Other Many Ideas and Additions

TerraAidan516

Official Terrarian
This post is a large list of ideas I came up with over time for changes and small additions I think would be nice additions to the game. Majority of these ideas are from my personal experiences, though a couple were inspired by community posts I've seen. I tried my best to make my ideas be as close to the normal style of Terraria as I could, though I'm sure some could be changed to better fit the game.


Armor Changes
  • Every Wood Armor set should have a unique set bonus like how Ashwood and Cactus Armor currently have. Adding set bonuses to the rest would make them more useful and possibly encourage some players to seek them out early on. For my ideas I tried to stick to the set bonus providing protection against hazards in the biome the wood is from, like Ashwood does, but I had trouble deciding what regular Wood Armor would do, so I ended up deciding it could help with building and dealing with enemies at night. The Hallow and evil armor sets instead have unique defensive abilities because I couldn't think of specific hazards in those biomes early on, other than thorny bushes that don't do much damage and are easy to clear.
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    • Wood Armor: Increases placement speed by 10% and increases knockback dealt.

    • Rich Mahogany Armor: Reduced damage taken from stingers and reduced duration of the Poisoned debuff.

    • Boreal Wood Armor: Thin Ice is more difficult to break, broken from falling ~8 blocks instead of ~4, and reduced damage taken from Ice Spikes from Spiked Ice Slimes.

    • Palm Wood Armor: Increased mobility in water, around how much the Trident gives, and lets you float in water if the up key is held.

    • Ebonwood Armor: Corrupt thorns fly out when the player takes damage, piercing and dealing weak knockback to nearby enemies.

    • Shadewood Armor: Bloody sap will spray out towards nearby enemies when the player takes damage, dealing average knockback and slowing the enemies for a few seconds.

    • Pearlwood Armor: Pearl dust bursts out in a large radius when the player takes damage, inflicting any enemies within the radius with Confused for around 8 seconds.
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  • Snow Armor should be crafted using Flinx Fur, giving the material another use. Pieces of the set should still drop from Frozen Zombies so you may get some before you go underground. This would make the set easier to obtain early and could help players survive in the underground ice biome.

  • Gem Robes should have unique set bonuses that add extra effects to magic attacks and also have progression materials added to their recipes to make them based on progression. Currently you can just skip to the Diamond Robe and have no real reason to use any of the other robes. The stats would probably need to be adjusted to account for the new set bonuses as well as the progression materials.
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    • Amethyst Robe: Magic attacks pop like purple fireworks when hitting an enemy, dealing extra damage and average knockback. Normal crafting recipe.

    • Topaz Robe: Magic attacks burst into yellow flames when hitting an enemy, inflicting On Fire! and dealing average knockback. Normal crafting recipe.

    • Sapphire Robe: Magic attacks create small clouds of blue sparkles when hitting an enemy that will linger for a few seconds, damaging and slowing enemies that walk through it. Jungle Spores added to normal crafting recipe.

    • Emerald Robe: Magic attacks create clusters of floating green shards when hitting an enemy that will stay for a few seconds, damaging and inflicting Poisoned to enemies that walk through it. Jungle Spores added to normal crafting recipe.

    • Ruby Robe: Magic attacks create a small red explosion when hitting an enemy, dealing some AOE damage to all enemies within the explosion radius. Shadow Scales/Tissue Samples added to normal crafting recipe.

    • Amber Robe: Magic attacks burst into amber chunks when hitting an enemy, flying out and damaging other nearby enemies. Shadow Scales/Tissue Samples added to normal crafting recipe.

    • Diamond Robe: Magic attacks fire out white light beams when hitting an enemy, dealing extra damage to the hit enemy and targeting up to 4 others. Bones added to normal crafting recipe.
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  • Cobalt, Mithril, and Adamantite Armor should have unique set bonuses like their alternate ore sets have. Palladium, Orichalcum, and Titanium have always had unique set bonuses, even Hallowed Armor was given Titanium's original set bonus, but the classic early hardmode ore sets still don't have anything special. I came up with some ideas for unique set bonuses, mostly acting as an alternate bonus of the corresponding alternate ore set.
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    • Cobalt Armor: Gain a significant speed boost that lasts a few seconds when hitting an enemy, running into an enemy during the speed boost will deal damage to them and knock them back, the player will have a blue after-image while the speed boost is active. Or instead, gain extra defense that lasts a few seconds when hitting an enemy and must be kept active by hitting an enemy again before the duration ends, a blue shield icon is displayed above the player while this buff is active. Both are alternate stat boosts instead of Palladium's regeneration boost.

    • Mithril Armor: Hitting enemies will generate small green orbs that orbit around the player, stacking up to 3 at a time, if an enemy gets too close an orb will home in on them and create a small explosion that deals some AOE damage. This contrasts Orichalcum's bonus attacking from the edge of the screen and piercing enemies, instead being close to the player and dealing AOE.

    • Adamantite Armor: Hitting enemies will build up a red shield around the player that looks like a red Celestial Pillar's shield, the shield becomes more opaque and larger the stronger it is, starting out small and very transparent, and reaches it's max at 8 enemies hit. When the player takes damage, the shield will pulse outwards and deal rapid damage to all enemies within a medium radius then deal strong knockback and completely deplete the shield. This is similar to building up titanium shards but instead stacking into one ability and damaging enemies within a radius.
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  • Chlorophyte Armor should be able to be crafted directly into Turtle Armor, Spectre Armor, or Shroomite Armor. Each of those armor sets use the same amount of Chlorophyte Bars as Chlorophyte Armor does, so it would make sense to be able to upgrade them using Turtle Shells, Ectoplasm, or Glowing Mushrooms. This would give more of a reason to craft Chlorophyte Armor pre-Plantera and save you from having to decraft it with shimmer.

Item Changes
  • Drinking a potion should give the bottle back, allowing you to reuse bottles from potions. This shouldn't cause that much of an inventory cluttering problem, especially with the 9999 item stack limit and use of a Void Bag.

  • Some furniture lights should produce light that better fits the theme of the set, currently some are just the same light color as a regular candle. These changes could be optional by crafting the furniture with the respective torches or just regular torches.
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    • Sandstone furniture lights should be similar to light from Desert Torches.

    • Rich Mahogany furniture lights should use light from Jungle Torches.

    • Shadewood furniture lights should be similar to light from Crimson Torches.

    • Lesion furniture lights should use light from Cursed Torches, right now they use a blueish light despite having green flames.

    • Some Flesh furniture lights should use light from Ichor Torches, the candelabra and chandelier should stay how they currently are.

    • Meteor furniture lights should use light from Orange Torches but brighter.

    • Bone furniture lights should use light from Bone Torches.

    • Lihzahrd furniture lights should be similar to light from regular campfires.
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  • Flurry Boots should allow the player to run even faster on snow blocks, making them more useful in the biome they are obtained from and more unique than just being different looking Hermes Boots.

  • Sailfish Boots should allow the player to run even faster on water, needing to be used with a Water Walking Potion to utilize it. This would make it more unique than just being renewable Hermes Boots, and would make it synergize with Water Walking Boots while still having a different ability than it does.

  • Crafting recipes for Heart Statue, Star Statue, and Bomb Statue. Could be crafted with stone and a Life Crystal, Mana Crystal, and Bomb respectively. Would allow players to craft them for decoration or arena purposes. This shouldn't be too unbalanced since the drops are already limited depending on how many are nearby, and players can hunt down every statue in their world if they desperately want to use them anyway.

  • The Shadow Orb light pet should be able to be transmuted in shimmer into the Orb of Light. It would be a nice call back to early Terraria and would provide a brighter light color than Shadow Orb's dark purple.

  • Shadow Candle should prevent critters, fairies and the Skeleton Merchant from spawning. This would help a lot with mob farms since the Skeleton Merchant takes up 7 NPC slots, fairies reduce enemy spawn rates, and critters take up NPC slots as well.

  • Terragrim should have scaling damage that increases based on how many pre-hardmode bosses are defeated, maxing out after the Wall of Flesh is defeated. This would make the rare weapon useful through out all of pre-hardmode and possibly even some of early hardmode, making it much more worth trying to obtain.

  • Bloody Machete, Bladed Glove, Candy Cane Sword, Red Ryder, and Fruitcake Chakram should have buffed variants post-Plantera or some alternate use. They are very weak weapons by the time you obtain them normally, being post-Plantera after completing Pumpkin or Frost Moon. They are only useful if you obtain them early game around Halloween or Christmas, making them not worth obtaining for majority of the year.

  • Snow Globe should be obtainable during early hardmode so you can fight the Frost Legion while they are still a challenge. If it isn't around Christmas, you can only get the Snow Globe post-Plantera from beating the Frost Moon and activating Christmas, by that point in the game the Frost Legion is very easy to beat and more of just a task to get Santa Claus to arrive.

  • The Clentamintor should destroy naturally placed crystals in the Underground Hallow when using any solution other than Blue Solution. Nothing should drop when the crystals are destroyed, they should just be removed. This would save the player from having to manually break all of the crystals if they want to completely remove the Hallow from the area.

  • The Spectre Paint Scraper should have a higher chance of collecting moss, it would make sense as it is an upgraded version of the normal Paint Scraper and would help collect moss in bulk if the player happens to need a lot of it.

Additions
  • Stomach rumbling sound effect that plays when Well Fed, Plenty Satisfied, or Exquisitely Stuffed buff duration ends. This could remind players to eat again during expert mode+ so they can consistently keep the increased regeneration.

  • Crickets that spawn around forest towns during night. They would add some nice ambient sounds during night and could also be used as fishing bait.

  • Cactus Seeds sold by the Dryad while in a Desert that can be planted on Sand Blocks. Would add a way for players to plant cacti where they want to.

  • Slime Tear, a consumable item that drops rarely from Slimes and summons the Slime Rain event. Has a higher chance to drop if Slime Rain hasn't been completed yet. This would give players the opportunity to fight King Slime earlier without needing the resources for a Slime Crown or needing to wait for a natural Slime Rain to occur. It could also be useful for farming gel, the Slime Staff, Slime banners, and Slime bestiary entries.

  • Makeshift Flamethrower weapon crafted with the Slime Gun. It would be a pre-hardmode Flamethrower, another weapon that uses gel, and give the Slime Gun a combative purpose.

  • Thorny Bush Wand that grows thorny bushes off Jungle, Corruption or Crimson grass. Purchased from the Dryad while in the Jungle biome. Could be used for building if there was a way to make the thorns not easily destroyed. Could also be used for creating traps.

  • Accessories that give visual effects normally from armor sets. Some armor sets have special visual effects or particles when wearing the full set, but there is no way to have those effects on other armor sets or any vanity. There could be accessories that are equipped in social slots that display the effects, allowing players to use them as part of their vanity no matter what armor set they have.

