tModLoader

tModLoader

Turtle's L'il Absol Race
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Update: 16 Apr @ 10:41pm

Version 0.3.8
** New **
None

** Changes **
- Focus Energy base duration reduced from 45s to 30s.

** Fixes **
None

** Code/Internal **
None

Update: 16 Apr @ 8:26pm

Version 0.3.7
** New **
None

** Changes **
- Tweaked the mod description a bit to clarify dependencies.
- Swords Dance damage boost reduced from 40% to 35%.

** Fixes **
None

** Code/Internal **
None

Update: 16 Apr @ 4:12am

Version 0.3.6
** New **
None

** Changes **
- Sucker Punch's description is a bit more 'correct' regarding how it works.
- The particle effects spawned by Swords Dance and Focus Energy were swapped. I feel like yellow just makes more sense for Focus Energy.

** Fixes **
None

** Code/Internal **
None

Update: 14 Apr @ 8:44pm

Version 0.3.5
** New **
None

** Changes **
- Quick Attack's move book now only uses 1 Swiftness Potion instead of 2.

** Fixes **
- Fixed Quick Attack's cooldown tooltip saying its recharge starts when touching the ground, when it actually can only FINISH when touching the ground.

** Code/Internal **
None

Update: 14 Apr @ 5:00pm

Version 0.3.4
** New **
None

** Changes **
None

** Fixes **
- Fixed some odd interactions between Detect, Double Team and Sucker Punch, where one move's immunity time would override another's. This now uses a priority system to determine who gets their effect triggered, in order of Detect > Sucker Punch > Double Team.

** Code/Internal **
None

Update: 14 Apr @ 5:44am

Version 0.3.3
** New **
None

** Changes **
- Absol's default hitbox width reduced from 30px to 28px. This should help with some funny business on ropes where you couldn't fit in a 2 block wide hole on a rope.

** Fixes **
None

** Code/Internal **
None

Update: 13 Apr @ 1:15am

Version 0.3.2
** New **
None

** Changes **
None

** Fixes **
- Absol can no longer use moves while Cursed.

** Code/Internal **
None

Update: 12 Apr @ 6:37pm

Version 0.3.1
** New **
None

** Changes **
- Mod description no longer describes keybinds as 'Vanity Keybinds' because one of them is actually a significant functional key now.

** Fixes **
None

** Code/Internal **
None

Update: 12 Apr @ 4:11am

Version 0.3.0
** New **
- Added an innate Dangersense effect for Absol. You can toggle it on/off with a new keybind. It's enabled by default and will NOT show up as a buff while active. Existing characters may not get it applied by default.

** Changes **
- Updated mod description to reflect the new ability.

** Fixes **
- Fixed the walking toggle sound being positional. It's client-sided, and is now non-positional.

** Code/Internal **
None

Update: 11 Apr @ 8:12pm

Version 0.2.0 sees some sweeping balance changes. Mostly nerfs. Buffs are marked with a +, nerfs with a -, and things I can't really tell if they're buffs or nerfs, ~.
** New **
~ Added a config to modify the Global Move Cooldown, which affects the delay between any move's usages. 15 frames by default.
~ Added config 'Cooldown Multiplier' for Leer to modify how long Leer's internal cooldown is compared to the Global Move Cooldown.
~ Added config 'Pause Ticks' for Double Team to modify how long Absol can't move for when using Double Team.

** Changes **
~ Move config descriptions that mention times in ticks now list how many seconds their default value is an equivalent of.
+ Slash, Night Slash and Knock Off can now be aimed in any direction.
~ Their projectiles don't try to avoid spawning in walls any more, but have a melee collision check to prevent them hitting things through walls.
- Leer now has an internal cooldown that is by default 100% longer than other moves. This cooldown is NOT signified by a debuff, but also does not block the usage of other moves beyond the Global Move Cooldown time.
- Leer projectile lifetime is now 60 ticks instead of 180 (it was travelling WAYYYY too far before, but should still go offscreen at this amount).
- Leer's default damage boost is now 10%, instead of 15%.
- Absol can no longer start a move while already using an item.
- Double Team now shares the requirement to be grounded with Focus Energy and Swords Dance, alongside a small 'casting time'.
- Double Team duration is reduced to 45s instead of 60s.
+ The base damage of Slash and Night Slash has been raised to 24 from 20.
+ The base damage of Future Sight has been raised from 65 to 75.
- Swords Dance default damage boost reduced from 150% to 140%.
- Focus Energy default crit chance reduced from '1 in 2' to '1 in 3'.
+ Focus Energy's buff duration slightly increased from 30s to 45s.

** Fixes **
None

** Code/Internal **
None

Further feedback is welcome! Risk/reward is a careful balance, and I don't feel like I'm there yet, but one day will be!