Or a post Moonlord event:
"The dungeon and the temple are fighting!"
I had an idea for a weapon called "Red Mist". which is like Toxic Flask, but anything caught in its AoE starts attacking other mobs.
When you kill Plantera - the dungeon guardian - the rest of the dungeon enemies start to wake up.
When you defeat Golem, the cultists come out of hiding.
The more I think about it, the more the Lihzahrd temple seems to be the protective presence of Terraria; only when it's conquered do the...
I've heavily modified it froma few years ago as it's part of an ongoing build for an adventure map. I consider it "different enough", would that be OK?
I'm glad I'm not the only one. On the whole the game works very well sine DR took over, but it doesn't look the same, and not just with the dupe menu. The one thing PW got right was the aesthetics.
I like it, but I'd leave the keys out of it entirely, and just farm them as normal, since you can get them post-WoF the player should have a couple by the time they've fished their first lock box.
Only since 1.4. The whole UI is a nightmare now. Console 1.3 was the best adaptation (after a HUGE adjustment period), but PW couldn't code something that complex. The graphics (when they rendered without bugs) were identical to PC, but now it's like C64 vs Amiga; almost but not quite.
I've been begging them to do this for years (the second one is better):
https://forums.terraria.org/index.php?threads/idea-hoik-wand.67244/
https://forums.terraria.org/index.php?threads/block-sloping-wand.122368/
Made with a Golden carp, it adds a four minute buff that improves fishing somehow.
Maybe combining the effects of fishing, sonar & crate potions? Or improving the odds of catching a quest fish?
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