  • Placeable unsafe natural walls that are obtained by transmuting natural walls in shimmer. All natural walls should have unsafe variants that can be used to allow enemies to spawn in an area without having the background exposed. Players could use specific walls that fit with the style of their build and allow enemies to spawn, being useful for decorative enemy farms or map making.

  • Upgraded Medusa Head that can turn certain enemies into statues. This could add a way to make enemy statues renewable, allowing players to gather them for decoration or farming purposes. This shouldn't be too unbalanced since drop rates from statue spawned enemies are already nerfed and can only drop if killed by the player.

  • Special chum related item that is thrown into water during a Blood Moon to make fishing enemies continuously spawn from the water for a bit. This could provide a challenge as well as make it easier to farm for special drops and banners from the fishing enemies instead of the player having to reel up a single enemy at a time.

  • Builder's Wand item that combines Living Wood Wand, Leaf Wand, Living Mahogany Wand, Rich Mahogany Leaf Wand, Hive Wand, and Bone Wand into a single item. The blocks it places depend on which corresponding resource is first in the player's inventory, like how paint works.

  • Lucky Clover informational item that displays your current luck. Purchased from Wizard if your luck is 0.8 or higher. It would be extremely useful to see how much luck you currently have instead of having to check at the Wizard to get a rough idea.

  • Hallowed Ore that is obtained by transmuting Hallowed Bars in shimmer. Can be used to craft Hallowed Bricks and maybe even other new blocks to build with.

  • Mysterious Tablet that can be crafted and used to summon the Lunatic Cultist. Players should be able to summon the Lunatic Cultist without waiting for the Mysterious Tablet to respawn at the dungeon and be able to fight him without summoning the Celestial Events, it would make it much easier to farm for his trophy and mask.

  • Celestial Chunk dropped by Celestial Pillars in expert mode+ that would act like a treasure bag that gives fragments. Alternatively, the fragments dropped by the Celestial Pillars could work like treasure bags do and drop specifically for each player. This is so players could each get some fragments in multiplayer, not having to fight over them.

  • Dark Brown Solution that spreads the Jungle biome. There are already solutions for the Forest, Desert, and Snow biome, there should be one for the Jungle as well. Would allow Mushroom Biomes to be easily created anywhere by using Dark Blue Solution after.

  • Post-Moon Lord furniture items that let the player change time and weather more easily, similar to how you can in Journey Mode. The furniture items would have a menu similar to the Journey Mode buttons and sliders. Both should also function with wire, a certain time or weather could be set in the furniture and then toggled using wire. This would be extremely useful for map creators, allowing them to set different time and weather in different areas.

Miscellaneous Changes
  • Bestiary entries for variants of enemies should share total kill counts. An example of this: Zombie, Bald Zombie, Pincushion Zombie, etc, would all share the same kill count. This would make it much easier to fill out the bestiary since most enemies require 50 kills to display all of their information, having variants of the same enemy makes it take longer just to see all the information for a single variant.

  • Torch luck should work on the surface. Torch luck is very useful but only works underground, having it work on the surface would help with obtaining rare drops from surface enemies. A new torch could be added that gives luck in the Forest biome as well, a Living Wood Torch.

  • Seaweeds that grow in ocean caves should grow on the surface as well. Having seaweed grow on the surface would make the ocean less empty, making it a bit more lively.

  • Lava should change color depending on the biome it's present in. I saw this a long time ago in a forum post [Biomes & Nature - [Sprites] Biome-colored lava] and thought it was a really cool idea, I came up with two ideas for other biomes and an alternate idea for one mentioned in the post.
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    • Mushroom Biome: Lava would be glowing blue but stand out from the rest of the blocks in a mushroom biome.

    • Desert: Lava would be more orange than it's regular red-orange color.

    • Jungle: Lava would be a dark tar like color but should still somewhat stand out.

    • Hallow: Lava would fade between blue, pink, and purple colors like the crystals of the underground Hallow. The fading would look like how Rainbow Bricks quickly fade between colors.
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  • Worlds with both Corruption and Crimson, even if one was artificially added, should cause critters to become both corrupt and vicious during a Blood Moon, there being a 50/50 chance if a critter becomes corrupt or vicious. The Eye of Cthulhu should also drop both Demonite and Crimtane ore, and both Corrupt and Crimson seeds. It would make sense since both evils are present, it could also help with getting corrupt and vicious bestiary entries and banners. Using vile or vicious powder to convert groups of critters normally results in some getting accidentally killed by the converted ones, Blood Moons instantly convert all of them, preventing the issue. The Eye of Cthulhu could be used to get both Corruption and Crimson resources quickly.

  • Fallen Logs should be crafted using regular Wood and Souls of Light at a Living Loom with Ectomist. Fallen Logs are permanently gone when broken, more should be able to be crafted for decoration or for obtaining fairies easier. Spawning fairies could be balanced by making only one Fallen Log able spawn fairies if there are too many other logs nearby.

  • Plantera Bulbs should be able to be uprooted using a tool, allowing the player to carry them and later place on jungle grass to break it there and summon Plantera. This way players would still need to find bulbs. This shouldn't make things easier since currently players can just slowly lead Plantera back to their arena and fight her there anyway, so the ability to replant the bulb and break it somewhere else to summon the boss would just be more convenient for players.

  • Reaching higher scores during Pumpkin Moon or Frost Moon should make the effects of Halloween or Christmas last longer. Reaching wave 20 should give another day, and reaching 5,000 and 10,000 total score should both add an additional day, maxing at 4 days of seasonal effects. Halloween or Christmas should also be able to overwrite each other so players can switch the current seasonal event when they want to, not having to wait for the current one to end. Having more days of seasonal events would make it easier to obtain seasonal related items because players won't have to complete Pumpkin Moon or Frost Moon every night to keep the season active.

  • Golem's chamber in the Lihzahrd Temple should have a larger minimum room size. I've gotten a couple temples with very small room to fight Golem in, which would've been extremely difficult to deal with on Master Mode. The only thing you can really do about the size of the chamber is actuate blocks since you have to at least have a Picksaw to break any of them, though I don't think you should have to actuate them, the chamber should always generate with enough room to properly fight Golem. One of the seeds where this happened to me is: 3.4.1.97178086 as of version 1.4.4.9.

  • Martian Probes should be able to be caught with a Lavaproof Bug Net or Golden Bug Net and later released to summon the Martian Invasion. The probe would immediately try to summon the event on release. I chose the Lavaproof Bug Net and Golden Bug Net because both are larger than the regular Bug Net, making more sense for them to be able to catch a Martian Probe. This would allow players to keep spawning the event if they are trying to obtain a specific item from it, instead of having to go to Space and wait for a Martian Probe to spawn after every event. This idea was inspired by the Terraria animation "Party Crasher!" by Kelpilox on YouTube, I thought about how the player would have gotten the Martian Probe, then thought of them catching it with a Bug Net.
 
I agree with most of these, but didn't really read it all. Its wayy too long and perhaps could've been split up into smaller posts.
 
I agree with most of these, but didn't really read it all. Its wayy too long and perhaps could've been split up into smaller posts.
Smaller posts that are parts of a larger post are frowned upon because it clogs the suggestion section.
 
Terragrim should have scaling damage that increases based on how many pre-hardmode bosses are defeated, maxing out after the Wall of Flesh is defeated. This would make the rare weapon useful through out all of pre-hardmode and possibly even some of early hardmode, making it much more worth trying to obtain.
This one i actually really like, just make it a range increase instead of DPS

the DPS of the thing is actually insane but the range is way too short to actually use it anywhere
 
wow, that's a lot of words
i'll give some feedback i suppose

it seems like you did well, a lot of these are pretty balanced, niche, or fit in well with vanilla terraria

maybe reduce the placement speed buff, that's a bit much for one of the first obtainable armour sets

i like this, synergy with the jungle is always fun

i like this trend of synergy with respective biomes. niche uses, but useful nonetheless

this is really nice, especially for an early game armour set
things like these are what loadouts should be used for early-game

very good for combat, feels a lot like a HM armour set tho
idk how i feel about this

i think for the corruption/crimson sets they should have cursed flame/ichor-related effects
just an idea

actually, this feels a bit weak for HM
could use a bit of a buff (then again this is a lingering issue with pearlwood armour)

this is good
snow armour is annoying to get for me

i agree with this, the gem robe uses are pretty niche

ooo, this sounds fun
i like the idea of modifying existing projectiles
dunno how easy/hard that'd be to code

i imagine you could just have a ghost projectile whenever you use a weapon while this is equipped, and said ghost projectile is triggered whenever the main projectile makes a hit

same thing as before, very unique and fun
i don't believe there's any accessories like Fire Gauntlet that provide something like this for Mage

oooo, reminds me of a sentry or something
adding jungle spores is a good call

again, good call on jungle spores
this spreads out the progression of gem robes a bit imo

so pretty much upgraded topaz?

maybe these chunks could home in on enemies
idk tho

good call on evil boss drops added to these recipes, but maybe the robes could use some flat stat buffs

very fun, i like it
good call on the bones



these new crafting materials added to the recipes helps spread the progression of the gem robes, and gives them all unique functionality

alright then

trueeee
i like the defense one, but the duration should be really short

this reminds me of something...
regardless, i do like the idea
very good contrasting it to its counterpart

hmm, reminds me of solar flare set bonus a bit
i do really like this idea tho, it's very unique and seems pretty well balanced
you've thought these ideas out a lot

i agree with this, it's annoying trying to find the shimmer for specifically this purpose

hell yeah bottle reusability, reduce reuse recycle babieeeeeee

i dunno why this isn't a thing lol

i hate inconsistencies like this, i totally agree
gives it more consistency across the furniture set

i like these ideas a lot, you have great ideas about synergising items with their origin biome and they fit really well for their use case
do dunerider boots have a unique functionality at all? if not, what do you think would fit? genuine question, i haven't used duneriders in years

alright

this'd be some nice nostalgia

ugh same bro
i agree with this

this would be a nice addition but i don't know how long it'd take to balance something like this
it's difficult to get things like that to work properly

oh, you make a good point
throwing weapons need some buffs frfr

no clue how this would be implemented but i agree

wait, it doesn't do this already?
:red:

trueeeeeeee

we always like little sound effects

ooooooh ambience
lovely idea chap

man idk why you can't do this already
you make some very good arguments

hmm idk about this
maybe make it a HM only drop

oooo yes i want to cover zombies in gel then make them EXPLODE

yesssssss we need this
i want this to make my artificial evils look authentic

hmm, maybe crafted with the same materials as the armour sets
this would be a pretty niche use that would apply to a lot of armour sets tho
idk about this one
sounds cool but hmm

mapmakers need this

hmm true
maybe make it like a certain percentage success rate tho

ah yes enchanted chum
but fr this'd be nice
how would this function with dread tho?

