UPDATE: As of 1.4, this suggestion has been fulfilled in the form of Journey Mode!
Is even Normal Mode too difficult for you? Wish that the enemies weren't as strong or that you got stronger? Perhaps you don't want challenging monsters and just want to build, fish or mess around? Easy Mode is coming for you!
Expert Mode was one of the 1.3 update's best additions of the game, it alone increases accessibility for more players of Terraria from those who don't want the game too difficult and for those who really want a challenge. To expand on the current Normal and Expert Mode in Terraria I'm making a few more difficulty modes to further expand the scope of Terraria's difficulty similar to other games which have up to 3-5 difficulty levels, which accommodates all beginners, rookies, veterans, and masters.
The goal of Easy Mode is to benefit players who want to focus on the more non-combat oriented features of Terraria, most of which includes building, fishing, exploring, and other things. But because there still needs to be an incentive to have players play the game in its original normal state through Normal Mode. Things like Drop Rates from enemies would be slightly reduced, and achievements wouldn't be able to be earned in Easy Mode. The assumption is that players who choose to do an easier difficulty than the base game won't care about things like achivements or challenging enemies.
If this were implemented, Easy Mode would be a world generation option alongside Normal and Expert Mode available from the start (Because it makes little sense to lock the easiest difficulty setting in a game). Perhaps with Green Text with the message being "For anyone who wants to relax."
Now for all the new features
For this suggestion, Green Text refers to Easy Mode Stats.
Mechanics
Events
Bosses
This would consist of most of easy mode. Because Combat isn't the main focus of a lower difficulty, players of any skill levels would play this mode to focus more on other parts of Terraria. The enemies and bosses may sound extremely easy with these new stats and slower patterns in place, though many players and especially beginners still struggle to do Normal Mode in terms of how difficult the enemies and bosses are. This Mode would give them a greater chance at playing through the whole game. The Penalty of not earning Achievements and lower drop rates on Easy Mode would still serve as a motive for players to play Normal Mode and up. If there are other reasonable mechanics that you'd like to see added or changed geared towards non-combat Terraria activities, let me know and I'll try to implement it in this suggestion if it seems reasonable.
Is even Normal Mode too difficult for you? Wish that the enemies weren't as strong or that you got stronger? Perhaps you don't want challenging monsters and just want to build, fish or mess around? Easy Mode is coming for you!
Expert Mode was one of the 1.3 update's best additions of the game, it alone increases accessibility for more players of Terraria from those who don't want the game too difficult and for those who really want a challenge. To expand on the current Normal and Expert Mode in Terraria I'm making a few more difficulty modes to further expand the scope of Terraria's difficulty similar to other games which have up to 3-5 difficulty levels, which accommodates all beginners, rookies, veterans, and masters.
The goal of Easy Mode is to benefit players who want to focus on the more non-combat oriented features of Terraria, most of which includes building, fishing, exploring, and other things. But because there still needs to be an incentive to have players play the game in its original normal state through Normal Mode. Things like Drop Rates from enemies would be slightly reduced, and achievements wouldn't be able to be earned in Easy Mode. The assumption is that players who choose to do an easier difficulty than the base game won't care about things like achivements or challenging enemies.
If this were implemented, Easy Mode would be a world generation option alongside Normal and Expert Mode available from the start (Because it makes little sense to lock the easiest difficulty setting in a game). Perhaps with Green Text with the message being "For anyone who wants to relax."
Now for all the new features
For this suggestion, Green Text refers to Easy Mode Stats.
Mechanics
- All Player Weapons gain an additional 2% Critical Chance.
- Game Achievements can't be earned in Easy Mode.
- Normal enemy stats are decreased. They are 50% compared to Normal Mode Stats.
- Overall enemy spawn rate is reduced.
- Spawn Limits for all biomes are decreased (Meaning that if the Jungle had a limit of 11 enemies present at once, it would have 9 now)
- Spawn Limit and Spawn Rate are not increased during Nighttime.
- All crafting recipes only require 75% of their ingredients compared to Normal Mode (Only affects recipes that require multiple of the same item)
- Debuffs on the player last 25% less longer.
- Drop Rates for enemy items are slightly decreased.
- NPCs move into houses quicker if their conditions are meet.
