I'll be doing an all-stat (at level 1000) for players, and give out full info on that. I'll even pull the stat thing down while deleting the previous one.I cant vouch for all stats but Str def does more then melee dmg, it also does small melee speed and a small def bonus. Pierce and crit seem to just go up as you level, and luck seems to be giving a chance for a gold drop multiplier.
I have slain the buggy Plantera, and didn't do the FPS drop. I am assuming that it came from the hooks, and why the vines went way over there. Try and fix the hooks, and the FPS drop should not exist. They like to live, even when Plantera is dead.
Oh well, this will be a long post to read and answer.1 - I asked this before, but I think it was overlooked because I put it at the end of an answer to someone else's question.: About how far away are zones from implementation?
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2 - I'm also curious about the Merchants Backpack skill, like someone else who never received an answer. At first I thought it simply wasn't implemented yet (like most everything else), but I saw a few pages back that it was... supposedly. But like the other person, when I use the skill it just opens my inventory without changing it in any way whatsoever. If I wanted to use a function key to open my inventory, I'd just change the control configuration, so I doubt that's the only intended effect.
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3 - Also, while I do think the merchants should be nerfed, I don't think you should do all the nerfing on coin power alone. Make it so that each plat coin doesn't give you as much buff as it does now, but having max still gives you an amount on par with other classes. But having max Discount/Overcharge should no longer give infinite coins, that way maxing those three skills wont automatically equal an end game, nearly invincible character. And rather than nerfing Discount/Overcharge so much that maxing them out no longer feels worth it, you could even it out so that when you have both skills maxed the buy price and the sell price of an item become the same. (Because honestly, isn't the mark of a true master merchant being able to sell something back to someone for the same price you bought it from them for?) Lastly, I think the test for the class should ask for a plat coin, as the gold coin seems too easy.
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4 - OH! and I almost forgot the Demon fiasco! I still say that they should take fall damage, but (if possible) the damage should be calculated by the speed at which you are falling. (If flapping your wings once or twice before a fall doesn't totally prevent dmg, it should at least reduce it vastly. And I think the taking damage in water was really cool, it was just the fact that you used lava properties to get the effect made long term lava protection impossible. Ideally demon characters should treat water like lava and lava like water. They should take damage from touching water, move much slower, as well as get the 'On Fire' debuff, and they should be able to swim in lava like its water, but would have to hold their breath. All water related buffs/items would apply to lava for demons, and all lava related buffs/items would apply to water. Of course, that's all only if the coding allows for it.
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5 - Someone else suggested using buffs to make it work, and I agree with that idea. Getting in water could cause a 3 second duration 'On Fire' debuff, while obsidian skin would be active permanently. (although some people may argue that lava immunity is too op..)
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6 - On that note, what do you think of unlockable races? Characters could be bound to the world they are made for, and by defeating the bosses of that world you could unlock relevant races. Starting races would be Human, Zugitaki, and Slime (slime should be a joke race that cannot use tools). Skeletons would unlock by killing skeletron. Demons by killing the Wall of Flesh. (That removes the problems with Demons having hardmode wings) Goblins by defeating the goblin army (or by finding the bound goblin). Lihzards by defeating Plantera. The Titan by defeating... the Titan. Madra by defeating your first mechanical boss. And finally, last but not least, defeating the Moon Lord would unlock the Bunny race for all worlds (The Bunny class, imo, should mimic the humans stats and the only two bonuses should be a slightly higher jump, and the fact that it's a 2x2 size character that can still use tools. This is based on an idea that structures that start out with unbreakable blocks could be modified to generate with entrances and shortcuts only big enough for bunnies and slimes.)
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Of course, all that is just a rough draft of how I would implement it, and is merely a suggestion. Modifications to the idea are welcome (and preferable over total dismissal).
I will take a look at that plantish issue.Bug: Plantera's hooks cause massive FPS drop. It's behavior is acting like it's getting hit (when unhittable), which causes many particles to fly out.
And when escaping from Plantera because of the FPS drop, it vanished on me despite of me not killing it.
So to fix that I had to let myself bask in the hook itself (This really isn't a fix)
In Freemode, but I am sure this can happen with other modes as well.
Additional info: The vines are WAY far away from where Plantera is, so maybe the plant hooks forgot "how to function"?
MORE INFO: Apparently fighting Plantera around 40 blocks above the underworld made it sane to fight with, but had no room. Thus, I died like an overconfident terrarian against crimson. Yeah, I started reading the tombstones now.
Hello Sam, I'd say that... Nope, no ETA.Hey nakano15
Sorry if this has been answered before, I do my best to read most of the threads pages. Do you have an ETA on the server files?
Thanks
Sam
Well...I have no clue if these bugs were already reported, but
1. Putting a skill point into a skill creates massive lag spikes, which are only stopped when the player dies, and they then come back. (restarting Terraria fixes it, but resets the player and stats to level 1darn, it wasn't fixed the next time I did it)
2. Putting 10 points into basic abilities only unlocked First Aid and (was playing as a goblin here) Gobline Logic [sic]. (can still change class, though)
3. A zombie dropped a gravestone. It contained your (Nakano) name and a death message. (obviously a bug)
4. One of my deaths had a different message on the gravestone, something about dead branches and water. I didn't even get to the dungeon yet.
Or maybe add a cap of damage...I dunno if it's just me, but Demon Scythes(the Demon race skill) seems incredibly OP... I one shot Skeletron with it, while holding a Grenade.
Maybe you should have it so that the strength of Demon Scythes are based off of your maximum mana instead of the strength of the weapon you're holding?
That's not new, the tombstones are in since NT2 or 3.Zombies drop special gravestones now. (atleast for me). They're kinda like jokes I guess? I find them kinda funny,
Why did you made a wiki for N Terraria 6?Just how tough are the dungeon npc's supposed to be, immediately after skeletron? I can find enemies over level 600 and they get tougher the further down I go. Not even in hardmode and playing on free rpg. My world is a Normal one btw, not an Expert one. Just checking to see if other people see enemies around this level or different level in the dungeon, on normal world with free rpg mode on.
https://www.dropbox.com/s/z6l6uy66786fzg4/World_2.wld?dl=0
https://www.dropbox.com/s/azwf8ab212v924y/World_2.wld.bak?dl=0
Also, here is a NTerraria 6 Wikia to keep the updated information seperate from the NTerraria 5 mod.
http://nterraria6.wikia.com/wiki/NTerraria6_Wikia
Oh crap, I was about to mention this too. I'll see there is a method workaround (Because I thought I had it right), and post it with edit.I'm having this crazy issue when, after I drink a health potion, i can't use any items for 30 seconds :/
call the Magic swordsman the spellswordClasses I hope for:
-snip-
call the nagic swordsman the spellsword
You don't understand development so I'm just going to say, Patience is a virtue. seriously, the mod was released about a week ago, there's more pressing matters that need to be fixed, one of them not being Grave codes lolthe grave codes do nothing, nak fix this
I'm lvl2555.
i'm well aware of that but we were supposed to report bugs here and this is one of them, odds are he forgot a semicolon somewhere.You don't understand development so I'm just going to say, Patience is a virtue. seriously, the mod was released about a week ago, there's more pressing matters that need to be fixed, one of them not being Grave codes lol