TConfig Dark Souls Mod [Released]

Discussion in 'Released Mods' started by Tim Hjersted, Jun 12, 2012.

  1. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    Latest Update 4/11/2014: 1.1v Prepare to Die Edition
    Download link here:

    Game Install Instructions (open)


    1. Install the latest Terraria Game Launcher into the default directory (Included but may be out of date when you read this. DOWNLOAD THE LATEST GL HERE. Note, each time Terraria updates, go there to get the latest GL.)

    2. Open Game Launcher, click on "Downgrade Patches" and then select "Install Terraria 1.1.2".

    3. When that's done, close Game Launcher and install tConfig (included in download). The install directory should default to the newly created Terraria 112 folder within your Terraria directory, as shown here: Steam\SteamApps\common\Terraria\Older Versions\Terraria 112

    4. After installing Tconfig, go to "C:\Users\Username\Documents\My Games\Terraria\Worlds\tConfig" and place the mapName.wld files you want to play into the tconfig folder. If the folder does not exist yet, you should create it.

    5. Then go to: 'My Documents\My Games\Terraria and create a new folder called "ModPacks"

    6. Place the Dark Souls.obj file into the "ModPacks" folder. I also highly recommend using the AutoSave Players mod and the Recipe Book mod (found in the Optional Mods folder).

    7. To install the Custom Music Soundtrack, go to: C:\Program Files (x86)\Steam\steamapps\common\Terraria\Older Versions\Terraria 112\Content
    Then place the included "Wave Bank.xwb" file in this folder, which will replace the default Terraria music.

    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. To play normal Terraria with the new updates, select Terraria 1.2.(whatever).

    9. At the Main Menu screen, click TConfig settings, and you'll see the mods you added. Click the Dark Souls Mod to cycle through the various versions. Turn on the other mods you installed. Then hit Reload Mods. Anytime you turn a mod off or on, you should hit reload mods for the changes to take effect.

    10. Final success! Now play the game and enjoy!

    **If you get an error when trying to run tConfig that says "Please launch the game from your steam client," close Steam. Then find the Steam.exe. Right click for Properties, then click Compatibility, then click the checkmark box for "Run this program as an administrator." Hit apply. Opening tConfig from the Game Launcher should work now.

    If you have any other issues with installing, please post your issue in this thread and look for solutions towards the end of the thread.



    You will need to reinstall Game Launcher and then tConfig using the updated versions included in the download folder. Then follow steps 2-3 above.

    If Terraria updates, you'll need to go to the Game Launcher thread to get the updated version.


    A quick guide to the different mod versions:
    Story of Red Cloud is for playing with the Story of Red Cloud map.

    Sandbox Edition is for playing with any randomly generated world or the included Sandbox maps. To use your Red Cloud character on a normal world, just switch the mod to the Sandbox version.

    Use the MSD/MP versions for Multiplayer or if you don't want to risk losing your Dark Souls on death. MSD stands for Minus Soul Drop.

    Check out the full content Wiki!
    Voted Best Map by the Terraria Online Community - July '13
    Change Log (open)


    Install Folder
    Updated Game Launcher.
    Updated install instructions.
    Switched mod installer.exe's to their .obj versions (you will now need to manually place the mods into the ModPacks directory).


    Install Folder
    Updated installation instructions and included the latest Game Launcher and tConfig. Game Launcher and tConfig are now much easier to install thanks to Eikester.

    To get tConfig mods working after the Terraria (Halloween) update, simply install the latest Game Launcher included in this download folder.
    For new installs, follow the instructions in the _Game Install Instructions.txt.


    Updated installation instructions (1.1q instructions missed a step that will cause an error when installing tConfig).


    Added Ring of Clarity, made from the Poisonbite and Bloodbite Rings and 30k Dark Souls - it prevents confusion, gravitation, bleeding and poisoning, +4 life regen.

    Reduced the Dark Souls cost of the entire Band of Cosmic Power upgrade path, initiated with the Band of Regeneration and Band of Starpower and 3k souls.

    The Wyvern Mage now drops the Poisonbite and Bloodbite rings. It also summons Barrow Wights instead of Cursed Skulls.

    The Dragon Horn and Dragoon Gear will now activate more easily (double damage when falling).

    Made the Esuna Tome easier to craft (10k less souls, -2 guardian souls and no war elixirs.) It now needs: 1 Spell Tome,1 Guardian Soul,10 Healing Elixir,70000 Dark Soul

    Reduced the health of the Twins by 5k each, reduced damage, and added 1k Dark Souls drop.

    Dark Knights should no longer spawn in your village with NPCs nearby. I also reduced their firing speed.

    Reduced spawning of Warlocks slightly.

    Reduced Zombie Worm head damage.

    Dungeon Mages now only spawn before HM.

    Reduced the health of Serris' first form and increased it slightly for the second form.

    The Crazed Purple Crush projectile no longer confuses (used by Fire Fiend Marilith and other enemies). Instead it poisons you, prevents regeneration, and cripples you for 10 seconds (reduced flight ability). :) Seems like a fair trade-off right? 2 of the debuffs have more than one counter though.

    Increased the health of some mages.

    Increased difficulty of Attraidies' first and second forms (health and damage boosts, plus some added debuffs). To compensate with the 2nd form, I also made the boss and boss minions teleport farther away from the player, reduced the Chaos spawns slightly and reduced the health of Disciple of Attraidies, which now drops 3 Healing Elixirs on death.

    Necromancers, elementals and several other enemies are now immune to lava and can jump on lava.

    Gazing Shield is easier to craft. This is a must for all melee warriors.

    Added a tip for the Covenant of Artorias ring so its more clear that you need to remove the ring to escape the Abyss (perpetual blood moon).



    Included the latest Game Launcher, which is necessary to install to use this mod and tConfig side-by-side with the latest Terarria 1.2 update made by Relogic.

    Updated installation instructions for those installing tConfig for the first time (post 1.2) or for those who had installed tConfig before but have since updated to 1.2.

    Please post any issues you have with installation in the main game thread:


    The Witchking now drops the Covenant of Artorias (it can still be bought from the Shaman Elder and crafted too).

    Increased the spawn rate of all Super Hardmode enemies, especially during bloodmoons (the Abyss) and at night.

    Increased the difficulty slightly of several enemies and bosses.

    Increased the spawn rate of several HM and pre HM enemies.

    Made some rare enemies (mini-bosses) less hard and increased their spawn rate.

    Added a note about the Bloodred Moss Clump so players know it is essential to hold on to to cure yourself of poisoning.

    The Shaman Elder will now spawn sooner after defeating Attraidies, as long as one NPC is nearby and you haven't yet defeated the Witchking.

    Increased soul cost of Supersonic Wings.

    Decreased knockback on Unicorn and mummies.

    Increased spawn of Red Cloud Hunter and difficulty.

