tModLoader

tModLoader

Heroic Weapons
50 Comments
BlockCrusader  [author] 5 Aug @ 5:14am 
@Lux Hikari, somebody got the reference! :steamhappy:
Lux Hikari 4 Aug @ 10:47pm 
Striker Beads with Turtle's L'il Dog Race, now it's just Okami :p
BlockCrusader  [author] 28 Jul @ 5:26pm 
@Mira, by default the Staff of Sacrifice's Medallion also drops 4 Mana Crystals alongside the weapon to help with that. It is indeed rather mana-hungry compared to earlygame magic weapons, but as you progress its mana efficiency becomes increasingly competitive with later magic weapons, which tend to have higher MPS (mana per second).
That all said, in general Staff of Sacrifice is one of the hardest Hero Weapons to use in the earlygame since you need mana and life to spend on its attacks. It gets better once you've got max mana and life.
Mira 28 Jul @ 12:03pm 
since the ranged weapons consume no ammo by default it's kind of weird that it's Just the staff of sacrifice that consumes mana.12 mana this early in the game is a little high? feels a little unfair
Nyangatito 26 Jul @ 5:57pm 
@BlockCrusader Yes I've got the "Hero weapons!" mod. if you create a character in a singleplayer this works just fine but i think its just the multiplayer problem that didnt work, as of right now i just created new characters and used their medallions to add to the MP world, good luck on fixing this mod, and cant wait for its further development!:lilimok::sleepyjill:
BlockCrusader  [author] 26 Jul @ 5:11pm 
@Nyangatito, yeah you'll need to craft appropriate Runes with the Forge and apply them to the desired weapon(s) using the Forge's UI system in order to get your weapon(s) earning XP and levels.
The workshop description of Block's Leveling Mod (the mod for which this is an add-on) includes a short tutorial for doing this.

...Or are your Hero Weapons in particular unable to level?
If that's the case and you got them from Medallions, then I'm afraid that's a multiplayer issue in which the Hero Weapons are failing to sync their modded data across clients when spawned in. I've already made a patch for this issue, but it's possible it didn't work.

But, if you got the Hero Weapons from a source other than their respective Medallions (ex: Cheat Sheet), then that would be the issue. The proper data won't be attached to the Hero Weapons unless you get them from their respective Medallion item/grab bag.
Nyangatito 26 Jul @ 4:52pm 
Heya new here, started a playthrough w friends and weapons cant level, although we did create the rune forge and placed it down. do we need to apply a rune before we can level the weapons?
BlockCrusader  [author] 26 Jul @ 12:55pm 
@yeehaw, that's moreso an issue with Block's Leveling Mod than this add-on.
At any rate, vanilla target dummies shouldn't give XP, but yes modded 'super dummies' will.

