tModLoader

tModLoader

Final Fantasy - Distant Memories (Alpha)
402 Comments
Thruster 29 Jul @ 6:28pm 
To those regarding the jukebox/headphones; disable soundtracks via mod settings. If in game you will have to relaunch your world for it to take affect.
PLMMJ 15 Jul @ 1:32am 
ARGH thanks to you every time I listen to the Boss 1 theme I think of Ultros

JK can't wait to play the mod after the next major update
Michaelsoftman  [author] 16 Jun @ 4:48pm 
Sure so it's all swung melee weapons, regardless of whether or not they shoot a projectile. However, some swords are actually considered projectiles by the game. For example, the Excalibur uses a big slash projectile when attacking with it, so that's not considered 'hitting with an item' by the game. Something like the Platinum Broadsword or Pickaxe would both trigger the effect. The Enchanted Sword would also trigger the effect if you hit something with the blade itself and not the shot projectile.
Anticial 16 Jun @ 3:27pm 
In the game's current version, what kind of melee damage triggers the effects of the Magic Sword? Is it strictly pure melee weapon attacks (without projectiles) hitting enemies that activate it, or something else?
Michaelsoftman  [author] 13 Jun @ 2:34am 
They do spawn in the desert, but their spawns are limited with only 2 cactuars allowed to even exist at once. It sounds like you may have a mod that ups the spawn rate, or you're using a mod pack that is set to use an older version of this mod before their spawning was limited. The purpose of them though is to give large amounts of EXP and AP for jobs. The metal cactuar gives 50 AP for example, as opposed to 1 per normal enemy.
RealFakeGamerGirl 12 Jun @ 12:41pm 
so are cactuars, jumbo cactuars, their metal variants, and metal gigantuar supposed to continuously spawn in the desert, spawning just as quickly as you can kill them, sometimes with 4 of them attacking you at once? chocobo spawns also seem to be out of whack for me in the desert

Even though they hit way harder than basically anything pre-hardmode including bosses, they're not really a threat until the metal gigantuar shows up, but it's annoying and not really fun once it triggers, which also seems to be random. also they don't seem to drop anything interesting, which makes the whole thing even less fun

anyway, working as designed or is this just a mod conflict?
Michaelsoftman  [author] 28 May @ 8:22am 
Yep, I plan to change it for the next update
PLMMJ 28 May @ 6:20am 
Haven't played in a while but according to my distant memories (heh) and the wiki, you need Sun Banners to craft the Dia tome. This is a bad crafting recipe because there will only be a few per world depending on Floating Island RNG and they are completely un-renewable. The type of item is completely out of left field too compared to the other tome recipes, which are mostly just flowers and blocks from the biome.
Yuro 27 May @ 1:36pm 
I second that, EXP sharing would be great
Michaelsoftman  [author] 19 May @ 9:16am 
Yes that's not currently a thing either, but it is something I can add in a future update
There doesn't seem to be a form of local / party EXP sharing, rather seemingly giving the EXP to the person that landed the killing blow.
Michaelsoftman  [author] 12 May @ 12:32pm 
Hi Moopy, I published a version with just the costumes, check this out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3363584271
Moopy 12 May @ 10:52am 
would love this with just the costumes alone
Michaelsoftman  [author] 5 May @ 3:00am 
Yep that's planned for a future release
Is there planned compatibility with Thorium?
Michaelsoftman  [author] 27 Apr @ 2:44am 
Yes, you can disable the job outfit visual in the Mod's configs in the settings menu in game.
The Local Goblin 26 Apr @ 11:11am 
Hello, just want to say I love the work you put into making this mod. However, is there a way to stop the clothing from the Job Classes from mashing with the outfits already equipped?
Michaelsoftman  [author] 23 Apr @ 2:16am 
No, I'd probably have to redo the entire music system at that point
meatmobile 22 Apr @ 4:55pm 
Is there a way to make it so FF music doesn't completely disable other music? I want to hear the default music sometimes too but I'm not interested in turning off FF music completely, either.
Michaelsoftman  [author] 15 Apr @ 3:33am 
Hello Cookie, while that part is intentional, you can disable the job outfit visual entirely in the ingame settings for the mod. You'll still have the abilities, just no visual for it, so you can use whatever costume you'd like.

