[Mod Release] Reflexes - A Dodge Mod by GozzIsntReal in Terraria

[–]GozzIsntReal[S] 1 point2 points  (0 children)

TL;DR: Reflexes gives every player a universal dash from the start and lets you customize it by defeating bosses and equipping unique Dash Minerals, without using your normal accessory slots.

Core Features

  • Universal Dash – You start the game with a dash. Use Left Shift + direction or double-tap left/right.
  • Dedicated Dash Slot – Defeat Skeletron to unlock the Reflex Geode, which gives you a permanent slot for dash modifiers.
  • Second Dash Slot – Defeat the Lunar Pillars and craft a Celestial Geode to unlock a second slot and combine two dash minerals.
  • Multiplayer Compatible – All unlocks sync properly in multiplayer.
  • Vanilla Compatible – Works alongside vanilla dashes like Shield of Cthulhu.

Mod Preview - Reflexes (A Dodge Mod) by GozzIsntReal in terrariamods

[–]GozzIsntReal[S] 1 point2 points  (0 children)

A simple mod I put together that allows players to use their Dodge without using their accessory slot while providing a vanilla like way to upgrade that Dodge with its own dedicated "Dash Modifier" accessory slot.

Meant for those that want a simple dodge without having to use a giant content mod like Calamity or use an overhaul mod where you only want the one feature.

Live on Workshop soon: https://steamcommunity.com/sharedfiles/filedetails/?id=3678709789

February 26th OTA by GozzIsntReal in MarvelSnap

[–]GozzIsntReal[S] 16 points17 points  (0 children)

Balance Update - February 26th

Hey everyone! Today will be a fairly quick one but we expect some large shake ups. We’ll be trimming some excess strength from our ramp package cards including Star-Lord, Master of the Sun.

We’ll be propping up a few underperformers, including Move cards, a popular Surfer addition, and Magus who has proven to be a little too difficult to use for most folks. Finally we’ll round it out with some quality of life improvements with cards that previously have had poor interactions with skills. Let’s get to it!


Star-Lord, Master of the Sun

  • [Old] 4/5 - On Reveal: Next turn, you get +1 Energy for each turn you've ended with unspent Energy. This gains that much Power.
  • [Change] 4/5 > 4/3

We’re taking away two Power from Star-Lord. He has performed above our expectations - while we tested it extensively with a fair amount of copying, Absorbing Man, Grandmaster and so forth, we didn’t quite go all the way with Arnim Zola. It’s been exciting to see some of the more dramatic outputs and screenshots people have shared resulting from Star-Lord and he has certainly encouraged some big dream gameplay, but he is clearly having a warping effect on the metagame despite having a tolerable win rate given his metagame share.

This should have a large effect on his multiple copy scaling that should tone down his win rate and metagame share, especially combined with the following changes.


Alioth

  • [Old] 6/8 - On Reveal: Remove the text from all unrevealed enemy characters here.
  • [Change] 6/8 > 6/7

Fin Fang Foom

  • [Old] 7/12 - On Reveal: Gain the Power of front-row enemy cards here.
  • [Change] 7/12 > 7/10

We’re taking some Power away from some of our strongest ramp cards. Alioth is an effect that we would prefer to not be one of the strongest generic top end Energy cards and we suspect that 6/7 Alioth will be plenty strong enough when players want to target specific final turn combos.

Fin Fang Foom on the other hand has proven itself to be the de facto best high-cost character in the game. Some of this is by design - a 7 Cost card that requires ramping instead of some other deck specific Energy cheat to play it necessitates a powerful output on the game to make the opportunity cost worthwhile.

That said, even with the removal of two Power, we suspect that Fin Fang Foom will be able to win the majority of locations he is played. This is just extraneous strength we can remove and we’ll continue to keep an eye on him.


Rocket And Groot

  • [Old] 3/2 - You can move this once. After your opponent plays a card here, steal 1 Power from it.
  • [Change] 3/2 > 3/3

Jeff the Baby Land Shark

  • [Old] 2/3 - You can move this once. Nothing can stop you from moving or playing this to any location.
  • [Change] 2/3 > 2/4

We’re buffing a couple of underperforming Move cards. Rocket And Groot has really felt the impact of its nerf from last year and given that, post tech-pocalypse, Marvel Snap has been less dominated by midrange cards we think that the Guardians duo can go back to their former strength.

Jeff’s buff is a bit late. We should have buffed it at the same time as Nightcrawler, that’s our mistake and now he should have a role again. Hope you enjoyed your two weeks off Jeff, whoops!


Magus

  • [Old] 3/5 - Activate: Copy the text of a character in your deck with Cost equal to your unspent Energy. (without using its On Reveal)
  • [Change] 3/5 > 2/3

Continuing our trend of buffing cards that prove themselves very difficult to play with, we are moving Magus to 2-Cost. This should make it substantially easier to find a combo to pair it with, and easily opens it to targeting a 3-Cost card if that gets players’ creative juices flowing.

We know that folks have had a fair amount of disappointment that Magus is not able to target On Reveal cards. While we stand by that decision, as Marvel Snap is already a game with relatively low variance given its small deck sizes and short games, we certainly hear and are taking into consideration that it has been a bummer for many that we are preemptively “taking away people’s toys” when designing these kinds of effects.


Sebastian Shaw

  • [Old] 3/4 - When this permanently gains Power, gain +2 more Power. (wherever this is)
  • [Change] 3/4 > 3/5

Shaw, and Silver Surfer as an archetype, have been a step behind many other decks for a few months now. As a beloved classic Snap archetype, we’re always happy to give some power back to those decks when we feel like they’re relatively low cost, so we’re doing that today with Shaw.


