Terraria

Of the Tabletop, and other, lesser varieties.

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Re: Terraria

Postby TaintedDeity » Thu Jun 09, 2011 8:02 pm UTC

I have decided I much prefer double jumping & grapple to the rocket boots.
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Re: Terraria

Postby SecondTalon » Thu Jun 09, 2011 8:37 pm UTC

IVY WHIP FOREVER!

Seriously, spider-crawling up a pipe like a goddamn superhero? Awesome.
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Re: Terraria

Postby BurningLed » Thu Jun 09, 2011 9:14 pm UTC

Horizontal travel is where it's at. You can thank my Necro Armor + 5 Anklets of the Wind for über land speed. Or just Hermes Boots if I'm on my home world, thanks to my nifty tunnel.

For vertical travel though, I'm gonna have to go with balloon+cloud+grapple.

Also: Teleport spell. We need it now. This and "Heal" are spells that should be in every magic system to ever exist ever, and the fact that we don't have them disappoints me greatly.
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Re: Terraria

Postby Izawwlgood » Thu Jun 09, 2011 9:25 pm UTC

Magic Mirror is basically a teleport. Or were you thinking like 'teleport where you click'?

Thankfully, there's tons of room for improvement.
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Re: Terraria

Postby BurningLed » Thu Jun 09, 2011 9:38 pm UTC

I meant the 'Teleport where you click' variety, yes. "Flash" was probably a more appropriate term, because that is usually what "Teleport" means.
Axman wrote:Some people blow their cash on watches that they show off to people who think said watches make a person cool. Some people spend a weekend buying everyone fake gifts in a game of make-believe.
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Re: Terraria

Postby Goldstein » Thu Jun 09, 2011 11:12 pm UTC

I was disappointed to discover that multiple clouds and balloons don't stack up. I'd like to have a tougher, more regenerating character, but I can't possibly drop the double jump or high jumping. Which is weird, because at least with balloon I felt fine without it before I found it. They've just permanently reduced the number of available slots I have.
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Re: Terraria

Postby Yakk » Fri Jun 10, 2011 12:03 am UTC

I have a pair of vertical shafts, each 2 wide.

One has platforms, the other ... doesn't.

They both end slightly above hell, and have a shallow pool of water at the bottom (leftover from my obsidian factory work -- I used the shafts to move water into a reservoir).

When falling, I tend to mine the ground 1 square in from the edge of my shaft. Given enough falls, I'll have another shaft there for whatever purpose I'd like... ;)
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Re: Terraria

Postby Bakemaster » Fri Jun 10, 2011 12:18 am UTC

I'd forgotten about the Staff of Regrowth in counting up which items I was missing. But that's okay, because now I've got one. And a Wizard Hat. And one set of Feral Claws.

Man, I am bored. And drippy. And congested. Why is it that faces can be both of those at the same time? MAJOR DESIGN FLAW.
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Re: Terraria

Postby WarDaft » Fri Jun 10, 2011 5:25 am UTC

Yakk wrote:I have a pair of vertical shafts, each 2 wide.

One has platforms, the other ... doesn't.

They both end slightly above hell, and have a shallow pool of water at the bottom (leftover from my obsidian factory work -- I used the shafts to move water into a reservoir).

When falling, I tend to mine the ground 1 square in from the edge of my shaft. Given enough falls, I'll have another shaft there for whatever purpose I'd like... ;)


Technically you only need one shaft 3 wide, with single tiles of platform on one side to allow jumping.


Okay, technically, all you need is one shaft 2 wide and a grappling hook, but those take a while to get, at which point you will have already dug very very deep shafts.
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Re: Terraria

Postby Vapour » Fri Jun 10, 2011 10:08 am UTC

Goldstein wrote:I was disappointed to discover that multiple clouds and balloons don't stack up. I'd like to have a tougher, more regenerating character, but I can't possibly drop the double jump or high jumping. Which is weird, because at least with balloon I felt fine without it before I found it. They've just permanently reduced the number of available slots I have.


