tModLoader

tModLoader

TerraGuardians Mod
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Update: 28 Apr @ 2:32pm

Go, Scaleforth!
Version 0.5.6.4
Scaleforth's Right wing will now be dyed alongside his body.
Fixed a issue where Scaleforth's Right wing had less frames on the spritesheet than expected.
Made Rename Companion command case sensitive, so it will no longer set custom companion names to lower case.
Moved the position of Sub Attack icons on companion health and mana infos to a bit lower, so it doesn't show up over character name.
Giant companions will now be downscaled on the companions selection interface, no longer obstructing name or clipping through interface.
Fixed draw order when Vladimir is hugging another companion.
Changed the method the game uses for saving companions common data, to avoid security related errors of preventing companion infos from being saved.

Update: 28 Apr @ 2:21pm

Go, Scaleforth!
Version 0.5.6.3
Scaleforth's Right wing will now be dyed alongside his body.
Fixed a issue where Scaleforth's Right wing had less frames on the spritesheet than expected.
Made Rename Companion command case sensitive, so it will no longer set custom companion names to lower case.
Moved the position of Sub Attack icons on companion health and mana infos to a bit lower, so it doesn't show up over character name.
Giant companions will now be downscaled on the companions selection interface, no longer obstructing name or clipping through interface.
Fixed draw order when Vladimir is hugging another companion.
Changed the method the game uses for saving companions common data, to avoid security related errors of preventing companion infos from being saved.

Update: 24 Apr @ 4:14pm

Fix my bunny!
Version 0.5.6.2
Fixed issue where Monica's sprites row ended earlier than should, causing broken animations.

Update: 16 Apr @ 8:29am

Fix the dragon.
Version 0.5.6.1
Scaleforth will no longer be wearing helmets.
Player will now be correctly positioned on Scaleforth's shoulder, when he's kneeling.

Update: 14 Apr @ 7:39pm

Enter the dragon.

Version 0.5.6
When Bond-Merged with a companion, if the controlled companion end up dying, your character will die aswell.
(For modders) Added new CompanionBase setting: "SetArmRelocationPosition"
=> This animation position container, will change the arm position based on the difference between the body frame and the arm frame arm locations.
=> That's handy if an animation moves the companion arm somewhere else.
=> Better set a default position for the arm if you plan on using it. Or not mess with it at all if you don't want to.
Added dialogue that lets you give food to hungry companions.
=> Feeding them will increase your friendship experience with them.
=> Most companions have a favorite food. Good luck finding them.
=> (For modders) There's a hook to manage which kinds of items could be considered as food, and what buff to give.
Companions can no longer spot invisible players.
On New Combat AI, companions will be forced to return to owner if they move too far from the owner, when chasing something.
Generic Companions now have a chance of spawning when moving.
Added full name to most companions I've made.
Scaleforth and Monica arrived.
Added a little more extensive support to pronouns.
=> A number of dialogues should no longer have characters be referenced by neutral pronouns. Instead, will try to use pronoun related to their gender.
=> It was actually quite hard to try making the pronouns at least understandable for modders. Check PlayerMod's PronounTypes for a little "cheat sheet" of what each pronoun type offers.

Update: 14 Feb @ 7:58pm

Fixed a broken translation on Alex's dialogue.
Fixed a issue that made Other Dialogues hook from companion dialogues never trigger for personality.
Added more dialogue hook related to minigame.
Fixed issue with pathfinder overshotting how far a companion can jump.
You can no longer make use of the Order interface while knocked out.
Added a AI range limit to Wand of Sparking and Frosting, so companions can better fire them at foes.
Generic Companions are available for testing.
=> Warning! This feature is still up for testing, so not recommended to use it on a serious playthrough.
=> To enable them spawning, go into the mod Server Settings, and enable "[WIP] Enable Generic Companions".
=> If you want to keep a generated companion on your party, just select the dialogue option of adding them to your companion list.
=> Yes, they come with gear. And no, you wont be able to change it until certain Friendship level.
=> Generic Companions have a life time which starts at 0 days left, and is extended by 30 upon talking to them.
=> => That's invalidated when the companion is added to a player character companion list.
=> Generated Generic Companions can even end up showing up on other worlds too.
Added Change Equipment level requirement to friendship unlock.
=> That will be 0 by default, so one will still be able to change equipments and inventory of companions.
Luna now has extra Jump Speed by default, so she should jump higher now.

Update: 9 Nov, 2024 @ 7:48pm

Added a setting to force teleporting instead of pulling by rope, companions that are stuck, or force pulled.
Added a measure to avoid potential crashing when drawing companion faces when in game menu. (caused by other mods)

Update: 23 Oct, 2024 @ 10:57pm

Bosses will no longer prevent rescue from happening.
Added hooks for modifying companions:
=> Lobby Dialogues, Other Topics and Games.
Added setting to prevent ko'd companions from dying to lava and stuff.
Moved this mod's Movie Player to NTerraria Utilities mod.
=> Cutscenes using it will still play, but they will be handled by that other mod instead.
Heh implemented.

Update: 14 Oct, 2024 @ 9:06pm

Version 0.5.4.1 has been published to Stable tModLoader v2024.8, learn more at the homepage[forums.terraria.org]

Update: 14 Oct, 2024 @ 8:46pm

Fixed a issue where tossing an item while bond-merged with a companion softlocked many game actions and interfaces.
Added reactions to companions based on when a new companion is met, joins the party or leaves the party.
Pulling a companion to you will now clear their path finding.
Bree will no longer be attacked by monsters when she's not recruited.
Companions should now better find their way to their target, when using path finding.
Leona's Portal will no longer spawn unless your character has at least 200 Max Health.
Being caught by the Ghost Fox Guardian with Jumpscare version of cutscene no longer hides most of your game interfaces, upon reentering the game world.
When a companion following target is a character, they will try stop following them when on the ground, and close to the one they're following.
Companions Tough personality will now display their other dialogues correctly.
Miguel rearrives.
Alexander will now show his final recruitment message after you meet him.
Leading companion will no longer try walking where you right clicked a interface while holding a torch.
Fixed a bug where the Zombie Guardian would keep burrowing underground... Until maybe it reached the underworld, or something.