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Heroic Weapons
   
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Mod Features: New Content
Mod Side: Both
tModLoader Version: 1.4.4
Language: English
File Size
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493.105 KB
8 Jun @ 8:26am
24 Jul @ 12:41pm
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Heroic Weapons

In 1 collection by BlockCrusader
BlockCrusader's Mods
32 items
Description
Heroic Weapons

Heroic Weapons is an official add-on for Block's Leveling Mod. As such, you must have the mod enabled for this one to work!

This mod introduces a small selection of unqiue 'Hero Weapons' which have unique playstyles that utilize a secondary action or attack
These weapons are inteded to be used as your primary weapon throughout an entire playthrough, and use the leveling system from Block's Leveling Mod to scale in power as you progress
In addition to stat boosts, Hero Weapons also have a unique 'Skill Perk' system that enables them to acquire other, unique upgrades

Getting Started (READ THIS!!!)
If you're starting a new playthrough with a new character: (Highly recommended!)
  • New characters will spawn with a Medallion of Legends, which can be crafted into other types of Medallion that correspond to the different Hero Weapons

  • Read each Medallion's description carefully and decide which weapon you want!

  • Once you've decided, craft your chosen weapon's Medallion and right click on it (Like a grab-bag). If you craft a Medallion and change your mind, it can be crafted back into the Medallion of Legends. Right-clicking the Medallion is the point of no return!

  • Once right-clicked, the weapon Medallion will give you your chosen weapon and an Arsenal Altar. You're now ready to go!

  • The Arsenal Altar is used to manage your weapon's Skill Perks, so keep it around! As detailed in the 'mid-playthrough' section below, it also can be used to craft another Medallion of Legends if needed

If you're adding this mod mid-playthrough: (Not recommended; better to save it for your next playthrough)
  • First, craft an Arsenal Altar from 25 Stone Blocks and 3 Fallen Stars

  • Place your Altar. This will be used to manage your Hero Weapon(s)

  • The Altar can then be used to craft a Medallion of Legends from 10 Gold Coins

  • Once you have a Medallion, you can follow the steps from the 'new playthrough' section above

Meet the Hero Weapons
Currently, there are 6 Hero Weapons;
  • Sticky Blaster (Ranged)
  • Jade Edge (Melee)
  • Staff of Sacrifice (Magic)
  • Striker Beads (Summon)
  • Polynail (Throwing)
  • Hardlock (Ranged)
You can learn a bit about each by reading this pinned discussion thread!
Over time, more weapons will be added (Could be a while though, depending on what else I'm doing)

Skill Perks
Skill Perks are a skill tree mechanic that can be used exclusively by Hero Weapons
Every Weapon has 9 unique Perks with 2 tiers, for a total of 18 avaliable upgrades

Hero Weapons can acquire Skill Perks by investing Skill Points in them, which are earned by leveling up (and Prestige)
By default, a max of 10 (13 with Prestige) Skill Points can be obtained by a weapon, meaning not all Perks can be used at once

It is possible to respec invested Skill Points at no expense, so you're free to experiment and adapt your build at will!

Compatibility
  • Other Mods: In theory it should work fine with everything. The new mechanics/systems are exclusive to this mod's items
  • Multiplayer: I haven't personally tested it, but the mod was coded with multiplayer in mind. I don't anticipate any major issues, but use with caution nonetheless!

Open Source
  • This mod is open-source under the GNU GPLv3 license. In short, you're allowed to view and utilize code from the source if you'd like, but if you want to publish any work you did with it, that project will have to use the same license (GNU GPLv3). The mod's LICENSE file contains the full details of terms and conditions, etc.
  • You can access the source-code using tML's extract function (Found in-game on the mod's More Info page in your Mods List).

Localization
This mod inherently supports the English language, though I am unable to provide any other languages since that's the only one I'm fluent in. However, localization contributions on GitHub are welcomed and appreciated. Below is a list of supported languages so far:
  • English (Base)
If you desire to contribute localization, please make a PR in the GitHub repository for my mods' .tmod files[github.com].