I only have one slot spare. Which is Obisidian Skull that is replaced with Hermes Boots. Red Balloon, Cloud in a Bottle, Cobalt Shield and Lucky Horse shoe are permanent attachments.
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Re: Terraria

Postby Goldstein » Fri Jun 10, 2011 11:13 am UTC

Yeah, mine's very much the same, except I've ditched the Hermes boots in favour of something else. I forget what, but probably a bit of regeneration. Cobalt Shield makes the game much more pleasant, and I hardly dare unequip Lucky Horse Shoe because doing so results in mystery deaths.
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Re: Terraria

Postby uncivlengr » Fri Jun 10, 2011 6:22 pm UTC

Looks like there's a new Update - 1.04. A lot of cosmetic features, but there's a few new enemies and another NPC.

The "social slots" aren't a terrible waste, in my opinion - the silver armour is my favourite in terms of appearance, so I'll probably equip that over my real armour.

Items
Spoiler:
Added Feature! - Social Slots. All normal armor and vanity items can be placed here to use their graphical appearance in place of equipped gear without overriding their stat gains.
New Vanity Items - Tuxedo Shirt and Pants
New Vanity Items - Plumber Outfit and Hat
New Vanity Items - Hero Outfit and Hat
New Vanity Item - Bunny Hood
New Vanity Item - Fish Bowl
New Vanity Item - Top Hat
New Vanity Items - Archaeologist's Outfit and Hat
New Vanity Item - Ninja Outfit.
New Vanity Item - Red Hat.
New Vanity Item - Summer Hat
New Vanity Item - Robe
New Vanity Item - Robot Hat
New Vanity Item - Gold Crown
New Item - Leather
New Item - Green Dye
New Item - Black Dye
You can now wear the Jungle Rose in your hair.
The Water Candle’s enemy spawn rate increase effect now works correctly when held
Some items that were missing ‘lore text’ in their tool-tips now have them.(Breathing Reed,Grappling Hook Jungle Rose.)
Ammo items are now listed as Ammo in their tool-tip and Equipable Items that offer no stat bonus list as Vanity Items in their tool-tip. Items used in any recipe now list as Materials, in their tool-tip.
The Magic Hat now offers 2 Defense to its wearer and the Empty Bucket now offers 1 Defense to its wearer.
Dungeon Blocks now require at least a Nightmare Pick to mine, unless they are near the spawn location, where they can be mined by any pick.
Phoenix Blaster has had a reduction of stats to balance better with other items of its tier.
Gem, Mushroom and Bottle sell values have been reduced.
Hell Forges above the rock layer can be moved with any hammer, but below require a 60% power hammer or stronger.
Angel Statues are now more rare of a find.

NPCs
Spoiler:
New NPC - Bunny
New NPC - Goldfish (Is also an Item)
New Enemy - Corrupt Bunny
New Enemy - Corrupt Goldfish
New Enemy - Piranha
New Enemy - Harpy
New Random Mini- Boss - King Slime
New Enemy - Bat
New Enemy - Jungle Bat
New Enemy - Jungle Slime
New Enemy - Snatcher
New Rare Enemy - Dr. Bones
New Rare Enemy - The Groom
New NPC - A Clothier will now move into your town when the conditions are met.
Enemy spawn distance has been pushed back to the maximum resolution to ensure that they will never spawn on the screen.
Enemy spawn rates have been adjusted to account for the increased spawn distance.
Enemy projectiles no longer drop hearts or stars when killed by the player.
The Eater of Worlds now has Higher HP, Def and Dmg, making battling him more difficult.
Hornets no longer appear as if they are about to flip over while flying.
The Dead Miner is now a bit stronger.
Tim’s spawn chance has been reduced.

Player
Spoiler:
Players now have 1 second of invulnerability after they spawn.
The eat/drink animation now plays correctly.

World-Gen
Spoiler:
Surface Jungle’s are now possible on mud that is on the surface. Jungle trees will auto-grow on their own, as acorns are not usable on the jungle grass.
Chasms are now less frequent to appear, but always have an orb.
Mud now ‘blends’ graphically with dirt, rather than stone to add for a more crisp look in Jungles.
Jungle plants now grow underwater.

