The fact that the event horizon timed so perfectly with yharon phase 2 made me happy.
That’s honestly really cool coincidence that the attack speed of the event horizon and the bpm of rotjd is almost the same lol
Such an amazing mod that has gone an amazing way. Amazing job the devs have done!
Just imagine the sheer power in some of the hits the terrarian took. Even with armour, excessories, potions and other buffs that still requires more durability than some of the bosses have to survive. He goes from effectively stabbing king slime to smiting supreme calamitas with an amazing singing voice that I for one am jealous of.
Most of the time the "Last breath" desperation attacks feel like a cheap way to make a boss way harder than it already is, but ironically the way most beings are they would probably resort to putting everything they've got (Yharon with his self-destructive ignition and Ceaseless void with collapsing into a unstable black hole.)
I like how his gun perfectly synced with the music beat while fighting Calamitas.
And with the build-up to the chorus of Yharon Phase 2
Edit: 1:37:47 for those curious
You know the mod's good when the golem fight is actually fun and hard.
No that was without a doubt the goofiest shit I have ever seen in my entire life
fun? absolutely, the second phase really caught me off guard during my first infernum playthrough, along with arena block removal
hard? nope, as cool as he looks his attacks aren't really a threat, especially the laser wall and the "hanging from the ceiling" attack. they should really buff him in the future(making some attacks an actual threat, and giving him some new attacks for phase 1), although not to the point where it gets to death mode golem level of unfairness(aka the "RANDOM BULLSHIT, GO!' golem)
@@thatoneguy9582 lmao once i saw the rotating pillar thingies and the enter battle sound effect i was like "yerp the creator of this likes undertale"
Dear Lord those themed arenas must have taken forever. Props to you and the infernum team for making such a great addition to calamity! (Wish base calamity had those flashy effects lol)
They probably used a modification software because this would have taken days to make
12:33 Hmmm Yes I wonder which one is the illusion, hmmmm
Tbh that golem fight is honestly really good and should probably be like that in the base game because everytime i fight him it's just another boring boss to me, but I still like I would something else to it
Так мало просмотров за такой шедевр, одно из сложнейших прохождений и чел почти не юзал адреналин, это заслуживает лайков
нет, это не одно из сложнейших прохождений, инфернум легко пройти, на ютубе есть видео, где чел прошел инфернум no hit, вот это реально заслуживает уважения
@@ledarkxd Не легко, по крайней мере последнюю версию инфернума, в видео она не самая последняя, но и не сказать что лёгкая
This video is the only reason how I managed to beat some of the bosses lol
Hello! Please tell me what accessories you used on the Slime God
The changes are cool (cool is not equal to balanced), and Infernum has potential. In its current state, it is worth playing, but may feel very frustrating.
As for the video, great job. I’m thinking of doing something similar, but with an extra restriction (no buffs, melee only, etc).
Well to be fair infernum is MADE to be a replacement of the removed hardest difficulty in calamity
huge respect for fighting the vanilla bosses too lol
Does Infernum bring the amazing visual effects shown in the video? It looks amazing, like its from another game
Love how you don't stick with one class like most people
Just better❤
Calamitas + That gun weapon = Unexpected banger of a beat
Holly this beautiful, what mods did you use besides Calamity and Infernum?
"[Use Heart Plus Up's and Turquoises themes] or draw 25"
Bewearium:
Great content as always. Btw, what editing software do you use?
Thank you dude. I was able to set it up and start using it. I even made a few videos already.
No one pointed this out but damn, Exo Mech fight with Cave Story - Run remix by DM Dokuro fits so well.
what texture pack is this? and are you using the calamity infernum music for bosses?
What's the mod for background during the storm weaver fight? @1:23:00
its the calamity texture pack on steam but its only on one side of the world
Can you list the mods and texture packs you were using? it looks insane along with the gameplay you showed, it's also insane
What mod did you use to make texture look like that?
I really love the infernum mod because I thought some bosses didn't have any health, it was too low for the calamity weapons but in infernum they can kill you faster than you can beat them
bruh the adamanite particle accelerator syncs so well with calamitas's theme
R u using a texture pack?
I have to ask, how did you dodge through DoG's hitbox? Is there an item that allows you to dodge through physical hitboxes without the cooldown of the Counter Scarf?