oooo yeah i like this one


definitely should be in-game, luck being hidden is annoying
also we need this in PDA crafting tree

i think this was suggested in another thread and had quite positive reactions
i do like the idea of hallowed ore and bricks


oh yeah that's a good idea
this would work well

oh that's a cool idea, very niche use case but you seem to think of everything

yeah idk why there's no jungle solution yet
100% agree

hmmm
not sure on this one

idk, i think it's the way it is for a reason

wait, it only works underground?

oooooo yeah
we need ocean expansion

ooo this sounds fun, and great visual ambience
i like this

yeah at this point it's just logical

i think this is balanced pretty well

PLEASE
PLEASE RELOGIC
WE NEED THIS

actually, this is a really nice idea

ugh too relatable
100% agree

oh, this is interesting
i'm not sure on this one



all in all, great taste, great execution, most of them are already well-balanced from what i can tell and most of them won't break progression or powercreep in any way from what i can tell

keep up the good work!
TLDR, but yea what he said :D
 
Every Wood Armor set should have a unique set bonus like how Ashwood and Cactus Armor currently have. Adding set bonuses to the rest would make them more useful and possibly encourage some players to seek them out early on. For my ideas I tried to stick to the set bonus providing protection against hazards in the biome the wood is from, like Ashwood does, but I had trouble deciding what regular Wood Armor would do, so I ended up deciding it could help with building and dealing with enemies at night. The Hallow and evil armor sets instead have unique defensive abilities because I couldn't think of specific hazards in those biomes early on, other than thorny bushes that don't do much damage and are easy to clear.
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  • Wood Armor: Increases placement speed by 10% and increases knockback dealt.

  • Rich Mahogany Armor: Reduced damage taken from stingers and reduced duration of the Poisoned debuff.

  • Boreal Wood Armor: Thin Ice is more difficult to break, broken from falling ~8 blocks instead of ~4, and reduced damage taken from Ice Spikes from Spiked Ice Slimes.

  • Palm Wood Armor: Increased mobility in water, around how much the Trident gives, and lets you float in water if the up key is held.

  • Ebonwood Armor: Corrupt thorns fly out when the player takes damage, piercing and dealing weak knockback to nearby enemies.

  • Shadewood Armor: Bloody sap will spray out towards nearby enemies when the player takes damage, dealing average knockback and slowing the enemies for a few seconds.

  • Pearlwood Armor: Pearl dust bursts out in a large radius when the player takes damage, inflicting any enemies within the radius with Confused for around 8 seconds.
I've given my thoughts on this in the past, but I'll say it again here: the armor at the beginning of the game should not have set bonuses. It should be kept plain and boring. I believe this to be the case because new players should not be overwhelmed with features and crazy options. A standard of progression needs to be set before the armor starts getting exotic. Wood armor should definitely, definitely not do anything but provide barebones defense.
  • Snow Armor should be crafted using Flinx Fur, giving the material another use. Pieces of the set should still drop from Frozen Zombies so you may get some before you go underground. This would make the set easier to obtain early and could help players survive in the underground ice biome.
I don't think this is a very good idea. If it still drops from Frozen Zombies, why bother crafting it from Flinx Fur? Frozen Zombies are really easy to farm.
  • Gem Robes should have unique set bonuses that add extra effects to magic attacks and also have progression materials added to their recipes to make them based on progression. Currently you can just skip to the Diamond Robe and have no real reason to use any of the other robes. The stats would probably need to be adjusted to account for the new set bonuses as well as the progression materials.
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    • Amethyst Robe: Magic attacks pop like purple fireworks when hitting an enemy, dealing extra damage and average knockback. Normal crafting recipe.

    • Topaz Robe: Magic attacks burst into yellow flames when hitting an enemy, inflicting On Fire! and dealing average knockback. Normal crafting recipe.

    • Sapphire Robe: Magic attacks create small clouds of blue sparkles when hitting an enemy that will linger for a few seconds, damaging and slowing enemies that walk through it. Jungle Spores added to normal crafting recipe.

    • Emerald Robe: Magic attacks create clusters of floating green shards when hitting an enemy that will stay for a few seconds, damaging and inflicting Poisoned to enemies that walk through it. Jungle Spores added to normal crafting recipe.

    • Ruby Robe: Magic attacks create a small red explosion when hitting an enemy, dealing some AOE damage to all enemies within the explosion radius. Shadow Scales/Tissue Samples added to normal crafting recipe.

    • Amber Robe: Magic attacks burst into amber chunks when hitting an enemy, flying out and damaging other nearby enemies. Shadow Scales/Tissue Samples added to normal crafting recipe.

    • Diamond Robe: Magic attacks fire out white light beams when hitting an enemy, dealing extra damage to the hit enemy and targeting up to 4 others. Bones added to normal crafting recipe.
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First of all, the Diamond Robe is supposed to be the best, because it's the hardest to get. And moving these around in progression is also a bad idea, because the way you have this set up now, the only one anyone would ever use is the Amethyst and Topaz robes. If you have Jungle Spores, you'll just get Jungle Armor, and after that you'll just have Meteor Armor and you won't bother with the robes. I think the robes are just fine the way they are.
  • Cobalt, Mithril, and Adamantite Armor should have unique set bonuses like their alternate ore sets have. Palladium, Orichalcum, and Titanium have always had unique set bonuses, even Hallowed Armor was given Titanium's original set bonus, but the classic early hardmode ore sets still don't have anything special. I came up with some ideas for unique set bonuses, mostly acting as an alternate bonus of the corresponding alternate ore set.
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    • Cobalt Armor: Gain a significant speed boost that lasts a few seconds when hitting an enemy, running into an enemy during the speed boost will deal damage to them and knock them back, the player will have a blue after-image while the speed boost is active. Or instead, gain extra defense that lasts a few seconds when hitting an enemy and must be kept active by hitting an enemy again before the duration ends, a blue shield icon is displayed above the player while this buff is active. Both are alternate stat boosts instead of Palladium's regeneration boost.

    • Mithril Armor: Hitting enemies will generate small green orbs that orbit around the player, stacking up to 3 at a time, if an enemy gets too close an orb will home in on them and create a small explosion that deals some AOE damage. This contrasts Orichalcum's bonus attacking from the edge of the screen and piercing enemies, instead being close to the player and dealing AOE.

    • Adamantite Armor: Hitting enemies will build up a red shield around the player that looks like a red Celestial Pillar's shield, the shield becomes more opaque and larger the stronger it is, starting out small and very transparent, and reaches it's max at 8 enemies hit. When the player takes damage, the shield will pulse outwards and deal rapid damage to all enemies within a medium radius then deal strong knockback and completely deplete the shield. This is similar to building up titanium shards but instead stacking into one ability and damaging enemies within a radius.
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Cobalt, Mythril, and Adamantite already compete with their alternatives by offering better stats. They don't need set bonuses.
  • Chlorophyte Armor should be able to be crafted directly into Turtle Armor, Spectre Armor, or Shroomite Armor. Each of those armor sets use the same amount of Chlorophyte Bars as Chlorophyte Armor does, so it would make sense to be able to upgrade them using Turtle Shells, Ectoplasm, or Glowing Mushrooms. This would give more of a reason to craft Chlorophyte Armor pre-Plantera and save you from having to decraft it with shimmer.
Honestly, yeah, I do like this. On the one hand, shimmer makes this pointless, because of decrafting, but on the other hand, that means that adding this into the game means you lose nothing.
  • Drinking a potion should give the bottle back, allowing you to reuse bottles from potions. This shouldn't cause that much of an inventory cluttering problem, especially with the 9999 item stack limit and use of a Void Bag.
Sure? I don't think this is a very big deal. I'm neutral on this.
  • Some furniture lights should produce light that better fits the theme of the set, currently some are just the same light color as a regular candle. These changes could be optional by crafting the furniture with the respective torches or just regular torches.
    ‏‏‎ ‎
    • Sandstone furniture lights should be similar to light from Desert Torches.

    • Rich Mahogany furniture lights should use light from Jungle Torches.

    • Shadewood furniture lights should be similar to light from Crimson Torches.

    • Lesion furniture lights should use light from Cursed Torches, right now they use a blueish light despite having green flames.

    • Some Flesh furniture lights should use light from Ichor Torches, the candelabra and chandelier should stay how they currently are.

    • Meteor furniture lights should use light from Orange Torches but brighter.

    • Bone furniture lights should use light from Bone Torches.