Multiplayer
Spoiler:
Increased client side security.
Selecting summon items will no longer cause monsters to summon.
Players with a name over 20 characters will now get booted from the server.
Added some minor anti-grief protection.
Fixed a bug that would cause the client to attempt to summon an NPC during a multiplayer game and crash.
Added the -host command line parameter to the client.

Server
Spoiler:
Improved server timing, which should help reduce lag.
Added several new command line and config options. These are listed in serverconfig.txt
Servers will now output to crashlog.txt before crashing, allowing for more specific bug reporting.
Clients will now output to client-crashlog.txt before crashing, allowing for more specific bug reporting.

Misc.
Spoiler:
Screen resolutions now have limits of 800x600 minimum and 1920x1200 maximum.
Added an option that will pause the game while talking to an NPC or opening your inventory in single player. It defaults to off.
Added an option to automatically save the world every 10 minutes. Defaults to on.
Added a prompt to load a world backup if the current world is corrupt.
Added a check to determine if a world file was loaded successfully.
Attempting to Launch the game from the Terraria.exe, will now inform you to launch via Steam rather then doing nothing at all with no indication of why.
Backing out of the port selection screen now plays the correct sound.
Setting options now correctly align with the center of the screen in all resolutions.
The settings menu has been reorganized. All video related options have their own menu
The “Tink” sound now has a more dull sound.
The Re-Logic splash screen, now scales correctly in other resolutions.
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Re: Terraria

Postby BurningLed » Fri Jun 10, 2011 10:22 pm UTC

So I visited a couple of floating islands and murdered some harpies. I made a nice mud patch and am waiting for that to jungle-fy. Then I made a lava pit for bunnies to hop into. And now I'm gonna hunt down those new rare enemies. Also, still waiting for the clothier to show up. For those who don't know, by the by, you need to kill Skeletron to get the clothier -- he's the old man freed of his curse.
Axman wrote:Some people blow their cash on watches that they show off to people who think said watches make a person cool. Some people spend a weekend buying everyone fake gifts in a game of make-believe.
I think the latter group is awesome.
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Re: Terraria

Postby uncivlengr » Fri Jun 10, 2011 10:38 pm UTC

One unfortunate downside (bug?) - equiping the (awesome) silver armour over the molten armour (for example) takes away the lighting effect of the armour. Not sure if there are other effects as well.
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Re: Terraria

Postby BurningLed » Sat Jun 11, 2011 12:04 am UTC

Ooh, but what if you did that in reverse? Like molten/meteor ramor over necro/jungle armor to get the nice lighting while retaining the bonuses of the other set.
Axman wrote:Some people blow their cash on watches that they show off to people who think said watches make a person cool. Some people spend a weekend buying everyone fake gifts in a game of make-believe.
I think the latter group is awesome.
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Re: Terraria

Postby Scuttlemutt » Sat Jun 11, 2011 1:15 am UTC

As long as the whole set is visible, you get any visual effects associated with it. For example, you could have Meteor Armor, Meteor Legs and a Cobalt Helmet sorry, JUNGLE Helmet equipped, and then a Meteor Helmet in the vanity slot and you'll get the lighting effect. Not that you would want to break the set bonus to do this, though.

Although for some reason the Mining Helmet only works while it's in the Equip slot and doesn't work in the vanity slot.
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Re: Terraria

Postby BurningLed » Sat Jun 11, 2011 4:28 pm UTC

So, fun fact - Using the /dawn command on a server during a blood moon currently does not stop the corrupted bunnies from spawning during the day. You have to sit through blood moons or face the consequences of all of your NPCs (and you) dying from the killer rabbits. In the early game, anyways.
Axman wrote:Some people blow their cash on watches that they show off to people who think said watches make a person cool. Some people spend a weekend buying everyone fake gifts in a game of make-believe.
I think the latter group is awesome.
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Re: Terraria

Postby GenericPseudonym » Mon Jun 13, 2011 9:49 pm UTC

Can't you just close the door? I don't believe rabbits have thumbs with which to actually open it again... Though I could be very wrong.
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Re: Terraria

Postby BurningLed » Wed Jun 15, 2011 7:07 pm UTC

No, but the guide certainly does.
Axman wrote:Some people blow their cash on watches that they show off to people who think said watches make a person cool. Some people spend a weekend buying everyone fake gifts in a game of make-believe.
I think the latter group is awesome.
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Re: Terraria

Postby Deva » Thu Jun 23, 2011 8:54 pm UTC

Came out with a new patch.

