LAST UPDATE 5/8/2013: Want to say thanks? Donate Here1.0.9 Update - 1.1 Update Coming soon... Download links below. See the change log included for more. Let's Play of New 1.0.9 Content by Gwyned42 1.0.9 Change Log (Move your mouse to reveal the content) 1.0.9 Change Log (open) 1.0.9 Change Log (close) ----- CHANGE LOG ----- 1.0.9.1 (Was taken down because it had a tconfig bug) New update coming soon MOD CHANGES Got rid of the Super Easy difficulty mode and made the Easy difficulty not have souls drop on death. All enemies and bosses are easier than normal. Made Wand of Frost require 100 crystal shards to craft. Updated the mod to tConfig v29.9. Added Red Cloud Hunter and adjusted spawn rate of Man Hunter and stats. Added Barrow Wight, Dworc Fleshhunter, Dworc Venomsniper, and Dworc Voodoomaster enemies, plus Old Poisoned Dagger and Reforged Poisoned Dagger from Omnir's Mod. Added 5 seconds to Wall Tome. MAP CHANGES Removed Mana Flowers from game because the item is too OP. Fixed lever and gate in secret dungeon connected to the Earth Temple. Added a sign indicating that the Eye can be fought in the secret dungeon. Made the secret dungeon harder, using traps. Made some jumps easier. Made secret Hermes Boots a little harder to get. Added simple but new biome area near jungle. 1.0.9 MOD CHANGES --- Updated all mods to tConfig v29.3. 3 New Difficulty Modes for the Red Cloud and Dark Souls (digging allowed) versions. Normal, Hard and Evil D all have "No souls drop on death" variations, with everything else staying the same. All of the difficulty modes are now contained within a single mod, respectively (thanks to Surfpup for this tConfig feature). To change your difficulty, go to tConfig Settings and click the mod name to cycle through the different options and click reload mods when you get to the difficulty you want to use. I changed the final surprise boss fight drop (boss credit: Draykon) with some difficulty tweaks (and charge attack) so the boss fight should feel fresh. If you can manage to beat it, it drops a pretty sweet item (although it only works to its full potential if you switch to the Dark Souls digging allowed version of the mod). I made a fairly significant re-balancing and tweaking of the final boss, Attraidies. The difficulty overall has been increased on all difficulties, while the boss now has 2 extra random summons that will add more dynamic unpredictability to each fight. Harder difficulties drop more souls (a feature unique to the last fight). And, thanks to Yorai's help, the boss now automatically plays the correct boss music (a nod to the final fight in Ocarina of Time, for those keeping score). One other bit of trivia: this fight was inspired by the Four Kings in Dark Souls. So keeping Attraidies' summoned illusions under control will be key to winning this fight. Hope you enjoy the changes. Let me know how it goes! One thing I recommend for fun: when you summon the boss, try jumping off the platform and fighting him mid-air and then all over the map, to the East or West. It makes for a pretty epic battle! MORE MOD CHANGES --- -Much needed nerf to Bolt Tome 4 via increased mana cost. Only Mage-focused classes will be able to wield it. -Healing Elixir now heals confused debuff. -Seath (aka Skeletron) is now harder on Normal through Evil modes. -Fixed Miakoda and R2D2 pet bug errors that occured with newer tConfig versions. -Undead Caster (the dreaded mage in the 1st dungeon) now spawns slightly less, gives 5 more souls, has a rare chance to drop either the Wand of Fire or Wand of Darkness, and has slightly less health and knockback. -Added Omnir's dash attack to the Krakken (Water Fiend Spirit). -The two early game armors are slightly easier to craft (leather armor and red mage set). -The soul reaper is now easier to craft. -Buffed the damage of the Ultima Weapon and allowed the blade to turn when you turn while holding attack. -Made the Phoenix Down easier to craft (1 feather, 1 heart crystal, 100 dark souls). -Made Wand of Fire (early magic weapon) easier to craft. -Increased damage of Water Spirit Tome -Power Armor NU (end-game upgrade from Shadow Armor and 5 soul of Might) has been buffed with increased life regeneration and healing abilities etc, and the tool tip no longer keeps this armor's abilities a secret. -Removed Mana Flower skill from the Ankor Wat armor (end-game magic class). -Buffed the Muramassa and the Murassame -Beholder Shield reduces magic and ranged damage more plus greater mana cost -Removed Attraidies 3 second silence ability as it made it too difficult to beat him playing as a melee class (every boss should be defeatable with a melee focused class btw, using the melee shields). -Nerfed the Goblin Sorcerer. -Increased the difficulty of the Jungle Wyvern. -Undead Caster has 1/10th chance to drop an "Attraidies Relic" which lets you summon a powerful foe that drops 500 souls. Item is consumed on use. RED CLOUD MAP CHANGES --- -Added a secret alternate dungeon via a secret passageway in the Earth Temple. Allows level skip and offers unique rewards, but should prove to be a formidable challenge. -I added a full text walkthrough of the game on the main Terraria Online thread and the curse page. -Lots of small changes to what can be found in certain chests. -Buffed Wand of Fire, Wand of Darkness, Bolt Tome 1 & 2 and and Ice Tome 1 & 2. -Fixed the knockback issue on the Bolt Tomes and also reduced the knockback on skeletons and zombies. -More polish on the 2nd dungeon (including opening up a new pathway and making the platforming in the beginning a little easier). -The early mountain platforming near the village has been made easier. -Added a hidden item (in a new area within the places accessable from the start) that will allow you to bypass the first dungeon entirely if you wish. But that also means heading into the 2nd dungeon vastly under-armed, so it should add another fun "choose your own adventure" type choice, while making all the hearts in the jungle more useful. -Added some of the items and armor you get from the village plus an orb of light into the beginning of the 1st dungeon so players can immediately dive into the 1st dungeon (skipping the village) if they so choose. (I'm also hoping this will make any future let's plays more dynamic to watch and less linear). -A heart was removed from the 1st and 2nd dungeon also so you might actually be able to use some of the hearts you find in the jungle. That will also make exploring the 2nd half of the corruption temple more useful. -I added a sign in the 2nd dungeon to make it clear the choice the player has (either exploring the 2nd half of the dungeon for the shadow armor, hearts and other treasure or heading to the jungle to the East). -Bumped up