The Story of Red Cloud is a massive full game Zelda/Dark Souls inspired adventure built inside the world of Terraria. It will take players through 12 dungeons spread across an expansive and inter-connected world, encompassing an estimated 15 to 30+ hr experience that will offer enough to do and see to enjoy more than one playthrough.
See the big Download button to the right, a little bit up, or see the Files Tab for the latest download.
(Check the Read Me before playing. Everything needed to play is included. See the Game Install Instructions for details on installing the mod, the custom soundtrack and the map. (Takes less than 4 minutes)
Official Mod & Map Wiki here (Please help contribute to it!)
Trailer by Diggaroo
Teaser trailer by Zebri
Since everyone loves lists, here is a run-down of the top features:
- Currently single-player only, but a multiplayer update may be released later
- 12 uniquely themed Dungeon areas spread between both normal and hard modes
- 18 bosses (7 vanilla plus 11 mod bosses)
- Custom Soundtrack inspired by Princess Mononoke & Zelda
- Dark Souls Game Mechanic
- Over 150-200 new mod items, weapons, and armors compiled from a dozen of the best mods from the community
- Heavy remixing of included mod content, including some new bosses, mobs and gear
- Game requires a quick installation of tConfig and Game Launcher (files included)
- A unique story that's descriptive but not too heavy on text
- A strong emphasis on visual immersion and a logical connection between areas similar to Dark Soul's world layout.
- Class progression and specialization will be based on player choices throughout the game
- Map created entirely from scratch using Tedit 3, down to individual tree placements and hill curves
- New with v1.0.9: New variations of Normal, Hard and Evil where dark souls don't drop on death, plus a new secret dungeon and more
- New with v1.0.8: 5 Difficulty modes to suit every player: Super Easy, Easy, Normal, Hard & Evil
- New with v1.0.8: Sandbox Edition of the mod with an enhanced randomly generated world
- Over 7 months in development
THINGS I'D LOVE TO SEE:
Let's Plays of this map (I'll watch every one)
Remixes using this map and/or mod (with credits and a link back to the OP for this map)
Trailers/ Video Overviews/Reviews
Main Release Thread (Leave your questions and comments here):
Main WIP Thread (lots of back-history):
Updated all mods to tConfig v29.3. 3 New Difficulty Modes for the Red Cloud and Dark Souls (digging allowed) versions. Normal, Hard and Evil D all have "No souls drop on death" variations, with everything else staying the same. All of the difficulty modes are now contained within a single mod, respectively (thanks to Surfpup for this tConfig feature).
To change your difficulty, go to tConfig Settings and click the mod name to cycle through the different options and click reload mods when you get to the difficulty you want to use.
I changed the final surprise boss fight drop (boss credit: Draykon) with some difficulty tweaks (and charge attack) so the boss fight should feel fresh. If you can manage to beat it, it drops a pretty sweet item (although it only works to its full potential if you switch to the Dark Souls digging allowed version of the mod).
I made a fairly significant re-balancing and tweaking of the final boss, Attraidies. The difficulty overall has been increased on all difficulties, while the boss now has 2 extra random summons that will add more dynamic unpredictability to each fight. Harder difficulties drop more souls (a feature unique to the last fight). And, thanks to Yorai's help, the boss now automatically plays the correct boss music (a nod to the final fight in Ocarina of Time, for those keeping score).
One other bit of trivia: this fight was inspired by the Four Kings in Dark Souls. So keeping Attraidies' summoned illusions under control will be key to winning this fight. Hope you enjoy the changes. Let me know how it goes! One thing I recommend for fun: when you summon the boss, try jumping off the platform and fighting him mid-air and then all over the map, to the East or West. It makes for a pretty epic battle!
MORE MOD CHANGES
Much needed nerf to Bolt Tome 4 via increased mana cost. Only Mage-focused classes will be able to wield it.
Healing Elixir now heals confused debuff.
Seath (aka Skeletron) is now harder on Normal through Evil modes.
Fixed Miakoda and R2D2 pet bug errors that occured with newer tConfig versions.
Undead Caster (the dreaded mage in the 1st dungeon) now spawns slightly less, gives 5 more souls, has a rare chance to drop either the Wand of Fire or Wand of Darkness, and has slightly less health and knockback.
Added Omnir's dash attack to the Krakken (Water Fiend Spirit).
The two early game armors are slightly easier to craft (leather armor and red mage set).
The soul reaper is now easier to craft.
Buffed the damage of the Ultima Weapon and allowed the blade to turn when you turn while holding attack.
Made the Phoenix Down easier to craft (1 feather, 1 heart crystal, 100 dark souls).
Made Wand of Fire (early magic weapon) easier to craft.
Increased damage of Water Spirit Tome
Power Armor NU (end-game upgrade from Shadow Armor and 5 soul of Might) has been buffed with increased life regeneration and healing abilities etc, and the tool tip no longer keeps this armor's abilities a secret.
Removed Mana Flower skill from the Ankor Wat armor (end-game magic class).
Buffed the Muramassa and the Murassame
Beholder Shield reduces magic and ranged damage more plus greater mana cost
Removed Attraidies 3 second silence ability as it made it too difficult to beat him playing as a melee class (every boss should be defeatable with a melee focused class btw, using the melee shields).
Undead Caster has 1/10th chance to drop an "Attraidies Relic" which lets you summon a powerful foe that drops 500 souls. Item is consumed on use.
RED CLOUD MAP CHANGES
Added a secret alternate dungeon via a secret passageway in the Earth Temple. Allows level skip and offers unique rewards, but should prove to be a formidable challenge.
I added a full text walkthrough of the game on the main Terraria Online thread and the curse page.