- Player does not lose any money on death.
- All Tools have +1 increased Range.
- There is a 50% less chance to catch junk while fishing.
- Only 50 tiles of connected liquid are required to be classified as a lake for fishing (36 for Honey) (800 for Oceans)
- Penalty for small lake sizes is decreased.
- Only 200 tiles of connected water are required to no longer catch junk.
- Bait power for all bait is increased by 5% (Except Truffle Worm).
- Fishing Power for all rods is increased by 5%.
- Natural 10% increased chance to get crates while fishing.
- Mining Ores except for Chlorophyte yields 2 instead of 1 as a drop. (Only works for Ore Naturally generated. A player placing down an ore and mining it again will only yield 1 drop.)
- Zombies can no longer break doors during a Blood Moon.
- Possessed Armors can no longer break doors.
- Skeletons and Skeleton variants can no longer break doors.
- Breaking Demon/Crimson Altars generates more Ore compared to Normal Mode.
- More Life Crystals are created on World Generation compared to Normal Mode.
- Lava does less damage to player on contact.
- Corruption/Crimson can't spread in Pre-Hardmode
- Corruption/Crimson and Hallow in Hardmode can only spread to blocks up to 2 blocks apart, rate of spreading is also reduced.
- Breaking a Demon/Crimson Altar can no longer cause a random block in the World to become Corrupt/Crimson/Hallow.
- Corruption/Crimson and Jungle can no longer grow thorny vines.
- Chlorophyte grows quicker in the Jungle
- King Slime can no longer spawn randomly on an outer 3rd of the map. King Slime can only naturally appear in the Slime Rain.
- Only 50 enemies have to be defeated for each Pillar in the Lunar Event to remove the Pillar shields.
Events
- Slime Rain now requires the player to have 180 Health and 12 defense at minimum for it to occur.
- Blood Moon now requires the player to have 160 health instead of 120 to trigger.
- Eye of Cthulhu can only spawn naturally if the player has 240 Health instead of 200. Other spawn conditions of Eye of Cthulhu are still the same.
- Goblin Invasion can only occur if player has 240 Health instead of 200 including its other conditions.
- In Hardmode, Pirate Invasions can no longer occur naturally after breaking a Demon/Crimson Altar.
- Goblin Invasions will no longer occur naturally after the 1st Goblin invasion is defeated.
- Solar Eclipses will no longer occur naturally if the player has beaten Plantera.
- Mech Bosses in Hardmode have a decreased chance of spawning naturally if a Demon/Crimson Altar is broken.
- Martian Probes are much slower and take a little longer to trigger Martian Madness Event compared to Normal Mode.
Bosses
Bosses have reduced stats and are slower overall compared to Normal Mode. Normal Mode stats are still listed for comparison to Easy Mode Stats.
King Slime
HP: 1200 (2000)
Damage: (Damage Stat is missing from the wiki. Will add it when it comes back)
Changes:
Not much is changed. King Slime hops less frequently compared to Normal Mode.
HP: 1200 (2000)
Damage: (Damage Stat is missing from the wiki. Will add it when it comes back)
Changes:
Not much is changed. King Slime hops less frequently compared to Normal Mode.
Eye of Cthulhu
1st Phase:
HP: 1600 (2800)
Damage: 10 (15)
Changes:
Eye of Cthulhu will now only transform into its 2nd Phase at 25% Health (400 HP)
2nd Phase:
HP: 400/1600
Damage: 15 (22)
Changes:
EoC charges much slower at the player. Interval between floating around player and charging is increased.
1st Phase:
HP: 1600 (2800)
Damage: 10 (15)
Changes:
Eye of Cthulhu will now only transform into its 2nd Phase at 25% Health (400 HP)
2nd Phase:
HP: 400/1600
Damage: 15 (22)
Changes:
EoC charges much slower at the player. Interval between floating around player and charging is increased.
Eater of Worlds:
HP:
Head: 45 (65)
Body: 90 (150)
Tail: 180 (220)
Damage:
Head: 14 (22)
Body: 7 (13)
Tail: 5 (11)
Changes:
When the EoW splits up into segments, only one of the segments will attempt to charge and attack the player at a time.
