A Road Well Traveled - Terraria: Journey's End Launches on Xbox & PlayStation!

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Yeah, ok. Exploring Touchpad re-enabling as well.
With pinch zoom returning?
This is by design, after years of complaints about accidental deletions. Its two presses now, there really isn't a great way around the catch-22 here.
I get it, but I'm still half-convinced that people dropped them while in build mode, due to a full inventory. It happened to me more times than I'd like to admit.
Is this impacted by tooltip fade settings? I honestly cannot recall - but that's a thing you can adjust.
I'll check and let you know. If so, could they be two separate options somehow? Speaking of tooltips, is there an option for having the tool-tip below the item, rather than on the right? It's hiding all of the inventory, and if the fade out is too quick, I don't have time to read it if needed.
...and we got savaged for years for "just slapping PC on consoles".
It was a drastic change, I'll agree, and I'm lucky enough to be playing on a 55" TV (it was only when I bought the TV that I realised wraiths had two eyes, not a red line). But, it was an important step on the road to parity with PC. I think a huge help would be to add the option for a PC-type of equipment menu (vertical), and to have the option for a right-click equivalent across the board (as L2 was in 1.3), so that we can equip from chest, switch armour from vanity slots to main and back etc..
the insane steps to cancel a buff on 1.3 console
It was quite easy: △, R1, ↑, X and select. It took about 2 seconds. Don't get me wrong, this new system is clever, and better suited to smaller screens, but the 1.3 version was just as easy.
was monkeyed around with in ways that differed from PC
Aren't there four options on PC? I can't remember what they are though.

I've found another couple of issues too:
  • When moving then stopping, the smart cursor takes a few second to drift back to the player, rather than snapping back instantly. This is very annoying when near an area with multiple chests or a teleporter hub, as you keep interacting with the wrong switches/chests etc..
  • Shopping with the painter during a Christmas event crashes the game.
  • Items can't be equipped from chests, or even from the main inventory while a chest is open
  • When in multiplayer, passing items to friends (guests) has a slight delay, meaning that the host picks the items again, unless they run away very quickly
  • There's no "Enter" key on the keyboard when writing signs (next to the "done" button on PS4)
On the plus side, DR have done a great job implementing the journey settings. I had a playthrough in mutlplayer last night and it's all very intuitive. One request I do have is for the same category tabs as PC in the duplication menus, as it's still a little cluttered.

Also, would it be possible to add a fourth, very large size option for the crafting/duplication/research window, with more space horizontally?
 
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Terraria has the auto-tool option that requires you to hold your joystick pressed. Do not do this, after doing this for a while, my (PS5) controller which never had problems now gets drift. I also remapped it to up on the d-pad.

Pressing them once like a button is fine, but I think holding them down causes unnecessary stress.
 
When moving then stopping, the smart cursor takes a few second to drift back to the player, rather than snapping back instantly. This is very annoying when near an area with multiple chests or a teleporter hub, as you keep interacting with the wrong switches/chests etc..
I agree, this is pretty annoying as I also keep going to the wrong chest while using smart cursor.
Is the Princess out on console? I'm genuinely confused as to why I haven't gotten her yet
The princess is content from 1.4.1 while console is currently in 1.4.0.5 so we don't have the princess yet
 
The whole thing about so many control options is a double edged sword. Yes there’s so many options for binding controls, but also, jesus there’s so many options for binding controls. It feels like there’s almost too many controls to keep in mind at times. Having so many options has basically made it impossible to simplify it to make it easier for high stress situations. Not to mention how many times the dual bindings with bumpers have, at least for me, messed me up due to switching my items without my intention to do so. Yeah, all the new control bindings is cool, but it’s not entirely a good thing either.

You know that you are not REQUIRED to use any of those extra controls right? ;) You can always turn them off... or just not press those specific buttons. I get the point on the dual bind grapple/interact and Red's Pick (stay tuned for more on that this week) - but just in general, you can still use what is essentially the exact same approach (admittedly minus the dpad hotbar and dsnap for now) if you so choose.

Personally, I cannot go back to the "gamepad as mouse" approach after having a fully fleshed out experience that allows a lot of the bells and whistles that gamepad has been missing out on for years. That said, YMMV, of course.