Using the 'Per-NPC XP Multiplier' config option in Block's Leveling Mod, you can select any problematic enemies like super dummies and set their XP Multiplier to 0 as a fix.
yeehaw 26 Jul @ 12:29pm 
so me and a friend found out that with dummies (or modded super dummies from fargos) you can stack the dummies on top of each other, and then hit all of them simultaneously with most weapons, you can power level way too hard and have something like the jade edge do like 7000 dps before leaving pre hardmode, which is a little busted so maybe nerf it a bit? or nerf the levelling? or if you cannot do anything about it because of shenanigans with the special dummies that makes sense though maybe you could still nerf the xp gain if hitting multiple targets?
qwerm 12 Jul @ 12:53pm 
Oh, wonderful, I guess I can work with it as long as the damage bonus is still working then. One idea that could work, is that you could change the perk so that once you take it, all slimes start to drop a new type of gel that IS ammo that could take pink gels place in that utility. Unless modding pink gel to count as ammo( and therefore consumable) is easier- I honestly don't know how hard that is to change.
BlockCrusader  [author] 12 Jul @ 5:15am 
Also looks like this issue occurs with Hardlock's unique ammo (the type provided at the start of the game if the config is set such that Hardlock can't fire without ammo), so it probably does have to do with the items not actually being tagged as ammo.
BlockCrusader  [author] 12 Jul @ 5:11am 
@qwerm, just tested and I can confirm the pink gel isn't being consumed. However, you DO still get the +25% damage from the pink gel, which is the important part so that's good.
I'm not sure why the pink gel wouldn't be consumed, though. Maybe because it doesn't technically count as ammo? When I have the time I'll look into it.
qwerm 11 Jul @ 5:49pm 
Hello! neat mod; One issue I've encountered so far though, is the stickblaster perk that say it allows you to use pink gel as ammo for +25% damage doesn't appear to be consuming the gel as ammo. To be fair, I also could not put the pink gel into the ammo slots but the weapon did not appear to be consuming pink gel when it was the only gel type in my inventory as well. Any thoughts?
BlockCrusader  [author] 28 Jun @ 2:40pm 
@Kobe, thanks for letting me know. Looks like I forgot to send a NetMessage to properly sync the modded data between clients in multiplayer. I'll release a patch for that in a moment, hopefully that'll fix the problem.
Kobe 28 Jun @ 1:53am 
Hi. I found a bug: When you open the medallion in MP, it doesn't gain the ability to level up, and to fix it, you'll need an Experience Rune from Lumenite
Xenor 25 Jun @ 8:35am 
@BlockCrusader no worries, appreciate your hard work!
BlockCrusader  [author] 25 Jun @ 8:29am 
@Xenor, oops! That's a debug feature I use while developing. I just released a new patch that turns it off.
Xenor 25 Jun @ 8:22am 
The newest update seems to make the "manage hero weapons" UI always appear while your inventory is open, with seemingly no way of closing it as far as I can tell.
Lux Hikari 22 Jun @ 7:57pm 
hardlock is my new favorite weapon i love it so much
Lux Hikari 20 Jun @ 2:24pm 
YYYEEEEEEEEEEAAAAAAAAHHHHHHHH
BlockCrusader  [author] 20 Jun @ 1:23pm 
Notice: A new Hero Weapon has been introduced; Hardlock !
This is a ranged weapon that's all about 'fire and forget'
Lock onto enemies, then fire missiles that persistently chase your target!
BlockCrusader  [author] 20 Jun @ 10:59am 
@TerrioIcefire, there are plans for more Hero Weapons; these are listed in the 'Meet the Hero Weapons' pinned discussion .
I probably won't do any cross-mod weapons, for reasons discussed at the bottom of the aforementioned thread.
Artificer in particular might kinda get a Hero Weapon, as I am considering doing a class-less weapon. Since Artificer doesn't actually have a damage class associated with it, it could be interpreted as the 'match' for a class-less weapon.
TerrioIcefire 20 Jun @ 10:06am 
Hello im playing the mod and was asking if you will add an artificer class Hero Weapon or even Other Hero Wepons
Away 19 Jun @ 9:25am 
Mm ok thank you very much
BlockCrusader  [author] 19 Jun @ 8:30am 
@Away, I mean I tried to keep this mod balanced and make it play well with vanilla content, so this isn't exactly the place to find an OP 'god' weapon.
Among vanilla weapons, Zenith pretty much fills that role (Because screw balancing in the endgame I guess?). Within tML, there are plenty of mods you can find that add weapons which insta-kill enemies, like that one that makes the Dirt Block a weapon that deals the integer limit in damage (Over 2 billion).

Even so, I wouldn't be able to tell you what is 'objectively' the 'strongest' weapon in this mod. They all belong to different classes, have different playstyles, mechanics, and Skill Perks, so it's not simple to just compare them to each other.
The point of these weapons is that you bring out their potential with the leveling mechanic and buildplay. Ideally, which one is the 'best' should be up to each player's preferences. One person could be really good at using the Jade Edge, while another is great at Striker Beads, etc.
Away 19 Jun @ 8:02am 
What is the most powerful weapon and how much does it do, I have been looking for a god weapon for years and i think i may have found it, so just correct me if im wrong about this mod
TheGreenDigi 19 Jun @ 4:49am 
Was a lil disappointed at first seeing the summon weapon being a whip, I'm definitely more of a person who prefers my summon weapons to be actual summons. But I completely understand why, especially since it's supposed to a weapon that scales through the whole game. After seeing the concepts for the future summons, I'm real excited. That pikmin-esk one sounds particularly adorable and fun. Always love your mods, and really appreciate how you do your best to give summoner an even share of fun content, when I know it's normally the hardest one to make new weapons for, so it usually gets the least stuff from mods.
ghostcatsavage 18 Jun @ 11:57am 
Oh never mind I figured it out it was just the wrong orb and thats why it gave me an error message
ghostcatsavage 18 Jun @ 11:54am 
@blockcrusader I got it from the medallion but I don't know how to consult the apply button I checked the mod config menu and didnt see anything about it there
BlockCrusader  [author] 18 Jun @ 11:48am 
@red laser, that doesn't mean you can't finish your mod, it doesn't bother me.

Ideas get 'reused' and 'copied' all the time; heck, the mod this is an add-on for is one of dozens of weapon leveling/upgrading mods. Skill trees have been done before in upgrade mods, too.

