Terraria: Labor of Love is Out Now!

The Mad Engineer

Steampunker
I've been reading the changes, and so far I love everything...
Except the change to daytime empress of light's attacks ignoring dodge effects, that one hurts.
 

Kovex Play

Spazmatism
I just can't express how much I love you all 😭
Huge congrats and thanks to both the developers and community, I am grateful for every second I was a part of it <3
Looking forward to bright future of relogic!
 

ZeroJinKui

The Destroyer
i rarely get excited nowadays, but reading this really got a fire going in me. :dryadpassionate:

i can't wait to check out the world seeds... i actually wanna dive in blind, without reading about or watching others play them, first.

thank you for everything, re-logic. :dryadcry:
 

TehNuTTTer

Official Terrarian
I have loved and played Terraria since I was a kid. It means a lot to the community, and to me, that this game has been supported for so long with this much love and care.
The developers and the community for Terraria are the best I have ever seen and I cannot wait to see what the future holds!

Hats Off! & Thank you!
 

TheeMessenger

Terrarian
TERRARIA: LABOR OF LOVE FULL CHANGELOG

In addition to the summary provided above, here is a more comprehensive/detailed changelog for those that are interested. Notably, it includes a very thorough balance change review. We have divided things up by sections to help you find what you are looking for. Happy reading!

index.php

New Special Seeds and Updates to Special Seeds
- Added the "Remix" World Seed, where the player spawns in the Underworld and makes their way up. Worldgen is heavily overhauled, and enemy spawns and item drops are changed
- Added the "No Traps" World Seed, for those players who just totally hate dying to traps during their Terraria adventures.
- Added the "Everything" World Seed, a combination of all of the major seed features from every other special seed.

For the Worthy Updates
- Numerous changes and threats have made their way to the FTW seed, to demand even more worthiness from players
- Classic difficulty FTW worlds automatically behave as Expert. Expert FTW worlds are automatically Master.
- Should now be possible to 100% complete the Bestiary

Not the Bees Updates
- Spider Caves now generate in Not The Bees worldgen
- All fish should be catchable now
- Should now be possible to 100% complete the Bestiary

Don't Starve Seed Updates
- Don't Starve Darkness damage increased from 50 to 250, and the time before being hurt decreased from 8 to 4 seconds
- Eating regular mushrooms will reset hunger back to full duration Peckish if you are Peckish, Hungry, or Starving

Celebration Seed Updates
- A number of changes have been made to Celebration worlds to make them even more fancy and festive!

New Items and Content
- Added 8 Slime Town Pets! Collect em all!
- Added over 300 new items
- Added over 25 new blocks and walls
- Added over 55 new paintings
- Added a few new vanity accessories and items
- Added a new tree type
- Added 3 new furniture sets
- Added Crimson and Corrupt Mud Grass. Corruption and Crimson no longer dry out Jungle Grass into dirt when corrupting it, but instead simply spread to the grass portion.
- Added Rubblemaker
- Added Shellphone
- Added Hand of Creation
- Added Echo Coating and changed Illuminant Paint to be Illuminant Coating. Coatings function exactly like paint, except they can be stacked with any other paint and each other.
- Added Lilith's Necklace
- Added Poo
- Added Terraformer
- Added a Biome Sight Potion
- Added Jungle Birds
- Added Flymeal, bane of Townsfolk everywhere
- Added a few more pre-Hardmode weapons
- Added Bottomless Honey Bucket and Honey Absorbent Sponge
- Added Fart Kart
- Added Resplendent Dessert
- Re-implemented Pixel Boxes to be sold by the Mechanic, which have been updated to have improved functionality for pixel displays.
- Re-implemented the deprecated Mini Star Cell Banner. It drops and buffs its respective enemy. Regular Star Cell banner no longer gives a buff against Mini Cells.


UI and Menu QoL Changes
- Added Equipment Loadouts. Changed F1-F3 keys to be the default bindings for Loadout Swapping, and F4 was changed to be the keybind for Camera mode.
- You can now place any accessory in social slots again. Social slot eligibility tooltip removed.
- Increased the max stack size of nearly all stackable items to 9999.
- You can now stack Guide Voodoo Dolls! But . . . with great stacking comes great responsibility. Throwing a stack of more than one into lava may have unwanted consequences.
- Void Bag now can be opened/closed with right click. A closed Void Bag will no longer pick up overflow items, and functions more like a Money Trough. An open Void Bag still picks up overflow items, and gains a number of new features, including:
- Using Quick Buff, Food, and Potions from its Storage. This includes Mana Flower Mana Potions. Wormhole Potions will also work automatically from within it.
- Allow crafting directly from Void Bag Contents
- Favoriting items inside of it
- Quick Stack to Nearby Chests from its contents
- Keys within it can be used to unlock chests
- Info accessories, Wire vision accessories, and Mechanical ruler all work from within it
- Void Bag will now also collect overflow items when looting chests
- Bestiary now shows kill count for that enemy
- Bestiary now shows stats based on the current gameplay session (based on things like difficulty, seed, etc)
- Added an accessibility option which will allow all weapons to be autofired
- Painter now has two shops menus. Wares are split between them to prevent his wares from being locked out of purchase due to too many items being in one shop.
- You can now link Angler quest fish in the player chat box
- All Quest Fish items now have tooltips saying where to catch them (useful for sharing in chat message)
- Paintbrushes, Fishing Rods, and Clentaminator now show the currently selected "ammo" by the cursor
- Clentaminator now works with Rifle/Sniper Scope functionality
- Angler Set, Fishing Accessories, and the Fishing Potion now all indicate how much Fishing Power increase they grant
- The +/- options to change Zoom now zoom twice as fast
- Updated some outdated loading and Guide text about things such as Lucky Horseshoe and Meteorites
- When in Journey mode, mousing over items in the crafting menu will show how many are needed to Research. This also applies to Guide and Tinkerer UI slots.
- Some info accessory tabs are grayed out when inactive or display N/A, and will light back up when active again. Gold Critters will appear in gold on the Lifeform Analyzer.
- Changed the Quest info for Pengfish and Pixiefish to be more consistent with similar fish
- Quick Stack to Nearby Chests now has a visual effect, showing the items which are being quick stacked moving towards the chests they go into
- Added flavor text and info text for Portal Gun
- Equipping any of the Monoliths in accessory slots will create a player-side shader effect in the same way that Radio Thing does
- Playing musical instruments now shows the note on the cursor
- Significantly increasing the range of quick stack to nearby chests
- Pumpkin and Frost Moon will now display the total score when the event is over.
- Flower Accessory's social display visual now draws over helmets/face accessories, to allow combining. Additionally, Jungle Rose has been changed from a Head Vanity to a Vanity Accessory.
- Worlds in the World Menu where Moon Lord have been defeated now have a special border around their icon
- Added an option to show health/mana display numbers on Health/Mana UI settings
- Added an option to display numbers on boss health bars
- When a Sandstorm is active, the Weather Radio info accessory will display it, alternating between it and the standard weather display
- Character creation now defaults to Classic mode instead of Journey mode
- Summoning tooltips now say they deal "Summon" damage instead of "Minion" damage
- The game now tracks deaths, and they can be viewed with the /death and /pvpdeath commands. Additionally includes the /alldeath and /allpvpdeath for server-wide numbers.
- Made some consistency improvements to tooltip text displaying Up/Down messages
- Capricorn Legs/Tail now instant-transform into each other, and maintain favorite status, rather than simply spawning a new item in a different inventory location
- Shift-clicking items to the research slot automatically researches the item.
- When randomizing a character, more hairstyles are available to be rolled
- When randomizing a character, the game will pick female characters more often than before (which previously was actually quite uncommon)
- Most of the Stylist haircuts are now available when creating your character
- Added an option to disable quick trash in the main menu
- When using Journey mode's reach booster, it also increases item pickup range
- Encumbering Stone can be right clicked from the inventory or hotbar to make it Uncumbering, allowing more controllable use of its pickup blocking function
- Your equipped pet can now be seen on the player selection menu with your character
- Journey sliders now have interactible buttons which allow you to snap to specific points


Content Changes and Feature Expansions
- Added new achievements
- Added new Death Messages
- Added several new title texts
- Added many new words to the random world name list
- Added new sounds to several weapons and enemies
- Ropes and Minecart tracks can now intersect, allowing you to use a rope and a minecart in the same spot without having to break one
- Similarly, Ropes and Platforms can also now intersect.
- The player no longer collides with platforms when on a rope pulley, to allow for ropes which go through platforms
- You can now exchange your Town pet by using another Pet License (They can now be purchased infinitely from the Zoologist)
- Smashing altars no longer generates random blocks of infection in the world
- Traveling Merchant now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
- Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
- Angler no longer drops furniture items as part of his regular drop pool. Instead, he now has a chance to give a bonus Furniture drop when completing quests. The odds of getting a bonus furniture drop increase as your Quests completed increases.
- Right clicking the Eternia Crystal Stand during the cooldown between OOA waves will allow you to skip the delay and immediately start the next wave. The Eternia Crystal stand and the first wave completed message also indicate this fact.
- Upon defeating all 3 mechs for the first time, the game will now attempt to immediately spawn a Plantera Bulb in the Jungle
- Glowing Mushroom grass and trees now glow different colors when painted
- Critter Cages can now be stacked and stood on like platforms
- Increased the minimum size of Underground Deserts from 50% of the maximum size to 75% of the maximum. The maximum size has not increased.
- The player can now have double the number of active buffs/debuffs (44 total) before they start overriding each other
- Torch God's Blessing can now convert Campfires as well
- You can now block swap torches and campfires
- Players can now blockswap ropes out for platforms or minecart tracks if there is already a platform/minecart track to the side of the rope
- All Lockable Chests can now be re-locked using Chest Locks
- The Extractinator can now be used to turn fishing trash into low level bait
- When getting a hole in one in golf, it now says so instead of saying 1 stroke
- Slime Rain can now only begin from 6 AM to Noon, but the odds of it happening are now 4x as high. This will result in the same number of Slime Rains overall, but they simply start in the morning.
- Most critters which spawn from tiles or trees now have a brief delay before they can be killed (the same as how Worms from tiles are protected)
- When hitting trees, the tree will now always show a visual puff of leaves, even if nothing is dropped, to indicate that a successful tree hit has been performed
- Banners, Hanging Bottles, and Lanterns can now be placed on unhammered platforms and all other platform hammer configurations
- Reverting a previous change that altered how Frozen Slime Blocks merged with regular Slime Blocks and other blocks. They are now intentionally inconsistent with regular Slime Blocks for building purposes.
- Crystal Shards can now grow on Pearlsand, Hardened Pearlsand, and Pearlsandstone
- Rainbow Bricks now use an improved map color gradient
- Abigail's Flower now breaks in one hit when mined and makes a grassy sound when doing so
- Zenith's swing SFX now plays more often to more appropriately match its swing speed
- Rod of Discord's item sprite is now bright and generates some light, making it easier to see if it drops
- Resprited several of the core progression swords to be bigger and more up to date
- Starfury's star has been given a visual overhaul
- You can now fish while partially submerged in water, as long as the player's arms are above the bobber. This includes fishing in an Inner Tube!
- Cracked Dungeon Bricks can now be broken by projectiles
- Added recipes for all 9 safe versions of Dungeon Walls
- Added recipes for all of the Dungeon worldgen platforms
- Added a recipe for Magic Mirror
- Heavily optimized recipe checking code. This should result in dramatically reduced/eliminated FPS drops when large numbers of recipes are calculated on the fly (such as when opening a chest that contains large numbers of crafting materials when near crafting stations)
- Balla Hat and Gangsta Hat are now sold during day and night respectively, instead of 24/7
- Ocean water is now slightly more transparent and easier to see in
- The Nurse can now comment on how often you have been dying in her random dialogue
- Some Boss Masks can now be combined with Beard Accessories
- Increased movement speed of Hardcore Ghosts
- Teleporters no longer produce flickering light passively

Crashes and Major Issues
- Fixing an issue which prevented Terraria from working on some Mac OSX 12 installations
- Fixed a crash that could happen if various critters went outside of the world's boundary
- Fixed a crash relating to Sand falling in multiplayer
- Fixed a rare crash with Companion Cube in multiplayer
- Fixed a crash caused by Lightning Aura Sentries dropping through the bottom of the world
- Fixed a crash issue related to Ice Rod in multiplayer
- Fixed a crash relating to loading and unloading resource packs
- Fixed an issue where invalid Torch frames would cause problems on servers
- Fixed an issue when attempting to verify integrity of game files, a single file would always fail to validate. This did not actually cause any gameplay issues, but has been a persistent and nagging concern for players who are attempting to trouble-shoot other legitimate issues.

