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Author Topic: Terraria - 1.3 released. Big Patch!  (Read 1319020 times)

Darvi

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Yes it will, I believe. I remember building stuff out of green and it worked.
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Wolf Tengu

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Hmm.

I'm not sure which bacgrounds my dungeons have. It's hammertime!

and spearing time if there aren't any!
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Everybody!

Seriyu

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I heard backgrounds don't matter for room requirements, there just needs to be one. (Maybe it won't allow dirt backgrounds since monsters spawn on it? Iunno.) It's the solid walls that the material matters for. I haven't confirmed this though.

Urist Imiknorris

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It won't allow dirt or dungeon walls. I believe the border tiles don't matter however.

EDIT:
So does anything force the night into a bloodmoon? because lately I've been having bloodmoon after bloodmoon.

1/7 or 1/8 chance, unrestricted by anything.

You don't start getting them until you have six hearts according to the Wiki.
« Last Edit: July 07, 2011, 10:01:10 pm by Urist Imiknorris »
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Neonivek

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Not a big fan of the new Lava Goos

It means I have to redesign my ENTIRE combat bridge in hell since platforms deconstruct when they touch lava.
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Trapezohedron

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Not a big fan of the new Lava Goos

It means I have to redesign my ENTIRE combat bridge in hell since platforms deconstruct when they touch lava.

You also need to add lava drains in your combat bridge too, unless you want your bridge to be flooded with lava. The annoying part is that space in hell isn't really unlimited, so eventually you'll have to redesign that bridge again.
« Last Edit: July 07, 2011, 10:49:51 pm by New Guy »
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Frumple

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Yeah... ruddy lava slimes has got it so even with obs pots, I tend to vine-travel around hell on the ceiling, just to avoid the bloody things. Demons, imps, giant bone serpents, flaming keese bats, none of that's as annoying as something spewing lava around when you kill 'em. Damn slimes.

On the flip side, they're neat little critters and a source of non-glitch infinite lava. It's something, anyway. Bright side!
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breadbocks

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Clearly, cakes are the next form of human evolution.

Neonivek

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I hate digging down to Hell but I think if I beat up Skeletron I could use the Dungeon as a shortcut.
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SirAaronIII

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I hate digging down to Hell but I think if I beat up Skeletron I could use the Dungeon as a shortcut.
Keep in mind the dungeon enemies while you pierce through the colored brick layer. Those things take a long time to destroy (in comparison to other blocks) and there WILL be mobs of enemies harassing you while you do so.

In my opinion, it's easier to just stand in one place and keep digging out the 2 squares beneath you. Water? Who cares? Magma is something to worry about though.
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GlyphGryph

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Dungeon enemies are stopped by building a wall before you dig down :P

But really, best way is to make a hellevator out of a constant stream of dynamite ^_^
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SolarShado

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But really, best way is to make a hellevator out of a constant stream of dynamite ^_^

Expensive and wasteful...

I like it!
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Neonivek

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I hate digging down to Hell but I think if I beat up Skeletron I could use the Dungeon as a shortcut.
Keep in mind the dungeon enemies while you pierce through the colored brick layer. Those things take a long time to destroy (in comparison to other blocks) and there WILL be mobs of enemies harassing you while you do so.

In my opinion, it's easier to just stand in one place and keep digging out the 2 squares beneath you. Water? Who cares? Magma is something to worry about though.

They are kinda wimps... I am not worried about having enough time to dig them out unless there are newer enemies in the dungeon I am not aware of.
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Sean Mirrsen

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Part two of the 1.0.6 update blog has been posted. Highlights include... hell, just about everything.

Quote
    There is now a lock button on the top left of the inventory that disables changing the selected hotbar item with mouse clicks.
    Items sold to NPCs can now be repurchased for the selling price.
    There are now 4 ammo slots in your inventory.
    Life text above the hearts now displays actual life amount.
    Mana is now blue instead of purple, this includes mana potions and combat text. (Health gain text is now green)
    Right clicking accessories and armor now automatically equips them.
    Holding shift while clicking items vendors them if at a shop, or trashes them if not.
    Adding and removing backgrounds has been sped up. In addition the game will automatically fill in 1 tile holes in the wall when placing them.
    Items on the hotbar that require ammo now show how much ammo you have left.
    The multiplayer menu now saves the recent servers that you have connected to.
    The amount of damage given and received now has a 15% variance. Players also now have the ability to do critical strikes for 100% extra damage. The base chance right now is 4%, but this number can be increased with gear.
    There are now status ailments in addition to buffs. A few that have been added so far are Poisoned, On Fire!, Cursed, and Darkness.
    This also applies to most NPCs. Flaming arrows just became a lot more useful...
    The magic system has been greatly improved. Mana regeneration has been replaced with max mana increase on items. The speed that mana regenerates depends on what your maximum mana is, and what percent your mana bar is at. If your mana bar is near empty it will regenerate slower than if it was almost full. This encourages careful mana use, while still allowing the ability to go all out if needed.
    Ranged players are also getting a bit of love in this update. Necro armor now has a set bonus that reduces the amount of ammo used by %20. Melee players shouldn't feel left out either with the improved flail mechanics that are coming their way.
    Probably one of the biggest core changes that you guys will notice with this update is how potions are now handled. A lot of players have mentioned to me that this game takes a huge turn in difficulty around the corruption phase. We've found this mainly to be due to the fact that the player has quite a bit of life and can easily refill half of it every 15 seconds. This seems to make the game feel less about skill and more about gear, as you don't really have to worry too much about taking damage.
    You are probably wondering how you are supposed to get life back now that you can only restore 5 hearts every minute. Life will now automatically regenerate depending on how long it's been since you've been hit. This change doesn't really make the game feel any harder or easier, as much as it just encourages players to avoid taking damage.
    A good example is that the dungeon is no longer something that you can run through in 10 minutes while massacring everything you see. You need to take your time and carefully work your way through it.

I still don't have a time-line for when this patch is going to be out. I am really trying to perfect the current content in the game before I start adding more progression stuff to it.

If I were to comment on things I like, the post would double in length. ;D

Though I can only wonder if "ammo slots" will be in addition to inventory, or will replace the inventory as the ammo source for weapons? I suppose not, since you can still buy with coins from your pack (I think).
« Last Edit: July 08, 2011, 05:23:30 am by Sean Mirrsen »
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Game Two, Discontinued at World 1.

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Darvi

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"Reducing ammo used by 20%"? How exactly? By not decreading the amount of ammo left every fifth shot? Or are we going to have 342.4 bullets in our inventory now?
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