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Spooky Mod
11-20 van 39 items weergegeven
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Update: 27 feb om 14:59

Structure helper fix

Update: 2 nov 2024 om 15:51

New Stuff:

-Added new colored gourd blocks, walls, and platforms
-Added a few new pets
-Added new bestiary backgrounds for spooky mod surface biomes for vanilla events (Like night time, raining, and blood moons)
-New song "Too Groovy, Very Spooky" by BananaLizard, plays in the spooky forest and swampy cemetery during blood moons


Misc Changes:

-All spooky mod UI (except for little eyes quest UI) are now draggable, and the config option previously called "draggable bloom buff UI" is now just "draggable spooky mod UI" and applies to all draggable spooky mod UIs (It is also now on by default)
-All bloom buffs are now properly cleared off you when you die like vanilla buffs are
-Spooky mod biomes with chests in them now have their respective biome torches as part of their loot pools
-Swampy cemetery generation now clears out water to prevent the biome from being flooded
-Happy ghosts can no longer go through blocks
-Diva dahlia is no longer immune to knockback
-Flesh bolster now has a proper bestiary display texture
-Modified noseferatu's arena so that you cant just avoid his attacks by grappling to the ceiling, and added an actual nose shrine and floating nose idol in it
-Noseferatu's oribiting snot balls will now launch towards the player unaffected by gravity until they either collide with a tile or 2 seconds have passed
-Small fuzz bats no longer spawn in the spooky forest surface at night and are now exclusive to the underground spooky forest
-Skeleton bouncers are now immune to lava
-Replaced big bone's greek fire spam attack with bouncing big bones
-Goo slugs can no longer eat the player if they are falling down
-Flesh bolster's eyes will no longer attach to an enemy to buff them, instead they now just attach a power beam to the enemy its currently buffing


Item Changes:

-Lowered the volume on the flower armor flower pot concrete scraping sound that replaces your hermes boots running sound
-Buffed spider stabber and reduced the amount of spider chitin in its crafting recipe
-Strange spider egg now requires more spider chitin to craft
-Flesh mincer and living flesh mincer now have custom swinging animations (Their abilities are still exactly the same as before)
-Living flesh armor whip range bonus has been nerfed from 20% to 10%, and moved it from the living flesh chest piece and made it part of the armor's set bonus
-Nerfed necronomicon volume II damage from 100 to 80, but buffed the heart's shoot frequency increase it gains when it gets bigger
-Nerfed seer damage from 30 to 22, and buffed its use speed
-Nerfed retina staff damage from 22 to 15
-Nerfed eye lasher damage from 35 to 25
-Nerfed gore staff damage from 40 to 32
-Buffed bubble belcher damage from 40 to 50
-Nerfed tumor throw damage from 35 to 25
-Tumor throw orbs now deal half the damage of the yoyo itself
-Tumor throw now creates orbs over time instead of spawning a set amount all at once
-Nerfed uncanine damage from 30 to 25 and it can now only fire 2 teeth per shot
-Nerfed the amount of health and mana healed by the soul sucker
-Lowered the overall drop chances for all of the egg incursion accessories
-Added egg incursion accessory shimmering: Corroding chompers -> Peptobyssmal -> Two-way blood-way -> Smoker's lungs -> Stoned kidney -> Symbiotic ear -> Back to corroding chompers
-Total organ package now requires 50 living arteries to craft along with the other accessories
-Removed raveyard vinyl #1 since that already has a music box


Bug Fixes:

-Attempted to fix issues with holdout projectiles behaving incorrectly in multiplayer
-Attempted to fix issue where projectiles in spooky mod that follow your cursor would follow other player's cursors on their individual clients in multiplayer
-Fixed rarg not shooting fist projectiles at all in multiplayer
-Fixed nose temple rooms sometimes respawning enemies after defeating them in multiplayer
-Fixed giant hanging roots only dropping one root block when broken in multiplayer
-Fixed bigger eye's eye rune bolts not dealing damage to the player
-Fixed some lower catacomb enemies not dropping plant chunks
-Fixed broken emf reader being craftable
-Fixed old wood arrows hitbox being way too big
-Fixed skeleton bouncers taking extremely high damage when hit
-Fixed little eye not giving the suspicious brownie as a rare quest reward
-Fixed puff of pollen dropping solar sunflower seeds instead of an additional puff of pollen if you have the watering gourd bloom buff
-Fixed blooms being placeable on platforms
-Fixed spi-ops leggings still using silk and not web blocks in their crafting recipe
-Fixed stinky slinger projectiles not creating flies on enemy hits
-Fixed multiple spooky mod accessories with on hit effects working on critters and target dummies
-Fixed egg incursion boss checklist texture being way too big
-Fixed molar mauler being unable to receive melee item reforgements
-Fixed issue where the flower shot's thorn mark wasn't properly increasing the damage of the regular projectiles
-Fixed an issue where eye valley enemies could spawn inside of the nose temple if its made out of red bricks (Was happening because I forgot to add a check for the red blocks)
-Fixed raveyard music box playing bananalizard's older raveyard theme and not the current up to date one
-Fixed spooky mod causing a crash during world generation when used with remnants

Update: 19 okt 2024 om 9:39

-Fixed an oopsie dasies with the zomboid warlock skulls getting stuck inside of walls

Update: 19 okt 2024 om 9:08

Important change: Enemy projectile damage fix

-Fixed an issue where all spooky mod enemy and boss projectile damage was being scaled way higher than they normally should be
-This was a result of spooky mod not accounting for a thing in terraria where hostile projectile damage is scaled up 2x more than it should, which is accounted for in vanilla but wasn't in spooky mod
-This change basically completely rebalances all enemy projectile damage and all enemy projectile damage should now be more in-line with vanilla balance
-This means that all bosses and enemies who shoot projectiles in spooky mod will now deal the proper damage in all difficulties and wont do extremely high amounts of damage in higher difficulties
-Along with this change, a bunch of enemy and boss contact damage and defense has been tweaked to be more balanced with vanilla


Other stuff:

-Added actual biome torches for every spooky mod biome
-Added flesh bolsters to the egg incursion (They make other enemies immune to damage)
-Raveyard no longer has rainbow torches as its biome torch
-Venomous spiderpoon enemy pulling no longer works on orro-boro segments, friendly critters, or target dummies
-Zomboid warlock skulls can now be destroyed by hitting them
-Spooky spirit's orbiting skulls in phase 2 can now be killed before they get shot towards the player
-Stitches web ball projectiles now inflict slowness instead of webbed
-Removed the second line of the disco skulls tooltip because it was a scrapped ability
-Spooky mod sofas now count as chairs and can be sat on
-Rarg minion now punches nearby enemies more frequently
-Greeny minion's magic bolts now have less range
-Fixed spooky mod bosses having improper multiplayer hp scaling
-Fixed temple of moco enemies being a bit janky in multiplayer
-Fixed dumb zomboid not spawning, and lowered its spawn rate massively
-Fixed tome of spirits spawning multiple of each ghost in multiplayer
-Fixed rotten gourd armor set bonus not working with melee projectiles
-Fixed spooky mod melee weapons with swing visual effects not scaling up properly when any of the melee glove accessories are worn

Update: 13 okt 2024 om 15:43

-Flies spawned by the charm of the flies no longer splash in water
-Spooky forest gourds will now no longer grow nearby placed saplings
-Bigger eye now slowly floats towards the player inbetween attacks to make short range items more viable against him
-Frank the goblin now stays still and roars before using his stretchy hand attack to telegraph it better
-Fixed stitches not dropping his bounty quest item when killed in multiplayer
-Fixed spooky mod grounded minions sometimes not jumping over blocks to get to their targets correctly
-Fixed issue where multiple musicman could spawn during the raveyard event
-Zomboid warlock skull and gore staff minions will now teleport to you when you get too far away from them
-Zomboid warlock skull no longer spawns its minion at your cursor position

Update: 12 okt 2024 om 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)

Update: 11 okt 2024 om 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

Update: 5 mrt 2024 om 14:31

Version 1.1.4 has been published to Stable tModLoader v2024.1

Update: 26 feb 2024 om 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

Update: 26 feb 2024 om 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