tModLoader

tModLoader

Weapon Enchantments
Feedback
Wanted to start by saying that I really like the concept for this mod. Been using it for my last 20 hours or so really trying to integrate it into my Master Mode playthrough. I know how hard it is to make stuff like this so I'm going to keep my feedback within the scope of the mod as it exists today.

-Gear Levels
Like I said before, I think the idea is actually really cool. But the results are lack-luster. When you think of a level, you might imagine that you'd become more powerful. But as far as I've tested, that's not the case. (I could be wrong on this of course.) It doesn't seem like your gear does literally anything outside of building "Level Points" to use when allocating perks to the weapon.

I have 2 ideas here that I think could change this problem.
Idea #1 is to just rename *Levels* to *Affinity*/*Mastery*. If you have no intention of actually leveling up the weapon and you are more interested in the aspect of gameplay where you siphon xp and unlock more points to use for enchanting then a simple name change does wonders to fix that.
Idea #2 is to tie actual stat upgrades for that piece of gear. This could be something as simple as *@Level 5 - Defense +5*. Or pointing the weapon archetype, Broadswords for example, and adding benefits based on that archetype. Using the Broadsword Example you could increase swing speed.

-Enchantments
The point I want to make on this section is that enchantments are underwhelming. -2% chances on ANYTHING is generally a bad idea. The scale is just way too small for you to ever feel like engaging with the enchanting table is worth it. The reason I say I spent 20 hours *trying* to integrate this mod into my playthrough is mainly for this reason. It's a lot of trouble keeping tabs on my tier of crafting bench, the amount of points I have on the gear I'm using, all for a perk that doesn't help me. I end up forgetting I'm even playing with this mod by time I'm at Eater of Worlds despite the endless orb drops I get.

The fix for this is really straight forward. The enchantments, at least the early level ones, need serious buffs. Not just in terms of numbers but also in terms of what they have the ability to do. Back to the broadsword example, bonus damage to undead foes. (I don't know if there's a tag or variable attached to all undead that you could use to do this but it's just an idea). There's nothing that encourages me to convert my weapon into xp because with my next weapon/armor/accessory upgrade the power jump will be too large to care.

Now to be 100% transparent on this, I literally don't know what enchantments are past Eater of Worlds. I always end up auto trashing orbs and frames. And I don't even know what the boss enchantments are. I tend to only get high tier enchantment frames and those get trashed too. I could be insane and I just have to wait for things to get good. But even if that's the case, what we have right now just isn't strong enough to justify engaging with the mod's mechanics. And if we aren't engaging with the mod, why is it installed you know?

-Mod Mindfulness
Something Fargo mods are almost masterful with is how cross compatible every aspect is. Don't get me wrong, this mod is compatible too. It works just fine with modded weapons as far as I've played. But using this mod in alongside any other systems/content mod really amplifies how behind the curve it is. It's mainly the issue I pointed out in the -Enchantments section, but it's also in the way the mod functions. The crafting table. The way the system works now doesn't keep in mind players that use Magic Storage. I won't explain what that mod is because every TModLoader player already knows. But for something as simple as keeping up with what tier of crafting table you are capable of making is borderline impossible because unless you make the conscious decision to look up if you have the materials to upgrade to the next tier, you will NEVER know how many resources you have.

And the more mods you have in your game the most extreme this problem becomes. Integrating this mod into Magic Storage crafting is impossible the way it is now without absolutely bloating the hell out of your crafting unit. And it's outside the scope of the mod anyways. But a more mod-mindful approach we could take here is tying the crafting table to a hotkey and rather than crafting the upgrades we auto upgrade based on vanilla benchmarks of progress. For example, if you beat the wall of flesh, we can make an educated guess on what tier of enchantments you deserved for your progression. This is probably the most difficult change I'd imagine. You'd need to add new code that can check player milestones and adjust this internal system effectively. But if this change goes through we could work together with mods like **Boss Checklist** to adjust the milestones based on the other mods that are in the player's game.