NPCs
Spoiler:
•8 New Enemies, find them!
•Changed the way worm enemies spawn.
•Bats, Hornets, and Eyeballs no longer enter water.
•Slimes now float in water.
•Only one giant slime will appear at a time.
•The Guide now seems quite knowledgeable in what an item can be made into if you show it to him.
•NPC shops now sell some items on certain nights, or after certain events.
•Devourers should no longer gain random other enemies as its head.
•The Nurse now charges the correct amount for healing.
•Bats now have a death sound effect.
•Talking to the old man at night will give the player a warning now before summoning the dungeon boss.
•Entering the dungeon before defeating Skeletron now spawns a new NPC instead of Skeletron’s head. This should fix several issues with that event.
•Enemy coin drops have been adjusted.
•Man Eaters and Snatchers are no longer effected by knockback and can attack through walls.
•Eater of Souls’ and Hornet AI has been improved.
•Enemies now take up different amount of *slots* depending on AI style and strength. This will help balance conditions when there are lots of strong monsters spawned at once, such as Imps and Bone Serpents.
•Fish are no longer upside-down when out of water.
•Green slimes have been weakend so that start players can deal with them more easily.
•Slimes and Flying enemies no longer make a splash sound when hitting water.
•Items of “Blue Rarity” or higher no longer burn up in lava.
•Burning Skull has been renamed to Cursed Skull, and given different AI.
•Enemy caster’s have had their rate of fire slowed down.
•Meteor heads have less health, do more damage, and move slower.
•There are now slight size variations to the Eater of Souls and the Angry Bones.
•Skeletron has less defense and health.

Items
Spoiler:
•New Feature : Buffs activated by Using Potions. Right click a buff to remove it from yourself.
•Over 50 new items!

•The Silver Short swords recipe has been corrected, it is now craftable.
•Torches and candles no longer work when wet.
•Destroying a placed sign while you are reading it will no longer cause your character to become frozen.
•Rocket boots no longer require mana. They will provide lift for 1 second and recharge every time the player touches the ground or uses grapple. Lift speed has been slightly increased to offset loss of long flights. This makes the boots more viable for caster Characters.
•The explosion animation for bombs is now correctly displayed in multiplayer.
•There is now a message pop-up when the player receives an item.
•Filled Buckets may no longer be emptied into solid ground.
•Pots in the underworld now have a chance to drop new items

•Handgun and Phoenix Blaster have been reduced in size.
•Lowered the knockback of Muramasa.
•Reduced the damage of the Blue Moon.
•Flintlock Pistol and Musket have increased damage.
•Only normal trees drop acorns.
•Falling sand clumps are no longer carried by magic missiles/flamelash.
•Jungle armor is no longer a drop. It is a craftable set.
•Magic Mirror now requires mana to be used.
•Harpoon and Maces now correctly show the player’s arm animation.
•The arms dealer will sell unholy arrows at night after the Eater of Worlds has been defeated.
•Space Gun does more damage, but only penetrates 2 enemies.

Server
Spoiler:
•Spam detection is less aggressive.
•Increase multiplayer security.
•Fixed a bug that could crash the server when the max amount of clients are connected.
•Added an option to enable additional cheat protection for servers.
•Servers now hibernate when no players are connected.
•Blood Moons now stop correctly if time is changed to day by the server.

Misc
Spoiler:
•Corrected some spelling and grammar mistakes.
•Lighting code has been optimized to increase performance.
•Mud and ash now have a chance to fall like sand when struck.
•World update rate has been reduced slightly.
•Water now evaporates when it reaches the underworld.
•Slowed the rate of plant growth.
•Hardcore is now an option when creating a new player. Hardcore players are gone for good after dying.
•The Jungle now has its own music track.
•Vines that refused to grow longer than 1 tile in length while underwater, will now grow correctly.
•Pot graphic was brightened to make it more visible.
•Plants growing out of a clay pot can no longer be cut with a weapon. The new alchemy plants can be grown in these pots.
•Gems, ore, and gold chests now have a sparkle effect.
•Giant glowing mushrooms will now grow back over time.
•The player now starts out with a copper shortsword.
•Dungeon bricks and walls have had their brightness reduced.

