1.3.96

From Fargo's Mods Wiki
Jump to navigation Jump to search

Fargo's Souls Mod v1.3.96 served to rework many Enchantments and aspects of Eternity Mode.

Additions

Changes

Enchantment Accessories

  • All recipes collectively reduced to 6 materials (was 7). All pets removed.
    • Moved Shiny Stone from Valhalla Enchant to Colossus Soul
    • Moved Moon Charm from Red Riding Enchant to Berserker Soul as Celestial Shell
    • Moved Master Ninja Gear from Shinobi Enchant to Supersonic Soul
    • Moved Spore Sac from Colossus Soul to Trawler Soul
    • Moved Sweetheart Necklace from Colossus Soul to Supersonic Soul
    • Moved Arctic Diving Gear from Supersonic Soul to Trawler Soul
    • Moved Gravity Globe from World Shaper Soul to Flight Mastery Soul
    • Added Amber Horseshoe Balloon and Flower Boots to Supersonic Soul
    • Added Obsidian Horseshoe to Colossus Soul
  • Wood Enchantment now allows critters to be used as weapons by right clicking with them.
    • Currently only works with Birds, Cardinals, and Blue Jays.
    • No longer grants Guilty immunity
  • Copper Enchantment is available pre-Skeletron
  • Snow Enchantment now slows down projectiles and enemies within a certain radius of the cursor
    • Fixed slowed projectiles also having halved travel distance
  • Boreal Wood Enchantment bug fixed, no longer triggers when using tools
  • Tin Enchantment reworked
    • Now caps crit at double the value you would have normally (previously always went up to 100%)
    • Max crit bonus returns to 100% in Soul of Terraria
  • Tungsten Enchantment bug fixed, now always makes Ghastly Glaive bigger like other spears
    • Damage bonus nerfed to 10% (was 15%) but applies to all enlarged attacks (previously only affected crits)
    • Enlarged attacks roll for crits an extra time
  • Iron Enchantment heavy rework
    • Shield of Cthulhu effect removed
    • Iron Magnet no longer works on hearts
    • Iron Magnet has reduced effectiveness on nebula boosters
    • Parry internally refactored for various bug fixes
    • Parry window is 20 ticks, cannot parry again until 40 ticks after shield is lowered (40 ticks after invulernability frames end if parry succeeded)
    • Parry has improved tells for when the parry window is open, when it ends, and when the parry cooldown is over
    • Successful parry has total immunity to debuffs
    • Now available pre boss
  • Silver Enchantment sword damage doubled from 15 to 30
    • Recipe uses a Silver Bow instead of butterfly
  • Platinum Enchantment recipe changed, now available pre-hardmode
  • Jungle Enchantment reworked, now grants a spore double jump
    • Herb doubling removed
    • Guide to Plant Fiber Cordage effect removed
  • Gladiator Enchantment buffed, rains 10 javelins (was 5) and javelins will lead the target based on their speed
  • Obsidian Enchantment grants Lava Wet buff that makes attacks spawn explosions for a while after touching lava
  • Bee Enchantment bug fixed, no longer grants unintended ability for bees to ignore all enemy defense
  • Fossil Enchantment invulnerability frames on revival increased, spawns more bones on revival
    • Increases invulnerability frames and can spawn up to 3 bones on every hit
  • Ninja Enchantment rework
    • Smoke bombs always arc towards your cursor location
    • Teleport is triggered by pressing hotkey again instead of automatically
    • Has a cooldown on smoke bombs after teleporting
    • Smoke bombs can be thrown while still attacking
  • Shadow Enchantment effect swapped with Ancient Shadow. Spawns 2 shadow Orbs
  • Molten Enchantment no longer affects critters
  • Necro Enchantment recipe replaced Bone Key with Bone Glove, now available post Skeletron
  • Wizard Enchantment tooltip clarified
  • Frost Enchantment buffed
    • Icicles move faster, do more damage, max at 10 (was 30)
    • Icicles spawn more often and at a constant rate (used to spawn slower when you had less)
