tModLoader

tModLoader

UpgradePlus
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NimrodAbsolution⁧⁧98  [developer] 20 Aug, 2022 @ 5:53pm
Suggestions
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Showing 1-11 of 11 comments
Zirkel 10 Sep, 2022 @ 11:51am 
Witch boss drops the most Tokens ?(inklusive Calamity)
NimrodAbsolution⁧⁧98  [developer] 10 Sep, 2022 @ 12:11pm 
Originally posted by Zirkel:
Which boss drops the most Tokens? (including Calamity)
is this a suggestion or a question?

If it's a question then Adult Eidolon Wyrm or Exomechs drop the most tokens in Calamity, Moon Lord drops the most tokens in Vanilla, and Enraged Mutant (Fargo's Mutant Mod) drops the most tokens from the mods I know of
Last edited by NimrodAbsolution⁧⁧98; 10 Sep, 2022 @ 12:11pm
licflagg 9 Oct, 2022 @ 8:13am 
Perhaps some more config options for these tokens? configurable damage, a higher fire rate akin to the other options?
Gratalat 27 Nov, 2022 @ 9:43am 
Originally posted by NimrodAbsolution⁧⁧98:
Hi! I really like this mod, and I think it's a great addition to Terraria. I recently used it in a Calamity playthrough, but I couldn't get it to be balanced. The bosses in the Calamity mod drop absurd amounts of tokens, (10k+ for post-moonlord bosses), and I found it really difficult to balance. I have two suggestions. One, which may be too difficult to make, as it would require basically a rework of the whole mod, but maybe tier based tokens, so you couldn't immediately upgrade the weapons you just got to speed through the game. The simpler one, which may be better, is more customization in the mod config menu, such as; Changeable damage increase, more powerful weapons having a higher base cost, and/or a changeable token cost increase, (like every upgrade multiplies the cost by 2 or smth). I know it's really difficult to make mods, so please don't feel too stressed. I can barely make a texture pack, so what you have already done is amazing. Thank you for reading!
NimrodAbsolution⁧⁧98  [developer] 3 Dec, 2022 @ 12:55am 
Thanks for the suggestions! Glad to hear your enjoying the mod & sorry for the late reply respectively :steamthumbsup:
Originally posted by licflagg:
configurable damage
There probably won't be configurable Crit/Chance/Damage/Mana sliders, but not for any technical reasons. It's partly to prevent dreaded option-overload & partly because I'm comfortable with where those particular stats are balanced (except Crit Damage, but that one has a on/off config)
a higher fire rate akin to the other options?
Wing speed & the new weapon size sliders probably won't go to 200% for balance reasons, the rest of the stats that can hit 200% are either innocuous, detrimental, or very goofy (wing speed) at high values


Originally posted by gratalat:
The bosses in the Calamity mod drop absurd amounts of tokens, (10k+ for post-moonlord bosses), and I found it really difficult to balance.
Underpowered mode? or is the stat limitation a turn-off? OP preset drops you into OPness and the default balance intentionally snowballs you into it, I'd say to use the upgrade cap to limit how powerful you can become but then that means the mod basically stops scaling with you at the mid-lategame..
but maybe tier based tokens, so you couldn't immediately upgrade the weapons you just got to speed through the game.
This is a good option, but to limit itemcount maybe reversing it & having a config that introduces a second upgrade caps until you beat ML?
more powerful weapons having a higher base cost.
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)


Originally posted by gratalat:
and/or a changeable token cost increase, (like every upgrade multiplies the cost by 2 or smth).
Originally posted by licflagg:
Perhaps some more config options for these tokens?
w/ 1.0.7 out of the way I'll test out some options for a future update

Possible options that come to mind are;
* A config to scale token prices faster &/or harder
* A 1k softcap config. Currently token drops have a softcap at 100k+ (final drop = 100k + 10% of true value), 1k for reference is a high roll on any enemy with 125k hp in postML
* Add a second upgrade cap for hardmode preML
* Turn existing underpowered mode into a new weaker mode, then make an underpowered mode were all stats do apply (but are still suitably weakened)
Last edited by NimrodAbsolution⁧⁧98; 3 Dec, 2022 @ 1:00am
Gratalat 3 Dec, 2022 @ 5:11am 
Awesome! I look forward to this update!
GhostMic 4 Dec, 2022 @ 11:05pm 
Originally posted by NimrodAbsolution:
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)

Maybe instead of using a weapon's dps, instead try using its value as its base. As you progress, weapons become more expensive after all. More expensive weapons require more base tokens.
Gratalat 5 Dec, 2022 @ 2:50pm 
Originally posted by GhostMic:
Originally posted by NimrodAbsolution:
There's a lot of edge cases where I can't get the actual dps of a weapon (debuff/buff appliers, multishots, homing projectiles like razor typhoon, swarm summons, etc)

DISCLAIMER | I read this as the weapons base cost, not base sell value. I still think what I said is useful so im not deleting it

Maybe instead of using a weapon's dps, instead try using its value as its base. As you progress, weapons become more expensive after all. More expensive weapons require more base tokens.
But then a sniper rifle would be more expensive than an S.D.M.G. You could create an algorithm like this; (x = base damage y = fire rate) | (x/y)10=base cost of tokens
Last edited by Gratalat; 5 Dec, 2022 @ 2:51pm
Fudgepants 25 Jan, 2023 @ 3:13am 
Love the mod, and I love that you can upgrade old weapons, but I don't like that you can just take a new weapon and instantly buff it up if you have enough tokens right away.

Maybe make the cost of tokens scale based on the weapon strength? Like how goblin tinkerer costs more money to reforge weapons based on how strong they are. Or at least have it as an option?

I wanna use the mod in my server but I'm worried about others just powering up their current tier weapons to breeze through bosses.
Last edited by Fudgepants; 25 Jan, 2023 @ 3:15am
SirSwerving 5 Apr, 2023 @ 5:01am 
A toggle to disable upgrading weapon size would be nice, it can get pretty ridiculous on anything other than a melee damage weapon.

Also like fudgepants said, an exponential cost increase for weapons of higher rarity color and strength, perhaps an option to include a gold/plat cost alongside tokens as well.
Last edited by SirSwerving; 5 Apr, 2023 @ 5:06am
NimrodAbsolution⁧⁧98  [developer] 5 Apr, 2023 @ 12:05pm 
Originally posted by SirSwerving:
A toggle to disable upgrading weapon size would be nice, it can get pretty ridiculous on anything other than a melee damage weapon.
There's sliders in client configs that go from 0% to 100~200%, 0% will disable the respective feature, there used to be an on/off toggle but now the sliders do the same thing
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