the difficulty of the jungle temple a bit to increase the risk/reward/choice between exploring the 2nd dungeon more to get stronger or braving the jungle without these preparations. (An upgraded gold or shadow armor is recommended.) -I made 3 separate copies of the world file so you essentially have 3 different 'save' files (A new character for each world file so you can play through the game as different classes at the same time). -One of the two secret abilities of the corrupt tooth can now be discovered from a sign. -There is an additional magic mirror to be found in the corruption temple slightly off the main path. -Added extra signs with tips. -Made several jumps in the Earth temple and Corruption temple easier. SANDBOX MAP CHANGES --- -Made several small changes to the Sand Box Adventure map (updated to 1.0.9). I removed the water from the starting area and from half of the ocean in the middle of the map, and added a large dam. Other changes include more gold keys since gold keys don't drop that often from slimes now. Opened up several more underground tunnels near the beginning of the game. Added more early game items to get you off to a quicker start below the spawn point, including silk and leather for crafting the early game armor upgrades. Also added a couple more magic mirrors and diving helmets. Expanded the jungle in a second area and added more demon altars about the world. If you are playing with the Dark Souls (Digging Allowed) version of the mod, I highly recommend using this map. 1.0.8.8 Added Sandbox Mod version using Normal D but souls don't drop on death. Increased the difficulty of some bosses on Normal, Hard and Evil modes. Reduced the difficulty of the final boss on Evil mode. Added a few "sequence-breaking" changes to the map, so that game progression is more linear where it should be. Updated the mod to tConfig v27.1, which includes the source files for those than want to recompile the mod for future updates or want to edit the mod for their own enjoyment. Other minor changes, including some item placement changes or additions in a couple spots, and opened up the first EoW arena. Also removed a couple hearts from the first two dungeons. Moved the 2 additional magic mirrors to different locations so they are not immediately available. Added the newest Dual Wielding mod which is crash-bug free. Hurray! Made spikes and hellstone brick do the same amount of damage as you gain more defense (thanks Yorai) so the 6th and final dungeon provides the intended difficulty. Added the Piggy Bank to most Save Points so that you have both the Piggy Bank and Safe to use for storage at most Save Points. Reduced the number of Greater Healing Potions across the map. Sharks no longer drop the Coral Sword in Hard and Evil D. Be sure to update to the latest tconfig (included). 1.0.8.7 A crash bug was introduced in tconfig 23.7, so this update downgrades the mods to the included tConfg version 23.5a, which no one has had any issues with. This version also includes a .wld file version of the map, instead of the .zip, as converting it to tconfig's format seemed to be causing a world duplication issue and/or the game was not saving some people's map progress (blown up walls, stuff placed in chests etc). The downside is, the 'game enforcing' mod code that keeps you from breaking or placing blocks will not be initialized until you save and reload the game once. However, these changes should solve the 2 problems introduced since v1.0.8.5 when I batched in tconfig 23.7, which means this *should* be an entirely crash free/stable mod release, and if that remains true I'm going to let this remain the "finished" build of the game. A 1.1 update with new mod content may be released in the future, but that will likely come sometime in the fall. Also, I boosted the difficulty of Skeletron on Evil D. Cheers! 1.0.8.6 Fixed last remaining rule breaking possibilities: Silver, Cobalt, Mythril and Adamantite ore can no longer be bombed and require the correct pick strength to break. Active stone gates are permanently impervious. Added Man Hunter NPC. Fixed Cruel Arrow not doing damage and improved its abilities. Added Artemis Bow, Lionheart Gunblade (a drop from the Wyvern Mage), Sniper Rifle and a unique set of Crystal Armor (an upgrade from the Cobalt melee set). Thanks to Omnir for these content additions, with some tweaks for this mod. Boosted The Rage difficulty on Normal D and above. Added in some slightly weaker debuffs to the Super Easy and Easy modes along with the Bloodred Moss Clump antidote. Changes affect the mods only. 1.0.8.5 Fixed weird issue with the Story or Red Cloud world file duplicating after saving, quitting and reloading. Batched in the newest tconfig 23.7 and updated all the mods accordingly (it's real easy to install - just use the new install file and it will overwrite everything it needs to). Fixed small crafting upgrade tooltip for the Wand of Frost. Thanks to Yorai, added some code that allows your larger ammo stacks to be placed in chests or safes (previously they would be reduced to 250 when you saved and reloaded). This code also fixes a major bug that occurred in the multiplayer BETA we're working on, which means a MP version may see the light of day after all. It still needs more boss testing however. Stay tuned. 1.0.8.4 Updated the 'Can't destroy blocks' code so that the Lich King arena can be entered and jungle grass is easier to destroy. Added the Gazing Shield, a shield for melee fighters that is a tier lower than the Beholder shield. Added more magic NPCs that are affected by the Rune Blade's damage bonus. Slightly nerfed Wyvern Mage and Marillith on Normal D and below. Also updated Wyrnkiller blade and Sun blade. Reduced random spawn rate of Attraidies and Mindflayer Illusion. Made Mindflayer Illusion (which can randomly spawn on bloodmoons in Hard Mode) not a boss so it will drop souls every time on defeat. Removed titanite and active stone blcok code from Dark Souls Mod - Evil D so silver and active stone block can be mined as normal. 1.0.8.3 Increased drop rate of Bloodred Moss Clump. Created Healing Elixr, which is dropped by Attraidies Illusions and sometimes by the Dungeon Mage. Added exception for Jungle Grass so it can be blown up in certain areas it couldn't and needed to in the previous version. Made the Water Spirit Tome more difficult to craft. Added some hidden shadow armor to the Corruption Temple and a few more water walking and regen potions to the 2nd Eater of Worlds arena. Dungeon Mage and Attraidies Illusions drop golden keys in the sandbox version. 