neoselket
Ice Queen
I have a lot of suggestions for things that need to be changed in 1.4, especially seeing as it's the last update. With that in mind, this will probably be my last suggestion.
I decided to put all of my 1.4 ideas in one thread to make it easier. I'll probably update this as i think of more things.
When placing walls, if there's a block that you haven't placed a wall on, but it 's surrounded on all sides by walls, it will automatically turn into a wall block but will not consume walls from your inventory or drop them on being destroyed. This results in players having extra walls in their inventory after they fill an area with walls. Seeing as smart cursor exists, there's really no reason to have this feature, as it's just plain annoying.
Sometimes when going downhill, hitting space to jump will either use a double jump right off the bat(if you have one), and if you don't, you will simply not jump. The reason for this, best i can figure out, is because technically the player's in the air when they hit the spacebar, even though they're only about 2 inches away from the ground. This makes going downhill annoying, and the way i would suggest remedying it is by adding "coyote time". Basically, when a player walks off a ledge, they have a split second where they're still able to jump, just enough to stay until they land on the block below. That way, you could go downhill without worrying about accidentally wasting a jump.
The Lunatic Cultist would teleport to the player's left, right, or above the player rather than just above, to prevent it from just going higher and higher and ending up in space as it kinda does now.
Hallowed armor would require one of each boss soul to craft, and shadow dodge would be transferred from titanium to hallowed to make it worth crafting. Titanium armor set bonus would be changed to a 10% chance to dodge attacks.
Angel/demon wings would be able to be tinkered with lightning/frostspark boots to make lightning/frostspark wings, which would work the same as both items combined, but only require one slot.
Throwing should be merged with melee rather than ranged, as it fits better. Evidence: all boomerangs, vampire knives, thorn chakram, daybreak, possessed hatchet, etc.
Blazing wheels and spiky balls would spawn more often in the dungeon, right now they're really rare.
Ancient versions of the muramasa, water bolt, and aqua scepter would drop rarely from dungeon enemies.
All DOT debuffs would be buffed, and less enemies would be immune to them.
Pyramid chests would always contain pharaoh clothes and either a sandstorm in a bottle or flying carpet.
You would be able to break walls even if they're surrounded by other walls, so you wouldn't have to make a huge gash in the walls to change one block in the middle.
Medusa would spawn in pre-hardmode, but petrified players would take normal fall damage rather than increased, and fall damage prevention accessories would protect petrified players.
The hand warmers would drop from zombie eskimos, and be able to be tinkered with the pocket mirror. The resulting item would be added to the Ankh Shield.
Master Mode
For master mode, i would first suggest not increasing enemy damage from expert mode. Instead, all enemies and bosses would have the same damage they have in expert mode, but more health. Alternatively, making enemies have 2.5 times the damage of normal mode, but making defense twice as effective(2 defense blocking 2 damage as opposed to 1 in normal mode and 1.5 in expert) so effectively enemies' damage level would be the same as expert, but it would be easier to see how much your defense is protecting you. I'm pretty sure i fudged the math there, but hopefully you get my point.
Instead of extra damage, enemies would have new attacks and behavior.
Zombies would break down doors instead of just opening them during blood moons.
The Eye of Cthulhu would occasionally fly in circles around the player, constantly shooting minions at high speed, and after 5-10 seconds would charge.
The Eater of Worlds would be able to survive at one segment, and would regrow one segment for every two(numbers subject to change for balance) that were destroyed. Additionally, it would only drop demonite upon having its segments destroyed, and shadow scales would only drop from the treasure bag.
Skeletron would shoot skulls before his hands were destroyed, albeit at a slower rate.
King Slime would split into two slimes of equal size at half health, and four at 1/4th health. He would also leap at you like biome mimics, and occasionally, he would pause, curl up into a ball, and roll at you like a boulder. Also he would periodically shoot blue slimes at you.
Queen Bee would alternate between a stinger shotgun attack and a rapid fire. Also, at low health, it would occasionally drop beenades.
Brain of Cthulhu would be immune to knockback and the creepers would target the player more often. In it's second form, instead of having faded mirror clone thingies that are easily distinguished from the actual boss, it would spawn three duplicates that would be visually identical to the real brain and each move on its own, rather than moving when the player does.
The Wall of Flesh would spawn hungries faster, and each part(the top eye, mouth, and lower eye) would each have their own health bar and need to be destroyed individually.
The Destroyer would attempt to circle the player to prevent them from avoiding it's attacks. Also, at half health, it would split into two.
Skeletron prime would fire homing missiles after losing a limb, and for each limb lost the missiles would fire faster. Additionally, all limbs would need to be destroyed to be able to damage the head.
The twins would change to their second phase after half health as opposed to 1/3rd health. They would also dash at the player like the Eye of Cthulhu does.
Plantera would have a chance to inflict the venom debuff as well as poison.
Golem would be able to move through blocks. After destroying the head, it would occasionally stop in place and spin around, rapidly shooting lasers in all directions.
Duke Fishron doesn't really need any improvement in my opinion.
The Lunatic Cultist's clones would look exactly the same as the true cultist.
Moon Lord doesn't really need any improvement in my opinion.
That's it for now, although i'll probably think of more things later. Feel free to give feedback and suggest changes.
...Dang, i'm getting all the feels right now. This is my 2,000th post, and i've been making suggestions since i joined TCF in 2014. Thinking about this being Terraria's last update is... well, a little overwhelming.
