tModLoader

tModLoader

Vanilla Bosses Remade
Showing 1-10 of 15 entries
< 1  2 >
Update: 15 Jun @ 5:55pm

v0.7.0.2 published to Stable tML v2025.4.

Changes
  • Twins
  • -Spaz dashes 1 less on master during evil proj sweep, +1 dash instead of +2 for crimson variant (all modes)
  • --This attack was too long on master and even longer on crimson worlds
  • -Ret dashes 1 less on master during laser sweep
  • -Slightly reduced damage of Ret's mines on all modes (this also applies to Prime's)
  • -Removed difficulty scaling for arena formation attack, expert values is the new baseline
  • --The only difference was how fast Spaz's projectiles would move, so the attack is essentially unchanged
  • -Reduced damage of arena formation attack on all modes to be more consistent with other attacks
  • -Tweaked switcher eye detection in P2 to be a little more generous (radius is the same)

Bugfixes
  • Plantera
  • -Fixed Plantera's arena being able to inactuate lihzahrd bricks and modded blocks stronger than them
  • -Fixed Plantera's arena not syncing tiles in MP in certain situations

Update: 6 Jun @ 3:36pm

v0.7.0.1 published to Stable tML v2025.4.

Additions
  • Added config tooltip to mech bosses regarding zenith seed

Changes
  • BOC
  • -Moving surface arena vertically now also checks if player is inside arena before moving
  • EOW
  • -EOW's coil attack can now move up or down if targeted player is on the vertical edges of the ring (same as BOC)
  • -Fiery spit replaced with sludge spit
  • --This works the same as the previous spit except it inflicts slowness w/ increased dmg instead of inflicting on fire.
  • --Fiery spit was meant to be a weaker form of cursed fire, but looking back it feels out of place, leading to this.
  • Destroyer
  • -Broken probes' hit markers now only show up for the player controlling it
  • -Green phase
  • --Gaps between lasers in 1st attack now slightly wider, but it now occurs quicker
  • --Reworked 2nd laser attack - now is a bigger variant of the 1st attack
  • ---Attack was kind of awkward, overly long, and didn't mix well with probes
  • --Probes now spawn after an attack finishes rather than at random
  • --Slightly reduced damage of green probe lasers (not Destroyer's) on all difficulties
  • --Changed probe difficulty changes - now shoots lasers on all modes, can curve towards target on master
  • -Orange phase
  • --Slightly tweaked crosshair/Destroyer movement
  • --Significantly reduced explosion travel distance of X-bombs
  • --Slightly reduced damage of explosions on all difficulties
  • --Broken probes deal significantly reduced damage to X-bombs so that they're less likely to explode instantly
  • --Slowed down bomb probes' flashing
  • --Bomb probes' radius now turns red when about to explode
  • --Slightly reduced bomb probes' explosion radius on master
  • -Changed crosshair path nodes to be actual projectiles
  • --This should make the path sync better in MP and make the fight more stable in MP overall
  • -Other minor Destroyer changes

Bugfixes
  • EOW
  • -Fixed not despawning properly after all players have died
  • WOF
  • -Fixed mega souls' orbitals sometimes not linking properly in MP
  • Queen Slime
  • -Fixed not despawning properly after all players have died
  • Destroyer
  • -Fixed crosshair not linking with boss properly in MP in certain conditions
  • --This seems to be the sole reason why this boss breaks in MP
  • Twins
  • -Eye switcher can no longer despawn during the fight

Update: 18 May @ 4:54pm

v0.7.0.0 published to Stable tML v2025.3.