Despite all of that the bigger issue is the -Enchantments. It's super important that people actually use these things or the mod is useless. So I'd focus on that bit before anything else.

Ok, that's all I have for now. I REALLY like this mod and can't wait to see where you guys take it next. Hope my feedback is useful. o/
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Showing 1-7 of 7 comments
andro951  [developer] 18 Jun, 2022 @ 1:03pm 
Hey, It's Phoenix!, I didn't see this until just now. I'm not used to people using the discussions. I'll give it a read now.
andro951  [developer] 19 Jun, 2022 @ 12:36pm 
Gear Levels-
You are correct. There is no direct bonus to leveling up your gear. The only bonus is gaining points for applying enchantments. The system originally allowed armor and accessories to use all 5 slots that weapons can use, but after a lot of feedback, I limited them to 3 for armor and 1 for accessories. I haven't come up with a good solution for them regarding the level cap yet.(Since the maximum number of points accessories can have is still 40 but you can only use up to 10) I'll consider both options you mentioned. I'm trying to stay away from mastery and affinity because my mod is strongly influenced by Warframe's modding system and I'd like to stay away from flat out copying anything they do. I will consider changing the name though. Adding stats is less likely, but maybe.

Enchantments-
I'm a bit confused why you describe the enchantments as underwhelming. The majority of feedback I've had from players so far is that the 40% damage/critical/speed enchantments are way too overpowered and should be nerfed. That is the reason I made a config for allowing players to adjust the enchantment strength. I do personally agree that a 3% damage enchantment on a 5 damage copper short sword is very underwhelming. I think a 10-20% boost would make much more sense but that would be too powerful for tier 0 later on in the game.
I do think having early game enchantments geared towards early game struggles would be good. Like you were saying, increased damage to undead enemies. (There's definitely not a field for undead on NPCs but it's not a problem)
I don't understand why you think this: "There's nothing that encourages me to convert my weapon into xp because with my next weapon/armor/accessory upgrade the power jump will be too large to care."
Offering an old item is always more beneficial that selling it.
-You get ores that are slightly more valuable than the value of the item if you were going to sell the item.
-You get 60-100% of the experience back as essence depending on enchanting table tier.
-All enchantments and power boosters on the item are returned to the player.
The whole point of the Offer system is to allow you to keep the bonuses and progress you've earned and transfer them to your new items as you progress.
Again you mention that the enchantments aren't strong enough to be worth engaging. Are you aware of how to upgrade enchantments? You start with the tier 0 ones and use essence and a higher level containment to upgrade an enchantment to a higher tier. The progression of normal dps enchantments like damage/critical chance and speed is 3%, 8%, 16%, 25%, 40%. Are you saying all of those numbers are too low and not worth engaging or just the 3%?

-Mod Mindfulness
There is one issue with Magic Storage that I'm aware of which is enchantments and experience will be lost if you craft items within the magic storage interface. I will revisit it when I have time, but cross mod compatibility especially with something as advanced as Magic Storage is a very advanced topic/skill I haven't developed yet.

Can you be more specific? I've used Magic Storage a little in the past, but I don't understand what you mean by this:
"But for something as simple as keeping up with what tier of crafting table you are capable of making is borderline impossible because unless you make the conscious decision to look up if you have the materials to upgrade to the next tier, you will NEVER know how many resources you have."

It's phoenix, I appreciate the negative/constructive feedback. I think it's the most valuable type of feedback for improving a product. I look forward to seeing your response and I'll keep your recommendations in mind.
It's Phoenix! 19 Jun, 2022 @ 5:13pm 
Hey Andro thanks for the response. I'm happy to clarify a few points here.

-Gear Levels
:)

-Enchantments
So when I say enchantments are underwhelming what I'm particularly pointing out is the early to mid-game experience. The percentage floor for the enchantments just seem really low considering how quickly you progress in this game. So yes, what I'm really worried about here is that 3%. To really bait me into this mod and make me feel like the enchanting system is ESSENTIAL, a bigger percentage is warranted. Maybe that 8%. Of course I say all of that not knowing if you ever wanted this mod to be something that people invest in and build their entire playthrough around or if you want this mod to be more of a supplemental/alternate build type thing. In either case, I still think the floor is a bit low. If it's just me saying that, feel free to ignore this bit of the feedback.

