![]() ![]() Some of these become available for purchase from NPCs, drop from enemies, or are craftable using new Tremode crafting materials and crafting stations. Tremode also makes some new armor sets, weapons, and accessories that will aid the player and are essential to dealing with new challenges. Along with the regular enemies, Tremode contains new enemies that are more difficult. And upon defeating the Trinity, new ores become available to help the player finish off Tremode. ![]() Tremode adds various bosses that are very challenging and powerful. Tremode grants players new challenges and gives them more content to explore. A world permanently converts to Tremode after the Moon Lord is defeated for the first time. It's not all bad, but I highly recommend playing alongside AlchemistNPC to negate most of the terrible grind, and I don't recommend the Alchemist Class post-moonlord, as no other mod short of an inventory editor will save you from the most ridiculous grind I've ever seen in any game, EVER.Tremode is essentially a more difficult version of Hardmode. It has mostly good bosses and decent spritework, but two of those bosses are nearly impossible until far later than they're meant to be fought. TLDR: Tremor mod has some good content but is far too grind-happy for its own good. But I have to imagine the grind is still terrible for other builds, given that the same designers that decided that 64 is a good number of times to fight the Twins for a single weapon drop, designed the rest of the mod too. I can't really speak for the quality of the mod for other character builds, but alchemists won't have a good time in the end game. The first time this happened, I lost all but 4 of my NPCs, including my nurse, and that made fighting the Moon Lord afterwards nearly impossible. The nova pillar spawns dead center in the world during the lunar invasion event, which is probably where your houses are. So seven Solar Eclipses later, and not even one armorplate to show for it, I ultimately had to quit. And I found a grand total of ONE thin man and no other enemies that could drop the armorplate. I built a fake ocean in the sky for the sole purpose of not accidentally fighting the Calamity mod's Siren boss while grinding. And unlike the rest of the terrible droprates, AlchemistNPC won't help you, as none of the NPCs included sell these armorplates. And you need THREE of them for ONE of those two armorsets. ALL FOUR OF THEM HAVE A 1/32 CHANCE OF DROPPING JUST ONE ARMORPLATE. The fourth enemy, the Thin Man, can spawn anywhere, but has a 1/1000 chance of spawning. All three of those have a 1/100 chance of spawning even within those conditions. 3 of the 4 only spawn in an ocean biome, only in the water, and only on sand. ![]() After diving into the source code on github (since the wiki is woefully out of date and lacking in any useful information), I determined that it drops from 4 enemies, all of which spawn only during a solar eclipse. The reason why? Both of the last two armor sets for chemists require Broken Hero Armorplates. I ultimately gave up on it post moonlord. If you play the Tremor mod, I HIGHLY recommend playing with AlchemistNPC alongside it, since two of the NPCs included in that mod sell items you would otherwise have to spend a stupidly long time grinding for, ammo and bloodmoon drops included. And don't forget that the mod expects you to craft your own ammo up until endgame, which itself can take a while, especially for the late-game ammo types. Want the Mecha Sprayer? I hope you're ready to fight the Twins an obnoxious number of times, since it is a 1/64 chance of dropping (yes, they wanted you to fight the Twins 64 times, on AVERAGE). And it's not the only stupidly long grind, either. And you need QUITE a lot of both for the Plague armor set. This rears its ugly head as soon as the second armorset for alchemists: You need Tears of Death and Phantom Souls, both of which drop rarely, from rarely spawning enemies, only during a bloodmoon, and they only drop in small amounts. I have to wonder what went through the mod creators' minds when they were deciding on drop rates for essential items. If I had to pick just one major issue with Tremor, it's the grind. Two of the bosses are just terribly designed (The Motherboard and Cog Lord), to the point you practically have to come back to them around Moon Lord unless you have a very specialized build for killing them. But Tremor is VERY rough around the edges. Many of the bosses are pretty good, and the alchemist class is fun to play for the most part with some cool variety later on. I was also playing on Expert, so keep that in mind. In particular, the Tremor mod was important to my playthrough, as I decided to play as the Alchemist class. I played Tremor alongside a BUNCH of other mods in a giant modpack, including Thorium, Calamity, Spirit, and AlchemistNPC. Late reply, but perhaps this'll be helpful for others down the line.
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