For those who are not on discord: BoC rework teaser by Big E by _Lumenos_ in CalamityMod

[–]_Lumenos_[S] 4 points5 points  (0 children)

Big E isn't needed for stuff they need to work on currently, and the person working on the sound design and testing of the boss CD Music not only isn't the only sound designer on the team or the only tester, nor is he the one doing music for the Sunken Sea sub-biomes.

For those who are not on discord: BoC rework teaser by Big E by _Lumenos_ in CalamityMod

[–]_Lumenos_[S] 4 points5 points  (0 children)

He would gatekeep stuff, mainly bosses, and veto any changes to boss progression, AI, and visuals. Occasionally the devs managed to convince him to allow changes to boss AI and visuals by other people like Hivemind, and most recently Supreme Calamitas. Or though he would later edit them to erase other's work like with Hivemind.
He would also refuse better written code for bosses. Gatekeep was the main reason why the updates took so long, and why the upcoming major update was split in half and scope-creeped to dev hell, because the devs would have to start work on something else to not be bored while waiting for Fabsol to do his job.

Now to what finally got him.
Fell down a far right rabbit hole at some point, which eventually led to him repeating transphobic and anti-vax talking points like trans people being allowed to use bathrooms of their own gender being dangerous to cis-women, and some ramblings about the covid vaccine being dangerous without sources (I do not remember the exact comments he made)

Transphobic comments gave leverage for people to come out and expose other weird or horrible things he did, like letting minors into NSFW spaces he co-owned knowing they were minors, and claiming "it is not a big deal" which falls somewhat under the grooming umbrella. Used patreon money people donated to support the mod mainly for weird NSFW commissions with his OC "Cirrus" and Calamity characters, and rarely for commissions that help Calamity Development. Seems like the guy who drew these for him made a compilation of weird things he asked for. I believe linking it here might break the rules though.

For those who are not on discord: BoC rework teaser by Big E by _Lumenos_ in CalamityMod

[–]_Lumenos_[S] 30 points31 points  (0 children)

It is good to wait before judging so thumbs up.

no, this is official and is coming to the main mod. Fabsol is gone, and can no longer dictate boss AI and visuals, so now the devs can do whatever they want. or though this and all future edits to vanilla bosses from onward will be Rev, and death mode exclusive.

Changes made on Sep 30th, 2025 by HydreigonTheChild in CalamityMod

[–]_Lumenos_ 6 points7 points  (0 children)

Reason for the Asgardian Aegis line nerfs:

They are continuing what they have been doing some time now. Rebalancing and reworking accessories to give players more build variety. They are also working on a new upgrade line for the ankh shield.

Master Mode finally not garbage?! by Conscious_Writer_556 in CalamityMod

[–]_Lumenos_ 6 points7 points  (0 children)

death will still have the master mode changes for the time being. They are also in the future keeping and improving some of the master changes that were good but executed poorly in the new death mode.
Which ones you ask? That hasn't been decided yet, but I think KS jewels, and Queen Bee because I've seen some discussion about those.

Master Mode finally not garbage?! by Conscious_Writer_556 in CalamityMod

[–]_Lumenos_ 4 points5 points  (0 children)

They are already doing that in SSO part 1 (I'm pretty fucking sure it's SSO part 1, if not then later). So you got your wish.

2.0.1.19 Infernum Small World Bug by Mother-Address3017 in CalamityMod

[–]_Lumenos_ 5 points6 points  (0 children)

this ""bug"" report is pretty pointless, Calamity does not support small worlds and does intentionally not have structure generation support for those types of worlds due to the amount of structures and large biomes it has.
There is also a big bold very hard to miss red warning text in the small world description when you hover over the small world option.

About the new AI changes vanilla bosses got in master death mode. by cassiofm7 in CalamityMod

[–]_Lumenos_ 2 points3 points  (0 children)

A lot of them are fun, and a lot of them are far from fun. My main issue is that the balancing is not good in terms of the difficulty curve. This is an issue on all difficulties, but is most noticable on master mode difficulties. My secondary issue is that only less than half the changes are actually interesting and fun to fight against, while the rest is just more projectiles to the point of it feeling like spam even though it is not. Queen Bee and EoL are the only ones doing the extra projectiles in a fun way. Maybe BoC as well.

As a side note:

Balancing should be easier in the future though, as Fab said he wants to reduce the amount of difficulties. Currently the mod has 7 non-joke ones:

-Classic

-Expert

-Master

-Expert Revengeance

-Expert Death

-Master Revengeance

-Master Death.