Combat, Enemy, and Weapon Issues
- Fixed a quirk of Duke Fishron's Cthulhunado that would sometimes instantly spawn it on the player and hurt them unavoidably. It should now spawn a certain distance below the player if there is no floor nearby, allowing the player time to avoid it
- Fixed an issue where Whips that gave Attack Speed buffs would incorrectly apply the buff to Melee weapons. Their tooltips have been updated to emphasize this fix.
- Fixed a bug where standing on certain configurations of platforms would allow teleporting enemies to teleport directly on top of you and cause damage
- Fixed a bug where, if stacking multiple sources of defense penetration, it would allow weapons to deal extra phantom damage above base damage
- Fixed a bug where Sanguine Staff and Terraprisma could hit a single enemy more than once per swing
- Fixed a bug with Blood Thorn causing its thorns to unintentionally lose damage on every pierce
- Fixed a bug where Deadly Spheres minions would spontaneously de-aggro from enemies in the middle of combat
- Fixed a issue where Empress of Light would sometimes teleport directly on top of the player
- Fixed a bug that caused mana to not regenerate at normal speeds when on infinite flight mounts
- Fixed an issue where Ichor Dart and Celebration MK2 would sometimes rapidly hit more than intended
- Fixed Flocko and Krampus not giving wave progression points during Frost Moon
- Fixed a bug where Frost Moon's Waves 2, 3, and 4 required way too few points to progress
- Fixed an issue with ammo consumption for Flamethrower and Elf Melter
- Fixed a bug where Chain Knife and Flairon had a strange damage hitbox in the upper corner of the player
- Fixed a bug where Rocket Launcher could not received Ranged prefixes such as Unreal
- Fixed a bug where Beam Sword forced you to turn to face the direction it is firing its projectile when autoswinging
- Fixed a bug where Imp Staff would randomly rapidly fire at enemies under specific circumstances. It can still fire at an above average speed in these circumstances, but it isn't as extremely fast now.
- Fixed an issue where underground Mothrons did not check to make sure they were laying eggs on solid tiles, including laying eggs in lava like a terrible parent
- Fixed an issue where quadruped enemies would not fall through platforms
- Fixed an issue that prevented Horseman's Blade from proccing on certain targets, such as Moon Lord's eyes or naturally spawned critters
- Fixed some issues where size downscaled bosses in Special Seeds had inaccurate hitboxes
- Fixed Bee enemies and Explosive Bunnies being able to rapidly hit enemies with no iframe cooldown
- Fixed being idle on infinite flight mounts not protecting from Worm spawns
- Fixed Old One's Army Flyer behavior where they would fly under the ground and not come back up, thus avoiding defenses
- Fixed an issue where some Frost Legion enemies didn't have the correct movement speed
- Fixed a bug causing Super Star Shooter's projectile to die when having your back to a wall
- Fixed a bug where Corruptors and Giant Fungi Bulbs would fire at Hardcore ghosts

Gameplay Functionality Issues
- Fixed some long running issues where the size or quantity of some worldgen features were not properly accounted for in Medium worlds, resulting less of some things like the Jungle or Mushroom biomes
- Fixed a bug that caused daily Tree Shake count to be cumulative across all worlds
- Fixed a worldgen bug that has existed since the beginning of the game that prevented Demon/Crimson Altars from spawning deep underground. You will now find many more of them much deeper Underground.
- Fixed an issue where some infected tiles were not being detected by the Dryad, including some sand types, plants, vines, and thorns
- Fixed an exploit allowing conservation of Etherian Mana after Old One's Army ends
- Fixing more inconsistencies between seeded PC and Mac/Linux worldgen, though ultimately it may be impossible to completely eliminate all variation due to fundamental OS differences at a basic level
- Fixed the player taking damage from Don't Starve darkness when in well lit areas due to being in another window
- Fixed an issue where joining into a world where the Real Estate Agent achievement was "valid" for unlock would not unlock it until the next time an NPC moved in. It should now unlock immediately upon joining.
- Fixed an issue where small patches of sand around the world would generate with Underground Desert backwalls, allowing those enemies to spawn
- Fixed an issue where Sandstone Chests that generated too high in the world would turn into Gold Chests instead
- Fixed another issue with Giant Mahogany Trees generating over chests or the Temple
- Fixed Lavafly Jar not counting as a light source for housing
- Fixed a bug with Boulder traps causing overlap issues with chests if they generated too close
- Fixed NPCs standing in front of each other too often, and Town Pets standing over chairs and blocking Town NPCs
- Fixed a bug where Life Fruit, Plantera Bulbs, and Jungle Plants would not properly break the plant tiles they replaced
- Fixed Campfire Minibiomes sometimes generating incorrectly
- Fixed Dirt Rod's Dirt Ball projectiles destroying some decorative tiles
- Fixed an issue where Smart Cursor would sometimes target solid blocks when trying to place Herb Seeds
- Fixed a similar issue where Smart Cursor would try to plant Pumpkins in non-valid locations
- Fixed a long running inconsistency where Tall Grass couldn't grow in front of most fences
- Fixed Mushroom Grass not breaking in one hit when using Gravedigger's Shovel
- Fixed the player being able to fish up Dungeon items before Skeletron is defeated
- Fixed an issue where NPCs could teleport home instantly at any time when standing on Dungeon Brick
- Fixed Dye Plants growing in Honey
- Fixed Jungle Torches not being used by Torch God's Favor when inside of the Temple
- Fixed some Rubble types "surviving" tile change via infection/Clentaminator when they should not.
- Fixed Pumpkins not breaking themselves when the tile beneath them was changed to be non-valid for plant growth
- Fixed a bug where Gold Goldfish could not spawn in underwater living tree tunnels
- Fixed Lucky Coin not working properly in Multiplayer on Expert and Master mode

Visual / Audio Issues
- Fixed an issue where unsafe and safe versions of the same Wall type did not properly merge together
- Fixed an issue with OGG resource pack tracks not detecting loops properly
- Fixed an issue with some held projectiles (Spears, Flails) jittering a bit when the player goes up and down half-blocks
- Fixed the offset on Geyser trap tiles so that they merge more seamlessly with blocks they are placed on
- Fixed an issue with some gore moving at extremely high speeds through the entire world
- Fixed an issue with infected Cacti, Oasis plants, and Sea Oats only showing as green on the map
- Fixed an issue with falling Slush Blocks not having a sound or dust when Slush Balls break
- Fixed a sprite issue where most fences that were "floating" were visually cut-off at the bottom
- Fixed the top row of the underground background layer not allowing light, causing visual artifacts
- Fixed an issue where Crystal Shards could grow on sloped blocks, resulting in them floating
- Fixed an audio desync with certain guns in multiplayer
- Fixed a number of Rubble piles creating the wrong dust color when broken
- Fixed a minor visual offset with Video Visage's screen sprite when facing different directions
- Fixed a positioning issue with Furnace and Hellforge to resolve some tile sheet issues in texture packs
- Fixed cattails and vines not maintaining paint when growing
- Fixed King Slime's crown not properly adjusting its size under some circumstances
- Fixed an issue where Money Hair Dye's color system would break and cycle through colors of the rainbow when reaching particularly large quantities of money
- Fixed Frozen Chandelier's light being the wrong color
- Fixed Hardmode ores generating with paint when replacing a painted tile
- Fixed an issue where Silly Sunflower Bottoms and Frog Legs, when worn together, would show the player with no legs at all
- Fixed some spriting issues in the Minotaur pet's animation
- Fixed an issue where sitting in a chair while underwater and while also wearing an Inner Tube would make the player's legs draw incorrectly
- Fixed the Ocean not being bloody during a Blood Moon
- Fixed Kimono pants being treated like a robe, breaking sitting frames, as well as an issue with the female Kimono "jumping" sprite

UI, Input, Text and Tooltip Issues
- Gamepad now tries matching Button Instructions to the inventory slot your cursor is on immediately. Hovering over a button or item with the cursor will show the relevant Gamepad instructions.
- Fixed an issue where exiting the research menu mid-animation would result in the animation resuming when you opened it back up later
- Fixed Info Accessories not properly updating their display when the game is paused
- Fixed an issue allowing Armor Swapping with sold items
- Fixed Moon Lord's health bar flickering when he spawns
- Fixed Gravedigger Shovel using two different recipes for Iron and Lead. It now just uses a single AnyIron recipe
- Fixed world names/seeds being able to exceed the size limit of the text box under certain conditions
- Fixed an issue where sorting Chests and then changing directly from that Chest to another Chest (without closing) would maintain the color highlight of the sorted slots
- Fixed an issue where Boss health bars that have scaled health due to multiplayer would have an incorrect display for players joining the server mid fight
- Fixed link buttons on main menu not working on Mac/Linux
- Fixed a bug where the Tongued debuff did not actually give its unique death message if it killed you
- Fixed a minor capitalization issue in the "Web Spit" projectile
- Wasp Gun's tooltip now properly indicates that it penetrates defense (Wasp Gun Wasp Gun)
- Fixed an issue where all of the 3 Shroomite Helmets caused the tooltip damage of weapons they boosted to be slightly inaccurate. It would make the tooltip damage round up by 1 extra, making for a displayed damage that was incorrect compared to the actual amount of damage done. The actual damage done has not changed.
- Fixed a bug where player kills by self-destructing enemies might give a death message for the wrong enemy
- Fixed an issue where the game would not display your dropped coin count if you dropped an inordinately large amount of platinum on death
- Fixed a text inconsistency in the Venom Flask tooltip
- Fixed an issue where NPCs would refer to the Underground as "NormalUnderground"
- Fixed some text menus in the game not being compatible with the virtual keyboard when using Gamepad
- Fixed Lava Moss' tooltip and rarity color not matching the other glowing moss
- Fixed a number of other inconsistencies with item rarity colors and sell values
- Fixed Djinn's Curse having "vanity" tooltip line, as it does actually confer mechanical benefits

Multiplayer Syncing and Functionality Issues
- Fixed Tombstones desyncing when landing in multiplayer
- Fixed an issue with Moss growth not syncing in multiplayer when the moss was above ground
- Fixed some syncing issues with Nimbus Rod and Crimson Rod
- Fixed a certain server exploit
- Fixed a desync with Whips and Spears in multiplayer
- Fixed a server launch failure caused when providing an invalid world file pathway via the server config file
- Fixed a visual swing animation issue with Flying Knife when using Feral Claw-type accessories in multiplayer
- Fixed an issue causing Banner drops to be attributed to an uninvolved player on servers
- Fixed an issue where Keybrand's particle effects didn't show up for the user in multiplayer
- Fixed bucket-removed water not syncing properly sometimes in multiplayer
- Fixed a number of PVP debuffs not syncing properly in multiplayer
- Fixed a syncing issue with Tesla Turret projectiles in multiplayer
- Fixed a visual desync with flopping fish critters in multiplayer
- Fixed an issue where Dry Bombs and similar items would not sync fluid properly on servers
- Fixed an issue where Rainbow Gun could arc down and draw across the entire world for some people in multiplayer
- Fixed an issue with sloped blocks not syncing their slope changes when sand fell on them in multiplayer

Introduction and Notes from Leinfors

As the 1.4.4 update is highly focused on Quality of Life changes, there is naturally a substantial amount of overlap between some of these QoL changes and balance changes. It's impossible to draw an absolutely definitive line between the two categories, and so there are going to be some duplicate entries which are present both in this section and in the main changelog. Additionally, there are some particularly balance-impacting bugs which warrant being included in the balance section as well. For the sake of information being provided in the places where it is relevant, and given the significant length of the total changelog, we felt it was worth the extra clarity to include these changes in both sections of the changelog.

1.4.4 has the most extensive set of balance changes added in an update, even more so than 1.4 and 1.4.1; furthermore, it includes some of the most technically complicated changes made to weapons and other systems, including a number of reworks and other backend changes which alter the behavior of weapons beyond simple stat changes. Many of these changes delve into some of the more complex mechanics of Terraria's combat and weapon systems, and without taking all of these mechanics into play, some of the changes made may seem confusing, backwards, or unintuitive.

