Fargo's Mod/1.3.96

Fargo's Soul Mod v1.3.96 served to rework many Enchantments and aspects of Eternity Mode.

Additions

 * Added and


 * All recipes collectively reduced to 6 materials (was 7). All pets removed.
 * Moved Shiny Stone from Valhalla Enchant to Colossus Soul
 * Moved Moon Charm from Red Riding Enchant to Berserker Soul as Celestial Shell
 * Moved Master Ninja Gear from Shinobi Enchant to Supersonic Soul
 * Moved Spore Sac from Colossus Soul to Trawler Soul
 * Moved Sweetheart Necklace from Colossus Soul to Supersonic Soul
 * Moved Arctic Diving Gear from Supersonic Soul to Trawler Soul
 * Moved Gravity Globe from World Shaper Soul to Flight Mastery Soul
 * Added Amber Horseshoe Balloon and Flower Boots to Supersonic Soul
 * Added Obsidian Horseshoe to Colossus Soul
 * now allows critters to be used as weapons by right clicking with them.
 * Currently only works with Birds, Cardinals, and Blue Jays.
 * No longer grants Guilty immunity
 * is available pre-Skeletron
 * now slows down projectiles and enemies within a certain radius of the cursor
 * Fixed slowed projectiles also having halved travel distance
 * bug fixed, no longer triggers when using tools
 * reworked
 * Now caps crit at double the value you would have normally (previously always went up to 100%)
 * Max crit bonus returns to 100% in
 * bug fixed, now always makes Ghastly Glaive bigger like other spears
 * Damage bonus nerfed to 10% (was 15%) but applies to all enlarged attacks (previously only affected crits)
 * Enlarged attacks roll for crits an extra time
 * heavy rework
 * Shield of Cthulhu effect removed
 * Iron Magnet no longer works on hearts
 * Iron Magnet has reduced effectiveness on nebula boosters
 * Parry internally refactored for various bug fixes
 * Parry window is 20 ticks, cannot parry again until 40 ticks after shield is lowered (40 ticks after invulernability frames end if parry succeeded)
 * Parry has improved tells for when the parry window is open, when it ends, and when the parry cooldown is over
 * Successful parry has total immunity to debuffs
 * Now available pre boss
 * sword damage doubled from 15 to 30
 * Recipe uses a Silver Bow instead of butterfly
 * recipe changed, now available pre-hardmode
 * reworked, now grants a spore double jump
 * Herb doubling removed
 * Guide to Plant Fiber Cordage effect removed
 * buffed, rains 10 javelins (was 5) and javelins will lead the target based on their speed
 * grants Lava Wet buff that makes attacks spawn explosions for a while after touching lava
 * bug fixed, no longer grants unintended ability for bees to ignore all enemy defense
 * invulnerability frames on revival increased, spawns more bones on revival
 * Increases invulnerability frames and can spawn up to 3 bones on every hit
 * rework
 * Smoke bombs always arc towards your cursor location
 * Teleport is triggered by pressing hotkey again instead of automatically
 * Has a cooldown on smoke bombs after teleporting
 * Smoke bombs can be thrown while still attacking
 * effect swapped with Ancient Shadow. Spawns 2 shadow Orbs
 * no longer affects critters
 * recipe replaced Bone Key with Bone Glove, now available post Skeletron
 * tooltip clarified
 * buffed
 * Icicles move faster, do more damage, max at 10 (was 30)
 * Icicles spawn more often and at a constant rate (used to spawn slower when you had less)
 * Icicles can freeze with any number (previously required 10)
 * Frozen application is now for 30 ticks on the first hit and 10 additional ticks for every icicle after that, up to a cap of 2 seconds
 * Chilled is applied for 5 seconds on first icicle hit, bonus increased to 25% (was 20%)
 * Now available early Hardmode
 * Icicles will not fire while using tools
 * disables stealth while in shell and debuffs will not be applied
 * You can exit the shell early by pressing the hotkey again
 * effect swapped with Shadow. Spawns 3 Shadow Orbs. Inflicts enemies with Darkness.
 * Darkness damage, chance to inflict, and range buffed
 * now available early Hard mode.
 * now lets sentries crit.
 * buffed, tornado works in mid-air
 * Now available early Hardmode
 * rain damage halved, but lightning damage buffed
 * Rain cloud follows you around and shrinks when not fed projectiles
 * Rain cloud is always at max size when using
 * buffed
 * Default cooldown reduced to 30 ticks by default (was 60 ticks)
 * cooldown reduced to 20 ticks (was 45 ticks)
 * cooldown reduced to 10 ticks (was 30 ticks)
 * debuff modified halved when Daybroken is applied
 * Inflicts new Orichalcum Poison debuff instead of random fire debuffs
 * 's Disrupted Focus only cancels out its own bonus and no longer applies when the toggle is disabled
 * sword damage buffed from 80 to 100, becomes 250 with
 * and and buffed, periodically drops arrows towards your cursor at all times in addition to previous ability, ability cooldown reduced to 15 seconds (was 30).
 * Arrow rain damage now scales better
 * and reworked, now increases healing received
 * reworked, now generates flames around you as you attack and increases damage of next attack when you switch weapons. The bonus hit will also spawn an inferno
 * reworked, sentries take less time to charge but despawn in 15 seconds (was 30) and no hard limit to sentry count
 * rework
 * Increases thorns damage 10 times over
 * Shell always lasts at least 1 second and can continue until it blocks 25 attacks
 * Shell cooldown reduced to 30 seconds (was 60)
 * Shell grants debuff and knockback immunity
 * now spawns spore clouds while flying
 * adjusted to no longer spawn mushrooms on the same tick projectiles spawn, this prevents the interaction where it instantly maximized cloud power
 * Stealth bonus rate for mushrooms decreased
 * Mushrooms buffed, can hit more times per second
 * now works with sentries
 * scythe duration nerfed, despawns earlier
 * nerfed, spirits only spawn half as often as before
 * flight bonus reduced from 50% to 25%
 * reworked, now grants a more traditional dash with invulnerability frames
 * now grants a teleport dash
 * buffed
 * Duration increased to 9 seconds
 * Enemies cannot inflict contact damage
 * Projectiles can move for a brief period after spawning until they freeze and cannot damage anything while frozen
 * Fixed some projectiles "twitching" as the duration neared its end
 * Stardust Guardian throws knives at enemies that fly when time resumes
 * Cooldown decreases as upgraded (60 seconds default, 50 in Force, 40 in Soul of Terraria, 30 in Soul of Eternity)