Game Interface
Spoiler:
•Upon death, A more specific death message will appear for other players, so they know how you died.
•The crafting and armor interface text will fade out when an item tooltip is in front of it.
•The Hot Bar now shows the name of the selected item.
•PVP now requires 5 seconds between Activation and Deactivation and visa versa to prevent PVP spam. The same cooldown is in effect for Team Changing as well.
•Added hotkeys for quickly drinking healing, mana, and buff potions.The healing/mana potion you use is based on the same principle arrows are. Top-Left most item first. The buff potions are all used at once.
•Holding right click on an empty space in the inventory will no longer make a sound effect as if something was there to be picked up.
•Defense totals are now shown in your inventory.

World Gen
Spoiler:
•Tweaked the way sand is created during world gen. (Requires new world.)
•Oceans are now slightly larger and generation layout has been improved. (Requires new world.)
•Cactus now grow on sand.
•Coral now grows in the ocean.
•Chests can now spawn near the surface of the world. They will contain treasure that new players may find useful. (Requires new world.)
•Chests and pots now contain loot based on the level they spawn in. (Requires new world.)
•Gold chests will now spawn in some parts of the world. (Requires new world.)
•Corrupt chasms have less of a chance to spawn on jungles. They also now have a cave connecting most of the chasms. (Requires new world.
•Traces of demonite are created during world gen. (Requires new world.)
•Surface jungles have been enlarged, and will override deserts. (Requires new world.)


Poked around.
- Costs twenty mana to use the Magic Mirror.
- Finds the Rocket Boots more useful. Allows two to three times greater height than the Cloud in a Bottle.
- Points out that cacti cause damage, similar to Corruption thorns. Deals ten damage to unarmored characters. Cannot be removed with a normal weapon strike (requires an axe, or at least, a hamaxe). Despises deserts now.
- Skeletron: 5000 hitpoint skull, five defense. 800 hitpoint hands, nine defense.
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Re: Terraria

Postby SecondTalon » Thu Jun 23, 2011 9:05 pm UTC

Man, why did they Weaken Skeletron? Dude was - as far as I could tell - a fairly epic little fight for a solo adventurer, and still a tough one for a couple of people.

I wonder if The Groom's spawn was fixed..... I want a top hat, damnit.
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Re: Terraria

Postby Deva » Thu Jun 23, 2011 9:19 pm UTC

Guards the second hardest zone. Recommended visiting the fiery depths (the most difficult zone) to obtain proper weapons/armor (if attempting solo). Enter the dungeon and obtain downgrades after Skeletron’s defeat. Seemed like flawed progression. Might have skipped too many tiers, though. Never visited the Underground Jungle until after.
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Re: Terraria

Postby SecondTalon » Thu Jun 23, 2011 9:27 pm UTC

Eh, he was easy* enough using zero Hellstone on my part. Thorn Chakram, Shadow Armor and a Blade of Grass, with some Starfury thrown in when my mana was high enough.


*Of course, I was sucking down Healing Potions pretty much every time the cooldown expired, so there is that....
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Re: Terraria

Postby Izawwlgood » Thu Jun 23, 2011 9:31 pm UTC

Doesn't seem like there's much in the way of new recipes or spells this patch.
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-We can't go back. But I suppose we can go wherever we please.
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Re: Terraria

Postby Deva » Thu Jun 23, 2011 9:49 pm UTC

Thought something was off. Correctly listed that Blue Moon's damage was reduced (by seven). Shaved that off of Sunfury too, from forty to thirty-three. Places it back on par with weapons around its progression level. Wonders if it is more common now. Doubtful.

Would appreciate new, more useful spells. Costs mana to do the same damage as a weapon, but bouncier. Pass. Desires an explosion. Or friendly mutant bunny swarms. Or exploding mutant bunny swarms.