    Reduced confused effects of the Hypnotic Disrupter projectile (used by several enemies).

    Reduced knockback of the Oolacile Demon.

    Increased spawning of Basalisk Shifters.

    Added Assassin of Attraidies to HM.

    Reduced damage of Valkyrie spear.



    Updated all mods to tConfig v35.3a. You will need to install the latest tConfig (included).

    Fixed the three phoenix boss summoning items (Fiery, Watery and Grassy Egg). They are no longer consumed on use, which was a temporary bug introduced a couple updates ago.

    Buffed Dworc Voodoomaster and Basalisk Walker slightly to compensate for their lower health and defense.

    Reduced price of Forgotten Kaiser Knuckles and Forgotten Metal Knuckles (increased damage of the latter).

    Most of Solaire's items are now cheaper to buy. He also sells throwing axes, which can be upgraded into a great melee weapon.

    Increased the soul crafting cost of the extremely overpowered Celestriad. Craft this if you're ready to end the game in a very silly way.

    Increased the mana used by Starfall to 800.


    The Story of Red Cloud: Fixed a path that leads out of the new Meteorite Dungeon Slogra arena. It wasn't possible to go past before without the Shiny Red Balloon you get from the secret Earth temple. Now you can go this route with only the double jump ability. I also made the Skeletron arena a little less crazy with the skeleton summon statues. I improved the loot of a locked chest in the corruption temple and a couple other chests. Plus some other small things.

    Installer file for the mod is included correctly (in 1.1n only the .obj file was included)


    The Tinkerer's Workshop is now sold by the Archeologist as well as the Goblin Tinkerer.

    Increased the health and damage of the Shadow Dragon.

    Attraidies' final form also spawns the Shadow Dragon at various times.

    3 vanilla enemy lasers have received a damage buff, which has increased the difficulty of the Wall of Flesh, The Twins, the Destroyer, and Skeletron Prime.

    Mushrooms, Glowing Mushrooms and Goldfish no longer trigger potion sickness when used. (No more accidently eating one of these and dying because you meant to use a healing potion but one of these slipped into your inventory. :) To compensate, mushrooms and glowing mushrooms heal slightly less.

    Bloodred Moss Clump now heals 25 HP.

    Increased the difficulty of the Slogra and Gaibon boss fight.

    Increased spawn chance of Tetsujin in the SHM meteorite biome and from 7-9/10ths width of the map in the sky (more at night, more during blood moons).

    The Story of Red Cloud: Added a lot more housing under the village. Added the Tinkerer's Workshop to the village and in a couple other places. Added a couple more small shortcuts in the beginning area. Added a couple more torches to illuminate things you might not normally see depending on your lighting settings. Added a clue-sign in the Merchant's house. Finally decided to add a demon altar below the village.


    Increased the length of time between teleporting for all mage-type enemies (a highly requested feature).

    MP: Some mage enemies will no longer teleport to other players if they are far enough away.

    Slighly nerfed Dungeon Mage and Attraidies Illusion while increasing soul drops.

    Reduced the frequency that Ghost of the Forgotten Knights throw spears.

    Reduced buy cost of Forgotten Long Sword.

    Improved Rune Blade with +1 damage, faster use speed and auto-swing. Also reduced its reforge cost.

    Old Long Bow can auto-fire.

    Added a tool tip to the Bloodred Moss Clump explaining this items usefulness in the dungeon.

    Improved Iron Shield and its upgrades slightly + reduced Iron Shield crafting cost. They can also be more easily reforged.

    Improved Ancient Golden armor set. It now has benefits for all classes, similar to the Hero armor sets.

    Ancient Golden armor helmet can be upgraded, with nice improvements to all stats.

    Sandbox: Skeletron Prime aka Gravelord Nito now drops a set of Jungle armor plus an extra 500 dark souls.

    Jungle Wyvern now drops a set of Necro armor plus 2000 more Dark Souls.

    Fixed Hydris Necromancer despawning too quickly if you get too far away from him.

    Added Shell Armor from Omnir's mod (remixed as a ranged upgrade to the Necro armor set). Yayyy..

    Rebalanced Molten Armor set upgrades (melee and magic specialization). They are both now roughly equal but different, and more powerful. Both cost 9000 souls.

    Added Ancient Dwarven Armor with an upgrade path both from Omnir's Mod. It's a custom melee set that you get from upgrading silver armor, +3 gold bars and 1500 souls.

    Nerfed Old Double Axe swing speed.

    Added Shadow Ninja set, a HM end-game tier set that is an upgrade of the Black Belt Gi set (needs 3 soul of fright and 40k souls). It also has a SHM upgrade.

    Fixed Longinus and it's upgrade not doing double damage when falling. Though I reduced it to 1.5x damage in this update. Removed toolTip that says it randomly heals for now.

    Removed 3 second "Curse" (can't use items) from Anti-Gravity Blast attack used by Attraidies and others.

    Increased difficulty of Attraidies.

    Slight nerf to Star Fall.

    Slightly buffed Ancient Dragon Lance.

    Added IcyPRO's Minilands v4 - Iced! to the Sandbox Edition Maps folder. This is IcyPRO's updated minilands map, which has many new enhancements. With only 2 demon altars and everything taking place on mini-islands, this should prove to be quite a unique challenge. :) Leave your impressions, comments and more here: Goes without saying, a let's play of this map with the dark souls mod would be super cool to see.

    Story of Red Cloud: Added gold bars to the first dungeon to craft the upgraded silver armor. Added 2 signs. Added a torch to make gold armor easier to find. Added small short-cut near town well.



    Reduced soul cost of Slime Talisman from 1000 souls to 200 souls.

    Ancient Great Bow now auto-fires.

    MP: Fixed spawning of Hellkite Dragon, Seath the Scaleless and the Jungle Wyvern using their respective summoning item.

    Raised mana cost of Ice Tome 1 by 2 mana (it was pretty OP and still is awesome now - as good as the Bolt tomes).

    Increased difficulty slightly of Slogra and Gaibon.

    Increased difficulty and spawn rate slightly of Basalisk Walkers in the meteor biome at day and at night.

    MP: Fixed Giga Drill sprite not appearing correctly to other players.

    Increased soul cost of Forgotten Axe and Forgotten Great Axe.

    Fixed The Unknowable's tool tip about breathing underwater.

    Fixed Cruel Arrow error message and increased the arrow's speed and number of unique enemies it does 8x damage against.


    The Story of Red Cloud: Added water walking potions to the Eye boss battle in the secret Earth temple. Removed 30 Gravity Potions from Meteor Temple so players can't cheese the Slogra fight. You can now find jungle armor hidden in the meteor temple. Added a sign near eye battle for clarity. Added flippers to the end of the secret earth temple. Added 30 Regen potions to secret Hermes Boots location. Added more goodies to several other chests near the early game plus some other tweaks.