Skeletron Prime & Plantera Update
Additions
  • Skeletron Prime rework
  • Plantera rework

Changes
  • Skeletron
  • -All forms of the mega bolts are now breakable
  • -Water hand's offset now moved to be slightly above target player
  • -Fire hand's ring during head spin is slightly bigger on all difficulties
  • Queen Slime
  • -P1 slide slightly faster to execute and finish
  • -P1 teleport can now teleport onto platforms
  • -P1 spike ground pound is slightly faster to repeat
  • -Crystal spears' telegraphs fade out quicker
  • -Changed ground smash visual to be more obvious & better indicate when it does damage
  • -Tweaked timing of P2 flying slime sweep
  • -Couple of other minor tweaks
  • Mech bosses
  • -Slightly reduced amount of smoke created by explosions
  • Destroyer
  • -Reduced base max HP from 80000 to 70000
  • Twins
  • -Reduced Spaz's base max HP from 23000 to 20000 (this is now the same as Ret's)

Bugfixes
  • WOF
  • -Removed mech souls from death animation due to their AI being different
  • Twins
  • -Fixed map icons not matching current phase
  • -Fixed Spaz not using the correct evil projectile during quick chain dashes in P2 when alone

My god, how long has it been?
Sorry for the update drought. University essentially stopped all work on this mod for an entire year, but now that I'm finished with it hopefully development will pick back up. Maybe.
I decided to include two reworks in this update, but chances are I go back to pushing one per update to release them more often.
This update mostly focuses on new reworks more than updating old ones. A smaller balance update may come some time later.

Update: 17 Jul, 2024 @ 2:26pm

v0.6.0.0 published to Stable tML v2024.5.

Twins Update
Additions
  • Twins rework
  • -New switching device that changes which eye is active when broken
  • --Malfunctions in P2 and instead stuns nearby eyes when broken
  • -Spazmatism has attacks that differ based on world evil
  • -New attacks, visuals, yadda yadda
  • EOC
  • -Added new attack that alternates with minion dash in P2
  • -Added new servant type - shoots a laser at target which also kills it
  • -Vomit attack can now turn in master mode or when under 30% HP in expert
  • WOF
  • -Added lower arena limit that inflicts tongue

Changes
  • EOC
  • -Now with smoother eye rotation
  • -Servant eyes visual tweaks
  • -Dash twinkles travel farther before disappearing
  • -No longer deals contact dmg during phase transition
  • -Reworked movement code, there may be slight differences
  • -Reworked phase 1
  • --Biggest problem with designing early game bosses like EOC and KS are that you have to design the fights around extremely sluggish movement (no dash, weak vertical movement, slow acceleration). This is even harder if you try to compensate for melee's pitiful lack of range early on. It's why EOC has points where it doesn't attack.
    That being said, EOC is literally the first boss I've ever made/reworked, so I redone arguably its weakest part.
  • -P1 Servants can no longer merge into one eye
  • -Slightly reduced dmg of dashing servants
  • -Dashes
  • --Delay between dashes is slightly smaller in normal & master mode
  • --Reduced dash speed ramp up in expert P2
  • --Reduced dash speed in master P2
  • -Vomit
  • --Attacks slightly quicker
  • -Minion dash
  • --Removed line telegraph to make it consistent with Twins' (eventual) implementation
  • --spawns 4 servants on expert+ instead of 3
  • --Idle after minion dash in P2 is 2 seconds shorter
  • --EOC also chases player for partial contact dmg during idle
  • Skeletron
  • -Reduced head contact dmg back to vanilla values (He was doing 150+ dmg in master my god)
  • -Reduced hand base contact dmg from 30 to 22
  • -Hands in master mode now "enrage" at 75% hp instead of 80% (similar to other bosses)
  • -Other minor changes
  • -Skull + Smash
  • --Decreased base dmg of arena skulls from 28 to 24
  • --Arena slightly bigger
  • -Ring + Bone
  • --Arena applies blackout & cursed again, cursed changes to withered weapon after Skeletron is beaten once
  • ---This makes him more managable in swarms
  • --Bouncing bones are now bigger but slightly slower
  • --Bones when flung are now faster
  • --Visual tweaks
  • -Water + Fire
  • --Increased dmg of mega bolts in expert+ to be more inline with other projectiles
  • WOF
  • -Eye and mouth base dmg increased from 30 to 40
  • -Hungry base dmg decreased from 40 to 35, initial launch speed is slower, tweaked reel back movement
  • -Removed scaling laser dmg and made them do their max dmg from the get go
  • --This is consistent with other projectiles
  • -Hungries' telegraph in P2 is larger
  • -Gaps between falling ashes are slightly bigger, longer telegraph line
  • -Cursed fireballs inflict cursed inferno for 1 second longer
  • -Crystals base dmg decreased from 17 to 15
  • -Soul base dmg increased from 16 to 17
  • -Each eye is now assigned a soul at the start of the attack and don't change it
  • -Souls have more distinct differences and have different timings
  • --Sight homes into players
  • --Might expands outwards even more
  • Destroyer
  • -Reduced dmg overall
  • -Explosions produce less dust overall

