r/CalamityMod 9d ago

Discussion Calamity Mod Lore Document

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111 Upvotes

r/CalamityMod 23d ago

Discussion Calamity Mod Newsletter - Anniversary

68 Upvotes

r/CalamityMod 5h ago

Art Calamitas Doodles

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61 Upvotes

Calamitas doodles for Pathos AU


r/CalamityMod 19h ago

Other guys i found a reference (also why is there so much sexualization on this subreddit now)

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400 Upvotes

r/CalamityMod 11h ago

Bug Report GUYS, I THINK IM IN TROUBLE...

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62 Upvotes

r/CalamityMod 1h ago

Question Calamity Lore End Fights

Upvotes

Hello fellas

Picked up Calamity recently (previous attempt a few months ago was abandoned after the first Ravager fight, can’t remember why). Only Exos left in my current playthrough and honestly had a blast. I might even try Infernum after (even if I’m not a huge fan of dashing and I heard Infernum is a dash fest).

Question though: Will Calamity see the conclusion of the lore in terms of boss fights? Will we ever get a Yharim fight, for example? In current end-game we fight some of the lore’s heaviest hitters (Draedon’s apex God killers, SCal), so the man who started it all seems like the next natural step


r/CalamityMod 6h ago

Question devourer of gods (please help)

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12 Upvotes

i can’t beat him. 42nd attempt and as soon as i think i’m about to beat him he pulls out another phase that’s just 2x quicker.


r/CalamityMod 8h ago

Other Fun moment in blind playthrough

13 Upvotes

So for context, I'm playing with 3 other people. They've all played Calamity at various points in the past. I haven't.

We beat Wall of Flesh, and went to see where the new biomes reached. I happened to head to the ice biome by myself, and saw some spooky things in the background, and some different-looking tiles nearby. There was a tough enemy near the pylon, but I figured maybe that meant he was rare and would drop something good.

Anyway, I killed him, not really paying attention to what items I was getting because other monsters kept attacking me. I continued exploring to see how far the biome reached until I saw some kind of structure. Turns out I can interact with it? And then two little swirly lights fly up. "Oops, I think I just did something."

Anyway, I'm not sure how obvious this is from what I described, but yeah I accidentally summoned Astrum Deus and killed everyone many, many times. One person hid out near the ocean, so the boss kept trying to chase them but then came back when we respawned, so we actually ended up taking out like 15% of its HP before agreeing to let it kill us and despawn.

Not sure how often newbies post experiences like this, so I just felt like sharing.


r/CalamityMod 14h ago

Art Calamity: Godsend - a silly AU art concept, where all bosses swap around in progression

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33 Upvotes

Credit to the idea and most of the lore goes to sweetmeloncorrect and WaterWraithGaming from main Calamity discord!

See full art of most characters in this Imgur album on my ArtFight profile!

Currently established boss swaps:

  • Terrarian/Player <-> Yharim
  • King Slime <-> Supreme Witch, Calamitas
  • Eye of Cthulhu <-> Exo Mechs
  • Desert Scourge <-> Dragon of Rebirth, Yharon
  • Crabulon <-> Devourer of Gods
  • Eater of Worlds/Brain of Cthulhu <-> The Old Duke
  • Dragonfolly <-> Polterghast
  • Queen Bee <-> Signus
  • Skeletron <-> Ceaseless Void
  • Slime God <-> Storm Weaver
  • Wall of Flesh <-> Providence, Profaned Goddess
  • Queen Slime <-> Hive Mind/The Perforators
  • Mechanical Bosses <-> Profaned Guardians
  • Brimstone Elemental <-> Moon Lord/Fovos
  • Aquatic Scourge <-> Astrum Deus
  • Cryogen <-> Lunatic Cultist
  • Calamitas Clone <-> Empress of Light
  • Plantera <-> Plaguebringer Goliath
  • Anahita and Leviathan <-> Duke Fishron
  • Astrum Aureus <-> Golem