Lots of small changes to what can be found in certain chests.
Buffed Wand of Fire, Wand of Darkness, Bolt Tome 1 & 2 and and Ice Tome 1 & 2.
Fixed the knockback issue on the Bolt Tomes and also reduced the knockback on skeletons and zombies.
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.
SANDBOX MAP CHANGES
Made several small changes to the Sand Box Adventure map (updated to 1.0.9). I removed the water from the starting area and from half of the ocean in the middle of the map, and added a large dam. Other changes include more gold keys since gold keys don't drop that often from slimes now. Opened up several more underground tunnels near the beginning of the game. Added more early game items to get you off to a quicker start below the spawn point, including silk and leather for crafting the early game armor upgrades. Also added a couple more magic mirrors and diving helmets. Expanded the jungle in a second area and added more demon altars about the world.
If you are playing with the Dark Souls (Digging Allowed) version of the mod, I highly recommend using this map.
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 v188.8.131.52 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.
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.
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. Removed Dual Wielding mod from the download file.
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 UPDATE. PLEASE UPDATE YOUR MOD AND INSTALL tCONFIG 23.5. DO NOT UPDATE YOUR MAP UNTIL YOUR NEXT PLAY-THROUGH.
Major New Features:
(1) Added "SUPER EASY" difficulty mode.
This is the same as Easy mode except souls are not dropped on death, souls can be put in safes (although you won't need to), enemies drop 40% more Dark Souls than normal, the main shield and its upgrades has no movement penalty, and Obsidian Skin Potions can be crafted with Dark Souls. As with Easy mode and Normal mode, Dark Souls can be viewed by the Guide's Crafting Wiki.
(2) Added "EVIL" Difficulty Mode.
All enemies and bosses do more damage, have less knockback, or more health. Sometimes all of the above. This is a difficulty of pure insanity. But it's not too far from Hard mode, and I believe it is still reasonably fair. In either case, I would love to get feedback on this mode from anyone brave enough to try it. It turns Terraria into a true survival-horror experience. ;)
(3) Added "SANDBOX EDITION" of the Red Cloud/Dark Souls Mod, in Normal, Hard and Evil difficulties (still single-player only for now).
For this edition, crafting recipes for some items have been adjusted (such as summoning items), and other map-specific aspects have been changed to fit the open sand-box format. Included is a "Dark Souls Adventure Map" - which is a large randomly generated world that has been enhanced with some fun environment changes, all of my favorite set pieces from the adventure map, 2 extra randomly generated dungeons, LOTS more organic tunnels, extra demon altars placed about, and a few additions to the randomly spawned chests to fit the map. It also has a very basic back-story that is completely unexplained, but it will bring a fresh feel to the adventure. Also, because there are no signs in this map, players can consult the Guide's Wiki for Dark Souls crafting options in all difficulties. In this respect, it is exactly like the classic Terraria experience. No tutorial, no explanations for anything. You must figure out what is going on and what to do and what bosses you can summon via exploration and experimentation. Most importantly, as you'd expect, there are NO rules. Some Let's Plays of this mode would also be super fun to watch. And good luck!
(4) Thanks to Surfpup, the last remaining traditional rule from the Game Rules has been removed (no removing or placing blocks) - it will not be possible to mine anything you're not supposed to anymore! And you won't be able to place blocks either! Hurrah! (This means you can't build houses anymore but it didn't seem like people were doing this anyway). In fact, that about does it for the voluntary game rules, so much so that I changed the "Game Rules" to "Game Manual" as the text now focuses mainly on what you CAN do, since folks are pretty used to voluntary rules with Custom Terraria maps. Now, if you can do it, it's okay to do it. If you can get there, it's okay to get there. :)
Sand and all types of furniture or objects remain breakable and placeable, however.
(5) Several smaller changes in this update worth knowing about if you've already started playing:
- YOU NEED TO INSTALL tCONFIG 23.5 for the new mods to load.
- Gave the Pwnhammer pickaxe power. Players should now use this to open the Cobalt Gates after beating the Wall of Flesh.
- Fixed Attraidies Illusion infinite spawning glitch that occured in 184.108.40.206 Hard D only.
- Dark Souls can be viewed by the Guide's Wiki in (New) Super Easy mode, Easy Mode, and Normal Mode (however you should avoid this whenever possible to retain the mystery and surprise of later-game items).
- Removed feather fall debuff from The Oracle projectile in Normal and Hard D's.
- Improved the AI of all the enemies that use the Death/Attraidies AI (thanks Yorai!).
- Added a twin of the Attraidies Illusion, with different projectiles.
- Fixed Arrow of Bard not doing damage.
- Nerfed Chaos Ball projectile that the undead caster and other mages shoot
- Added in the two NPCs missing from Easy mode.
- Changed crafting recipe of Greater Wizard Hat to include Sorcerer Emblem
- Gave a boost to the early-game Wand of Darkness. Fixed knockback of Possessed Armor NPC. Reduced random spawning of Attraidies/Illusions during blood moons. Fixed Titan Grapple crafting text.
- Added clues to the Crests that didn't have them yet. Made many small improvements to the map, including more signs to offer direction and made some key areas harder to miss. Fixed all possible areas where sand collapse should not occur.
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. 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. Added bombs to the starting area so you can go to the Earth Temple immediately. Changes mostly affect the mod.
Normal D Mod Update: 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.
Hot-fix for the Intrepid Sword (mod only update).
Only affects the mods.
The newest version of tConfig - 23.3 - is now batched with the game. Please install it for the latest mod to work. 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. If you're playing on any map version below 1.0.2, when you find the Diving Helmet you should use one of them to craft a Shadow Key. 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.
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