Bugfixes
  • EOC
  • -EOC is now regular size, apparently EOC was 1.1x bigger than he normally was and I never noticed this.
  • EOW
  • -Explosive spit (NPC version) now has proper explosion sprite
  • Skeletron
  • -Fixed some hands being translucent when they shouldn't
  • WOF
  • -Cursed fire now properly starts invisible again
  • Destroyer
  • -Attempted to sync boss better in multiplayer

Also, for like the 5 people who's still around, I do read the comments (and thank you for the good feedback). I don't reply anymore since I don't check them all too often, so I end up seeing new comments some months later.
I tend to focus on the new rework first and only start tweaking older ones once its done.
Preview images[ko-fi.com]
Life will pick up again in a couple of months, so don't expect too much activity here.

Update: 2 Mar, 2024 @ 12:15pm

v0.5.0.2 published to Stable tML v2024.1.
Changes

  • EOW
  • -(buff) When a player is outside the arena, Eaters of Souls now spawn every 2 seconds instead of 3
  • -Hint arrow now only draws while segments are transluecent
  • -Changed surface arena border visual to look more fitting
  • BOC
  • -Changed surface arena border visual to look more fitting

Update: 18 Feb, 2024 @ 3:32pm

v0.5.0.1 published to Stable tML v2023.12.
Additions

  • Added screenshake to several bosses, can be disabled in config
  • Added hint arrow option in config
  • Added in-game warning for using conflicting mods (Only appears for Calamity and Fargo Soul Mod as they're the most popular ones)
  • EOW
  • -Alive segments in phase 1 are shown with hint arrows to indicate that they need to be killed to proceed to phase 2

Changes
  • EOC
  • -(buff) Dash after lasers occurs quicker, increased amount & rate of lasers in master
  • -(buff) P2 teeth vomit projectiles slightly quicker, increased rate in master
  • P2 servant attack & dash
  • -(buff) Attack is shorter by 2 seconds and will cut itself short if all servants are killed in less than 6 seconds
  • -(buff) Dash aligns faster and is 1 second shorter
  • -(buff) Attack ends with 4 instead of 3 dashes in master
  • EOW
  • -(buff) Made P2 dash occur quicker by 1 second after telegraph
  • -(nerf) Master mode's alive segment requirement before transitioning to phase 2 is now only 5 (0 -> 5)
  • WOF
  • -(buff) Increased damage required to stun any segment (700 -> 1000)
  • -(buff) Decreased time segments are stunned by 2 seconds
  • Destroyer
  • -(nerf) Old X bombs disappear when new bombs are made
  • -(nerf) Explosion radius of X bombs slightly smaller
  • More internal changes

Bugfixes
  • KS
  • -Added line of code that ensures that the boss is always vulnerable (I don't know if this will fix the invinciblility problem)

Update: 4 Feb, 2024 @ 2:45pm

v0.5.0.0 published to Stable tML v2023.12.