1.0.8.2 Red Cloud: Removed the 2 tile exceptions and replaced it with code that makes an exception for the explosives instead (if that didn't make sense don't worry about it - haha). Also added can-place exceptions for candles and signs, and can-destroy exceptions for signs and wood platforms so that should hopefully do it. Also added an extra tooltip to Suspicious Looking Eye indicating the boss must be summoned during the night. 1.0.8.1 Red Cloud: Added exceptions for 2 tiles so that explosives in one dungeon will blow up their intended blocks. Sandbox: Added a couple more tunnels. Fixed GPS duplicates. Removed Dryad. Made some houses need fixing before they're livable. Crafting Wizard Hat makes one instead of 5. 1.0.8 MAJOR UPDATE. PLEASE UPDATE YOUR MODS AND INSTALL tCONFIG 23.5. DO NOT UPDATE YOUR MAP UNTIL YOUR NEXT PLAY-THROUGH. Major New Features: (1) Added "SUPER EASY" difficulty mode. This is the same as Easy mode except souls are not dropped on death, souls can be put in safes (although you won't need to), enemies drop 40% more Dark Souls than normal, the main shield and its upgrades has no movement penalty, and Obsidian Skin Potions can be crafted with Dark Souls. As with Easy mode and Normal mode, Dark Souls can be viewed by the Guide's Crafting Wiki. (2) Added "EVIL" Difficulty Mode. All enemies and bosses do more damage, have less knockback, or more health. Sometimes all of the above. This is a difficulty of pure insanity. But it's not too far from Hard mode, and I believe it is still reasonably fair. In either case, I would love to get feedback on this mode from anyone brave enough to try it. It turns Terraria into a true survival-horror experience. (3) Added "SANDBOX EDITION" of the Red Cloud/Dark Souls Mod, in Normal, Hard and Evil difficulties (still single-player only for now). For this edition, crafting recipes for some items have been adjusted (such as summoning items), and other map-specific aspects have been changed to fit the open sand-box format. Included is a "Dark Souls Adventure Map" - which is a large randomly generated world that has been enhanced with some fun environment changes, all of my favorite set pieces from the adventure map, 2 extra randomly generated dungeons, LOTS more organic tunnels, extra demon altars placed about, and a few additions to the randomly spawned chests to fit the map. It also has a very basic back-story that is completely unexplained, but it will bring a fresh feel to the adventure. Also, because there are no signs in this map, players can consult the Guide's Wiki for Dark Souls crafting options in all difficulties. In this respect, it is exactly like the classic Terraria experience. No tutorial, no explanations for anything. You must figure out what is going on and what to do and what bosses you can summon via exploration and experimentation. Most importantly, as you'd expect, there are NO rules. Some Let's Plays of this mode would also be super fun to watch. And good luck! (4) Thanks to Surfpup, the last remaining traditional rule from the Game Rules has been removed (no removing or placing blocks) - it will not be possible to mine anything you're not supposed to anymore! And you won't be able to place blocks either! Hurrah! (This means you can't build houses anymore but it didn't seem like people were doing this anyway). In fact, that about does it for the voluntary game rules, so much so that I changed the "Game Rules" to "Game Manual" as the text now focuses mainly on what you CAN do, since folks are pretty used to voluntary rules with Custom Terraria maps. Now, if you can do it, it's okay to do it. If you can get there, it's okay to get there. Sand and all types of furniture or objects remain breakable and placeable, however. (5) Several smaller changes in this update worth knowing about if you've already started playing: YOU NEED TO INSTALL tCONFIG 23.5 for the new mods to load. Gave the Pwnhammer pickaxe power. Players should now use this to open the Cobalt Gates after beating the Wall of Flesh. Fixed Attraidies Illusion infinite spawning glitch that occured in 1.0.7.4 Hard D only. Dark Souls can be viewed by the Guide's Wiki in (New) Super Easy mode, Easy Mode, and Normal Mode (however you should avoid this whenever possible to retain the mystery and surprise of later-game items). Removed feather fall debuff from The Oracle projectile in Normal and Hard D's. Improved the AI of all the enemies that use the Death/Attraidies AI (thanks Yorai!). Added a twin of the Attraidies Illusion, with different projectiles. Fixed Arrow of Bard not doing damage Nerfed Chaos ball projectile damage that Undead Caster and other mages shoot Added in the two NPCs missing from Easy mode. Changed crafting recipe of Greater Wizard Hat to include Sorcerer Emblem Gave a boost to the early-game Wand of Darkness. Fixed knockback of Possessed Armor NPC. Reduced random spawning of Attraidies/Illusions during blood moons. Fixed Titan Grapple crafting text. Added clues to the Crests that didn't have them yet. Made many small improvements to the map, including more signs to offer direction and made some key areas harder to miss. Fixed all possible areas where sand collapse should not occur. 1.0.7.4 Fixed Wyverns not dropping souls after defeating the Wyvern Mage 1.0.7.3 Jungle Wyvern and Demon Spirits no longer drop the Molten Pickaxe. You must defeat the Wall of Flesh and craft the dropped Pwnhammer into the Molten Pickaxe to progress. Fixed Souls of Sight bug that caused them to act like Dark Souls. Dark Souls can now be viewed in the Guide's crafting Wiki. Dark Souls still cannot be viewed by the guide but this may change later. A small amount of Dark Souls drop from the Eater of Worlds on subsequent deaths. King Slime drops 500 dark souls on each defeat in addition to its first-time drop. Fixed Bow of Earendil and gave it a boost. Now does more damage and knockback, aims precisely, and has auto-use, but no longer pierces through walls. Gave the Corrupted Tooth another secret ability. Gave the Covetous Silver Serpent Ring 3 defense. Added some ocean biome enemies to all deep waters on Hard D. Fixed Bloodred Moss Clump so they can no longer be crafted with stone block. Fixed NPC spawn house for Orgon the demolitionist. Added sign in Eater of World's second arena indicating you can beat the two EoW's separately if you fail to defeat them together the first time. Also added bombs to starting area so you can immediately go to the Earth Temple via the tunnel entrance. Changes mostly affect the mod. 1.0.7.2 Update only affects Normal D Mod: Shadow Mages and Crazed Demon Spirits don't appear until after you defeat The Sorrow, toning down the difficulty of the underworld immediately after The Wall of Flesh battle and briefly before and after The Rage fight. Also nerfed the Poisoned Flammes projectile shot by the Jungle Wyvern which reduced the broken armor debuff from 10 to 3 seconds. Also reduced damage of Undead Caster projectile. 