To help newer players get an understanding of some of these mechanics, or perhaps just as a refresher for veteran players, I've included a reference glossary of some of the core mechanics that were impacted, as well as a detailed description of the concept of Piercing Immunity Frames (which feature heavily in many of the changes made). We've included this as a resource for reference, but it is not necessary to read for the changelog, and does not include any changes itself. Feel free to skip the glossary if you'd rather get to the actual changes.


Damage - Literally the damage dealt by an enemy or weapon. The damage listed is reduced by the target's defense stat, and then it will be applied to the enemy or player. There is an inherent randomization effect on all damage dealt, which causes damage to fluctuate slightly both above and below the listed value. However, the average amount of damage done per hit will match the listed damage value.

Critical Chance - Almost all damage sources from the player can inflict Critical damage. A Critical hit will always deal double damage (though it is still subject to defense). No matter what your stats and equipment, the DEFAULT critical chance is always 4%. Certain weapons add a bonus critical chance, and various equipment and buffs can increase it as well. A Critical hit chance that is higher than 100% confers no additional advantage; the player will deal a critical on every hit. Notably, Summon damage does not typically inflict critical hits except under certain special conditions.

Defense - Reduces damage taken. In Classic Mode, and for enemies in every difficulty mode, every 2 points of Defense reduce damage by 1. In Expert, every 1.5 points of Defense reduce player damage by 1. In Master, every point of Defense reduces player damage by 1.

Use Time - The time between swings/uses on a weapon or item. If a weapon has a Use Time of 20, this means that after using a weapon, 20 frames must pass before you can use it again. The lower the number, the faster a weapon is. A higher number is slower. You cannot directly see an item's Use Time number in game, but it is reflected in its speed tooltip (Fast, Very Fast, etc)

Frames (Time) - There are 60 "frames" in every second. If a weapon has a Use Time of 30, then you can use it twice per second (30 + 30 = 60). This impacts some other aspects of gameplay as well, such as Immune Frame times.

Scale - Scale is modifier which can be used to increase the size of weapon sprites, typically swords. The size of swords is normally exactly the same as their sprite, but the scale modifier can make them visually larger in game, which also allows them to reach further distances when hitting enemies. For example, increasing the scale of a weapon from 1 to 1.3x will increase its size and range by roughly 30%.

Knockback - Almost all attacks against enemies inflict knockback. The amount of knockback is increased by a multiplier on a weapon's knockback stat, and then reduced by the enemy's knockback resistance.

Piercing and Pierce Count - The ability for a projectile to continue on after hitting an enemy, and hit additional enemies or to hit the same enemy again. The Pierce count stat indicates how many times a projectile can hit. For example, a pierce count of 5 will allow up to 5 enemies to be hit before the projectile vanishes/stops hitting. Some projectiles have no pierce limit at all.

Piercing Damage Reduction - Some weapons will deal less damage each time they Pierce an enemy. For example, a weapon with a 20% Piercing Damage Reduction modifier will do 20% less every time it pierces. In such a scenario, it might deal 100 damage on the first hit, 80 damage on the second hit, 64 damage on the third hit, and so on.

Defense Penetration - Some player attacks have the ability to "ignore" a certain amount of enemy Defense. This will not directly increase the maximum amount of damage they can do, but it will reduce the effect of enemy's defense. A weapon that penetrates 20 Defense will do full damage with no reduction to any enemy that has up to 20 Defense, after which point, Defense will reduce it normally. Some attacks have a low damage, but a high defense penetration, which ensures that they deal a more consistent amount of damage on enemies of different levels of defense.

Autoswing / AutoReuse - The ability for a weapon to keep firing/swinging if you hold the attack button down. Weapons which do not have Autoswing/AutoReuse will require the button to be pressed again to be used again.

UseTurn - A feature present mostly on certain autoswing swords. If a weapon HAS Use Turn, moving left and right while swinging the sword will make the sword and the player change directions. If a weapon does NOT have Use Turn, the player will continue facing the direction they were when they started swinging.

Minion and Sentry Slots - All Summon Minions and Sentries take up a "slot" to use. Players all have 1 Minion Slot and 1 Sentry Slot available at all times; various buffs and equipment can increase this quantity. With additional slots, the player can summon more active minions or sentries. Some Summon minions grow stronger/bigger when expending extra Minion Slots on them, instead of gaining additional Minions. For example, you only ever have 1 Stardust Dragon, but its size and damage increase with every additional Minion Slot spent on it.

NPC Slots - Enemies all take up a certain number of "slots". At any one time, there is a enemy slot capacity, dictating how many enemies can spawn. Once this slot capacity is reached, most enemies will stop spawning, though it will not forcibly remove enemies over the capacity. Certain factors can increase or decrease this slot cap, such as Blood Moon, Battle Potion, or Calming Potion. Furthermore, some enemies can have a slot count that is higher or lower than 1. Enemies such as bosses or minibosses may take up extra slots since they are more of a threat than regular enemies.

Difficulty Mode (Enemy Stats) - Generally referring to Classic, Expert, and Master mode. Many enemies have different stats depending on the difficulty mode in question, such as increased health or damage. In such a case where something like this is changed, I will often list the changes as 20/40/60, reflecting Classic/Expert/Master stats. Journey mode is not typically going to be listed, as base Journey difficult stats are roughly half of Classic.

Traveling Merchant "Rarity" Tiers - All of the items the Traveling Merchant sells are organized into 6 different "rarity tiers", with items in the higher tiers being more rare than items in the lower tiers. Moving items between tiers will have a significant impact on how commonly he sells them.


Immunity Frames
Overview
- When an enemy is hit by a piercing projectile (a weapon, projectile, or minion that can hit multiple times), the game has to use what is called immunity frames to prevent the enemy from taking damage from the projectile repeatedly every single frame, which could otherwise be as many as 60x hits a second. After hit, the enemy becomes temporarily immune to being hit again, though this duration is almost always measured in fractions of a second, which is more than enough for most projectiles to move through the enemy and be on their way. Particularly slow projectiles may still hit a target multiple times, but their immune frames prevent them from hitting every single frame, so this is within expected behavior. The amount of immune time inflicted by a projectile can be adjusted to make it hit more or less frequently. Immune frame time does not apply to non-piercing attacks (regular bullets, for instance, which only hit once).

Global Immunity - By default, all piercing weapons in the game inflict what is called global immunity when hitting enemies. These enemies become invulnerable to ALL sources of piercing damage, including other types of attacks, for the duration of that period. This period is typically a default of 10 frames (1/6th of a second), but can be changed to allow faster or slower hitting. This was the original implementation of Terraria's immune frame system, though we are shifting away from it over time. An unfortunate consequence of global immunity is that it "blocks" you from doing damage with different types of damage sources. Unless manually set otherwise, all piercing projectiles in the game, especially older ones, use the global immunity system. Many Global Immunity projectiles were balanced around this limitation, doing more damage than they might otherwise if they were not.

Static Immunity - Some piercing projectiles have been changed to use "Static" immunity. This form of immunity will still induce immune time, but this immune time will ONLY block damage from that specific TYPE projectile. Though repeated hits from the same type of piercing projectile during the immunity period will not be able to land, hits from any other type of piercing projectile WILL be able to deal damage. Similar to Global, Static immunity time duration can be changed as needed. Though Static projectiles will not interfere with other sources of damage, there are still scenarios where firing multiple projectiles of the same type will be counter productive. For example, putting Jester Arrows (which inflict Static Immunity) on Tsunami will result in only one of the piercing arrows hitting, because the enemy will be temporarily immune to Jester Arrows as the other arrows pass through. Most projectiles that use static are balanced around this.

Local Immunity - Finally, the third type of piercing projectile behavior is called Local. It will still induce immune time, but this immune time will only apply to the exact specific projectile which did the damage. This means that if you have two of the same type of Summon minion using local immunity, EACH minion will operate on its own independent immune timer, and they will not conflict with each other at all, nor will they block damage from any other sort of piercing damage. Local projectiles will never interfere with your ability to land hits with other projectiles, nor will firing large quantities of a local projectile be inefficient or fail to land hits. However, because the system was not usable for majority of the game's history, almost all piercing weapons were not balanced around it. Because local projectile damage allows for very rapidly scaling damage, changing weapons which currently use Global or Static to use Local often results in an excessive damage boost. As a result, Local is only used in specific circumstances when the boost is acceptable, with new equipment, or with weapons which are being entirely reworked. Simply changing everything to use local would require tremendous reworks to many of the weapons in the game.

Non-Piercing - Technically not a 4th type, projectiles which do not pierce (which is to say, they disappear immediately upon hitting an enemy the first time) are not subject to any of the above systems. They will always deal their damage immediately, without a period of immune frames, as there is no reason for them to use such a system. They are also not impacted by the immune frame time inflicted by other types of piercing projectiles.

Defense Penetration
- (Bug Fix) Fixed a bug where combining more than one sources of defense penetration would cause extra phantom damage ABOVE the base damage of the weapon. This applies to weapons with built-in defense penetration, Ichor/Betsy's Curse, and Sharpening Station

Static Immunity Frames Last Hit
- All piercing projectiles that use static immunity no longer apply immunity on their "final hit", if they are a projectile which expires after enough pierces. This has very little impact on previously existing static immunity projectiles, but is important for several projectiles which are being changed to use static instead of global. Global Immunity projectiles already do this, so this change was made to account for some projectiles which were being changed from global to static, so that they did not receive an accidental damage nerf.

Buff/Debuff Caps
- Player buff/debuff maximum increased from 22 to 44.
- Enemy debuff maximum increased from 5 to 20

Post-Death Invincibility
- Duration increased from 1 to 3 seconds

King Slime
- Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that his minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing). This does not impact Slime Rain spawns.

Brain of Cthulhu (Buff)
- Health increased from 1000 to 1250
- 5% Knockback resistance added across all difficulties (50/55/60% to 55/60/65%)
- Expert/Master illusions now become opaque much faster
- There is now a safe range around the player during Phase 1 to prevent BoC from teleporting directly on top of you (though it can still be extremely close)
- No longer has a map icon during Phase 2

Deerclops
- Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight

Wall of Flesh (Nerf)
- Hungries no longer gain a 3rd stat bonus after 25% Wall of Flesh health. They will continue to use the 2nd stat bonus from 50% WoF health for the remainder of the fight.
- Wall of Flesh's tongued debuff pull speed now scales with the boss's speed in Expert/Master, to prevent the Wall from moving faster than it pulls you in at the end of the fight

Queen Slime (Nerf)
- Maximum flight speed and acceleration in Phase 2 have been reduced by about 15%
- Queen Slime's minion projectile damage reduced from 30/80/150 to 30/68/120
- These same projectiles now generate some light to be more visible at night
- Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that her minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing)

Plantera
- Increased distance before despawn timer begins ticking down dramatically.
- Note: Plantera has a despawn distance and a timer. The despawn timer resets if she re-enters active range. This change increased the active range substantially. It is still possible to despawn her via evasion and distance, but should be much more difficult to do by accident.

Golem (Buff)
- Golem Body health increased from 9000 to 15000
- Golem Head health increased from 16000 to 25000
- Golem Fists health increased from 7000 to 10000
- Now charges its punches with a visual effect for half a second before firing them.
- Golem's Fists can no longer be deflected.
- Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight

Duke Fishron (Buff)
- Health increased from 50,000 to 60,000
- Health scaling factor in Expert/Master increased from 1.6x to 1.65x
- Final Health values have increased from 50k/60k/76.5k to 60k/78k/99k
- Now invincible immediately after being summoned, and during his phase transitions
- Fixed an issue where Duke Fishron's Cthulhunado would sometimes instantly spawn on the player and hurt them, unavoidably. It should now spawn a certain distance below the player if there is no floor or platforms directly below, allowing the player time to avoid it
- When Enraged, Duke Fishron is much faster, and fires more frequent and faster Cthulhunados

Empress of Light
- Fixed a issue where Empress of Light would sometimes teleport directly on top of the player after an attack
- Now takes up more MANY more enemy slots, reducing or outright eliminating enemy spawns during her fight. However, if you exit her effective spawn prevention range during the fight, enemies may spawn during the lapse of enemy slot coverage.