    MP: Sprites that didn't appear correctly to other players fixed: Longinus, Celestial Lance, Ancient Blood Lance, Frost Wand I & II. Please report others when you discover them.

    MP: Curse Buildup and Powerful Curse Buildup now work in MP. Yayy.

    MP: Slogra's spear throws correctly.

    MP: Gaibon now spawns with Slogra properly. (To make this work, Gaibon can now pass through tiles.)

    MP: Charge attack of Slogra, Dark Cloud, and Witchking now work.

    Sandbox: Dungeon Mage has 50% chance to drop a feather, which can be used to craft the Jungle Feather.

    Sandbox: Skeletron aka Gravelord Nito now drops 2 pairs of Spectre Boots.

    Raised threshold on curse buildup to 50.

    Both curse buildups also now do not reset, so you can only lose HP once while the current debuff is active.

    Fixed Ancient Blood Lance tool tip. (Removed suggestion that it drains enemy life with a buff. It doesn't.)

    Fixed reforge cost of Shadow Cloak armor (upraded Shadow set).

    Fixed Blood Moons not occuring naturally (for real this time).

    Raised chance to get Barrow Blade from Barrow Wight and Barrow Wight Nemesis from 12 to 20%.

    Removed Red Cloup MP map because it was out-dated and unnecessary. However if anyone reports spawning issues from using the same bed let me know.

    Download Folder
    Added "Dark Souls Boss Progression Guide" to sandbox maps folder, which lists all of the bosses in the mod.




    Powerful Cursed Buildup now has a 300 point cool down period after getting cursed before it resets back to 0. At the point of reset, the effects of the curse trigger 2 positive buffs.
    Expanded spawning of Undead Caster to the sky and underground corruption at night (semi-rare).
    Gave Undead Caster more drops, so defeating this enemy will always be beneficial.
    The Tibian Mage sells Spell Tomes as soon as she arrives (very important in the sandbox modes to create some early game magic weapons).
    Decreased spawning of Barrow Wight Nemesis but increased it during blood moons.
    Bloodred Mossclump can be sold for 15 silver.
    Fixed Flippers not being buyable from the Dwarf. The item was misnamed.
    Valkyrie no longer drops Forgotten Long Sword.
    Adjusted several magic weapons to be auto-use and lowered mana cost slightly of some magic weapons. Also reduced soul cost of Bolt and Ice 2 tomes.
    Reduced size of Old Double Axe.
    Halved the cost of Mana Potions and increased max stack to 500.
    Made Lesser Mana Potions easier to craft in quantities of 10.



    MP: All 6 wyvern bosses are now MP compatible. (Before only the head would spawn). Big thanks to Grox the Great!
    MP: Fixed The Hunter's crash error.
    MP: Fixed an error with the Shadow Mage.
    Sandbox Edition: Certain enemies now have a chance to drop most boss summoning items before SHM.
    Sandbox Edition: Crafting cost of all boss summoning items have been significantly reduced. With the exception of the first vanilla boss, they also all
    require Shadow Scales so that you can use this item to check recipes with the guide. SHM summoners all use 1 Soul of Attraidies.
    Reduced defense of Dark Knights from 100 to 30.
    Cursed Buildup now has a 60 point cool down period after getting cursed before it resets back to 0. At the point of reset, the effects of the curse
    trigger 2 positive buffs.
    The Hunter, The Sorrow and The Rage must now be fought in the Underworld, the Ocean and the jungle respectively (same as Red Cloud, now it is enforced
    more so for the Sandbox versions).
    Increased spawning of hell SHM enemies that drop humanity (especially at ends of world), plus Abysswalker in the jungle.
    Blood Moons are possible naturally again, while the Covanent of Artorias, when unequipped, now has blood moons despawn naturally (takes longer).
    Mana Crystals are now crafted with 2 fallen stars and 1000 Dark Souls at Demon Altars.
    Rebuffed Power Nu Armor. It now has 1/5th chance of healing with melee strikes instead of 1/10.
    Added Hellkite Stone to summon Hellkite Dragons at will.
    The Ancient Jungle Wyvern now has a 100% chance to drop 2-9 of every gem in the game, plus 300 Dark Souls.
    It is now possible to survive a direct hit from an Assassin. They also spawn slightly more.
    Dark Elf Mages won't spawn near friendly NPCs and cannot teleport as close to the player.
    Piggy Bank now costs 10 silver and can be bought from the Tibian Mage.
    Safes now cost 60 silver and are sold by the Tibian Archer.
    Reduced cost of Forgotten Ice Rod, Old Long Bow, Poisoned Knife, Royal Throwing Spears, Throwing Spears, Throwing Axes and Forgotten Thunder Rod.
    Increased spawning of Dunlending, Tibian Valkyrie and Tibian Amazon slightly.
    Adjusted soul cost of Copper Ring.
    Tibian Archer now sells wooden arrows and lesser healing potions.
    Increased speed of Diamond Pickaxe.
    The Flippers, Fairy Bell, Silk and Lesser Healing Potions can now be bought from the Dwarf, plus the Diving Helmet and Sticky Bombs after defeating the
    Eater of Worlds.
    Sticky Bombs only cost 5 copper when bought from the Dwarf!
    Blue Hero's Set now requires 5 Mythril Bars in light of the above change and to polish the sandbox version.
    Fixed Small Jungle Plants preventing some walls from being destroyed in the Red Cloud versions.
    Witchking drop of Golden Hairpin raised to 8% and guardian soul to 15%.
    Reduced health of Dworc Voodoo master and increased spawn rate. Also increased potion drop rate.
    All Healing and Restoration Potions can now stack to 500.
    Bloodred Moss Clump now heals +10 HP.
    Increased spawning of Man Hunters and reduced health.
    Common potions like Battle, Mana Regen, Life Regen, Ironskin and others drop from several mod enemies.
    More Dark Souls drop from the Eater of Worlds after the 1st defeat as well as Shadow Scale and Demonite Ore.
    Fixed misspelling of Wandering Travler.
    Reduced defense of The Hungry (appendage of Wall of Flesh) and increased its soul drop to 200.
    Dworc Voodoomasters, Undead Casters and Dungeon Mages have a chance to drop Spell Tomes.

    Small update to Elfheim map by the map creator.

    Batched in Green Cat's Autosave Players mod in the Optional Mods folder. Big thanks to Green Cat for this inclusion.
    Check out Green Cat's thread for instructions on how to use his mod here: He
    also has some other awesome mods you can discover in his signature.
    Autosave Players is highly useful for MP to guard against player data loss from unexpected crashes.




    Nerfed damage and knockback of Diamond Pickaxe. You'll get this item when creating a new character with either of the Dark Souls Sandbox Editions loaded.

    Necromancer Elemental no longer drops Forgotten Ice Bow as I forgot I changed it to a end-game SHM weapon.

