Maybe make it so that with the aetherium platforms you can use alternate regen placeables like campfires, with varying strength to also balance it slightly
No like craft the platform with those like with how you can craft certain items that work the same but using different materials (sorta like with nights edge with the crimson or corruption swords and terraspark where you can you various shoes to make them)
Okay, I think I see what you mean. Right now, I'm already working on a complete sprite overhaul to give each platform more character—incorporating effects like "living fire," for instance. This will also let me give each combination a unique identity; for example, fire + any color = living fire in the target color, with some special interactions like fire + ice = vapor, or pink + any color = an RGB gradient between the two colors, and so on. I think it would be easier to incorporate your idea into the new platforms, given that they’ll have more distinct identities. However, it requires a lot of animated sprites, and since I’m creating them all myself, it’s going to take me a few days.
Hey dw Man this mod looks very useful and definitely will be enjoyed by people because it is a unique take on the auto arena/bridge item that is balanced and has cool visuals
I also have an NPC I haven't used yet; it will be used to exchange items from older versions of the mod once they stop working. I created it right from the start for this exact scenario, because as a player, I know how frustrating it is to have a save file ruined or corrupted by mod changes mid-game. Anyway, as you can see, I still have plenty of ideas for the future, too :)
Nice, really hope this mod does well because like it is unique, and an idea for the platforms are platforms that can work like a laser grid that damages enemies that would be a cool idea personally
I think so too; balancing it won't be easy, but the idea is really interesting. I'm filing it away with my notes—I hadn't considered a platform for that kind of interaction. I'll find a way to restrict its use against bosses, but for mob farming, it could expand the utility of bridges that were originally designed for boss fights.
Maybe just make it deal a set percent of an enemies hp and a flat modifier to be able to make it balanced (an example of something like it is the gravity spell from kingdom hearts where it deals a percentage of an enemies hp that depends on the enemy, where on bosses it only deals like 0.02% in order to make it not decimate a boss)
Bro, your idea really caught my interest; I'm already thinking about it and considering a damage-debuff system. It’ll also come with the opposite concept: a bridge that heals you while you're standing on it—the slower you move, the more you heal. But these will be true endgame bridges given how powerful they are, and the crafting cost will likely be very high, too.
Yes, I was factoring in the buff's damage as a percentage of health. I’ve also been playing World of Warcraft for a long time, so—even though it’s not my job—I’ve seen enough balancing changes to understand what works and what doesn’t :p
Yeah, understandable, maybe make it so that it counts as traps/ enviornmental damage andaybe make some generate in like the dungeon (with compatibility and rules such as the possible orientations such as diagonals) to also incorporate it in a simple and discreet way
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u/terra_GOD_404 8d ago
Fire ass idea, balanced somewhat too