Even More Modifiers changelog
Even More Modifiers changelog






  • SetupContent() is now public.. woops
  • Fixed various bugs regarding the delegation system:
    • Item on mouse is now properly cached and delegated
    • Held item (inventory) is now properly ignored when another item is held on the cursor
  • Fixed a small issue in projectile snapshotting
  • All items that are in cheated slots (such as vanity) are now properly ignored and are greyed out in their tooltip.
    • This should also fix the crazy damage numbers some people have been getting.
  • Fixed an issue were the cursed modifier wasn't in effect when held in cursor

In this version, I added a system to use shaders on items based on its modifiers. This is not yet used by base modifiers, but other modders can choose to use it already. Here is an example of it: https://streamable.com/s/6kj8o/bwkpek https://streamable.com/s/ezkm5/oblmcl

If you want to learn more about it, read this: https://zond.tech/emm/changelog/2018/04/14/graphicssystem.html






Fixed following crash:

'Loot error'
NBT Deserialization (type=System.Object,entry="timeScaleFactor" = null)
Invalid NBT payload type 'System.Object'






  • Fixed mod breaking with Antisocial
  • Fixed rolling insanely high numbers
  • Did a balance pass over all modifiers, they should now roll much more normal/less OP numbers
  • Rolling power is now no longer based on the item (part of rebalance)
  • Certain modifiers with a specific condition (eg. cursed) now are inherently stronger
  • Fixed being able to exploit using cube on cursor and having it not be consumed






[Sun, Sep 16, 2018 10:55 PM]

Documentation updated: https://evenmoremodifiers.readthedocs.io/en/latest/

  • Luck stat is now semi functional
    • Every 2 luck adds an additional roll to a magnitude being roll. The highest roll will be used. This means you will roll more powerful stats.
    • Every 1 luck increases the lower bound for magnitudes by 1%, increasing the baseline of power you will roll.
  • Now that 'delegation prioritization' is implemented, modifiers can now be properly prioritized. This means that effects such as multipliers will happen last, instead of somewhere random. Example:
    • Base 10 damage. * 100% = 20 damage, + 50 damage = 70 damage (old)
    • Base 10 damage. + 50 = 60 damage * 100% = 120 damage (new)
    • This means modifiers now apply properly
    • This means the following important fixes apply:
      • % chance to dodge now happens before mana shield damage mitigation
      • % chance to survive now happens after mitigation (like mana shield)
      • Any multipliers in right now are prioritized last so they take full effect
  • Added a way for cubes to influence how modifiers can be rolled. For now, this means the following:
  • Poor Cube only ever rolls up to 2 modifiers, and always at random
  • Black Cube always roll 4 modifiers, can roll stronger modifiers and makes you slightly luckier when rolling
  • Highlighted important features for cubes

With the latest changes to luk, it definitely is possible you roll really overpowered stats. I know about this, this will definitely be adressed once I start looking into balance and adding more content.

If you want to know more about the new features, read this: https://evenmoremodifiers.readthedocs.io/en/latest/modifiereffect.html#delegationprioritizationattribute and see this: https://github.com/Jofairden/EvenMoreModifiers/blob/rework/Core/Cubes/BlackCube.cs#L28






[Fri, Jul 13, 2018 9:33 PM]

  • Fixed mana shield modifier depleting all mana
  • Disabled wings from being right clicked into UI if using WingSlot mod. Problem: WingSlot forces the item into wing slot, so the item becomes duplicated.
  • Fixed a load issue for corrupted items. This would cause the world to say LOAD FAILED.
  • Fixed survival modifier not being registered at all.






[Fri, Jul 13, 2018 9:32 PM]

  • Fix an issue with cheat sheet and it would throw an error
  • Fix an issue where effects would become unassigned even if they were supposed to stay assigned






[Thu, Jul 12, 2018 9:52 PM]

  • Fixed % defense mod from not giving bonus
  • Support for Cheat Sheet slots! Make SURE you have version v0.1.0.6 of EMM and version of Cheat Sheet!






[Thu, Jul 12, 2018 8:50 PM]

Quick fix that fixes the immunity modifier from breaking the game with an error looking like this:

Cannot bind to the target method because its signature or security transparency is not compatible with that of the delegate type.
   at System.Delegate.CreateDelegate(Type type, Object firstArgument, MethodInfo method, Boolean throwOnBindFailure)
   at System.Delegate.CreateDelegate(Type type, Object firstArgument, MethodInfo method)
   at Loot.Modifiers.AutoDelegation.Attach(ModifierPlayer player, MethodInfo method, ModifierEffect effect)
   at Loot.Modifiers.ModifierCachePlayer.<>c__DisplayClass8_0.<AutoAttach>b__0(ModifierPlayer modplr, MethodInfo[] methods, 






[Thu, Jul 12, 2018 7:15 PM]

Note that this version does not really add anything new, however:

Many bugs should be fixed, including accessory bonuses going completely crazy (% defense, light etc.) If you use mods that do something with accessories (MoreAccessories+, Anti-social etc.) you need to be extremely careful, however I've tested these mods and everything is working normally with this version. If you are encountering these issues still, please start disabling other mods one-by-one to find the culprit.

Please note, the mod uses custom detection to enable modifiers. So far, it works with the More Accessories+ mod because it is a regular slot, but other mods that add custom slots will not work. Cheat sheet slots will not work for now, but I updated cheat sheet so in a future update I can make it work : -)






[Mon, Jul 9, 2018 12:59 PM]

Well, it looks like a new system I had designed for the code didn't work exactly as intended, which was breaking things.


  • Crit chance in tooltips now fixed.
  • Made it so that, if a mod fails to roll the next mod is forced to succeed (as in, you do not roll the dice again for a chance to have it roll: it will always roll a new mod [this is a buff])
  • The chance on random debuff mod was changed slightly so that, when it rolls it will try to find an applicable debuff type that wasn't already rolled on the item. Previously the mod would simply not add itself if it rolled a debuff type that was already on the item, having you roll the rng dice again to roll a new mod.
  • Fixed many equip modifiers that were broken, it includes: crit multi, dodge chance, healthy foes bonus, immunity time, life regen, light, luck, mana shield, defense bonus and survival chance.

For modders:

  • ModifierContext, ModifierContextMethod, ModifierProperties and ModifierTooltipLine are now in separate files.
  • The modifier property 'MergeLines' has been removed, but may make it back in the future (wasn't doing anything yet anyway)
  • The modifier property 'UniqueRoll' was renamed to 'UniqueModifier', and it signifies that modifier is unique and can only be rolled once
  • Don't use the ModPlayer delegation for now...