1.0.7.1 Fixed Slime King dropping souls of sight. Reduced shadow scales needed for Shadow Armor. Fixed Easy mode not dropping souls (unless this was a player error due to having multiple Red Cloud mods loaded at once - make sure you only have one difficulty ON at once and hit reload mods after every change.) Tried to fix prefix bug that is preventing mod items from being able to be reforged with a defense bonus (says defense but doesn't add it) - adding this to list of known bugs. Will update if a fix is discovered. Added a couple more signs to the map and an alternate entrance to the Shadow Temple. Added secret item to Easy mode. Small recipe fix to Beholder shield on Hard D. 1.0.7 Significant game-play update. I was able to remove a "voluntary" rule from the Game Rules via a mod update. Thanks to Yoraizor, bosses can no longer be farmed and will only drop souls once, as intended. Also many players found that they could easily subvert the soul-dropping/losing mechanic by putting them in safes. Again thanks to Yoraizor this has been fixed. With these two game-play fixes, the difficulty of the game is as it was originally intended (boss farming really broke the balance of the crafting recipes), and soul saving, when given the option is just too tempting to pass up. But in the original Dark Souls experience you always had souls on the line unless you had just spent them, which is what made that game such a thrill. That said, there are still many tricks and techniques one can use to almost ensure you never lose a large amount of souls - if you're careful and use all your abilities to their full. No hints though. I've yet to hear anyone on the T.O. thread mention these tips either so there's still much to discover. Also, as popularly requested, I nerfed the difficulty of the Phoenixes and boosted the difficulty of the final boss and optional bosses and some pre-hard mode bosses on Normal D. (Thanks to Phlebas - I was able to add debuffs to some enemy projectiles - yay!). Also increased difficulty of Hard D (more punishing debuffs, more damage and life etc). I fixed the Intrepid Sword bug (completely). Fixed two progression exploits in the map. Added an uprade for the Soul Repeaper. Added a shield for melee players. Switched the Heaven Sword to a melee damage bonus and the other throwing sword to ranged. Nerfed Bolt and Ice tomes. Added 2 end-game spears from Omnir's mod. Added one secret item that will help with the added difficulty of not being able to break the rules (you need a bar of ore to craft it). And lots of other small tweaks. Here is one hint: play with auto-pause ON. This will allow you to pause during fights, crafting and reading signs, and allows you to choose your moves carefully, check boss health and rethink your setup if you're about to die. Note: there are now more differences between the difficulty modes. Normal and Hard have a couple new mobs and the secret item. But, EASY will still allow you to put your souls in safes and provides an extra 30% soul drop rate. >>> Update mainly affects the mod. As with previous updates, don't update your map until your next play-through. 1.0.6 tConfig 23.3 is now batched with the install files of the main download. Please use the lastest version. Mod update fixes a glitch with some projectile sprites in all Red Cloud difficulties. Also increased difficulty of the final boss. Made tweaks to random spawning of final boss (it is now an illusion and doesn't drop final boss drops and drops less souls). Use Cosmic Watch to avoid these fights if you like. Boosted the 2 new throwing swords. Moved a chest in first dungeon and moved the nearby dungeon zone farther back so it's less likely dungeon guardian will come after you. Also added warning sign. >>>Update mainly for the mod only. Don't use the latest map until your next play-through. The 2 map changes were very minor. 1.0.5 Hard Mode difficulty added (aka New Game Plus - recommended only after beating the game on Normal for an extra challenge. Do not attempt lightly . Wall of Flesh difficulty optimized relative to fights before it. Added upgrade path for Band of Cosmic Power and Frost Wand. Added 2 new end-game weapons from Zoodletec's latest mod. Slight nerfs to Dark Cloak, Flamess of the Night and a few other items. Divine Spark is now a boss drop. Titan Grapple and Mjolnir boosted/souls needed reduced. Reduced chance of random spawning for 2 bosses. Several small touches to ensure important signs are read. Made it impossible to head farther West too soon in the game progression. Added path between 2 dungeons so that it is eventually possible to travel from one end of the map to the other without ever reaching the surface (just for fun). Optimized fight with The Rage. Boosted Hunter and Water Fiend difficulty.Titanite can no longer be bombed. A few other small fixes. >>>Changes affect Mod & Map (Do not update your map if you've already started playing. Only update the latest mod patch and use the latest map version on your next play-through). 1.0.4 Wall of Flesh AI bug fixed. He won't tongue you anymore, but the downside is it has all its normal stats so it's significantly easier. This seems like a fair tradeoff considering the glichiness has just been a lot worse than it was during my testing. (I beat him 6 times in a row with him not tonguing me repeatedly or hardly at all when I finished working on him.) The molten pickaxe will now be dropped by the Jungle Wyvern and Demon Spirits have a 1/10 chance of dropping it. >>>Mod update only. 1.0.3 Retains Shadow Key fix. This makes the worm food non consumable and makes all the summoning items max stack=1 and adds tool tips for these items saying they're non-consumable. Changed the Ancient Warhammer recipe to need The Breaker instead of War Axe of the Night. Increased mana cost for Divine Spark. Upped difficulty of Death. >>>Mod update only. 1.0.2 Added shadow key fix. Toned down the spawning of Parasitic Worms. >>>Affects Map and Mod. 1.0.1 The Forgotten City boss and the Hallowed Caverns boss difficulty has been increased slightly to fit into the progression better. Slight difficulty boost to a couple other bosses in the later game. Added tool tips to several vanilla armors so players know that they can be upgraded to better armors. >>>Changes only affect the Red Cloud mod files. The Story of Red Cloud is a massive full game Zelda/Dark Souls inspired adventure built inside the world of Terraria. It will take players through 12 dungeons spread across an expansive and inter-connected world, encompassing an estimated 15 to 20+ hr experience that will offer enough to do and see to enjoy more than one playthrough. Go here to download