The outfit is an overlay that appears on the character so it can blend with all of the existing character outfits, rather than having to do ~31 custom outfits for each lol
Cookie777 14 Apr @ 4:28pm 
Hello, was hoping to ask about the job system and vanities. After choosing a job, you are put into the armor for that job, mine being Gladiator. I don't know if it is a bug or intentional, but vanities and armor do not cover up the job armor appearance. As cool as the job armor is, I want to be able to look like the character who's armor I made, ex: Lightning or Celes from this mod, or look like a lil bean, ex: Belladonna Spirit vanity from Calamity's Vanities. Was this intentional or is this some form of a bug?
PLMMJ 8 Apr @ 1:19am 
You should probably do something to make Carbuncle harder; nohitting him with nothing but a Bat Bat (a broadsword) was a massive joke due to his slow speed and his predictable, slow projectiles, so it doesn't matter if his projectile reflection was bugged or not.
SodaPop2077 7 Apr @ 8:58am 
Thank you, Ill take another look, i thought it was my set up, but i wanted to ask in case there was a conflict of some kind. have a good one!
Michaelsoftman  [author] 7 Apr @ 8:52am 
This mod can only set if you want the FF music to play or not. If you disable it, Calamity music should play when it's supposed to. None of the music configs in the mod touch Cal's music settings.
SodaPop2077 7 Apr @ 8:06am 
I'm playing this with a ton of other mods, so I don't know if this is a me issue or a mod issue, but I'm trying to get the calamity music to play with this and it seems that the mod music options are only to change between FF music or base terraria music. Am i messing something up or is this a bug/feature?
Michaelsoftman  [author] 4 Apr @ 4:19am 
Don't even worry about it, it's no trouble! Glad you could fix the issue, hope you can enjoy the mod again now
Captainrocket77 3 Apr @ 7:38pm 
I owe a hefty apology to you. I realized only after my tirade that other vanilla items were effected. The only explanation I can offer for my nonsensically leaping from registering the problem to 4700 characters worth of drama is that I was tired and had been stressed previously in the day... I disabled all mods, slowly reenabled most of them, and only deleted a few innocuous quality of life mods that shouldn't have done anything like what I was seeing. By the end of the process, all modded and vanilla items were back to the stats they ought to have had.

Firaga's damage is at 82, and my emotional damage from embarrassment and guilt is at 10,000! I will delete my previous 5 comments to avoid confusing others interested in the mod, as well as to remove the stain of my idiocy! Sorry for the trouble! :steamfacepalm:
Michaelsoftman  [author] 3 Apr @ 10:43am 
If you do that and you're still having issues, kindly join the mod discord and I'll help you debug and fix it
Michaelsoftman  [author] 3 Apr @ 10:18am 
Hi Captainrocket77, I'm not sure what other mods you are using, but I did not modify any of the damages you had listed. Firaga is still 75 base damage in the current version of the mod. Fat Chocobo is still 40. Please disable all other mods you are using and see where the conflict is being caused.
jingo4754 1 Apr @ 1:57pm 
hey, just a tip for people having issues with the headphones on the game and using 2 monitors. you can make Tmodloader run as windowed and stretch it out to monitor size. this will let you use the headphones, granted a bit janky, but will not break the actions controls
thelarch 1 Apr @ 12:41pm 
I'm patient
Michaelsoftman  [author] 1 Apr @ 10:57am 
He's not in the mod yet!
thelarch 1 Apr @ 10:26am 
Seymour cosplay?
Michaelsoftman  [author] 1 Apr @ 6:28am 
Oh ok yeah, that's just the base vanilla scaling taking effect. None of those other bosses in the mod have had anything set for them, scale wise. I'll look at applying custom life scaling to each.
PLMMJ 31 Mar @ 1:07pm 
Let's compare Ultros to Eye of Cthulhu, both on expert. Ultros does more damage than the Eye in its first phase, and slightly less in its second. All good. But Ultros has almost twice the amount of health the Eye does!

Then using the 3rd fiend again and comparing to Plantera, a boss that is much farther ahead in normal progression, it has roughly 25% more health and lower damage than her. It is nearly the same as the 1st phase of the Twins, but they are horrendously difficult.

The 4th fiend is the best example. On Expert, it has almost THRICE the health of Prime (25% higher with all limbs included) and deal close damage. Compared to Plantera, it does less damage but have almost THRICE HER HEALTH. Anyone can see this is ridiculous, but it's the lazy way out of making Expert Mode stats.

To sum up this pair of comments, Expert Mode in this mod turns everything into ridiculously tanky damage sponges that may do less damage, but hit much more.

(2/2)
PLMMJ 31 Mar @ 12:58pm 
I know that. That isn't my issue, and wasn't what we were talking about. Having stats scale in difficulty by just multiplying them is lazy and incredibly annoying. However, the scaling still has some issues.

