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Vanilla Bosses Remade
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Update: 17 Jul @ 2:26pm

v0.6.0.0 published to Stable tML v2024.5.

Twins Update
Additions
  • Twins rework
  • -New switching device that changes which eye is active when broken
  • --Malfunctions in P2 and instead stuns nearby eyes when broken
  • -Spazmatism has attacks that differ based on world evil
  • -New attacks, visuals, yadda yadda
  • EOC
  • -Added new attack that alternates with minion dash in P2
  • -Added new servant type - shoots a laser at target which also kills it
  • -Vomit attack can now turn in master mode or when under 30% HP in expert
  • WOF
  • -Added lower arena limit that inflicts tongue

Changes
  • EOC
  • -Now with smoother eye rotation
  • -Servant eyes visual tweaks
  • -Dash twinkles travel farther before disappearing
  • -No longer deals contact dmg during phase transition
  • -Reworked movement code, there may be slight differences
  • -Reworked phase 1
  • --Biggest problem with designing early game bosses like EOC and KS are that you have to design the fights around extremely sluggish movement (no dash, weak vertical movement, slow acceleration). This is even harder if you try to compensate for melee's pitiful lack of range early on. It's why EOC has points where it doesn't attack.
    That being said, EOC is literally the first boss I've ever made/reworked, so I redone arguably its weakest part.
  • -P1 Servants can no longer merge into one eye
  • -Slightly reduced dmg of dashing servants
  • -Dashes
  • --Delay between dashes is slightly smaller in normal & master mode
  • --Reduced dash speed ramp up in expert P2
  • --Reduced dash speed in master P2
  • -Vomit
  • --Attacks slightly quicker
  • -Minion dash
  • --Removed line telegraph to make it consistent with Twins' (eventual) implementation
  • --spawns 4 servants on expert+ instead of 3
  • --Idle after minion dash in P2 is 2 seconds shorter
  • --EOC also chases player for partial contact dmg during idle
  • Skeletron
  • -Reduced head contact dmg back to vanilla values (He was doing 150+ dmg in master my god)
  • -Reduced hand base contact dmg from 30 to 22
  • -Hands in master mode now "enrage" at 75% hp instead of 80% (similar to other bosses)
  • -Other minor changes
  • -Skull + Smash
  • --Decreased base dmg of arena skulls from 28 to 24
  • --Arena slightly bigger
  • -Ring + Bone
  • --Arena applies blackout & cursed again, cursed changes to withered weapon after Skeletron is beaten once
  • ---This makes him more managable in swarms
  • --Bouncing bones are now bigger but slightly slower
  • --Bones when flung are now faster
  • --Visual tweaks
  • -Water + Fire
  • --Increased dmg of mega bolts in expert+ to be more inline with other projectiles
  • WOF
  • -Eye and mouth base dmg increased from 30 to 40
  • -Hungry base dmg decreased from 40 to 35, initial launch speed is slower, tweaked reel back movement
  • -Removed scaling laser dmg and made them do their max dmg from the get go
  • --This is consistent with other projectiles
  • -Hungries' telegraph in P2 is larger
  • -Gaps between falling ashes are slightly bigger, longer telegraph line
  • -Cursed fireballs inflict cursed inferno for 1 second longer
  • -Crystals base dmg decreased from 17 to 15
  • -Soul base dmg increased from 16 to 17
  • -Each eye is now assigned a soul at the start of the attack and don't change it
  • -Souls have more distinct differences and have different timings
  • --Sight homes into players
  • --Might expands outwards even more
  • Destroyer
  • -Reduced dmg overall
  • -Explosions produce less dust overall

Bugfixes
  • EOC
  • -EOC is now regular size, apparently EOC was 1.1x bigger than he normally was and I never noticed this.
  • EOW
  • -Explosive spit (NPC version) now has proper explosion sprite
  • Skeletron
  • -Fixed some hands being translucent when they shouldn't
  • WOF
  • -Cursed fire now properly starts invisible again
  • Destroyer
  • -Attempted to sync boss better in multiplayer

Also, for like the 5 people who's still around, I do read the comments (and thank you for the good feedback). I don't reply anymore since I don't check them all too often, so I end up seeing new comments some months later.
I tend to focus on the new rework first and only start tweaking older ones once its done.
Preview images[ko-fi.com]
Life will pick up again in a couple of months, so don't expect too much activity here.

