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Standalone N Terraria Mod: RPG, Races, Classes, Quests, and other things.

Sun Salt

Terrarian
The gel quest, you must wait while over the gel, there is a bar that appears on the quest objective, that when filled, will increase the number of gels obtained.
Oh, seem kinda weird but the bar doesn't really work. It just go from 0% to gel obtained for me after like 2-3 seconds. Not really worth worrying about though. I do think you should make the bar a different color to make it more noticeable though if that is possible.
 

Uiomancant

Terrarian
Damn, the jump from planterra to the new dungeon is massive. I love it.

Actually, being hit for 8,000,000 from the lunatic cultist isn't fun. Is this some sort of level scaling? like does the difference in level make it deal more damage?
 
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Nakano15

Terrarian
Damn, the jump from planterra to the new dungeon is massive. I love it.

Actually, being hit for 8,000,000 from the lunatic cultist isn't fun. Is this some sort of level scaling? like does the difference in level make it deal more damage?
Actually, the mod doesn't have anymore piercing and immunity attributes, which caused facing a higher level enemy a dangerous task if you didn't grieffed your build to deal damage and survive.
But enemies still get stronger based on their levels, so staying near their level is recommended.
Oh, seem kinda weird but the bar doesn't really work. It just go from 0% to gel obtained for me after like 2-3 seconds. Not really worth worrying about though. I do think you should make the bar a different color to make it more noticeable though if that is possible.
?
 

mmk30

Terrarian
Damn, the jump from planterra to the new dungeon is massive. I love it.

Actually, being hit for 8,000,000 from the lunatic cultist isn't fun. Is this some sort of level scaling? like does the difference in level make it deal more damage?

i think i have had managed to kill lunatic cultist without getting hit in a 5-10 min fight
 

mmk30

Terrarian
i got a good idea to make crit actually usefull to get after you got 100% crit chance. how about adding an 1% chance for ultra crit per 100% crit chance (and ultra crit should do x5 damage) :D
 

Nakano15

Terrarian
i got a good idea to make crit actually usefull to get after you got 100% crit chance. how about adding an 1% chance for ultra crit per 100% crit chance (and ultra crit should do x5 damage) :D
Eh... Actually, I believe there were something like that on lower versions of the mod, but worked differently.
If critical were 100% or above, for every 100 critical chance, 1 critical multiplier is added, if there are critical chance left,
adds the chance of adding 1 more critical multiplier if the rate is lower than the percentage.
 

mmk30

Terrarian
Eh... Actually, I believe there were something like that on lower versions of the mod, but worked differently.
If critical were 100% or above, for every 100 critical chance, 1 critical multiplier is added, if there are critical chance left,
adds the chance of adding 1 more critical multiplier if the rate is lower than the percentage.


i think you should add it to n terraria 7 when you are making it
 

mmk30

Terrarian


a release date for Terraria 1.3.4 just if some people haven't found out yet

Nakano get ready to make n terraria 7 if re-logic does not decide to spam update the game afterwards
 
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Pischki

Terrarian
Because it is halloween right now there is the Halloween Event. So the demon eyes are in a halloween costume and they dont count as Demon Eyes...How should I do the quest now?
 

Nakano15

Terrarian
Because it is halloween right now there is the Halloween Event. So the demon eyes are in a halloween costume and they dont count as Demon Eyes...How should I do the quest now?
Frenzy does not answer the question, right?
Edit:. Update Launched.
* Version 61+9
*- Spawn rate increased by 50%.
*- Beware the Cursed Moon.
*- More bosses may appear during the night.
*- The mod received a few performance tweaks.
*- Fixed the buff wheel.
*- Npplayers can now miss shoots.
*-- The shots have higher miss rate depending on the farther the enemy is.
*- Added support to seasonal monsters on some quests.
*- Did a minor change to the "Trash Looter" quest dialogue.
*- Changed Bay Mode item icon sprite.
*- Nerfed Bay Mode explosion size.
*- Added a calendar.
*- You can now make ally monsters spawn to defend your zones.
*-- Place the banner in one of the empty slots of your zone to make allow your monster to spawn.
*- Capped RPG Event is in.
*-- Gain 20% more base and class exp, plus 20% more loot when playing on Capped Regular RPG Mode or Capped Hardcore RPG Mode.
Sorry for the lame updates I launched some time ago, It's because I'm quite out of ideas.
 
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Nakano15

Terrarian
Hotfix Launched.
* Version 61+10
*- Fixed the zone friendly monsters setup not saving upon leaving world.
Edit:. Just noticed about that little fact on the update log, you can now setup monsters to spawn on your zone, and defend it from other monsters, just place the monster banner on the slots.
 

Pischki

Terrarian
Frenzy does not answer the question, right?
Edit:. Update Launched.

Sorry for the lame updates I launched some time ago, It's because I'm quite out of ideas.
Ok then, and another question: I took the Skeleton and when im in water I can breathe forever and also I dont get health back even tho im near a campfire
 
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