tModLoader

tModLoader

TerRoguelike
AquaSG  [developer] 22 Feb @ 5:43pm
1.2.1 Update Released
Check change notes on workshop page for the changelog.
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Showing 1-6 of 6 comments
Croons 24 Feb @ 9:27am 
Hi! First off—awesome mod, really scratches the roguelike itch!

You've probably gotten this question before, but will you ever add multiplayer?
I assume it's not as simple as spawning two client-side items per room, but what other challenges would there be besides balance? Is it something you're considering? :crown1:
big_joe_84 24 Feb @ 12:15pm 
Originally posted by Croons:
Hi! First off—awesome mod, really scratches the roguelike itch!

You've probably gotten this question before, but will you ever add multiplayer?
I assume it's not as simple as spawning two client-side items per room, but what other challenges would there be besides balance? Is it something you're considering? :crown1:

yea he probably will add multiplayer, he teased a 1.3 update at the end of the 1.2 trailer and he said it like there would be one big last thing i think and the only really big thing i can think of off the top of my head would be multiplayer
AquaSG  [developer] 24 Feb @ 12:58pm 
Originally posted by Croons:
Hi! First off—awesome mod, really scratches the roguelike itch!

You've probably gotten this question before, but will you ever add multiplayer?
I assume it's not as simple as spawning two client-side items per room, but what other challenges would there be besides balance? Is it something you're considering? :crown1:

I've heard mentions of Terraria adding crossplay, and I'm worried that such a feature in the future would break multiplayer greatly, requiring a lot of rewriting code.

Additionally, there's a lot of code that only runs client-side, or only server side, so I would have to move around a bunch of code to different spots to make sure it runs on all player machines. And make sure therre's no bugs and things work the same as before.

There's also a bunch of new mechanics/systems that would have to be synced with custom packets, and that's a whole new can of worms.

A big problem is that multiplayer is hosted on a world-by-world basis, there's no lobby or anything. So If I did nothing, it would be a "rehost every death" experience and no looping. Not fun. So I would have to rework dungeon generation in a way to allow it to run while players are in the world... And running worldgen while the world is actively being played is very slow.

TLDR - The 'one last thing' I mentioned in the update overview video is something else - relating to the secret ending. There is a chance that some day in the future I add multiplayer, but today is not that day.
hey I played the mod and really enjoyed it but I have a small concern, Evil Eye and Thrill of the hunt didn't seem like the interacted all that much, like I had the shotgun assembly kit and when I got crits the firerate didn't really increase all that much is this intentional or...?
Originally posted by champnchubb:
hey I played the mod and really enjoyed it but I have a small concern, Evil Eye and Thrill of the hunt didn't seem like the interacted all that much, like I had the shotgun assembly kit and when I got crits the firerate didn't really increase all that much is this intentional or...?

Its due to the fact that those give you a slow firerate, and the items have a cap
Originally posted by Pingonlongin:
Originally posted by champnchubb:
hey I played the mod and really enjoyed it but I have a small concern, Evil Eye and Thrill of the hunt didn't seem like the interacted all that much, like I had the shotgun assembly kit and when I got crits the firerate didn't really increase all that much is this intentional or...?

Its due to the fact that those give you a slow firerate, and the items have a cap
ick, ok
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