    Thorn Decapitator can now be auto-swung.

    Nerfed the debuffs of Shadow Orb, used primarily by Attraidies. Curse Buildup and Fracturing Armor only have a 1 in 8 chance and the rest are 1 in 2.

    Rebalanced Fire Spirit Tomes. They no longer pass through walls and fitting with the fire theme, cannot be shot underwater. They can now do critical hits however and have a high chance to light enemies on fire.

    Download Folder
    Added Yorai's MP-only Serverside Saving & Commands (SSS) mod to the Optional Mods Folder. Highly recommended for use with Multiplayer, in case of unexpected crashes or disconnects.
    You can manually force a save with /save when needed, in addition to other great features.
    Link to official mod thread here:

    Added Anomaly0.01's amazing custom sandbox adventure map "Elfheim: An Exploration Map" to the Sandbox Maps folder. This is a MUST-PLAY with the Dark Souls (Sandbox Edition) mod turned on! It is truly a wonderful map with incredible art direction on-par with the style and quality of The Story of Red Cloud map (if no one minds me saying so). :) The map uses an open, no rules sand-box format and everything in the Dark Souls mod is accessible. Give it a try and share your impressions. A let's play of this map/mod combo would also be excellent. Go here to visit the map's official thread:

    Removed Map "Valley of Lord Gwyn" because it had become outdated compared to the changes made to Valley of Defilment and the updated version essentially provided a merged experience making this map obsolete.

    To Yorai for the inclusion of his Serverside Saving & Commands (SSS) mod. Check out his other awesome mods via the link above.

    To Anomaly0.01 for the inclusion of his amazing custom adventure map "Elfheim."




    Fixed Oswald of Carim - You couldn't talk to him before due to lacking the townNPC=True variable.

    In the Sandbox versions, when creating a new character, you now start out with better starting gear. :)

    Added Wand of Darkness II and Wand of Fire II.

    Added upgrade path for Fire Spirit Tome with 4 levels in total.

    Improved Ice 2 Tome.

    Increased spawning of infantry level dworcs with a slight spawn boost to voodoomasters and headhunters.

    Made dworcs unable to drown.

    Demonite Bars and Shadow Armor are craftable at Demon Altars now.

    Made Attraidies Relics stackable up to 100.

    Jungle enemies are now vulnerable to fire.

    Removed mana potions from crafting recipe of Greater Restoration Potion.

    Gave autoReuse ability to Antimat Rifle, Sniper Rifle and Focussed Energy Beam.

    Gave Light Cube effect to the Dragoon Cloak.

    Story of Red Cloud: Added "Travel to the Ends of the World Underground" side-quest. The challenge is to travel from the Western Ocean, enter through the sea floor, and travel all the way to the Underwater Observatory without going above ground. :)

    Added A gate to open for your horse near the starting point so you can travel from the village to the jungle with a horse if you're using Flashkirby's Horses and Mounts Mod.

    Added tip in the Read Me file: *Some friendly NPCS will often sell new items after defeating certain bosses...
    Added Dark Souls 1.1 graphic to the Sandbox folder.




    MP! -- Fixed bug that caused Dark Souls to take several seconds after dropping from enemies before you could grab them.

    MP! -- Fixed lag of Dark Souls (they were teleporting before sometimes).

    Fixed 'bug' that caused you to lose your defense when touching hellstone brick even with the FireWalk ability (Obsidian Shield for instance).

    Ancient Demons don't cause a error message when killed (had missing gore files).

    Ragnarok can no longer be crafted. It now has a 2% chance to drop from Ancient Demons of the Abyss.

    Fixed reforge price of Bone Blade.

    Changed crafting recipes of several weapons formerly made with the Excalibur. Now only Atma and Ultima are created from it.

    Raised soul requirement of Power NU armor to be in the same tier as the other 4 end-game armors.

    Added Cloud in a Bottle to the secret Earth Temple (actually added it in 1.1f but forgot to mention in the changelog).

    Devil's Scythe now goes through walls but has limited range (2.1 seconds).

    The Story of Red Cloud: Removed a wall near a heart just past the EoC arena. You can now access the shortcut.

    The Story of Red Cloud MP: Fixed the above and added cloud in a bottle to the secret Eartht temple. The map is still out-dated compared to 1.1f so I'm considering scrapping this. The SP map is pretty much compatible anyway.



    Fixed Multiplayer soul duplication glitch when giving other players souls. Thanks Yorai!

    Fixed Multiplayer bug that caused enemies to drop 2-3 sets of souls instead of 1. Thanks again to Yorai!

    Fixed Dark Souls occasionally disappearing from your inventory when reloading your game (was due to some old code which has since been implemented into tConfig proper).

    Sandbox and Red Cloud MSD/MP versions both now allow you to place souls in chests.

    Added Recipe Book mod to the Optional Mods folder. Highly recommended for convenience.

    Slogra (boss version) should always spawn Gaibon now.

    You can no longer destroy chests in the Story of Red Cloud versions (fixes/prevents a chest duplication bug). Chests can still be placed and more have been made available in the village.

    Bug fix: The Sweaty Cyclops Forge, Gold Coin Pile and Recipe Book can now be placed in the Red Cloud versions.

    Reduced Silence debuff of the Wyvern Mage.

    Made the Ancient easier to craft.

    Fixed the Meteor Tome crafting requirement (now correctly needs Meteor Shower item).

    Nerfed/balanced Gazing, Beholder, Beholder II and Enchanted Beholder II shields. (Melee should hopefully never be so OP you can just stand and swing)

    Changed the boss that drops the Wings.

    Lowered mana use for the Ice rod and lowered its cost.

    Increased spawning of Tetsujin near meteorite and in the sky (the most from 7-9/10ths width and more on the edges of the world at night and during bloodmoons).

    Nerfed Vampire Blade.

    Nerfed Power NU Armor further.

    Nerfed Masamune.

    Nerfed Starfall further.

    The Diving Helm can be placed in your accessories slot so you don't break your set bonus.

    Fixed Mechanic items in the Sandbox version (Wire, Wire Cutters, Wrench).

    Buffed Skeletron Prime (aka The Machine).

    Buffed The Blight.

    Buffed Dark Cloud.

    Buffed Chaos.

    Buffed Gwyn.

    Curse Buildup and Powerful Curse Build Up now trigger some positive buffs when cursed, associated with being cursed.

    Slight nerf to Cooked Chickens (25 less healing and drop rate reduced from skeletons). Although, Undead Casters, Valkyrie and a couple others now have a 5% chance to drop them.

    Reduced spawning of Barrow Wight and increased drop chance of Barrow Blade.

    Increased spawning of Hellkite Dragon, especially on the edge of the world to the West, in the sky and at night, especially during bloodmoons and before defeating Artorias.

    Fixed spikes and hellstone not doing full damage all throughout the game, as originally intended from an update a while back.

