Mod updated.
Changes:
v0.4.0
- updated to tModLoader for Terraria v1.4.4.9
- added support for new vanilla debuffs
- dropped mod support since it was severely outdated
- clinger staff change was kinda merged into vanilla Terraria
Download link could be found in the first post.
I don't think that rigidity when it comes for creativity expression tools is a valuable quality. Maybe limited set of tools is a reason why there are not that many adventure maps for such a popular game as Terraria.
I mean, of course, devs are not obligated by any means to do anything with it...
Ideally we would have scripting engine available for mapmakers exposing enough internals to achieve game behavior and enforce rules needed for particular map gameplay.
However, engine alone would require certain amount of work to implement properly so maps are portable between different...
Wiki states that Bloody Tear drops during Blood Moon only. So, if there is no mistake, farming newlyweds for tears in graveyard is pointless outside of an already occurring event.
It's a bit humourous that candles' names are quite the opposite of what they are doing.
Do the candles deserve to be that far in game progression though?
I'd like to suggest an addition of 3-5 shiverthorns to the recipe as it would make recipe a little bit less trivial to acquire and also would add another use for shiverthorn which is imo an underused herb.
If grand design UI was difficult to create (however if they already did it, it is supposed to be much easier to just reproduce it again(?)), then current hammer slope mode could be switched through hotkey when hammer is held and the game would simply show an icon of a sloped block which...
TBH I see nothing bad in using counter [set?] per item per world (without per enemy) if implementing a new drop system at all.
Also applying it to scenery drops has nothing wrong with it too.
However no formula provided to the time account for a case when an item has exclusive probability to...
One shots is an unhealthy mechanic and dodge forbiddance doesn't make it any better, besides the introduced inconsistency of such interaction.
However, I'm not very concerned about it as long as this foul practice isn't spread widely enough and it does not conceal anything really important...
Yes, luck is a good concept in right direction, however numbers are underwhelming. I don't even sure investments into fishing for pearls are covered by luck potion effect as it might be more profitable (or at least, less active time consuming) to just spend this time directly in farm.
So...
Among mana-related accessories I cannot consider magnet flower useless.
Arcane flower is however questionable as an upgrade of its ingredients since it doesn't inherit damage and crit bonuses from putrid scent.
This idea might be appealing but generally speaking relevant static increase of drop chance works usually just as fine while not requiring developers to introduce complicated mechanics into the game.
Given formulas however do make rare items unnecessarily common:
for example, given the first...
Definite support.
Swords which don't attack in cursor direction feel terribly uncontrollable and clumsy. Swords swinging in wrong direction are constantly producing unnecessary misses and pushing enemies behind player towards him.
Did swords actually deserve to have such an inconvenient...
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