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Author Topic: Terraria - 1.3 released. Big Patch!  (Read 1321557 times)

UltraValican

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Re: Terraria - 1.1 released!
« Reply #6705 on: December 06, 2011, 05:53:15 pm »

Wait- Corruption spreads.....oh shi-
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Girlinhat

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Re: Terraria - 1.1 released!
« Reply #6706 on: December 06, 2011, 05:53:45 pm »

Got killed by meteor heads trying to do just that  ::)

Skeletron will have to wait for a new world, I'm afraid.
You know you can get rid of meteor heads, right?  The "meteor biome" only exists with 50+ meteor ore pieces, so if you mine it out it'll revert to normal.  Conversely, if you place 50 meteor ore anywhere it'll start spawning meteor heads, which can make the underworld much easier, as heads are easier than imps.

nenjin

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Re: Terraria - 1.1 released!
« Reply #6707 on: December 06, 2011, 05:54:55 pm »

Dude the worms would be so awesome. It'd be a nightmare for base security though, if we accept there's multiple kinds of worms.

Like I said, I've broken down and started using an inventory hacker for some things. Because I have "game play goals" and then I just have "goals." And "goals" are things I'm willing to cheat to get an inventory full of dynamite so I can get it done, this year.

I honestly wouldn't mind the corruption, because it does have a cool aesthetic. It's just, they've made every brick of corruption part of game play now in a sense, so I feel like it needs to be addressed. Those caverns seriously just don't need to have corruption sidewalls that thick. The days when they needed them to provide a challenge to dynamite are long, long gone.
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Duke 2.0

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Re: Terraria - 1.1 released!
« Reply #6708 on: December 06, 2011, 06:00:15 pm »

 I think I sorta realized why I hate Chaos elemental so much.

 There are some enemies you have to deal with in this game. You can sorta escape walking zombies and bats and stuff, but you cannot escape worms unless you are on the surface and can run really fast. This is also true of teleporting enemies like mages and imps. Generally these enemies fire a dodgeable ranged attack that doesn't do too much damage and/or low health, so they can be dealt with quickly if you reach them.

 Chaos elementals don't have a weakness other than being an average stat melee monster among the hardmode lineup. This is a bit of a problem because they sorta hit hard and can hit you expectantly and take a little while to whittle down and you cannot. ever. escape. You have to deal with them whenever they spawn, which they do all the time. Not even the hardmode worms are this bad, or any of the ranged casters.

 So they either have to adjust the spawn rate, health/damage or the ability to always catch up to you.
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Frumple

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Re: Terraria - 1.1 released!
« Reply #6709 on: December 06, 2011, 06:04:20 pm »

Dude the worms would be so awesome. It'd be a nightmare for base security though, if we accept there's multiple kinds of worms.
If they can prevent spawning near a sufficient concentration of NPCs, I imagine they can direct the AI to keep out of a particular radius of th'critters, too.

I guess I'm just hoping (and, iirc, it's been said that it'll come, eventually) there was more interaction between the corruption and the hallow. I could totally see a message along the lines of "A murder of corruptors pass overhead!" as 15-20 of the buggers launch a corruption attack on the hallow. Laser snails laying down anti-air fire in response while sprites valiantly attempt to catch corruption spit with their bodies. Occasionally, a squad of chaos elementals would tag along with a group of those hallow worms, attempting to exorcise the corruption from below. Groups of mixed equipment skeletons below ground and clown-escorted armors above would fight hallow/corruption mobs at the edges of the unchanged lands, holding off the spread. Stuff to make the post-wall world live, not just react to your presence. The future, I guess...

Anyway, re: chaos elementals. They're really easy to lock down with a sword or spear, and harmless if they can't actually run into you. I find them less annoying than skeleton archers or illuminat bats, honestly, plus they're more mechanically interesting. Which is nice :P
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Urist Imiknorris

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Re: Terraria - 1.1 released!
« Reply #6710 on: December 06, 2011, 06:06:37 pm »

Don't get me started on Skeleton Archers. I hate them with a burning passion.
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Re: Terraria - 1.1 released!
« Reply #6711 on: December 06, 2011, 06:11:55 pm »

Got killed by meteor heads trying to do just that  ::)

Skeletron will have to wait for a new world, I'm afraid.
You know you can get rid of meteor heads, right?  The "meteor biome" only exists with 50+ meteor ore pieces, so if you mine it out it'll revert to normal.  Conversely, if you place 50 meteor ore anywhere it'll start spawning meteor heads, which can make the underworld much easier, as heads are easier than imps.
Of course I know. I've cleared out three meteors already. It's just that they were spawning constantly and from all directions. I'm pretty sure it was because of the Blood Moon.
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Re: Terraria - 1.1 released!
« Reply #6712 on: December 06, 2011, 06:19:01 pm »

Anyway, re: chaos elementals. They're really easy to lock down with a sword or spear, and harmless if they can't actually run into you. I find them less annoying than skeleton archers or illuminat bats, honestly, plus they're more mechanically interesting. Which is nice :P
That's fine and dandy on even terrain where you only have to deal with one at a time and no bats anywhere in sight.

 But in caves where you can be on small ledges and cramped spaces and caves surrounding you and they can teleport into you without warning, they are a problem. And what do you mean they can't run into you? They can teleport into you. They can always reach you barring AI silliness.