    • Lihzahrd furniture lights should be similar to light from regular campfires.
Yes, I agree.
  • Flurry Boots should allow the player to run even faster on snow blocks, making them more useful in the biome they are obtained from and more unique than just being different looking Hermes Boots.
I don't have a problem with this either.
  • Sailfish Boots should allow the player to run even faster on water, needing to be used with a Water Walking Potion to utilize it. This would make it more unique than just being renewable Hermes Boots, and would make it synergize with Water Walking Boots while still having a different ability than it does.
Actually, yeah, that's a fun idea. I don't think anyone would ever use it, but I still like it.
  • Crafting recipes for Heart Statue, Star Statue, and Bomb Statue. Could be crafted with stone and a Life Crystal, Mana Crystal, and Bomb respectively. Would allow players to craft them for decoration or arena purposes. This shouldn't be too unbalanced since the drops are already limited depending on how many are nearby, and players can hunt down every statue in their world if they desperately want to use them anyway.
I don't like it. This would make cheesing bosses even easier, as well as infinite Bombs (and therefore really, really easy infinite money.) Having limited drops doesn't matter at all if you're picking up the drops as it happens.
  • The Shadow Orb light pet should be able to be transmuted in shimmer into the Orb of Light. It would be a nice call back to early Terraria and would provide a brighter light color than Shadow Orb's dark purple.
Sure, why not - but only if you can also shimmer the Crimson Heart into an Orb of Light.
  • Shadow Candle should prevent critters, fairies and the Skeleton Merchant from spawning. This would help a lot with mob farms since the Skeleton Merchant takes up 7 NPC slots, fairies reduce enemy spawn rates, and critters take up NPC slots as well.
Yeah, actually, I like this idea. This is a good one.
  • Terragrim should have scaling damage that increases based on how many pre-hardmode bosses are defeated, maxing out after the Wall of Flesh is defeated. This would make the rare weapon useful through out all of pre-hardmode and possibly even some of early hardmode, making it much more worth trying to obtain.
The Terragrim is already useful throughout all of pre-Hardmode. It's one of the best weapons in pre-Hardmode. Just about any enemy with Fighter or Caster AI (which most enemies in pre-Hardmode have) or with low knockback resistance gets invalidated by the Terragrim. The only enemies the Terragrim struggles with in pre-Hardmode are knockback immune ones like worms, and flying enemies with projectiles, of which there are only two notable examples: Demons and Hornets. It doesn't need a buff.
  • Bloody Machete, Bladed Glove, Candy Cane Sword, Red Ryder, and Fruitcake Chakram should have buffed variants post-Plantera or some alternate use. They are very weak weapons by the time you obtain them normally, being post-Plantera after completing Pumpkin or Frost Moon. They are only useful if you obtain them early game around Halloween or Christmas, making them not worth obtaining for majority of the year.
And the fact that they're good in the early game when you can get them isn't enough for you? Just out of curiosity, how would the "buffed versions" of these weapons be meaningfully different from and competitive with the other on-tier weapons at the time, such as the Possessed Hatchet, Psycho Knife, Christmas Tree Sword, Sniper Rifle, and Paladin's Hammer?
  • Snow Globe should be obtainable during early hardmode so you can fight the Frost Legion while they are still a challenge. If it isn't around Christmas, you can only get the Snow Globe post-Plantera from beating the Frost Moon and activating Christmas, by that point in the game the Frost Legion is very easy to beat and more of just a task to get Santa Claus to arrive.
This would only be worthwhile if the Frost Legion was reworked to be a more interesting event. Until then, there's not much point.
  • The Clentamintor should destroy naturally placed crystals in the Underground Hallow when using any solution other than Blue Solution. Nothing should drop when the crystals are destroyed, they should just be removed. This would save the player from having to manually break all of the crystals if they want to completely remove the Hallow from the area.
Why not just have them drop? Why should they just be erased?
  • The Spectre Paint Scraper should have a higher chance of collecting moss, it would make sense as it is an upgraded version of the normal Paint Scraper and would help collect moss in bulk if the player happens to need a lot of it.
Yeah, that makes sense.
  • Stomach rumbling sound effect that plays when Well Fed, Plenty Satisfied, or Exquisitely Stuffed buff duration ends. This could remind players to eat again during expert mode+ so they can consistently keep the increased regeneration.
Eh... I don't know. It's not like those buffs are mandatory. This just seems kind of... handholdy.
  • Crickets that spawn around forest towns during night. They would add some nice ambient sounds during night and could also be used as fishing bait.
Sure. I like critters.
  • Cactus Seeds sold by the Dryad while in a Desert that can be planted on Sand Blocks. Would add a way for players to plant cacti where they want to.
Yeah, sure. Why not.
  • Slime Tear, a consumable item that drops rarely from Slimes and summons the Slime Rain event. Has a higher chance to drop if Slime Rain hasn't been completed yet. This would give players the opportunity to fight King Slime earlier without needing the resources for a Slime Crown or needing to wait for a natural Slime Rain to occur. It could also be useful for farming gel, the Slime Staff, Slime banners, and Slime bestiary entries.
I like the idea of a way to manually summon the Slime Rain, but I don't think that having it drop from slimes is a good idea. By the time you get one, you'll absolutely have enough resources to just make a Slime Crown.
  • Makeshift Flamethrower weapon crafted with the Slime Gun. It would be a pre-hardmode Flamethrower, another weapon that uses gel, and give the Slime Gun a combative purpose.
I'm not against a pre-Hardmode Flamethrower, so this is fine. But I do reject the idea that the Slime Gun needs a "combative purpose."
  • Thorny Bush Wand that grows thorny bushes off Jungle, Corruption or Crimson grass. Purchased from the Dryad while in the Jungle biome. Could be used for building if there was a way to make the thorns not easily destroyed. Could also be used for creating traps.
It would be a decent mapmaking tool, I suppose. Sure, why not.
  • Accessories that give visual effects normally from armor sets. Some armor sets have special visual effects or particles when wearing the full set, but there is no way to have those effects on other armor sets or any vanity. There could be accessories that are equipped in social slots that display the effects, allowing players to use them as part of their vanity no matter what armor set they have.
Do you have anything specific in mind?
  • Placeable unsafe natural walls that are obtained by transmuting natural walls in shimmer. All natural walls should have unsafe variants that can be used to allow enemies to spawn in an area without having the background exposed. Players could use specific walls that fit with the style of their build and allow enemies to spawn, being useful for decorative enemy farms or map making.
This is already in the game, man.
  • Upgraded Medusa Head that can turn certain enemies into statues. This could add a way to make enemy statues renewable, allowing players to gather them for decoration or farming purposes. This shouldn't be too unbalanced since drop rates from statue spawned enemies are already nerfed and can only drop if killed by the player.
Ugh... something about this just rubs me the wrong way. I certainly am not against renewable statues, but this just seems too easy.
  • Special chum related item that is thrown into water during a Blood Moon to make fishing enemies continuously spawn from the water for a bit. This could provide a challenge as well as make it easier to farm for special drops and banners from the fishing enemies instead of the player having to reel up a single enemy at a time.
No. The Blood Moon fishing enemies are better off the way they are now. By the time you're strong enough to fight multiple Hemogoblinsharks at once, you're past the point where their drops are useful.
  • Builder's Wand item that combines Living Wood Wand, Leaf Wand, Living Mahogany Wand, Rich Mahogany Leaf Wand, Hive Wand, and Bone Wand into a single item. The blocks it places depend on which corresponding resource is first in the player's inventory, like how paint works.
How convenient do we actually think this will be? When will you ever need every single one of these wands in your inventory at once?
  • Lucky Clover informational item that displays your current luck. Purchased from Wizard if your luck is 0.8 or higher. It would be extremely useful to see how much luck you currently have instead of having to check at the Wizard to get a rough idea.
I do want a better way for the player to check their luck, but please, no more informational accessories. The Shellphone does not need to be any harder to get.
  • Hallowed Ore that is obtained by transmuting Hallowed Bars in shimmer. Can be used to craft Hallowed Bricks and maybe even other new blocks to build with.
This suggestion has been done before, but yes, I like it.
  • Mysterious Tablet that can be crafted and used to summon the Lunatic Cultist. Players should be able to summon the Lunatic Cultist without waiting for the Mysterious Tablet to respawn at the dungeon and be able to fight him without summoning the Celestial Events, it would make it much easier to farm for his trophy and mask.
I would rather just up the drop rates on the trophy and mask, honestly. Given the implied story of the game (if you can call it a story), it doesn't really make sense to me for the Lunar Events to not happen when you kill the Lunatic Cultist.
  • Celestial Chunk dropped by Celestial Pillars in expert mode+ that would act like a treasure bag that gives fragments. Alternatively, the fragments dropped by the Celestial Pillars could work like treasure bags do and drop specifically for each player. This is so players could each get some fragments in multiplayer, not having to fight over them.
The problem is that this would multiply the number of fragments in the world by the number of players in the world, meaning that if, for example, you have a four player world and everyone is playing a different class, every player has (roughly) 4x the number of fragments they would normally have, and all resource management goes out the window.
  • Dark Brown Solution that spreads the Jungle biome. There are already solutions for the Forest, Desert, and Snow biome, there should be one for the Jungle as well. Would allow Mushroom Biomes to be easily created anywhere by using Dark Blue Solution after.
So, just a solution to turn Dirt into Mud? Even though you can already turn Dirt into Mud via crafting, and then you can just place the Mud? Or are you asking for a solution that instantly grows Jungle Grass as well? Because I don't think either of those are a good idea, for different reasons.
  • Post-Moon Lord furniture items that let the player change time and weather more easily, similar to how you can in Journey Mode. The furniture items would have a menu similar to the Journey Mode buttons and sliders. Both should also function with wire, a certain time or weather could be set in the furniture and then toggled using wire. This would be extremely useful for map creators, allowing them to set different time and weather in different areas.
I don't like the idea of Journey Mode features being accessible outside of Journey Mode. It defeats the purpose of having Journey Mode.
  • Bestiary entries for variants of enemies should share total kill counts. An example of this: Zombie, Bald Zombie, Pincushion Zombie, etc, would all share the same kill count. This would make it much easier to fill out the bestiary since most enemies require 50 kills to display all of their information, having variants of the same enemy makes it take longer just to see all the information for a single variant.
Maybe just have the "regular" version of the enemy show the total kill count, and then have all the variants show their own specific kill counts. That seems like a more elegant way to do it.
  • Torch luck should work on the surface. Torch luck is very useful but only works underground, having it work on the surface would help with obtaining rare drops from surface enemies. A new torch could be added that gives luck in the Forest biome as well, a Living Wood Torch.
Torch luck is supposed to only work underground, because it's so useful. Every event in the game happens on the surface. It would make farming rare drops even easier, and unnecessarily. It's not like you can't get good luck bonuses on the surface already.
  • Seaweeds that grow in ocean caves should grow on the surface as well. Having seaweed grow on the surface would make the ocean less empty, making it a bit more lively.
Yeah, sure, why not.
  • Lava should change color depending on the biome it's present in. I saw this a long time ago in a forum post [Biomes & Nature - [Sprites] Biome-colored lava] and thought it was a really cool idea, I came up with two ideas for other biomes and an alternate idea for one mentioned in the post.
    ‏‏‎ ‎
    • Mushroom Biome: Lava would be glowing blue but stand out from the rest of the blocks in a mushroom biome.

    • Desert: Lava would be more orange than it's regular red-orange color.

    • Jungle: Lava would be a dark tar like color but should still somewhat stand out.