HP:
Head: 45 (65)
Body: 90 (150)
Tail: 180 (220)
Damage:
Head: 14 (22)
Body: 7 (13)
Tail: 5 (11)
Changes:
When the EoW splits up into segments, only one of the segments will attempt to charge and attack the player at a time.
Brain of Cthulhu:
HP: 650 (1000)
Damage: 20 (30)
Changes:
The BoC will teleport less frequently in its 2nd phase. Knockback is also more effective against the BoC while it's in phase 2.
HP: 650 (1000)
Damage: 20 (30)
Changes:
The BoC will teleport less frequently in its 2nd phase. Knockback is also more effective against the BoC while it's in phase 2.
Skeletron:
HP:
Head: 3300 (4400)
Hand: 300 (600)
Damage:
Head: 22 (32)
Hand: 14 (20)
Changes:
Skeletron overall moves slower. If day comes while fighting Skeletron, it will not transform and gain the ability to one hit kill the player. The Dungeon will still be unlocked if Skeletron is defeated with the fight dragging into daytime.
HP:
Head: 3300 (4400)
Hand: 300 (600)
Damage:
Head: 22 (32)
Hand: 14 (20)
Changes:
Skeletron overall moves slower. If day comes while fighting Skeletron, it will not transform and gain the ability to one hit kill the player. The Dungeon will still be unlocked if Skeletron is defeated with the fight dragging into daytime.
Queen Bee:
HP: 2800 (3400)
Damage:
Melee: 20 (30)
Stinger: 16 (22)
Changes:
Queen Bee's charge attack is much slower. It will not shoot stingers as rapidly.
HP: 2800 (3400)
Damage:
Melee: 20 (30)
Stinger: 16 (22)
Changes:
Queen Bee's charge attack is much slower. It will not shoot stingers as rapidly.
Wall of Flesh:
HP: 6000 (8000)
Damage: 35 (50)
Changes:
Overall attacks are just slightly slower. Nothing else is changed about the WoF compared to Normal Mode.
HP: 6000 (8000)
Damage: 35 (50)
Changes:
Overall attacks are just slightly slower. Nothing else is changed about the WoF compared to Normal Mode.
Mech Bosses have their stats reduced to the state they were in with the 1st 1.2 Update. (1.2 up to 1.2.2) Overall their attacks and movements are slower and the Twins only transform to Phase 2 at 25% health.
Plantera:
1st Phase
HP: 25000 (30000)
Damage:
Melee: 38 (50)
Seed: 32 (44)
Thorn Ball: 48 (62)
Changes:
Plantera's can no longer fire seeds that poison.
2nd Phase
HP: 8750/25000
Damage:
Melee: 50 (70)
Changes:
Plantera moves slower in Phase 2 compared to Normal Mode. It doesn't have as many Plantera Tentacles compared to Normal Mode.
1st Phase
HP: 25000 (30000)
Damage:
Melee: 38 (50)
Seed: 32 (44)
Thorn Ball: 48 (62)
Changes:
Plantera's can no longer fire seeds that poison.
2nd Phase
HP: 8750/25000
Damage:
Melee: 50 (70)
Changes:
Plantera moves slower in Phase 2 compared to Normal Mode. It doesn't have as many Plantera Tentacles compared to Normal Mode.
Golem:
HP:
Head (Combined with Body): 12000 (16000)
Body: 6000 (9000)
Fist: 5600 (7000)
Damage: All of Golem's Attacks have 75% Damage compared to Normal Mode Damage Levels.
Changes:
Golem Fists will always fire at the slowest speed regardless of health they have remaining. Golem's Body hops less frequently.
HP:
Head (Combined with Body): 12000 (16000)
Body: 6000 (9000)
Fist: 5600 (7000)
Damage: All of Golem's Attacks have 75% Damage compared to Normal Mode Damage Levels.
Changes:
Golem Fists will always fire at the slowest speed regardless of health they have remaining. Golem's Body hops less frequently.
Duke Fishron:
HP: 42000 (50000)
Damage: All of Duke Fishron's Attacks have 80% Damage compared to Normal Mode Damage Levels.
Changes:
Duke Fishron is slower compared to Normal Mode. Sharknado/Cthulhunado attacks release less Sharkrons compared to Normal Mode. Duke Fishron only transforms to Phase 2 at 25% of Health (10500/42000)
HP: 42000 (50000)
Damage: All of Duke Fishron's Attacks have 80% Damage compared to Normal Mode Damage Levels.
