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Author Topic: Terraria - 1.3 released. Big Patch!  (Read 1321380 times)

Darvi

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Re: Terraria - 1.1 released!
« Reply #6810 on: December 07, 2011, 07:16:01 pm »

The only problem with that theory being that the hallow doesn't actually destroy the corruption... at all. In fact, the corruption mobs are the only ones capable of overriding their opposed biome. All the hallow can do is consume the previously unspoiled terrain, then sidle up to the corruption and sit there, waving happily.
Ah, but it has the ability to manipulate the player to do its bidding. See, it's much more wily than the corruption.
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nenjin

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Re: Terraria - 1.1 released!
« Reply #6811 on: December 07, 2011, 07:29:33 pm »

Yes, laser snails and their effect on players are ever so subtle :P

And totally random thought: players should be able to get corrupted. Sort of like a Resident Evil type virus thing, where if they go long enough they "die" and an enemy NPC copy of the player starts running around...with their gear :P
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dragnar

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Re: Terraria - 1.1 released!
« Reply #6812 on: December 07, 2011, 08:12:56 pm »

Eh. Corruption consumes, Hallowed grows. Hallowed is like....primordial fey magic. It doesn't have a good/evil axis. It just is. Kind of like you fuck with the faeries of old at your own risk. They may help you or they may make you their bitch. Compared to Corruption which is just pure, destructive evil.
Hmm... So, Hallow is Seelie, Corruption is Unseelie. Both will do horrible things to you, but at least the Hallow will leave you alone if you avoid it.
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nenjin

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Re: Terraria - 1.1 released!
« Reply #6813 on: December 07, 2011, 08:16:03 pm »

Yeah, if the Unseelie were about decomposing flesh and eyeballs. It's primordial stuff, rather than higher concepts of good and evil. Both are forces of nature rather than sentient things with goals.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Duke 2.0

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Re: Terraria - 1.1 released!
« Reply #6814 on: December 07, 2011, 09:23:29 pm »

And totally random thought: players should be able to get corrupted. Sort of like a Resident Evil type virus thing, where if they go long enough they "die" and an enemy NPC copy of the player starts running around...with their gear :P
That would make the Hardcore modes more interesting sure.
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SirAaronIII

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Re: Terraria - 1.1 released!
« Reply #6815 on: December 07, 2011, 09:46:30 pm »

How would it be cured? It might give the Nurse some use again. Maybe bring her some purification powder and holy water or something and she'll magically heal you. That sounds like a good idea.
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nenjin

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Re: Terraria - 1.1 released!
« Reply #6816 on: December 07, 2011, 09:53:50 pm »

Heart crystals, anyone? Still be waiting on the mythical "secondary use" they've talked about.

The nurse wouldn't be bad. They could make the visual effect subtle, like your skin tone starts to change early on, and in the final stages you're emitting corruption sparklies. Since everyone is running around completely cover half the time anyways.
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When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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How will I cheese now assholes?
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Flying Dice

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Re: Terraria - 1.1 released!
« Reply #6817 on: December 07, 2011, 10:42:37 pm »

Heart crystals, anyone? Still be waiting on the mythical "secondary use" they've talked about.

I'd suggest some sort of Hallowed-tier item crafted with, say, 100 heart crystals, 40 souls of might, and 40 souls of light. It'd be a magical item that costs, say, 200 mana and consumes a fallen star with each use, but heals you for 200 health, and only has a 15 second cooldown.


Or, if that is too overpowered, perhaps they could be crafted into module slots (25 crystals per slot?) that could be fixed to armor and weapons (permanently) and which would grant a randomized buff, including ones different from those currently available, such as decreasing the time for mana to start to regen from 0, adding 20 points of some sort of recharging magical shield over your health that can't be healed with potions and isn't affected by damaging debuffs like fire. These buffs and debuffs (around ~5% chance of getting a debuff) wouldn't be affected by reforging, and would cost, say, 20 gold to destroy.