Ps4 constantly blue screens whenever we use pylons or whenever we die too many times the game will crash then PS4 hard crashes fully reset required happening only in multiplayer the host of the world is unaffected

Please report this in the Bug Report section so that it is not missed (button in the OP).

Will console Terraria be getting the 10th anniversary seed with desktop later on?

Yes, 1.4.X content will come later on - after Switch JE is out.
It was quite easy: △, R1, ↑, X and select. It took about 2 seconds. Don't get me wrong, this new system is clever, and better suited to smaller screens, but the 1.3 version was just as easy.

All I can say is that many, many others would disagree with your assessment of having to go into inventory, then tabbing over to another section of the inventory, and then navigating with stick to do a simple function. I heard the complaint over and over and over - one of many examples of "gamepad as mouse" or "slapped PC on console" that folks would cite. Again, everyone's mileage can and will vary here. The point being that there will never be one solution that everyone will say "that's the one" - so having options and choices is the best way.

Aren't there four options on PC? I can't remember what they are though.

I've found another couple of issues too:
  • When moving then stopping, the smart cursor takes a few second to drift back to the player, rather than snapping back instantly. This is very annoying when near an area with multiple chests or a teleporter hub, as you keep interacting with the wrong switches/chests etc..
  • Shopping with the painter during a Christmas event crashes the game.
  • Items can't be equipped from chests, or even from the main inventory while a chest is open
  • When in multiplayer, passing items to friends (guests) has a slight delay, meaning that the host picks the items again, unless they run away very quickly
  • There's no "Enter" key on the keyboard when writing signs (next to the "done" button on PS4)
On the plus side, DR have done a great job implementing the journey settings. I had a playthrough in mutlplayer last night and it's all very intuitive. One request I do have is for the same category tabs as PC in the duplication menus, as it's still a little cluttered.

Also, would it be possible to add a fourth, very large size option for the crafting/duplication/research window, with more space horizontally?

There are 4, but the one by far most commonly used is Red's Pick - especially since it is the one available on Console 1.3, etc. Even with that, the mapping options remain quite limited and force those same choices of "which features would you like to have or not have". Not criticizing PC of course :) just pointing out the rationale.

Have you filed all of these issues in the bug report section? Happy to point these out to DR, but things in random posts in threads risk getting lost long term.

UI changes will be a much longer-term thing vs bug fixes and the like. That said, noting down the ideas for later.
 
gamepad as mouse
I'm not familiar with that one.
so having options and choices is the best way
What we have now for the buffs is just as quick, I was just pointing out how easy some found it.
There are 4, but the one by far most commonly used is Red's Pick
Sorry, I was talking about the colour options (colour, trippy etc.)
Happy to point these out to DR, but things in random posts in threads risk getting lost long term
Is the bug report system the same as with 1.3? That was a ball-ache to fill out for every single bug, as it asks for details that I'm not sure about like serial numbers (I think, it was a while ago) etc. I understand using it for one specific bug, but when there's a list (still much shorter than with PW) it's much less hassle to do it on here.
 
I'm not familiar with that one.

Meaning that you are using the stick to manually move the cursor/selection around and pressing a button to activate. As opposed to a hotkey-direct press.

Sorry, I was talking about the colour options (colour, trippy etc.)

Yes, there are 4 lighting choices on PC. This is the first time that I recall that we have provided any choices on Console.

Is the bug report system the same as with 1.3? That was a ball-ache to fill out for every single bug, as it asks for details that I'm not sure about like serial numbers (I think, it was a while ago) etc. I understand using it for one specific bug, but when there's a list (still much shorter than with PW) it's much less hassle to do it on here.

No, we are using the forums for this. DR finds it far more conducive to keeping track and allowing for dialogue/follow-up queries and investigation. The button leads there.
 
You know that you are not REQUIRED to use any of those extra controls right? ;) You can always turn them off... or just not press those specific buttons. I get the point on the dual bind grapple/interact and Red's Pick (stay tuned for more on that this week) - but just in general, you can still use what is essentially the exact same approach (admittedly minus the dpad hotbar and dsnap for now) if you so choose.

Personally, I cannot go back to the "gamepad as mouse" approach after having a fully fleshed out experience that allows a lot of the bells and whistles that gamepad has been missing out on for years. That said, YMMV, of course.