Soul Accessories

 * recipe adjusted, uses Magnet Sphere instead of Blizzard Staff
 * tooltip adjusted to say infinite instead of long flight
 * Grants hover
 * and synergy: sets your minion crit equal to your highest crit between melee, ranged, and magic
 * magnet regains full effectiveness on collecting boosters
 * contains Shield of Cthulhu
 * contains Shield of Cthulhu

Other Accessories

 * allows Black Recluses to drop Dangersense Potions
 * Creeper base life nerfed to 40 (was 50)
 * tooltip adjusted to clarify that the slime fights for you
 * no longer has unintended slime rain effect
 * dash no longer removes your invulnerability frames early if you got hit just before you used it, dash also prevents debuffs from being applied while in transit

Weapons

 * damage buffed to 15 (was 12)
 * damage nerfed, damage halved again while being spun in hand
 * projectiles adjusted to have a smaller tile collision hitbox (enemy collision hitbox unchanged), will strike surfaces less often. Bonus proc damage is now variable instead of always being the same
 * damage nerfed, Spazmarang cursed flame jets damage halved further since the boomerang itself ignores invulnerability frames and can hit alongside the piercing flames simultaneously
 * range increased by about 40%
 * requires spinup to reach full damage, previously did full damage immediately
 * right click visuals adjusted and ray scales with up to 12 slots (total 16 beams)

Other Changes

 * The visual for ’s and ’ timestop has been changed from grayscale to color inversion
 * Has new sound effects and cuts music while timestop is active
 * Fixed certain healing-blocking effects allowing you to use healing potions anyway, which caused them to be wasted instantly
 * Accessory effect toggles have been moved from the mod’s config to a new user interface
 * no longer grants hover
 * mode now saves between sessions
 * can now be detected by the Lifeform Analyzer
 * Updated sprites
 * icon
 * Super Flocko buff icon

General Changes

 * All vanilla balance changes are listed in tooltips
 * Magic Missile, Flamelash, and Rainbow Rod projectiles despawn after 5 seconds due to Tribal Charm allowing autofire to stack them while retaining control
 * Vampire Knives new nerf: -25% damage, -25% speed, lifesteal rate reduced above 33% life, serves as a low-damage emergency life recovery sidearm
 * Xeno Staff nerf reduced to -15% damage (was -25%)
 * Stardust Cell Staff minion shots only gain minion class while Moon Lord is alive (to avoid benefiting from minion crits and crit multipliers in other scenarios, which made it overpowered against post-Moon Lord enemies)
 * All boss arenas in general will eject you towards the center if you touch them