Update: 2 Mar @ 12:15pm

v0.5.0.2 published to Stable tML v2024.1.
Changes

  • EOW
  • -(buff) When a player is outside the arena, Eaters of Souls now spawn every 2 seconds instead of 3
  • -Hint arrow now only draws while segments are transluecent
  • -Changed surface arena border visual to look more fitting
  • BOC
  • -Changed surface arena border visual to look more fitting

Update: 18 Feb @ 3:32pm

v0.5.0.1 published to Stable tML v2023.12.
Additions

  • Added screenshake to several bosses, can be disabled in config
  • Added hint arrow option in config
  • Added in-game warning for using conflicting mods (Only appears for Calamity and Fargo Soul Mod as they're the most popular ones)
  • EOW
  • -Alive segments in phase 1 are shown with hint arrows to indicate that they need to be killed to proceed to phase 2

Changes
  • EOC
  • -(buff) Dash after lasers occurs quicker, increased amount & rate of lasers in master
  • -(buff) P2 teeth vomit projectiles slightly quicker, increased rate in master
  • P2 servant attack & dash
  • -(buff) Attack is shorter by 2 seconds and will cut itself short if all servants are killed in less than 6 seconds
  • -(buff) Dash aligns faster and is 1 second shorter
  • -(buff) Attack ends with 4 instead of 3 dashes in master
  • EOW
  • -(buff) Made P2 dash occur quicker by 1 second after telegraph
  • -(nerf) Master mode's alive segment requirement before transitioning to phase 2 is now only 5 (0 -> 5)
  • WOF
  • -(buff) Increased damage required to stun any segment (700 -> 1000)
  • -(buff) Decreased time segments are stunned by 2 seconds
  • Destroyer
  • -(nerf) Old X bombs disappear when new bombs are made
  • -(nerf) Explosion radius of X bombs slightly smaller
  • More internal changes

Bugfixes
  • KS
  • -Added line of code that ensures that the boss is always vulnerable (I don't know if this will fix the invinciblility problem)

Update: 4 Feb @ 2:45pm

v0.5.0.0 published to Stable tML v2023.12.

Destroyer Update
Additions
  • Added Destroyer rework
  • -TLDR: 4 phases, segments have individual health, probes can be deflected back at boss, new movement
  • Added death animations to most reworked bosses, can be enabled/disabled in config

Changes
  • Custom NPCs and projectiles now ignore shimmering
  • KS
  • -Added afterimages to shurikens
  • -Added afterimages to phase 2 jumps to hint at their difference
  • EOC
  • -Improved look of star telegraphs
  • -Added blood dust to teeth for flair
  • -Phase 2 servants' dash telegraph is now redder and has dust while dashing
  • EOW
  • -Changed look of explosive spit explosions to match look used in new Destroyer fight
  • QS
  • -Changed minion slimes' healing line, added dust approaching QS to visualize timer
  • Minor internal changes

Bugfixes
  • Any custom NPCs now have proper buff immunities
  • WOF
  • -Now accounts for broadsword damage for getting stunned
  • -Stunning should now work in multiplayer

Sorry for the longer wait than usual, life got pretty busy in 2023, so mod development took a massive toll.
Preview gifs found here: https://ko-fi.com/i/IT6T0U47N3

Update: 15 Jul, 2023 @ 12:50pm

Version 0.4.0.1 has been published to Stable (1.4.3)
See changelog below

Update: 15 Jul, 2023 @ 12:18pm

Version 0.4.0.1 has been published to Preview (1.4.4)
Additions

  • BOC
  • -Watchers in phase 2 spiral attack now fade out

Changes
  • KS
  • -(nerf) Spike arena size in phase 2 increased slightly
  • -(nerf) Fart clouds in spike attack now appear for every other spike wave instead of every wave
  • BOC
  • -Removed debuffs on hit from both creepers and brain, creeper base dmg increased by 3 (30 -> 33) to compensate, also replacing previous update's implementation
  • -Reworked teleport code for phase 2 to cover more possible positions
  • -Replaced phase 2 daze attack with a new attack where BOC spawns illusions that deal no damage and die in 1 hit, designed to be disorienting
  • -(nerf) Decreased speed increase when brain is below 50% HP
  • -(nerf) Teleports in phase 2 are slightly farther away
  • -(nerf) Decreased difficulty damage scaling for watchers (it's like 4-6 points less)
  • -(nerf) Watchers can now be destroyed in phase 2 spiral attack
  • QB
  • -(1.4.4 only) Changed dash sfx to use 1.4.4's new sounds
  • -(buff) Hive base damage increased (13 -> 18, Note it only deals damage when being shot out)
  • WOF
  • -(1.4.4 only) Removed explosive bunny immunity in prehardmode due to 1.4.4 nerf, tweaked explosive dmg reduction slightly due to tmod changes

Bugfixes
  • QB
  • -Fixed QB clinging onto player relentlessly after spawning hive walls the first time if direction is internally set to 0 (wtf)
  • -Fixed Enrage mark alignment during dash attack
  • -Fixed pullback dash not occurring the second time in master if they don't occur back to back

Been working on Destroyer before I started this update. I might post some teasers at some point, just not sure when.
Moving forward, most future updates will be for 1.4.4.