Please report this in the Bug Report section so that it is not missed (button in the OP).



Yes, 1.4.X content will come later on - after Switch JE is out.


All I can say is that many, many others would disagree with your assessment of having to go into inventory, then tabbing over to another section of the inventory, and then navigating with stick to do a simple function. I heard the complaint over and over and over - one of many examples of "gamepad as mouse" or "slapped PC on console" that folks would cite. Again, everyone's mileage can and will vary here. The point being that there will never be one solution that everyone will say "that's the one" - so having options and choices is the best way.



There are 4, but the one by far most commonly used is Red's Pick - especially since it is the one available on Console 1.3, etc. Even with that, the mapping options remain quite limited and force those same choices of "which features would you like to have or not have". Not criticizing PC of course :) just pointing out the rationale.

Have you filed all of these issues in the bug report section? Happy to point these out to DR, but things in random posts in threads risk getting lost long term.

UI changes will be a much longer-term thing vs bug fixes and the like. That said, noting down the ideas for later.
Tbh my biggest issue is the problem of having my items unintentionally switched when I use something like quick heal with LB+up on the dpad. It’s genuinely caused me to lose to a boss several times because instead of using my weapon after a heal I end up not realizing I have my Rod of Discord or a drill/pickaxe equipped now. I myself don’t have too much of a problem getting used to all the new/custom controls I use, I was mostly stating a point a friend of mine had. Again, the only problem I have is that having my equipped item in the hotbar gets switched everytime I use anything bound to LB/RB+X.
 
Console Terrarians, it is here at last... welcome to Journey's End!

Initially released in May 2020 for PC, Journey's End brings Terraria to the next level, to a place where the core game can finally be called "complete". From new ways to play the game, to over 1000 new items to find and craft, to new bosses to challenge, and even a full-pass review of all content of the game for balance, graphic quality, and mechanics - truly, Journey's End has something for everyone. We cannot wait to see your reactions as you dive in to all that this update has to offer, and we hope that you thoroughly enjoy our gift to you. It has been an amazing journey indeed... but we truly feel that this end is really just a new beginning for the amazing world of Terraria.


This release will bring Console up to an equivalent (content-wise) of the 1.4.0.5 version of Terraria. Once all platforms are at least at this level (Nintendo Switch is next up!), the team will be focusing on bringing Console/Mobile/Switch up to content parity with the current PC version!

So, what awaits you in Journey's End? As you can imagine, this is a LOT to go over... so we are going to provide you with a topline summary along with links to the PC Changelogs and the Journey's End Review articles from earlier this year. While some things may not match 1:1 (such as UI/control differences and some features will be different), we feel this is an easy way to get you familiar with the content that is here at your fingertips. We will cover off some differences where we can. Ready to map out your Journey? Read on, loyal traveler!

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BUG FIX UPDATES


HOTFIX #1 - OCTOBER 1, 2021- Release v1.4.0.5.4.2
Fixed Syncing Files Bug


HOTFIX #2 - OCTOBER 7, 2021 - Release v1.4.0.5.4.3, Build 759
Fixed autosave bug
Fixed the black screen sync bug
Fixed a crash when fighting Empress of Light
Fixed a crash after long play times
Fixed a crash in very old world saves
Fixed hotbar navigation affecting player movement
Fixed housing query controller bindings (Players will have to go into settings and rechoose from Classic, Advanced or Simplified again or bind the Housing Query setting)
Fixed research not consuming the held item stack
Fixed mouse conflicting in split screen pause menu
Fixed PS4 offscreen mouse cursor
Fixed PS4 trophy for Empress of Light
Added shoulder combo hint on screen
Added more controller bindings on screen
Added safe region settings in game
Added support for PS4 touchpad button

The team has additional fixes and tweaks coming in the days and weeks ahead - along with continued work on getting Nintendo Switch (all of these fixes and improvements, etc. will apply to Switch as well so win-win). Keep the feedback coming - the best way is to use the Bug Report Button below!


