Fargo's Mod/1.3.93

Fargo's Soul Mod v1.3.93 served to add many new weapons and a new armor while adjusting or reworking existing weapons. It also polishes various aspects of Eternity Mode and provides boss reworks.

Additions

 * Added
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 * Added, replacing old Hell Zone
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 * unstated synergy with nerfed, minions have halved crit rate to compensate for having originally been balanced for not inflicting critical hits (restored to full crit rate with Terra Force)
 * bees copy the damage class of the projectile that spawned them
 * can no longer use Truffle Worms to fish up Ebonwood Bows
 * adjusted to not eat certain projectiles it shouldn't
 * glitch where freeze only worked on Destroyer in Eternity Mode was fixed
 * now has a duration check so that split projectiles will not persist longer than the source projectile
 * nerfed to 15% speed increase (was 20%)
 * now works correctly with Stardust Dragon Staff, but dragon damage caps at one slot above your regular max slots
 * damage and hit rate slightly buffed, fixed the mushrooms doing melee damage instead of ranged damage
 * and nerfed, ability now activates on cooldown instead of hits landed and makes you glow when buffed
 * damage now scales and no longer works with ammo items
 * glitch where freeze only worked on Destroyer in Eternity Mode was fixed

Force Accessories

 * Tin crit cooldown reduced to 15 ticks (was 30, same as default)

Soul Accessories

 * Tin crit cooldown reduced to 5 ticks (was 15)
 * Now inherits effects of DLC souls
 * Tungsten cooldown removed. Now inherits effects of DLC souls

Weapons

 * adjusted, always alternates firing spreads of 3 and 5
 * reworked, now spawns homing eyes from offscreen only when hitting enemies
 * reworked, now spawns one Brain of Cthulhu and multiple Creepers
 * damage slightly buffed
 * changed to magic and stats adjusted
 * reworked, left click shoots Spazmarangs that create a burst of cursed flame on rebound and right click shoots Retirangs that stop in place and fire lasers at the cursor
 * homing slightly nerfed, but body segments can fire lasers at nearby enemies and now targets cursor
 * changed to ranged and stats adjusted
 * damage slightly nerfed
 * damage drastically buffed but sweetspot bonus reduced from x2 to x1.5
 * heavily reworked, all modes much faster and stronger
 * reworked, now has The Small Sting properties and stacked hits create a burst of stingers and summon a Royal Subject
 * moved to pre-Abominationn and reworked, now shoots a violent spray of bones and skulls and consumes Bones for ammo
 * charged Hungry can no longer be held while using another weapon by running out of mana and switching
 * reworked, produces one Brain that grows with slots and attacks using illusions
 * stats and behaviour adjusted
 * moved to pre-Mutant with stats and behaviour adjusted to accommodate
 * damage and homing nerfed
 * stats adjusted and drop rate increases by 0.5% for every Champion defeated, now has the same anti-multiclass nerf as Omniscience Staff
 * Destroyer Gun EX renamed to, damage nerfed, Destroyers shoot homing Dark Stars, and now targets cursor
 * Optic Staff EX renamed to and damage nerfed
 * heavily reworked, can now perform up to six attacks based on directional inputs
 * right click displays properly in multiplayer
 * fixed a certain component of right click dealing classless damage instead of minion damage

Other Changes

 * no longer hurts all NPCs in the world, but can damage players inside its blast radius
 * deals massive damage to all non-boss NPCs and players
 * can be crafted with any Squirrel and a Top Hat, squirrels dropped by players or spawned from statues can no longer become Top Hat Squirrels, but increased natural Top Hat Squirrel spawn rates
 * nerfed, max crit bonus reduced to 25% (was 30%), total graze needed is now 20 (was 15). Graze visuals and noise adjusted to be less obtrusive and better indicate when full graze is acquired
 * are crafted at Tinkerer's Workshop instead of Anvils
 * recipes use 100 Gold Dust (was 500) and can be used to craft Golden Carp
 * yields more potions per kill from certain enemies (mainly minibosses whose drops are used in Bionomic Cluster). Rage Potions drop from Moss Hornets instead of Blood Zombies
 * gives immunity to
 * reworked, now gives Slimy Shield-like burst of boulders instead of spiky ball spray when hurt
 * set bonus visual adjusted so there is always one fragment over the player’s head instead of to one side. Fixed an error that caused Eridanus Hat to give 50% damage instead of 5% damage, increased set bonus class-specific damage to 50% to compensate (net -35% damage nerf)
 * nerfed, no longer gives increased max crit damage, instead halves the number of grazes required to max out bonus
 * nerfed, no longer gives increased crit damage gain per graze and max crit damage bonus reduced from 50% to 25%
 * Added glowmasks to various items
 * Soul of Terraria, Soul of Eternity, and sibling weapons all use shaders on their item names
 * Moved Echdeath to DLC

