5raptorboy
Terrarian
I want something like the Frost/Pumpkin Moon for Pre-hardmode.
How about adding Enemies for the Sky Islands, like maybe a flying Zombie or a winged Demon eye?
RE:OP:
If they make any changes to fishing, I would like them to further de-randomize the Angler's quest rewards, or perhaps do something else to alleviate the ridiculousness of getting 3-5 "x item" in a row while having none of something else. And also, make it so that 150+ quest rewards don't reset the % chance bonus back to 0, because that's just absurdly stupid.
As for other stuff I'd like in 1.3.2.....
1). Underground Desert changes were already announced -- I'm looking forward to this. I always felt the Underground Desert was a rather boring place that had very little use in the game, overall. There's nothing you need from there, there's nothing to do there unless you really really want a baby dino or something, or you've somehow managed to NOT find an extractinator yet. Hopefully 1.3.2 makes it more interesting in both Easymode and Hardmode. Hopefully they could at the very least give the status effect mobs there a possibility to drop Ankh Charm items related to their status effect (the mobs that curse you DON'T drop nazars, for example).
2). Better balancing with the Mage Class. Mages are weaker than Ranged in almost every way, with the exception of variety with projectiles. Their projectiles are slower, many magic weapons have shorter range, and Mage Armor in general has far less defense than Ranged Armor. The excuse of "no ammo!" doesn't really cut it when ammo is easy to get anyways unless you're doing something like rocket 3s or luminite bullets or something. I'd say they need an armor boost to put them on par with ranged, and they could use a splattering of long-range, fast projectiles that cost little mana for those fast-moving bosses that are hard to hit with the slower magic weapons.
3). Maybe not for 1.3.2, but in future updates... more alternate biomes would be awesome. Just take a look at Izzabelle's many biome suggestions complete with sprites. More alternate biomes = more world variety = more enjoyable future playthroughs, and each world feels more different with the more possibilities there are and biome combinations.
Thrower love! One of the funnest classes to play in my opinion, if you are going to do it please try to stitch to the diversity it has in pre hard mode.
I signed up for this forum just to make one suggestion in this thread:
craftable/purchasable traps.
Figure the standard dart trap can be crafted at an iron anvil, and the jungle temple traps can be crafted at a mythril anvil using hardmode materials.
Either that, or make them buyable from one of the relevant npcs, like have the mech sell normal darts and the steampunk sell jungle traps.
Figure it would be more interesting to have more access to traps since 1.3.1 added a lot of improvements to the wiring system. I've been doing some interesting research into the crazy stuff you can do with teal pressure plates, logic gates, and dart traps. You can precisely engineer intervals and delays between trap activations by adjusting a dart trap's distance from a teal plate. fun stuff, no crab or bird statues required.
So far I've built 2 dart-engine models: the first relies on using a second string of traps in a bulky engine for precise timing, the other passes darts over a teal plate that uses logic gates to shift a bit over the dart sequence, though the variable distance between the dart traps and the plate makes the speed unsteady, so it still needs work.
But I digress. Point is, I want to be able to get more traps without having to start a dozen new worlds to farm them.
I would like to see a post moonlord event, something like hardmode+
They give you such neat gear, but there is no one to use it on.
Also, I always found TNT to be tedious to use; its more efficient time use to use dynamite, as you don't need to use wire and you don't need a detonator. As such, would like to see a timed TNT explosive, made from a 5 second timer, wire and tnt. You place it like a normal block of TNT, but then you activate by right clicking. You have 5 seconds to get clear.
Might as well just keep using dynamite.
I prefer Sticky Dynamite, myself. It is cheap to make and has a controlled blast.
Dude, that would be expensive and not give you much of any benefit over using dynamite.
You get what, 2-3 blocks more radius, but yet it costs three sticks of dynamite + a 5 second timer (10 tin bars) + wires?
Might as well just keep using dynamite.
If you buy the parts, then yeah its expensive.
If you find the TNT in the world its free, and if you can find TNT you can find wires. Tin and copper is pretty easy to find, and it quickly becomes useless for equipment.
I use sticky dynamite too. Bombs have a smaller blast radius, and I'm impatient. I tend to use explosives when buildng hellevators.
I signed up for this forum just to make one suggestion in this thread:
craftable/purchasable traps.
Figure the standard dart trap can be crafted at an iron anvil, and the jungle temple traps can be crafted at a mythril anvil using hardmode materials.
Either that, or make them buyable from one of the relevant npcs, like have the mech sell normal darts and the steampunk sell jungle traps.
Figure it would be more interesting to have more access to traps since 1.3.1 added a lot of improvements to the wiring system. I've been doing some interesting research into the crazy stuff you can do with teal pressure plates, logic gates, and dart traps. You can precisely engineer intervals and delays between trap activations by adjusting a dart trap's distance from a teal plate. fun stuff, no crab or bird statues required.
So far I've built 2 dart-engine models: the first relies on using a second string of traps in a bulky engine for precise timing, the other passes darts over a teal plate that uses logic gates to shift a bit over the dart sequence, though the variable distance between the dart traps and the plate makes the speed unsteady, so it still needs work.
But I digress. Point is, I want to be able to get more traps without having to start a dozen new worlds to farm them.
I REALLY hope they will update block outline at some point. Right now a lot of new blocks such as Gemspark block can't merge outline with others.
I hope not. Personally, I'm not a re-play sort of guy, and I have a lot of problems with getting Crimson items already. If they added new biomes it should be all in the same world. Just rebalance generating, so Corruption\Crimson\hallow won't suddenly overlap jungle and so on.RE:OP:
3). Maybe not for 1.3.2, but in future updates... more alternate biomes would be awesome. Just take a look at Izzabelle's many biome suggestions complete with sprites. More alternate biomes = more world variety = more enjoyable future playthroughs, and each world feels more different with the more possibilities there are and biome combinations.