latest version: http://www.curse.com/maps/terraria/story-red-cloud (Check the Read Me before playing and the Change Log for updates. Everything needed to play is included. See the Game Install Instructions for details on installing the mod, the custom soundtrack and the map. Official Mod & Map Wiki here (Please help contribute to it!) http://darksoulsmod.wikia.com/wiki/Dark_Souls_Mod_Wiki Trailer by Tim aka "Diggaroo." Teaser trailer by Zebri Let's Play by Ryan Ep 1 See Preview Screens (Move your mouse to reveal the content) See Preview Screens (open) See Preview Screens (close) Track-Listing for the Custom Soundtrack - BE SURE TO INSTALL THIS IT WILL BE WORTH IT!!! (Move your mouse to reveal the content) Track-Listing for the Custom Soundtrack - BE SURE TO INSTALL THIS IT WILL BE WORTH IT!!! (open) Track-Listing for the Custom Soundtrack - BE SURE TO INSTALL THIS IT WILL BE WORTH IT!!! (close) Compiled and audio-mixed by Tim Hjersted All Reorchestrated songs are by Z.R.E.O. http://www.zreomusic.com/ Credits are otherwise noted by (). 1. night time/ Skyward Sword - Separation / Skyward Sword - Sealed Temple (Nintendo) 2. dungeon/evil/underworld/metor/ Ocarina of Time - Spirit Temple Reorchestrated / Majora's Mask - Stone Tower Temple Reorchestrated 3. daytime/ A Link to the Past - Dark Overworld Theme Reorchestrated / The Minish Cap - Mt. Crenel Reorchestrated 4. boss 1/ Ocarina of Time - Battle Reorchestrated 5. title/ Princess Mononoke - Legend of Ashitaka (Joe Hisaishi) 6. jungle/ Ocarina of Time - Fire Temple Reorchestrated 7. corruption/ Princess Mononoke - The Battle Drums (Joe Hisaishi) 8. hallow/ Skyward Sword - Skyview Temple Reorchestrated 9. underground corruption/ Twilight Princess - Arbiters Grounds (Nintendo) 10. underground hallow/ The Minish Cap - Temple of Droplets Reorchestrated / Ocarina of Time - Water Temple Reorchestrated / Oracle of Ages - Nayru's Song Reorchestrated 11. boss 2 / wall of flesh/ Ocarina of Time - Ganon Battle Theme Reorchestrated 12. underground/ Ocarina of Time - Forest Temple Reorchestrated 13. boss 3/ A Link to the Past - Boss Battle Reorchestrated Mixed in as transitions: Ocarina of Time - Ganon's Castle Underground (Nintendo) Cave Ambience (Jross aka Xeltic89) Frog Chorus (Echoes of Nature album by American Wilds) Deep Woods (Echoes of Nature album by American Wilds) Crickets (Echoes of Nature album by American Wilds) Here is a run-down of the top features: Dark Souls Game Mechanic 13 uniquely themed Dungeon areas spread between both normal and hard modes 25 bosses (7 vanilla plus 18 mod bosses) Custom Soundtrack inspired by Princess Mononoke & Zelda Over 400 new mod items, weapons, and armors from a dozen of the best mods from the community, plus lots of new items unique to this mod Heavy remixing of included mod content, including several new bosses, mobs and gear Game requires a quick installation of tConfig and Game Launcher (files included) Single-player and multiplayer compatible A unique story that's descriptive but not too heavy on text A strong emphasis on visual immersion and a logical connection between areas similar to Dark Soul's world layout. Map created entirely from scratch using Tedit 3, down to individual tree placements and hill curves Easy, Normal, Hard & Evil Difficulty Modes Sandbox Mode with an enhanced randomly generated map (No rules, no story, classic Terraria gameplay) Depending on what you choose to do and how you spend your souls, every play-through will be different. 8+ months in development THINGS I'D LOVE TO SEE: Let's Plays of this map (I'll watch every one and post a link of it here -This is the best part for me.) Reviews/Feedback/Suggestions for a 1.1 update Remixes using this map and/or mod (with credits and a link back to this thread) WATCH LET'S PLAYS OF THIS GAME! Ryan aka rwm8558 MacManGames TerrariaHelp EndzeitkindLP (German) Thordan Ssoa Twilight Pianist bnadna* BuscandoParty* TheAlchemistHome* (Awesome and glowing review of the game) TheAlphonia Rayman86 VyperElite CanasDark You! *new Reviews/Write-Ups Terraria Mega-Mod ‘The Story Of Red Cloud’ Updates & Expands JayIsGames.com Review by John B IndieGameMag Review by Dominic TarasonDark Souls and Terraria Had a Baby!This is the Story of Red Cloud (1st person narrative of the first 1-3 hours)Review by Ahamling27 Review by MortalKomic Game Credits (Move your mouse to reveal the content) Game Credits (open) Game Credits (close) Map: Tim Hjersted / Everything! Ahhh! Custom Soundtrack (It's highly recommended everyone install this; it completes the experience): Tim Hjersted / Compiled & mixed Zreo / The Legend of Zelda re-Orchestrated Joe Hisaishi / Princess Mononoke Mod: Tim Hjersted / Dark Souls concept + Tons of new content + Mod Remixing & Compiling Yoraiz0r / Dark Souls + Dual Wielding + More Dark Souls Omnir / Omnir's Mod W1k / W1k's Mod Draykon / Dark Souls + Curtain of Bullets, Endgame Phlebas / Debuffs code Surfpup / No mining or placing tiles code Obsidian54 / Obsidian's Mod blahblahbal et al / Avalon Mod VortexJ / Unobtanium Zoodletec / Necro Pack Kujulo / Kujulo's Mod DLC Dogsonofawolf / NPCs Reborn Team / Reborn Mod FatObeseBird / League of Legends NerdyBoy, Reactorcore / Alchemistry PolarBMD / Terraria_ Delra / Monster Hunter Mod KaneStaff / Zelda Mod FrosTr / FrosTr's Misc Pack Scooterboot9697 / Metroid Mod Pwnager / Empowered Endgame SuperWeegee1 / Dream (Also credit Dream Team) Mitchellex / Wululu Acheld / Phoenix Down & Bookmarks Ace the Best / Ace The Best's Final Fantasy Modification Wooren / Sprites Sapharan / Legend of Sapharan Heartstone25 / Covenant of Artorias blood moon code Map Trailers: Zebri Triangular Satellite Diggaroo Special thanks: Yoraizor W1k Surfpup Draykon Diggaroo Zebri Triangular Satellite Omnir Binary Construct Beta Testing Thanks: Roxurface Chroma-Equinox Blackjack021 Cpreo Electroflux alecool34 RangerOfTheWest Drsonic1 XoGenius SuperChobot DragonKing ++ Extra Special thanks to: W1k - provided a TON of boss coding help and for all his mod contributions to the community Yoraizor - was extremely helpful, made the Soul Reaper code, helped with the dynamic Grav effect, translated Dark Souls idea for Draykon, generally helped with a ton of my newb questions. Draykon - coded the Dark Souls mechanic (in like 3 hours!), also provided a lot of help with bugs Omnir - for creating the most incredible mod, which probably makes up the majority of content used for this Dark Souls mod project This map & mod would never have seen release without the help of these guys.. as I probably would have had myself committed first ;p (trying to fix bugs with virtually no coding experience when I started)... Also... this mod MAKES the game.. and I can't offer a bigger thanks to all the hard work all of these guys above put into their creations. Game Install Instructions (Move your mouse to reveal the content) Game Install Instructions (open) Game Install Instructions (close) HOW TO INSTALL THE MODS & GAME in 9 EASY STEPS (takes less than 4 min) 1. Install the Terraria Game Launcher (included). 