When I say the power jump is "too big for me to care" I think the main issue I'm hinting at here is that outside of the extra money and ores the other benefits are only benefits if you are already engaged in the enchanting system. I pointed this out earlier but right now, the incentive to engage with this system just isn't really good enough quite yet imo. I won't repeat the better bait thing since I think you understand what I mean by that.

The other problem I was having was just the lack of enchant variety on offer. That point might be unfair though. This mod is young and has a long road ahead of it. I'm sure you already have ideas in mind for what you can do to add variety.

-Mod Mindfulness
Yeah I expected strong cross compatibility to be a pretty extreme suggestion. Especially considering that I'd basically be asking you to get rid of the physical crafting table and create a dedicated UI for it instead. It was far enough outside of the scope of the mod that I was tempted not to even add that in but I decided to just to show I'm interested in it happening.

Sure. So let's say you are using the Dusty Tier of Enchantment Table. To actually use this enchantment table, you'd need to put it down outside of Magic Storage. Well as you progress and gain more materials whether that be via gathering or fishing, or maybe even boss drops, if you wanted to check if you had enough materials to raise the enchantment table level, you'd need to break the table, put it into magic storage, then hunt around (or filter search) for the next tier. There are workarounds to this, like just making a duplicate table and keeping 1 in storage at all times. Or if you have a recipe browser mod then you can actively research what you'd need for the next table. The main issue here is the extra steps you have to take to progress to the next tier. It's not the end of the world or anything. Not by a long shot. But it's not exactly seamless either.

I'm happy to hear how well you took the feedback btw. I know it's difficult to hear people point at your ideas and tell you those ideas aren't "what they'd do". It's not easy to take feedback on the chin and I just wanted to point out that I appreciate you taking the time to even engage with my points. If you have any other questions I'm happy to clarify further.
andro951  [developer] 21 Jun, 2022 @ 12:13pm 
The base enchantments are definitely not very interesting. Like you said, the mod is young. They are the framework for me to add onto. Just curious, have you tried One for All, All for One, God Slayer, World Ablaze(tier 4), Cold Steel/Hells Wrath/Jungles Fury/Moonlight? They are the interesting ones so far.

The UI was originally opened with a keybind because I used a ton of code from someone else. I added the right click an enchanting table to open it because I wanted it to feel like you're actually using the enchanting table to craft. Granted, that makes it less compatible with Magic storage. I think that will just have to be an incompatibility. I do plan to make more ways to store enchantments like another ui while using the enchanting table or a bag to hold them, but that's pretty far away.

I do see what you mean now, but I don't know if there's going to be a good solution with integrating with magic storage on that level.

I agree that the early bonuses are a bit lackluster and would like them to be a bit more early on, but I don't think There is a ton I can do to fix the 3% things. However, I could make early game geared enchantments. One in particular I think would be very useful. A low costing enchantment that has upgrade values way less than normal ones and costs less that gives bonus damage based on the rarity of your weapon. I'm thinking +50% at tier 4 on a rarity 0 weapon. That would make it so +20%, 28, 36, 42, 50% damage for t0 to t4. And decrease the bonus by 20% per rarity above 0. Basically, It's very easy to get and powerful on very weak weapons and looses effectiveness on stronger weapons.
andro951  [developer] 21 Jun, 2022 @ 12:34pm 
For now, I've added the enchantment idea to my discord. If you have any specific change suggestions/enchantment ideas, feel free to post them on my discord and I'll turn them into a vote if I think they are valid. https://discord.gg/hEKKVsFBMd
andro951  [developer] 29 Jan, 2023 @ 12:21am 
I finally created the first early game enchantment as well as adding 5 new multipliers, one for each rarity in the config to help with the early game issues.
It's Phoenix! 29 Jan, 2023 @ 2:36am 
Yaaaaay!!! :steamhappy:
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