    • Icicles can freeze with any number (previously required 10)
    • Frozen application is now for 30 ticks on the first hit and 10 additional ticks for every icicle after that, up to a cap of 2 seconds
    • Chilled is applied for 5 seconds on first icicle hit, bonus increased to 25% (was 20%)
    • Now available early Hardmode
    • Icicles will not fire while using tools
  • Gold Enchantment disables stealth while in shell and debuffs will not be applied
    • You can exit the shell early by pressing the hotkey again
  • Ancient Shadow Enchantment effect swapped with Shadow. Spawns 3 Shadow Orbs. Inflicts enemies with Darkness.
    • Darkness damage, chance to inflict, and range buffed
  • Adamantite Enchantment now available early Hard mode.
  • Spider Enchantment now lets sentries crit.
  • Forbidden Enchantment buffed, tornado works in mid-air
    • Now available early Hardmode
  • Rain Enchantment rain damage halved, but lightning damage buffed
    • Rain cloud follows you around and shrinks when not fed projectiles
    • Rain cloud is always at max size when using Force of Nature
  • Cobalt Enchantment buffed
    • Default cooldown reduced to 30 ticks by default (was 60 ticks)
    • Force of Earth cooldown reduced to 20 ticks (was 45 ticks)
    • Soul of Terraria cooldown reduced to 10 ticks (was 30 ticks)
  • Orichalcum Enchantment debuff modified halved when Daybroken is applied
    • Inflicts new Orichalcum Poison debuff instead of random fire debuffs
  • Mythril Enchantment's Disrupted Focus only cancels out its own bonus and no longer applies when the toggle is disabled
  • Hallowed Enchantment sword damage buffed from 80 to 100, becomes 250 with Force of Spirit
  • Huntress Enchantment and and Red Riding Enchantment buffed, periodically drops arrows towards your cursor at all times in addition to previous ability, ability cooldown reduced to 15 seconds (was 30).
    • Arrow rain damage now scales better
  • Squire Enchantment and Valhalla Knight Enchantment reworked, now increases healing received
  • Apprentice Enchantment reworked, now generates flames around you as you attack and increases damage of next attack when you switch weapons. The bonus hit will also spawn an inferno
  • Dark Artist Enchantment reworked, sentries take less time to charge but despawn in 15 seconds (was 30) and no hard limit to sentry count
  • Turtle Enchantment rework
    • Increases thorns damage 10 times over
    • Shell always lasts at least 1 second and can continue until it blocks 25 attacks
    • Shell cooldown reduced to 30 seconds (was 60)
    • Shell grants debuff and knockback immunity
  • Chlorophyte Enchantment now spawns spore clouds while flying
  • Shroomite Enchantment adjusted to no longer spawn mushrooms on the same tick projectiles spawn, this prevents the interaction where it instantly maximized Rain Enchantment cloud power
    • Stealth bonus rate for mushrooms decreased
    • Mushrooms buffed, can hit more times per second
  • Tiki Enchantment now works with sentries
  • Spooky Enchantment scythe duration nerfed, despawns earlier
  • Spectre Enchantment nerfed, spirits only spawn half as often as before
  • Beetle Enchantment flight bonus reduced from 50% to 25%
  • Monk Enchantment reworked, now grants a more traditional dash with invulnerability frames
  • Shinobi Infiltrator Enchantment now grants a teleport dash
  • Stardust Enchantment buffed
    • Duration increased to 9 seconds
    • Enemies cannot inflict contact damage
    • Projectiles can move for a brief period after spawning until they freeze and cannot damage anything while frozen
    • Fixed some projectiles "twitching" as the duration neared its end
    • Stardust Guardian throws knives at enemies that fly when time resumes
    • Cooldown decreases as upgraded (60 seconds default, 50 in Force, 40 in Soul of Terraria, 30 in Soul of Eternity)

