17786138067
Terrarian
This is great.Will it be updated in the future? Sorry, my English is not good.
The Abyss is just unique in it's own mechanics. You lose your oxygen faster due to water pressure. That's logical. And it's a reference to Subnautica. The thing is: You just don't want to build the proper diving gear. Which is up to you, of course. But the opportunity to properly explore it and to defeat the enemies inside it is given to you. You can even cheese the Abyss by making yourself a few breathing gaps. There is no problem with this mechanic.Piss Ocean
Well, we've got the Piss Ocean. That's big; it's a big player-killing waste of time except for two items [...] the Piss Ocean has its own special tryhard mechanics that cause the player to lose breath anyway.
The Piss Ocean also contains notable enemies such as the Mauler Shark and the Scourge, both of which appear pre-hardmode and can be killed pre-hardmode, but don't offer rewards until hardmode. [...] Why does this enemy, which appears at the very start of the game, not drop anything useful until I'm fighting DoG?
100% agree to that, rather than the practically unkillable worm miniboss that lives in there.Like a boss. A proper boss.
To build the proper diving gear, you have to fight enemies in the Abyss and search through the chests there, meaning you have to explore the Abyss so that you can build the gear that lets you safely explore the Abyss. By the time you have all the materials needed to make the gear, you've already stripped the place bare of its value. You have the siren pet and the teardrop and you don't need to go back down there.You just don't want to build the proper diving gear.
I don't get that impression. It's more like Fabsol feels greater attachment to aspects of the mod he feels ownership of. He didn't want to make a separate Subnautica mod because it's a weak concept for Terraria and wouldn't perform well independently, but he wont't cut it from Calamity because it's his. Same for Planetoids. Instead he cuts Dokoro because Fabsol doesn't feel that same sense of ownership towards Dokoro's work. Which is unfortunate because Dokoro's music is a better part of the mod than Planetoids and Subnautica.Fabsol is greatful, unlike you.
In terms of trusting Fabsol, there's not really any reason to going by track record alone. The mod is bloating to the point of being a logistical problem. It's too large for tmodder and starting to use too much memory for a 32 bit program. If you really examine what's been added over the years, Calmity has been finished and over with for a long time. The bosses, all the way up to Calamitas, have been in the mod for a long time, and while the post-Moonlord bosses have been rebalanced, it's been mostly just to make them more tedious.
So what's been added that's worth noting?
Piss Ocean
Well, we've got the Piss Ocean. That's big; it's a big player-killing waste of time except for two items - the teardrop that controls weather and the siren light pet. The weapons in the Piss Ocean get replaced shortly after the Wall of Flesh is defeated, and many of those weapons aren't specifically amazing against the Wall of Flesh either. They're in the upper tier of pre-hardmode, but they're also randomly generated and thus not worth thinking about if you don't plan to hop to different world gens to find them. Additionally, it's obnoxious because although Calamity adds some water accessories which might validate the biome, the Piss Ocean has its own special tryhard mechanics that cause the player to lose breath anyway.
The Piss Ocean also contains notable enemies such as the Mauler Shark and the Scourge, both of which appear pre-hardmode and can be killed pre-hardmode, but don't offer rewards until hardmode. The Mauler Shark, which is more powerful than most bosses, doesn't even drop an item until after Polterghast, which is so late as to be inconsequential. Why does this enemy, which appears at the very start of the game, not drop anything useful until I'm fighting DoG? The whole biome just feels like this - an inconsistent series of nonsensical choices, and we were just barely fortunate enough to get anything useful out of it. It could be made into a separate mod, but if it weren't bundled with Calamity I doubt many players would feel it adds a lot to the experience. The Piss Ocean is an excellent candidate to remove bloat.
Sky Clutter
Planetoids, a recent addition, also add nothing of any real value. Mostly acting as convenient redundancies, Planetoids offer easy mushroom biomes and queen bee larvae. Personally, I find that over the span of the game, I usually run into a natural mushroom biome anyway, and you don't really need a mushroom biome until you need Truffle. As for the Queen Bee, exploring and searching for things is part of Terraria, and if you find even a single hive you'll have enough resources to construct and Abeemination. You really don't need to extend the sky and clutter it up with land masses for that.
I thought maybe something would come of the Sky Clutter, but like the Piss Ocean, there's not really anything of value to justify the extra file size. Actually it offers less than the Piss Ocean.
