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Fargo's Souls DLC (Calamity)
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Mod Side: Both
tModLoader Version: 1.4.4
Language: English, Russian
File Size
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58.060 MB
1 Oct, 2023 @ 7:52am
7 Jul @ 1:48pm
37 Change Notes ( view )

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Fargo's Souls DLC (Calamity)

Description
Makes the Eternity Mode in Fargo's Souls Mod compatible with other mods.
Officially maintained by Fargo's Mods developers.

Currently supports:
Calamity Mod
Wrath of the Gods

-Adds the Eternity-Revengeance and Eternity-Death difficulties, that seamlessly merges Eternity and Revengeance/Death mode together! Available in Calamity's difficulty toggler.
-Expands and adds new Eternity AI of Vanilla and Calamity bosses in the new difficulties
-Adds new accessories in Fargo's accessory style that make use of Calamity items, mechanics, and the Rogue class
-Countless balance and progression changes to make the mods' content work well together, can be toggled with config
-Fixes several bugs and problems normally caused by using the mods/difficulties together

Planned potential future features:
-Thorium Mod compatibility (some day)
-Calamity Enchantments, Forces and Souls

Features several configs to customize your Fargo's/Calamity cross-mod experience!

**FAQ**
Does this mod make Calamity balanced with Fargo's Souls?
That's the main purpose of the mod, making other mods balanced with Fargo's and allowing for a good experience in a playthrough. We may not have caught every single little balance issue, but many measures have been taken to better the balance and overall experience.

Does the mod support multiplayer?
It intends to. If there's issues, report them.

Why does this mod not have the old enchantments/souls?
This mod is essentially a remake of the DLC, built from the ground up, with vastly raised quality standards. The old enchantments don't make that cut, both for being too uninteresting (they're literally just set bonus/accessory effects) and for balance reasons.

Will you readd enchantments / souls for Calamity / (other mod)?
Currently, this mod features 8 new and improved Enchantments, one for each Pre-Hardmode armor. The rest are being worked on.

How does this mod work with Infernum?
Infernum and Eternity Mode are inherently conflicting, since they both focus on full-scale reworks for bosses. Both already have fully developed and boss AI pushed to limits, meaning it's not feasible to try to mesh them together. That means you have to choose between them, in terms of boss AI.
The mod contains two options for this:
-Config that lets Infernum take priority over Eternity AI
-Config that disables Eternity Mode entirely with Infernum

In general, the scope of this mod is focused on quality over quantity. It's not feasible for a small dev team to account for every mod ever and their complex difficulties and AI.

Will secret seeds like Zenith be supported?
No.

Will the dragon ball mod be supported?
No.

Will the Eternity Advisor give advice for other mods' bosses?
No, way too much effort to maintain. Also, things like Class Setups wiki pages already exist for those mods, concerning their content.

Fargo Discord: https://discord.gg/Rgen4Vv

Newest Update: v1.1
-ADDED 8 NEW ENCHANTMENTS, one per pre-Hardmode Calamity armor
-Added Force of Exploration
-Reworked Eternity Hive Mind

-Brimstone Elemental:
--Added new burning shader aura
--Tweaked movement during mobile phases
--Increased visibility for several projectiles
--Brimstone barrages now accelerate after 2 seconds
--No longer inflicts Obstructed with aura
--Reworked cocoon phase
--Brimlings now damage the boss when dying
--Brimlings no longer spawn a clone on death and are immortal on Masochist Mode
--Added burning effect when outside aura

-Improved Permafrost's movement

-Ported to new Calamity update
-Adjusted some recipes
-Resprited Outlaws Essence and Vagabond Soul
-Loading a world with Infernum Mod enabled no longer disables Eternity priority automatically
-Fixed enemy spawn adjustments applying outside of Eternity Mode
-Large internal rewrites, restructuring, and some optimization

Previous Update: v1.0.7
Eternity-Death changes:
-Queen Bee: Uses new Calamity deathmode charges
-Brain of Cthulhu: Deleted old change, Now uses a modified version of new Calamity charge in Phase 2
-Deerclops: Reduced health, Added visual Calamity darkness border
-Wall of Flesh: Changed visuals, behavior (to match Calamity) and timing for sickle attack
Decreased Wall of Flesh HP

Fixed several instances of Calamity drawing extra textures for enemies/bosses, unintendedly interfering with the Eternity Mode versions:
-Wall of Flesh
-Destroyer
-Brain of Cthulhu creepers
Fixed Slime God contact damage not applying correctly during special attacks
Fixed Slime God slam telegraphs not rendering
Vanilla bosses now correctly refund summoning items
Hardmode crate recipes now correctly use Hardmode crates
Originally posted by tModLoader:
Developed By Javyz, Shipmans Agla, Zavarski, Fargowilta