Daytime Empress of Light, Skeletron, Skeletron Prime, and Dungeon Guardian (Buff)
- "Instant kill" attacks will no longer be avoided by Dodge procs such as Hallowed Armor or Master Ninja Gear

Lunatic Cultist (Buff)
- Health scaling factor in Expert/Master increased from 1.25 to 1.5
- Final Health values have increased from 32k/40k/51k to 32k/48k/61k
- Ancient Light projectiles are no longer instantly killed, but actually take some damage to kill, and will be targeted by homing projectiles, soaking up some of your damage.

Moon Lord (Nerf)
- Phantasmal Sphere damage reduced by 20%
- Phantasmal Sphere hitbox size reduced slightly
- Will now always drop 2 non-identical weapons

Projectile Reflecting Enemies (Large Mimics, Selenians) (Nerf)
- Reflected Projectiles now only deal half-damage to the player
- Reflected Projectiles no longer scale and deal extra damage in Expert/Master mode.

Teleporting Enemies (Teleporting Casters, Chaos Elementals, and Nebula Floaters) (Nerf)
- The protection radius around the player preventing them from teleporting directly onto you has been increased substantially
- The game will now also take your speed and direction into account when you are moving, and will further attempt to prevent these enemies from spawning directly in your path without time to react. However, this system is not absolute and only gives some extra distance, so it is still possible to crash into a recently teleported enemy if you do not alter course or are moving very fast.
- The protection radius around the player is even higher for Chaos Elementals and Nebula Floaters due to their not being stationary

Lifeform Analyzer Rarities
- A number of enemies rare enough to show up on the Lifeform Analyzer have had their rarity levels changed to give proper priority based on enemies which they co-exist with. For example, Dye Beetles have been reduced to Rarity 1, so that any higher Rarity enemy will take priority on the display.
- Voodoo Demons are now also listed on the Lifeform Analyzer

Pumpkin Moon and Frost Moon (Rework)
- Pumpkin Moon can now go up to Wave 20. Wave point requirements for Waves 15-20 match Frost Moon.
- Pumpkin Moon's wave composition has been completely rearranged to account for this.
- Pumpkin Moon bosses are now capped in number, more closely resembling the behavior of Frost Moon bosses
- Increased the number of enemy slots taken up by Mourning Wood and Pumpking, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
- All regular enemies in Pumpkin/Frost Moon now have low per-player Health scaling in Expert/Master multiplayer. The boss units already had scaling.
- Pumpkin Moon trophies now drop using Frost Moon drop rates, instead of dropping from 100% of Wave 15 kills.
- Pumpkin Moon boss drop-rate-by-wave multiplier has been reduced, though drops are still more common than Frost Moon levels. This is partly to account for having a higher wave cap, though drops are still slightly less common than before.
- Both Pumpkin Moon and Frost Moon's "expert drop bonus" modifier has been reduced slightly, with the base drop rates being increased by the same amount. The end result is that Classic mode drops are slightly more generous, while Expert drop rates stay the same. (This is after taking Pumpkin Moon's previous change into account)
- Both Pumpkin Moon and Frost Moon now receive a 2.5x point multiplier when playing in Master mode. Previously, they received a 2x multiplier in Expert, but no additional gain in Master.
- (Bug) Fixed Flocko and Krampus not giving wave progression for Frost Moon
- (Bug) Fixed a very old bug where Frost Moon Waves 2, 3, and 4 required way too few points to complete

Poltergeist (Rework)
- Can now fly freely into the air, not just on the ground
- Health reduced from 2000 to 1250
- Pumpkin Moon wave progression points increased from 8 to 10
- Due to increased number present in the event, increased the kill count needed for a banner

Splinterling (Buff)
- Health increased from 900 to 1200
- Due to increased number present in the event, increased the kill count needed for a banner
- Reduced base Spooky Wood drop count due to increased numbers of Splinterlings killed per Pumpkin Moon. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.

Hellhound (Buff)
- Health increased from 1200 to 1800
- Pumpkin Moon wave progression points increased from 4 to 5
- Due to increased number present in the event, increased the kill count needed for a banner

Headless Horseman (Buff)
- Health reduced from 10000 to 5000.
- Can now fire a pumpkin projectile at the player
- Pumpkin Moon wave progression points increased from 25 to 50
- Now has the same Health scaling as Pumpking and Mourning Wood in Expert/Master multiplayer

Mourning Wood (Buff)
- Health increased from 12000 to 14000
- Defense increased from 28 to 34
- Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
- Reduced base Spooky Wood drop count. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.

Pumpking (Buff)
- Health increased from 22000 to 26000
- Defense increased from 36 to 40
- Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time

Old One's Army
- Etherian Lightning Bugs now spawn in OOA Tier 3 Wave 6 instead of Wyverns
- The Eternia Crystal now has 2x as much health on Expert and 3x as much health on Master.

Martian Saucer
- Increased the hitbox size of the core in Phase 2

Dreadnautilus (Rework)
- Charge attack has less tracking and a wider turning radius, meaning it is easier to avoid
- Projectiles are now no longer blocked by tiles
- Projectiles are more lit up/visible at night

Blood Squid (Nerf)
- Health reduced from 1000 to 750
- Projectile damage reduced from 100 to 70
- Projectiles are more lit up/visible at night

Hemogoblin Shark
- Projectiles are more lit up/visible at night

Clowns (Nerf)
- Damage of Chattering Teeth Bomb reduced from 200 to 120
- Damage of Happy Bombs reduced from 160 to 120
- Happy Bombs now glow, making them easier to see
- Chattering Teeth Bombs now have a sound effect when spawned and occasionally played passively, helping the player to be aware of them
- Clown's drop pool has also been overhauled:
- Is now the sole source of KO Cannon, having a 1/5 chance to drop it
- Bananarang drop rate has been increased from 1/30 to 1/10 (See Bananarang for other changes to this item)
- Bloody Tear drop rate increased from 1/100 to 1/10 (like other uncommon Blood Moon enemies)

Antlion Larvae (Nerf)
- Defense reduced from 4 to 2
- Health reduced from 35 to 30
- Maximum speed slightly reduced, particularly when jumping

Giant Antlion Chargers (Nerf)
- Defense reduced from 22 to 16

Giant Antlion Swarmers (Nerf)
- Defense reduced from 18 to 12

Tomb Crawlers (Nerf)
- Defense of body segments reduced from 16 to 12
- Defense of tail segment reduced from 20 to 14

Tomb Crawlers and Dune Splicers (Nerf)
- Spawn rates reduced
- In the upper levels of the Desert, there is a further reduction in spawn rates

Rolling Cacti (Nerf)
- Damage reduced from 90 to 70

Jellyfish (Buff)
- Expert Electric Shock attack now applies to projectile contact weapons (Spears, Shortswords, Solar Eruption, Sleepy Octopod, Sky Dragon's Fury, and Whips)

Snow Flinx
- Snow Flinxes now have a more consistent spawn rate on Ice/Snow. Previously, was incapable of spawning on Snow or Ice under most conditions.

Lost Girl
- Instead of their spawn rate decreasing in Hardmode, it stays the same the entire game. This means that their Hardmode spawn rate has changed from 1/200 to 1/80
- Base money drop value reduced from 5 to 2 Gold

Bone Serpents (Buff)
- Head/Body/Tail Damage increased from 30/15/10 to 36/20/16
- Head/Body Defense increased from 10/12 to 12/18. Tail unchanged.
- Health increased from 250 to 300
- Movement speed increased
- Further stat bonuses specifically on FTW and Everything Seed

Rune Wizard
- Spawn rate increased from 1/300 to 1/200

Rock Golems (Nerf)
- Now throw rocks less frequently and the rocks move a little slower as well
- Spawn rate reduced
- Base money drop value reduced from 5 to 2.5 Gold
- Rock Golem Head drops twice as often to account for the rarity change

Giant Fungi Bulbs (Nerf)
- Will no longer fire at you if they do not have line of sight
- Projectiles can no longer move through walls, and will break on impact with blocks

Gastropods (Nerf)
- Now have some built in inaccuracy when firing, reducing their likelihood of hitting the player from long distances

Cursed Hammer and Crimson Axe (Buff)
- Fixing a long standing inconsistency in their spawn code, that resulted in them being dramatically rarer than Enchanted Swords. They should be about as common as Enchanted Swords now, particularly notably with Crimson Axes, which were impacted more severely by the inconsistency.

Desert Spirits (Nerf)
- Projectile damage reduced from 80/120/180 to 60/88/132

Jungle Creeper (Nerf)
- Defense reduced from 40 to 28

Moss Hornets
- Now has a chance to drop Stingers

Necromancers and Ragged Casters (Nerf)
- Now has a grace period of over a second after teleportation before they begin firing. (This is the same as what Diabolists always had)

All Celestial Pillars
- Expert/Master worlds no longer have an increased Celestial Pillar kill requirement. They need 100 now like Classic Difficulty Worlds.
- Upon defeating Moon Lord, Lunar Pillars now require only 50 kills to lower the Pillar shields (applies in all difficulties)

Solar Crawltipedes (Nerf)
- Head damage reduced from 150 to 120
- Body damage reduced from 100 to 80

Solar Corites (Nerf)
- Spawn rate reduced by half
- Should no longer charge at the player from significantly off screen
- Now have a brief wind up animation before their charge, giving more notice
- Charge speed is slightly slower

Nebula Floaters (Nerf)
- Now have a 0.5 second delay after teleportation during which they cannot fire
- Counter-teleportation chance reduced from 1/4 to 1/6
- The maximum number of active Nebula Floaters at any one time increased from 2 to 3
- The spawn rate of Nebula Floaters has been doubled, though they cannot exceed their unit cap

Nebula Predictors
- The maximum number of active Nebula Predictors at any one time increased from 2 to 3

Nebula Brain Sucklers
- Spawn rate has been reduced by 40%. Unlike other Nebula enemies, Brain Sucklers have no unit cap, and so will still be the most common enemy overall. This change helps ensure that a decent number other units are spawning up to their unit cap regularly, with the remaining spawns being Brain Sucklers.

Vortex Alien Queens (Rework)
- Walk and chasing speed increased significantly
- Projectile speed reduced

Vortex Alien Larvae
- Now included in the Alien Queen family "cap". For context: the game has a cap on how many Alien Hornets and Alien Queens could be in play, to prevent evolving Queens from becoming too numerous. However, Larvae were not part of that cap, and so could spawn and evolve up into Hornets/Queens normally, eventually creating overwhelming numbers. After this change, Alien Larvae simply won't spawn on Queen death once this internal limit is reached.

Vortex Portals (Both Hornet Portals and Vortexian Portals)
- Now makes a more distinct sound when spawning, giving the player notice that it is present
- Vortexian Portals make a more pronounced sound when firing, again, to give audio feedback about the threat

Storm Diver (Buff)
- Improved its air mobility, to better keep up with the player
- Widened its firing angle
- Firing rate dramatically increased
- Minimum delay before first shot reduced
- Projectile speed increased
- One of its projectiles is always accurate
- Added a visual effect just prior to firing to give advanced warning to the player

Stargazers
- Beam now has a half second "charge up" beam effect, giving players a chance to react and avoid the incoming beam of damage. The actual duration of the damage period remains the same.

Large Stardust Cells (Buff)
- Knockback resistance increased from 50% to 70%
- Are now faster when chasing the player

Milkyway Weavers (Buff)
- Movement speed increased by 50%
- Periodically stops chasing to spawn a new Stardust enemy after a few seconds of charging

All "Broadswords" (Buff)
- All broadsword-class melee weapons (this also includes pickaxes, axes, hammers, and hamaxes) now use local immunity frames on hit. Very notably, this means that projectile swords will no longer block their own piercing projectiles from hitting a target at point blank range. It will also result in more consistent hitting when mixing multiple sources of damage (Piercing minions and swords, for example)

All Flails (Buff)
- Knockback when spinning flails has been increased from 25% to 35% of normal knockback
- Spinning flails now hit up to 4 times a second instead of 3 times a second. Flails which already hit 4 times a second have been increased to 5 times a second.