Soul Accessories

Other Accessories

Weapons

  • Leash of Cthulhu damage buffed to 15 (was 12)
  • The Lightning Rod damage nerfed, damage halved again while being spun in hand
  • The Small Sting projectiles adjusted to have a smaller tile collision hitbox (enemy collision hitbox unchanged), will strike surfaces less often. Bonus proc damage is now variable instead of always being the same
  • Twinrangs damage nerfed, Spazmarang cursed flame jets damage halved further since the boomerang itself ignores invulnerability frames and can hit alongside the piercing flames simultaneously
  • The Dicer range increased by about 40%
  • Diffractor Blaster requires spinup to reach full damage, previously did full damage immediately
  • Sparkling Love right click visuals adjusted and ray scales with up to 12 slots (total 16 beams)

Other Changes

Eternity Mode Changes

General Changes

  • All vanilla balance changes are listed in tooltips
  • Magic Missile, Flamelash, and Rainbow Rod projectiles despawn after 5 seconds due to Tribal Charm allowing autofire to stack them while retaining control
  • Vampire Knives new nerf: -25% damage, -25% speed, lifesteal rate reduced above 33% life, serves as a low-damage emergency life recovery sidearm
  • Xeno Staff nerf reduced to -15% damage (was -25%)
  • Stardust Cell Staff minion shots only gain minion class while Moon Lord is alive (to avoid benefiting from minion crits and crit multipliers in other scenarios, which made it overpowered against post-Moon Lord enemies)
  • All boss arenas in general will eject you towards the center if you touch them

Enemies

  • Red Devils no longer spawn pre-hardmode
  • Eskimo Zombies replace Zombies in the Snow biome more often
  • Fixed most Zombies being unable to horde besides the generic default type
  • Fixed Granite Elemental reflecting minions
  • Nerfed Eater of Souls cursed fireballs to inflict 4 seconds of Cursed Inferno (duration was random and longer before)
  • Increased chances and maximum size of Chaos Elemental hordes
  • Rune Wizard contact debuffs removed, contact damage halved, but projectile damage increased to compensate
  • Biome Mimics are immune to Clipped Wings
  • Celestial Pillar auras only occur during the real invasion triggered by killing Lunatic Cultist, i.e. not when spawned using Outsider's Portal
  • Drastically decreased spawn rates of Celestial Pillar enemies after 1 Mechanical Boss is defeated
  • Standardized all Solar Pillar enemies to inflict On Fire! and Burning