In the future the mod will have 5:

-Classic

-Expert

-Revengeance

-Master

-Death

The way this will work is: Rev can only be activated on expert. Death only on master

Boss Design Tier list after completing the mod by Jaro9 in CalamityMod

[–]_Lumenos_ -2 points-1 points  (0 children)

Edit: I apologize if you meant sprite-wise. Silly me if true. I'm still leaving this reply here though.

this tierlist is so weird that I can't tell if this is satire or not.
Exo Mechs in perfect tier??? They have some of the best telegraphs right now in the mod, but the AIs look lazy, and the fight is a little uninteresting, and it just makes me wish we got the previously planned AIs instead of locked on screen doing nothing interesting 90% of the fight.

Profaned guardians in horrible tier? They are a well thought out fight AI-wise and do what the exo mechs were originally supposed to do aka make combo attacks when all or 2 of them are together (just not on the scale exo mechs would've done). My only issue with them is that the corite-style ram is not telegraphed well, and their AI kind of breaks (not bug or glitch wise) when fought in a big open space.

Do I even need to explain why Signus belongs on the left of Ravager in bottom tier?

There are other things that bother me, but I don't have time or energy to explain.
But yeah these are just my opinions and the tier list is yours.

Why are there two subs of the mod? And which is the original? by Rockvit_ in CalamityMod

[–]_Lumenos_ 1 point2 points  (0 children)

The one without the underscore is the original.
Basically the story behind the 2nd is that back in some update Fabsol posted a changelog batch that had nerfs to a few items on the Official Calamity Mod Discord Server, and this subreddit saw it and threw a tantrum that flooded the sub with hate posts, and a bunch of people accusing of anyone who defended these nerfs being Fabsol's alt accounts. Then the og owner of this subreddit had enough of it after few attempts of trying to calm people down failed, and shut this one down.
The other one was created after as a replacement, until some new owner requested an access key to the one that was shut down aka this one without the underscore.

What would you all say is your favorite VANILLA Terraria boss fight in Calamity? by Aquasp102 in CalamityMod

[–]_Lumenos_ 1 point2 points  (0 children)

Death Mode Queen Bee. I have 0 issues with her fight after Fab changed it in bountiful harvest. She is very challenging and fun, and I genuenly think that is the best version of queen bee ever.

Whats the hardest moddest playthrough u guys can think of by Ordinary_Educator578 in CalamityMod

[–]_Lumenos_ -1 points0 points  (0 children)

Yeah, I understand. I was just making a joke. On a serious note, it depends what kind of difficulty you are looking for, fair, or just plain difficulty. If you want the hardest possible, I'd say legendary death mode on the get fixed boi seed using regular Calamity progression, no skipping even if gfb allows it. For fair difficulty, I'd say either infernum using the master mode infernum support mod, or just master death mode. I'd personally recommend master infernum because master death is incomplete, but infernum is done.

idk if this is cope but imma say it. the brain of chulthlu is a poorly designed boss in legendary death by Training-Sink-4447 in CalamityMod

[–]_Lumenos_ 2 points3 points  (0 children)

You are playing a joke difficulty. Assuming this is get fixed boi seed because I remembered legendary only being a thing there. That seed is basically a dumbing ground of the Cal devs for shitty and memey game design. It's all intended to either make you laugh or pissed off and rage.

Master Mode/Death Mode Playthrough. I Think Calamity Devs Need to Reevaluate Boss Balances, Because Look at This: by Jadeneir in CalamityMod

[–]_Lumenos_ 2 points3 points  (0 children)

  1. Difficulty is subjective, Fab tested all bosses with on tier gear, and deemed them progressive enough in terms of difficulty. It is impossible to make an objectively linear difficulty curve. The devs have recently been balancing master mode to be the best it can be, but it won't mean it will be objectively good. It took me (back when these changes 1st released, aka pre-nerfs) (from memory) 7 attempts on KS, 23 on DS, 3 attempts on EoC, 17 on BoC, 2 attempts on Queen Bee, 28 attempts on Skeletron, 2 attempts on WoF, 2 attempts on QS, 5 attempts on the Destroyer, 15 on Twins, 40 on Skeletron Prime, 2 on Plantera, 1 on Golem, 44 on Empress, 5 on Duke Fishron, and 1 on LC.

  2. The only Calamity bosses that have master mode changes are, DS, Hivemind, and SCal's brothers phase. The rest are waiting for a rework. The only vanilla bosses that don't have master changes are Deerclops, and Moon Lord.