Feedback
This mod and its weapons are something of an experimental venture, so the balancing may be a bit janky
Feedback on balancing and design would be appreciated!

If you have questions, please first read the workshop page's full description and pinned discussions!
Originally posted by tModLoader HeroWeapons:
Developed By BlockCrusader
Popular Discussions View All (1)
30
25 Jul @ 6:18am
PINNED: Meet the Hero Weapons
BlockCrusader
50 Comments
BlockCrusader  [author] 5 Aug @ 5:14am 
@Lux Hikari, somebody got the reference! :steamhappy:
Lux Hikari 4 Aug @ 10:47pm 
Striker Beads with Turtle's L'il Dog Race, now it's just Okami :p
BlockCrusader  [author] 28 Jul @ 5:26pm 
@Mira, by default the Staff of Sacrifice's Medallion also drops 4 Mana Crystals alongside the weapon to help with that. It is indeed rather mana-hungry compared to earlygame magic weapons, but as you progress its mana efficiency becomes increasingly competitive with later magic weapons, which tend to have higher MPS (mana per second).
That all said, in general Staff of Sacrifice is one of the hardest Hero Weapons to use in the earlygame since you need mana and life to spend on its attacks. It gets better once you've got max mana and life.
Mira 28 Jul @ 12:03pm 
since the ranged weapons consume no ammo by default it's kind of weird that it's Just the staff of sacrifice that consumes mana.12 mana this early in the game is a little high? feels a little unfair
Nyangatito 26 Jul @ 5:57pm 
@BlockCrusader Yes I've got the "Hero weapons!" mod. if you create a character in a singleplayer this works just fine but i think its just the multiplayer problem that didnt work, as of right now i just created new characters and used their medallions to add to the MP world, good luck on fixing this mod, and cant wait for its further development!:lilimok::sleepyjill:
BlockCrusader  [author] 26 Jul @ 5:11pm 
@Nyangatito, yeah you'll need to craft appropriate Runes with the Forge and apply them to the desired weapon(s) using the Forge's UI system in order to get your weapon(s) earning XP and levels.
The workshop description of Block's Leveling Mod (the mod for which this is an add-on) includes a short tutorial for doing this.

...Or are your Hero Weapons in particular unable to level?
If that's the case and you got them from Medallions, then I'm afraid that's a multiplayer issue in which the Hero Weapons are failing to sync their modded data across clients when spawned in. I've already made a patch for this issue, but it's possible it didn't work.

But, if you got the Hero Weapons from a source other than their respective Medallions (ex: Cheat Sheet), then that would be the issue. The proper data won't be attached to the Hero Weapons unless you get them from their respective Medallion item/grab bag.
Nyangatito 26 Jul @ 4:52pm 
Heya new here, started a playthrough w friends and weapons cant level, although we did create the rune forge and placed it down. do we need to apply a rune before we can level the weapons?
BlockCrusader  [author] 26 Jul @ 12:55pm 
@yeehaw, that's moreso an issue with Block's Leveling Mod than this add-on.
At any rate, vanilla target dummies shouldn't give XP, but yes modded 'super dummies' will.

Using the 'Per-NPC XP Multiplier' config option in Block's Leveling Mod, you can select any problematic enemies like super dummies and set their XP Multiplier to 0 as a fix.
yeehaw 26 Jul @ 12:29pm 
so me and a friend found out that with dummies (or modded super dummies from fargos) you can stack the dummies on top of each other, and then hit all of them simultaneously with most weapons, you can power level way too hard and have something like the jade edge do like 7000 dps before leaving pre hardmode, which is a little busted so maybe nerf it a bit? or nerf the levelling? or if you cannot do anything about it because of shenanigans with the special dummies that makes sense though maybe you could still nerf the xp gain if hitting multiple targets?
qwerm 12 Jul @ 12:53pm 
Oh, wonderful, I guess I can work with it as long as the damage bonus is still working then. One idea that could work, is that you could change the perk so that once you take it, all slimes start to drop a new type of gel that IS ammo that could take pink gels place in that utility. Unless modding pink gel to count as ammo( and therefore consumable) is easier- I honestly don't know how hard that is to change.