tModLoader

tModLoader

Unofficial Spooky Bard, Thrower and Healer
Brainstorming for new stuff + changing existing stuff
(New) Stringworms: String Bard weapon , Part of the Living Flesh equipment , effectively a far weaker replacement of old Colonoscopy that can be obtained earlier.

(New) Living Stringworms : Upgrade of Stringworms just like other Pre-HM Living Flesh+Living Artery stuff , also worms have smart bouncing now.

(Rework) Colonoscopy: Uses The Maw instead of Nocturne , making it Post-Plantera instead

Now works as an effective upgrade of The Maw. It shoots out a maw that attaches to an enemy , moving faster than the The Maw's projectile but covers slightly less distance and deattaches from any enemy from a lower distance with the player.

The Maw projectiles sticks to the enemy , dealing damage at the same rate at the weapon's use time , and can spawn additional appandages at nearby enemies that deal much lower damage but the amount of them can be increased with String Bounce increases

When the main maw kills an enemy , it heals the player by 10 hp , while the smaller maws heal 2 hp instead.
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Showing 1-6 of 6 comments
N0t_UNowen  [developer] 10 Apr @ 6:30am 
Btw, did spooky re-tier some sentient wraps again? Cause last time, I retired a lot of weapons to their corresponding tiers after an update during this mod's release that re-tiered some sentient weapons
N0t_UNowen  [developer] 11 Apr @ 8:52am 
Alright, so far, I fixed the daffodil loot not being craftable, as of the stingworms thing, I still have to make sprites for those. For now, have an armor set I just added.
Originally posted by N0t_UNowen:
Btw, did spooky re-tier some sentient wraps again? Cause last time, I retired a lot of weapons to their corresponding tiers after an update during this mod's release that re-tiered some sentient weapons

Nope , only new Sentient weapons were added in the same update as Sentient Heart retiering.

All classes now have 5 new Sentient weapons for each instead of 4 , so like , maybe a new Sentient weapons for Thorium Classes as well.
Originally posted by N0t_UNowen:
Alright, so far, I fixed the daffodil loot not being craftable, as of the stingworms thing, I still have to make sprites for those. For now, have an armor set I just added.

New armor set , very nice. I could check it out , but I have passed the point of using it in my current playtrough sadly.
N0t_UNowen  [developer] 12 Apr @ 5:02am 
Originally posted by doot_revenant666:
Originally posted by N0t_UNowen:
Btw, did spooky re-tier some sentient wraps again? Cause last time, I retired a lot of weapons to their corresponding tiers after an update during this mod's release that re-tiered some sentient weapons

Nope , only new Sentient weapons were added in the same update as Sentient Heart retiering.

All classes now have 5 new Sentient weapons for each instead of 4 , so like , maybe a new Sentient weapons for Thorium Classes as well.
I see, still need to work on those sprites though
Checked out the new armor set , it's very cool , but the charging meter should be above the player instead of below to make the Inpiration meter not block it.

And also it filled up very fast with just two attacks , but I was using Post-Plantera armor setup with a lot of buff potions that some give additional attacks on hit and Buisine , so there is probably something I am wrong there.
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Showing 1-6 of 6 comments
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