The Pillars always spawn within specific areas on your world, they will not take NPCs into account. For more info on where they spawn, you can check out the Gamepedia page about it.
I think this is intentional. From 1.3.0.4 changelog:
"Enemies should no longer count towards tally counters / banners if no player has touched them before they died"
Alright, so if you aggro the Cultists, the Golem music starts to play, even before the boss fight begins. However, killing the Devotees but not starting the fight causes the music to stop. It's like the aggro'd Cultist Archers don't keep the Golem music playing or something.
Minor one, but pretty simple to reproduce. Just aggro the Cultists, then kill the Lunatic Devotees, without spawning Lunatic Cultist. The Golem music will stop playing, reverting back to the normal music that plays in wherever you are.
Adding two lines puts that much more work on servers? It could literally just be the same as enemy gore disappearing. Also, wouldn't servers be working harder if they're filled with hundreds of entities that never despawn?
Basically, I decided to throw around Chum Buckets on land to see what would happen, and it turns out this happens: the chum literally never disappears.
I let the game sit for 10 minutes, and nothing happened at all. I tried teleporting away, still there when I came back. I had to reload the...
I think the reason Mourning Wood, Pumpking, Dark Mage, and Ogre don't max the bestiary in one kill like other bosses is because you'll encounter multiple of them in one event. Think about it, in the average Pumpkin Moon, you may kill over 15 Mourning Woods and 5 Pumpkings. In the average Tier 3...
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