2. Install Tconfig v23.1 (included). 3. After installing Tconfig, go to "My Documents\ My Games / Terraria / Worlds / tConfig" and place the The Story of Red Cloud.wld world file into the tconfig folder. 4. Then go to: 'My Documents\My Games\Terraria and create a new folder called "ModPacks" 5. Place the Red Cloud Mod - Normal D.obj and the Dual Wielding .obj file into the "ModPacks" folder 6. To install the Custom Music Soundtrack, go to: C:\Program Files (x86)\Steam\steamapps\common\terraria\Content 7. Create a new folder and place the existing Wave Bank.xwb file in it (this is the original Terraria music). Then place the included Wave Bank.xwb file in its place. 8. Run Terraria from Steam as you usually would. It will pop up with the Terraria Game Launcher GUI, and from there select the TConfig version. 9. At the Main Menu screen, click TConfig settings, and you'll see the Red Cloud and Dual Wielding Mod. Turn these ON and then hit Reload Mods. 10. Final success! Now play the game as normal and enjoy! Thanks to Ryan for making this install video. More Details on the Dark Souls Game Mechanic (Move your mouse to reveal the content) More Details on the Dark Souls Game Mechanic (open) More Details on the Dark Souls Game Mechanic (close) Yes my friends, Dark Souls! I suspect this game needs no introduction. It is personally one of my top 5 games of all time. Nothing could beat the adrenaline rush of beating a tough-as-nails boss with pure skill and perfect concentration, the satisfaction of leveling up and becoming like a god after slogging through hell, and the terror felt seeking out 20,000 souls you've left on the battlefield. This game made you pay the f**k attention, and really care about not dying like no other game I've played. And what was the mechanic that made this addictive fun possible? The Dark Souls game mechanic. Collect souls from fallen creatures, use them to level up and craft new gear. Die once and you drop all your souls where you died and have one chance to recover them. Die again and they're gone for good. This magic sauce, thusly, has been ported to Terraria, and it works beautifully. Also like in Dark Souls, where you can only spend your souls at strategically placed campfires throughout the game, Dark Souls in Terraria can only be crafted at Demon Altars, which cannot be moved by the player. And I have placed these Demon Altars throughout the map in a way that should offer a similar feeling of tension and reward. The number of souls all enemies drop is based on their value param, so dropped souls scale with the difficulty of enemies. Lastly, since many have found the pre-hard mode bosses too easy since the last update, I've bumped up the difficulty of all the bosses and given small bumps to many of the enemies. This also balances out with the gear you can craft, which will often be leveled-up versions of discovered vanilla-game items. So crafting and upgrading your gear will be necessary to advance through the adventure. I have to give my biggest thanks to Draykon and Yoraizor, who were nice enough to respond to my request and make it a reality. But the thing that blew my mind was that they had a working version for me within 3 hours of my email. Crazy, just crazy. [End Wall of Text] Signature code (Move your mouse to reveal the content) Signature code (open) Signature code (close) Go here. Click the Double A's icon in the top right corner and paste this into your signature: Code: [URL='http://www.terrariaonline.com/threads/adv-dark-souls-mod-the-story-of-red-cloud.87617/'][IMG]http://www.terrariaonline.com/attachments/tsorc-signature-banner-jpg.52545/?temp_hash=f59f76e5df0b144704f3311a73b3b826[/IMG][/URL] And it will look like this: Overworld Map (Full Spoiler) (Move your mouse to reveal the content) Overworld Map (Full Spoiler) (open) Overworld Map (Full Spoiler) (close) Step by Step Walkthrough (Move your mouse to reveal the content) Step by Step Walkthrough (open) Step by Step Walkthrough (close) This walkthrough contains major spoilers as far as telling you where to go and what to do. I don't recommend reading it unless you feel pretty lost, in which case you can read up to the point you are in the game so you can still enjoy the puzzles and discoveries to come later. The Story of Red Cloud Walkthrough Exit your grave. Go West and collect the gear you can find including some bombs and shine potions in the burned down village. Optionally, go back East and enter the flooded cave to find some things. Continue East until you get to the Earth temple's cave entrance. Use your bombs or pickaxe to continue into the 1st temple to get right into the action. Or go North up the hill to reach the village. In the village, grab some armor and drop down the village well. Go right to grab the Orb of Light. Then go left to get your first magic mirror. Use it to teleport to the surface. Or, enter the Earth temple via the bottom of the well. If you enter the dungeon from the well, head north up the main shaft to find a bed rest and your first demon alter to craft a Light Cube, a Greater Magic Mirror and a Soul Reaper when you can. Explore the first dungeon as thoroughly as you wish. To find the boss, head south down the main shaft to the bottom of the flooded room and head left, then up and left. Rest at the bed and continue left. To the left of the boss arena you'll find a demon alter to craft what you want from the 3,000 souls the Eye will drop. Then head up and to the left of the boss arena to find a short cut out of the dungeon. With the Hermes Boots in your possession, run to the West of the village via the long tunnel and jump over the ravine to enter the 2nd dungeon. Go all the way left, grab the key, then continue to follow the path left and down to find the Cloud in a Bottle. Use it in the room to get to the high platform where you'll find golden armor. Then flip the switch back at the bottom and head to the right and follow the path. Jump over the two shafts and head to the right and jump over the ravine to enter the corrupted forest to find the 2nd boss. This juncture is also where you will be able to return to the village tunnel and return home. Pro tip: use a water-walking potion to avoid getting massacred by the boss in this arena. After the 2nd boss, go up and to the left, cross over the ravine once more, then enter the first shaft you come to. Head all the way south into this shaft to find the 2nd Eater of Worlds