Boss Checklist says that the last two fiends are supposed to be done before the mechs and after some mechs respectively. However, the third fiend will have basically the same amount of health as Plantera. However, since they do less damage, this just makes them a bit spongier than should be expected of that point in progression. The fourth fiend has the same HP and only a bit lower damage than Golem, but Golem is an easy boss anyways so the damage is excusable.

Then Expert Mode rocks up and things get problematic. With doubled boss HP and damage, things get VERY TANKY VERY FAST.

(1/2)
Michaelsoftman  [author] 31 Mar @ 12:24pm 
You are misunderstanding what I meant, the Four Fiends have their own scaling based on how many of them you have beaten. After you've defeated any 2, all their stats are raised to HM levels. They gain stats for each one you beat. That was done so you could pick any 2 to do in pre-hm and get whatever sets of jobs you prefer first instead of always getting the earth and water sets
PLMMJ 31 Mar @ 10:12am 
Bosses and bosses' minions do not just multiply stats, because the devs know that would be way too much health and damage. For example, the Eye of Cthulhu goes from 2800 HP to 3640, an increase of 30%. If the first major boss had 5600 HP and did 46 damage a hit in its second phase, I do not think Expert would be as popular as it is.

Also if your projectile reflecting boss isn't reflecting basic arrows fired from a bow in your own mod that does not (as far as I know) alter projectiles, there's probably a problem.
Michaelsoftman  [author] 31 Mar @ 7:45am 
@PLMMJ the boss scaling is the same as vanilla, but in the case of the Four Fiends, they level up once you defeat each of them once, until they scale to around Mech level. So they go from about 2400 life at the start to 60,000 life once you have beaten them all, before any vanilla scaling takes place.

Carbuncle can't reflect certain projectiles like ones classified as Melee and ones without velocity or damage, it's just weird interactions with how Terraria is, since you have things like sword slashes that are projectiles.
Bullitt 29 Mar @ 2:03am 
He reflects some protojectiles, I actually got one-shotted when I tried hitting him with Fira.(I had the weapon enchantments mod.)
PLMMJ 29 Mar @ 1:48am 
Carbuncle isn't reflecting my projectiles for whatever reason, I suspect that the fight is glitched since it still says "Carbuncle can no longer reflect projectiles!" when he transforms for the second time. I've used arrows and staff projectiles on him, he's not reflecting them.
Bullitt 28 Mar @ 8:26pm 
I only played in expert, so I thought it was intentional.

I just cheesed their ai by making them fall through my platform arena.
PLMMJ 28 Mar @ 8:21pm 
Hey guys, your expert mode scaling is wack. Instead of scaling stats like vanilla, it just multiplies them by 2 or 3 on expert or master respectively. Probably don't play this on master, and maybe not on expert if you're not willing to level grind for hours on end.

The Scarmiglione fight perfectly demonstrates this; normal mode is able to cleave through the Skullnants like butter, but in expert, they will keep knocking you back since you need to do over 100 damage to kill them in one go.
ShyGuy1231 23 Mar @ 4:40am 
Ah alright. The wiki said that picking one song overrode the location and just played the song no matter what so I got confused. This is a really good mod and I can't wait to see more.
Michaelsoftman  [author] 22 Mar @ 4:27pm 
Sure so the jukebox works exactly that way, you can pick 1 song to play, or you can shuffle songs for an area. There's no way to say, set it to play only FF6 songs in every biome or something like that
ShyGuy1231 22 Mar @ 2:39am 
So I got a question. How exactly does the jukebox menu work? I want to set as many songs to final fantasy 6 songs, but the only options I see are to shuffle or have a certain song playing always. How does it work?
AzrealPlays2 9 Mar @ 10:39am 
As someone that has 100% (almost) all 6 FF Pixel Remasters, this is great to see. We'll have to see how it works in game, tho, but from first impressions, it looks VERY cool!

[Now I can finally play as the guy that the original Terrarian models were based off of.] :D
Michaelsoftman  [author] 2 Mar @ 3:22am 
Yes, I have actually made about a dozen more Blue Magic spells, however I need to work on the NPCs / Bosses that you can collect them from.
Seasons 28 Feb @ 4:29pm 
Ah, that's fine! On a related note, do you plan to add more Blue Magic at some point? Blue Magic has always been one of my favorite ideas Final Fantasy had; scratches that collector itch I have.
Michaelsoftman  [author] 28 Feb @ 1:34pm 
Steam did in fact not notify me that you posted a discussion, but thank you and I will read through it!