    • Hallow: Lava would fade between blue, pink, and purple colors like the crystals of the underground Hallow. The fading would look like how Rainbow Bricks quickly fade between colors.
If I was a new player, went to a new biome, saw a liquid that I didn't recognize, and then died and potentially lost items because it was actually lava and I had no idea, I would be livid.
  • Worlds with both Corruption and Crimson, even if one was artificially added, should cause critters to become both corrupt and vicious during a Blood Moon, there being a 50/50 chance if a critter becomes corrupt or vicious. The Eye of Cthulhu should also drop both Demonite and Crimtane ore, and both Corrupt and Crimson seeds. It would make sense since both evils are present, it could also help with getting corrupt and vicious bestiary entries and banners. Using vile or vicious powder to convert groups of critters normally results in some getting accidentally killed by the converted ones, Blood Moons instantly convert all of them, preventing the issue. The Eye of Cthulhu could be used to get both Corruption and Crimson resources quickly.
I just don't think this is necessary. Seeds are cheap to buy, and once you have them you can get Blood/Unholy Water pretty quickly, and from there you get easy access to Red/Purple Solution, and then it's all over.
  • Fallen Logs should be crafted using regular Wood and Souls of Light at a Living Loom with Ectomist. Fallen Logs are permanently gone when broken, more should be able to be crafted for decoration or for obtaining fairies easier. Spawning fairies could be balanced by making only one Fallen Log able spawn fairies if there are too many other logs nearby.
Why would a fairy care about something a human placed? I think you should have greater respect for the fae and not mess with their stuff.
  • Plantera Bulbs should be able to be uprooted using a tool, allowing the player to carry them and later place on jungle grass to break it there and summon Plantera. This way players would still need to find bulbs. This shouldn't make things easier since currently players can just slowly lead Plantera back to their arena and fight her there anyway, so the ability to replant the bulb and break it somewhere else to summon the boss would just be more convenient for players.
I prefer Plantera Bulbs forcing the player to work around them. They're volatile and dangerous, and they should stay that way.
  • Reaching higher scores during Pumpkin Moon or Frost Moon should make the effects of Halloween or Christmas last longer. Reaching wave 20 should give another day, and reaching 5,000 and 10,000 total score should both add an additional day, maxing at 4 days of seasonal effects. Halloween or Christmas should also be able to overwrite each other so players can switch the current seasonal event when they want to, not having to wait for the current one to end. Having more days of seasonal events would make it easier to obtain seasonal related items because players won't have to complete Pumpkin Moon or Frost Moon every night to keep the season active.
Yeah, I like this idea. Nothing to add.
  • Golem's chamber in the Lihzahrd Temple should have a larger minimum room size. I've gotten a couple temples with very small room to fight Golem in, which would've been extremely difficult to deal with on Master Mode. The only thing you can really do about the size of the chamber is actuate blocks since you have to at least have a Picksaw to break any of them, though I don't think you should have to actuate them, the chamber should always generate with enough room to properly fight Golem. One of the seeds where this happened to me is: 3.4.1.97178086 as of version 1.4.4.9.
Sure. Why not. It's a common complaint.
  • Martian Probes should be able to be caught with a Lavaproof Bug Net or Golden Bug Net and later released to summon the Martian Invasion. The probe would immediately try to summon the event on release. I chose the Lavaproof Bug Net and Golden Bug Net because both are larger than the regular Bug Net, making more sense for them to be able to catch a Martian Probe. This would allow players to keep spawning the event if they are trying to obtain a specific item from it, instead of having to go to Space and wait for a Martian Probe to spawn after every event. This idea was inspired by the Terraria animation "Party Crasher!" by Kelpilox on YouTube, I thought about how the player would have gotten the Martian Probe, then thought of them catching it with a Bug Net.
My stance on this is the same as my stance on Plantera Bulbs. You need to work around the Martian Probe.
 
maybe reduce the placement speed buff, that's a bit much for one of the first obtainable armour sets
Yeah you're probably right, it was difficult thinking of something for regular Wood Armor because there aren't any biome specific hazards in the Forest biome. Originally I was going to say it should have a defensive ability like Ebonwood, Shadewood, and Pearlwood have, but decided it would make more sense to be like the other non-converted wood armors.
very good for combat, feels a lot like a HM armour set tho
i think for the corruption/crimson sets they should have cursed flame/ichor-related effects
It does feel like it would be a hardmode set, though I chose this because I believe it would help with fighting groups of Eaters any the occasional Devourer during pre-hardmode. I did originally have the same idea of cursed flame/ichor effects but feel like those would be too much like a hardmode set.
actually, this feels a bit weak for HM
could use a bit of a buff (then again this is a lingering issue with pearlwood armour)
Yeah it could probably use more, maybe it could deal some knockback as well to push the enemies away from the player? Maybe it could even do some damage to them? I don't think it should be too powerful though as it is still a wood armor set. My idea was to make it useful for players who might've just joined a server that is already in hardmode, it would give them at least some help with dealing with the enemies they are very under prepared for.
so pretty much upgraded topaz?
It wouldn't inflict On Fire! onto any enemies, it just deals AOE damage to groups of enemies for some crowd control. I thought about it inflicting On Fire! like Topaz does but wanted to keep that ability unique to the Topaz Robe.
maybe these chunks could home in on enemies
Yeah maybe they could have homing, that would help the set be an alternate crowd control ability like I intended. I wanted the Amber Robe to be an alternate choice to using the Ruby Robe.
this reminds me of something...
It is pretty similar to the Calamity Mod's set bonus for Mythril, I did not intend that though! I came up with my idea for Mythril's set bonus before I even knew Calamity changed how Mythril armor works. I believe they are both similar because both follow the idea of making the set bonus contrast how Orichalcum's bonus works.
do dunerider boots have a unique functionality at all? if not, what do you think would fit? genuine question, i haven't used duneriders in years
Yes they do! Dunerider Boots allow players to run even faster on sand, which was my main inspiration for Flurry Boots doing the same but on snow.
no clue how this would be implemented but i agree
I was thinking maybe it could drop rarely from Snow Biome or Underground Ice Biome enemies during hardmode? Maybe it would be more common before the event is completed as well so players are more likely to be able to start the event during early hardmode.
wait, it doesn't do this already?
No it doesn't unfortunately. I've cleansed many areas of Hallow only for the crystals to remain, leaving me to have to remove every individual crystal if I don't want any remnants of Hallow to be left.
hmm idk about this
maybe make it a HM only drop
I feel like it would be strange to get a summon for a pre-hardmode event during hardmode only, maybe it could have an entirely different method of obtaining.
hmm true
maybe make it like a certain percentage success rate tho
Yeah that could definitely balance it a bit more.
how would this function with dread tho?
Maybe it would spawn Dreadnautilus if you defeat a certain number of fishing enemies during the Blood Moon?
also we need this in PDA crafting tree
I don't know if it should be part of the PDA, maybe it could just be stored in a Void Bag.
hmmm
not sure on this one
This idea is mostly for map creators, I think it would be extremely useful for them to be able to control time and weather. There could be certain areas in a map that is always raining, or completing a certain task would make it start raining. And the time could be changed to allow the player to fight a boss right away that normally can only spawn at night. It would open up many useful options for map creators to use. Though to a regular player, it would just be a better version of the Enchanted Sundial/Moondial and a way to change the weather, I don't think it would be that game breaking since it would be post-Moon Lord, there isn't really anything you can abuse that power with after that point.
idk, i think it's the way it is for a reason
I guess so, I just think it makes it more difficult to be able to see dropped items and their drop rates in the bestiary. Though I guess you're right, that could be by design, enemies with variants are usually the ones that are killed more often.
wait, it only works underground?
Placed torches only give torch luck while underground, on the surface the respective torch has to be held.
oh, this is interesting
i'm not sure on this one
I mostly think this would help players trying to get a specific item from the event that is taking a while to drop. It would be much more convenient to be able to spawn the event again right away instead of having to go to space, possibly further away if your arena is in the center of the world, then wait for a Martian Probe to spawn, and repeat every time you want to start the event again.


Thank you so much for all of the feedback, I was not expecting this much from a single person!
 
I would say for the wood armor set bonuses, it would be a lot more balanced for early game if there was a small chance for debuffs to be inflicted upon damage. I think if it debuffed enemies every time you got damaged by them it could be too OP.
 