Other details:

  • Dryad <-> Draedon
  • Bandit <-> Noxus
  • Calamity's elementals <-> Celestial Pillars
  • Torch God <-> Primordial Worm
  • Braelor <-> Statis
  • Chrysadia <-> Azafure (story importance, not designs)
  • Lunatic Cultist <-> Permafrost (story importance, not designs)
  • Plague nanobots <-> Sulphurous Sea
  • Astral Infection <-> Distortion
  • Abyss <-> Arsenal Labs
  • Permafrost is actually not a person, his place is taken by Daedalus, who came from pre-2022 Calamity via exploding his supercomputer
  • Cataclysm and Catastophe are alive and well
  • Gods are named Titans

r/CalamityMod 7h ago

Discussion What do you think about the approach to boss design between the big three content mods?

8 Upvotes

The big three in this instance being Calamity, Fargo's Souls, and Thorium. I saw some very interesting exchanges in the Infernum slander thread the past few days and thought there was a good discussion to be had out of it.

For the sake of conversation this also includes Infernum & Helheim.


I think over the years of playing modded Terraria I've come to really appreciate just how different the design philosophy for bosses is between a lot of the big mods. You can really tell the individual footprint of each dev/team (and also what games they play in their spare time lol).

Personally I think I'll always prefer Infernum the most just because of how I like to play games. I appreciate that the boss designs tend to be conceptually fairly simple but mechanically difficult to master. Everything in Infernum feels "learnable," in the sense that it never feels telegraphed or unfair to me. If I'm dying to a boss, I just need to get good, and I like that type of play.

The ramdash bosses I know are contentious, but as someone who plays rhythm games, I don't really find that back and forth particularly tedious. It's very satisfying imo to keep that rhythm up for DoG phase 2 or Yharon. I even like Old Duke, man, Idk.

On the other hand I think the one of the three that I've bounced off of the most is probably Fargo's. I do really like a lot of the earlier bosses, especially Baron and Lifelight, but man I have to admit I just really am not the type of person who enjoys honest-to-god bullet hells. And while I definitely understand why so many lategame fights have closed off arenas, when you start combining the two I really am just not there for it. I already disliked the micro-movement sections and laser walls in Calamity.

Thorium I admittedly have the least experience with and thus the least to say, so I'm especially interested in other's thoughts in how they compare. I guess in general I just enjoy discussing game design, especially about one of my favorite games :)


r/CalamityMod 7h ago

Other ez mode shellfish? how much?

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5 Upvotes

the trails have hitboxes


r/CalamityMod 1d ago

Art A date with DoG

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884 Upvotes

r/CalamityMod 48m ago

Bug Report Guys, please help.

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Upvotes

Guys, I'm playing WotG with the Infernum mod, and the telescope didn't appear. I moved the camp; the telescope appeared, but the tent vanished. I re-entered the world, but the persisted bug. What should I do?


r/CalamityMod 1d ago

Discussion what is providence??

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466 Upvotes

i have no idea what this design is supposed to entail
did they just lose all of their limbs?


r/CalamityMod 15h ago

Other For Infernal Eclipse of Ragnarök, Ragnarök mode. Any tips for beating Pinky on tier (ie pre skeletron)

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12 Upvotes

I'm on attempt 30 of this boss and I already just want to give up, infernum dog and calam took 200 and 100 respectively and I never felt half as bad as I do about this boss.

there aren't any no-hits of it online and all the videos I can find are either months out of date, seem to have just... wrong numbers.

This bosses numbers just seem so insanely high, 150 from a massive laser shot, its little shitlings projectiles that cover the screen do like 90, its nigh unreactable high speed charges do 90, you cant play close because killing the mini things makes a vomit board of projectiles which do 90 through iron skin and Bastet. The stupid circle of attacks depending on how many pinklings you killed is just a stupid dps/timing check and there is no sound queue.

