tModLoader

tModLoader

45 ratings
Guardian's Arsenal: Anniversary Update
2
   
Award
Favorite
Favorited
Unfavorite
Mod Side: Both
tModLoader Version: 1.4.3, 1.4.4
Language: English
File Size
Posted
Updated
2.013 MB
13 Jun, 2022 @ 3:08pm
16 Oct, 2023 @ 11:23pm
39 Change Notes ( view )

Subscribe to download
Guardian's Arsenal: Anniversary Update

Description
Guardian's Arsenal aims to create new ways to play through Terraria with new classes and items, adding well over a hundred new weapons.

Currently it adds two damage types, and 150+ items, ranging from weapons to accessories.

Additionally, it enhances some vanilla armor sets and accessories for them in with the slightly higher level of power.

Enemies rarely drop Umbral Splinters, which are used for some modded items. Bosses drop Motes of Light.

I highly recommend using Recipe Browser for this mod when using Light and Dark weapons, as their damage types are in their names.

If you have any item/balance requests, or just want to chat, Discord is https://discord.gg/eSGFf9ND7u

This mod's content and progression is balanced around being slightly stronger than the vanilla experience with some content mods thrown in. Some things might be extremely unbalanced with large content mods eg. Calamity. That said, I'm not aware of any mod conflicts that can occur.

Additionally, do not install this mod alongside Souls of the Outer Gods, as this mod adds items from it.

This mod serves as a relaunch of the previous Guardian's Arsenal, which had massive multiplayer issues. This is the only working and updated version.

-PATCH NOTES-


v3.0:

- New sprites have been added for the:
Araphelia
Quill of Avorak the Mad
Celestial Mucous
Crown of the Traveler's Chosen
Solstice
Mask of Bakris
Frosty
All tiers of Shadowshot (3)
All tiers of Burning Maul (3)
Ivy
God Hunter
Bloom
Lubrae
Sparky
Zappy
Stormy
Starblade
Manablade
Raze Lighter

Additionally, Junkyard Dog, True Breaker Blade, Lubrae's Ruin, Raze Lighter, and Daybreak now have additional effect while swinging the weapons!


(Nerf) Killer Queen and Zen Meteor damage reduced by 20%. Realised snipers should maybe not one-shot absolutely every enemy in hardmode. They likely still will lmao.
(Nerf) Tungsten Claw damage reduced from 17 to 14. Still really strong early game.
(Nerf) Terra Mortis damage reduced from 54 to 45. Maybe the wrong call, but this was intruding on Razorpine's role too much.
(Rework) Sparky, Zappy, and Stormy now restore mana when hitting an enemy, and use no mana. They attack slightly faster, do slightly less damage, and have weaker tracking. They also have new, visible textures. Now they have a unique purpose for once!
(Nerf) God Hunter damage reduced by 10%, and it now deals Light damage. Piercing weapons aren't great to balance.
(Buff) All tiers of shadowshot have had their attack speed massively increased. A speed reduction should give a lot of damage to compensate.
(Nerf) Big Iron damage reduced by 40%. This single handedly killed all Master pre-HM bosses in my testing. For a pre boss weapon that's insane.
(Rework) All accessories in the mod have had their crafting, stats, and overall balance altered. Adding all these changes would make these patch notes bloated, so here's a summary:
(Buff?) True Terraziah farts now home in on enemies and orbit them. I wish I was joking.
All light and dark accessories now provide smaller bonuses to normal gameplay, to reduce the amount of power added by the mod.
All accessories have had their negative effects reduced.
Movement speed buffs have been reduced a lot, with the exception of the Mask of Bakris.

(Rework) All Dark weapons now use an increased amount of mana, and all dark accessories massively improve mana regeneration. Dark weapons all deal massively increased damage, are easier to craft, and have more unique behaviours.
(Rework) Bloom has went from a post moon lord weapon to an early pre-hardmode weapon, now needs Amethyst to craft, and fires in long bursts. Damage has been reduced by 95%. This served no purpose as a post-ML weapon.
(Rework) Thunderclap has went from a post moon lord weapon to a post mech weapon, dealing 90% less damage and using Hallowed Bars to craft. Nobody ever used this to my knowledge due to the endgame clutter.
(Rework) Blackspace Blade has went from a post moon lord weapon to a post golem weapon, dealing 60% less damage and using Beetle Husks to craft. This was hard to balance. A weapon that can kill you in two seconds at close range can't be weak, but also not broken if you somehow survive. Oh well, enjoy the 10k dps golem weapon.
(Rework) Lubrae's Ruin now fires six fireballs that pierce enemies and bounce. It also improves defensive abilities when used, and acts as an upgrade to the Finite Guardian's Matrix.
(Rework) Now... Pride has went from a post ML blade to a early hardmode boulder called the Priderend! That's right, get your stone ready, this hits hard.
(Rework) All pinnacle weapons have received some nerfs to be more in line with the Zenith, but the Red Sun is now stronger and more responsive.

to do list: daybreak resprites and attack speed changes, giving chaos scroll more craziness, a lot more effects with swords, siva weapons reworks and resprites, accessory resprites





Originally posted by tModLoader:
Developed By Eloraeon
37 Comments
Octaeon  [author] 30 Mar, 2023 @ 6:40pm 
it could be one that buffs status effects, as weakening fit applies a lot of them
Speaxi. 30 Mar, 2023 @ 6:03pm 
apologies, it might be a bug with another mod i have installed, though im not sure which one as i just tried only having this mod on and the damage seems to be perfectly fine.
Octaeon  [author] 30 Mar, 2023 @ 5:32pm 
any info on how that damage happened? I haven't seen that yet
Speaxi. 30 Mar, 2023 @ 5:19pm 
pretty fun mod, though revision zero weakening fit seems to do 55k damage somewhat often which is a little odd for a early-hardmode weapon
HowDee 10 Mar, 2023 @ 4:48pm 
IS there a ghost pet?
vizore 7 Feb, 2023 @ 6:45am 
i dont even remember installing this, has the name changed or something
Octaeon  [author] 23 Jan, 2023 @ 6:43am 
Thank you! It's often caused by multiple projectiles, high fire rate, and high piercing. So similarly to some vanilla weapons eg. Razorpine, weapons are often much stronger than the listed damage
Glendening 22 Jan, 2023 @ 7:15am 
Just wanted to say that I love the mod and weapons. Just a small point of confusion. Is there a way to list the actual damages the weapons do? There are things they say they do very little damage, but then do.. 20x what is listed. I have the multiplier setting set to 1 so it shouldn't be altering it. I assume this is just how the weapons function/math and nothing can be done about it. But I figured I would ask. Keep up the good work.
Kleo Ibberson 24 Oct, 2022 @ 11:22pm 
oh... then i think mod needs second coder that'll fix this problem, ok?
Octaeon  [author] 23 Oct, 2022 @ 6:19am 
Sorry but the custom damage types are heavily baked into the code and weapon effects, that's not really doable at the moment