I've given my thoughts on this in the past, but I'll say it again here: the armor at the beginning of the game should not have set bonuses. It should be kept plain and boring. I believe this to be the case because new players should not be overwhelmed with features and crazy options. A standard of progression needs to be set before the armor starts getting exotic. Wood armor should definitely, definitely not do anything but provide barebones defense.
Yea that's a fair point. I mostly came up with the ideas because of Ashwood's set bonus, as well as the lack of uniqueness of the other wood sets.
I don't think this is a very good idea. If it still drops from Frozen Zombies, why bother crafting it from Flinx Fur? Frozen Zombies are really easy to farm.
It's much easier to get Flinx Fur from some Snow Flinx, with a 100% drop rate, than getting pieces of the set from tons of Frozen Zombies, with a 3.33% drop rate. Having that low of a drop rate means players would have to farm Frozen Zombies for a while, having to wait for night as well, just for a chance to have help with surviving the Underground Ice Biome. With Flinx Fur, players could just naturally find some while exploring underground and craft the set to help them survive there. Frozen Zombies still dropping it means some players may get some pieces of the set before they even enter the underground if they are lucky enough.
First of all, the Diamond Robe is supposed to be the best, because it's the hardest to get. And moving these around in progression is also a bad idea, because the way you have this set up now, the only one anyone would ever use is the Amethyst and Topaz robes. If you have Jungle Spores, you'll just get Jungle Armor, and after that you'll just have Meteor Armor and you won't bother with the robes. I think the robes are just fine the way they are.
The Diamond Robe is not very hard to get, it's pretty much the same difficulty as any other Gem Robe. You can find diamonds from a gem tree, shimmering gem critters, decrafting a Magic Mirror with shimmer, finding gemstone blocks or a gemstone cave, or from Geodes dropped by granite enemies. And if you don't get enough from any of that you can grow more with Gemcorns. Because of this, it is easy to skip all the other Gem Robes straight to Diamond, having little reason to craft or use any of the others.
I don't think everyone would only use Amethyst and Topaz Robes. As I said the stats would probably need to be adjusted, Amethyst and Topaz would be the weakest robes, they already are when compared to the other gem robes. It would be like using Silver Armor through out the rest of pre-hardmode when you could use Shadow or Molten Armor instead
Jungle Armor exists as a more defense based option for magic users. The Diamond Robe with a Wizard Hat provides a 15% reduced mana cost and more crit and mana capacity if used with the Jungle Pants, the only drawback being the lower defense and 1% less damage. It is true you could use Jungle Armor instead of some of the earlier robes, but some players may prefer the set bonus abilities of the robes over the stats Jungle Armor provides. Meteor Armor provides no crit increase, reduced mana cost or increased mana capacity, being solely damage and free use of the Space Gun, it exists as an option just as the robes could.
Cobalt, Mythril, and Adamantite already compete with their alternatives by offering better stats. They don't need set bonuses.
It's true that they don't need set bonuses, it would just make them feel more unique. They do provide better stats, but because they only do that they just feel like any other pre-hardmode armor set. In a way, their alternate sets feel more useful because they are actively seen doing something for the player.
Honestly, yeah, I do like this. On the one hand, shimmer makes this pointless, because of decrafting, but on the other hand, that means that adding this into the game means you lose nothing.
Shimmer does make it a bit pointless yea, I just feel like it would be easier to directly upgrade the armor pieces instead of having to go to the shimmer pool, and possibly needing to find it, just to decraft it first.
Sure? I don't think this is a very big deal. I'm neutral on this.
I don't think this is a big deal either, it never really bothered me. I just think it would be logical and maybe even helpful for players who would want to reuse bottles.
I don't like it. This would make cheesing bosses even easier, as well as infinite Bombs (and therefore really, really easy infinite money.) Having limited drops doesn't matter at all if you're picking up the drops as it happens.
Players can already cheese the bosses if they really want to, they can search all of the underground using spelunker potions just to get their hands on the statues if they really want to use them, not being able to craft them just prevents them from getting them sooner. This could somewhat be made more difficult by making the statues crafted at ecto mist, making the player have to purposely die a few times or play on hardcore to be able to craft them earlier.
Only 6 bombs are able to spawn from statues around every 10 seconds, and only 6 can be dropped near the statues at a time, meaning players would need to AFK near the statues to keep picking them up and making more than 6 statues wouldn't increase the yield. Since bombs sell for 60 copper each, this would earn a player roughly less than 13 gold an hour. I personally don't think that would really be worth AFK farming for when I could just farm bosses.
Sure, why not - but only if you can also shimmer the Crimson Heart into an Orb of Light.
I think it would be cooler if you could shimmer the Crimson Heart into a Candy Heart, referencing the scrapped idea of "The Candy" being an alternate to the Hallow. The Orb of Light to me is like the Hallow's Shadow Orb because of the Hallow being light and the Corruption being dark.
The Terragrim is already useful throughout all of pre-Hardmode. It's one of the best weapons in pre-Hardmode. Just about any enemy with Fighter or Caster AI (which most enemies in pre-Hardmode have) or with low knockback resistance gets invalidated by the Terragrim. The only enemies the Terragrim struggles with in pre-Hardmode are knockback immune ones like worms, and flying enemies with projectiles, of which there are only two notable examples: Demons and Hornets. It doesn't need a buff.
It does deal with some pre-hardmode enemies quite well, though as you mentioned, enemies that ignore knockback and ones with projectiles aren't as easy to use it against. I also believe Expert Mode, Master Mode, and Legendary Mode makes it lose it's use even more. Enemies have much higher health, making it take much longer to kill them, and have much higher damage, making it more risky to get close to them. It is also very ineffective when used against any boss due to their knockback immunity and danger of getting close to them. For such a rare sword I feel like it's not as rewarding to obtain as it could be. Maybe it shouldn't be buffed from every boss defeated, but it should at least get buffed in higher difficulties to be able to deal with the buffed enemies more efficiently.
And the fact that they're good in the early game when you can get them isn't enough for you? Just out of curiosity, how would the "buffed versions" of these weapons be meaningfully different from and competitive with the other on-tier weapons at the time, such as the Possessed Hatchet, Psycho Knife, Christmas Tree Sword, Sniper Rifle, and Paladin's Hammer?
Early game, they are only available for 22 days for Halloween and 17 days for Christmas out of the entire year. They aren't even that good early game, being easily outclassed by the Enchanted Boomerang, Bone Sword, and the Musket, which are much easier to obtain. I find it odd that weapons that are so limited and can take time to obtain are so weak, and then you are given the ability to obtain them post-Plantera whatever day of the year you please.
The post-Plantera stronger variants could be alternate weapon choices for players: Bloody Machete could bleed enemies like the Blood Butcherer, Fruitcake Chakram could target and hit multiple enemies at once before returning to the player, Candy Cane Sword could throw a spread of sharp candy canes that pierce enemies, and Red Ryder could pierce enemies and fire faster.
Why not just have them drop? Why should they just be erased?
If they dropped you would need to likely dig through multiple caves just to pick them up, which would especially take time if you are cleansing the entire Hallow column generated by hardmode activating. It would also be pointless for them to drop, if you are cleansing the Hallow then you don't want the Hallow to be there, if you want to farm crystals you would keep the Hallow there to get more crystals.
Eh... I don't know. It's not like those buffs are mandatory. This just seems kind of... handholdy.
Yeah that's true.
I like the idea of a way to manually summon the Slime Rain, but I don't think that having it drop from slimes is a good idea. By the time you get one, you'll absolutely have enough resources to just make a Slime Crown.
Yeah you're right, I had totally forgotten the resources for the Slime Crown were significantly decreased in 1.3.
I'm not against a pre-Hardmode Flamethrower, so this is fine. But I do reject the idea that the Slime Gun needs a "combative purpose."
It doesn't need a combative purpose, the idea would just provide it with one. I'm fine with the flamethrower being crafted differently.
Do you have anything specific in mind?
After-image effect from Ninja Armor, Shadow Armor, Ancient Cobalt Armor, etc. Particles while moving from Meteor Armor, Jungle Armor, Molten Armor, etc. Pulsating outline from Adamantite Armor, Hallowed Armor and Spooky Armor. Translucent effect from Spectre armor.
This is already in the game, man.
Only for Spider, Sandstone, Dungeon and Lihzahrd Walls. This doesn't exist for natural Dirt Walls, Stone Walls, Mossy Walls, Snow Walls, and many more.
Ugh... something about this just rubs me the wrong way. I certainly am not against renewable statues, but this just seems too easy.
Yeah I should've specified more, by "Upgraded" Medusa Head I meant you would need to craft Medusa head with later game materials. I also think the idea of it being a chance to turn the enemy into a statue may make it more difficult, as mentioned by IgnisCervus in another reply.
How convenient do we actually think this will be? When will you ever need every single one of these wands in your inventory at once?
Depends on what you're building. Also if you keep your belongings in a personal storage like a safe, especially on a server, it would take up much less space to have one item than multiple.
I do want a better way for the player to check their luck, but please, no more informational accessories. The Shellphone does not need to be any harder to get.
I agree it shouldn't be part of the Shellphone, it should be it's own separate item.
I would rather just up the drop rates on the trophy and mask, honestly. Given the implied story of the game (if you can call it a story), it doesn't really make sense to me for the Lunar Events to not happen when you kill the Lunatic Cultist.
Yeah, increasing the drop rates would be a good alternative. Although I believe the implied story doesn't account for the player fighting the same boss multiple times? I think that's more of an unrelated gameplay element, but I could be wrong.
The problem is that this would multiply the number of fragments in the world by the number of players in the world, meaning that if, for example, you have a four player world and everyone is playing a different class, every player has (roughly) 4x the number of fragments they would normally have, and all resource management goes out the window.
I agree with you, but I still think there should be a solution for players that like to steal fragments.
So, just a solution to turn Dirt into Mud? Even though you can already turn Dirt into Mud via crafting, and then you can just place the Mud? Or are you asking for a solution that instantly grows Jungle Grass as well? Because I don't think either of those are a good idea, for different reasons.
Your method of turning dirt into mud through crafting would mean you would need to dig out an entire biome and replace it block by block by hand, you could instead just spray solution over the biome. Jungle Grass would replace any grass or open surfaces the solution is sprayed onto, just like the Brown Solution does when spreading the Forest. Biome solutions are only available post-Moon Lord so this shouldn't have any effects of making progression easier.
I don't like the idea of Journey Mode features being accessible outside of Journey Mode. It defeats the purpose of having Journey Mode.
I do get what you mean. I mostly think it would be a great feature for map creators as I mentioned in another reply.
If I was a new player, went to a new biome, saw a liquid that I didn't recognize, and then died and potentially lost items because it was actually lava and I had no idea, I would be livid.
If done right it should still be obvious it's lava, it would glow, flame particles would fly from the surface, and it would make bubbling sounds.
I just don't think this is necessary. Seeds are cheap to buy, and once you have them you can get Blood/Unholy Water pretty quickly, and from there you get easy access to Red/Purple Solution, and then it's all over.
I had this idea because it makes sense that both evils being present would effect the Eye of Cthulhu and critters during a Blood Moon. It also sort of works like this in a Drunk World, instead the "main" current world evil switches every day, which changes the current drops and converted critters.
Why would a fairy care about something a human placed? I think you should have greater respect for the fae and not mess with their stuff.
There are definitely players who would break Fallen Logs, once they are broken they are permanently gone. The fae may also appreciate the player making them a new home.
I prefer Plantera Bulbs forcing the player to work around them. They're volatile and dangerous, and they should stay that way.
I was thinking the tool used to uproot the bulbs would be available post-Plantera so the player would have to break a naturally placed one at least once. But after that, if you want to farm for the trophy or other drops, I don't see why you shouldn't be able to have the convenience of moving it. As I mentioned, you can currently slowly lure Plantera back to your arena, it's not hard to avoid getting damaged by her in phase 1. Being able to move the bulb just allows players to start the battle quicker.
My stance on this is the same as my stance on Plantera Bulbs. You need to work around the Martian Probe.
You would still have to go into space to catch them in the first place. I feel it is just inconvenient that you have to return to space and wait for them to spawn every time you want to repeat the event, especially if you are repeating it over and over to get a specific drop.


Thank you for the feedback! I'm glad you took the time to look through it and respond to so much!
 
It's much easier to get Flinx Fur from some Snow Flinx, with a 100% drop rate, than getting pieces of the set from tons of Frozen Zombies, with a 3.33% drop rate. Having that low of a drop rate means players would have to farm Frozen Zombies for a while, having to wait for night as well, just for a chance to have help with surviving the Underground Ice Biome. With Flinx Fur, players could just naturally find some while exploring underground and craft the set to help them survive there. Frozen Zombies still dropping it means some players may get some pieces of the set before they even enter the underground if they are lucky enough.
That's fair. If I'm being honest, I'm really not against this being added, but it does still strike me as a bit unnecessary. It's not like anyone is using Snow Armor anyway.
The Diamond Robe is not very hard to get, it's pretty much the same difficulty as any other Gem Robe. You can find diamonds from a gem tree, shimmering gem critters, decrafting a Magic Mirror with shimmer, finding gemstone blocks or a gemstone cave, or from Geodes dropped by granite enemies. And if you don't get enough from any of that you can grow more with Gemcorns. Because of this, it is easy to skip all the other Gem Robes straight to Diamond, having little reason to craft or use any of the others.
I don't think everyone would only use Amethyst and Topaz Robes. As I said the stats would probably need to be adjusted, Amethyst and Topaz would be the weakest robes, they already are when compared to the other gem robes. It would be like using Silver Armor through out the rest of pre-hardmode when you could use Shadow or Molten Armor instead
Jungle Armor exists as a more defense based option for magic users. The Diamond Robe with a Wizard Hat provides a 15% reduced mana cost and more crit and mana capacity if used with the Jungle Pants, the only drawback being the lower defense and 1% less damage. It is true you could use Jungle Armor instead of some of the earlier robes, but some players may prefer the set bonus abilities of the robes over the stats Jungle Armor provides. Meteor Armor provides no crit increase, reduced mana cost or increased mana capacity, being solely damage and free use of the Space Gun, it exists as an option just as the robes could.
Be that as it may, I still think I prefer the robes the way they are now. Being pre-boss Mage armor that's meant to be outclassed by armors you get shortly afterwards. Obviously Jungle Armor is pre-boss too, but it's much harder to get than the robes. The fact that the robes are just a single armor piece and only combo effectively with the Magic Hat/Wizard's Hat also speaks to their intended position in the game progression.