encounter. Fight this boss so you can craft the Shadow armor and it's powerful soul-based upgrade. Or, after the 2nd boss, you can snake around the corrupted tunnels to get back to the corrupted forest where you can go North to get back to the village tunnel. At this point, you can head East, past your family's burned-down village and use your double-jump to get over the hill. Head East until you reach the Dryad's house entrance. Talk to her, then continue heading East. Explore the jungle tree-top village if you like. Then farther East, you have the option of entering the 3rd jungle temple via the golden temple shrine entrance, or continue East to the volcano, which is the entrance to an optional 4th dungeon, which has meteor gear and some other treasure. If you enter the volcano, eventually you will find a path on the left side of this dungeon that will lead into the jungle temple. In the jungle temple, explore this area until you reach Seath (pronounced Seeth). After defeating Seath and freeing Miakoda, jump off the cliff to the left to enter the Forgotten City. Explore the city as much as you like. Eventually to the West you'll discover a large room that houses your captive brother. Free him and then head to the next tower to the West to fight the forgotten city's guardian. Then head to the next tower to the left and head south to find the entrance to the Fire Temple. Explore this area and find the 4 switches you will need to switch to reach the Western-most part of the temple where you will find the alter to sacrifice the Guide voodoo doll. After defeating the Wall of Flesh in the Fire Temple, head all the way to the East from whereever you are in the Fire Temple zone to find a tunnel that leads to a shortcut that will take you back to the jungle temple. Heading from here to the right with the room with the 3 temple shrines, you can find a short-cut to the surface from above the 3 temple shrines. Or, from the left-most entrance to the Fire Temple, you can go North, climb the towers to find a short-cut to the Earth temple and a quick way back to the village. If you've found a second magic mirror and turned it into a village mirror of course you can use that to fast travel back to the village. Once you've reached the surface, head to the East past the volcano to find the Hallowed Caverns. Explore these caverns and continue to the deepest part of the caverns to find the entrance to The Rage boss fight arena. After this fight, head back to the surface and climb the mountain with your new drill to open the way to the Wyvern Mage's Mountain Fortress. Use the Ice Rod to cross the mountain valley. Here you will find some nice treasure and the Cloud in a Balloon. Fighting the Wyvern Mage is an optional boss fight and is not recommended until later in the game when you feel more powerful. Then head back down to the bottom of the mountain and head East to the Frozen Ocean. Break a hole in the ice and seek out the under-water research facility. Head south into the mythril tunnels and explore this area until you find a large ravine that goes very deep. There you will find the next boss you must defeat, The Sorrow. After you beat this boss, head to the surface and go all the way to the West. You will now be able to open Adamantite gates. You can either climb up above the village mountain or you can run through the village tunnel and briefly enter the corruption temple to find an adamantite gate that is a fast path to the desert. In the desert, look for a tiny house, this will later reveal the quickest route to the Shadow Temple. Go past the tiny house and enter the desert ruins. Look for a purple light. Below this you will find the entrance to the undergound desert ruins. Explore this area until you reach a glowing mushroom cavern. Head to the left to find the next boss you must defeat, The Hunter. After defeating the Hunter, explore the 2 gates which are sealed by Titanite (silver) ore. One of them will be a major plot point and will provide the needed clue to find your father's sword and armor. After retrieving your father's sword and armor, you can upgrade the armor into 3 powerful end-game armors, each dedicated to either melee, ranged or magic. By this point you can also fully upgrade the "Hero's" armor set to it's final form. From here, you can choose to fight The Twins that rest above the twin peaks of Arazium (in between the two mountain peaks to the West of the village). Or you can head back to the tiny house in the desert. The floor gate in the basement will now be open and will lead to the Shadow Temple entrance. Make your way through this dungeon. At some point during your path through this dungeon you will be able to craft an extremely fun end-game armor that you can upgrade from a shadow armor set. There is an optional boss fight mid-way through in the glowing mushroom cavern. Reaching the end of this long dungeon you will find The Destroyer. After defeating this boss, head to the bridge next to your family's destroyed village and jump into the waters to find the entrance to the last temple. Explore this dungeon and enjoy the glass-tube reference to Super Metroid. Shortly beyond this you will find the Machine. The last boss you must defeat. Above this boss arena you will find a short-cut to the Dryad's house and a path to the surface. With all 6 boss shards in your possession, take them to the Attraidies tower in the desert to the West and fly above the tower to find Attraidies boss arena. Use the light and dark shards to craft Attraidies' summoning cube. Fight Attraidies. Do not get destroyed. And congratulations, you just beat the game! If you thought this game was awesome please leave a comment on the Terraria Online thread: http://www.terrariaonline.com/threads/adv-dark-souls-mod-the-story-of-red-cloud.87617/ Or consider making a donation to www.filmsforaction.org/donate Thanks! Donate to Films For Action Enjoyed this map and want to say thanks? Think it was worth what you might pay for DLC or a normal game? You can donate to the non-profit alternative media organization I work for: http://www.filmsforaction.org/donate http://www.filmsforaction.org
First. *cookie earned* Motherofgawd, finally, can't wait for the download link. Also, the credits. It kinda feels like a community mod/map. It's like you forced everyone into this with just a little effort from them, that's one of the most amazing thing I've seen around here from the time I joined the forum, damn 'grats for this. I'll surely help as much as I can with bug reports/fixes. EDIT : kinda late, you already put it up, LOL. I'll try it tomorrow as I don't have much time right now. I'll just start download and install it for now. Gettin' so excited at 4:21 AM is bad for my health, damnlol.