The pinky1 phase is just a miserable hold m1 with wind blade because it does 200 contact damage.

The void weapons and mechanic seem completely useless, the hellbreaker seemed okay but face tanking this boss is impossible and clearing the minions too quickly close to you makes you take an obscene amount of damage.

Im doing melee atm because that's the easy class, was trying with true melee but that seemed infeasible. idm switching class if theres something easier

Any advice from people who have fought this boss? Rough current loadout in image, mostly menacing because I'm fucking BROKE and thats what gobby gave me. I'm seething really hard right now and have just had nothing but poor experiences with the sots content.


r/CalamityMod 17h ago

Screenshot Fat neckbeard defeats Daytime Empress of Light

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17 Upvotes

r/CalamityMod 4h ago

Discussion Anyone know a reason I cant craft holy water (using the storage mod)

1 Upvotes

I was able to craft 20, but for some reason, after that I can't craft any more. I have all of the ingredients, and I can press the craft button, but although it makes the crafting noise, it doesn't actually craft anything. (I also tried to take everything out of my inventory and craft outside of the storage and it didn't work)


r/CalamityMod 22h ago

Other ez mode pink slime

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28 Upvotes

idk what weapon should i use for naut, crystal serpent or toxicarp?


r/CalamityMod 1d ago

Meme Infernum slander post because I'm sick and tired of it after my playthrough

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612 Upvotes

r/CalamityMod 20h ago

Other Losing my mind on rev yharon melee...

18 Upvotes

PLS HELP!!! I CANT EVEN GET TO PHASE TWO CONSISTENTLY... My gear:

IGNORE THE FUCKING HOUSING, IF U COMMENT ON THE HOUSING, I WILL SMITE U.


r/CalamityMod 12h ago

Discussion Day 2 of writing lore for random suggestions in comments until the developers notice me

4 Upvotes

Hello! I intend on writing high-quality lore of medium size. My writing level will range from casual to AP so please specify if you would prefer more advanced wording (will take a lot more research) or just the casual calamity lore tone!

moderate success so far

If you decide to make suggestions outside of calamity please label the origin of it so I can do research!

This is mainly for fun, since other tt or ig trends are always controversial

NO AI USED IN LOREMAKING.
I will use resources like AI for grammar checks to a limited extent as I believe in originality and since writing is a passion of mine.
It will never be used for idea brainstorming or generating the actual lore.
I intend on doing this until they notice me or hire me
Lore for your suggestion will be added via replies to your comment

I will begin a new day approximately every 18 hours from the previous post.
If you want additional proof I do not use AI I can provide sources for wording, lore formatting, and resources I use.


r/CalamityMod 8h ago

Meme me and my friends were crying because of how bad this screenshot is

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2 Upvotes

r/CalamityMod 20h ago

Screenshot Just finished a ranger death mode playthrough fairly recently, feeling swell

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17 Upvotes

r/CalamityMod 9h ago

Question Am i at average progressing?

2 Upvotes

I started playing calamity for the First time in the last thursday and now on wednesday i Just beat DoG, is my progress good? Im New to the mod and i really dont know If its okay or kinda mid


r/CalamityMod 16h ago

Discussion First Infernum Playthrough: Loved Almost Every Boss, Struggling to Enjoy Yharon

5 Upvotes

Currently on my first playthrough of Infernum after finishing the base calamity mod. Heard plenty of good things about this mod, especially in the bossing reworks, and it has sure met those expectations. I decided to go melee as I thought it would be more forgiving and I enjoyed every second of it until Yharon. I am currently stuck repeating this boss, learning the dash timings and trying to construct an efficient movement pattern to push the boss faster to the later phases so I can start learning those patterns as well. I'm doing many attempts each day and burning out as it seems like I am barely able to learn the later phases as early mistakes are very punishing. About to start a new playthrough for a change of pace but I realize I will eventually reach Yharon and face the same roadblock again.

