Fargo's Mod/1.3.95

Fargo's Soul Mod v1.3.95 served to provide various minor bugfixes and balance adjustments in addition to a substantial Eternity Mode Moon Lord rework.

Additions

 * Added


 * no longer works on Flairon flail head
 * and buff visual effects reduced

Force Accessories

 * All Forces must be crafted at (was Ancient Manipulator), placing them post-Moon Lord

Other Accessories

 * graze checks changed to no longer give graze from a large number of projectiles that shouldn't, fixed gaining excessive graze from certain projectiles
 * creepers no longer block Dungeon Guardians
 * All Essences require Hallowed Bars to craft so that the vanilla class Emblems have room to be used without being instantly upgraded
 * Fixed and upgrades not granting immunity to

Weapons

 * melee puffer rangs accelerate over time so they can't be stacked indefinitely, ranger use speed nerfed
 * damage nerfed
 * projectile speed adjusted so that it no longer clips through thin walls
 * has two new additional attacks when holding down, an explosive dive and a bullet hell attack
 * tooltip adjusted

Other Changes

 * tooltip adjusted to say Deviantt gives tips
 * Internal refactor of various projectile hitboxes and collision code to facilitate new Sparkling Adoration graze checks
 * Added a toggle for double jump
 * Added Minimal Effects preset toggle configuration
 * Patreon Item toggles ignore preset configurations

General Changes

 * has a new skull visual effect to better denote when it's applied
 * effectiveness reduced to -10% damage and speed and -10 defense (was -15 each)
 * Demon Scythe conditional nerf: -25% speed and -50% damage pre-Eater/Brain, -33% damage after
 * Phantasm nerfed by -25% damage (was -15%)
 * Vanilla nerfs besides weapon damage/speed are denoted with a new tooltip
 * Blood Moon no longer makes bosses exceptionally likely to spawn

Enemies

 * Improved visibility of Rune Wizard auras
 * Chaos Elemental can spawn in hordes of up to 5
 * White Cultist Archer has increased life, drops coins, and fires quick three-shot barrages of explosive arrows. Post-Golem, they can spawn in large groups
 * Replaced Nebula Pillar debuffs with Berserked and Lethargic
 * Replaced Stardust Pillar debuffs with Obstructed and Blackout
 * Nerfed Dungeon Guardian base speed drastically, but it scales its speed with yours

Bosses

 * Head and the one body segment behind it have 50% damage reduction
 * U-turn damage reduction nerfed, only applies to front segments of worms like above (nerfs fight length)
 * Attempted fixing glitch where a head segment could exist without any segment behind it
 * Despawns even faster when all players are dead or out of range
 * Despawns even faster when all players are dead or out of range


 * Accelerating lasers have new visuals and inflict same debuffs as contact damage
 * Despawns even faster when all players are dead or out of range
 * Despawns even faster when all players are dead or out of range


 * Turns metallic, gaining 50% damage reduction when any Royal Subject is alive
 * Buffed Royal Subject contact damage substantially (45, was 27)
 * Buffed Royal Subject contact damage substantially (45, was 27)


 * Removed unintended specific 25% damage reduction against bee projectiles
 * Guardians disappear after overlapping
 * Guardians disappear after overlapping


 * Rain hearts always break at a specific height no matter what
 * Sparkling Love swing behaviour adjusted
 * Improved visibility of Rune Wizard auras
 * Improved visibility of Rune Wizard auras


 * Ichor attack reworked to push you away instead of up
 * Fixed cursed flame wall not always behaving as intended in phase 3
 * Nerfed max speed more
 * Nerfed max speed more


 * Fixed Spazmatism not changing colour in phase 3 if triggered during deathray spin until after spin ended
 * Dark Stars inflict Cursed Inferno and Ichor
 * Dark Stars inflict Cursed Inferno and Ichor