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TERRARIA: JOURNEY'S END (1.4) SUMMARY

THERE & BACK AGAIN: A SUMMARY OF JOURNEY'S END

Terraria: Journey's End contains so much in the way of content and new features, that we felt it would be best to refer you over to the main Journey's End Changelog from the PC launch for the full details. To be clear, at this point, there are a couple of things that are NOT supported by Terraria: Journey's End on Console:

Texture Packs & Modding are not currently possible on Console. This is something the team will explore as we move forward - but we cannot currently make any promises one way or the other.

Splitscreen + Online (in combination) Multiplayer is not currently supported - this will be explored at a later update, as we did not want to delay the launch to chase the many edge case issues this specific situation creates.

Chroma/RGB Effects are not currently supported on Console

Crossplay is currently not supported for Terraria - this is a feature that the team plans to explore once all active platforms are at content parity. We cannot promise whether or not we will succeed in this effort nor what form it will take, but we will attempt to make it a reality.



That being said, let's dive into a few of the more cool/bigger features:


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NEW CHANGES SPECIFIC TO CONSOLE

A host of new settings and options, ranging from graphic quality to control profiles and much, much more!

Horizontal vs Vertical Splitscreen Toggle

Revised Gamepad mapping to account for the wide range of Journey's End controls - adjusted Defaults (Console Legacy, Advanced, Simplified) as well!

UI Changes to account for Journey's End Features

UI Editor - Check out the video above for details!

Keyboard and Mouse Support

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NEW CONTENT
Over 1000 new items (beyond 1.3.5), bringing the total item count to over 5000!
New Critters to find, Enemies to Battle, and two new Boss Encounters!
New minibiomes
Blood Moon and Lava Fishing are expanded
Brand new epic Terraria Music
and much, much more!

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JOURNEY MODE

Journey Mode provides a more accessible Terraria experience by placing the power to create the gameplay you desire in the palm of your hands. Research blocks that you dig up, items that you find, and enemies that you defeat in order to gain the limitless power to duplicate or to adjust the difficulty of the game to your whims. At last, you can have the Terraria experience perfectly tailored to your desires... the only limit is your imagination!

With Great Power Comes Great Accessibility - Introducing Terraria's New Journey Mode

How will all of this work on Console? Well this is where some of the new Console UI changes come into play. Here are just a few examples:


Research & Duplication are located within Inventory on Console - so you can Research, Duplicate, Craft, and Repeat all without leaving your Inventory Screen!



Control the Weather, Difficulty, Enemy Spawns... Godmode... and much more with your Journey Powers located in Settings!


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MASTER MODE

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A next-level challenge intended for those skilled, brave, or foolish enough to take it on, Master Mode represents the ultimate Terraria challenge. Unrelenting, Master Mode will punish your every mistake and force you to prepare and up your game like never before. Do you have what it takes to prove that you are a Master of Terraria?

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GOLF

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Time to hit the links in the world of Terraria! That's right, Journey's End brings the timeless game of golf to Terraria. Featuring an array of golf clubs, scorekeeping, and more, Terraria Golf introduces a whole new way to play. Create your own epic golf courses, share them with your friends, and then meet up on the links to challenge each other - who can hit the ball the longest, who has the best short game, and who has what it takes to make that clutch putt when it's all on the line?

Want to learn more? Check out our Feature Article all about Terraria Golf!

FORE-RRARIA! Hitting the Links with Terraria Golf


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BLOCK SWAP

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One of the most impactful Quality of Life changes perhaps to ever reach Terraria, Block Swap is one of those features that you will find yourself asking "how did I ever live without this?!" in no time at all. No more will you have to tear down your constructions first in order to spruce them up with new-and-improved blocks or walls! Simply grab the block with which you wish to replace the existing blocks and place away - the new block will be put in place, and the old blocks will be there for you to pick up.

As long as your currently-equipped pick is powerful enough to dig up whatever it is you want to replace, Block Swap is there to serve you well!

Oh... and did we mention it works on chests... without you having to empty them first?

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VOID VAULT


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(Wait, your inventory is full? Where is all that pricey furniture going exactly?!?)


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Inventory overflow... you hate it too? Well, we have got the solution for you!

What on the surface appears to simply be the fourth available character storage item - the Void Vault - transforms into an automagical inventory overflow vacuum when combined with the Void Bag held by the player. This combination of items will immediately whisk away any items the player picks up once their inventory is full - and deposit them safely at home in the Void Vault for safekeeping. This won't totally eliminate all of your inventory woes, but it will certainly cut down on those trips to and from home base!