General Changes

 * Added custom animated name color for eternity mode exclusive items, and "Eternity" tag at the end of their tooltips
 * Reduces Demon Scythe damage by 33% (was 25%)
 * Blizzard Staff nerf is now -33% damage, -50% speed
 * Space Gun has a conditional -25% damage, -25% speed when used pre-Eater/Brain
 * Bee's Knees nerfed by -33% damage, was -25%
 * Molten Fury nerfed by -25% damage, was -15%
 * Various other vanilla weapon damage adjustments
 * Archery Potion, Magic Quiver, and all Shroomite headpieces recalculated to give additive damage bonuses instead of multiplicative
 * Deviantt always spawns above the player when Mutant’s Gift is used (eliminates risk of Deviantt spawning underground and having to dig to her with Copper Pickaxe for starter gift)
 * Rain and Sandstorm are disabled until King Slime/Eye of Cthulhu/Wall of Flesh is defeated or Abominationn joins the player’s town
 * Deviantt gives as part of her gift
 * Added, replacing Chilled in blizzard and Chilled/Frostburn on various enemy attacks
 * Grubby, Sluggy, and Buggy no longer die to Jungle water
 * Fixed running out of breath extremely quickly when in water in Space
 * Lava Charm prevents Underworld from inflicting On Fire
 * Hallow Cactus inflicts Confused, was Flipped
 * Breaking Demon Altars no longer forces Pirate Invasion to begin
 * Eye of Cthulhu will no longer spawn naturally after you beat the Twins
 * Fixed Wyvern Feather, Magical Bulb, Ice Queen's Crown vanities not showing up right

Enemies

 * Nerfed Snatcher, Man Eater, Angry Trapper dash rate
 * Crawdad bubble nerfed extremely hard
 * Mushroom enemies only burst into spores when killed in Hardmode
 * Nerfed damage of hostile spiky balls dropped by Goblins and those spiky balls are larger and glow
 * Adjusted visual effects of jump for Piranha, Arapaima, and Shark and they will jump away from a dead player (reduces Shark spawn camping)
 * Giant Worm and Digger drop Worm Tooth
 * Rainbow Slime is immune to knockback to fix an oversight that caused it to spray spikes every time it was damaged
 * Gastropod death laser spray moves slower
 * Ice Golem drops Ice Crates again
 * Angry Trapper drops Vine
 * Increased cooldown on thieving enemies stealing items, made it more clear to the player when an item is stolen, and stolen items can only be collected by their original owner in multiplayer
 * Fixed Dark Caster, Necromancer, Diabolist, and Ragged Caster spamming their attacks without ever teleporting when spawned outside Dungeon
 * Fixed Harpy and Wraith duping certain items by holding them with the mouse and letting them be stolen
 * Dungeon Guardian instantly spawns if the player enters the underground Dungeon pre-Skeletron
 * Dungeon Guardian periodically teleports closer to the player if too far

Bosses

 * Enrage threshold increased to 15 seconds (was 10)
 * Jumps much higher and shoots a spray of slime spikes if you’re above him (indirect nerf; this makes it much easier to fight without triggering enrage)
 * Jumps much higher and shoots a spray of slime spikes if you’re above him (indirect nerf; this makes it much easier to fight without triggering enrage)


 * Fixed a glitch that caused phase 3 to spray sickles every tick if phase 3 was triggered on a specific tick
 * Reduced phase 3 threshold to 6% life
 * Fixed Phase 3 not changing targets in multiplayer until its current target dies
 * Fixed Phase 3 not changing targets in multiplayer until its current target dies


 * Cursed Fireballs are translucent until they can inflict damage
 * Increased head defense
 * Increased head defense


 * Phase 2 clone becomes immune to knockback when too far away from you
 * Buffed to shoot another set of lasers when confusion wears off
 * Buffed to shoot another set of lasers when confusion wears off


 * Increased delay after bee swarm telegraph to two seconds
 * Nerfed velocity of hive toss
 * Nerfed how often hive is tossed when no Royal Subject alive
 * Nerfed Royal Subject life marginally
 * Nerfed Royal Subject multiplayer scaling drastically
 * Nerfed Royal Subject multiplayer scaling drastically




