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@Keode Absolutely ;)
@322'шу в кашу Thank you😊
@Meladoom2 Oh my gosh, that was amazing! I was genuinely surprised to see Moon Lord on there because the content's only up until Golem (and recently Duke Fishron). It was really great! Thanks for playing! I'll definitely have a look into how Fargo's Mutant Mod has implemented that, thanks for the suggestion! About the weapon flying above your head, that's something I've thought about, and I was thinking that (tweaking the current setup just a little bit) rangemancer weapons could have a different type of playstyle where you should be constantly moving so your weapons shift to the optimal area. (Just a thought, though!) Thanks again for your detailed suggestions and insights!
https://youtu.be/EqQLYq7zmTw
This reminded me that because ALL weapons are flying above your head, it gets really hard to kill enemies in small caves (Example - Black Recluses), so world exploring becomes difficult a little bit
Back in 1.3 boss summons from Fargo's Mutant Mod used their own sprites that were copied from vanilla, but now they use whataver sprite your Resource Pack has.
So, if I have, for example, a custom texture for Clockwork Assault Rifle, then it's summon version should use custom texture too!
Once again - Great mod! Thank you!
Closer to the end some weapons have insane mana requirements (Summoner isn't Mage).
Also, weapons can sometimes crit (I believe summons can't crit)
I had some ideas while playing, but can't remember any of them as of now. Except a few Weapon Suggestions (Phoenix Blaster and Chlorophyte Shotbow especially).
Unique Abilities is a nice gimmick, but it only plays a huge role pre-HM, after that it's just some fun little effects that appear time-to-time
Anyways, great mod, with 0 (maybe 1, about crits, mentioned above) bugs found!
Looking forward to some huge rework update, that either nerfs Undertaker (especially it's unique ability obliterates Eye of Cthulhu) OR buffs (makes more fun) every other pre-HM weapon (preferred), because they're not viable compared to the crimson pistol
@Isaac Key - Ah shoot, that's one I would have to have a think about. I made the mod with the focus of it being played generally and not in a challenge seed, thanks for bringing that up though!
@Rulet - Heck yeah! Working on that atm!
@Cataliser HAHAH! That's actually what I was planning to do but haven't been able to do successfully yet, definitely something coming later though!
@322'шу в кашу Thank you! And yes, I was planning for that, but that's pretty far away at this point :(
If you don't know what I'm talking about, the ice bow was moved from hardmode to pre-hardmode in the getfixedboi seed, and its damage was reduced at the same time
@ScamanderWayne Hey, thank you for your feedback! In my opinion, while the Rangemancer class can be used together with ranged weapons to shoot alongside your weapons, the class is more fitted as a subclass of the summoner class. In other words, it isn't really meant to be a hybrid class. Hope that makes sense! With regards to making crosspath mods, that is something I have thought of, but cannot really guarantee due to the amount of work it will require. It is a possibility, however, slow updates would then be expected, which I'm not sure is optimal. I will be giving it another think after I've finished a part of the vanilla weapons.
So I would like to have like some accessory, that would convert maybe half of ranged bonus into summon bonus, So I have like +30% for ranged so I get +15% for summons.
And I have one question, are you planing, after finishing this mod with all or nearly all vanilla terraria ranged weapons, so after that do you plan making some crosspath mods, like Calamity Rangemancer, what would need installed both Calamity and Rangemancer and it would add Calamity’s ranged weapon into their Rangemancer’s variations?
@wingsofdeathclips Hehehe on the way
@Айри Гуль absolutely, currently busy in the upcoming weeks, though :(
By the way, I am chatting with you using a translator, hahahaha