Happy Journey's End, y'all.
I decided to put all of my 1.4 ideas in one thread to make it easier. I'll probably update this as i think of more things.
When placing walls, if there's a block that you haven't placed a wall on, but it 's surrounded on all sides by walls, it will automatically turn into a wall block but will not consume walls from your inventory or drop them on being destroyed. This results in players having extra walls in their inventory after they fill an area with walls. Seeing as smart cursor exists, there's really no reason to have this feature, as it's just plain annoying.
Sometimes when going downhill, hitting space to jump will either use a double jump right off the bat(if you have one), and if you don't, you will simply not jump. The reason for this, best i can figure out, is because technically the player's in the air when they hit the spacebar, even though they're only about 2 inches away from the ground. This makes going downhill annoying, and the way i would suggest remedying it is by adding "coyote time". Basically, when a player walks off a ledge, they have a split second where they're still able to jump, just enough to stay until they land on the block below. That way, you could go downhill without worrying about accidentally wasting a jump.
The Lunatic Cultist would teleport to the player's left, right, or above the player rather than just above, to prevent it from just going higher and higher and ending up in space as it kinda does now.
Hallowed armor would require one of each boss soul to craft, and shadow dodge would be transferred from titanium to hallowed to make it worth crafting. Titanium armor set bonus would be changed to a 10% chance to dodge attacks.
Angel/demon wings would be able to be tinkered with lightning/frostspark boots to make lightning/frostspark wings, which would work the same as both items combined, but only require one slot.
Throwing should be merged with melee rather than ranged, as it fits better. Evidence: all boomerangs, vampire knives, thorn chakram, daybreak, possessed hatchet, etc.
Blazing wheels and spiky balls would spawn more often in the dungeon, right now they're really rare.
Ancient versions of the muramasa, water bolt, and aqua scepter would drop rarely from dungeon enemies.
All DOT debuffs would be buffed, and less enemies would be immune to them.
Pyramid chests would always contain pharaoh clothes and either a sandstorm in a bottle or flying carpet.
You would be able to break walls even if they're surrounded by other walls, so you wouldn't have to make a huge gash in the walls to change one block in the middle.
Medusa would spawn in pre-hardmode, but petrified players would take normal fall damage rather than increased, and fall damage prevention accessories would protect petrified players.
The hand warmers would drop from zombie eskimos, and be able to be tinkered with the pocket mirror. The resulting item would be added to the Ankh Shield.
Master Mode
For master mode, i would first suggest not increasing enemy damage from expert mode. Instead, all enemies and bosses would have the same damage they have in expert mode, but more health. Alternatively, making enemies have 2.5 times the damage of normal mode, but making defense twice as effective(2 defense blocking 2 damage as opposed to 1 in normal mode and 1.5 in expert) so effectively enemies' damage level would be the same as expert, but it would be easier to see how much your defense is protecting you. I'm pretty sure i fudged the math there, but hopefully you get my point.
Instead of extra damage, enemies would have new attacks and behavior.
Zombies would break down doors instead of just opening them during blood moons.
The Eye of Cthulhu would occasionally fly in circles around the player, constantly shooting minions at high speed, and after 5-10 seconds would charge.
The Eater of Worlds would be able to survive at one segment, and would regrow one segment for every two(numbers subject to change for balance) that were destroyed. Additionally, it would only drop demonite upon having its segments destroyed, and shadow scales would only drop from the treasure bag.
Skeletron would shoot skulls before his hands were destroyed, albeit at a slower rate.
King Slime would split into two slimes of equal size at half health, and four at 1/4th health. He would also leap at you like biome mimics, and occasionally, he would pause, curl up into a ball, and roll at you like a boulder. Also he would periodically shoot blue slimes at you.
Queen Bee would alternate between a stinger shotgun attack and a rapid fire. Also, at low health, it would occasionally drop beenades.
Brain of Cthulhu would be immune to knockback and the creepers would target the player more often. In it's second form, instead of having faded mirror clone thingies that are easily distinguished from the actual boss, it would spawn three duplicates that would be visually identical to the real brain and each move on its own, rather than moving when the player does.
The Wall of Flesh would spawn hungries faster, and each part(the top eye, mouth, and lower eye) would each have their own health bar and need to be destroyed individually.
The Destroyer would attempt to circle the player to prevent them from avoiding it's attacks. Also, at half health, it would split into two.
Skeletron prime would fire homing missiles after losing a limb, and for each limb lost the missiles would fire faster. Additionally, all limbs would need to be destroyed to be able to damage the head.
The twins would change to their second phase after half health as opposed to 1/3rd health. They would also dash at the player like the Eye of Cthulhu does.
Plantera would have a chance to inflict the venom debuff as well as poison.
Golem would be able to move through blocks. After destroying the head, it would occasionally stop in place and spin around, rapidly shooting lasers in all directions.
Duke Fishron doesn't really need any improvement in my opinion.
The Lunatic Cultist's clones would look exactly the same as the true cultist.
Moon Lord doesn't really need any improvement in my opinion.
That's it for now, although i'll probably think of more things later. Feel free to give feedback and suggest changes.
...Dang, i'm getting all the feels right now. This is my 2,000th post, and i've been making suggestions since i joined TCF in 2014. Thinking about this being Terraria's last update is... well, a little overwhelming.
Happy Journey's End, y'all.
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