 I have never had trouble with the skeleton archers. I fear the armored skeletons more for their several-minute armor breaking debuff.
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Repulsion

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Re: Terraria - 1.1 released!
« Reply #6713 on: December 06, 2011, 06:33:01 pm »

What server/s does most everyone hang out on? I've found a few servers... that are hostile post-wall hells, completely unsuitable for me at this moment.
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drakon136

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Re: Terraria - 1.1 released!
« Reply #6714 on: December 06, 2011, 06:34:00 pm »

Code: [Select]
IP: kaelserver.dyndns.org
Port: 7777
I usually go on there. You'll have to PM Kael for the password though.
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Frumple

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Re: Terraria - 1.1 released!
« Reply #6715 on: December 06, 2011, 06:49:57 pm »

But in caves where you can be on small ledges and cramped spaces and caves surrounding you and they can teleport into you without warning, they are a problem. And what do you mean they can't run into you? They can teleport into you. They can always reach you barring AI silliness.

They can't teleport for a short period of time after you hit them, generally long enough to hit them again. You can lock them down and murder them pretty easily that way, so long as you don't knock them off a cliff or somethin'. Pinning them against a wall works very, very, well. They seem relatively light, so it doesn't take much knockback to keep them off of you.

As for small ledges, well. Grapple the ceiling, or up the wall a bit, then stab them with a spear until they stop moving :P Taking to the roof is also a pretty good idea for when you need to thin out the bats before dealing with the elementals. You can also knock 'em back long enough to expand whatever ledge you're on a bit, so you've got enough space for knockback to keep th'buggers off of you.
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Urist Imiknorris

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Re: Terraria - 1.1 released!
« Reply #6716 on: December 06, 2011, 07:21:25 pm »

The bats and chaos elementals are actually the reason why I prefer to use a chainsaw as my main hardmode weapon. Also chainsawing things in half.
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Flying Dice

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Re: Terraria - 1.1 released!
« Reply #6717 on: December 06, 2011, 07:21:46 pm »

But in caves where you can be on small ledges and cramped spaces and caves surrounding you and they can teleport into you without warning, they are a problem. And what do you mean they can't run into you? They can teleport into you. They can always reach you barring AI silliness.

They can't teleport for a short period of time after you hit them, generally long enough to hit them again. You can lock them down and murder them pretty easily that way, so long as you don't knock them off a cliff or somethin'. Pinning them against a wall works very, very, well. They seem relatively light, so it doesn't take much knockback to keep them off of you.

As for small ledges, well. Grapple the ceiling, or up the wall a bit, then stab them with a spear until they stop moving :P Taking to the roof is also a pretty good idea for when you need to thin out the bats before dealing with the elementals. You can also knock 'em back long enough to expand whatever ledge you're on a bit, so you've got enough space for knockback to keep th'buggers off of you.

+1. My usual way to deal with them (well, with everything, now) is to hover over them with wings while flamethrowering them, as the high RoF interrupts teleports, and with wings + spectre boots, you can hover high and long enough that they can't jump to you, while the wonky A.I. basically forces them to sit under you shaking their fists. Incidentally, wings don't actually ruin the fun of the game for me, despite the fact that they're pretty much the sole factor behind success soloing HC mode bosses, mainly because of the potential for dogfighting and dodging, especially with Wyverns, Harpies, laser snails, and skeleton archers.
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Seriyu

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Re: Terraria - 1.1 released!
« Reply #6718 on: December 06, 2011, 07:27:47 pm »

Yeah ,wings are really really fun and if you aren't good at maneuvering you will still get decimated by pretty much anything. As I often do.

JoshuaFH

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Re: Terraria - 1.1 released!
« Reply #6719 on: December 06, 2011, 07:39:43 pm »

The only thing I have a big beef with is, well...

I'm not sure how to describe, but it always seems like my character is being gamed. You know, manipulated into doing a higher power's bidding.

There's something of an emerging story, just from the context of the many events that happen throughout the game. The story that emerges, what I'm trying to get at, is profoundly concerning.

I mean, when you're dropped into the game, you're told nothing at all. Figure it out yourself asshole.

And you do, you figure it out yourself. You figure out that there's a nondescript evil attempting, and failing, to take over the land. That there's something about Shadow Orbs, but their exact purpose is unknown. That a dude in front of a dungeon is cursed for some reason, a dungeon filled with people with useful skills and guarded by an undying army of skeletons and slimes. That the eye of an elder god has a serious fucking beef with you, but only when you actually get strong enough to actually be a threat. That a goblin army is seriously pissed and wants to usurp your land from you, but ONLY after destroying a shadow orb, as if they have some prior investment in it. All the NPC's are kind of egging you on, but they're exact role and motivation in helping you is unclear, and if they're killed, another one takes his/her place no-questions-asked, which I always found amazingly suspicious, almost as if the homeland of these people has a major incentive to keep you supplied and assisted. That the guide, the very first person to actually help you, is tied to the existence of a hellish Eldritch Abomination, and upon whose death, actually strengthens the forces of evil that you were initially thought to be trying to combat. Not only that, but the forces of 'good' that become available... are amazingly ungrateful for your service, and in fact, are incredibly hostile to your existence, which is itself very disconcerting; it's almost as if they either view me as now completely expendable now that I've done my job, or that I'm actually screwing over the forces of good in the long-run and they view me as an enemy for my interference in the grand balance of things.

All this makes it seem like my character is just playing the fool in the larger picture. That he's been sent off to accomplish a task that, while it may offer tangible benefit to him, offers much more amazing abstract benefit to some force or organization controlling everything in the background, who has an incentive to control the forces of good and evil, and have sent you for the express purpose of fucking the established system to forward their mysterious agenda.
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