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Re-Logic Announces Terraria: Journey's End at E3!

ZesT

Steampunker
`:sigh: Well well well, it'll be sad to see you go, Terraria...
But at least we have golf!
(and tmodloader `:naughty:)
 

Mauky

Official Terrarian
a bit sad about the update name but hey, it's a whole new thing to explore and it means more hours of fun with my friends, i can't thank you enough for the times of fun this game me and my friends has given me.
 

Blood Crawler

Brain of Cthulhu
Great. Now we need an impossible mode. When you spawn, 10 dungeon guardians spawn and you get a message after death:
"When we told you that this mode is impossible we didn't mean that it's something very hard, we meant that it's impossible".
 

Xylia

Terrarian
Great. Now we need an impossible mode. When you spawn, 10 dungeon guardians spawn and you get a message after death:
"When we told you that this mode is impossible we didn't mean that it's something very hard, we meant that it's impossible".
It's basically the mode that getting hit once kills you.

Did you see that 370 damage from the Moon Lord's Death Ray?

It's like "okaaaay sure, whatever I guess."

It's for those people who can do frame-perfect inputs over and over again.

Better them put a Master Mode in, rather than screwing the game up for the rest of us filthy casuals. They can make Master Mode as impossible as they like, doesn't mean I have to play it.
 

ASG_102

Retinazer
It's basically the mode that getting hit once kills you.

Did you see that 370 damage from the Moon Lord's Death Ray?

It's like "okaaaay sure, whatever I guess."

It's for those people who can do frame-perfect inputs over and over again.

Better them put a Master Mode in, rather than screwing the game up for the rest of us filthy casuals. They can make Master Mode as impossible as they like, doesn't mean I have to play it.
But master mode means that I will play on the 3rd easiest difficult and people will laugh at me even more :dryadcry:
 

Proto Persona

The Destroyer
*shrug* No need to tell people what mode you play on.

You do you, they can do them.

This shaming BS really needs to stop to be honest.
That would be amazing, but I can't see it ever happening. People desire status, and the only objective way to understand what status you have is to decide who you're above.
 

Xylia

Terrarian
That would be amazing, but I can't see it ever happening. People desire status, and the only objective way to understand what status you have is to decide who you're above.
Well, still, you don't have to TELL people you play on Normal. And if you don't tell them..... then they don't have to know and they can't judge you for it. The only way you know I play Normal is because I said it, because I don't give a flying *bleeeeeeeeeeeep* about what they think of me or my gaming skills, or lack thereof.
 

ASG_102

Retinazer
I do feel like I'm missing out not playing Expert, the 6th Accessory slot and the Shield of Cthulhu are very useful, I have done an expert playthrough once but the enemies deal way too much damage and take too long to kill for it to be fun. But I am pretty good at the game, I did an entire Post-MoonLord playthrough with 0 deaths.
 

Nicol Bolas

Terrarian
Terraria: Journey’s End includes a full re-visit to all elements of Terraria. Over time, some things may have felt left behind or made obsolete by newer content. No more! Old things made new and new elements added to flesh out the overall experience – think you know all there is to know about Terraria? Think again!
Outside of the usability improvements, this is probably the thing that has me the most cautiously excited. Ever since Terraria 1.3 introduced Yoyos, Flails just stopped making sense. Yoyos are more controllable, can be crafted from basic materials, do more damage, can have longer range, can be guided around obstacles more readily, and have a bunch of cool accessories to improve all of these. By contrast, Flails... exist? Oh sure, one or two flails give interesting status debuffs (the Dao of Pow still has a place due to its confusion debuff alone), but overall, they just don't matter anymore.

So I'd love to see them do something mechanically to allow them to compete with Yoyos.

Similarly, since 1.1, arrows have felt like an also-ran to bullet weapons. Pre-hardmode, there's a real difference between the two: guns tend to fire faster but with lower damage, while bows fire slower and are harder to aim, but cause more damage per shot. But post-hardmode, rather than improving their damage and keeping their unique aspects, bows just became slower-firing guns. And the sniper rifle is really a bow that fires bullets, thus taking away the one advantage using bows had: high damage.

Sure, there are a couple of late-game arrow-based weapons that are worthwhile, but most of the Ranger-time between beating the Wall of Flesh and getting the Tsunami (or maybe Chlorophyte Shotbow with special arrows) is generally spent with guns of one kind or another. And even then, the best bow, the Phantasm, feels less like a bow and more like a gun with a weird mechanic.

I would like to see them restore the difference between guns and bows in early-to-mid hardmode.

Oh, and if fishing could be made not to be horribly boring (or to at least not require constantly going back to base), that'd be good.
 

Xylia

Terrarian
Oh, and if fishing could be made not to be horribly boring (or to at least not require constantly going back to base), that'd be good.
The only problems I see with fishing now, is the ridiculously low chance of getting rewards (especially ones that aren't duplicates) from the Angler's turn-ins.

Once you get the Tackle Bag and the Angler's Clothes and the GFR with some potions you go out with 100+ bait and you can easily fish a whole game-day away and end up with 50+ crates easy. Not sure what more you want. And each cast takes 2-3 seconds, so it's not like you're just waiting and waiting and waiting....
 

Microwave174

Terrarian
Do we know if the developers are aware of the issue of world data extending past the playable map meaning that corruption/crimson or Hallow can occur there after destroying an altar therefore changing the biome of the Ocean (making fishing for Ocean specific items such as Angler quest items more difficult than I would think is intended since the biome's fish change as a result) as those biomes may spread?

It looks like I've had this happen in my current playthrough and the Clentaminator seems unable to reach whatever specific block or blocks that are corrupted so the optional goal of removing the evil biome and Hallow that the Dryad encourages seems impossible to complete as it is (I am using methods to contain the corruption through Sunflowers and incorruptible blocks but just being able to use the Clentaminator to properly remove it would be good as it would be if there were no 'unplayable' parts of the map).

Since the first post of this thread references containing "Quality of Life improvements" and "a full revamp of world generation" hopefully this issue is included in that and addressed and if it is then that would make this update seem a bit greater than the great update that it looks like.
 
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GalaxyShard

Terrarian
The drop chances were already confirmed to happen, but I don't know if it tracks your 1.3 kills...

Considering Master Mode wasn't on the worldgen screen, I think you have to kill Expert Moonlord to unlock it...

They said you had to work for the creative mode and not just have it handed to you... maybe it's locked behind the same thing as Master Mode?

Sorry, I can't see them doing this, at least TerraCustom will probably update more quickly then TML...
The tally counter already keeps track of your 1.3 kills, why couldnt they work for 1.4?

The reason creative and master mode arent on the world create screen is because that was made originally for 1.3.6 which wasnt going to have that, if you notice you can choose between corrupt and crimson which is also unlocked after WoF, yet its still there unlike master.
[doublepost=1560296978,1560296482][/doublepost]I am going to make a list of things that need to be changed in terraria

Console:
Manual Cursor Sensitivity
Yoyo Cursor Sensitivity (overrides manual cursor sensitivity when holding a yoyo)
Lots of bug fixes (mainly frame-rate, seriously there are times my phone runs atleast 10x better than this)

Mobile:
Manual and Yoyo Sensitivity (same as console)

Pc:
empty

All:
Higher goblin scout spawn rate
Advanced options for worlds (allow control over certain world options, such as life crystals, biomes, other. also require ML defeated to unlock)



Anyone else can make suggestions and ill add them here if i like them
 
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