Every time you gais touch Summoner Class, I get a mini heart attack! This is an odd change for five (5) reasons.GENERAL CHANGES
- Summoned Minions, Sentries, and their projectiles should no longer harm critters
Why though? This will already be a much-more powerful set with the buffs to Summoner all-around, this is an unnecessary change.
- Flinx Fur now requires less to research in Journey mode
...even the ones sold by the Traveling Merchant? This is yet another unnecessary change, most of the more exotic foods are "collectors items", there was some strategy to collecting all the Food Items if you wanted them, that's gonna unfortunately get lost with this change. There's plenty of easy-access Food Items if somehow gaining access to food was an issue? It isn't though, especially with the Oasis Biome, and the newer foods added by the Don't Starve Crossover... what's this change about??
- All food (except Ale and Sake) now require less to research in Journey mode
Why though? These Statues are 'busted', and are only going to overlap with the already nerfed-by-updates progression/ challenge. Many of these other changes make sense (i.e. Wall of Flesh), but the more nuanced parts of this game seem to be getting steamrolled, and I'm getting nervous. I was looking forward to this update but... I'm not so sure anymore.
- Heart and Star Statues are now twice as likely to be found in worldgen compared to other statues
Honestly why not just remove the "Crowded" penalty altogether? It serves no other purpose but to annoy builders who prefer single large bases / towns in one area with all the npcs.The number of NPCs you can have in a town before Crowded penalties begin to take effect has been increased by 1
Does this also mean that the stardust dragon won't run into the Lunatic devotees and Cultist archers?
Summoned Minions, Sentries, and their projectiles should no longer harm critters
I'm not sure if this is intentional, but the Spectre Hood has lost all of it's perks except the 6 defense.
Sorry, I should have ben more clear. The tooltip just says the name and defense. When I equip it, it doesn't raise the stats of the magic weapon in the weapon's tooltip (the mask does, I checked). The image below shows what I mean.Not seeing this at all. Just had folks confirm it heals, etc. in game. Are you sure you have the whole set? Remember, the Hood bonus is tied to the set bonus.
Sorry, I should have ben more clear. The tooltip just says the name and defense. When I equip it, it doesn't raise the stats of the magic weapon in the weapon's tooltip (the mask does, I checked). The image below shows what I mean.
That's because it doesn't give any benefits except defense unless you equip the other set pieces. It's completely intentional and has been that way for a while now.
Admittedly underwhelmed. My Dungeon issue still hasn't been addressed, and this doesn't seem to be in-line with what Chippy revealed. Must be another update at a later time.
The dungeon bug you documented a year ago seems quite complex; behavior on block boundaries tends to move things around in weird ways (like hoiking, even though the blocks in your video aren't hammered) and multiplayer makes most bugs worse, even on local servers.Admittedly underwhelmed. My Dungeon issue still hasn't been addressed, and this doesn't seem to be in-line with what Chippy revealed. Must be another update at a later time.
Honestly, the Dungeon was never an issue until they brought in the crumbling bricks. Once those were introduced, SOMETHING changed and the enemies now just freely clip into them, regardless of where they run into it. Top, bottom, or sides, they will just swoop into them. If ranged enemy gets into them, like a spellcaster, then you can't hit them anymore. It's mega annoying and turns the dungeon from a reasonable annoyance to "Why do I even bother going into here when half of the dungeon path is crumbling brick and I'm only being a masochist in staying in this buggy mess?"The dungeon bug you documented a year ago seems quite complex; behavior on block boundaries tends to move things around in weird ways (like hoiking, even though the blocks in your video aren't hammered) and multiplayer makes most bugs worse, even on local servers.
Bugs as complex as this are often unsolvable. Computer programs as complex as terraria have so many moving parts that an obscure artifact like this might never be solvable.
I saw in some of your posts that you hated the dungeon redesign and hoped that they might remove the new collapsing bricks as a result of this bug. I think that it is unlikely they will remove a large portion of gameplay due to a rarely-encountered bug.
