Details of Expanded Sentries


Display Name
Expanded Sentries
Name
ExpandedSentries
Version
v0.984
Author
TheLoneGamer
File
Download 1.1 MB Sync now ( Origin, Mirror 1, Mirror 7, Mirror 8, Mirror 9, Mirror 10)
Last Updated
3 years ago
Description
This mod adds a new-ish class by making sentry weapons their own damage type. New weapons, armors, accessories, and two potions are added. Current version is supported up to the end of hardmode with custom items. Since this is an alpha, much is subjected to change and there are plenty of known issues. This mod is open source. In general this mod covers...

- New class, the Defender, that deals Sentry damage.
- Plenty of new weapons.
- Four new armor sets and seven hardmode ore helmets.
- Some new accessories.
- Sentries require line of sight to place. A late game accessory or setting can bypass this.
- This mod's sentries can be used for the DD2 event at the cost of Etherian Mana after the turret slot limit is reached.
- Sentries last for 24 real life hours.
- HUD displays max number of sentries if it is greater than one (can be changed in config).
- A buff gets added if any sentries are out, which can be canceled to remove all sentries.

Vanilla changes related to sentries have been done...

- All vanilla turrets now scale from sentry damage.
- Crimson Rod, Nimbus Rod, and Clinger Staff now scale from sentry damage instead of magic damage and obeys the player's max sentries limit.
- DD2 armors and accessories now boost sentry damage instead of summon damage.
- Buffed Frost Hydra to penetrate unlimited times and cause Frostburn on hit.
- DD2 turrets can be used before defeating the Old One's Army for the first time. This had to be done due to hardcoding to be able to freely use this mod's sentires.
- Tier 2 and 3 DD2 helmets additional increases sentry limit by one.
- Tier 3 DD2 armor set bonuses additional increases sentry limit by one.
- All vanilla sentry weapons now have auto reuse.
- Engineering Helmet is no longer vanity, but now an armor piece that provides some stats.

Known Issues because I either can code it better or can't due to hardcoding...

- Some of my older projectile sprites are still in, looking poor next to the resprites.
- Water Tornado sometimes doesn't behave properly, causing parts of it to remain while others are missing.
- Due to how I had to attempt to remove any summon damage bonuses from sentry weapons, there might be rounding errors which mean summon damage bonuses alone might have a minute effect on sentry weapon damage, usually amounting to one less damage.
- DD2 accessories gives turret slot and minion damage bonus based on accessory slot it's equipped in. This happens even with no mods enabled so it might be a tModLoader issue. I've attempted to fix this, but it won't work correctly if you decide to equip more than one DD2 accessory at once, use extra accessory slots through Cheat Sheet, or have the Antisocial mod enabled.
- Sometimes during the DD2 event, attempting to place sentries might end up wasting Etherian Mana without actually placing the sentry.
- The wrong player may be given credit for kills done by another player's sentries. It's been a while since I was able to test this, so it may or may not be true anymore.
- The Taboo Trap's Sandnado currently lacks the full visual effects of vanilla Sandnados till I figure out how to code it correctly.
- Cross mod end game armors added don't yet have all the features of their respective armors. For JoostMod, no special key press ability yet. For Shadows of Abaddon, one of the helmets is crafted instead of brought from a NPC since I have yet to code adding the item to the shop properly with custom currency. For Spirit Mod, sentries don't get an on hit benefit yet.
- Betsy Turret may not reach far away targets if the player has increased sentry range. The vanilla code I've used I had much trouble attempting to make work properly.
- Reworked gem layers have a visual effect to aid in placing them within range, but this effect doesn't stay if the item is used outside the hotbar.

Future Plans...

- More weapons.
- Cross mod support to add new sentries and items to fit within the themes of the mods.
- Better balancing.
- Bugfixes.

Change Log...

- 0.984: Fixed issue where having greater than 100% summon damage would cause sentries to have 1 less damage.
- Updated handling of Thorium Mod mod calls.
- Fixed UFO Deathray not being set to place floating properly.
- Engineering armor set bonus no longer gives unlimited mana usage for sentries, but Expanded Sentries floating turrets.
- Renamed Gritharvollr to Gridarvol.
- Added Pulsar Potion, for cross More Potions support. Also added upgradable Luiafk unlimited items to go with the new potion.
- Pulsar Jetpack can now allow flying up faster by holding up like the vanilla Jetpack.
- Pulsar Drill lowered to a tile boost of 2 to be more in line with 1.4 vanilla lunar drills.
- Lunar Portal Staff and Rainbow Crystal Staff now have double
tModLoader Version
v0.11.8.4
Localizer Package
Localizer Package
Homepage
https://forums.terraria.org/index.php?threads/expanded-sentries.63170/
Icon
https://i.imgur.com/oWrc7Wy.png https://i.imgur.com/oWrc7Wy.png
Mod Side
Both
Downloads
106029
Hot
11
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