Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yes if you start a game with the race you want then open the settings while in a world, go to mod config choose this mod and toggle abilities. You will keep skin but loose stat modifiers and abilities.
MushFolk:
I like the concept of a sentient mushroom so much, I just think it could be done slightly better. I think the idea of the healing spores is awesome, and they actually scale pretty darn well into late hardmode, so I think they are pretty good there. Its the other ability that needs a change. In concept, it is cool, but teleporting into an enemy while have decreased endurance is just a little silly. It is practically a suicide ability. I believe that if you want to keep with the teleportation idea, simply change it to wear you teleport to the spore thing after 3-5 seconds, rather than on contact with an enemy, that would make it a SUPER useful utility, like the skeletons teleport. I also feel the 10% damage decrease is fine, but ultimately I feel like its only there to give the MushFolk another negative, as it doesn't really make any sense.
Kenku:
The wings are great in prehardmode, and help out a lot. The moment you get into hardmode, and gain access to actual wings, your racial abilities is pretty much immediately outclassed. It's not because of the lack of flight time, as that is actually pretty good since it scales with health, its because the slow flight speed. I believe that if you simply made flight speed/acceleration scale with health like flight time does, it would instantly make the race far more viable for a full game run. The two other abilities are pretty okay as is, maybe the damage for the feathers could scale with health too. Finally for Kenku, the negative effects realistically need to be toned down. 33% decreased health AND 30% percent decreased endurance is INSANE. Especially when races like the goblin have a single negative with like 5 positives. I'd say 20% should be the max for a negative, just enough to wear a potion can nullify the effects temporarily.
and i cant really tell what they say because im dumb at putting the pieces together
My life has gotten a lot busier since I first released this mod (almost 5 years ago on the 1.3 browser), I'm deeply conflicted about not being able to work on it more often.
I hope to deliver on bugfixes (and the balancing, oh god the balancing..) for you folks one last time before I transfer to university. Currently waiting on the next major terraria update to get that going with as few bumps in the road as possible
Cheers!
There is also the UI scaling since when hovering over stats the text saying what it is is half off screen. And trying to read the race descriptions is a pain.
Though honestly I would just take separating the default character from the mod version so that I can use stuff. Or give the ability to hide the body.
Far as I know: Resource packs that are intended to change the appearance of the player (The default/human) don't work at all when this mod is enabled.
Every other race being incompatible, I completely understand... But the default/human, too? :c
the passives worked tho.