Bosses

  • Eye of CthulhuEye of Cthulhu
    • Improved visuals for phase 3 transition
    • Phase 3 transition is at 10% life (was 6%)
    • Drops Fallen Stars instead of Herb Bags
  • Eater of WorldsEater of Worlds
    • Nerfed cursed fireballs to inflict 4 seconds of Cursed Inferno (duration was random and longer before)
    • Fixed a glitch that caused the U-turn jump-dive to always fly straight right instead, which in turn caused despawning issues
  • Brain of CthulhuBrain of Cthulhu
    • Adjusted glow ring telegraph visual
    • Buffed phase 2 clone, radius of immunity to knockback is much smaller (it can get much closer to you before it becomes vulnerable to knockback)
  • Queen BeeQueen Bee
    • Improved visuals for bee swarm telegraph
    • Now drops Herb Bags
  • SkeletronSkeletron
    • Bone spray and Baby Guardians share invulnerability timers with other attacks (can no longer combo)
    • Widened front gap of V-spread non-homing Baby Guardians, but covers all other angles with no back gap
    • Guardians leave behind visual gores
  • Deviantt (boss)Deviantt (boss)
    • Adjusted visuals
    • Nerfed base life to 5,000 (10,000 in Expert and above), was 6,000 (12,000 in Expert and above)
    • Teleports closer to you at beginning of each arena attack if you're too far away, to reduce risk of running into arena walls
    • Medusa Love Ray:
      • Phase 2 heart rings don't deal damage while you're Stoned
      • Nerfed ray damage to be survivable from 400 life
      • Ray debuffs mostly removed after the attack ends, but inflicts much longer Defenseless
      • Grants Featherfall when Stoned is applied to prevent fall damage
  • Wall of FleshWall of Flesh
    • Buffed ichor to inflict as much damage as cursed flame
    • Improved visuals for eye vulnerability switch
    • Cursed flames wall stops slightly closer to Wall of Flesh
    • Ichor spit coverage nerfed
    • Phase 2 triggers at 75% life
    • New phase 3 at 50% life, shoots Hungry chain barrages in between world evil attacks
    • Retains phase 4 at 10% life which has faster Hungry chain barrages
  • The Twins The TwinsThe Twins
    • Improved visuals for Retinazer deathray telegraph
    • Removed Fallen Star drop
  • The DestroyerThe Destroyer
    • Temporarily has increased speed when exiting coil so that it uncoils and body doesn't block you as much when the head returns
    • Removed Fallen Star drop
    • Immune to Frost Enchant freeze during coil attack
  • Skeletron PrimeSkeletron Prime
    • Guardians leave behind visual gores
    • Diagonal limb swipe glows red when they strike
    • Removed Fallen Star drop
  • PlanteraPlantera
    • Crystal Leaves no longer attack immediately when spawned
    • Phase 1 periodically plants a less dense spread of mines on your location
    • Deletes spiky balls and mines when entering phase two
    • Phase two Crystal Leaves undulate faster
    • Phase 2 Dicer mines have increased delay between waves and more spread
    • Fixed Dicer mines not propagating through walls, leaving large gaps
    • Damage resistance against Fetid Baghnakhs reduced to 50% (was 75%)
  • GolemGolem
    • Fixed an oversight where Golem Head deathray sweep didn't always end at the temple's edge if you're fighting inside, now should be consistent
    • Low Ground automatically actuates nearby platforms back to solid tiles so long as you're not very close to them
  • BetsyBetsy
    • Increased life to 99,999 (+33%)
  • Lunatic CultistLunatic Cultist
    • Improved visuals for phase 2 fireball ring
    • Always instantly initiates a pillar ritual when brought below 50% life
    • Buffed max life to 80,000 (was 60,000)
    • Celestial fragment duration drastically increased
  • Moon LordMoon Lord
    • Improved visuals for phase 1 support attacks
    • Sun chain blasts ignore Gutted Heart Creepers
    • Sun chain blasts are always a fixed length (no longer changes when True Eyes are firing deathray), but duration is much shorter
    • Sun chain blasts share invulnerability timers with other attacks to prevent combos
  • Champion of TimberChampion of Timber
    • Increased delay after phase 2 snowball rain to eliminate risk of tracking its snowballs unfairly onto you
  • Champion of NatureChampion of Nature
    • Increased life by 50%
    • Enrage jump adjusted, activates deathray attack on all heads that aren't already attacking
  • Champion of SpiritChampion of Spirit
    • Won't despawn if you're in underground Desert, even if you aren't standing in front of a background wall (this allows the Mutant Mod Desert Fountain to enable fighting it)
    • Improved visuals for Hallowed Shield reflector activation
  • Champion of LifeChampion of Life
    • Improved visuals for phase transitions
    • Beetles fly in denser lines
    • Decreased delay between fireball barrages
  • Eridanus, Champion of CosmosEridanus, Champion of Cosmos
    • Updated visuals
    • Deathrays only deal increased damage to Deviantt town NPC, used to deal increased damage to all town NPCs
    • Fixed deathray punches not giving graze
    • Changed hitsound to metal
    • Nerfed base damage to 300 (was 320), 150 in Normal
    • Phase 2 transition occurs at 50% life in Normal/Expert Mode (was 80%, is still 80% in Eternity Mode)
    • Deathray attacks no longer occur in Normal, now treated as an Expert Mode change
    • Adjusted spread of uppercut offshoot rays
    • Punches much faster in setup for uppercut and after timestop
    • Offshoot rays have slight homing
    • Increased speed of Phantasmal Spheres while preparing straight punch after vortex
    • Nebula attack lasts slightly longer and has less random spread on Nebula Blazes
    • Adjusted movement during timestop
    • Adjusted spacing of timestop attack to compensate for more disorienting timestop visual effect
    • Eternity Mode specific:
      • Phase 2 solar dash causes sun chain blasts
      • Phase 2 vortex rotation rate nerfed, but increased density of lightning bolts to prevent sneaking between them and emits rings of lightning orbs
      • Phase 2 nebula attack gradually rotates to shooting Nebula Blazes down from above you
      • Phase 2 timestop has converging rings of projectiles
      • Increased damage of all phase 3 attacks
      • Phase 3 arena shrinks as damage is inflicted
      • Phase 3 solar fireballs stop closer to Eridanus as damage is inflicted to compensate for above
      • Phase 3 vortex lightning ring is denser but slower
      • Phase 3 nebula attack changed to much faster but have a blind spot in front of Eridanus
  • Mutant (boss)Mutant (boss)
    • Blazing deathray fan gives graze consistently
    • Slime Rain attack buffed, much tighter dodging space and visuals adjusted

Wiki pages patched