Update: 6 Jun, 2023 @ 12:48pm

v0.4.0.0 published to Stable (1.4.3)

Queen Slime Update
Additions
  • Queen Slime
  • 14 attacks total (7 minor, 7 major)
  • Phase 1 has 4 minor & 3 major, phase 2 has 3 minor & 4 major
  • QS cycles through all minor attacks before performing a major attack
  • Minions no longer spawn by damaging QS, they instead spawn after certain attacks end
  • Minions despawn after 12 seconds, but also heal QS for a certain amount depending on difficulty
  • Minions can only heal QS up to an interval of 25% HP (i.e. if QS is at 45% HP, minions can only heal her up to 50% HP)
  • QS scales up in size every 20% HP, amount based on difficulty

Changes
This update also brings a ton of nerfs to previous bosses intended to iron out rough aspects and/or make them more accessible overall.
  • Any instances of NPCs pushing players on contact now cap push speed
  • Npcs that function as projectiles (Watchers, fragile hive, etc.) no longer scale stats in hardmode
  • Fragile hives and mod's vile spit clone no longer pick up coins
  • EOC
  • -Vomit telegraph improved, now shows maximum possible spread
  • -Teeth afterimages are more red
  • BOC
  • -Added telegraph line to whip attack
  • -(nerf) Creepers and BOC no longer apply cursed, confused, and silenced (Note: Current method might have some small side effects in some very specific cases)
  • -(nerf) Watchers spawned in whip attack last 1 second shorter (6 sec -> 5 sec)
  • -(nerf) Watchers in whip decrease in amount as whips increase
  • -(nerf) Whip out slightly slowed down and capped to have a max distance
  • -(nerf) Creeper spin attack is slightly slower and covers less distance
  • -(nerf) Clock attack rotates slower
  • -Watcher sweeps now only upgrade twice to 3 or 5 watchers at set intervals instead of by chance (Classic & master only)
  • -(nerf) Slightly lowered frequency of watcher sweeps spawning as fight progresses
  • EOW
  • -Friendly/reflected explosive spit and its explosion are now translucent to indicate that they do not deal damage to players
  • -(nerf? kinda?) Reduced spit to 1 hp, also reduced difficulty damage scaling as a result
  • QB
  • -Bees have longer telegraph lines
  • -Hive arena walls now have visual indicators whenever they attack a player outside
  • -(nerf) Removed tiered enrage system - being outside jungle or on surface will trigger same enrage rather than stack (this was just an obscure grandfathered mechanic)
  • -(nerf) Honey despawn time decreased by 1 second (9 sec -> 8 sec)
  • -(nerf) Hive from stationary fire only appears when below 15% HP, reduced scaling of fire rate for stingers
  • -Reworked flying & shooting attack to have consistent alternating fire instead of shots running on independent timers
  • -Telegraph for reelback/fake dash now appears on the dash prior rather than just before it happens, this also means that it no longer occurs on first dash
  • -(nerf) Above is also now capped at 2 in master instead of having no cap
  • -(nerf) Removed 4 bees from bee swarm attack in expert and master to reduce chances of unfair patterns
  • Skeletron
  • -Skulls during head spin with no hands active now has a telegraph prior to it
  • -(nerf) Slowed down movement during head spin, mostly while hands are alive
  • -(nerf) Reduced fire rate of homing skulls from head while one hand is alive
  • Skulls + Chop
  • -Homing skull hand now has a telegraph for its arena formation
  • -(nerf) Slightly increased skull arena size in master mode
  • -(nerf) Skull hand's skulls have a longer delay before homing, hand no longer rotates while firing
  • Ring + Bones
  • -(nerf) Increased bone ring size for all difficulty modes
  • -(nerf) Bone hand now tries to be farther away from you to prevent shots too close to players
  • -(nerf) Bones wait slightly longer before accelerating
  • -(nerf) Existing homing bones now try to cause less regular bones to spawn
  • -Bone hand can now be passed through safely
  • Water + Fire
  • -(nerf) Slightly reduced inferno radius
  • -(nerf) Inferno damage slightly decreased
  • -(nerf) Slightly increased ring of fire size in master mode
  • -Reworked water hand during spin to produce waterfalls that fall straight downwards instead of geysers
  • -Tweaked inferno and mega bolt visuals (it's subtle)
  • WOF
  • -(nerf) Reduced base hp from 13000 to 11000
  • -(nerf) Hungry II no longer spawn from hungry I's death
  • -(nerf) Reduced fire rate of ichor flasks, reduced horizontal spread of ichor
  • -Reduced opacity of cursed fire's afterimages
Other minor changes I've probably forgot to document

