tModLoader

tModLoader

Sorbet Cafe's Better Prefixes
12 kommentarer
Starwort  [ophavsmand] 6. juli 2024 kl. 1:10 
[Version 1.3]
Changes:
- The rare prefix chance config is now an integer from 1-100 rather than a float from 0.01-1. This will not affect your saved configuration, it is just an improvement to presentation
Bugfixes:
- Unreal is now a Ranged modifier, as intended
- Doubled tooltips on rare modifiers have been removed
- Tooltips for adjusted weapon prefixes are no longer misleading where the modified attributes differ from the originals
Starwort  [ophavsmand] 29. juni 2024 kl. 6:14 
@Admiral Billy: I took a look at the Calamity prefix changes, and it seems like the only changes Calamity makes are to the defence prefixes (which I don't modify anyway) and to specifically Lucky (which I also don't modify), granting a small amount of luck; they *don't* modify Precise, which makes me think that it's supposed to be because of the name, not the crit chance increase/general rebalancing. Therefore, I'm already compatible with Calamity's changes to the extend that I currently plan to be.
Starwort  [ophavsmand] 29. juni 2024 kl. 6:08 
@chemtrail snorter: Thank you for the report - I misread the documentation for attack speed modification; I was applying a use-time change where tML was expecting a use-speed change. Fixed as of 1.2, which should be available for download very soon.
chemtrail snorter 28. juni 2024 kl. 20:42 
All melee speed prefixes (on accessories, at least) seem to be negative instead of positive. I am also using this with Armor Prefixes, so that might be a conflict as well!
Breadcast 26. juni 2024 kl. 16:37 
wild
Admiral Billy 24. juni 2024 kl. 15:11 
@Starwort most of the rogue modifiers are more or less just renamed versions of the regular ones for other classes. I think the only unique attributes they have are velocity and stealth strike damage; I imagine +speed -stealth strike damage and vice versa would be good modifiers, and velocity modifiers would effectively act the same as the +size modifiers I think, since for most weapons that's just extra range.

But yeah you're right; I'm not sure what would be best for that. As a TLDR the two main rogue playstyles are a regular spammy style sorta like ranger, and stealth-strike based (attacking only every once in a while with a stealth strike bonus for massive damage). Their weapons are pretty much all throwing-based, some that are in an arc like grenades and some that are straight-line projectiles like boomerangs.

And thanks for the extra info you gave! Linux is indeed a pain at times :P
coffee009 24. juni 2024 kl. 14:37 
thank god, this idea seemed so great, it should be in vanilla
Starwort  [ophavsmand] 24. juni 2024 kl. 8:44 
Ok, hotfix for Quick has been pushed (thanks Mirsario for compiling a custom build of tML for me that can actually publish from Linux!)
Starwort  [ophavsmand] 24. juni 2024 kl. 7:43 
@Visor: Yep, that's a bug, thank you for raising this. Will fix it on GitHub now, and push the change ASAP.
@Admiral Billy: Yeah, I can try adding interop this weekend (my main desktop is Linux, which makes it unreasonably hard to make mods!). I like the idea of making summoner changes, but honestly I don't think I'm skilled enough to implement them! I don't have any plans to modify Rogue modifiers, mainly because they weren't addressed in the video and I'm not familiar enough with Rogue to choose tweaks that would work well
Visor 18. juni 2024 kl. 7:09 
the quick reforge on my sword just reduced my speed by 15%
Hunter 16. juni 2024 kl. 7:25 
Sorbet gave a video and modders went crazy
Admiral Billy 16. juni 2024 kl. 0:51 
This is just what I was looking for after I saw the video, excellent! Is there any chance of some extra mod support being added? In particular, with Calamity (giving Focused/Accurate luck bonuses, and handling the Rogue class's weapon modifiers), but other mods like Thorium would also be nice in the future.

Other than that, all I can really think of that would be nice is some extra customization regarding the strength of the different modifiers, as well as if they exist at all. For example, an option to remove filler modifiers like the negatives entirely, or an option to multiply the effects of X modifier type by some amount. Also of course, the video mentioned the idea of Summoner class modifiers as well; seeing those at some point for something like minion size or minion speed would be nifty.