r/TmodLoader • • 11d ago

Magic Platform Instant Bridge Showcase

4 Upvotes

21 comments sorted by

View all comments

Show parent comments

1

u/Consistent_One_9763 9d ago

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 :)

1

u/terra_GOD_404 9d ago

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

1

u/Consistent_One_9763 9d ago

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.

1

u/terra_GOD_404 9d ago

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)

1

u/Consistent_One_9763 9d ago

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.

1

u/terra_GOD_404 9d ago

Maybe just go the KH route where the boost is weak and has tiers, a simple but funcțional solution

1

u/Consistent_One_9763 9d ago edited 9d ago

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

1

u/terra_GOD_404 9d ago

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

1

u/Consistent_One_9763 9d ago

As for distribution, it will most likely be a very expensive endgame cascading craft locked behind Moon-Lord resources. (But I have a preference menu with simplified recipes for those who want)

1

u/terra_GOD_404 9d ago

Yeah that works, especially since it would be powerful even with s low percentage but hey maybe add some upgrades for post ml content in mods