Copper Broadsword (Buff)
- Damage increased from 8 to 9
- Usetime reduced from 23 to 21
- Size Scale increased from 1x to 1.1x (As a reminder, scale dictates the size of the weapon; this makes the sword's size and reach 10% larger)

Tin Broadsword (Buff)
- Damage increased from 9 to 10
- Usetime reduced from 22 to 20
- Size Scale increased from 1x to 1.1x

Iron Broadsword (Buff)
- Damage increased from 10 to 12
- Usetime reduced from 22 to 20
- Size Scale increased from 1x to 1.15x
- Knockback increased from 5 to 5.5

Lead Broadsword (Buff)
- Damage increased from 11 to 13
- Usetime reduced from 21 to 20
- Size Scale increased from 1x to 1.15x
- Knockback increased from 5 to 5.5

Silver Broadsword (Buff)
- Damage increased from 11 to 14
- Usetime reduced from 21 to 20
- Size Scale increased from 1x to 1.2x
- Knockback increased from 5 to 6

Tungsten Broadsword (Buff)
- Damage increased from 12 to 14
- Usetime reduced from 20 to 19
- Size Scale increased from 1.025x to 1.2x
- Knockback increased from 5 to 6

Gold Broadsword (Buff)
- Damage increased from 13 to 15
- Usetime reduced from 20 to 18
- Size Scale increased from 1.05x to 1.25x
- Knockback increased from 5 to 6.5

Platinum Broadsword (Buff)
- Damage increased from 15 to 16
- Usetime reduced from 19 to 17
- Size Scale increased from 1.075x to 1.25x
- Knockback increased from 5 to 6.5

Cactus Sword (Buff)
- Damage increased from 8 to 10
- Usetime reduced from 32 to 30

Wooden Sword (Buff)
- Usetime reduced from 25 to 20
- Size Scale increased from 0.95 to 1.0
- Knockback increased from 4 to 5

Boreal Sword (Buff)
- Usetime reduced from 23 to 20
- Knockback increased from 5 to 6

Palm/Mahogany Sword (Buff)
- Usetime reduced from 23 to 19
- Knockback increased from 5 to 6

Ebonwood/Shadewood Sword (Buff)
- Damage increased from 10 to 11
- Usetime reduced from 21 to 19
- Knockback increased from 5 to 6

Wooden Boomerang (Buff)
- Damage increased from 8 to 10
- UseTime increased from 16 to 20 (decreases short range DPS but does not impact long distance DPS)

Enchanted Boomerang (Buff)
- Damage increased from 13 to 17
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)

Zombie Arm (Buff)
- Damage increased from 12 to 15
- Usetime reduced from 23 to 22
- Size Scale increased from 1x to 1.2x
- Knockback increased from 4.25 to 5.5

Bone Sword (Buff)
- Damage increased from 16 to 19
- Size Scale increased from 1.05x to 1.2x
- Knockback increased from 4.5 to 5.5

Bat Bat (Buff)
- Damage increased from 31 to 36

Shroomerang (Buff)
- Increased damage from 14 to 23
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)
- Increase drop rate from 1/100 to 1/40

Ice Boomerang (Buff)
- Increased damage from 16 to 21
- Now has a chance to inflict Frostburn
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)

Gladius (Buff)
- Knockback increased from 0.5 to 3
- Drop rate increased from 1/40 to 1/20

Purple Clubberfish (Buff)
- Damage increased from 24 to 35
- Knockback increased from 7 to 8

Tentacle Spike (Buff)
- Damage increased from 19 to 20
- Usetime reduced from 23 to 21

Falcon Blade (Buff)
- Size scale increased from 1.05x to 1.175x

Mandible Blade (Buff)
- Damage increased from 14 to 16
- Size scale increased from 1x to 1.1x

Storm Spear (Buff)
- Damage increased from 12 to 14
- Projectile damage increased from 1.25x to 1.5x of base damage

Trident (Buff)
- Now generates light when swung underwater

Katana (Buff)
- Damage increased from 16 to 18
- Usetime reduced from 22 to 20
- Size Scale increased from 1 to 1.1

Candy Cane Sword (Buff)
- Damage increased from 16 to 19
- Usetime reduced from 27 to 25

Fruitcake Chakram (Buff)
- Damage increased from 14 to 19

Bladed Glove (Buff)
- Damage increased from 12 to 14

Bloody Machete (Buff)
- Damage increased from 15 to 20

Light's Bane (Rework)
- Now also generates a short range diagonal slash of darkness every time the sword is swung, dealing half of the base damage of Light's Bane
- Damage reduced from 18 to 16

Blood Butcherer (Buff)
- Now uses a system very similar to Tentacle Spike. Every successful strike on an enemy applies a stack of "Blood Butchered", a short lived damage over time effect. Each of these stacks are signified by a gout of blood spouting forth from the enemy.
- Blood Butchered can stack up to 5 times, and each stack deals 4 damage over time, allowing for a maximum of 20 damage over time.
- Stacks of Blood Butchered last for 9 seconds before expiring

Rotted Fork (Buff)
- Damage increased from 14 to 17
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Rotted Fork.

Phaseblades (all colors) (Buff)
- Damage increased from 25 to 26
- Usetime reduced from 25 to 18

Starfury (Buff)
- Stars now fall 25% faster
- Starfury will now fall through blocks until reaching the player's cursor, unless the cursor is pointing into solid block, in which case it will fall to the nearest open air block. It should generally fall more often and more reliably through blocks compared to before.

Blade of Grass (Rework)
- Now fires an upward spiraling razor leaf from the sword with every swing. This projectile has a short-to-medium range
- This projectile does low damage, but ignores a substantial amount of defense, ensuring that it inflicts damage reliably
- Damage reduced from 28 to 18
- Usetime reduced from 30 to 20
- Increased knockback from 3 to 4.5
- Crafting recipe now requires 3 Vines, and the Jungle Spore cost has been increased from 12 to 15
- Note: Poison has been buffed in 1.4.4, and Blade of Grass and its Razor Leaf both benefit from this buff

Thorn Chakram (Buff)
- Poison chance increased from 20% to 50%
- Note: Poison has been buffed in 1.4.4

Bee Keeper (Buff)
- Damage increased from 26 to 30
- Resprited and size increased

Lucy (Buff)
- Damage increased from 26 to 27
- Usetime reduced from 17 to 15
- Lucy no longer uses useTurn; this means that if you are currently swinging, changing your walking direction will not change the direction you are swinging her
- Lucy's idle chatter messages are now less frequent

Muramasa (Rework)
- Upon striking an enemy, Muramasa will generate an additional slashing cut over the affected target, dealing half of the base damage of Muramasa
- Damage reduced from 26 to 24

Valor (Buff)
- Damage increased from 22 to 28

Flamarang (Buff)
- Damage increased from 32 to 49
- On Fire chance increased from 20% to 50%
- UseTime increased from 15 to 20 (decreases short range DPS but does not impact long distance DPS)

Fiery Greatsword -> Volcano (Rework)
- What? Fiery Greatsword is evolving! Fiery Greatsword evolved into Volcano! (Fiery Greatsword's name has been changed to Volcano)
- Volcano learned Eruption!
- Upon striking an enemy, Volcano will generate an fiery explosive area of effect, dealing additional damage to the original target and nearby enemies!
- Usetime reduced from 30 to 40

Night's Edge (Rework)
- Night's Edge now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Additionally, this swing radius will spin around a second time in the direction of the player's aim, increasing the range of the weapon's forward reach to short-to-medium range

Dark Lance (Buff)
- Damage increased from 29 to 34
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Dark Lance.
- Now inflicts Shadowflame

Breaker Blade (Buff)
- Damage increased from 43 to 70
- Usetime increased from 29 to 35
- Size Scale increased from 1.05x to 1.15x
- Breaking effect damage multiplier increased from +100% to +150%

Cobalt Sword (Buff)
- Damage increased from 39 to 40
- Usetime reduced from 23 to 19
- Size Scale increased from 1.1x to 1.2x
- Knockback increased from 3.85 to 5

Palladium Sword (Buff)
- Damage increased from 45 to 49
- Usetime reduced from 25 to 22
- Size Scale increased from 1.125x to 1.2x
- Knockback increased from 4.75 to 5.5

Mythril Sword (Buff)
- Damage increased from 49 to 50
- Usetime reduced from 26 to 20
- Size Scale increased from 1.15x to 1.2x

Orichalcum Sword (Buff)
- Damage increased from 50 to 59
- Usetime reduced from 25 to 22
- Size Scale increased from 1.17x to 1.22x

Adamantite Sword (Buff)
- Damage increased from 56 to 61
- Usetime reduced from 26 to 21
- Size Scale increased from 1.2x to 1.25x

Titanium Sword (Buff)
- Damage increased from 58 to 61
- Usetime reduced from 25 to 20
- Size Scale increased from 1.2x to 1.25x

Pearlwood Sword (Buff)
- Damage increased from 11 to 30
- Usetime reduced from 21 to 15
- Is now autoswing

Cobalt Naginata (Buff)
- Damage increased from 29 to 44

Palladium Pike (Buff)
- Damage increased from 32 to 44

Mythril Halberd (Buff)
- Damage increased from 35 to 45

Orichalcum Halberd (Buff)
- Damage increased from 36 to 46

Adamantite Glaive (Buff)
- Damage increased from 38 to 49

Titanium Trident (Buff)
- Damage increased from 40 to 48

Phasesabers (all colors) (Buff)
- Damage increased from 42 to 48
- Usetime reduced from 20 to 16
- Crystal Shard crafting cost reduced from 50 to 25

Cutlass (Buff)
- Damage increased from 49 to 53
- Use Time reduced from 17 to 16

Frostbrand (Buff)
- Projectile cooldown reduced from 55 frames to 30 frames.
- No longer uses the "chirp" sound when the cooldown is ready, as it would be too often.
- Projectile now inflicts Frostbite
- Pierce Count increased from 2 to 3
- Projectile now inflicts static immunity, meaning it will no longer interfere with other sources of piercing damage

Ice Sickle (Buff)
- Damage increased from 42 to 50
- Range of Ice Sickle projectiles increased by 50%
- Projectile damage reduced from 100% of base damage to 50% of base damage
- Projectile changed to use static frames, and reduced the immune time between hits (deals damage slightly more often)
- Projectile pierce count reduced from 5 to 3

Bladetongue (Nerf)
- Ichor Shot pierce count reduced from unlimited to 5 hits
- Projectile now inflicts static immunity, meaning it will no longer interfere with other sources of piercing damage

Slap Hand (Buff)
- Damage increased from 35 to 55
- Usetime reduced from 21 to 20

Hel-Fire (Buff)
- Now inflicts Hellfire instead of On Fire

Amarok (Buff)
- Now inflicts Frostbite instead of Frostburn

Chain Guillotine (Buff)
- Chains now move roughly 25% faster and fly 50% further

Bananarang (Buff)
- Is now a single item, not 10 stacked items. As a result, can now have prefixes.
- Damage reduced from 55 to 45
- Sell price of a single Bananarang increased accordingly
- Now has a 10% chance to drop from Clowns

Sergeant United Shield (Buff)
- Knockback increased from 0 to 2, also allowing it access to better reforge modifiers

Beam Sword (Buff)
- Projectile cooldown reduced from 60 frames to 35 frames.
- No longer uses the mana chirp system to indicate projectile is ready to fire
- Is now autoswing
- No longer uses useTurn; this means that if you are currently swinging, changing your walking direction will not change the direction you are swinging it
- No longer forces you to turn to face the direction the projectile is being fired in while swinging

Excalibur (Buff)
- Excalibur now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Damage increased from 66 to 72

Gungnir (Buff)
- Damage increased from 42 to 61
- Now generates a shockwave at the end of the spear, which increases its effective range. This shockwave also scales in size with melee speed, so you can now expect more pronounced Melee Speed benefits for Gungnir.