I never realised how violent (agressive as in the fact that his ai now charges at you alot more)the dog is although hard as shit still my fav boss
Why are you using default music for the vanilla bosses and not infernum and/or calamity extra music
the vanilla themes just dont fit well at all with calamity, especially infernum mode.
YHARON LOOKS SICK! LOVE IT!
They turned everything into a bullet hell, respect.
if you want to cheese destroyer in any difficulty of calamity (including infernum), use avalanche. its a true melee weapon dropped by cryogen, and it SHREDS the destroyer.
Providence = absolute radiance
Hey bro what’s the texture pack your using for those bosses it’s amazing!
what texture pack are you using?
@@nhjmzb2427 No, but I'll look into it though because now I want it.
That was most certainly 2 hours I will never get back.
I’ve been playing on tmodloader 1.4 and I don’t know how to install texture packs could u help?
I love this new attack patterns but man do I suck dodging them
Wait you guys use mounts and rod of discord?
wait empress of light day time doesn't one hit you?
Edit: ok fair enough cause she spams a lot more attacks
In what version did you fight Queen Slime, by the way?
@@Vysterx Just making sure, since I saw the crystal attack bug and Dom said he tried to fix it in 1.7. I'll go test it now.
Could I know what this texture pack is? The backgrounds and the boss effects are really nice.
When will you upload more videos?
What dash did you use for Devourer of Gods?
The texture pack kind of makes the Brain of Cthulhu fight a little less impactful because it makes it obvious which one is the real brain
How did you get the healthbar to display the percentage like that?
What is the boss song and appearance mode used in the video?
How this texture pack named pls tell me
When 1.4.4 comes out for TModloader you gotta do Legendary Revengeance Death Infernum no-hit bosses
Texture pack?
Does the Infernum Mod add the visual changes to all the bosses, or is that a separate mod?
this dude is GOOD at this game... holy shit
Я только понять не могу...
Почему он не активирует режим андреалина?
Have I just spent two hours of my life watching this? Yes. Did I enjoy it? Also yes.
What's the build you used to fight dog?
Is there a best class for this mod? I main melee and it seems to be doing horribly against the bosses.
there's no "strongest" class for infernum, nor calamity. every class has a blind spot in progression, and that's what makes them all unique. play the class you've never played(or never liked), discover his playstyle, and try all weapons on-tier to see which one finally beats the boss. this way you will probably have fun, although who am i to guarantee you'll have fun?
How did he survive getting hit by daytime empress of light?
Infernum + Calamity = Entire new terraria generation
Can i new what acsesyaries you use on?
'how did u fly so long in the providence battle
Hey can tell me
while u play Infernum Mod , you got any bug from some bosses ?
Well, when I'm playing with my friends, there's an bugs.
The description on TModloader and Mod Browser says that Infernum isn't a multiplayer mod yet
oh i already feel this pain when going through SCal infernum mode
great video. Would be awesome if you can add a dps meter to the fights next time
what mods are you using ?
its suprising how eye of cthulhu and brain of cthulhu are extremely powerful, imagine how hard the cthulhu himself would be
Visual mods?
As someone who beated 2 slimes in expert mode i can confirm this is easier than a Lm ftw Infernum No hit boss rush blue slime
What's your mod version
ngl wall of flesh is now more terrifying than before
DM DOKURO really is the GOAT
22:00 woaaaaahhhh that was awesome
This video deserves more likes! It was amazing to watch
how does he even dodge DOG? i'm confused..
y can you kill scal w/o the weird ass bug that pretends scal never existed
Nice job!
"no rod of discord"
*uses rod of harmony like a boss*
Did Yharon just vaporize himself while trying to defeat you? Because that sounds infinitely more in-character for Yharon than falling dead in battle.
In the Original Mod, upon Yharon's Death, he will use his "Final Dying Roar," sending a volley of rainbow fire from him in all directions. This attack is an instant kill if it hits the Player, and the only ways to avoid it are to either RoD behind it, or to outmaneuver it. This can be problematic, as other attacks may still remain post-death, making it far more difficult to dodge.
Edit: Yes, to my knowledge, he also Vaporizes in the Original Mod, it's just not that Flashy like in Infernum
texture pack name pleaseee
How are the AIs changed?
You can put builds???
