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Author Topic: Terraria - 1.3 released. Big Patch!  (Read 1318769 times)

Wolf Tengu

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mmm-hmm.

Don't you hate it when you don't remember which of your worlds is which?

Edit: Uhh, I'm sure they're immune, but I'm just checking, does lava kill meteor heads?
« Last Edit: July 11, 2011, 11:03:12 am by Wolf Tengu »
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Neonivek

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They're not so bad if you don't kill them. They're pretty weak for hell enemies, and the major danger is lava, so if you don't kill them, welp. Although I do like how they eat through wooden platforms when you do kill them.

I had to construct a combat platform specifically made so I wouldn't have to kill them but doing so was an option.
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0x517A5D

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Edit: Uhh, I'm sure they're immune, but I'm just checking, does lava kill meteor heads?
You're thinking of using the artificial meteor biome exploit entirely legitimate technique to mine hell?

Dunno.  I assume they're immune, but lava pools are not a problem if you can prepare the playground.  Sand is overpowered.

Anyway, I did something that I've not seen mentioned anywhere else.  I just dug down a fair distance into hell, made several stacks of stone background walls, and filled in every room of my mine.  It worked, nothing spawns unless I'm webswinging along the roof of my top-most rooms, which makes the area above the lava sea visible.
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nenjin

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Big ol' dev post.

In a nutshell, game is going to get a lot tougher, mainly revolving around health pot use. Health regens quickly after you've not been hit for a while, or not at all if you've been hit repeatedly over time. I.e., bosses will now be a nightmare once again, because you can't pot through the damage. Bosses will go bye-bye if you die, so no more dying and returning to spawn to finish the fight.

Weapons will be getting all their own damage types, and monsters will have damage type resistances. So expect guys that are strong to slashing attacks, weak to magic, ect.....

Basically, the game is going to start looking a lot more like an RPG and less like a sandbox with RPG-esqe features.

In their words (paraphrasing) "To players with high level characters, we highly recommend you restart to re-experience the game which should be more gratifying than your first play through."

Chests in the dungeon will now be locked with keys, meaning your progression through the dungeon will be much slower, much more dangerous and much closer an actual exploration instead of a high-speed smash and grab.

They were tempted to call this patch 1.1, but they're going to save that designation for an updated with lots of monsters, biomes and items. 1.06 is going to consistently mainly of a huge rebalancing of the game in preparation for all the change that will be coming later.

http://www.terrariaonline.com/threads/my-impressions-on-1-0-6.41725/

Spoiler: Text wall ala Blue (click to show/hide)
« Last Edit: July 11, 2011, 05:29:52 pm by nenjin »
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quinnr

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But...the whole reason I like Terraria is it's sandboxyness.

I think they need difficulty level options, sorta like Minecraft has.
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Soulwynd

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I didn't see any mention of removing sandboxness from the game. o.o
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Twi

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I didn't see any mention of removing sandboxness from the game. o.o

As some would say, duh. Silly Quinnr. Although having difficulty level options would be good, yes.

But besides that. Removing that lava from lava slimes was good, but they still need something. Like setting you on fire. Or exploding. >:3

At this moment, I'm particularly looking forward to be able to use mechanisms whenever they come around (don't remember if they're in this update or not). I like making contraptions, in Minecraft, Dwarf Fortress, pretty much wherever I can. I can deal with higher difficulty levels, but I would like more inventory space, especially on the hotbar (or whatever you want to call it), if we're adding more weapon types and stuff. Adding more weapon types is cool, but my hotbar barely has enough space as is.

...There's my random rant. Any questions? =P
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Jar of Jam

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The big question is what is the ETA on that update ?
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nenjin

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Yeah, I said what it's going to look like, not that anything is being subtracted.

For me, the game was more of a sandbox than anything because you could blow through all the enemies, bosses and biomes in about 5 hours. Then all that's left is a ton of sandboxness and getting loot which is largely redundant. 

Now there's going to more (and presumably more in the future after this) RPG mechanics to latch on to, that will slow down game play and make for a better RPG experience.....sitting in the middle of a giant sandbox. For the people that don't enjoy building or any of that, there's going to be more of a game to play than before.

This to me signals that things like biomes are going to be more thoughtfully designed in the future. There's this wall of suspension of disbelief in Terraria for me....when no matter how hard I try, I can't see the dungeon as anything else except bricks stacked in a particular order. So I'm hoping these changes mean the game in general is going to turn out some content that in the end doesn't feel quite so generic. Part 1 of that is making it a lot less spammy in how you approach things.

Quote
The big question is what is the ETA on that update ?

Given the pace of updates until 1.05, I think they're using some of that credibility to work on a patch for a while. I'm guessing it'll be at least another week or two on this, at a minimum.
« Last Edit: July 11, 2011, 07:23:34 pm by nenjin »
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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.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

kilakan

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so uh I got this game the other day thanks to a really nice guy in DFC chat.  But um, do we have any sort of server or something?

Also how the heck do you get NPC's to move in, does it have to be on ground level cause i've built a sky-town and no one is showing up.
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Dermonster

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Kaels server is pretty good.

Well, not lately, but that's just because of new patch/new world fatigue.
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Shadowlord

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Chests in the dungeon will now be locked with keys, meaning your progression through the dungeon will be much slower, much more dangerous and much closer an actual exploration instead of a high-speed smash and grab.

Unless we also have the option to (a) pick the lock, (b) open the lock with magic, or (c) bash the lock and potentially damage something inside the chest, depending on our character, I would be rather disappointed at having locked chests with keys that you have to hunt for to open them.

I think adding more grind is a step backwards.
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nenjin

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Because Legend of Zelda totally was not fun without all three of those things.

I don't consider it a step backwards from open chests and literally no longer than a 10 minute stay in the dungeon. Would I mind those features? No. But they don't really seem to fit a game with zero stats or any of that other RPG stuff. Magic and chest bashing might make sense, but picking locks? A single item you craft once and then never worry about locked things again? That doesn't sound like a step forward, just another version of the grind you don't want. Go farm 50 gold bars and 50 silver bars and 10 diamonds for your lock pick. It's the same difference. If keys drop from multiple enemies and end up being used in multiple places in game, it's a step forward in my book.
« Last Edit: July 11, 2011, 08:55:11 pm by nenjin »
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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.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Sean Mirrsen

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Well, Spelunky lost nothing from having locked chests - and remember that it's a game where you can only hold ONE key, and it prevents using ranged weapons. If locked gold chests will be an upgrade to common gold chests, I think it'll be great. Right now all gold chests do is look differently and hold better items. If gold chests will have a chance of being locked, these locked chests can have even better items in them, because you'll have to be crafting or finding keys to open them.

Actually, I wouldn't mind seeing all kinds of chests, with keys you have to craft rather than collect. Wooden, Copper, Iron, Silver, Gold. Wooden chests would be always open, and all others have progressively greater chances of starting out locked. Each locked chest would require a key, which could be crafted from a few bars of a matching metal, and a couple of gems of a corresponding rareness - amethysts for copper keys, emeralds for iron, rubies for silver, diamonds for gold. You could probably craft locks in the same way, and using a lock on a matching chest would lock it. It'd give a few good possibilities for adventure map crafters, I think.
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Frumple

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Metroid style, baby. Loot: The Chests Strike Back. Mimics, assault doors, etc. Stick a violent skeletron arm onto your front door. Chain harpies to your windows. Everything can be improved with VIOLENCE!

Seriously, though, attack chests. Terraria needs them. Try to open one without the key and they try to bite off your arm. Basically disarm-able mini-bosses.
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