Light Disc (Buff)
- Is now a single item, not 5 stacked items. As a result, can now have prefixes.
- Recipe cost has been multiplied by 5 (since you now only need to make 1). Similarly, it now sells for 5x as much.
- Damage increased from 57 to 60
- Usetime reduced from 15 to 14
- Can now shoot up to 6 Discs at once instead of 5.
- Projectile speed/distance increased from 13 to 16

True Night's Edge (Rework)
- True Night's Edge now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Instead of a sword projectile, it now fires a large, spinning disc of energy which travels a medium-long distance, striking multiple times
- Damage reduced from 105 to 70
- Use Time increased from 26 to 32

True Excalibur (Rework)
- True Excalibur now has a very large area of damaging energy around the blade, dealing damage in a dramatically wider area of effect, including better coverage behind the player.
- It no longer fires a projectile sword beam
- Damage increased from 70 to 72
- Usetime increased from 16 to 18

Brand of the Inferno (Buff)
- Resprited and slightly increased in size
- Now inflicts Hellfire instead of On Fire

Chlorophyte Saber (Buff)
- Projectile cooldown reduced from 42 to 28 frames
- No longer uses the mana chirp system to indicate projectile is ready to fire
- Projectile damage reduced from 100% of base damage to 70%
- Projectiles linger 50% longer
- Projectiles now use static immune frames

Chlorophyte Claymore/Partisan (Buff)
- Projectiles now use static immune frames

Ghastly Glaive (Buff)
- Reduced the immunity frames applied by the spear itself, allowing it to hit a single target more often when swung

Death Sickle
- Knockback decreased to prevent enemies from being knocked out of the spinning blades

Butcher's Chainsaw (Buff)
- Both the Chainsaw and its Sparks now use static immune frames. As a direct consequence of this, the sparks are now able to hit the same target that they are being spawned off of when hitting with the chainsaw. This results in a notable increase in single target damage when hitting an enemy with the chainsaw.
- Spark projectiles now inflicts Hellfire instead of On Fire

Terra Blade (Rework)
- Damage reduced from 115 to 85
- Usetime increased from 14 to 18
- Terra Blade now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Instead of a projectile sword beam fired on a cooldown, Terra Blade now fires a medium-long range, rapidly moving slash of green energy with every swing

Scourge of the Corruptor (Buff)
- Minieaters now move and track enemies faster
- The average number of minieaters has been increased from 2.67 to 3, and the number is a much simpler 2-4 range

Paladin's Hammer (Buff)
- Is now autoswing

Keybrand (Buff)
- Damage increased from 85 to 105
- Bonus critical chance increased from 14% to 17%
- Reduced the maximum power of the scaling damage effect. This is canceled out by the damage buff, so that low-health damage is the same as it was before. At higher health, enemies will take more damage than before.

Horseman's Blade (Buff)
- Horseman's Blade now has an area of damaging energy around the blade, dealing damage in a larger, wider area of effect, including better coverage behind the player.
- Damage increased from 75 to 150
- The pumpkins now deal 100% of the base damage of the sword instead of 150% (this is still more than they did before)
- Pumpkins will no longer be generated from statue spawned enemies.

North Pole (Rework)
- Usetime increased from 25 to 30
- Now spawns half as many projectiles, but the damage of the spear projectile now deals base damage and the flakes deal 70% base, compared to the previous 80% for the spear projectile and 63% for the snowflakes
- Removed the impact of wind on flakes. Their spawning position is now semi-randomized, so that they don't all fall in the exact location.
- Spear projectiles and flakes now have a much shorter projectile lifetime

Christmas Tree Sword (Buff)
- Projectile damage increased from 75% of base damage to 100%

Flairon (Buff)
- Bubbles now last 33% longer before popping
- The range at which the bubbles will lock on and chase a target has been increased by 30%

Starlight (Buff)
- Range now increases with Titan Glove and prefix size modifiers

Influx Waver (Buff)
- Damage reduced from 110 to 100
- The secondary projectiles spawned after a successfully landed projectile hit will now move with their target, significantly reducing the chance of missing

Flying Dragon (Buff)
- Usetime reduced from 25 to 20
- No longer has a damage penalty when it it has no line of sight with targets

Star Wrath (Buff)
- Damage increased from 110 to 170
- Projectile damage reduced from 2x base damage to 1x base damage
- Falling stars now use local immunity, so each star will be able to hit a target for damage.

Meowmere (Buff)
- Usetime reduced from 16 to 14
- Projectiles now deal 1.25x of the base sword damage
- Projectiles now use local immunity. Each individual bouncing cat has its own damage timer, so they will never conflict with each other.

Terrarian (Buff)
- Both the Yoyo and the Orbs now use static immunity. Because the Yoyo and Orbs now each do damage without being blocked by the other, this results in a substantial increase to Terraria's potential damage

Jousting Lance (Buff)
- Damage increased from 56 to 60

Hallowed Jousting Lance (Buff)
- Damage increased from 78 to 90

Shadow Jousting Lance (Buff)
- Damage increased from 108 to 130

Flintlock Pistol (Buff)
- Damage increased from 10 to 13
- Knockback increased from 0 to 1, allowing access to better modifiers

Musket (Nerf)
- Usetime reduced from 36 to 32
- No longer autofire

Undertaker (Buff)
- Damage increased from 15 to 22
- Usetime reduced from 23 to 20
- Knockback increased from 1 to 2

Blood Rain Bow (Buff)
- Projectiles now generate a little bit of light and can be seen better at night

Harpoon (Buff)
- Projectile now uses local immunity. In practice, this means that no matter how close/rapidly you fire at the target, you will never miss due to immune frames from the previous shot

Spiky Balls (Buff)
- Damage increased from 15 to 16
- Pierce Count increased from 6 to 7

Star Cannon (Buff)
- Knockback increased from 0 to 3, allowing access to better modifiers

Bee's Knees (Buff)
- To correct a code inconsistency issue, effective useTime reduced from 24 to 23

Quad Barreled Shotgun (Buff)
- Damage reduced from 17 to 14
- Pellet count increased from 6 to 8
- One pellet is now always aimed towards the cursor accurately

Handgun (Rework)
- Damage increased from 17 to 26
- Usetime increased from 10 to 15

Phoenix Blaster (Rework)
- Damage increased from 24 to 33
- Usetime increased from 11 to 17

Cobalt Repeater (Buff)
- Damage increased from 32 to 35.
- UseTime reduced from 24 to 23.

Palladium Repeater (Buff)
- Damage increased from 34 to 37.
- UseTime reduced from 23 to 22.

Mythril Repeater (Buff)
- Damage increased from 36 to 39.
- UseTime reduced from 22 to 20.

Orichalcum Repeater (Buff)
- Damage increased from 38 to 40.
- UseTime reduced from 21 to 19.

Adamantite Repeater (Buff)
- Damage increased from 40 to 42.
- UseTime reduced from 19 to 18

Titanium Repeater (Buff)
- Damage increased from 41 to 43.
- UseTime reduced from 18 to 17.

Marrow (Buff)
- Damage from 50 to 53
- Is now autofire

Ice Bow (Buff)
- Usetime reduced from 16 to 14

Hallowed Repeater (Nerf)
- Damage reduced from 53 to 50
- Usetime increased from 16 to 17

Flamethrower (Rework)
- Now uses local immunity frames on its projectiles
- Now ignores up to 15 points of enemy defense before losing damage
- Pierce count increased from 3 to 4
- Reworked visuals and hitbox size
- Now inflicts Hellfire instead of On Fire

Super Star Shooter (Buff)
- The Star Slash now uses static immunity, so its immune frames will no longer block subsequent Star Shots from hitting
- The Star Slash now inflicts 75% of base damage instead of 50%

Pulse Bow (Tier Change)
- Damage reduced from 85 to 80
- Now sold after defeating all 3 Mechs, instead of after Plantera

Phantom Phoenix (Buff)
- The Phoenix projectile now inflicts Hellfire instead of On Fire. The converted Fire Arrows still inflict On Fire, as they are just normal Fire Arrows

Venus Magnum (Buff)
- Usetime increased from 8 to 9
- Is now autofire

Rocket Launcher (Buff)
- Damage increased from 45 to 55

Elf Melter (Rework)
- Damage reduced from 60 to 53
- Bursts of flames per shot reduced from 6 to 5
- Now uses local immunity frames on its projectiles
- Now ignores up to 15 points of enemy defense before losing damage
- Pierce count increased from 3 to 4
- Now inflicts Frostbite instead of On Fire
- Reworked visuals and hitbox size

Electrosphere Launcher (Nerf)
- Electrosphere Missiles no longer deal direct damage, but still impact and turn into the Electrospheres which will then hurt the target normally

Aerial Bane:
- Note: No actual change has been made to its functionality, only the way its damage is displayed on the tooltip
- The tooltip base damage now shows ground damage done, and not the air damage done, to more accurately match the tooltip

Celebration MK2
- Damage increased from 40 to 50
- Fixed a bug that caused red missiles to rapidly hit every frame, doing more damage than expected

Archery Potion (Nerf)
- Bow damage bonus reduced from 1.2x to 1.1x

Ichor/Cursed Darts (Nerf - Reverting 1.4 Buff)
- Ichor Dart damage reduced from 12 to 10
- Cursed Dart damage reduced from 10 to 9
- Fixed a bug that allowed Ichor Dart to hit rapidly every frame when used at very close range, dealing much more damage than expected

Exploding Bullets
- No longer inflicts self-damage

Frostburn Arrows (Nerf)
- Ammo damage reduced from 9 to 7

Holy Arrows (Nerf)
- Star damage reduced from 50% to 33%

Cluster Rockets (all variants) (Buff)
- Fragment damage increased from 33% to 50%

Base Mana Regeneration (Buff)
- The base mana regen rate (the amount regenerated when moving and not using Mana Regen Potion) has been more than doubled
- The mana regen bonus when stationary and/or using Mana Regen Potion has been cut by 1/3rd. This reduction is the exact size of the amount added to the base regen rate, so there is no net gain in the total amount of regen possible.
- A player using Mana Regen Potion/Stationary should have the same mana regen speed as before, but the minimum mana regeneration rate has been increased substantially, making Mana Regen Potion/being stationary less mandatory for playability

Wand of Sparking (Buff)
- Average duration of On Fire slightly increased

Amethyst Staff (Buff)
- Mana cost increased from 3 to 5, allowing it to obtain better prefixes
- Damage increased from 14 to 15
- Usetime reduced from 40 to 37

Topaz Staff (Buff)
- Mana cost increased from 4 to 5, allowing it to obtain better prefixes
- Damage increased from 15 to 16
- Usetime reduced from 38 to 36

Sapphire Staff (Buff)
- Mana cost increased from 5 to 6
- Damage increased from 17 to 18
- Is now autofire

Thunder Zapper (Buff)
- Damage increased from 12 to 20
- Mana cost increased from 5 to 7
- Knockback increased from 2 to 3

Crimson Rod (Buff)
- Duration of clouds increased to 5 minutes
- Now uses static frames, so immune frames will no longer interfere with non-Crimson Rod sources of damage
- Mana cost increased from 10 to 30

Weather Pain (Rework)
- Pierce count from 12 to 15
- Time between hits increased from 20 frames to 25 frames
- Duration of projectile increased by 2 seconds

Bee Gun (Buff)
- Now has a token knockback value, allowing access to better modifiers

Magic Missile (Buff)
- Damage increased from 27 to 35

Aqua Scepter (Buff)
- Damage increased from 16 to 27
- Knockback increased from 5 to 7
- Mana Cost increased from 6 to 7
- Range increased substantially and its angle of descent is more gradual

Flower of Fire (Buff)
- Projectile speed/distance increased from 6 to 7.5
- Now bounces 1 additional time

Zapinators (Grey and Orange) (Buff?)
- Usetime reduced from 37 to 36

Magic Dagger (Buff)
- Damage reduced from 40 to 35
- Is now autofire
- Now uses local immune frames, as the fire rate was so fast that they conflicted with themselves
- Distance before daggers begin to fall has been increased by 50%

Cursed Flames (Buff)
- Damage increased from 50 to 55

Flower of Frost (Buff)
- Projectile speed/distance increased from 7 to 9
- Now inflicts Frostbite instead of Frostburn

Golden Shower (Buff)
- Damage increased from 21 to 30

Blood Thorn (Buff)
- Slightly increased the size of the thorns
- Thorns now last 40% longer
- Thorns can now sprout from platforms if they are in-range.
- Increased pierce count per thorn from 3 to 4
- Removed a system accidentally left on Blood Thorn since 1.4, that caused it to have unintended damage loss every time a thorn hit a target. Should immediately result in much higher damage when a target it being hit repeatedly by the same cast.