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GRAVEYARD BIOME

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Beware! For when too many tombstones gather together, the air shall chill and the mists roll in... what mysteries will you find buried six feet deep in the Graveyard?

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FULL REBALANCE PASS ON ENEMIES AND ITEMS


As a part of Journey's End, the team examined and re-examined the balance of the content in the game. From start to finish, no stone was left unturned and no gear left unaccounted for. In the end, what remains is a full rebalancing of the game from top to bottom. Stats have changed, functionality has changed. There is no better time to start a fresh playthrough and experience the new Terraria for the first time!

Read all about the Revisit and Rebalance via the Article below!

What was Old is Made New Again: Revisting the Terraria Experience

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BESTIARY & ZOOLOGIST NPC


The world of Terraria is so chock-full of content, it can be hard to keep track of it all! Sure, the Guide has you covered for crafting recipes and the Terraria Wiki is fantastic - but don't you wish there was a way to know more about your foes? Where can I find the Lost Girl? How much health does a Derpling have? How many coins can I get from farming Jellyfish? Wonder no more, for the Terraria Bestiary is here!

As you defeat foes, you will learn more and more about them - key stats, locations, drop rates, background info and more!

Learn all about the Terraria Bestiary by reading our Feature Article on the topic!

Mythical Beasts & Where to Farm Them: Exploring Terraria's Bestiary


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EXPAND YOUR TERRARIA EMPIRE - PYLONS, TOWN BUILDING, AND NPC HAPPINESS


During Journey's End development, we conducted a focus group with all of the Terraria NPCs. Outside of some very strange requests (no, Guide, we cannot 'remove all doors at night'), their feedback was very clear: they are tired of being shoved into tiny cubicles or L shaped tubes and they want you to know this!

In order to help raise NPC morale so that they could be at their very best - and to reward players who go that extra mile to treat their NPCs with the respect they deserve, we are introducing the NPC Happiness System. How does it work? What does this mean for you? We have provided some details below, but you can check out our full Feature Article on the topic linked below as well!


Expand Your Terraria Empire - Pylons, Town Building, and NPC Happiness


What affects NPC Happiness?
  • NPCs are happier when you locate them in biomes that they prefer​
  • NPCs are happier when they like their neighbors​
  • NPCs are happier when they are not overcrowded with other NPCs​

Adding nice furniture and aesthetics doesn't directly affect NPC Happiness... but it sure will make you feel better about yourself when your friends come over for a visit. ;)


What Happens if my NPCs are Happy/Unhappy?
  • NPC Shop prices will adjust based upon how happy each NPC is at the time​
  • If you make an NPC happy enough, you will gain access to a Pylon for that Biome (more on this below!)​

How can I tell if my NPCs are Happy?
  • You will notice a new dialogue option for Happiness for each NPC​
  • This will give you hints about what might make them happier as well!​



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ROADS, WE WON'T NEED ROADS - INTRODUCING PYLONS


We briefly mentioned these mysterious Pylons in our section on things you can get with happy NPCs. So what are these, and why should you care? Well, if you have enough happy NPCs in a given biome, you will unlock the use of a Pylon for that biome. Pylons allow you to instantly teleport from one Pylon to another! With Pylons in place, your "big central base" now becomes an interconnected network of cool outposts all over the world, allowing you to get around quickly without the need to lay tracks or teleporters... and providing you a home away from home wherever you are!



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PYLON INSTRUCTION MANUAL

You can only have one Pylon of a given biome type placed at a time (so you can not have, for example, an Ocean Pylon at both Oceans)

Pylons must be placed in their aligned biome in order to function (you can place them anywhere else, but they will not work!)

Pylons must also have two nearby (and living) NPCs in order to function - again, the idea here is to reward building those bases/towns! :)

Pylons cannot be used during Boss Battles or Invasion Events!

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Pylons are quite easy to use. Once placed in their aligned biome, you simply click on a nearby pylon. This will take you to the map screen where you can locate another placed pylon to which you want to teleport, click it and off you go!


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Journey's End has so much more to find and experience - we hope this very top-level summary has made you more familiar with some of the bigger features.