Most of the time 'original' content is just the product of taking pre-existing ideas & concepts one has seen before and combining them in a new way.
Take Jade Edge, for instance;
It's literally just me combining Terrasama's attack with Darklight Edge's secondary. Both of those weapons are from another one of my mods, Arsenal, and are also references to other media (To MGRR's Muramasa and Star Wars' Darksaber, respectively).
BlockCrusader  [author] 18 Jun @ 11:37am 
@ghostcatsavage, well did you consult the Apply Button's tooltip? What's it say?

If you're having problems specifically with a Hero Weapon, make sure you got it from that weapon's respective medallion (i.e. by following the tutorial in the description above), not from a mod like Cheat Sheet; the leveling system breaks if you spawn in the item manually.
red laser 18 Jun @ 11:35am 
oh you gotta be kidding me i was working on a really similar mod idea AAAAHHH NOW IM A COPYCAT
ghostcatsavage 18 Jun @ 11:23am 
Hey so every time I try to put an orb with my weapon it says "Invalid operation. Consult Apply Buttons Tooltip for feedback." and I dont know what to do but I wanna upgrade my sword and idk how
BlockCrusader  [author] 18 Jun @ 10:19am 
@Marduk Ashur Nasir, if you have any constructive criticism, that'd be a lot more useful
Klarence 18 Jun @ 9:47am 
trash
BlockCrusader  [author] 17 Jun @ 2:31pm 
Notice: A new Hero Weapon has been introduced; Polynail!
This is a special Throwing Class Hero Weapon for mods that re-add the Thrower Class.
Throw and recall a set of large nails that can impale enemies and terrain!
BlockCrusader  [author] 17 Jun @ 8:35am 
In that case, yes, your Block's Leveling Mod is definitely outdated; you need v1.6.1. Sometimes Steam Workshop forgets to automatically update your subscriptions.
To get it to update, try unsubscribing from Block's Leveling Mod and then resubscribing. You may also need to delete it from your mods list in-game before re-subbing.
Cotyora 17 Jun @ 8:22am 
Sorry I meant 1.6.0.2
BlockCrusader  [author] 17 Jun @ 8:07am 
@Cotyora, I would assume that's an issue with the version of Block's Leveling Mod; its most recent version is v1.6.1. I have no idea why it's mentioning a v1.6.2, that doesn't exist for either mod. I'd double check that you're using the latest versions of both this and Block's Leveling Mod.
Cotyora 17 Jun @ 7:58am 
Game says the version is on 1.6.1 while the game is 1.6.2
BlockCrusader  [author] 16 Jun @ 5:57am 
@TheFastRunnersGaming, that could be cool, though I've kinda already explored this idea in Arsenal; the Starfall Obliterator pretty much has this exact function (Though it automatically selects compatible ammo instead of cycling on-input).
TheFastRunnersGaming 15 Jun @ 11:46pm 
i feel like a ranged weapon that can cycle between different ammo types with right click could be cool, maybe having a special ability for each ammo type when using the "default" ammo of that type (such as musket balls/tungsten bullets, wooden arrows etc) that can additionally be improved in the skill tree
pgsmith532 15 Jun @ 3:59pm 
Whoa, a BLOCKS MOD!!!!! :) :terraria:
BlockCrusader  [author] 15 Jun @ 10:44am 
@kevin_0210, like, a classless weapon? I can consider it, it could be interesting.
Maybe its gimmick could be that it can swap between ALL classes (including one class-less form) via. right-click, and its attack is modified based on the currently selected class.
kevin_0210 15 Jun @ 10:10am 
i think because of certain mods a universal type item would help the progression of said other mods would be usefull especialy with bosses with heath pools above the base moonlord's
Immortal Zeki 13 Jun @ 5:55pm 
If you were to make a healer weapon that is like that staff, I would probably make it another weapon as if you play multiplayer, one may want to have the mage version and another want the healer one.
Tinella Nosa 13 Jun @ 4:25pm 
I see, take your time and focus on whatever you feel is best :steamthumbsup:
BlockCrusader  [author] 13 Jun @ 4:21pm 
I'm also considering a config option to optionally convert the Staff of Sacrifice into a Healer weapon that focuses more on giving spent/stolen life to allies, but that could be potentially complicated.
BlockCrusader  [author] 13 Jun @ 4:19pm 
@rionwillians15, there are plans for a Thrower weapon (That's the next on the list). I'm considering maybe Thorium's Bard and Healer, but if I come up with anything it'll probably be low priority.
Tinella Nosa 13 Jun @ 2:27pm 
Any thoughts on making hero weapons for modded classes? Like Rogue/Thrower, Bard, Healer and such?

At least as an add-on.