What music pack is this?
calamity soundtrack for calamity bosses, and terraria overhaul ost for most vanilla bosses
the cryogen fight is just heriophant green vs heriophant green
I’m sure platforms would be heavily recommended for golem
Oh wait that mods done? I though it was a wip with bosses still
Infernum is an interesting mod. While opinions on it are certainly mixed, I do have to admire that the team were able to make over 40 bosses in the span of about 2 years. They all have a high amount of technical polish, and some fights have some pretty good visuals and/or patterns. I honestly think that Dom would really excel if he were to make his own mod with a smaller number of bosses, where he could spend more time thinking out and polishing each boss, rather than having to worry about dozens of fights at once. Infernum is pretty damn good at its peak, and he is having to work with the constraints imposed on him with the design of each boss and its original fight. Sure, the mod isn't perfect, but I can at least look back and admire what it did right.
Dom wants to work on something Not Terraria once his work with Calamity is over (although that's probably going to be several years), so there is potential he could design bosses in another game entirely.
@@Lynel5240 I would honestly like to see it, tbh. I think he is currently held back some by Calamity, so seeing a project where he is in full control could be interesting.
sorry for necroposting, but could i ask for your own opinion on bossfights? im trying to make my own mod to succeed infernum in difficulty (not stat boosting) and i want to have a clear improvement over infernum.
@@dove3MC Well, if you are inexperienced in modding, then you may be shooting your expectations much too high. Infernum, as much as I have issues with it, has a great deal of quality and is still highly challenging with many of its bosses. Before you start anything, you should try and mod for a while first with just some random stuff to get better. It might seem like a weird response, but learning code and designing a couple misc fights will give you a much needed grasp of how to even make a boss.
As for difficulty, I will say that making a boss that is very difficult yet still enjoyable is not an easy task, as it must be able to not only beat the players down, but incentivize them to get back up and continue. 2 important aspects to making this work out are 1, adding a clear learning curve to the fight and its mechanics and 2, making the boss stand out amongst the others in your mod.
The first of those 2 is complicated, as making a fair learning curve for a boss requires a lot of context to the boss and other factors. The length of the fight, progression placement, intended difficulty and premise of the fight are just a few things that must be accounted for when making a boss, no matter the difficulty. On a mod trying to be very hard, it is absolutely necessary for the learning curve to be big, yet also very smooth and balanced throughout both the fights and the playthrough as a whole.
As for the second aspect, making a boss stand out is not as difficult. While crazy visuals and interesting mechanics certainly help, all it takes for a fight to be memorable is for it to be fun and to be reasonably unique. Just put making each encounter a really fun time, and a lot of that specialness will come on its own.
That is all I really have to say. Sorry for writing an essay.
@@jimboanimations4041 thanks. I hoped to achieve your first aspect before you directly acknowledged it by making boss attacks that are logically telegraphed (intuitive to understand) and not just “hehehe this thing suddenly appears and does damage so you’re dead and watch out next fight i guess”. I also wanted to achieve the second aspect through unique attacks based something that isn’t just “ram dash” or whatever. For example, i planned to rework king slime by removing the small slimes it spawns because i felt there was no time during the boss fight where it really lets you fight them, they’re just a nuisance. I wanted to add that moment in the following scenario: After KS drops to x% of health (probably like 30%). It becomes stationary and does not attack, instead summoning a giant slimy shield that deflects projectiles and damage. then, several small slimes are spawned and attempt to swarm the player. I hoped that this kind of attack would both add a necessity to be able to deal aoe dmg, but also add functionality and similarity to the fight. after 20 seconds or after all the slimes are defeated, the boss resumes. another attack, for example, the king slime (being gelatinous) forms a large hammer, cocks back for a second before initiating a large spin (relatively quick, but could be dodged by staying out of range or circling the handle). would be damageable in this form. Anyways, attacks like these would hopefully give a nice twist on original bossfights without being totally different, and would require some thought into actions (i mostly consider the player’s “maximum strength” for that stage when deciding on attacks / hp, for example; early game has much weaker speed, so attacks are slow but vicious, but usually have a “blind spot” that the player can hide in to more easily dodge it. I have some experience with coding (although i cant find any tutorials for intermediate skill level+) and i mostly spend my time writing ideas down on a fandom wiki i made and animate the attacks in aesprite for a more visual understanding. thanks so much for all the advice, i’d love to know your opinion on boss patterns i develop (dw i wont ask you every time i create something), probably just advice once i finish a boss’ plan.