Bugfixes
  • KS
  • -KS can no longer fall out of the world by jumping out of the world borders
  • EOW
  • -Head now always draw, fixing arena borders sometimes disappearing
  • -Fixed EOW heads suddenly changing their dash direction in phase 2 whenever another segment dies
  • QB
  • -Fixed phase 2 dashes still using reelback dash aligning modifiers after one occurs
  • -Fixed arena hives targetting dead players
  • -Arena hives now target correct player and can target more than one
  • -Fixed her getting stuck between targetting two players while positioning her dash is she is in the middle of both

Update: 26 Dec, 2022 @ 12:31pm

v0.3.0.1 published to Stable
Additions

  • QB - Hives have a hint arrow to indicate to destroy them if QB has at least 80% HP
  • WOF - Attacks no longer repeat until all available attacks have been done at least once

Changes
  • EOW - Made boss send less unnecessary packets between server and client, hopefully the fight should be less laggy in multiplayer?
  • EOW (buff) - Base contact damage on body and tail increased to 20 (13 & 11 -> 20)
  • BOC (nerf) - P1 5 Watcher sweep in master mode now only occurs 20% of the time, making it more inline with how normal mode handles it
  • QB (nerf) - Honey shots despawn 1 second quicker, hives and honey in same attack have more delay in master mode
  • QB (nerf) - Lowered fire rate of stinger in gattling attack in master mode
  • Skel (nerf) - Bone cap during the ring/bone hands lowered to 9 and homing bones now comply with the cap (originally 10 + homing bones ignored cap), there can be up to 8 regular bones while 1 slot is reserved for a homing bone
  • WOF (nerf) - P2 hungry attack has 1 less hungry per summon, attacks slightly faster, hungry I has less health (200 -> 80 base HP)
  • WOF - Soul attack reworked, mouth and eyes alternate between releasing souls, souls have smaller radius

Bugfixes
  • EOW - Explosive spit now syncs properly on servers
  • EOW - P2 segments now properly lose their absurdly high defense after 5 seconds
  • Skel - Some minor adjustments to their player targetting, I have no idea if this would fix the boss despawning when they shouldn't

Late christmas update oops

Update: 14 Dec, 2022 @ 12:57pm

v0.3.0.0 published to Stable

Wall of Flesh Update
Additions
  • Added Wall of Flesh rework, there are too many changes to list, but major changes are listed below
WOF general reworks
  • 2 phases, 6 attacks total
  • Always moves at a constant speed and never accelerates, reducing the need to build long bridges
  • Arena is enforced to prevent outrunning the wall and to build attacks around it
  • Each part has an extra invisible health bar (700 HP) that decreases by simply dealing damage to it. Whenever it runs out, the part enters a stunned/dead state where it stops attacking momentarily. The part recovers after a couple of seconds, resetting back to 700 HP.
  • If all 3 parts are stunned at the same time, bonus damage of around 1000 HP is dealt to WOF and their current attack prematurely ends.
  • The mouth has a shorter recovery time due to some attacks solely requiring the mouth to work.

Changes
  • Now playable in preview branch
  • KS - Now only drops his crown on first teleport instead of every teleport
  • BOC, Skel - Outer arena reach for debuffs/penalties increased
  • Skel - Ring arena now inflicts withered weapon (-50% dmg) instead of cursed, obstructed now blinks instead of being constant
  • Skel - Bones now accelerate when outside the ring

Bugfixes
  • QB - Fixed some dust not spawning

Update: 5 Nov, 2022 @ 10:54am

v0.2.1.1
Bugfixes

  • EOW - Possibly fixed EOW being invincible when it shouldn't
  • EOW - Fixed head being detached from the body if it is the first NPC in the NPC array
  • Skel - Can no longer unenrage once enraged from daytime
  • Some other minor fixes