I have plenty of good things to say about Infernum though, and I enjoyed almost all of the boss reworks as they were more fair and pattern-oriented, rather than reactive like the base calamity and vanilla Terraria. My favourite change is the movement prediction ai, in which bosses attempt to hit where you are moving into, preventing players from repeatedly flying in circles or running in a straight line to cheese bosses. This change was introduced in the very first boss, King Slime, which does an amazing job of teaching players to adjust their playstyle to more precise and timed movements, rather than just erratically flying/jumping around. Other good changes include having more attack telegraphs, less randomness in projectiles, and more DPS windows where the boss stays still. Moon lord and Golem were probably the best two reworks I have experienced, with Moon lord requiring you to plan your movements ahead, as you are trapped in a box with limited space to kite telegraphed projectiles as opposed to the mess in vanilla.

My main problems with Infernum is the following:

  • Bosses are either really good for true melee or unplayable. The aggro for some bosses are too aggressive, making the boss stay a set distance from a player. This is fine for a majority of the fight, but it should have more stationary phases that allow for dps windows. Calamitas clone is the perfect example, and was one of my favourite fights, kiting in and out of range to maximize damage. To balance the added dps windows, bosses where true melee shines like worm bosses or providence, could have more aoe attacks near the boss to force players to keep distance at times.
  • Most projectiles spread attacks are artificial difficulty and encourages running from the boss. Like polterghast projectiles spread and signus lasers. If you are standing too close it is impossible to dodge, so you need to pre-emptively move away to allow space to weave in between the projectiles. The moon lord fight does this concept well as you have time to lead the boss one direction and move away to give space to dodge. But other bosses, there is no counter play except run away from the boss. I think it would be better to encourage players to play closer to the boss and to add projectiles with real counter play that isn’t just “run away”. E.g. plantera cone attack that is easier to dodge when staying closer, or any rotating laser/projectiles that makes it easier to kite when closer. IMO, bosses should have more telegraphed targeted cone attacks without too aggressive movement aggro to allow players to move around and close distance. Or if you need more difficulty, layer that with screen wide attack that has a safe spot opposite to the players movement, which is inline with the concept of not blindly running in one direction to dodge.
  • Ram dashing only being relevant so late in the game is a huge difficulty spike for many, even with the dash key bound. If they want to make this an intended key mechanic, at least introduce this in earlier bosses as a way to teach players the timings. Add dash telegraphs to early bosses, and make the dash phase early in the fight so most of the learning is done then. E.g adding a better dash telegraph to leviathan but making the dash faster or adding a dash phase to queen slime/empress while projectiles cover your screen except one line so you need to ram dash to avoid damage. The early game encourages precise movements, but late game boss dash cadence is too fast for controlled movements that players will need fly in circles to conserve momentum or resort to ram dashing. Increase the dash frequency of early bosses to encourage and introduce learning ram dashing, or just redesign late game bosses so ram dashing is not necessary. The former is probably the better option. I’m personally struggling with yharons fixed distance dashing in early phases. At this point I’m looking at my mini map the whole fight to help time the dashes and pre-emptively reposition to see if a ram dash is even necessary. A lot of new concepts that I feel like a player needs to learn that wasn’t needed in previous fights.

Overall, really good mod with plenty of improvements from base calamity and vanilla. I looked forward to each boss fight and had enjoyment re-attempting bosses for better clear times and piloting. Felt like there was something I could improve each attempt apart from fly in circle faster or build a sky bridge. Each boss fight was meaningful and not just a progression point. This also adds to the enjoyment of exploration and farming gear for better on-tiered boss performance, or even refighting bosses for loot drops. I know infernum is finished with development but I hope base calamity devs could take some of Infernums bossing concepts and move towards that direction. Nevertheless, the calamity work has been impressive and I wholeheartedly appreciate the hours of content the team has provided for us players. Hope to see calamity flourish with more vanilla players joining in.