    Increased spawning of the Witchking further. Spawns more everywhere at night, but spawns most freqently in the dungeon or above the surface during blood moons until you kill Artorias, and after.

    Increased spawning of Crystal Knights in the Eastern Ocean and in Hallow, especially during blood moons.

    Reduced random spawning of Fire Fiend Marilith.

    Battle and Swiftness Potions now stack to 100, as do Bowls of Soup and Ale.

    Added a couple new original debuffs: Broken Spirit and Crippled.

    Hellkite and Seath now vulnerable to Wyrnkiller.

    Fixed Ancient Demon drop error.

    Added clue about what to do when defeating Attraidies.

    Gazing, Beholder, Beholder II and Enchanted Beholder II shields can no longer be stacked with each other or themselves.

    Dusk Crown Ring and Healing Dusk Crown Ring can't be stacked.

    Increased crafting requirement of Ragnarok.

    Changed some toolTips for summoning items in the Sandbox mode.

    The main hardmode enemies drop 2x Crests for MP and also for 3 sandbox summoning recipes.

    Removed Phoenix Down from the game as it stopped working and I don't know how (and don't want to get hung up trying) to fix it.

    Added "The End" game mode. A nice little treat after you beat the game. Just walk around the world to see. Killing Attraidies again will re-trigger SHM.

    The sun and moon change while the portal to The Abyss is open (aka Super Hardmode). Thanks to Zoodletech for the sprites.

    Reduced spawning of Dark Elf Mage.

    Increased spawning of Guardian Corruptor.

    Removed tooltip from Thorn Decapitator since it doesn't do poison damage currently. Will fix later.

    Nerfed Jungle Wyvern boss.

    Valley of Defilement: Has been fixed by altering the cavern depth lower so the sky is present.

    Valley of Defilement: Added some major new landmasses in the sky. Added background walls to cover up the straight line. Also added more large open caverns.

    Valley of Defilement: Changed spawn position of Old Man.

    Story of Red Cloud: Added more chests in the village and added the Cloud in a Bottle to an early part of the secret Earth Temple. Also made one section of the secret dungeon slightly easier.

    To Grable for the inclusion of his Recipe Book mod in the Optional Mods folder.
    Link to his mod thread here:

    To Yorai for fixing 3 bugs, 2 of them MP related.

    To Grox The Great for helping to troubleshoot some bug issues and help implement some custom textures and a feature of "The End."

    To the Avalon mod team for code that allows select accessories not to be stacked.



    Ancient Demons of the Abyss no longer spawn before SHM. Their minimum TP (teleport) distance to the player has also been increased.
    Ancient Demons of the Abyss and Serpents of the Abyss drop more Humanity.
    Increased spawning of Oswald of Carim in SHM.
    Raised Curse Buildup threshold from 20 to 30.
    Nerfed the way OP Power NU armor. Life steals 1/4th the damage instead of 1/2.
    Nerfed Basalisk Walkers further, increased soul drop and reduced their spawn rates significantly before defeating Skeletron.
    Nerfed Tibian Valkyrie, Hellbat, Chaos Elemental, Illuminant Bat and Oolacile Demon.
    Reduced spawn rate of Red Cloud Hunters before HM (acts as a rare mini-boss).

    Red Cloud Map SP
    Added 3 SP world files. You can use these so you can do a playthrough of the map with each class (ranged, melee, magic) at the same time. You can also use it to try out a new map update without messing with your old save file. For instance, if you started a playthrough on 1.1e using save file 1, when map 1.1f etc comes out you could use save file 2.
    Re-implemented Temple of the Machine changes as the changes I made in 1.1d apparently got wiped somehow. :/
    The two previously inaccessible life crystals in the Meteorite Dungeon can now be attained.
    Added a heart crystal to secret dungeon near Earth Temple.

    Valley of Defilement Map
    Removed strange orange squares from the desert that turn into tombstones and shark fins when hit. ;p
    Added several more large caverns and many more tunnels and paths underground.



    NOTE: Updated the mod to tConfig version 35.1a. This is an essential update.
    Please update tConfig and the mod. (35.1 fixes a bug introduced in 35.0 that would cause the Dark Souls mod to crash.)


    Reduced the mobs that will spawn during your fight with Gravelord Nito (Skeletron).

    Increased the drop rate of an important item that drops from the Witchking to 100%.

    Made the Mana Flower more easily craftable but mana potions are more expensive to buy.

    Buffed the Freezethrower and Old Morning Star.

    Nerfed Atma and Ultima weapon.

    Nerfed Starfall and made it a SHM weapon.

    Added Witchking Scroll, attainable from Oswald or the Shaman Elder.

    Made Oswald of Carim spawn more in deserts and snow areas.

    Increased spawning of Hellkite Dragons in SHM.

    Dworc Voodoomaster, Dworc Voodoo Shaman, Abysswalker and Warlock are now partially visible when activating their invisibility cloak, and can be seen with the Hunter potion.

    Fixed Solaire's shop (he sold too many things past the default 20).

    The Dwarf now sells 6 weapons (previously sold by Solaire) after you defeat The Sorrow and The Destroyer.

    Crystal Knights and Clowns' projectiles no longer destroy tiles.

    Serris now drops a few things on defeat.

    Boosted difficulty of Attraidies as it was reported he was too easy. My apologies. :)

    Fixed tooltip that said Dragoon Gear/Boots isn't compatible with wings. They actually are. Just forgot to edit the tooltip after I changed that.

    Fixed Poisonbite, Bloodbite, Poisonblood, Wolf and Gray Wolf Ring (wasn't applying buff immunities).

    Reduced bonus souls dropped from Slogra (boss).

    Dark Mirror has 50% chance to drop from Witchking.

    Reduced crafting cost of Greater Magic Mirror and Village Mirror to a mirror and 100 souls.

    Beholder Shield is now crafted using the Gazing Shield.

    Fixed Warlock error message.

    Made Voodoo dworc's more 'interesting' soul-drop wise.

    Sandbox specific changes:
    Fixed the crafting requirements of hardmode bars of ore, the ivy whip, the Adamantite Forge and the Mana Flower.

    Mana potions are slightly more expensive to buy from the Archaeologist.

    Red Cloud SP Map:
    Fixed the Slogra boss arena exploit.

    Added a Titanite sealed shortcut from the Great Chasm to the underworld and the Forgotten City. Useful if you want to go straight to hardmode on a new map.

    Altered the Temple of the Machine in a significant way.




    Updated the mod to tConfig v35.0 with included exe.

    Nerfed Ancient Demon, Dworc Voodoomaster, Basalisk Walker, Dunlending and Necromancer. Added Dworc Voodoo Shaman (Hardmode).

    Fixed Crimson Potion which is sometimes dropped by Dunlending.