Edit: Added in a new mana-using weapon: Demon Scythe. Video. Is fairly certain the other interesting effects are potion-based.
(Creates spinning, purple semi-circles that hurl themselves at the target, if you cannot view the video. Also contains a mildly explosive arrow, an inverted gravity potion, and a trident.)
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Re: Terraria

Postby SecondTalon » Fri Jun 24, 2011 4:32 am UTC

Izawwlgood wrote:Doesn't seem like there's much in the way of new recipes or spells this patch.

Actually.... there's, uh.. a shitton of new potions. And the Arms Dealer has something called Illegal Gun Parts that make some kinda gun that requires... man, I don't even know what it requires. The Guide tells me, but I have no idea where to get the stuff I need.

So.. yeah, there's new recipes. Spells? I dunno. Haven't seen any. Yet.
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Re: Terraria

Postby uncivlengr » Fri Jun 24, 2011 12:35 pm UTC

Yeah, from here, and probably other places:
Spoiler:
  • Invisibility Potion: Grants invisibility (1 minute) [Blinkroot, Moonglow]
  • Archery Potion: %15 [sic] increase arrow speed and damage (4 minutes) [Daybloom, Lens]
  • Magic Power Potion: 20% increased magic damage (2 minutes) [Moonglow, Deathweed, Fallen Star]
  • Gills Potion: Breathe water instead of air (1 minute) [Waterleaf, Coral]
  • Thorns Potion: Attackers take damage (2 minutes) [Deathweed, Cactus]
  • Battle Potion: Increase enemy spawn rate (7 minutes) [Deathweed, Rotten Chunk]
  • Hunter Potion: Shows the location of enemies (5 minutes) [Daybloom, Blinkroot, Shark Fin]
  • Ironskin Potion: Increases defense by 8 (5 minutes)[Daybloom, Iron Ore]
  • Gravitation Potion: Allows the control of gravity (3 minutes) [Fireblossom, Deathweed, Blinkroot, Feather]
  • Water Walking Potion: Allows the ability to walk on water (5 minutes) [Waterleaf, Shark Fin]
  • Night Owl Potion: Increased night vision (10 minutes) [Daybloom, Blinkroot]
  • Spelunker Potion: Shows the location of treasure and ore (5 minutes) [Blinkroot, Moonglow, Gold Ore]
  • Featherfall Potion: Slows falling speed (5 minutes) [Daybloom, Blinkroot, Feather]
  • Obsidian Skin Potion: Provides immunity to lava (3 minutes) [Fireblossom, Waterleaf, Obsidian]
  • Swiftness Potion: %25 increased movement speed (4 minutes) [Blinkroot, Cactus]
  • Regeneration Potion: Provides life regeneration (2 minutes) [Daybloom, Mushroom]
  • Mana Regeneration Potion: Increased mana regeneration (2 minutes) [Moonglow, Daybloom, Fallen Star]
  • Shine Potion: Emit an aura of light (10 minutes) [Daybloom, Glowing Mushroom]
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Re: Terraria

Postby Izawwlgood » Fri Jun 24, 2011 3:11 pm UTC

Ah, so lots of potions that provide a range of neato buffs. But what about more recipes to build things? Demon Scythe looks pretty rad.
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Re: Terraria

Postby SecondTalon » Fri Jun 24, 2011 3:19 pm UTC

Well.....

Spoiler:
There's the Illegal Gun Parts that make a gun that uses Sand as ammo... haven't built it, so I don't know the details on how it works.
There's a new sword that requires the top level swords to make (Needs a Blade of Grass, Light's Bane, Muramasa and the Fiery Greatsword to make it, forms the Night's Edge)
There's a new spell called Demon Scythe.
The new item Throwing Knife has a craftable variant in the Poisoned Knife
And you can now actually make Silver Shortswords... whoop-de-shit on that one.
Oh, and the findable/harvestable Glowsticks have a sticky variant, made more or less how you make sticky bombs. Not sure if that really counts, though.