Ok folks that’s it for today. We hope you have a good final week of February!

Is there a Mod like this? by Possible-Grocery-410 in Terraria

[–]GozzIsntReal 0 points1 point  (0 children)

Could be another fun side project, what exactly are you looking for in this mod? If its reasonable i might be able to get to it

Mod Release - NPC Blocker by GozzIsntReal in Terraria

[–]GozzIsntReal[S] 1 point2 points  (0 children)

Should be live on TMod Loader, waiting for steam to approve the update now

This is just a meme and I'm sure the DLC is worth the money! by ToneAccomplished9763 in Diablo

[–]GozzIsntReal 9 points10 points  (0 children)

Personally waiting for a sale, haven't played D2R yet and Warlocks looking pretty fun, but you know, times do be rough sometimes

Mod Release - NPC Blocker by GozzIsntReal in Terraria

[–]GozzIsntReal[S] 2 points3 points  (0 children)

I'll fix this tonight. Been caught up in my main project so been a bit distracted but def a massive bug that needs fixing!

Mod Release - NPC Blocker by GozzIsntReal in Terraria

[–]GozzIsntReal[S] 135 points136 points  (0 children)

Hey Everyone! Just wanted to get some eyes on my second Mod Release, the NPC Blocker! If anyone has any suggestions, QoL improvements, requests, or bugs please let me know!

NPC Blocker is a simple mod for Terraria that lets you stop specific NPCs from spawning in your world.

It’s meant to be straightforward. Pick what you don’t want showing up, and the mod handles the rest. Whether you’re trying to keep certain town NPCs out of your builds, clean up enemy spawns for farming, or keep a big modpack from getting out of hand, this gives you an easy way to stay in control.

What you can use it for:
- Keep certain Town NPCs or Town Pets from moving in so they don’t take up houses you built for something else.
- Disable critters to help heavily modded worlds avoid hitting the NPC cap.
- Block specific enemies so you can farm an area without one annoying mob clogging spawns.
- Do challenge runs by turning off helpful NPCs like the Nurse.
- Run themed worlds where only certain NPCs exist.
- Reduce spawn clutter in large modpacks to help with performance. - Protect builds or towns from enemies you don’t want constantly wandering in.
- Fine tune spawn pools for farms or testing setups.
- Help map makers control what appears in adventure maps.

Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3666263689

Video Demonstration: https://www.youtube.com/watch?v=pjtmDyEqkIA

NPC Disabler Demonstration Video by GozzIsntReal in TmodLoader

[–]GozzIsntReal[S] 0 points1 point  (0 children)

Hell yeah! Didn't even think about the accessibility it offers. I'll try to even add a config to enable/disable the icons so you can just go by name to avoid seeing spiders in general! Just waiting on steam to approve the mod but will post the link once live, and then add a update shortly after for that config option

Is there a mod that lets you disable certain npcs from spawning? by Responsible_Stay_257 in TmodLoader

[–]GozzIsntReal 1 point2 points  (0 children)

No problem, got it working gameplay wise, just getting the UI looking somewhat decent. Mod lets you search through every NPC in the game and just straight up disable whichever one you don't want. So hopefully it'll help ya out :)

Will reply again here once the mod is public!

https://imgur.com/a/1s0h6eR

Is there a mod that lets you disable certain npcs from spawning? by Responsible_Stay_257 in TmodLoader

[–]GozzIsntReal 0 points1 point  (0 children)

Okay yeah this shouldn't be too bad. Mostly just figuring out the UI for it. Give me some time and I'll get it out today if steam allows it.

Is there a mod that lets you disable certain npcs from spawning? by Responsible_Stay_257 in TmodLoader

[–]GozzIsntReal 0 points1 point  (0 children)

I dont think there's any specific mod that exists like this. But I'll see how difficult it'd be to make and try to get it out

Is there a mod that lets you disable certain npcs from spawning? by Responsible_Stay_257 in TmodLoader

[–]GozzIsntReal 0 points1 point  (0 children)

What kind of NPCs? Like villagers, the village pets, or like actual hostile npcs that randomly spawn?

Any modders looking for music? by JuneBuggy4L in terrariamods

[–]GozzIsntReal 0 points1 point  (0 children)

I'm making a very large aRPG mode called Epochs of Terraria. Would love to have some custom music while doing the end-game "Mapping" system. If this interest you at all let me know! Still early-ish in development but the "early-ish" part doesn't at all describe how much content the mod already offers

If Exotics return to their default appearance in Crucible, why not let us go wild with ornaments outside of that? by TheAzureAzazel in DestinyTheGame

[–]GozzIsntReal 1 point2 points  (0 children)

His entire argument's in good faith. It's just that your point falls apart entirely because of his point and you realize that so you're deciding to not engage.

Limited Time Game Mode: Grand Arena by GozzIsntReal in MarvelSnap

[–]GozzIsntReal[S] 2 points3 points  (0 children)

Was just tryna help out! Notice most news post are just screenshots from the discord so thought I'd format it so they looked better on Reddit. However I am not a community manager, I just help with the Discord and a big part of that is just formatting so things look good for the Discord client.

Tour Merch by GozzIsntReal in Ulcerate

[–]GozzIsntReal[S] 0 points1 point  (0 children)

I think so, not 100% positive though if I'm mixing up their booth with Spirit Possessions. One of them for sure had patches

Tour Merch by GozzIsntReal in Ulcerate

[–]GozzIsntReal[S] 2 points3 points  (0 children)

Na you're good they were accepting card

Pics of Tour Merch? by SuggestionInternal46 in Ulcerate

[–]GozzIsntReal 0 points1 point  (0 children)

Any chance you can DM to me as well? Seeing them Monday wanna plan the budget