I also want to mention that as it is now, Meteor Armor is far superior to Jungle Armor, because increases to mana capacity and reduced mana cost aren't actually all that important. There's a detailed post about it floating around somewhere, and I'll link it here when I find it.
It's true that they don't need set bonuses, it would just make them feel more unique. They do provide better stats, but because they only do that they just feel like any other pre-hardmode armor set. In a way, their alternate sets feel more useful because they are actively seen doing something for the player.
I still prefer them the way they are now. Set bonuses are not always better than stats; that's why people like to mix armor sets. Plus, I don't think every old Terraria feature needs to be updated to fit "new Terraria" features.
Players can already cheese the bosses if they really want to, they can search all of the underground using spelunker potions just to get their hands on the statues if they really want to use them, not being able to craft them just prevents them from getting them sooner. This could somewhat be made more difficult by making the statues crafted at ecto mist, making the player have to purposely die a few times or play on hardcore to be able to craft them earlier.
Only 6 bombs are able to spawn from statues around every 10 seconds, and only 6 can be dropped near the statues at a time, meaning players would need to AFK near the statues to keep picking them up and making more than 6 statues wouldn't increase the yield. Since bombs sell for 60 copper each, this would earn a player roughly less than 13 gold an hour. I personally don't think that would really be worth AFK farming for when I could just farm bosses.
The problem is that you would only need 1 bomb to craft the statue, and therefore only 1 bomb to get infinite bombs. Even if it's not worth it to sell them, it's still infinite free bombs from just a single bomb, and I don't think that's balanced.
I think it would be cooler if you could shimmer the Crimson Heart into a Candy Heart, referencing the scrapped idea of "The Candy" being an alternate to the Hallow. The Orb of Light to me is like the Hallow's Shadow Orb because of the Hallow being light and the Corruption being dark.
Oh, yeah. I mostly just meant that we don't want the feature to be exclusive to the Corruption.
It does deal with some pre-hardmode enemies quite well, though as you mentioned, enemies that ignore knockback and ones with projectiles aren't as easy to use it against. I also believe Expert Mode, Master Mode, and Legendary Mode makes it lose it's use even more. Enemies have much higher health, making it take much longer to kill them, and have much higher damage, making it more risky to get close to them. It is also very ineffective when used against any boss due to their knockback immunity and danger of getting close to them. For such a rare sword I feel like it's not as rewarding to obtain as it could be. Maybe it shouldn't be buffed from every boss defeated, but it should at least get buffed in higher difficulties to be able to deal with the buffed enemies more efficiently.
I disagree. I think it remains just as useful as ever in Expert+, because its ability to keep basic enemies away from you is even more important. If you're swinging the Terragrim in the Dungeon, for example, nothing can hurt you, because Angry Bones can't get through and the Dark Caster projectiles get destroyed on contact. If it's good in the Dungeon, it's good in pre-Hardmode, fullstop.
Early game, they are only available for 22 days for Halloween and 17 days for Christmas out of the entire year. They aren't even that good early game, being easily outclassed by the Enchanted Boomerang, Bone Sword, and the Musket, which are much easier to obtain. I find it odd that weapons that are so limited and can take time to obtain are so weak, and then you are given the ability to obtain them post-Plantera whatever day of the year you please.
The post-Plantera stronger variants could be alternate weapon choices for players: Bloody Machete could bleed enemies like the Blood Butcherer, Fruitcake Chakram could target and hit multiple enemies at once before returning to the player, Candy Cane Sword could throw a spread of sharp candy canes that pierce enemies, and Red Ryder could pierce enemies and fire faster.
I see these weapons less as things to go after and more as things the player could get if they're lucky. It's an extra thing, an unexpected boon, but never the meta pick due to their rarity. But as for the post-Plantera suggestions, it's not bad. Obviously I'd need to see some proper stats and artwork before making a final decision, but I'm really not against it in concept.
If they dropped you would need to likely dig through multiple caves just to pick them up, which would especially take time if you are cleansing the entire Hallow column generated by hardmode activating. It would also be pointless for them to drop, if you are cleansing the Hallow then you don't want the Hallow to be there, if you want to farm crystals you would keep the Hallow there to get more crystals.
You wouldn't need to pick them up. You can just choose to not do that. I think I would rather provide players with the choice to pick up the crystals rather than denying them that choice.
After-image effect from Ninja Armor, Shadow Armor, Ancient Cobalt Armor, etc. Particles while moving from Meteor Armor, Jungle Armor, Molten Armor, etc. Pulsating outline from Adamantite Armor, Hallowed Armor and Spooky Armor. Translucent effect from Spectre armor.
And what do you suggest for the obtaining of these effects?
Only for Spider, Sandstone, Dungeon and Lihzahrd Walls. This doesn't exist for natural Dirt Walls, Stone Walls, Mossy Walls, Snow Walls, and many more.
Well, it actually does exist for some of those. If you place a wall that can be corrupted, then corrupt it and cleanse it again, it'll count as an unsafe wall. Stone Walls and Grass Walls apply for this. You are right about the other ones, though.
Yeah I should've specified more, by "Upgraded" Medusa Head I meant you would need to craft Medusa head with later game materials. I also think the idea of it being a chance to turn the enemy into a statue may make it more difficult, as mentioned by IgnisCervus in another reply.
If the upgrade is post-Plantera, maybe crafted with Ectoplasm, I think that would be fine.
Depends on what you're building. Also if you keep your belongings in a personal storage like a safe, especially on a server, it would take up much less space to have one item than multiple.
Eh... I can't really argue with that, but I do still think it's kind of unnecessary.
I agree it shouldn't be part of the Shellphone, it should be it's own separate item.
Informational accessories are, by design, part of the Shellphone. This wouldn't make it into the game any other way. I think we should just think up another way.
I agree with you, but I still think there should be a solution for players that like to steal fragments.
If someone is stealing all your fragments, even after you ask them to stop, the solution is to stop playing with them.
Your method of turning dirt into mud through crafting would mean you would need to dig out an entire biome and replace it block by block by hand, you could instead just spray solution over the biome. Jungle Grass would replace any grass or open surfaces the solution is sprayed onto, just like the Brown Solution does when spreading the Forest. Biome solutions are only available post-Moon Lord so this shouldn't have any effects of making progression easier.
I guess that's fair. In that case, it's fine.
I do get what you mean. I mostly think it would be a great feature for map creators as I mentioned in another reply.
Most map creators work in Journey Mode already now, so it wouldn't be all that helpful.
I had this idea because it makes sense that both evils being present would effect the Eye of Cthulhu and critters during a Blood Moon. It also sort of works like this in a Drunk World, instead the "main" current world evil switches every day, which changes the current drops and converted critters.
But the Drunk world starts with both evil biomes, which means it has two "base" evils. Regular worlds mostly care about the "base" evil, and I see no reason for that to change just because players want it to be easier. The evil biomes are meant to be hostile.
There are definitely players who would break Fallen Logs, once they are broken they are permanently gone. The fae may also appreciate the player making them a new home.
I think it's better the way it is. You can be punished permanently for breaking every Fallen Log, and that's good in my opinion. There aren't a lot of things that punish the player permanently in Terraria.
I was thinking the tool used to uproot the bulbs would be available post-Plantera so the player would have to break a naturally placed one at least once. But after that, if you want to farm for the trophy or other drops, I don't see why you shouldn't be able to have the convenience of moving it. As I mentioned, you can currently slowly lure Plantera back to your arena, it's not hard to avoid getting damaged by her in phase 1. Being able to move the bulb just allows players to start the battle quicker.
No, I still don't like it. I personally find that once I have post-Plantera gear, I never struggle to kill her, even when I'm not in my arena. And again, it makes a lot more sense for Plantera to spawn whenever her bulb is messed with at all.
You would still have to go into space to catch them in the first place. I feel it is just inconvenient that you have to return to space and wait for them to spawn every time you want to repeat the event, especially if you are repeating it over and over to get a specific drop.
Martian Probes are not that hard to find. Build a platform in Space at the edge of the world, put down a Water Candle, and you'll have one within five minutes.
 
I agree with most of these, but didn't really read it all. Its wayy too long and perhaps could've been split up into smaller posts.
Smaller posts that are parts of a larger post are frowned upon because it clogs the suggestion section.
Yeah it ended up being a very long post! I wanted to get out all of the ideas that I've had for a while, I thought it would be better to keep them all in one post rather than making many smaller posts. As Depressed Fr0g said, it would end up clogging the suggestions quite a bit.
 
