tModLoader

tModLoader

Halo Shields
31 Comments
Mister_maik0L 16 Feb @ 3:56pm 
Dude, I need de mod 🥶
BlueStaggo  [author] 16 Feb @ 9:40am 
Dude, I've quit Terraria modding since over a year ago
Mister_maik0L 16 Feb @ 7:31am 
Dude, update the mod
BlueStaggo  [author] 25 Jan @ 5:36am 
I don't know :P
I mean, it probably would.
Also, https://tryitands.ee/
Kalevtov 24 Jan @ 6:01pm 
but does it work with Calamity though?
Gratdee 15 Dec, 2023 @ 4:55pm 
This seems cool! Might be pretty hard for a challenge.
BlueStaggo  [author] 1 Aug, 2023 @ 11:04am 
I might do. I happen to be quite forgetful with my Terraria mods.
Jacob Kantor 31 Jul, 2023 @ 8:34am 
Hi can you update this mod for 1.4.4?
o.O 30 Jul, 2023 @ 10:09pm 
1.4.4 its update plz update this mod
BlueStaggo  [author] 16 Jan, 2023 @ 9:36am 
I have no idea what is going on for you. In this mod's code, there is nowhere that changes the time so I do not understand.
ArthurLFJ 15 Jan, 2023 @ 8:13pm 
strange bug:idk what causes this but it skips night? its only with this mod
Eclipse the Dragon 16 Dec, 2022 @ 3:40am 
sound nice, but or you going to make a mod that adds the Halo Shields and leave Max life as it is in the game itself?
bruhgod69 18 Oct, 2022 @ 9:43pm 
oh
BlueStaggo  [author] 18 Oct, 2022 @ 7:35am 
As I said, mod compatibility is not a priority. When I feel like the health system is fully fleshed out, then I will think about mod compatibility.
bruhgod69 18 Oct, 2022 @ 12:34am 
will u make this compatible with other mods
BlueStaggo  [author] 24 Sep, 2022 @ 1:24am 
The fall damage immunity seems to be a misconception. Some research lead me to believe that players should still take fall damage if they have shield. Mod compatibility is not my main concern, but I might think about working on it after 0.3.
godsaler 23 Sep, 2022 @ 8:54am 
More trivia for both the author and people looking to try it out: Mods are wildly incompatible with shields. The infestation debuff from fargos straight up softlocks you, and you are immune to fall damage and to many damage over time debuffs, both vanilla and modded, like poison and calamity's overheating and daytime space burning.

Speaking of calamity, your adrenaline bar does not reset upon taking damage (since you technically took 0 damage) and since all of that mod's bosses are designed around players having limited hp, shields make them trivial, as you can just run away for 3 seconds, and return with full shields, ready to take a beating.

The shields having no defense has not made a large difference yet since they recharge so quickly, but I suspect late hardmode will be a challenge, where some bosses can do upwards of 300 damage in one hit.
BlueStaggo  [author] 23 Sep, 2022 @ 8:09am 
Good idea! Having damage reduction actually reduce the shield sounds like a good alternative to defense. This mod is intended to be a challenge rather than an overhaul, mainly because this mod adds in a mechanic from a completely different game.
godsaler 22 Sep, 2022 @ 9:15am 
The fact is, defense plays a massive role in increasing your lifespan. Even 600hp without any defense is suicidal in expert hardmode, let alone master mode. I've currently only played this mod in master pre-hardmode, but I have ample (and painful) experience with 0 defense playthroughs, so in its current state, this mod is more akin to a challenge than a overhaul/sidegrade to normal hp mechanics.


One reccomendation I have is to make damage resist items like endurance and worm scarf have significantly more effect on shields, I'm thinking 33% for worm scarf and 50% for endurance (they add multiplicatively) so that shields can atleast cut master mode enemies' damage in half and allow you to tank more than 3 hits from a bat. Other than that I think having low defense but fast-regen health makes games much more exciting. Terraria before this mod felt slow, and I could not figure out why, but this mod has answered that.
BlueStaggo  [author] 19 Sep, 2022 @ 5:49am 
@Jacob Kantor The only reason I added configuration options is because one guy on the tModLoader Discord did not like the sound effects. I do not plan on adding any other configuration options.
Jacob Kantor 19 Sep, 2022 @ 4:01am 
@BlueStag do you planning adding more options than turning off sound effects? would be great to customize shield parameters for example speed of recharge.
BlueStaggo  [author] 19 Sep, 2022 @ 3:45am 
Version 0.2.1 is out now, fixing a small bug that events based on maximum health would not occur.
BlueStaggo  [author] 19 Sep, 2022 @ 2:47am 
@zwetyk Oof. I'll get to fixing that right away.
flowery0 19 Sep, 2022 @ 2:11am 
hi, did you fix the fact that you can't get goblin army and nurse with this mod(one needs you to have 200+ hp, the other one needs you to have 120+ hp)
BlueStaggo  [author] 19 Sep, 2022 @ 1:10am 
@The Bendu I was thinking about power ups like the overshield. Once I feel like this mod is right, I'll look into power ups. Armor lock does sound like a good idea.
Bendu 18 Sep, 2022 @ 10:36pm 
add armor lock please
BlueStaggo  [author] 18 Sep, 2022 @ 11:31am 
0.2 is out! This mod should be a little more balance now.
Metal LED 18 Sep, 2022 @ 5:01am 
The next update will allow this mod to increase the amount of shields through other methods.
BlueStaggo  [author] 18 Sep, 2022 @ 2:06am 
#3 on popular for the week lets go
Vorrtexian 17 Sep, 2022 @ 6:31pm 
noice:er_uwu::er_heart:
SpecyJ 12 Sep, 2022 @ 10:30pm 
It's a decent test. Hopefully the shield's defense and durability can be developed and balanced once the mod passes the required tests. I tested it on a Calamity Revengeance mode world and a Skeleton Archer completely destroyed my shield with one arrow (it did not damage my health, fortunately), but it's understandable as this mod is only testing the shield concept for now.

Look forward to see more and watch this mod grow.