Meteor Staff (Buff)
- Mana cost reduced from 13 to 9

Frost Staff (Buff)
- Usetime reduced from 16 to 12
- Now inflicts Frostbite

Shadowflame Hex Doll (Buff)
- Damage reduced from 40 to 32
- Now uses local immunity, meaning each of its tendrils can hit on their own immunity timer
- Now always fires one tendril directly towards the cursor, though the others will continue to vary wildly beyond close range

Spirit Flame (Buff)
- Doubled the size of its AoE damage. Note: this AoE was so small before that it was nearly incapable at hitting multiple targets. This is still a very small AoE effect, but should now be able to hit two targets directly next to each other.
- Projectile duration increased by 25%

Nimbus Rod (Rework)
- Duration of clouds increased to 5 minutes
- Damage reduced from 36 to 30
- Now uses static frames, so immune frames will no longer interfere with non-Nimbus Rod sources of damage
- Mana cost increased from 10 to 30
- Pierce Count reduced from infinite to 5

Clinger Staff (Buff)
- Duration increased to 5 minutes
- Now uses static frames, so immune frames will no longer interfere with non-Clinger Staff sources of damage

Magical Harp (Buff)
- Knockback increased from 0.25 to 2

Tome of Infinite Wisdom (Buff)
- Damage increased from 32 to 36
- Tornado damage reduced from 2x base damage to 1.75x base damage

Wasp Gun (Buff)
- Wasps move roughly 25% faster
- Wasps now inflict static immunity, meaning they will no longer interfere with other sources of piercing damage
- Now has a token knockback value, allowing access to better modifiers

Leaf Blower (Buff)
- Mana Cost increased from 4 to 5, allowing access to better modifiers

Inferno Fork (Buff)
- Damage increased from 65 to 70
- AoE damage now does 75% of the base damage instead of 65%
- Blast effect now lasts longer
- Knockback reduced from 8 to 5, to limit how far enemies are knocked out of the blast radius
- Now inflicts Hellfire instead of On Fire

Shadowbeam Staff (Buff)
- Damage increased from 60 to 80

Spectre Staff (Buff)
- Now uses static immune frames, so its immune frames will no longer conflict with other attacks

Magnet Sphere (Buff)
- Duration increased from 11 to 15 seconds
- Now bounces off of walls instead of the sphere vanishing

Rainbow Gun (Buff)
- Duration increased from 20 to 40 seconds
- Now uses static immune frames, so its immune frames will no longer conflict with other attacks

Toxic Flask (Buff)
- Damage increased from 46 to 52
- Usetime increased from 28 to 45
- Flask projectile speed/distance increased from 9 to 14
- Received a visual overhaul to make the gas clouds more "gassy"
- Projectiles now linger substantially longer than before
- Projectiles no longer penetrate walls, but will now "spread out" around a region, slightly pushing away from each other to fill a small area of space. This results in a more concentrated area of gas clouds, with less wasted to being stuck in walls or the floor.

Heat Ray (Buff)
- Damage increased from 80 to 90

Bat Scepter (Buff)
- Bats now move roughly 30% faster when tracking a target (though they remain normal speed when not tracking)

Stellar Tune (Buff)
- Knockback increased from 0 to 1.5, allowing access to better modifiers

Nightglow (Buff)
- Projectiles that are not currently tracking a target linger roughly 50% longer before disappearing
- Projectiles will have their duration reset to full upon beginning to track a target

Bubble Gun (Buff)
- Projectile speed/distance increased from 11 to 15
- The bubbles now last twice as long before popping, meaning that more bubbles reach their full range, and they linger longer before disappearing
- Mana cost increased from 4 to 5, allowing access to better modifiers

Razorblade Typhoon (Nerf)
- Damage reduced from 90 to 85
- Mana cost increased from 16 to 20
- Duration of projectiles reduced from 3 seconds to 2.5 seconds

Nebula Blaze (Buff)
- Knockback increased from 0 to 3, allowing access to better modifiers

Lunar Flare (Buff)
- Mana cost reduced from 13 to 9

Last Prism (Buff)
- Now has a token knockback value, allowing access to better modifiers

Leather Whip (Buff)
- Knockback increased from 0.5 to 1
- Purchase value reduced from 15 Gold to 10 Gold

Snapthorn (Nerf)
- Damage increased from 18 to 19
- Knockback increased from 1 to 1.5
- Jungle's Fury (Snapthorn's Whip Speed buff) has been reduced from 20% to 12%
- Stinger crafting cost increased from 12 to 15, and Jungle Spore crafting cost increased from 3 to 12

Spinal Tap (Nerf)
- Damage reduced from 29 to 27

Firecracker
- Damage reduced from 40 to 37
- Now inflicts Hellfire instead of On Fire

Cool Whip (Buff)
- Damage reduced from 50 to 45
- Now inflicts 6 Tag Damage
- Snowflake damage increased from 10 to 15, and now moves 50% faster
- Now inflicts Frostbite instead of Frostburn

Durendal (Nerf)
- Usetime reduced from 30 to 28
- Durendal's Blessing (Durendal's Whip Speed buff) has been reduced from 35% to 25%

Morning Star (Buff)
- Usetime reduced from 45 to 35
- Tag damage increased from 5 to 8
- Minion critical bonus increased from 5 to 12
- Visual Change: Morning Star now has many more segments on its chain, which results in a much more visible white-grey swing profile. This will increase its visibility somewhat when swung in dark/night environments.

Dark Harvest (Rework)
- Usetime reduced from 30 to 27
- Harvest Time (Dark Harvest's Whip Speed buff) has been reduced from 50% to 35%
- Reaping, Dark Harvest's special tag debuff, will now proc damage on the affected target as well as nearby targets. This acts as an effective 10 tag damage.

Snapthorn, Durendal, and Dark Harvest
- Fixed an issue where Whip speed buffs from Whips would incorrectly apply the buff to Melee weapons. Their tooltips have been updated to emphasize this fix.

Blade Staff (Nerf)
- Now only gains 75% of the damage from whip tags, due to its high hit rate and armor piercing capabilities

Sanguine Staff (Nerf)
- Knockback reduced from 8 to 3
- Fixed a bug where Sanguine Bats could hit a single target more than one time if the player was very close to the target.

All Minion Staves
- Minion summoning staves are now auto-fire, but minions which bypassed their attack cooldown immediately upon summoning no longer do so

Optic Staff (Rework)
- Retinamini's lasers no longer pierce. As a result, they are no longer impacted by immune frames.
- Retinamini damage increased from 24 to 26.
- Spazmatism damage reduced from 30 to 21.
- Spazmatism now has more flexible charging range when pursuing targets
- Twin minions now return to the player more quickly

Deadly Sphere (Buff)
- Damage reduced from 50 to 40
- Now uses local immune frames. At higher Summon counts, the damage dealt by Deadly Spheres should be significantly higher
- Aggro range has been increased, so it will attempt to engage enemies from further distances. Additionally, improved how its "dash" movement is able to engage enemies at a distance.
- Fixed a bug that caused Deadly Spheres to spontaneously de-aggro from enemies in the middle of combat
- Sphere minions now return to the player more quickly

Pygmy Staff (Buff)
- Pygmy damage increased from 34 to 40
- Pygmy spears are now a little bit faster
- Pygmies will now attempt to predictively aim at moving targets (though of course, enemies can change course)
- Pygmy spears now always inflict Venom, and no longer inflict Poison
- Pygmies now move faster when returning to the player

Desert Tiger (Buff)
- Now runs 25% faster when chasing enemies on foot

Raven Staff (Buff)
- Ravens will now attempt to return to the player faster depending on how fast the player is moving

Tempest Staff (Buff)
- Tempest Staff tornados will now continue to fire at enemies when returning to the player
- Tempest Staff will now return to the player faster depending on how fast the player is moving
- Tempest Staff's tornados (not the shark projectiles) have been changed from using a global immunity system with 20 frames of immune time, to using static immunity with only 10 frames

Xeno Staff (Buff)
- Fire rate reduced (33 to 36)
- UFOs no longer need to fully return to the player before they can teleport and re-engage with a new enemy
- UFOs will now attempt to return to the player faster depending on how fast the player is moving

All Sentries (Buff)
- Whip tags and effects now apply to Sentry damage (the same way they apply to minions)
- The duration of all sentries has been increased from 2 to 10 minutes

Houndius Shootius
- Now has a short delay on firing after being summoned

Explosive Traps (Buff)
- Now has a token knockback value, allowing access to better modifiers
- Now has a short delay on firing after being summoned

Flameburst Sentries (Buff)
- Now inflicts Hellfire instead of On Fire (Only applies to the Cane and Sentry)
- Now has a short delay on firing after being summoned

Ballista Towers (Buff)
- Damage increased from 27/67/140 to 30/74/156
- Attack delay reduced from 180 to 160
- Knockback increased from 4.5 to 4.7
- Now has a short delay on firing after being summoned

Lightning Aura (Buff)
- Only gains 50% of the damage from whip tags, due to its high hit rate and armor piercing capabilities
- Now has a token knockback value, allowing access to better modifiers
- Staves now have a more informative tooltip explaining how their damage works (it basically ignores defense)

Frost Hydra Staff (Buff)
- Projectile now inflicts Frostbite
- Projectile speed increased by 50%
- Now has a short delay on firing after being summoned

Rainbow Crystal Staff (Buff)
- Projectiles now use static immune frames

Lunar Portal Staff (Buff)
- Damage increased from 50 to 100.
- Cooldown between beams reduced from 90 to 30; this is fast enough to allow a second beam to begin while the first one is still active.
- Lasers swing faster and cover a wider arc. Because they move so much faster, they may only hit once where previously a single laser might have hit twice, but the overall increase to firing time is so significant that the total number of hits per second is still higher.

Snow Armor (Blue and Pink) (Buff)
- Increased the defense of the pieces from 1/2/1 to 3/3/3, for a total of 9 defense
- Now has a set bonus which grants immunity to Chilled/Frozen. Note: you can mix and match Blue and Pink pieces and still get the set bonus.
- The effective drop rate for each piece has been increased from 1/150 to 1/30

Mining Set (Buff)
- Mining Helmet defense increased from 1 to 2
- The Mining Set's 30% mining speed is now split evenly between the Mining Shirt, Mining Pants, and the set bonus, with each giving 10%.

Angler Set (Buff)
- Tooltips now show how much fishing power they grant
- Now has a set bonus which reduces enemy spawn rates

Shadow Armor (Buff)
- Set bonus reworked to provide a more flexible speed increase system, similar to Magiluminescence. Unlike Magiluminescence, this works while in the air.
- +7% Melee speed on each piece has been removed, and replaced with +5% universal Critical chance

Crimson Armor (Buff)
- Damage bonus on each piece increased from 2% to +3%

Obsidian Armor (Nerf)
- Whip range bonus reduced from 50% to 30%
- Whip Speed bonus reduced from 35% to 15%

Cobalt Armor (Buff)
- Defense of Cobalt Hat increased from 2 to 3
- Defense of Cobalt Helmet increased from 12 to 14
- Defense of Cobalt Mask increased from 4 to 5
- Defense of Cobalt Breastplate increased from 8 to 10

Orichalcum Armor (Buff)
- Orichalcum Boots now give an 8% damage bonus

Titanium Armor (Nerf)
- Shards can now only generate once every 10 ticks (1/6th of a second), for a maximum of 6 shards a second
- Titanium Armor no longer spawns shards from statue spawned enemies.

Hallowed Armor (Nerf)
- Holy Protection buff no longer starts its cooldown immediately at the time the buff starts, but instead begins the 30 second cooldown when you activate the dodge. If you never use the dodge, you can re-activate it immediately after the buff expires.
- Previously, the Holy Protection buff was activated by attacking an enemy, but it only had a 25% chance to activate. This did not really have any true impact on its functionality at all except to make it slightly inconsistent, so this has been removed. The buff will now be activated 100% of the time as long as you are not on cooldown.

Chlorophyte Armor (Buff)
- Leaf Crystal's projectile is now an instantaneous bolt of energy, dramatically reducing its likelihood of missing.
- Now has a distance limit for how far it will fire when triggered by hitting an NPC (previously it could be significantly off screen)

Tiki Armor (Buff)
- Tiki Mask now gives 10% Whip Range
- Tiki Armor Set Bonus now gives an additional 20% Whip Range

Shroomite Armor (Buff)
- Shroomite Helmet (the Rocket Helmet) now also applies its bonus to any Ranged projectile shooting weapon which is not otherwise included by the Gun or Bow helmets. This includes such weapons as Dart Guns, Flamethrowers, and Star Cannons. This category of weapons is being referred to as "Specialist" weapons.
- Fixed a tooltip display bug that caused any weapons buffed by Shroomite Headpieces to display their damage 1 higher than it should have been. This was purely a tooltip calculation issue, and no change has been made to the actual potency of Shroomite's damage bonus

Spectre Armor (Buff)
- Spectre Hood's teammate healing range increased from 1200 to 3000. Furthermore, it is now a circular shape instead of a diamond, further increasing its effective coverage area.