 * Phase 1 heart rain strong attack is denser
 * Phase 2 heart rain strong attack will fire its beams if it travels a certain distance below you without hitting tiles
 * Increased Sparkling Love endlag by half a second
 * Adjusted aim of Sparkling Love swing so that the center of the pattern is where you were
 * Buffed phase 1 Paladin attack to use phase 2 hammer spreads
 * Reduced delay between Rune Blast attacks
 * Buffed phase 1 moth strong attack to not be effortless
 * Fixed spawning too many sandnados in multiplayer
 * Adjusted Medusa warning line to go eye to eye and Medusa head appears over player on successful stoning
 * Adjusted Medusa warning line to go eye to eye and Medusa head appears over player on successful stoning


 * Drops Shadow Crates again
 * Drops Shadow Crates again


 * Fixed typo that caused Retinazer to begin firing Dark Stars at 10% life (should be 1 life)
 * Retinazer aura only affects players targeted by the bosses
 * Retinazer aura only affects players targeted by the bosses


 * Fight reworked to use homing Dark Stars with properties like Brain of Cthulhu’s ichor
 * Lasers reworked to fire more accurately with less randomness and speed changes with distance
 * Probes have x1.5 life but never attempt to ram you, instead they act as meat shields
 * Probes have x1.5 life but never attempt to ram you, instead they act as meat shields


 * Laser consistently fires a spread of lasers
 * Total phase 2 rework:
 * Alternates between using Vice/Saw and using Laser/Cannon to attack you while swiping with the diagonal arms
 * Vice and Saw use new AI for improved consistency
 * Laser alternates between firing a spread of lasers at you and firing two spreads of lasers around you
 * Normalized all limbs to have the same contact damage
 * Normalized all limbs to have the same contact damage


 * Despawns faster when player is dead
 * Reworked phase 2, now spreads mines through the arena instead of leaving a trail
 * Increased number of Crystal Leaves in phase 2 ring to 12 (was 10)
 * Tentacles have full life again but now actively avoid touching the player
 * Tentacles have full life again but now actively avoid touching the player


 * Increased body life modifier from x3 to x4
 * Reduced laser acceleration
 * Jumps alternate between doing boulders and doing geysers
 * Boulders spawn faster and are bouncy, but move slower horizontally
 * Removed spiky balls from in-temple fight
 * Laser spray after ray sweep aims down
 * Reduced acceleration of head during ray sweep
 * Head roars when it starts preparing to ray sweep
 * Adjusted how ray sweep is begun to be more lenient
 * Slowed down fists more
 * Jumps slightly higher
 * Reduced duration of geyser hitboxes
 * Removed vanilla bouncing fireballs in phase 2
 * Removed vanilla bouncing fireballs in phase 2


 * Cthulunados have a small delay before properly spawning to reduce instant damage
 * Phase 3 bubble trail made more spacious and slower, but indestructible
 * Phase 3 bubble trail made more spacious and slower, but indestructible




 * Socket deathray telegraph slightly shortened, but deathrays persist for less time
 * Fixed True Eyes of Cthulhu sliding much further than intended in phase 1
 * Changed vulnerability countdown telegraph to a clock-like timer
 * Adjusted movement of Phantasmal Eyes to reduce spread and speed
 * Adjusted movement of Phantasmal Eyes to reduce spread and speed


 * Reduced head life slightly
 * Reduced head life slightly








 * Adjusted phase 3 Flameburst attack spreads to be equidistant (was biased towards you)
 * Adjusted phase 3 Flameburst attack spreads to be equidistant (was biased towards you)




 * Reduced random variation on spear barrages to occupy less space above the boss
 * Reduced duration of phase 3 fireball trail by a few ticks
 * Reduced duration of phase 3 fireball trail by a few ticks


 * Reduced life slightly
 * Reduced life slightly


 * Reduced life slightly
 * Saucers attack a reticle and lasers stop when they reach it, but spawns 5 saucers at once in phase 2
 * Increased size of scythe thrown during saucers for visibility
 * Adjusted Flocko frost shard rain to fall much faster
 * Third Styx Gazer always moves straight down, making dodging it from below consistent
 * Background only appears in Eternity Mode
 * Background only appears in Eternity Mode


 * Uses new phantasmal eye projectiles when spinning spear
 * Various visual updates
 * Removed damage reduction
 * Fixed Mutant Presence disabling Carrot Zoom
 * Final beam ignores timestop
 * Background only appears in Eternity Mode
 * Background only appears in Eternity Mode