tModLoader
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Vanilla Bosses Remade
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Características del mod: Nuevo contenido, Mejoras de jugabilidad
Lado del mod: Both
Versión de tModLoader: 1.4.3, 1.4.4
Idioma: Inglés
Tamaño
Publicado el
Actualizado el
651.315 KB
18 SEP 2022 a las 16:26
17 JUL a las 14:26
12 notas sobre cambios ( ver )

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Vanilla Bosses Remade

Descripción

Vanilla Bosses Remade is a mod that attempts to overhaul most vanilla bosses (master mode changes included) to be more interesting and engaging, suitable and intended as a side addition for other major mods.

Each overhaul can be disabled in the config, so you can pick or drop whichever ones you want.

This is compatible with MOST mods as long as they don't alter the same things that this mod does.
This mod only changes boss AI, their minions, and their vanilla projectiles, and natural spawns (which can also be disabled).

Also works in multiplayer! (mostly)

Currently, this mod reworks:
  • King Slime
  • Eye of Cthulhu
  • Eater of Worlds
  • Brain of Cthulhu
  • Queen Bee
  • Skeletron
  • Wall of Flesh
  • Queen Slime
  • Destroyer
  • Twins
With more to come!

Feel free to leave feedback and report bugs in the comments (and put the difficulty you're on too). I work slowly, so I only check the comments once in a while. There's only one person (that's me) making this.

Planned features (Within the next couple of updates):
  • Tweaks/bugfixes to current reworks
  • Skeletron Prime

What I will NOT rework:
  • Event bosses
  • Deerclops (Not interested in crossover content)
  • Possibly Empress of Light (I don't have much to consider for her)

Known bugs/Incompatibilities (Not exhaustive)
  • Calamity on Rev+ (Still functional together, but almost none of my mod's changes appear due to how Calamity implemented their changes)
  • Soul Mod Eternity Mode (Untested, but assume like above)
  • TRAE boss reworks (Some bugs, almost none of my mod's changes appear for similar reasons)
  • King Slime is invincible (Mod conflict, should be fixed but let me know if it still occurs)
  • Eater of Worlds is invincible after a segment is killed (This is intentional behavior. He transitions into phase 2 after a majority of the segments are "killed", but if he stays invincible and not transition then there is a mod conflict)

Things to note:
Most bosses, projectiles, and minions DO NOT deal contact damage unless they are specifically dashing/ramming you. This is to make fights more melee-friendly.
Most entities that are translucent can be safely passed through without taking damage.

Donation Jar:
[ko-fi.com]
Publicado originalmente por tModLoader:
Developed By Core
136 comentarios
Autumnis 9 DIC a las 12:31 
the destroyer doesn't play well with multiplayer. head was constantly lagging behind the body, and one person said it was completely invisible
Sumenora 7 DIC a las 8:38 
the destroyer is badly desyncing in multiplayer in this mod so if you plan on playing in multiplayer i suguest turning the Ai changes for this one off but the rest seem to be fine for the most part.
Molten Sh4dow 5 NOV a las 14:20 
it also has a problem despawning in its last phase, like the worms will stay around where you died for minutes. Like they will go very high or very low and try to despawn, but only a segment will, and then they go back to normal height for a few seconds and repeat, until there is just 2 segments, in which, the remaining segment automatically dies and drops its bag.
Molten Sh4dow 5 NOV a las 14:06 
also sometimes when he does the spin attack high up, you are just stuck at the bottom of the ring and cant leave, you just get hit by his body over and over. Like, if theres no blocks to land on inside his ring, you just fall onto him and theres nothing you can do.
Molten Sh4dow 5 NOV a las 14:03 
I love the new eater of worlds fight, but somethings causing me to catch on fire in it, like normal orange fire, im not seeing any fire though.
Godslayer4000 31 OCT a las 15:54 
disable infernum/revengeance.
Rykyuby 31 OCT a las 13:57 
eater of worlds will not die even after destroying all parts of them the head remains invinicible
Godslayer4000 21 OCT a las 17:49 
as the creator of an entire overhaul mod, I assume it wouldnt be that difficult for you to just brute force your way through code wise and add support between the two but I could be wrong.

generally when somebody asks for support between two overhaul mods its a fan not one of the creators, so this piqued my curiosity. let me know if im like horribly wrong about my thesis as I know nothing about coding.
MarfMaster 21 OCT a las 8:25 
Is it possible to do a mod call that determines whether this mod has a boss rework enabled or not? I'd like to do this to make it compatible with TSORC.
AUREUS 10 OCT a las 11:44 
I was wondering if u wanna add compatibility with resource packs since the EoW body without eyes still remains vanilla even with resource packs, and yes the destroyer is bugged