 * All attacks inflict brief Electrified
 * Adjusted implementation of coil resistance (now damage reduction, was 9999 defense) and also gains this resistance after roaring while preparing to coil
 * Coil lasers no longer overlap after they meet in the middle
 * Coil lasers no longer combo you with other hits
 * Coil can fire more lasers per ring at low life
 * Coil lasers have new visuals
 * Coil attack rate slightly increased
 * Has a new phase 3 below 10% life, perpetually coils around player while firing an endless stream of homing stars
 * Has a new phase 3 below 10% life, perpetually coils around player while firing an endless stream of homing stars


 * Guardians disappear after overlapping
 * Dark Stars inflict Nano Injection
 * Phase 2:
 * Stars during spin adjusted delay
 * Active limbs use a different visual effect for improved visibility
 * Adjusted behaviour of Prime Vice and Prime Saw to be easier
 * Marginally increased Prime Laser delay and always starts subphase with the same laser spread
 * Spinning limbs have a new trail effect for improved visibility
 * Reduced default guardian health to 100 (was unintentionally 150)
 * Reduced default guardian health to 100 (was unintentionally 150)


 * Increased size of Spectral Fishron hitboxes to fix being obscenely smaller than the sprite
 * Increased size of Spectral Fishron hitboxes to fix being obscenely smaller than the sprite


 * Fixed Cultist Clones shadow fireball explosions hurting the player when they shouldn't exist at all
 * Improved synchronization of ritual in multiplayer
 * Improved synchronization of ritual in multiplayer


 * Heavily reworked overall
 * Phantasmal Bolts have much wider spread, but less acceleration
 * Reduced Phantasmal Sphere speed and they cannot hurt you until fully opaque
 * Increased fall speed of Phantasmal Eyes so that they occupy airspace for less time
 * Phase 1 fires support attacks based on the current class mode
 * Phase 2 has completely new support attacks
 * Increased core damage reduction to 50% (was 33%)
 * Increased length of each class mode in phase 2 to 20 seconds (was 15)
 * True Eye of Cthulhu behaviour adjusted to never leave the arena
 * True Eye of Cthulhu behaviour adjusted to never leave the arena


 * Damaging acorns have visual trails to differentiate them from harmless acorns
 * Phase 2:
 * Laser rain makes sparks and noises when blocked by head
 * Grows trees from harmless acorns instead of sprouting from nowhere
 * Movement adjusted during chains to reduce odds of contact damage
 * Fixed chains not giving graze properly
 * Snowballs track head's movement to make it more obvious how to dodge
 * Snowballs track head's movement to make it more obvious how to dodge


 * Added a fix for possible sound-related multiplayer despawn glitch
 * Movement heavily adjusted to return more quickly when far away and to outrun players fleeing in a straight line
 * Movement heavily adjusted to return more quickly when far away and to outrun players fleeing in a straight line


 * Spectre spirit max speed slightly increased and they stop tracking when the grab attack ends
 * Hallowed shield has a one second grace period when it doesn't reflect despite the visual appearing
 * Hallowed shield has a one second grace period when it doesn't reflect despite the visual appearing


 * Beetles no longer do damage while spawning
 * Beetles no longer do damage while spawning


 * Added a burp sound as telegraph for fireballs
 * Added a burp sound as telegraph for fireballs


 * Reduced life slightly
 * Added a fix for possible sound-related multiplayer despawn glitch
 * Vortex spins more quickly
 * Vortex spins more quickly


 * Reduced life slightly
 * Saucer movement slightly adjusted
 * Saucer movement slightly adjusted


 * Reduced life slightly
 * Movement adjusted when firing sickle mines and Destroyers to prevent moving from one side of the player to the other
 * Always fires Destroyers away from you initially to avoid luck-based point-blank hits, but Destroyers have much higher speed and aggression if outside a certain range
 * Phase 2 can start at one of several attacks in the cycle (the overall pattern is unchanged)
 * Retinazer ray fan spawning angle offset adjusted to no longer spawn inside you, but can indeed hit you on spawn if you fly into it
 * Slightly more lenient Retinazer ray fan range to dodge Prime rain more easily
 * Adjusted Phantasmal Sphere collision but marginally nerfed how many rings are fired at once during its phase 2 attacks
 * Adjusted Phantasmal Sphere collision but marginally nerfed how many rings are fired at once during its phase 2 attacks