Destroyer Update
Additions
  • Added Destroyer rework
  • -TLDR: 4 phases, segments have individual health, probes can be deflected back at boss, new movement
  • Added death animations to most reworked bosses, can be enabled/disabled in config

Changes
  • Custom NPCs and projectiles now ignore shimmering
  • KS
  • -Added afterimages to shurikens
  • -Added afterimages to phase 2 jumps to hint at their difference
  • EOC
  • -Improved look of star telegraphs
  • -Added blood dust to teeth for flair
  • -Phase 2 servants' dash telegraph is now redder and has dust while dashing
  • EOW
  • -Changed look of explosive spit explosions to match look used in new Destroyer fight
  • QS
  • -Changed minion slimes' healing line, added dust approaching QS to visualize timer
  • Minor internal changes

Bugfixes
  • Any custom NPCs now have proper buff immunities
  • WOF
  • -Now accounts for broadsword damage for getting stunned
  • -Stunning should now work in multiplayer

Sorry for the longer wait than usual, life got pretty busy in 2023, so mod development took a massive toll.
Preview gifs found here: https://ko-fi.com/i/IT6T0U47N3

Update: 15 Jul, 2023 @ 12:50pm

Version 0.4.0.1 has been published to Stable (1.4.3)
See changelog below

Update: 15 Jul, 2023 @ 12:18pm

Version 0.4.0.1 has been published to Preview (1.4.4)
Additions

  • BOC
  • -Watchers in phase 2 spiral attack now fade out

Changes
  • KS
  • -(nerf) Spike arena size in phase 2 increased slightly
  • -(nerf) Fart clouds in spike attack now appear for every other spike wave instead of every wave
  • BOC
  • -Removed debuffs on hit from both creepers and brain, creeper base dmg increased by 3 (30 -> 33) to compensate, also replacing previous update's implementation
  • -Reworked teleport code for phase 2 to cover more possible positions
  • -Replaced phase 2 daze attack with a new attack where BOC spawns illusions that deal no damage and die in 1 hit, designed to be disorienting
  • -(nerf) Decreased speed increase when brain is below 50% HP
  • -(nerf) Teleports in phase 2 are slightly farther away
  • -(nerf) Decreased difficulty damage scaling for watchers (it's like 4-6 points less)
  • -(nerf) Watchers can now be destroyed in phase 2 spiral attack
  • QB
  • -(1.4.4 only) Changed dash sfx to use 1.4.4's new sounds
  • -(buff) Hive base damage increased (13 -> 18, Note it only deals damage when being shot out)
  • WOF
  • -(1.4.4 only) Removed explosive bunny immunity in prehardmode due to 1.4.4 nerf, tweaked explosive dmg reduction slightly due to tmod changes

Bugfixes
  • QB
  • -Fixed QB clinging onto player relentlessly after spawning hive walls the first time if direction is internally set to 0 (wtf)
  • -Fixed Enrage mark alignment during dash attack
  • -Fixed pullback dash not occurring the second time in master if they don't occur back to back

Been working on Destroyer before I started this update. I might post some teasers at some point, just not sure when.
Moving forward, most future updates will be for 1.4.4.

Update: 6 Jun, 2023 @ 12:48pm

v0.4.0.0 published to Stable (1.4.3)

Queen Slime Update
Additions
  • Queen Slime
  • 14 attacks total (7 minor, 7 major)
  • Phase 1 has 4 minor & 3 major, phase 2 has 3 minor & 4 major
  • QS cycles through all minor attacks before performing a major attack
  • Minions no longer spawn by damaging QS, they instead spawn after certain attacks end
  • Minions despawn after 12 seconds, but also heal QS for a certain amount depending on difficulty
  • Minions can only heal QS up to an interval of 25% HP (i.e. if QS is at 45% HP, minions can only heal her up to 50% HP)
  • QS scales up in size every 20% HP, amount based on difficulty

