How is the work on Super Terraria World doing?
It's going pretty well at the moment! So well that we plan to release a new SP Beta client tomorrow - v1.2a. Most of it is a bug fix release, but we are also including the new cave-in algorithm. So ore (copper-platinum) will generate on Sivania now!How is the work on Super Terraria World doing?
* ~NEW~ Cave-in algorithm implemented - Copper - Platinum ore can spawn in the tunnels of Sivania. * ~NEW~ framework implemented for easy implementation of multi-use weapons (this caps 1 use projectiles aka boomerangs). * Mushrooms now correctly spawn like in Terraria. * Fixed a bug where boomerangs were able to be thrown more than once, before returning to the player. * All torches and glowsticks will be depleted over time, not just normal torches. * Added warning for glowsticks burning out (at 3/4ths used). * No longer can you take items like torches, candles, bottles, books, etc... without enabling the single player beta option titled "Enable All Tile Mining". * Normalized/fixed Chemistry recipes for health/mana potions: - Now all require bottled water - Now all make only one potion - New Recipes: (subject to change) - Lesser Health/Mana: - 1 Bottled Water - 3 Gel - 1 Mushroom/Slimey Mushroom - Health/Mana: - 2 Lesser Health/Mana Potions - 1 Glowing Mushroom - Greater Health/Mana: - 2 Health/Mana Potions - 1 Crystal Shard - Super Health/Mana: - 2 Greater Health/Mana Potions - 1 Unicorn Horn * Neutral critters no longer grant XP. * Changed 100% drop rate of slimey mushrooms to 1 in 3 after killing your first Mushroom Slime during the Mushroom Slime quest. * Fixed sprites for Orichalcum and Adamantite Arrows. * Added Crimson Magic and Range Helmet Variants. - Grant 2% Damage bonus when worn * Changed Crimson set effect to +5% lifesteal and +15% effectiveness on health regeneration effects. * Changed Shadow set effect Melee: +15% melee speed increase All styles: 25% chance on hit to inflict Shadow Damage debuff to the NPC. - Currently only implemented for Melee. - Shadow Damage Debuff damages NPC over time. * Fixed Chemistry Buff Potion tooltips to accurately state the bonuses of each tier. - Buff Icons to be updated in a later release. * Updates to Sivania Map: - Fixed two areas that were inaccessible. - Added text to all the signs. - Various cleanups.
********************* Version 1.2.1a ********************* * The Merchant NPC now sells Bottled Water instead of Empty Bottles. * Fixed display logic on the Chemistry Unlock Menu for potion unlock points between levels 47-52. * Fixed a bug that prevented XP gains for potions when you used your last ingredients. * Fixed a bug that prevented you from leveling up when you gained the exact amount of XP required to level. * Fixed a bug that prevented you from gaining potion unlock points. * Lowered the depth of where cave-ins can occur on Sivania. * The Guide NPC will only offer the Quest option for Mushroom Picking when the active map is Sivania.
********************** Version 1.3a ********************** * Remodeled the Underground Lake in Sivania: http://i.imgur.com/ugG5TK5.png * ~NEW~ Fishing Challenges implemented! Visit the Angler at the underground Bait Shop in Sivania. Read the sign at the Mountain Underpass entrance for more information. * Replaced Angler's Quests with Fishing Challenges. * Revamped Fishing Skill for Adventure Mode. See the Wiki for more info: http://super-terraria-world.wikia.com/wiki/Fishing * Journeyman Bait is now craftable with 3 Gel. * Added Shadow (Demonite) Range and Mage Helms: Shadow Range Set Bonus: 10% faster missile speed/use speed Shadow Mage Set Bonus: 10% reduced mana usage 10% faster use speed on magic items * Fixed a bug with Crismon Armor sets not requiring for set bonus. * Fixed sprite for Obsidian Bar. * Added Temple of Ra Quest to the Quest Log - Quest coming soon! * Edited some Quest Log text for Frozen Mirror on the Wall.
********************** Version 1.4a ********************** * ~NEW~ Temple of Ra Quest has been added! Make your way to the Desert Outpost of Sivania and try your best to survive the Desert Pyramid's traps if you dare. A high reward is waiting for those who survive. Several new tiles, items and game mechanics have been implement for this quest. We really hope you enjoy it. :) * Fixed a bug with crafting XP giving WAY too much XP. * Bombs and Dynamite no longer destroy tiles. * Bombs and Dynamite damage reduced to 25 and 50. * Renamed all new STW Guns to Pistols since they are. * Updated Space Gun Sprite to match STW style Pistols. * Renamed Space Gun to Space Phaser. * Updated Musket Balls to be craftable with Copper/Tin. * Shadow and Crimson armor sets should now work as intended. * STW Fish tiers have been renamed: Old Name -> New Name Small -> Fry Big -> Elder Huge -> Ancient * ~NEW~ STW Fish added: Elder DoubleCod Ancient DoubleCod Elder Hemopiranha Ancient Hemopiranha Frost Minnow Fry Elder Frost Minnow Ancient Frost Minnow * Preloading projectiles to help with the lag caused when the first projectile in the game is fired. Still some lag - working on a fix for this. * Fixed all surface signs - There text should properly be there now.