    Reduced buy and sell price of the Piggy Bank and Safe, and adjusted value of other items for sale by NPCs.

    All ammo has a max stack of 2000, by request.

    Keep the feedback coming. Thanks!

    Red Cloud Map SP
    Added more housing for NPCs to the village (you can do this manually on a previous world using the wood in the tool house).

    Added a 1 minute shortcut from Hell into the Volcano dungeon (accessible if you explored the Volcano dungeon previously). Note, this pathway is still accessible in previous 1.1 releases, it's just a little less obvious).

    Made several jumps in the first Earth temple easier and fixed a jump to a new room that was missing.

    Added a new room near the village.

    Added a couple blind drops near the 1st dungeon.

    Added a secret discovery that allows level skipping near the corruption temple accessible from the early game, but it's going to take some mountain exploring to find. ;)

    Added a small shortcut from your save point near the 1st boss arena to the secret dungeon entrance, which has a demon altar.



    Fixed issues caused by override problems. Nerfed 3 enemies and updated spawn conditions. Adjusted buy amounts for items sold by Solaire. Reduced gold found in the Red Cloud map to compensate. Reduced the mod versions from six to four. MSD (Minus Soul Drop) and MP (Multiplayer) are now the same version and labeled as such. Fixed missing item sold by Solaire. Added Yorai's Dual Wielding back in. Use Yorai's for an easier difficulty and MiraiMai's for a harder difficulty.



    Fixed some Sandbox mod stuff I overlooked that needed overrides. Also fixed a small bug that was causing The Story of Red Cloud mod to not function properly.



    Multiplayer version added (beta) (!!!). :eek: Expect some bugs though.

    Over 210 new items - about 120 from Omnir's mod, 30 from Blahblahbal's Avalon mod, a couple dozen from me and the rest from various places.

    67+ new NPCs (!?!?) including 11 new bosses and 8 friendly NPCs.

    Retired Yorai's Dual Wielding mod for various reasons (including it no longer works with the newest tConfig with no plans to be updated).

    Added MiraiMai's Dual Wielding mod (formerly named Mainslot-0). MiraiMai's take on dual wielding allows you to right click to use the item in Mainslot 0,
    but you can only right or only left click at the same time.

    Retired the use of multiple difficulties (Easy, Hard and Evil).

    Merged the Red Cloud mod and the Dark Souls "sandbox, digging allowed" version into a single mod, switchable in tConfig Settings.

    Slight damage buff for all Cobalt, Mythril and Adamantite upgraded melee weapons.

    Made all potions have max stacks of 100.

    Slight nerf to Power NU Armor.

    Buff to all spear-type weapons, with a nerf to the Ancient Dragon Lance.

    Made drills and some vanilla items that are discovered in chests or dropped from bosses virtually uncraftable (in the story version). Also made ore collected from gates unusable until you're able to reach the Western-most part of the world.

    Fixed a very old 'bug' that prevented Ice and Bolt Tomes from applying damage bonuses.

    Many refinements and tweaks, too numerous to count.

    Please submit suggestions for changes here:

    Added 1 new hidden mini-dungeon with boss arena in the desert and 2 secret biome areas in the Western part of the world. You'll need to discover these areas to fight three of the secret post-Attraidies bosses.

    Added a new boss arena in the Meteorite Dungeon with an alternate path.

    Added a couple more signs with clues and tips.

    Added more hidden chests with platinum coins and other goods.

    Added an Adamantite Forge in the Western-most part of the world.

    Made the Underground Desert dungeon a little harder.

    Lots of other small things I can't remember now. ;)

    Added a MP version of the map with double beds in all save points and double items when appropriate (but not everywhere). Occasional asymetric gameplay is intentional. :)

    Added two new Sandbox maps: Valley of Defilement and Valley of Lord Gwyn. These two maps are the same except Defilement will be noticably 'darker,' literally and figuratively, and also harder. ;)
    These two maps are meant to be played with the Dark Souls: Sandbox Edition.

    Added IcyPRO's Minilands Hardcore! Dark Souls Edition (His map plus more demon altars and some additional crafting items for playing with the Dark Souls: Sandbox Edition mod).

    To Wooren for re-spriting part of the Lord Gwyn boss and several items.
    To Omnir for helping with coding issues and all the great new content used.
    To the Avalon team for content and Blahblahbal for coding help.
    To Flashkirby99 for content from his Weapons mod and eye glow code.
    To Yorai as always for helping me out when I'm in a jam.
    To Zero-Exodus for several sprites.
    To Zoodletech for more content.
    To Scooterboot and W1k for Serris boss.
    To Whale Cancer for sprites.
    To Ace the Best for some sprites.
    To Sapharan for some content from the Legend of Sapharan mod.
    To Heartstone25for Covenant of Artorias blood moon code and help.
    To Solenix for some Vertigo Elemental content.
    To MiraiMai for the inclusion of the Dual Wielding mod (aka Mainslot-0).
    To Grox the Great for coding help.

    Had a tConfig bug that is now fixed.

    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.

    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.

    (First person to make a let's play of the secret dungeon gets a cookie ;) Or that finds the hidden item that allows you to skip the 1st dungeon)

    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!

    -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).
    -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.

    -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.
    -Nerfed the Goblin Sorcerer.
    -Increased the difficulty of the Jungle Wyvern.
    -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.

    -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.

    Hope you guys like the changes. Let me know how it goes!

    I continue to enjoy the Let's Play's you guys are making and am looking forward to checking out some with these new changes in place.

    Added new Sandbox Mod Difficulty mode that uses 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).
    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!
    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.
    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.
    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. Changed Elisha to Elijah since that is the traditional male spelling of the name in the map. Removed the archaeologist's outfit from the beginning of the game because (rather selfishly I suppose) I'd like to see more Let's Plays where you can enjoy seeing the armor upgrades. Haha.
    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.
    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.
    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.


    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 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.
    • 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.
    Fixed Wyverns not dropping souls after defeating the Wyvern Mage
    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.
    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.
    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.

    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.

    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.

    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).

    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.

    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.

    Added shadow key fix. Toned down the spawning of Parasitic Worms.
    >>>Affects Map and Mod.

    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.

    Abysswalker.png Assassin.png Crazed Demon Spirit.png Dark Blood Knight.png Dark Elf Mage.png Ghost of the Forgotten Warrior.png Great Red Knight of Artorias.png Mindflayer Illusion.png Slogra.png Shadow Mage.png Mutant Toad.png Solaire of Astora.png
    Attraidies.png Gwyn.png Lich King Disciple.png Witchking.png
    About this Mod
    This mod was compiled, remixed and developed to be played either with randomly generated worlds or with The Story of Red Cloud adventure map. It contains 131 NPCs (including 22 bosses and 8 friendly NPCs), 507 weapons and items, 28 armor sets, and 29 buffs.

    The download also includes four enhanced randomly generated worlds with many unique features. (All maps included in the main download file).