Given your multiple posts over a year apart, it seems clear they're aware of the bug, and it is certainly residing calmly in some bug list somewhere while programmers tinker with it. There shouldn't be a need to continue reporting it or to expect a certain deadline, and there is certainly no need to take personal ownership over a bug. Taking a video like you did, though, and carefully documenting it was definitely the best way to be helpful.
Though I wasn't personally exposed to the newer pains of the Overworld Dungeon (as I had Dangersense + Hunter Vision consistently running at the time), my co-op Partner was confused by the newer layout, thinking that it abruptly ended (which was a rare bug that could happen in 1.3.5), until of course, I was called upon with my Sharingan Eyes to see trough the 'illusion', all by happenstance, but also armed-to-the-teeth with Bombs and Dynamite.Honestly, the Dungeon was never an issue until they brought in the crumbling bricks. Once those were introduced, SOMETHING changed and the enemies now just freely clip into them, regardless of where they run into it. Top, bottom, or sides, they will just swoop into them. If ranged enemy gets into them, like a spellcaster, then you can't hit them anymore.
I can imagine, and I'd totally support rallying behind you to have this problem 'fixed' and be a priority, because I'd just gotten done accusing a previous Terrarian of being unreasonable, coming back to this area with Hallowed Gear in Hardmode, but if this is a regular occurrence, I could see the frustration, and the need to overcompensate.It's mega annoying and turns the dungeon from a reasonable annoyance to "Why do I even bother going into here when half of the dungeon path is crumbling brick and I'm only being a masochist in staying in this buggy mess?"
Unfortunately, this is starting to become a trend, happening gradually, in a "frog in slowly boiling water sense". First it was the hits to performance, which is understandable, but still a bit suspect. Then it was the questionable 'gameplay choices', some of which I totally missed, such as Torch Luck and the issues with Overworld Dungeon you've made me privy to, and others too egregious to miss, like Summoner Class and The Constant, Don't Starve Special Seed.The last time I had reported it, iirc one of the moderation team or dev members showed up and said they couldn't reproduce it. I could consistently reproduce it (as seen in the video). I seriously wish that something could be done about it, or at least give us the option to disable crumbling brick in world gen. This issue SERIOUSLY degrades the overall quality of gameplay whenever I start a new world.
A friend and I, in our 2nd playthrough together (together at least, I've played quite a bit since... I think 1.2.x) on Expert Mode... Our Dungeon was quite literally 60%+ crumbling brick. Once you got through the first room where the Guardian would spawn, it was nothing but digging for the longest time with one person on defense. ...However, this becomes a problem when enemies want to clip into the walls and desync between players. The fire donuts especially.Though I wasn't personally exposed to the newer pains of the Overworld Dungeon (as I had Dangersense + Hunter Vision consistently running at the time), my co-op Partner was confused by the newer layout, thinking that it abruptly ended (which was a rare bug that could happen in 1.3.5), until of course, I was called upon with my Sharingan Eyes to see trough the 'illusion', all by happenstance, but also armed-to-the-teeth with Bombs and Dynamite.
There are SOME. If you have a large enough Melee weapon that isn't a Yo-yo, or the Vile Thorn, you have weapons that can plausibly hit them. Otherwise, you're SOL. At least with Tim and the Imps, you can very easily get to them, or summon a minion in their area to smack them until they bugger off. With the Dungeon Brick, they're in solid blocks, so you can't do that.This being the case, I suspect there are no effective answers to enemies that phase though walls at that point in progression, because that'd spike the difficulty of this area, to about the same tier as molten cavern/ pre-Underworld, where it's possible to come across Imp's and Undead Tim.
It's straight up unfair, rather than being a difficulty tweak. If an enemy can just slide into the wall and suddenly you're unable to fight back, having armor later on won't help. You'll still have the same problem (but perhaps better block-piercing weapons to fight back with.)I can imagine, and I'd totally support rallying behind you to have this problem 'fixed' and be a priority, because I'd just gotten done accusing a previous Terrarian of being unreasonable, coming back to this area with Hallowed Gear in Hardmode, but if this is a regular occurrence, I could see the frustration, and the need to overcompensate.