its a tConfig mod , so obviously it is compatible! by the way....I got just a slight momentum into working on dual wielding again... Any chance you have the source of the version you're using for this pack , Tim?
Woo yeah! I'll be trying this out today =] I have lots of things to do but progress be damned I'm playing this map instead.
Yep, I just loaded up the mod with a bunch of the mods that share the same content and it all looks to work just fine. Although I'd recommend just playing with the Red Cloud mod on your first play-through. I'm pretty sure the attached source is the one I included for the game. It's been pretty stable for me in game. It's only crashed on me a couple times over the last couple months while I was in the middle of playing. I've found it crashes the most often for me when I've alt-tabbed back to the desktop to work on something and I come back 15-30 minutes later and it's got the error crash screen. Good luck, sir!
Sure, the dual wield works fine enough, but crashes are still there. At least it's not like the last time I tried it (crash every 10 minutes). I reached hell and I just had like 4 random crashes (I play'd for like 8 hours or even more, LOL). By the way, I think the Forgotten City's boss is kinda too easy. It was surprisingly easy compared to Skeletron, I find some random mob there way harder then it. Dunno, might also be because I used Supersonic with a lot of buffs, but I really rarely got it by it. Also, I found Tim. I know what you did thar dud.
Heh, well I'm always happy to make a boss harder. If other folks want to download the mod update it contains a more challenging version of the Forgotten City boss. Also, nice. As rare as Tim spawns I was wondering if someone would find him. ;p
Well it was hilarious. At first I was "Oh nice... Tim... wait, wtf?" then I was like "when the fuck will it die lol" and then two random Illusion (I think they're called something like that) spawned and what happened after is so messed up I don't even know what really was. Luckily I was able to kill them both along with Tim, only 1 gold, so much disappoint.
I tried using the terraria gamelauncher thing, but it's now mucked up my terraria and it won't let me play anything scrap that thing, it works, but will I be able to use my original Terraria characters and worlds? And sorry about that one too, I found out just loading the normal Terraria.exe on GameLauncher works. (facepalm)
lol, awesome. Yea it can get a bit hairy down there in that area. Tim should have dropped about 1000 dark souls, which is unusually high compared to regular enemies. (The way the code works, the number of souls dropped is tied to an NPCs value, so all the values are set for the soul drop rather than the monies)
What's actually the problem? Got it, I didn't noticed the soul drop's number that much, too many npcs and projectiles around, LOL. By the way, fun fact, I play'd with only the main weapon (and a torch as secondary) for all the time untill I beat'd WoF. Now I freakin' burn my mouse buttons to spam projectiles from a dual Clockwork+Blaster combo as the hardmode npcs appearing down there are damn deadly. Too bad when I reached the exit of the hell, my game crashed, after like 10 minutes of random-killing-epically-overpowered-mobs. On the second try I just rushed and reached it in like a minute (Supersonic + 50% speed bonus ftw).
at first, when I tried to use it, it said it couldn't use the map. then I noticed I forgot to install tConfig. (facepalm) then i couldn't find my original characters and worlds, because I didn't know you could use the original Terraria on GameLauncher anyway. (another facepalm). I am such an idiot. sorry for any inconvenience.
LOL no problem, just glad you fixed it. Mr. Tim, W1K at report again. I noticed the phoenix to be quite easier then I expected it to be (ya know, a boss initially balanced by HERO, ya know what it means). Thing is, it deals too low damages for that kind of gear. It mostly dealt me from 7 to 23 damage (other hardmode enemies dealt me more then 40) and it didn't seemed that hard to dodge (well, I wasn't able to notice the projectiles that much, they're pretty a mess to notice in all those particles). I would suggest to reduce the particle's amount (or make the projectiles more noticeable) and maybe increase the damages a bit. Also, increasing the healing amount would be nice, I bombed it with Clockwork-Flamarang combo continiously and even if I triggered the spirit mode a lot, it didn't changed the fight much at all. The player is supposed to prevent that from happening and always check the boss flame particle's size (ya know, larger are the particles, more close it is to turn into spirit). It would be nice to increase the heal a lot and explain what the spirit mode does on any sign (ya know, so ppl will not come out and say "uh dud how was I supposed to knuw dat"). Report done, time to go back playing. I can't freakin' stop playing it LOL, i'm ejoying it too much.
This caused a great amount of excitement for me. Glad to see that this wonderful map has been finished, and now, if you excuse me, I'd like to take a few days off now to play this map.
Interesting map, duel wield mod looks strange (Can't say that's your fault) Are we allowed to hijack everything? I've sort of been doing that...