There are three main goals:What is the singleplayer demo actually meant to demonstrate?
The map transitioning is extremely important to STW, but Yes there is no map transitioning on the left edge of the world because we have not built that part of the world yet. We didn't block off the world so players could explorer more, but there really isn't much to the left of the Desert Pyramid really. I am actually REALLY saddened to hear that you think this isn't working because that means you didn't travel to the right side of the map where our new Viking NPC is and map transitioning does work. Here is a video demoing it:The map transitioning, which I'd assumed was the main point of this mod, doesn't seem to be functional. I walked to the leftmost edge of the world, where the camera stopped scrolling halfway through a snow biome.
Yes this is intentional to make you get new gear, at level 27 you should not be using a Wooden Staff - you should be using a Demonic Staff. I'll explain:The stat leveling is functional, for what it's worth, but the improvements gained through leveling are miniscule at best. I had to gain 20 levels in magic to earn another mana star at 5 points per five levels, and at level 27 or so I had only gained one extra point of damage on the wooden staff.
No, the Goblin Tinkerer should not be spawning.Maybe the Goblin Tinkerer is to the east and we're meant to rely on reforges, but at that rate, the game is still reliant on the original gear-based progression. I feel like levels were added for the sake of saying they were, but made meaningless to counter imbalance through grinding.
Yes the maps are very work-in-progress, the best places to visit are the surface of course, and the Quest areas in Sivania and Odin's Fjord. This is why we have beta options added to the game under the Hero Menu - you can enable all tile placing and all item crafting to help yourself if you get stuck anywhere. Also with the newest quest added, The Temple of Ra, you can craft a cloud in a bottle to help yourself navigate better.If it's meant to be a demo of the world, like an adventure map or something, then there are a lot of places where you can get irreversibly stuck, even if you're good at platforming. The hall under the giant tree in the forest is a particularly bad offender, as you can just fall off a cliff that's six blocks high and find yourself trapped in a small room. Maybe you should still make it possible to place and break ropes, as you end up with hundreds of them you can't use for anything anyway. There are a lot of cool places to go and see, but not much reason to go and see them, because reaching them requires a lot of platforming with Terraria's basic mobility options, and because of the huge expanses of space between them, you lose tons of progress if you fall and die or get stuck.
Yes you will need to walk a bit more in STW and you are not the only one who has made this statement, so we are working on a couple Quick Travel features to help you get around to Points of Interest a bit faster.I feel like the all-or-nothing approach to placement is a detriment overall, as you have to walk for two days to get from the mining village to the Guide's cabin, which has the only placed bottle I've found so far.
For this single player testing, we agree and that is why you just need to enable the option on the Hero Menu. For the long term though you won't need to because we will be providing all the furniture at good locations that are relatively easy to get to.The ability to place furniture for crafting would help a lot.
Yes torches burn it out to make the game more realistic, but that is also why we gave a default light radius so you aren't completely blind in the dark if you are wearing a helmet (this will probably just change to always even if you aren't wearing a helmet). You should have plenty of wood though for torches since wood in STW is only really used for torches and arrows. Also we have plans to have trees regrow once chopped, currently working on this.Torches burning out after less than a minute also isn't particularly fun, especially considering you already have the drawback of having to hold or throw them instead of using a weapon, and that trees can't be replanted.
I'll try to address all of your points made Gearzein...
-response removed for length-
I would state that once the map is completely polished so you don't get stuck anymore that this is actually a great design. A lot of great RPGs have vast worlds for you to play around and discover things - Skyrim is huge for example.I appreciate your response, and understand that I probably missed a lot of the content, but I'd still contend that there's a problem. The options a starting player is presented with are an overland trip to a nearby town, which will ostensibly have NPCs and more quests, or platforming over the ocean into unknown territory. The first quest you can get sends you west, towards the mining village, and without mobility options heading east really only seems like a good way to get stuck at the bottom of the sea, waiting to slowly die. I didn't really even bother going east, because getting stuck in holes in the caves and mountain passes to the west and having to reload and start over made it hard to believe that doing the same thing over water would be any more fun or even doable. It's not great design-wise.
I can suggest two things if you are still interested in trying out the mod:Maybe my main problem is that I found the tech interesting, but the demo is meant more to showcase construction and lore stuff that I'm not particularly interested in, in which case this disconnect can't really be resolved.