Of course, all hard numbers are just rough estimates of appropriate levels.
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SirAaronIII

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Re: Terraria - 1.1 released!
« Reply #6818 on: December 08, 2011, 12:46:53 am »

Is cobalt supposed to be MUCH more common than the other two new ores? Also I think I got in over my head; hard mode is waaay too hard for me. Maybe I'm just doing it wrong but it feels MUCH more difficult than before. So I'm starting a new character, and nuking corruption this time. Sure, it won't stop the new corruption from forming, but it'll give me less to worry about.
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Urist Imiknorris

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Re: Terraria - 1.1 released!
« Reply #6819 on: December 08, 2011, 12:47:57 am »

If you're melee, go ranged. If you're ranged, go really long range.
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SirAaronIII

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Re: Terraria - 1.1 released!
« Reply #6820 on: December 08, 2011, 12:57:08 am »

Does magic count as ranged?
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Flying Dice

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Re: Terraria - 1.1 released!
« Reply #6821 on: December 08, 2011, 01:03:49 am »

Does magic count as ranged?

Not in hardmode. Minishark or Starcannon for your first Destroyer kill, and then ride the Megashark w/ cursed bullets + flamethrower train all the way to a full set of Hallowed gear. Ye gods, I wouldn't even want to think about taking on the hardmode bosses solo even with top-tier magic, much less melee.

Is cobalt supposed to be MUCH more common than the other two new ores?

I haven't found it to be so. I tend to run into all three in roughly the same amounts, which I think is the intent. Adamantite is a bit less common, but still incredibly easy to find with spelunker pots + dynamite. I'd guess they're present at about the same proportions as copper/iron, silver, and gold.
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SirAaronIII

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Re: Terraria - 1.1 released!
« Reply #6822 on: December 08, 2011, 01:11:56 am »

Okay, thanks. Most of the enemies have so high defense that a minishark with meteor shots can barely do anything, so would a phoenix blaster work?

On cobalt, I think I just got unlucky when digging down. I saw a couple pockets of around 50 cobalt ore each and only one vein cluster thing of mythril with 10.
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Frumple

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Re: Terraria - 1.1 released!
« Reply #6823 on: December 08, 2011, 01:19:16 am »

Minishark was pretty crappy even against the wall, but you might get by with cursed or crystal ammo, both of which are pretty easy to make. Blaster wasn't much better, when I gave a shot at it. Flamarang+autoclicker out damaged either of them :-\

If you're going non-magic ranged to take down your first hardmode boss, you'll probably want to grind the wall until you get the clockwork AR, or go with an adamant repeater and either hellfire or unholy arrows. Maybe holy arrows, but I haven't been arsed to actually make those and see how well they do, heh.
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Trapezohedron

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Re: Terraria - 1.1 released!
« Reply #6824 on: December 08, 2011, 01:23:35 am »

About the ores, Cobalt appears near the surface, but in the caverns, aka 0ft underground and below. Mythril appears slightly above the lava transition, but it's really in between the adamantite and cobalt layers. Adamantite is found near hell, and assuming you have full cobalt equips, it should be much easier to acquire than mythril, where the armored and arrow skeletons mass spawn. You can skim through hell, just below the cavern lava layer to stay safe and avoid incredible amounts of damage (firebats are very weak once you're wearing cobalt), while scanning for adamantite.

I recommend going Leeroy Jenkins on the corruption, and start smashing altars like crazy until you've broken all the easily accessible altars. If you're on a reasonably large world, and you break every single altar you can find, you'll find Cobalt is as common as iron itself, or even much more common than iron if you broke a lot.

If you've got reasonably tough equipment, you should farm WoF for some accessories and weapons. One of the must haves from the WoF is the Clockwork Assault Rifle. It should easily outdo your minishark, while consuming only one ammo per burst (one burst = three shots). It should help you traverse hardmode.

Finally, if you're going to solo all the bosses, you'll need a full set of Adamantite equipment, take the melee-oriented helmet for it's massive defense boost, and get a ton of buff potions. The bosses are incredibly difficult, and you'll most likely die so many times, you're going to farm for souls to make the items required to summon the bosses again.

If you have plenty of Heart Statues, you can wire them up to pressure plates and forget about healing yourself with potions again.
« Last Edit: December 08, 2011, 01:29:18 am by New Guy »
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