Changes:
Duke Fishron is slower compared to Normal Mode. Sharknado/Cthulhunado attacks release less Sharkrons compared to Normal Mode. Duke Fishron only transforms to Phase 2 at 25% of Health (10500/42000)
Lunatic Cultist:
HP: 24000 (32000)
Damage: All of Lunatic Cultist's attacks have 80% Damage compared to Normal Mode Damage Levels.
Changes:
Lunatic Cultist's Lightning attack doesn't fire as many bolts compared to Normal Mode. Other attacks are slower overall. If the Lunatic Cultist has 2 or more Mirages, the player can hit one of them without causing the Phantasm Dragon or Ancient Vision to be summoned.
HP: 24000 (32000)
Damage: All of Lunatic Cultist's attacks have 80% Damage compared to Normal Mode Damage Levels.
Changes:
Lunatic Cultist's Lightning attack doesn't fire as many bolts compared to Normal Mode. Other attacks are slower overall. If the Lunatic Cultist has 2 or more Mirages, the player can hit one of them without causing the Phantasm Dragon or Ancient Vision to be summoned.
Moon Lord:
HP:
Head: 30000 (45000)
Hand: 17500 (25000)
Core: 37500 (50000)
Damage:
Phantasmal Deathray: 100 (150)
Phantasmal Bolt: 50 (60)
Phantasmal Sphere: 75 (100)
Phantasmal Eye: 50 (60)
Melee (Eye Socket): Unchanged (80)
Changes:
No changes for the Final Boss aside from reduced stats. Fight is the same as Normal Mode.
HP:
Head: 30000 (45000)
Hand: 17500 (25000)
Core: 37500 (50000)
Damage:
Phantasmal Deathray: 100 (150)
Phantasmal Bolt: 50 (60)
Phantasmal Sphere: 75 (100)
Phantasmal Eye: 50 (60)
Melee (Eye Socket): Unchanged (80)
Changes:
No changes for the Final Boss aside from reduced stats. Fight is the same as Normal Mode.
This would consist of most of easy mode. Because Combat isn't the main focus of a lower difficulty, players of any skill levels would play this mode to focus more on other parts of Terraria. The enemies and bosses may sound extremely easy with these new stats and slower patterns in place, though many players and especially beginners still struggle to do Normal Mode in terms of how difficult the enemies and bosses are. This Mode would give them a greater chance at playing through the whole game. The Penalty of not earning Achievements and lower drop rates on Easy Mode would still serve as a motive for players to play Normal Mode and up. If there are other reasonable mechanics that you'd like to see added or changed geared towards non-combat Terraria activities, let me know and I'll try to implement it in this suggestion if it seems reasonable.
EDIT 1 (August 28, 2015):
Fixed a few bugs with this suggestion with the help of @felis
Implemented some suggestions from @Zidane471 and @Patano
Enemy Spawn Rates are reduced overall
Spawn limits for all biomes are slightly decreased
All crafting recipes only require 75% of their ingredients compared to Normal Mode (Only affects recipes that require multiple of the same item)
Spawn Limit and Spawn Rate are not increased during Nighttime.
Softcore Characters no longer lose any money on death.
Removed Player Weapon and Defense Buffs
Normal Enemy Stats are decreased to 50% rather than 75%
Fixed a few bugs with this suggestion with the help of @felis
- Removed yielding twice as many results for bricks and walls being crafted.
- Mining Ore will only yield 2 of the drop if its ore naturally generated from World Gen. Once the player has it in their inventory or gets ore from other sources aside mining, it will only give 1 if the ore is placed and mined again.
Implemented some suggestions from @Zidane471 and @Patano
Enemy Spawn Rates are reduced overall
Spawn limits for all biomes are slightly decreased
All crafting recipes only require 75% of their ingredients compared to Normal Mode (Only affects recipes that require multiple of the same item)
Spawn Limit and Spawn Rate are not increased during Nighttime.
Softcore Characters no longer lose any money on death.
Removed Player Weapon and Defense Buffs
Normal Enemy Stats are decreased to 50% rather than 75%
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