Heh.. apparently you can find a voodoo doll...of The Guide. And use it to kill The Guide. Heh. Still, now that The Guide is actually Useful, I don't know if I want to kill him. (You can show him a material, like a new plant, a bottle, a metal bar, whatever, and he'll show you all the recipes that use it. Useful if, say, you know you want to do something with the Minishark, but have no idea what you need.)
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Re: Terraria

Postby GenericPseudonym » Fri Jun 24, 2011 5:17 pm UTC

Or you can get the recipes for all the new potions by showing him a bottle of water.
Unless some of the potions use a bottle of lava, or skeletron-juice, or something awesome like that. Drinking lava would probably not be worth the benefits of the potion though...
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Re: Terraria

Postby Scuttlemutt » Mon Jun 27, 2011 7:05 am UTC

Deva wrote: •Water now evaporates when it reaches the underworld.


So... What happens to water that is already down there? Because, well, while I was building my Hellevator under my town, I picked up quite a bit of water along the way... Let's just say that when I finished my hellevator, I inadvertently begun 'building' a terraria version of the Styx.
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Re: Terraria

Postby mowdownjoe » Mon Jun 27, 2011 1:55 pm UTC

I imagine that water is gone now.

And Hell is ALOT more challenging now. I used to do just fine down there. Kill the occasional Boneworm, use my Nightmare Pickaxe to block Imp fireballs... easy-peasy. These new enemies make it crazy down there. Slimes aren't hard to deal with, but the lava they leave behind is really painful. The demons... oh, god, the demons. They still cast their scythe spells even if you try to keep them stun-locked with whatever projectiles you keep on you.

Also, fun fact: if a guide voodoo doll touches lava, the guide actually dies.
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Re: Terraria

Postby SecondTalon » Mon Jun 27, 2011 2:47 pm UTC

That's... funny. I find Hell a lot easier now, because I don't have fleets of Fire Imps following me around, and I haven't seen a Bone Serpent in.. forever.

But yeah, the Water goes away at the standard rate. So if you have enough water built up, it'll take some time to drain out completely. Still, if you absolutely positively want to get rid of the ocean....


I would find it neat if they added in Pumps and Elevators like in Clonk. That'd be nifty.
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Re: Terraria

Postby Izawwlgood » Mon Jun 27, 2011 3:10 pm UTC

SexyTalon wrote:I would find it neat if they added in Pumps and Elevators like in Clonk. That'd be nifty.

For a game that espouses being creativity and sandbox gameplay, you'd think this would have been one of the first things they thought of adding.

Fingers crossed it's coming up.
-I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.
-We can't go back. But I suppose we can go wherever we please.
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Re: Terraria

Postby SecondTalon » Mon Jun 27, 2011 3:13 pm UTC

How else am I supposed to build a working Volcano?
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Re: Terraria

Postby Izawwlgood » Mon Jun 27, 2011 3:14 pm UTC

And switches. Want lava curtains. For privacy.
-I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.
-We can't go back. But I suppose we can go wherever we please.
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Re: Terraria

Postby Yakk » Mon Jun 27, 2011 6:07 pm UTC

While that does add to sandboxyness, it doesn't add to adventureness as much.
One of the painful things about our time is that those who feel certainty are stupid, and those with any imagination and understanding are filled with doubt and indecision - BR

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Re: Terraria

Postby Izawwlgood » Mon Jun 27, 2011 6:17 pm UTC

Unless I build a lava trap.
-I know this: if life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.
-We can't go back. But I suppose we can go wherever we please.
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Re: Terraria

Postby Yakk » Mon Jun 27, 2011 6:21 pm UTC

Yes, but lava traps are overpowered, really. (well, other than the fact that the items that drop tend to burn up as well!)
One of the painful things about our time is that those who feel certainty are stupid, and those with any imagination and understanding are filled with doubt and indecision - BR

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Re: Terraria

Postby GenericPseudonym » Tue Jun 28, 2011 5:13 am UTC

If there's a thin enough layer of lava, it doesn't actually destroy drops. (Or if you don't really care about money, I would think most valuable drops would be blue-name and thus immune to lava.)

Unrelated: At some point, while flying through hell with the power of gravity, I accidentally hit "q" and dropped my ivy whip. It's surprising how much I was used to it; I died tons of times from jumping off things and trying to grapple to safety, forgetting that I couldn't. I got another hook though, and now all is well. Also, I rebound drop to "\" to stop it from happening again.
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