems and money right at the start of the game. I noticed the beetles have a ton of trouble getting through any space smaller than 5x5, and it makes their AI very easy to exploit for loads of easy resources.
  4. the virulent armor greaves and virulent-themed hermes boots gives totally ridiculous speed, to the point where i was zooming around like i had the momentum capacitor from calamity. it's pretty funny, but my build looked really weird since i kept the crazy speed leggings for most of prehardmode.
  5. the bow you get from the gintze army that shoots tons of rapid fire arrows in volleys of 3, mixed with the brooch that increases arrow damage by what seems like a flat amount... well, it's what i used against every single boss in the mod, so you can imagine it's pretty OP. Plus, it ignores global immunity frames so you can stick the virulent creepers on an enemy and then shoot them down for some pretty crazy prehardmode DPS.
  6. There's a small runway above the gothivia fight where you can be completely safe from rek and mostly safe against the bullet walls. I couldnt get the steali immunity frames to work in my run, so i sat up there and baited out the bullet walls so they wouldn't sweep across the arena. This allowed me to safely sit up there and hit the boss from afar, until rek was dead and gothivia was in second phase. i then dropped down and finished her off. And for my valiant efforts to break the game, i was rewarded with titanium bars. In pre-hardmode. That can be shimmered into all the hardmode crafting stations. Nice.
  7. . Halhurish the flamed (whip-type melee weapon) can be crafted almost immediately and on average, kills the eater of worlds in 15 seconds. It should deal at the very least 50% less damage against the eater of worlds.
  8. . Harvest point spawns scale directly with the enemy spawnrate, so raising the spawn rate can create ludicrous amounts of random loot spawning everywhere.
  9. The crafting materials in this mod are highly inventory-unfriendly, and often craft into things you've already found anyways due to the generous amounts of naturally generated chests. There are also recipes that require very large amounts of resources, and recipes with 8 or more crafting ingredients. Since you're getting a lot of strong weapons even without crafting, the crafted ones shouldn't be a hassle to craft in order to justify the effort put into crafting them.
  10. the "jellyfish tissue" accessory grants 40 defense at the cost of 40% damage, which seems like a reasonable trade-off in hardmode, but when found in prehardmode makes pretty much every enemy and boss deal 1 damage to you. It is as you would say, "perfectly balance"
  11. The dread mire boss' cocoon phase where it transforms into a heart serves to drag the fight out during a fight where you're on the clock to beat it before the night ends. I think this could be changed in some way to prevent a long fight, since this exact problem is why dreadnautilus is so ignored in vanilla. having a boss run away because you couldn't start the boss in time is definitely a bad feeling, especially if the boss needs a blood moon to summon.
  12. giving mobility items like sandstorm in a bottle and cloud in a balloon from harvest points can work against the premise of an exploration-heavy mod like this one, so i think instead of getting the sandstorm bottle directly you should have it drop a piece of the pharoah set, which can be turned into the strong mobility items but only if the player's found their shimmer biome. That would encourage some exploration into areas where they could stumble upon the modded minibiomes, and hopefully have them find some vanilla underground houses as well.
  13. Be very careful when adding speed boosts into the game, like with the "in love" buff. certain bosses like duke fishron use speed to gate themselves behind a certain point in progression. and without that gating, duke fishron is just a particularly tanky hardmode boss that happens to drop endgame gear.
Last edited by Spicybullfrog; Dec 16, 2023 @ 5:19pm
Spawn rates for events and biomes are wayyy too high and can be overwhelming, the second I got into the underground ice biome I was instantly greeted with 5 skulls which proceeded to destroy me. Also a lot of enemies have excessive health for when you first experience them in the game, for example the tribal worshipper and tribal guardian having 800 health is ridiculous when you can encounter them as a frequently spawning enemy in the biome right next to the start. From what I've seen so far this mod has great visuals and potential, but the main focus should be balancing the existing content to make a better experience.
Lunziestella  [developer] Jan 5, 2024 @ 9:20am 
The skulls only spawn in the abysm which is a totally different biome but I will look at these in a bit thanks
Talus Jan 13, 2024 @ 4:09am 
Hi, I have been playing with this mod for 20h with others like Spirit, Thorium, Spooky, fargos (no calamity)... I like the new things this mod brings to Terraria, but there are a few others that break the progression or are annoying:

-in the desert surface spawns salamanders that are extremely fast and throw flames everywhere, they instakill players that are just starting. They feel out of place, like a hardmode enemy spawning next to the player spawn early game. Melee combat is pretty much suicide.

-I refused to equip some accesories from this mod because compared to vanilla and other similar mods, they are too good, like finding before having silver armor an accesory that increases magic crit chance +20% (Ocean Scroll) or a Coral Band, that increases melee dmg and melee crit chance +20%. Those modifiers are huge, like endgame huge.

-I also found a sword in a chest, Cinder Braker, in the surface desert (iirc) that throws fireballs with big range, and its fast. A melee weapon like that feels, again, out of place.

-The castle structure is very cool, but a chest I found there had like four life crystals. I just consumed one and with the others I crafted heart lanterns to not be maxed out at HP too soon.

-Aurorean nights are too common, and the aurorean stars spawn rate is very, very high! Please tone them down by a lot! The first few times the event is cool and pretty, but its so common that it just end up being an annoyance.

-Please, implement an option in the config to turn off particles and lights from biomes and structures of this mod, or tone them down. They can clutter the screen and are very resource intensive, causing FPS drops.

-The big castle that spawns near one of the oceans has hardmode enemies, and the annoying witch NPC that spawns and hovers relentlessly over the player's head... I only "fought" her once and she had like a million HP, oneshotting me with an attack of 1000 dmg.
Lunziestella  [developer] Feb 15, 2024 @ 1:38pm 
Originally posted by Talus:
Hi, I have been playing with this mod for 20h with others like Spirit, Thorium, Spooky, fargos (no calamity)... I like the new things this mod brings to Terraria, but there are a few others that break the progression or are annoying:

-in the desert surface spawns salamanders that are extremely fast and throw flames everywhere, they instakill players that are just starting. They feel out of place, like a hardmode enemy spawning next to the player spawn early game. Melee combat is pretty much suicide.

-I refused to equip some accesories from this mod because compared to vanilla and other similar mods, they are too good, like finding before having silver armor an accesory that increases magic crit chance +20% (Ocean Scroll) or a Coral Band, that increases melee dmg and melee crit chance +20%. Those modifiers are huge, like endgame huge.

-I also found a sword in a chest, Cinder Braker, in the surface desert (iirc) that throws fireballs with big range, and its fast. A melee weapon like that feels, again, out of place.

-The castle structure is very cool, but a chest I found there had like four life crystals. I just consumed one and with the others I crafted heart lanterns to not be maxed out at HP too soon.

-Aurorean nights are too common, and the aurorean stars spawn rate is very, very high! Please tone them down by a lot! The first few times the event is cool and pretty, but its so common that it just end up being an annoyance.

-Please, implement an option in the config to turn off particles and lights from biomes and structures of this mod, or tone them down. They can clutter the screen and are very resource intensive, causing FPS drops.

-The big castle that spawns near one of the oceans has hardmode enemies, and the annoying witch NPC that spawns and hovers relentlessly over the player's head... I only "fought" her once and she had like a million HP, oneshotting me with an attack of 1000 dmg.



Don't worry, most of these were fixed in the latest update for 1.5, I would say try again but the entirety of the mod was pretty much reworked in a way or two, so its up to you
< >
Showing 1-5 of 5 comments
Per page: 1530 50