Enemies

 * Red Devils no longer spawn pre-hardmode
 * Eskimo Zombies replace Zombies in the Snow biome more often
 * Fixed most Zombies being unable to horde besides the generic default type
 * Fixed Granite Elemental reflecting minions
 * Nerfed Eater of Souls cursed fireballs to inflict 4 seconds of Cursed Inferno (duration was random and longer before)
 * Increased chances and maximum size of Chaos Elemental hordes
 * Rune Wizard contact debuffs removed, contact damage halved, but projectile damage increased to compensate
 * Biome Mimics are immune to
 * Celestial Pillar auras only occur during the real invasion triggered by killing Lunatic Cultist, i.e. not when spawned using Outsider's Portal
 * Drastically decreased spawn rates of Celestial Pillar enemies after 1 Mechanical Boss is defeated
 * Standardized all Solar Pillar enemies to inflict On Fire! and Burning

Bosses

 * Drops fewer Life Crystals
 * Drops fewer Life Crystals


 * Improved visuals for phase 3 transition
 * Phase 3 transition is at 10% life (was 6%)
 * Drops Fallen Stars instead of Herb Bags
 * Drops Fallen Stars instead of Herb Bags


 * Nerfed cursed fireballs to inflict 4 seconds of Cursed Inferno (duration was random and longer before)
 * Fixed a glitch that caused the U-turn jump-dive to always fly straight right instead, which in turn caused despawning issues
 * Fixed a glitch that caused the U-turn jump-dive to always fly straight right instead, which in turn caused despawning issues


 * Adjusted glow ring telegraph visual
 * Buffed phase 2 clone, radius of immunity to knockback is much smaller (it can get much closer to you before it becomes vulnerable to knockback)
 * Buffed phase 2 clone, radius of immunity to knockback is much smaller (it can get much closer to you before it becomes vulnerable to knockback)


 * Improved visuals for bee swarm telegraph
 * Now drops Herb Bags
 * Now drops Herb Bags


 * Bone spray and Baby Guardians share invulnerability timers with other attacks (can no longer combo)
 * Widened front gap of V-spread non-homing Baby Guardians, but covers all other angles with no back gap
 * Guardians leave behind visual gores
 * Guardians leave behind visual gores


 * Adjusted visuals
 * Nerfed base life to 5,000 (10,000 in Expert and above), was 6,000 (12,000 in Expert and above)
 * Teleports closer to you at beginning of each arena attack if you're too far away, to reduce risk of running into arena walls
 * Medusa Love Ray:
 * Phase 2 heart rings don't deal damage while you're Stoned
 * Nerfed ray damage to be survivable from 400 life
 * Ray debuffs mostly removed after the attack ends, but inflicts much longer Defenseless
 * Grants Featherfall when Stoned is applied to prevent fall damage
 * Grants Featherfall when Stoned is applied to prevent fall damage


 * Buffed ichor to inflict as much damage as cursed flame
 * Improved visuals for eye vulnerability switch
 * Cursed flames wall stops slightly closer to Wall of Flesh
 * Ichor spit coverage nerfed
 * Phase 2 triggers at 75% life
 * New phase 3 at 50% life, shoots Hungry chain barrages in between world evil attacks
 * Retains phase 4 at 10% life which has faster Hungry chain barrages
 * Retains phase 4 at 10% life which has faster Hungry chain barrages


 * Improved visuals for Retinazer deathray telegraph
 * Removed Fallen Star drop
 * Removed Fallen Star drop


 * Temporarily has increased speed when exiting coil so that it uncoils and body doesn't block you as much when the head returns
 * Removed Fallen Star drop
 * Immune to Frost Enchant freeze during coil attack
 * Immune to Frost Enchant freeze during coil attack


 * Guardians leave behind visual gores
 * Diagonal limb swipe glows red when they strike
 * Removed Fallen Star drop
 * Removed Fallen Star drop


