Nomad000
Skeletron Prime
yay more stuff for the only class I'll actually use
..beautiful
-tear-
yay more stuff for the only class I'll actually use
The Penny Pistol!!! The Silver Shotgun!!! The Golden Gat!!! The Platinum.....:/Must know bout this coin power thing, and maybe give the quest that lets you become merchant a coin gun thats been weakened down or somethin lol
1-maybe a use for the big gems "emerald encrusted adamantite armor"1 - Not sure if Gem Tools would be worth making, even if after a while you gather enough to just have a stockpile of it, there isn't really a reason to making them unless... What if it would use gems to "upgrade" the hardmode non-alternative armors for them to have some effects like the ones from alternative ores ? That would make the armors better and give a reason to keep the gems around.
2 - I liked that idea.
Spoiler Alert: They alredy do, since NT5 production it was planned and in NT5.5 (A non-released version to make easier to mod during NT6) it alredy had a shield slot for it, also there is a small spoiler for some of the merchant skills.
That seems like a fantastic idea, but it would make it a bit weaker then the dodge status, still, seems like a cool idea for the shields.
i made a comment about doing more damage the more coins you had and nanako said id like coin powerMust know bout this coin power thing, and maybe give the quest that lets you become merchant a coin gun thats been weakened down or somethin lol
is perfectly possible, i've made a test before, i've used TSGE to cover a entire large map on 1.2.4.1 version and not even decrease 1 fps and the game remained very stableWell, if peoples find demi useless the Merchant class, wonder when I implement the planned off combat classes.
That would be a good idea, if were not exploitable.
Peoples could place tiles on the floor and remove them to get even more tiles than they had.
1 - Not sure if Gem Tools would be worth making, even if after a while you gather enough to just have a stockpile of it, there isn't really a reason to making them unless... What if it would use gems to "upgrade" the hardmode non-alternative armors for them to have some effects like the ones from alternative ores ? That would make the armors better and give a reason to keep the gems around.
Spoiler Alert: They alredy do, since NT5 production it was planned and in NT5.5 (A non-released version to make easier to mod during NT6) it alredy had a shield slot for it, also there is a small spoiler for some of the merchant skills.
No, what Nakano means is that if they gave a chance to not consume materials when placing them, then they're essentially giving us a way to get unlimited of whatever is placeable.is perfectly possible, i've made a test before, i've used TSGE to cover a entire large map on 1.2.4.1 version and not even decrease 1 fps and the game remained very stable
No, what Nakano means is that if they gave a chance to not consume materials when placing them, then they're essentially giving us a way to get unlimited of whatever is placeable.
For example, say I have 100 chlorophyte and 25% chance to not consume materials. All things being fair, I could place 125 blocks. Then I'd just remove them and will have gotten an extra 25 blocks. A second run gives 31 more. Then 39. Then 48. Then 60.
Starting at 100 blocks and running through that 10 times would, on average, leave you with about 920 blocks.
Well, it's really up to Nakano, but 10% doesn't remove the problem... just makes it take longer.i mean only for raw materials like stone and wood other materials doesn't have abnormal status and the chance obviously will don't pass 10% chance to avoid exact this kind of tricky got it?
Works on 1.2.4.1 but will have to use the game launcher to downgrade the game (+ a few issues), the download is on the main page, it should show the download for NTerraria 5, the latest version. (that is 1.2.4.1)Can someone please tell me what version this works with and where the download link is, there's so many posts and I don't particularly have the time right now to dig through them... Thanks in advance! :3
there is no official estimate but i'm guessing late august to early september, i should warn you about the newb snappers...When mod will be on 1.3?
maybe make it only work on materials with no sell value as most building materials don't have oneNo, what Nakano means is that if they gave a chance to not consume materials when placing them, then they're essentially giving us a way to get unlimited of whatever is placeable.
For example, say I have 100 chlorophyte and 25% chance to not consume materials. All things being fair, I could place 125 blocks. Then I'd just remove them and will have gotten an extra 25 blocks. A second run gives 31 more. Then 39. Then 48. Then 60.
Starting at 100 blocks and running through that 10 times would, on average, leave you with about 920 blocks.
Woot!!! *runs around flailing his arms and crashes into a wall*Based on this, soon. (snip)
Based on this, soon.
View attachment 68935
Gotta nerf the main quests kill count, since not everyone is as insane as me when it's about grinding.
Not that it's easy, but may turn up boring.Don't make it too easy.
Not that it's easy, but may turn up boring.
For example, the first night arc quest requires you to kill 20 zombies.
I will have to nerf it to 7 or 10 zombies instead.
I still does not think it's a good idea.maybe save the 20 for expert mode? unless having seperate quest lines for the modes is too hard
make boss quests need 1 kill but keep the normal enemy quests the same-snip-
Gotta nerf the main quests kill count, since not everyone is as insane as me when it's about grinding.