Return to Table of Contents

REPORTING BUGS

So that we can have an easy way to find and interact with bug reports, please post them on TCF by clicking the bug report button below!

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Will splitscreen + multiplayer in combination be soon in a 1.4 console patch? Me and my friends are very excited for Journey's End since it came out on PC
 
As a Switch player I hope we will get the support for motion controls.
That could help with the tiny tiles and such in this game. It probably won't be at the time when JE will be released for the Switch but I still don't give up the hope that we will get it some time later after all the important stuff is done. 🦊
 
@Loki I play on the Xbox One version of terraria and I am experiencing issues with using keyboard and mouse. Zooming out on my map is impossible unless I want max zoon in or out. I've also noticed that I cannot favourite items. A couple of small issues but I was wondering if those would be fixed anytime soon?
 
@Loki I play on the Xbox One version of terraria and I am experiencing issues with using keyboard and mouse. Zooming out on my map is impossible unless I want max zoon in or out. I've also noticed that I cannot favourite items. A couple of small issues but I was wondering if those would be fixed anytime soon?
Same here. Along with not being able to scroll down the crafting menus properly. Having to grab my controller everytime I need to look for an item in the middle of the crafting section isn't ideal.
 
@Loki will we get the option to bind multiple buttons to a single action, like both the x button and b button to interact? Also, will we be able to put delays on how long it takes the game to decide when a button press is a combination, or a single button press, for specific buttons?
 
Interact will be allowed to be dual bound in some instances once the next patch hits. Full-on dual binding of anything, anywhere just is not feasible and creates a cascade of edge case issues.

I will ask DR on your second query. I understand what you are asking, but that seems like something that could be really complex really fast.
 
Interact will be allowed to be dual bound in some instances once the next patch hits. Full-on dual binding of anything, anywhere just is not feasible and creates a cascade of edge case issues.

I will ask DR on your second query. I understand what you are asking, but that seems like something that could be really complex really fast.
Has anyone looked into the fact that you can't enter a new line on signs yet?
 
Good morning, everyone!

The latest update/patch for Journey's End on Xbox and PlayStation is out now! Changelog and important information below!

  • "Classic" scheme has been changed to be the closest match Red's Pick from the Console 1.3 Era (though it retains the ability to remap/add all of the new functions available with 1.4)
  • D-Pad Cursor Snap feature from RL/PW can be achieved by binding dpad to Grid Snap (see video below)
  • D-Pad Hotbar feature from RL/PW can be achieved by binding the four dpad directions to Dynamic Hotbar 1-4 (see video below)
  • Grapple is now bound to B again, along with Interact - Interact may be bound to whatever button players have assigned for Secondary Fire or Grapple, but not any others in order to avoid numerous conflicts and edge case issues.
  • Fixed an issue where the system was wrongly capping the maximum number of worlds at 10, but the UI was not recognizing this cap. The world/map cap is now 30 as originally intended, and the UI will enforce this (no New button if you have 30 or more worlds)
  • Fixed an issue with not being able to add more offline players to splitscreen on PS4
  • Fixed the mouse scroll wheel issues on PS4 and Xbox
  • Fixed lag spikes caused by the growth of Pumpkins
  • Fixed Player 2+ in split screen not being able to see the Traveling Merchant's wares
  • Fixed Thunderstorms in splitscreen causing blocks to become invisible
  • Fixed time being frozen in non-journey worlds when joining a MP session from the tutorial
  • Fixed the Angler's quests not being updated for Clients in a MP session
  • Fixed treasure bags only being dropped for one person in MP or Split screen
  • Fixed Dungeon Casters and other Projectile weapons' VFX not showing in the left hand side of the world
  • Fixed Geodes not being able to be thrown on the ground to open them

Check out the video below to see how the evolved versions of Dpad Hotbar and Dpad Snap work in 1.4!



With this evolved version of these long-standing features, you can now do things that you could not do previously:
- Dpad Hotbar can now be mapped to 0-4 buttons. Previously, this was an all-or-nothing feature.
- Dpad Snap can now be mapped separately (LB+Dpad) in the video - so that players can now use Dpad Hotbar and Dpad Snap at the same time.

By Default in Classic controls, Dpad Snap is on and no Dpad Hotbar buttons are mapped, we leave this up to you, the player.​
 
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