Calamity Biome
It's been in the mod for a long time, but like a lot of things in Calamity, it's just "[x], but TRYING HARDER". It's really just the Underworld, but more tryhard. It's a small biome, there's nothing consequential in it except for some ore which can be skipped. You summon an optional boss there, which I used to like fighting until the addition of the Brimlings. Now that the Brimstone Elemental has little sidekicks that get in the way, I just ignore it. It's not like she drops anything I want until post-Moonlord anyway. Honestly, you could cut the whole Calamity biome and use the Underworld as it is. If you feel it needs hardmore ore, then propagate the ore in the Underworld.
"Lore"
Goodness, how embarrassing. Was this really necessary? And did everything, even the deserts need to be connected directly to Calamity's NPCs? I neither need nor want speculation for things like "Cthulhu's Eye" because by being related to that eldritch horror it's implied to be beyond my understanding in the first place. It's just a Thing That Cannot Be. But then we have these little blurbs that make it feel like you have a hard time accepting your bosses are meant to be defeated. Adding text to make it clear that the only reason we beat Cryogen is "because he got weak" feels, again, like TRYING HARDER. Like we beat this boss, so now the mod tries really hard to convince us that the boss is totally way bigger and badder than the experience would imply.
Rogue Class
Is it necessary? "Just trust me guys". I mean, eh. Okay. It's not that I trust you - because I don't - it's that it's your mod and you'll do with it whatever you do. You don't need my trust and if you were overly concerned with player sentiment I'm sure you'd have waited until you had something to show. There are other mods that make use of the "throwing" class and you're breaking compatibility, but you already knew that, and I suspect "Rogue" is going to be "Throwing, but TRYING HARDER".
Post-Moonlord Bosses
And finally, not something you can cut, but something that's being changed every new iteration of the mod. Not really to make them more fun or more balanced, but to TRY HARDER. DoG can turn invulnerable, Dragon Fishron recovers his health and forces you to fight him twice. Calamitas gets a cage and then vomits up a bunch of random projectiles into it - something which a lot of the post-Moonlord bosses do.
There's all this talk of adding in even stronger bosses, like Yharim, but it's not a wonder it hasn't happened yet if DoG and Calamitas indicate what their fights would be like. I usually don't bother fighting Calamitas in new games. I often find myself stopping before DoG because DoG is a long, boring battle with regular periods of boss invulnerability and very little ahead of it that I want to experience. Whatever comes beyond Calamitas must be TRYING HARDER than DoG, Yharon, and Calamitas, and it's got to suck. I can only imagine the frustration of trying to make the Calamity boss to end all Calamity bosses, but being gridlocked by escalating projectile spam, cheesy tricks to hinder the player, and by one-upsmanship with yourself.
Your Success is Based on Terraria
At the end of the day, I think maybe you've gotten turned around and you think Calamity is the most popular mod because of how amazing Calamity is, but in reality people play it because it adds more Terraria than most other mods. There's more weapons, more ores, and more bosses. Once you're done with the Moonlord, you go on a little longer. That's all people want, that's all people are looking for. New biomes would be nice if they were implemented properly and added to the progression of Terraria, but none of this stuff does that. Imagine if the Abyss were a post-moonlord biome that didn't need a super special suit to do anything in, and it was a place where you summoned a logical, well-built boss as part of the game's progression - and I don't mean yet another worm that drops equipment you may as well skip.
Maybe instead of focusing on trying to rebalance and reprogram Terraria, you should continue along the lines of adding more of the same Terraria experience to Terraria. Expand on the game as it is rather than trying to expand on Fabsol. Because as it is, your Fabsol expansions are making Terraria less convenient to play with friends, and you're making it harder for other mods to play along as well.
As much as I love this mod, I'm gonna have to go against one of these "vanilla changes".
Namely, this change:
Life-steal cooldown - Admittedly this would've been a good balance change if this nerf wasn't so harsh. I get it, the Vampire Knives are overpowered, but almost completely stripping it and almost all of the other weapons that heal you of their life-stealing capabilities is a bit much. Life-stealing support weapons feel like any ordinary weapon now. I'll only heal about 20 hp before the cooldown starts which seemingly lasts minutes. This applies to armor and accessories, too. So what about the Spectre armor? Isn't that armor's purpose entirely based on life-stealing, with the cost of a huge downgrade in damage? What if we remove the cooldown and hard-cap the max life you can steal from an enemy based on a weapons strength. Say, a maximum of 3 hp can be recovered with the Vampire Knives regardless of damage being done, and the Empyrean Knives can only recover a maximum of... 30 hp?
If you're not up to changing this, can we please get a command to disable the cooldown, or preferably all of the vanilla changes?
Thank you for taking the time to read this, and I'm sorry if I seem selfish, as this may seem like a personal issue.
Keep thinking that, I can't stop you. But I'm going to reiterate once more because I'm just... kind of done with dealing with you? There's no point in arguing with someone too thick to take in logic and reasoning over salt and fury.