I agree. Similar things happened with PAYDAY 2, where it started off as a very well made team-based co-operative survival to complete the objectives. Then it became a rollie-pollie slaughterfest with balance thrown out the window, various abilities and weapons being bugged (Even some enemies being bugged), and terrible amount of bloating for content.The last thing this game needs is to turn into a 'buggy mess' for the sake of newer content, everyone has a tolerance level (loyal fans even turned on Bethesda Softworks, whom are notorious for making fun, but buggy, unstable games), which mine is pretty high, as I Mod Skyrim, but even I know when to stop, because a fun-new-feature, stops being "fun" when things start breaking.
What happened with Summoner? It's one of my two mains (the other being Mage), and I quite enjoy it. It's nice for when you need to farm rare drops, and offers a harder experience with the (inb4 I get a warning for this) bullet hell boss fights. Especially so with The Empress at Day Time.Then it was the questionable 'gameplay choices', some of which I totally missed, such as Torch Luck and the issues with Overworld Dungeon you've made me privy to, and others too egregious to miss, like Summoner Class and The Constant, Don't Starve Special Seed.
I can somewhat relate to this, but only because I played the Drunken Seed version of the Overworld Dungeon much later on, which seemed to be about 3x bigger than a Vanilla Dungeon would normally be (still not entirely sure, could've been even bigger than that, but I stopped exploring after finding every Biome Chest); I'm pretty sure the Crumbling Blocks behaved in a similar manner to my own, not entirely clearing the way, even if it seemed as if they should have.A friend and I, in our 2nd playthrough together (together at least, I've played quite a bit since... I think 1.2.x) on Expert Mode... Our Dungeon was quite literally 60%+ crumbling brick.
As I somewhat suspected, what you're describing sounds both like pre-Hardmode Underworld exploration and much closer to Hardmode Underground Jungle exploring, which is unacceptable so early in the game. Though it's obvious the phasing through walls isn't intentional, most the other things you'll experience here are (like swarming due to the Water Candle buff/ debuff), which means it's especially vital for this area to have a consistent experience for all players involved, as well as a reasonable countermeasure.Once you got through the first room where the Guardian would spawn, it was nothing but digging for the longest time with one person on defense. ...However, this becomes a problem when enemies want to clip into the walls and desync between players. The fire donuts especially.
Exactly, the difference here is that the player cannot reasonably prevent the inevitable bottlenecking the Dungeon will present you with, you simply won't have the tools, so it's important that both the level itself and the enemies in it behave properly and consistently, or the balance of this area is thrown out-of-whack.There are SOME. If you have a large enough Melee weapon that isn't a Yo-yo, or the Vile Thorn, you have weapons that can plausibly hit them. Otherwise, you're SOL. At least with Tim and the Imps, you can very easily get to them, or summon a minion in their area to smack them until they bugger off. With the Dungeon Brick, they're in solid blocks, so you can't do that.
It's straight up unfair, rather than being a difficulty tweak. If an enemy can just slide into the wall and suddenly you're unable to fight back, having armor later on won't help. You'll still have the same problem (but perhaps better block-piercing weapons to fight back with.)
...as I always try to be clear about, many of the scenarios and stories I paint, or warn about, are things that've already happened before, elsewhere. No one person, group or company is immune to these pitfalls; so it's important that we remind each other that "it can happen to you" when we see the obvious signs.I agree. Similar things happened with PAYDAY 2, where it started off as a very well made team-based co-operative survival to complete the objectives. Then it became a rollie-pollie slaughterfest with balance thrown out the window, various abilities and weapons being bugged (Even some enemies being bugged), and terrible amount of bloating for content.
It depends on who you ask, but the things we can all agree on is that it's tier placement is odd and the manner in which Whip-stacking works, only exacerbates the issue. Though I don't agree with the manners in which players are suggesting it be fixed (which I don't even think is the issue), I mostly try to stay out of it, because my opinion won't matter much here; too much pride and "I told you so's involved".What happened with Summoner? It's one of my two mains (the other being Mage), and I quite enjoy it. It's nice for when you need to farm rare drops, and offers a harder experience with the (inb4 I get a warning for this) bullet hell boss fights. Especially so with The Empress at Day Time.