Changes
This update also brings a ton of nerfs to previous bosses intended to iron out rough aspects and/or make them more accessible overall.
  • Any instances of NPCs pushing players on contact now cap push speed
  • Npcs that function as projectiles (Watchers, fragile hive, etc.) no longer scale stats in hardmode
  • Fragile hives and mod's vile spit clone no longer pick up coins
  • EOC
  • -Vomit telegraph improved, now shows maximum possible spread
  • -Teeth afterimages are more red
  • BOC
  • -Added telegraph line to whip attack
  • -(nerf) Creepers and BOC no longer apply cursed, confused, and silenced (Note: Current method might have some small side effects in some very specific cases)
  • -(nerf) Watchers spawned in whip attack last 1 second shorter (6 sec -> 5 sec)
  • -(nerf) Watchers in whip decrease in amount as whips increase
  • -(nerf) Whip out slightly slowed down and capped to have a max distance
  • -(nerf) Creeper spin attack is slightly slower and covers less distance
  • -(nerf) Clock attack rotates slower
  • -Watcher sweeps now only upgrade twice to 3 or 5 watchers at set intervals instead of by chance (Classic & master only)
  • -(nerf) Slightly lowered frequency of watcher sweeps spawning as fight progresses
  • EOW
  • -Friendly/reflected explosive spit and its explosion are now translucent to indicate that they do not deal damage to players
  • -(nerf? kinda?) Reduced spit to 1 hp, also reduced difficulty damage scaling as a result
  • QB
  • -Bees have longer telegraph lines
  • -Hive arena walls now have visual indicators whenever they attack a player outside
  • -(nerf) Removed tiered enrage system - being outside jungle or on surface will trigger same enrage rather than stack (this was just an obscure grandfathered mechanic)
  • -(nerf) Honey despawn time decreased by 1 second (9 sec -> 8 sec)
  • -(nerf) Hive from stationary fire only appears when below 15% HP, reduced scaling of fire rate for stingers
  • -Reworked flying & shooting attack to have consistent alternating fire instead of shots running on independent timers
  • -Telegraph for reelback/fake dash now appears on the dash prior rather than just before it happens, this also means that it no longer occurs on first dash
  • -(nerf) Above is also now capped at 2 in master instead of having no cap
  • -(nerf) Removed 4 bees from bee swarm attack in expert and master to reduce chances of unfair patterns
  • Skeletron
  • -Skulls during head spin with no hands active now has a telegraph prior to it
  • -(nerf) Slowed down movement during head spin, mostly while hands are alive
  • -(nerf) Reduced fire rate of homing skulls from head while one hand is alive
  • Skulls + Chop
  • -Homing skull hand now has a telegraph for its arena formation
  • -(nerf) Slightly increased skull arena size in master mode
  • -(nerf) Skull hand's skulls have a longer delay before homing, hand no longer rotates while firing
  • Ring + Bones
  • -(nerf) Increased bone ring size for all difficulty modes
  • -(nerf) Bone hand now tries to be farther away from you to prevent shots too close to players
  • -(nerf) Bones wait slightly longer before accelerating
  • -(nerf) Existing homing bones now try to cause less regular bones to spawn
  • -Bone hand can now be passed through safely
  • Water + Fire
  • -(nerf) Slightly reduced inferno radius
  • -(nerf) Inferno damage slightly decreased
  • -(nerf) Slightly increased ring of fire size in master mode
  • -Reworked water hand during spin to produce waterfalls that fall straight downwards instead of geysers
  • -Tweaked inferno and mega bolt visuals (it's subtle)
  • WOF
  • -(nerf) Reduced base hp from 13000 to 11000
  • -(nerf) Hungry II no longer spawn from hungry I's death
  • -(nerf) Reduced fire rate of ichor flasks, reduced horizontal spread of ichor
  • -Reduced opacity of cursed fire's afterimages
Other minor changes I've probably forgot to document

Bugfixes
  • KS
  • -KS can no longer fall out of the world by jumping out of the world borders
  • EOW
  • -Head now always draw, fixing arena borders sometimes disappearing
  • -Fixed EOW heads suddenly changing their dash direction in phase 2 whenever another segment dies
  • QB
  • -Fixed phase 2 dashes still using reelback dash aligning modifiers after one occurs
  • -Fixed arena hives targetting dead players
  • -Arena hives now target correct player and can target more than one
  • -Fixed her getting stuck between targetting two players while positioning her dash is she is in the middle of both