Nobody got cut and the side mod that contains Dokuro's music is being directly promoted by the mod creators. You can find out yourself by going to the Calamity Discord and either asking Fabsol about it, or scrolling through the "announcements" channel, found conveniently under the "Announcements" tab.
Nobody's getting the short end of the stick here, no matter how pissed you are about the mod not being what you want it to be. Again, If you don't like the mod, then stop ing playing it. Fabsol isn't going to change his mind on his decisions over the rage of a single person who doesn't like what this mod has to offer.
Go outside and do something else with your life. If you've got a response, I don't really care, I don't intend on responding.
I am having this issue, where when I rub my nipples clockwise, it makes me tingly, but if I rub them counterclockwise, I get tired. Anyone else have this issue?
All the respect I can give, you just earned it right now with that statement.Some people fail to understand why I still have my team and why most people haven't left me, it's because I CARE and I don't give them a bull story/lie when I'm feeling down, depressed, or upset. I am REAL with them.
You could balance lifesteal by saying as example "You can only heal up to 5% of your maximum health per second" - As an example. That would be 25 health with 500 total health. This would reward tankier builds. Especially those that focus on health. And no matter your maximum health, it would always take a flat 20 seconds to max out your health again. It of course would be more insane with much hier health, but I guess this is easily compensated by the fact that you have less other accessories or stuff.
It's my personal thought at least.
Hello @The Senate, as you’re new here you may not realize that these forums are PG-13, and your comment isn’t appropriate for this site, along with the fact that it has nothing to do with the topic. If you decide to post again, please keep this in mind going forward. You can read more here: Terrarian Community Rules & Culture - PLEASE READI am having this issue, where when I rub my nipples clockwise, it makes me tingly, but if I rub them counterclockwise, I get tired. Anyone else have this issue?
I'm aware you've probably heard exactly my criticisms from other sources already. I was also expecting exactly this kind of flippant response - your personality does read from the mod.I feel you are wrong in pretty much every aspect of this post.
That would actually be an excellent idea. I would suggest something like "Vampire Core" which you can craft out of... I dunno... blood themed stuff. Which increases the healing you can receive before the cooldown sets in by 25%. Or perhaps give things like blood orange this ability as well to permanently increase the healing you can receive.I think something that we be beneficial would be accessories that decrease this limits as well, but shouldn't be combinable in the long run into multi-purpose accessories to force players to pick this over the "meta" loadouts.
I think that's because of the Steam cloud saving. I'd recommend deactivating it.I’m in need of some assistance for my worlds. The only Mod I have installed in Calamity, and I have reloaded the mod to attempt to troubleshoot. The worlds are fine up until I hit Hardmode, when it spawns the new Biome for the Astral Infection. In my first world, the biome loaded fine until I logged on one day and the entire area was gone. Now, in my current world, killing the WoF seems to have removed the Abyss from my game altogether, just cutting it straight from the map. It’s really agonizing because I just wanna play the game. Is there any way I can prevent this from happening?
The most important reason is not known, as Fab wants to keep it secret until the time comes. Though one of the reasons that is actually known is that "throwing code is ugly, rogue isn't". 1.4.2.002 will be an expansion for this class, adding new effects, weapons and other stuff.Why was thrower changed to rogue? It doesn't make sense to me, because now I can't use throwing weapons from Calamity and other mods at once, because thrown and rogue damage is a different thing.
Well, I'm hoping it turns out well. Although it really sucks in the current state, because I either use throwing weapons from all other mods or rogue weapons from Calamity, due to them benefitting from different damage type. I guess, unfortunately, for now I'll have to stick to thrown weapons, because there is just more variety in both equipment and weaponry.I think that's because of the Steam cloud saving. I'd recommend deactivating it.
The most important reason is not known, as Fab wants to keep it secret until the time comes. Though one of the reasons that is actually known is that "throwing code is ugly, rogue isn't". 1.4.2.003 will be an expansion for this class, adding new effects, weapons and other stuff.
Personally I trust Fabsol's decisions and I know there is always a good reason behind each thing he does. And, like pretty much everything, he works with trial and error. If something is added and he ends up not liking it (because reasons), he'll change it or remove it. For example, Yharon's illusions, Halibut Cannon, Legendary Weapons, etc.
I'm aware you've probably heard exactly my criticisms from other sources already. I was also expecting exactly this kind of flippant response - your personality does read from the mod.
But a man surrounded by sycophants is a hopeless person. You have approached and then passed the practical limits of one mod. At some point, you'll have to ask not how to improve the mod by adding to it, but by asking how to improve by taking away.