 * Crystal Leaves no longer attack immediately when spawned
 * Phase 1 periodically plants a less dense spread of mines on your location
 * Deletes spiky balls and mines when entering phase two
 * Phase two Crystal Leaves undulate faster
 * Phase 2 Dicer mines have increased delay between waves and more spread
 * Fixed Dicer mines not propagating through walls, leaving large gaps
 * Damage resistance against Fetid Baghnakhs reduced to 50% (was 75%)
 * Damage resistance against Fetid Baghnakhs reduced to 50% (was 75%)


 * Fixed an oversight where Golem Head deathray sweep didn't always end at the temple's edge if you're fighting inside, now should be consistent
 * Low Ground automatically actuates nearby platforms back to solid tiles so long as you're not very close to them
 * Low Ground automatically actuates nearby platforms back to solid tiles so long as you're not very close to them




 * Increased life to 99,999 (+33%)
 * Increased life to 99,999 (+33%)


 * Improved visuals for phase 2 fireball ring
 * Always instantly initiates a pillar ritual when brought below 50% life
 * Buffed max life to 80,000 (was 60,000)
 * Celestial fragment duration drastically increased
 * Celestial fragment duration drastically increased


 * Improved visuals for phase 1 support attacks
 * Sun chain blasts ignore Creepers
 * Sun chain blasts are always a fixed length (no longer changes when True Eyes are firing deathray), but duration is much shorter
 * Sun chain blasts share invulnerability timers with other attacks to prevent combos
 * Sun chain blasts share invulnerability timers with other attacks to prevent combos


 * Increased delay after phase 2 snowball rain to eliminate risk of tracking its snowballs unfairly onto you
 * Increased delay after phase 2 snowball rain to eliminate risk of tracking its snowballs unfairly onto you




 * Increased life by 50%
 * Enrage jump adjusted, activates deathray attack on all heads that aren't already attacking
 * Enrage jump adjusted, activates deathray attack on all heads that aren't already attacking


 * Won't despawn if you're in underground Desert, even if you aren't standing in front of a background wall (this allows the Mutant Mod Desert Fountain to enable fighting it)
 * Improved visuals for Hallowed Shield reflector activation
 * Improved visuals for Hallowed Shield reflector activation


 * Improved visuals for phase transitions
 * Beetles fly in denser lines
 * Decreased delay between fireball barrages
 * Decreased delay between fireball barrages


 * Added visual telegraph for beginning dashes
 * Added visual telegraph for beginning dashes


 * Improved visuals for phase transition
 * Improved visuals for phase transition


 * Improved visuals for wings and phase transitions
 * Improved visuals for wings and phase transitions


 * Updated visuals
 * Deathrays only deal increased damage to Deviantt town NPC, used to deal increased damage to all town NPCs
 * Fixed deathray punches not giving graze
 * Changed hitsound to metal
 * Nerfed base damage to 300 (was 320), 150 in Normal
 * Phase 2 transition occurs at 50% life in Normal/Expert Mode (was 80%, is still 80% in Eternity Mode)
 * Deathray attacks no longer occur in Normal, now treated as an Expert Mode change
 * Adjusted spread of uppercut offshoot rays
 * Punches much faster in setup for uppercut and after timestop
 * Offshoot rays have slight homing
 * Increased speed of Phantasmal Spheres while preparing straight punch after vortex
 * Nebula attack lasts slightly longer and has less random spread on Nebula Blazes
 * Adjusted movement during timestop
 * Adjusted spacing of timestop attack to compensate for more disorienting timestop visual effect
 * Eternity Mode specific:
 * Phase 2 solar dash causes sun chain blasts
 * Phase 2 vortex rotation rate nerfed, but increased density of lightning bolts to prevent sneaking between them and emits rings of lightning orbs
 * Phase 2 nebula attack gradually rotates to shooting Nebula Blazes down from above you
 * Phase 2 timestop has converging rings of projectiles
 * Increased damage of all phase 3 attacks
 * Phase 3 arena shrinks as damage is inflicted
 * Phase 3 solar fireballs stop closer to Eridanus as damage is inflicted to compensate for above
 * Phase 3 vortex lightning ring is denser but slower
 * Phase 3 nebula attack changed to much faster but have a blind spot in front of Eridanus
 * Phase 3 nebula attack changed to much faster but have a blind spot in front of Eridanus


 * Fixed arena doing twice as much contact damage as Abominationn himself
 * Fixed arena doing twice as much contact damage as Abominationn himself


 * Blazing deathray fan gives graze consistently
 * Slime Rain attack buffed, much tighter dodging space and visuals adjusted
 * Slime Rain attack buffed, much tighter dodging space and visuals adjusted