    It was made possible thanks to over 30 awesome modders (see mod credits below). Map-makers and modders are free to use content from the mod or maps so long as you provide credit (a post mentioning that you've used content here would also be great so we can check out your remix).

    The mod has been in development since January 2012, and in active development for 10 months, so on top of the hundreds of hours that were spent by other modders to make the contents I used as a base, I've spent hundreds of hours of my own adding unique content and changing or remixing almost everything used, either slightly or drastically.

    This is a very large mod - of a similar scope to Omnir's mod. In fact, because it has remixed and included roughly 70% of Omnir's mod, I like to think of it as a heavily remixed and unique alternative experience to playing Omnir's Nostalgia mod. If you haven't tried Omnir's mod yet, I highly recommend doing a full playthrough of his mod and this one by themselves.

    Suggestions for changes or additions are welcome.

    Official Mod & Map Wiki (Please help contribute to it!)

    (This Wiki was made possible thanks to SourceToWiki by Najko)

    Mod Features List (open)

    red cloud items 1.JPG

    red cloud armor 1.JPG
    • Select content compiled & remixed from over 12 other mods and 30 modders
    • Over 500 items, weapons and accessories
    • 28 armor sets
    • 29 mod bosses and harder versions of all regular mobs and bosses
    • 130+ mod enemies including 8 friendly NPCs
    • Unique Dark Souls mechanic
    • Special gravitational forces near meteorite and hallowed stone
    • 11 months in active development (along with the map)
    • Highly polished after over a dozen updates, lots of feedback and 80,000 downloads
    A short list of things I remixed and/or created for this mod:
    • All armors have original stats and/or abilities.
    • Attraidies/Mindflayer King boss
    • Gwyn, Lord of Cinder, Dark Cloud, Wyvern Mage Shadow/Ghost Wyvern
    • Ret Knight of Artorias, Taurus Knight, Oolacile Knight, Oolacile Sorcerer
    • Basalisk Walker/Hunter
    • Barrow Wight Nemesis
    • Seath the Scaleless, Hellkite Dragon, Serpent of the Abyss
    • Dungeon/Shadow Mage
    • Attraidies Illusion/Mindflayer Illusion/Mindflayer Servant
    • Demon Spirit/Crazed Demon Spirit
    • Wyvern Mage boss Wyvern Mage.png
    • Jungle Wyvern boss
    • Dark, Light, Mana and Dragoon Cloak, Bloom Shards and Water Spirits Tome
    • Dark Cloak.png Light Cloak.png Mana Cloak.png Dragoon Cloak.png Bloom Shards.png Water Spirit Tome.png IceSpirit4.png
    • Upgrade tiers for some items
    • Ghost of the Forgotten Warrior/Knight
    • Remixed projectiles and stats for several mod bosses
    • Changed all crafting recipes to fit the Dark Souls mechanic
    • Bloom Shards magic weapon
    • Increased difficulty of all normal and modded mobs and bosses
    • Mana Bomb Mana Bomb.png
    • Made lots of small changes to hundreds of other things so that the mod feels cohesive
    A couple examples of the armor:
    Shadow Cloak Helm.png Shadow Cloak Set = Increased life regen when health falls below 80 plus double jump skill. Melee bonuses.

    Black Belt Gi Top.png Black Belt Set = Meditation harnesses the powers of the Tao. Double jump and boost skills. Amazing +14 life regen in exchange for low defense. Melee bonuses for some fun risk/reward gameplay

    Dark Souls Mechanics
    • Dark Souls are dropped on Death. Die again before recovering them and they are gone for good. Number of dropped souls are scaled by the difficulty of the enemy or boss. Coded by Draykon and Yoraizor
    • Dark Souls can only be obtained from bosses once. Code by Yoraizor.
    • Dark Souls cannot be placed in safes to protect them from loss. Code by Yoraizor.
    • The player has access to anti-gravity effects when near Hallowed Stone or Meteorite. Yoraizor again. :p

    • Covetous Silver Serpent Ring.png Covetous Silver Serpent Ring = Pure awesome. Fallen enemies drop 25% more Dark Souls. Coded by Yoraizor
      Soul Reaper.png Soul Reaper I & II = Another awesome Dark Souls mechanic item. Souls are attracted to you from a farther distance. Coded by Yoraizor
    • Temporarily innovative feature (until it starts getting implemented elsewhere): Many enemies shoot projectiles that will put one or many debuffs on the player (super awesome) Coding hack-workaround skillz by Phelbas.
    • Bloodred Moss Clump.png Bloodred Moss Clump = Cures bleeding and poisoned debuffs. Figured out by me using W1k's Boss Code.. yay!
    In conclusion, big thanks to Yoraizor, Draykon and Phlebas for helping me implement all these Dark Souls specific ideas and making this mod stand out as more than the sum of its parts.

    Let's Play by Ryan Ep 1
    Ryan aka rwm8558
    EndzeitkindLP (German)
    Thordan Ssoa
    Twilight Pianist
    TheAlchemistHome (Awesome and glowing review of the game)


    Terraria Mega-Mod ‘The Story Of Red Cloud’ Updates & Expands Review by John B


    Use the MSD/MP version of the Mod for MP. After several updates, MP is very smooth and works great! If you encounter any bugs though, please report them below.


    Let's Plays of this map and mod (I'll watch every one and post a link to it on the Release Thread)
    Reviews / Feedback / Suggestions for nerfs or boosts / Bug reports (I will be continuing to update the mod using your suggestions)
    Remixes using this mod or integration with other custom maps
    Video Overviews/Reviews

    CREDITS (open)

    Tim Hjersted / Dark Souls concept + 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
    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
    Phlebas/ Debuffs code
    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
    Wooren/ Sprites
    Sapharan/ Legend of Sapharan
    Flashkirby99/ Flashkirby's Weapons Mod
    Zero-Exodus/Omnir / Dark,Blood,Crystal Knights, Dark Cloud Sprites
    Heartstone25/ Covenant of Artorias blood moon code
    Ace the Best / Ace The Best's Final Fantasy Modification
    Solenix/ Vertigo Elemental
    MiraiMai / Duel Wielding mod aka Mainslot-0

    The Story of Red Cloud
    Tim Hjersted/ Everything

    Valley of Defilement and Valley of Lord Gwyn
    Tim Hjersted/ Everything

    Sandbox Adventure
    Tim Hjersted/ Everything

    IcePRO's Minilands Hardcore! Dark Souls Edition
    IcyPRO / Everything except
    Tim Hjersted / Added extra demon altars and a few items

    Custom Soundtrack:
    Tim Hjersted/ Compiled & mixed
    Zreo/ The Legend of Zelda re-Orchestrated
    Joe Hisaishi/ Princess Mononoke

    Extra Special thanks to:

    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 and helped code several other items post release
    W1k - provided a TON of boss coding help and for all his mod contributions to the community
    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, and for coding help
    Surfpup - for allowing someone with no experience with modding to be able to ease into the process, and for coding some new features for the mod post release

    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.