Be that as it may, I still think I prefer the robes the way they are now. Being pre-boss Mage armor that's meant to be outclassed by armors you get shortly afterwards.
Yeah that's fair, they have been that way for such a long time. I just personally dislike how most of the robes are almost useless due to Diamond not being that difficult to obtain, I wanted to provide more reason for players to consider using them.
I also want to mention that as it is now, Meteor Armor is far superior to Jungle Armor, because increases to mana capacity and reduced mana cost aren't actually all that important.
Even so, I personally never really use Meteor Armor. Yes it does have higher damage, but I still prefer increased crit and being able to use different weapons for longer without having to rely on mana potions that early on. Although I can see others preferring the higher damage as a better option of course.
I still prefer them the way they are now. Set bonuses are not always better than stats; that's why people like to mix armor sets. Plus, I don't think every old Terraria feature needs to be updated to fit "new Terraria" features.
I agree, old features don't need to be changed just to fit with the newer features. Though with the armor sets they just feel neglected to me, especially with Hallowed having Titanium's former bonus now. You are right that some may prefer the better stats over the unique set bonuses, but the only difference between the sets being their stats is a similar issue that the Gem Robes have: there is little reason to use Cobalt or Mythril, it's not difficult to just craft better pickaxes and skip to Adamantite for it's higher stats. Palladium and Orichalcum provide unique bonuses that give some reason to use them over Titanium, some may prefer increased regeneration or piercing bonus damage instead of defensive shards.
The problem is that you would only need 1 bomb to craft the statue, and therefore only 1 bomb to get infinite bombs. Even if it's not worth it to sell them, it's still infinite free bombs from just a single bomb, and I don't think that's balanced.
Then maybe the statues would only be available to craft post-Moon Lord to prevent any issues. Or instead, there could be decorative variants of the statues that don't drop anything at all, that way they could at least still be used for decoration.
I disagree. I think it remains just as useful as ever in Expert+, because its ability to keep basic enemies away from you is even more important. If you're swinging the Terragrim in the Dungeon, for example, nothing can hurt you, because Angry Bones can't get through and the Dark Caster projectiles get destroyed on contact. If it's good in the Dungeon, it's good in pre-Hardmode, fullstop.
You are actually right, it does deal enough damage in the dungeon and does a good job at keeping the enemies from touching you. I should've tested it in Master Mode before making my post, because of it's rarity I haven't used it in Master Mode and just assumed it would've been much weaker from the enemies having a higher health. I still think it would be nice if it was better at dealing with knockback immune enemies and enemies that fire invulnerable projectiles, but you're right it's definitely good for many encounters.
Obviously I'd need to see some proper stats and artwork before making a final decision, but I'm really not against it in concept.
I would love to be able to provide stats and artwork! Though it would take me a while to make sprites that I feel fit the game, and the same goes for trying to properly balance the stats of the weapons. I unfortunately don't currently have the time for that, if I did I would've originally included lots of sprites in my post.
You wouldn't need to pick them up. You can just choose to not do that. I think I would rather provide players with the choice to pick up the crystals rather than denying them that choice.
I'm mostly worried about the possibility of this causing lag. Clearing large sections of Underground Hallow would cause a ton of crystals to drop, even with the cap for how many items can be dropped in the world, every crystal would need to update and drop itself. Although if this wouldn't cause any issues, then yes I agree that the crystals should drop.
And what do you suggest for the obtaining of these effects?
I originally thought they could be crafted but I'm not really sure about it. I thought of the after image effect using Shadow Scales, particle trails using resources related to the appearance of the particles such as Jungle Spores for the grass left behind by Jungle Armor or Hellstone used for the fire particles left behind by Molten Armor, the pulsating outline using Adamantite, and the translucent effect using Ectoplasm. However, this wouldn't make sense for some of them because of the effect showing on multiple different armor sets but only using materials from one them, and I feel like it would be odd to craft the effects using important materials when they would just provide vanity. Perhaps instead they could be sold by NPCs like the Traveling Merchant, Skeleton Merchant, or others? Maybe they could even drop from enemies, such as the translucent effect dropping from Ghosts or Dungeon Spirits, but I'm not too sure about that either.
Informational accessories are, by design, part of the Shellphone. This wouldn't make it into the game any other way. I think we should just think up another way.
Perhaps it could be some kind of furniture item? It could function like Grandfather Clocks showing the current time to nearby players, instead showing nearby players their current luck.
If someone is stealing all your fragments, even after you ask them to stop, the solution is to stop playing with them.
This isn't so easy to do on a public server. They can't necessarily get in trouble as well because they technically do need the fragments for something and are just playing the game, so other players need to wait their turn, however long that may be. That's why I wanted a solution so everyone could still get fragments, but you're right that it could make private servers with friends a lot easier if everyone is a different class.
Most map creators work in Journey Mode already now, so it wouldn't be all that helpful.
The player playing the map would likely not be in Journey Mode. The main idea of the furniture is it could be activated with wire so map creators could set up systems to change the time and weather of different locations of their map as the player is playing through it. This would be a better and more immersive method than just leaving a sign that says "please wait for night to fight the boss", and open up the ability for map creators to have the time or weather change for different environments or story progression.
But the Drunk world starts with both evil biomes, which means it has two "base" evils. Regular worlds mostly care about the "base" evil, and I see no reason for that to change just because players want it to be easier. The evil biomes are meant to be hostile.
The main idea is it would be more logical, the banners and resources from Eye of Cthulhu are just results of it. Both world evils are now present, the player may have even made the artificial one have more percentage in the world than the original, it would make sense for it to have some effect on events in the world.
I think it's better the way it is. You can be punished permanently for breaking every Fallen Log, and that's good in my opinion. There aren't a lot of things that punish the player permanently in Terraria.
Maybe there could just be a decorative version of the log then. Although this would still be unfortunate on public servers where all of the logs could've been destroyed.
No, I still don't like it. I personally find that once I have post-Plantera gear, I never struggle to kill her, even when I'm not in my arena. And again, it makes a lot more sense for Plantera to spawn whenever her bulb is messed with at all.
Yeah you're right, it is much easier to kill her afterwards. The option would still be nice, but I get what you mean, it does make sense how it currently works.
Martian Probes are not that hard to find. Build a platform in Space at the edge of the world, put down a Water Candle, and you'll have one within five minutes.
They are pretty easy to find yeah, it is just inconvenient to have to wait around five minutes between every attempt at getting the item you want.
 
This one i actually really like, just make it a range increase instead of DPS

the DPS of the thing is actually insane but the range is way too short to actually use it anywhere
I agree, increasing the range would be a good alternative. It could help with dealing with Giant Worms, Tomb Crawlers, Snatchers, and Man Eaters as you wouldn't need to get as close to them.
 
Yeah that's fair, they have been that way for such a long time. I just personally dislike how most of the robes are almost useless due to Diamond not being that difficult to obtain, I wanted to provide more reason for players to consider using them.
I don't consider them useless at all. They're there for stepping stone progression along the way to Diamond Robes, as well as being there for brand new players who don't know how to find diamonds easily.
I agree, old features don't need to be changed just to fit with the newer features. Though with the armor sets they just feel neglected to me, especially with Hallowed having Titanium's former bonus now. You are right that some may prefer the better stats over the unique set bonuses, but the only difference between the sets being their stats is a similar issue that the Gem Robes have: there is little reason to use Cobalt or Mythril, it's not difficult to just craft better pickaxes and skip to Adamantite for it's higher stats. Palladium and Orichalcum provide unique bonuses that give some reason to use them over Titanium, some may prefer increased regeneration or piercing bonus damage instead of defensive shards.
I think you're only right about Cobalt. If my memory is correct, Mythril actually has the highest damage bonuses of all the early Hardmode ore armors. But I would still rather not give them set bonuses that aren't stats.
Then maybe the statues would only be available to craft post-Moon Lord to prevent any issues. Or instead, there could be decorative variants of the statues that don't drop anything at all, that way they could at least still be used for decoration.
Decorative variants is the best way, I think.
I'm mostly worried about the possibility of this causing lag. Clearing large sections of Underground Hallow would cause a ton of crystals to drop, even with the cap for how many items can be dropped in the world, every crystal would need to update and drop itself. Although if this wouldn't cause any issues, then yes I agree that the crystals should drop.
I don't think it would cause that much lag. How many crystals can you realistically break at a time with this? And the dropped items are easily circumvented. You can just leave the world and re-join to despawn them all.
I originally thought they could be crafted but I'm not really sure about it. I thought of the after image effect using Shadow Scales, particle trails using resources related to the appearance of the particles such as Jungle Spores for the grass left behind by Jungle Armor or Hellstone used for the fire particles left behind by Molten Armor, the pulsating outline using Adamantite, and the translucent effect using Ectoplasm. However, this wouldn't make sense for some of them because of the effect showing on multiple different armor sets but only using materials from one them, and I feel like it would be odd to craft the effects using important materials when they would just provide vanity. Perhaps instead they could be sold by NPCs like the Traveling Merchant, Skeleton Merchant, or others? Maybe they could even drop from enemies, such as the translucent effect dropping from Ghosts or Dungeon Spirits, but I'm not too sure about that either.
Maybe a Music Box-type accessory called an "armor imitator" that will change to take on the special visual effect of whatever armor you're wearing, and then you can just equip it in a vanity slot to have the effect whenever. But that's just my idea.
Perhaps it could be some kind of furniture item? It could function like Grandfather Clocks showing the current time to nearby players, instead showing nearby players their current luck.
I think I'd rather it be clickable, instead of just being for all nearby players, but either way, a furniture item is probably best.
The player playing the map would likely not be in Journey Mode. The main idea of the furniture is it could be activated with wire so map creators could set up systems to change the time and weather of different locations of their map as the player is playing through it. This would be a better and more immersive method than just leaving a sign that says "please wait for night to fight the boss", and open up the ability for map creators to have the time or weather change for different environments or story progression.
Journey Mode characters can only play on Journey Mode worlds, and Journey Mode worlds can only be played on by Journey Mode characters. If the map maker is in Journey Mode, the player will have to be too. So there's no worries about that.
The main idea is it would be more logical, the banners and resources from Eye of Cthulhu are just results of it. Both world evils are now present, the player may have even made the artificial one have more percentage in the world than the original, it would make sense for it to have some effect on events in the world.
I think I just disagree with the logic. The world wouldn't change its fundamental settings just because of an artificial biome, no matter how big it is. We're dealing with magic here, not climate change.
Maybe there could just be a decorative version of the log then. Although this would still be unfortunate on public servers where all of the logs could've been destroyed.
A decorative log, sure, I've got no issues with that.
 
I don't think it would cause that much lag. How many crystals can you realistically break at a time with this? And the dropped items are easily circumvented. You can just leave the world and re-join to despawn them all.
It would be a lot of crystals if you are trying to cleanse the entire column generated by hardmode activating, lots would be broken quickly if you are using the hellevator method as well.
Maybe a Music Box-type accessory called an "armor imitator" that will change to take on the special visual effect of whatever armor you're wearing, and then you can just equip it in a vanity slot to have the effect whenever. But that's just my idea.
That's an interesting idea, I think that would work well!
Journey Mode characters can only play on Journey Mode worlds, and Journey Mode worlds can only be played on by Journey Mode characters. If the map maker is in Journey Mode, the player will have to be too. So there's no worries about that.
Then the map creator would still need to leave signs that say "change the weather" or "change the time to night", which just breaks the immersion of the map. Instead of weather or time changing while you are on your adventure, you have to do it yourself using Journey Mode powers. Journey Mode also allows anyone to easily cheat throughout the map, instead of having to go through the effort of changing both the world and your character to journey, you already have the buttons right there to turn on god mode or disable enemy spawning. There are already ways to change worlds from journey to regular as well, such as with TEdit, so map creators could build their map in Journey and covert it to a regular world afterwards.
I think I just disagree with the logic. The world wouldn't change its fundamental settings just because of an artificial biome, no matter how big it is. We're dealing with magic here, not climate change.
The Terraria world is magical in nature, that applies to the Corruption and Crimson as well. The Eye of Cthulhu wouldn't suddenly drop different materials due to climate change. It isn't clear how or why the Eye of Cthulhu drops Corruption or Crimson materials, maybe it absorbs the materials to obtain some power, maybe the biomes just have some kind of influence or connection to it, either way I don't see why it would be unable to drop both types of materials when it is already capable of dropping either of them and with no evidence against it being unable to do so. The bestiary states that the blood moon allows critters to succumb to the Corruption or Crimson, which happens to them no matter how far they are from the actual biomes, showing that the biomes have some kind of influence over the world just due to their presence within it. It doesn't seem far fetched that introducing the other world evil would make it gain some presence within the world and cause critters to be able to succumb to either of the evils.
 
I can’t comment on all of this, but I love the cobalt, mythril, and adamantite buffs. Full support for those
 
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