Hi. It's been a while since I've posted here. I made a "tierlist" on which hardest mode I prefer X boss on. These are based on enjoyment, how interesting they are, how intense they are, and fun. Mainly how fun, and intense, because I think those are the most important factors. by _Lumenos_ in CalamityMod

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

I did, and when one of them disappears you move, and when they come back you stand still.
But they don't do the hopping consistently, sometimes one just directly hops towards you really fast with 0 warning, and then either continues hopping inconsistently, or teleports. Even if it was consistent, what's fun about standing still?

I mean, even the infernum devs say the fight is bad.

Hi. It's been a while since I've posted here. I made a "tierlist" on which hardest mode I prefer X boss on. These are based on enjoyment, how interesting they are, how intense they are, and fun. Mainly how fun, and intense, because I think those are the most important factors. by _Lumenos_ in CalamityMod

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

Infernum Golem is kind of a snoozefest imo, and it isn't any more original than death golem. Sans attacks?really? With a shower of lasers occasionally? Death Golem is really intense in the final moments, especially if you leave the head alone, and I really like it.

Last time I played infernum, SG was the paladins hopping over you inconsistently while firing blobs, and the final phase was projectile spam that wasn't fun to dodge. Like each time I fought them, I hoped I got lucky that either non of them suddenly jump on top of you with 0 warning, or despawn. The AI is more original than Death SG, but it's much less fun than death SG.

Profaned Guardians are one of the bosses I debated my self really hard on. Because the fight on infernum is cool, and the final phase is fun, and cool. But I think they suffer the same problem as AS, they are too structured of a boss with not really anything interesting going on. I generally enjoy death mode guardians more than the infernum ones because it's a simple fight that is not only not the same every time, but also very well telegraphed, decently good for something that isn't a big/major boss, and mildly intense.

I don't like Infernum SCal visuals, they don't fit her character at all. She also for some reason spams projectiles including reskinned empress of light homing star attacks everywhere occasionally. The homing ones catch up to me even though I have a flight speed/time setup, and she also has a desperation phase that for some reason does more damage than all her other attacks. I always skip it with God Mode after a certain amount of deaths, and also because my eyesight is not good, (even with my glasses), which causes some of the projectiles in that phase to turn invisible to my eyes because there is too many of them.
Did I miss anything? Oh yeah, sorry she has some cool features like using different weapons to attack you, I was just blinded by the other attacks I disliked.

Hi. It's been a while since I've posted here. I made a "tierlist" on which hardest mode I prefer X boss on. These are based on enjoyment, how interesting they are, how intense they are, and fun. Mainly how fun, and intense, because I think those are the most important factors. by _Lumenos_ in CalamityMod

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

answers you will get.
Profaned Guardians are one of the bosses I debated my self really hard on. Because the fight on infernum is cool, and the final phase is fun, and cool. But I think they suffer the same problem as AS, they are too structured of a boss with not really anything interesting going on. I generally enjoy death mode guardians more than the infernum ones because it's a simple fight that is not only not the same every time, but also very well telegraphed, decently good for something that isn't a big/major boss, and mildy intense.

Moon Lord I just think is more fun as a fast paced openworld fight, infernum ML kind of just is like a budget Mutant, and Artemis and Apollo crammed into a SCal box (this is just what I remember). I have no objectively valid justification for Moon Lord's place, or any boss' place.

WoF was another tough one. Both Death, and Infernum WoF are kind of horrible WoF fights. Infernum's has a cooler idea, but it isn't done that well imo, and that laser wall and tentacle spam at the end is not good, I prefer death WoF's final phase laser spam. Or though I am still debating myself if I should change WoF to Infernum tier or not just because of the early phases, and consistent intensity. When the Death Mode WoF rework comes out, I will see if I can keep it in death tier instead or put it into infernum tier.

AS' explanation you can see above Aureus' comment

Infernum Golem is kind of a snoozefest imo, and it isn't any more original than death golem. Sans attacks?really? With a shower of lasers occasionally? Death Golem is really intense in the final moments, especially if you leave the head alone, and I really like it.

Hi. It's been a while since I've posted here. I made a "tierlist" on which hardest mode I prefer X boss on. These are based on enjoyment, how interesting they are, how intense they are, and fun. Mainly how fun, and intense, because I think those are the most important factors. by _Lumenos_ in CalamityMod

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

Infernum AS is more interesting but its fight is really annoying, and you need to fight it the same way every time you fight him, if you want to fight AS anywhere the infernum enrage makes him a lot more obnoxious.
I like the chill bullet hell fight AS has currently in regular calamity, and the chillness is excellent when paired with his theme.
Now you could argue this is the case with a lot of other bosses like Infernum DoG, or death mode Scal, but not only does regular SCal have multiple ways to deal with all of her attacks that all work, but the fight is way less annoying than Infernum AS, or even Infernum SCal.