    Map Release Thread (OP):

    Main WIP Thread (lots of back-history):

    Enjoyed this mod/map and want to say thanks?
    You can donate to the non-profit I work for:
  2. BlogDog123

    BlogDog123 Yellow Slime

    May 19, 2012
    Likes Received:
    AWESOME I'll try it out.

    EDIT: Erm, how do you install it?
    Tim Hjersted likes this.
  3. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    This thread is for the source files mainly for the modders to check out. Click my signature link (or the latest version download) to download the map. It includes install instructions and everything else you need to play it.
    BlogDog123 likes this.
  4. BlogDog123

    BlogDog123 Yellow Slime

    May 19, 2012
    Likes Received:
    I just started playing it (along with the map) and dear god is it amazing. Easily the best fun I ever had in Terraria. You, sir, and everyone else who worked just as hard, deserve a trophy. 10/10

    EDIT: I found 2 bugs with the mod.

    1. Dark Caster's shots drop Dark Souls. (Dunno if that's intentional)
    2. When you use the Suspicious Looking Eye in the Earth Temple it doesn't summon Eye of Cthulu.
    Yoraiz0r and Tim Hjersted like this.
  5. Jimi

    Jimi Penguin

    Jun 11, 2011
    Likes Received:
    How does the map work with multiplayer, you would only get 1 key item you need to progress wouldn't you? I'm thinking of trying it out.
  6. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    If the eye doesn't summon it's because it's day time. Switch to night using the silver watch upgrade. The Dark Caster drop is a projectile from the normal game so I didn't mess with modding it. I don't mind it giving you a few extra souls.

    The multiplayer is not going to work very well. I do not recommend it, but you can try it if you go into it expecting lots of bugs and you may find it is not that playable, but it's hard to say. I just know several bosses were buggy for me or I experienced lag. I've uploaded the multiplayer for testing mainly, so with all that in mind feel free to try it out and report what bugs you find. Though I'm going to be relying on the kindness of the community to take up the project of fixing multiplayer. It is beyond my own skills and I need to get back to other responsibilities I have. Single player is getting really polished though. I do not expect to be fixing many other (small bugs) after 1.0.6
  7. Jimi

    Jimi Penguin

    Jun 11, 2011
    Likes Received:
    I just tried it out, and all the mobs drop souls of sight so that didn't work out. :p
  8. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    Oh snap. I knew I was forgetting something I forgot to change (I had to copy past everything from normal to keep all the versions consistent and then make the 2 changes manually, from memory). I need to make a change to the dark souls. You can do it too.. just change the dark souls ini to this:

    toolTip=Soul of a fallen creature
    toolTip=Can be used at Demon Altars to forge new weapons, items and armors.
    type needs to be -1
  9. Ain

    Ain Bunny

    Jun 13, 2012
    Likes Received:
    The story map is pretty fun and interesting.
    Without the map however the game has a few confusing things. Silver isn't mine-able with even an iron pick. I really like the Dark Souls crafting system, though. I wanted to play with it without the map, as well. Is there any other road blocks beyond picks?(Can always just xfer a high level pick, if need be.)

    -Also, interesting enough, mods dark soul system effects modded enemies, such as Rumia from I believe Obsidian's Mod. I was really surprised to get Dark Souls from other enemies.
  10. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    I can release a version that doesn't need the map. The only difference I can think of is the silver ore needing 200 p power and active stone tiles needing 220 pickaxe power. Also it's going to make the corruption a frequent place of travel since you need them to craft everything in the mod. :) But yeah.. that's it.. I think.. well... actually a few other things.. I've made grappling hooks harder to craft and some other stuff.
  11. Ain

    Ain Bunny

    Jun 13, 2012
    Likes Received:
    Yowza. Yeah I'd love that. I really really like your crafting system.
  12. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    Cool. I will work on that in a couple days. I have some other responsibilities I need to get to. But the 1.0.6 source is up for normal and multiplayer. In the meantime, I highly recommend playing it with the map and the custom soundtrack (downloadable from the main red cloud package in my sig). ;)
  13. BlogDog123

    BlogDog123 Yellow Slime

    May 19, 2012
    Likes Received:
    I'd like to see this too.
  14. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    Because I love you guys I went ahead and made it tonight.

    Sandbox Edition - Adds Normal or Hard Difficulty version of the mod that has been adapted to work with the classic Terraria sand-box experience. Additional a randomly generated medium world with more Demon Altars sprinkled about the map has been included. It is highly recommended that you play this with the custom soundtrack installed. Trust me it will be worth it! :) Also, I would really enjoy seeing some Let's Plays made with this or with the Red Cloud map.


    EDIT: Hotfix (fixes Intrepid Sword)
  15. HiddinVirus

    HiddinVirus Green Slime

    May 21, 2011
    Likes Received:
    Is the SP version fit for playing MP as well? or is there a separate map designed for MP available?
  16. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    The single-player status relates to the mod only. Both the Red Cloud adventure map and sand box map are ready for 2 players.

    The multi-player mod that is up right now is for the Red Cloud map. I will upload a multiplayer compatible version of the sand box mod later tonight or tomorrow when I get a chance. However, fair warning about MP in it's current state. But I would love to hear how playable it is and what needs fixing. Maybe it won't be too bad.
  17. Jimi

    Jimi Penguin

    Jun 11, 2011
    Likes Received:
    Another bug report, except from immense lag is that you do not drop any souls when you die, they just vanish. I resorted to stealing a safe to jam souls inside. Also the wall tome disappears when used, don't know if it is meant to. In other news, where is the suspicious looking eye, I have searched all the earth temple and am heading west?
  18. Tim Hjersted

    Tim Hjersted Eyezor

    Dec 8, 2011
    Likes Received:
    Damn, trying to simultaneously release all these different versions has been a little crazy for me. I know what that bug is and will have it fixed now. But I just tried summoning the Hunter and the game crashes and takes you back to the main menu as soon as it hits you with a projectile. I'm seriously thinking this MP thing is way too broke. Someone with coding knowledge of MP is going to have to bless us with their time and love to attempt to fix this stuff. Includes source.

    Attached Files:

  19. FatObeseBird

    FatObeseBird Eskimo Zombie

    Nov 28, 2011
    Likes Received:
    yay the source :D now i can learn and improve my mod
    Tim Hjersted likes this.
  20. MasterofZerg

    MasterofZerg Bunny

    Feb 15, 2012
    Likes Received:
    YES!!! The dual wielding 2 mod fixed my problem! Now I can use my Yian Blade and Ancient Dragon Lance at once. Heh heh heh...
    Tim Hjersted and Yoraiz0r like this.

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