Beetle Scale Armor (Buff)
- Beetle's Might charges last about 33% longer, and it now takes slightly less time/damage to charge up to Beetle's Might Tier 3

Solar Armor (Buff)
- Solar Dash/Explosion damage now scales with melee damage bonus

Stardust Armor (Buff)
- Stardust Helmet now gives +1 Sentry count
- Stardust Chestplate and Leggings now give +15% whip range each

Frog Legs and all Tinkers (Rework)
- Players can now stack any Frog Leg-derived tinker to gain additive benefits
- Jump Speed Bonus reduced from 48% to 32%
- Fall damage protection reduced roughly proportionally to the Jump Speed bonus

Squire's Shield and Apprentice's Scarf (Tier Change)
- Dark Mages in Tier 1 and Tier 3 Old One's Army now drop Squire's Shield and Apprentices Scarf, allowing access to +Sentry accessories pre-Hardmode. The drop rate is 50% to drop one of them in Classic, and 100% in Expert/Master. These two items have been removed from the Ogre's drop pool.

Hive Pack (Buff)
- Now increases the firing rate of Hornet Summons by about 30%
- Increases the damage of Wasp Gun by from 31 to 36, and increases the defense penetration of wasps from 10 to 15

Magiluminescence (Nerf)
- All Mobility enhancing stat bonuses reduced by 25%.

Spore Sac (Buff)
- Movement speed of the spores has been dramatically increased
- Range at which spores will begin chasing targets increased by 20%

Lucky Horseshoe and Fledgling Wings (Tier Change)
- Reverted the change that put Lucky Horseshoe in Gold Chests, and put them back into Sky Chests on worldgen
- Fledgling Wing has been removed as primary drop from Sky Chests, and has a 1/40 chance of being secondary loot
- Sky Crates have been updated to account for the above changes.

Leaf Wings (Tier Change)
- Now sold by Witch Doctor after Plantera has been defeated, but otherwise under the same conditions.
- Wing Power has been increased to be the same as uncommon pre-Plantera Wings (Flame, Butterfly, Bee and Bat)
- Cost has been increased to 1.5 Platinum

Magic Quiver, Molten Quiver, and Stalker's Quiver (Nerf)
- Damage bonus is now additive with other ranged damage bonuses, instead of multiplicative. This will generally result in slightly lower overall damage, especially when you have high quantities of Ranged damage bonus.
- Projectile speed bonus now also increases speed gained from ammo. Previously, it only increased the bow's projectile speed value.

Philosopher's Stone and Charm of Myths (Rework)
- Potion Sickness reduction is no longer "front-loaded" at the time of using the potion. Instead, the cooldown is dynamically updated whenever the accessory is equipped. Equipping it will reduce the remaining cooldown proportionally, and removing it will increase the remaining cooldown proportionally. As long as you are wearing it, your effective remaining cooldown is reduced. This means that it you wear it for half of a minute and then remove it, you will only reduce 7.5 seconds from the total cooldown instead of 15. It also means that if you forget to equip it when using a potion, you can still equip it after to reduce the remaining cooldown.

Volatile Gel (Buff)
- Projectiles now fire farther and with a flatter arc
- Fire rate increased from every 50 frames to every 40 frames (1.2 per second -> 1.5 per second)

Soaring Insignia (Nerf)
- All Mobility enhancing stat bonuses reduced by 25%. The infinite flight has not been changed.

Magma Skull and Molten Skull Rose (Rework)
- The recipe for both of these items now takes a Lava Charm instead of a Magma Stone
- Both of these accessories now give temporary Lava Immunity, instead of adding Hellfire to attacks

Hellfire Treads (Rework)
- Is no longer crafted by combining Flame Waker and Lava Waders. Instead, is crafted from Flame Waker and Spectre Boots
- Loses its Lava Wading benefits, but now has Hermes Running and Rocket Booting
- Generates fire sparks on running and uses the classic flame Rocket Boot trail

Lava Waders
- Can now be crafted with a Molten Skull Rose and Water Walking Boots/Obsidian Water Walking Boots

Fairy Bell (Buff)
- Fairy Light Pet movement speed increased from 3.5 to 6

Turtle Mount (Buff)
- Speed increased by 150%
- Swim Speed increased by 66%
- Jump Height increased by 20%
- Now gives water breathing when underwater

Gelatinous Pillion (Nerf)
- Horizontal flight speed reduced by roughly 30%
- Walking speed reduced by roughly 10%

All Minecarts (Buff)
- Minecarts now hit harder in higher difficulties, deal more knockback, and are generally better at hitting enemies without letting the player be hurt when colliding with enemies

Mech Cart (Rework)
- Now has the same speed and stats as other minecarts, and does not generate lasers (This will be addressed by a new item, the Minecart Upgrade Kit)

Drill Mount (Buff)
- Can now break walls right right click
- Dig speed is roughly 3x faster

Spectre Pickaxe (Buff)
- Mining speed reduced from 10 to 8 (faster mining)

Drills (Buff)
- All drills that already had no knockback now have a token amount of knockback to obtain better modifiers

The Grand Design (Buff)
- Now takes the Mechanical Ruler in its recipe instead of the Ruler. This also means that having the Grand Design in the inventory enables the Laser Grid UI option.

Magic Conch and Demon Conch (Buff)
- Their animation sequence is now as fast as Magic Mirror, instead of being slower

Bottomless Waterbucket/Super Absorbant Sponge (Buff)
- Can now be obtained in pre-Hardmode from Angler Quests, as soon as you have completed 10 Quests.
- Bottomless Water Bucket specifically is a guaranteed drop at 25 Quests

Enchanted Sundial (Buff)
- Now glows when it is charged
- Will instantly become charged if a natural Blood Moon or Eclipse begins
- Can now be triggered via wire

Pylons (Buff)
- Increased the maximum range where Pylons are usable from (it should be impossible to be in range of opening a Pylon and not be able to teleport with it)
- You can now use Pylons during Moon Lord's summoning sequence

Snowball Launcher (Buff)
- No longer requires ammo
- Firing cooldown reduced from 10 to 7 frames
- Better projectile range and arc

Star in a Bottle (Buff)
- Star in a Bottle's mana regeneration bonus increased from 1 mana per second to 5 mana per second. Additionally, it now also reduces the cooldown before mana begins regenerating after using magic weapons slightly.

Class Buff Stations (Buff)
- Sharpening Station, Crystal Ball, Ammo Box, and Bewitching Table now last until death/being canceled or quitting out, rather than having a time limit

Ammo Box
- Is now sold by the Arms Dealer in Hardmode. Is no longer sold by the Traveling Merchant.
- Cost reduced from 15 Gold to 10 Gold to match other buff stations

War Table (Buff)
- Is now a buff station that grants a +1 Summon Sentry cap buff

Poison (Buff)
- The version of Poison inflicted on enemies now does 6 DPS instead of 2. This does not impact the Player version of Poison.

On Fire! and Frostburn (Buff)
The majority of Hardmode obtained items which inflict On Fire! or Frostburn have been changed to inflict Hellfire and Frostbite respectively. These changes are listed in their respective weapons if they have a changelog entry, but included here also for visibility.
This applies to:
- Flamethrower
- Elf Melter
- Hel-Fire
- Inferno Fork (Both Bolt and Blast)
- Phantom Phoenix (only applies to the Phoenix Shot, as the converted arrows are the Flaming Arrow projectile type)
- Flameburst Cane and Flameburst Staff
- Butcher's Chainsaw Sparks
- Brand of the Inferno
- Amarok
- Flower of Frost
- Firecracker
- Cool Whip
(Glossary Note: Hellfire and Frostbite are upgraded versions of On Fire and Frostburn. They behave entirely identically, except they deal more damage. They can also be stacked with their weaker versions, though this rarely adds up to much extra damage.

Crate Potions (Buff)
- Duration increased from 3 minutes to 4 minutes
- Potency of Crate fishing chance increased by 50% (This is an overall increase of 25% more crates when fishing with a Crate Potion active)

Warmth Potion (Buff)
- Now include contact damage protection against Ice Bat, Ice Tortoise, Ice Mimic, and Yeti

Calming Potion (Buff)
- Potency of spawn reduction effect increased by 33%
- Duration increased from 8 to 12 minutes

Inferno Potion (Buff)
- Damage increased from 10 to 20
- Now inflicts Hellfire instead of On Fire

Luck Potions (Buff)
- Duration and potency thresholds of all Luck Potions increased from 3/5/10 to 5/10/15.

Spelunker Potions (Buff)
- Statues and Paintings now glow when this potion is active

Bottled Honey (Buff)
- In addition to healing, now also grants 15 seconds of the Honey buff

Strange Brew (Rework)
- Now heals randomly between 70 and 120 health
- Potion Sickness is now variable, between 40 and 70 seconds
- May randomly give a period of damage invulnerability, with longer durations being possible rarely
- No longer heals mana at all

Froggle Bunwich (Nerf)
- Duration reduced from 8 to 6 minutes (Tier 2)

Seafood Dinner (Nerf)
- Reduced from Tier 3 with a 4 minute duration to Tier 2 with a 14 minute duration

Grub Soup (Buff)
- Duration increased from 10 to 14 minutes (Tier 2)

Potato Chips (Buff)
- Duration increased from 18 to 25 minutes (Tier 1)

Carton of Milk (Buff)
- Duration increased from 15 to 20 minutes (Tier 1)

Hot Dog (Buff)
- Changed from Tier 2 with a 20 minute duration to Tier 3 with a 12 minute duration

Traveling Merchant Shop
- Now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
- Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
- Celestial Magnet and Ammo Box are no longer sold by Traveling Merchant.
- Pad Thai has been increased from Tier 1 to Tier 2, making it less common
- Pho has been increased from Tier 1 to Tier 3, making it less common
- Christmas paintings will now be sold any time after Frost Legion has been defeated, rather than only when Christmas season is active
- Both Zapinators have been reduced from Tier 5 to Tier 3, making them more common

Celestial Magnet (Retier)
- Is now found in the primary random loot pool of Sky Chests and Sky Crates

Waldo Painting and other "Rare" Underground Cabin Paintings (Buff)
- Increased frequency of Waldo spawning in worldgen dramatically, though it is still the rarest painting of its size group
- All other "extra rare" Underground Cabin Paintings (American Explosive, Rare Enchantment, etc) are now of equal rarity within their size group

Wooden Chest Primary Loot (Buff)
- Throwing Daggers/Glowsticks no longer act as primary loot, changing the primary loot pool size from 12 to 10. These items are now secondary loot.
- Skeleton Merchant can now sell most of the remaining Wooden Chest primary loot on a rotating Moon Cycle schedule. Every day of the Lunar Cycle, he will have a new item.

Living Tree Chests (Buff)
- Odds of containing a minecart increased from 1/10 to 1/6. If it does contain one, it is still a 50/50 chance to be a Sunflower or Ladybug Minecart.

Mushroom Biome Chests (Buff)
- Mushroom Chests are now guaranteed to have one of their exclusive drops, with the Shroom Minecart and Mushroom Vanity each having a 50% chance.

Treasure Magnet (Buff)
- Instead of being primary loot, is now a 1/5 chance secondary loot in Shadow Chests and Obsidian Lock Boxes

Demonic Hellcart (Buff)
- Can now be found in Lava Crates as uncommon bonus loot

Shark Bait (Buff)
- Instead of being primary loot, is now a 1/10 chance secondary loot in Water Chests and Ocean Crates

Tree Fruit (Buff)
- Chance for tree fruit when hitting a tree from increased from 1/15 to 1/12

Diving Helmet (Buff)
- Drop rate increased from 1/50 to 1/20

Pocket Mirror (Buff)
- Drop rate increased from 1/100 to 1/40. Expert drop rates (which doubled the odds of getting Pocket Mirror) are increased from 1/50 to 1/20

Medusa Head (Buff)
- Drop rate increased from 1/50 to 1/25

Turtle Shells (Buff)
- Drop rate increased from 1/17 to 1/12

Brain Scrambler (Scutlix Mount) (Buff)
- Drop rate increased from 1/100 to 1/30

Deadly Sphere Staff (Buff)
- Drop rate increased from 1/40 to 1/30

Fire Feather (Buff)
- Drop rate increased from 1/75 to 1/50

Bone Feather (Buff)
- Drop rate increased from 1/450 to 1/300

Giant Harpy Feather (Buff)
- Drop rate increased from 1/200 to 1/150

Tattered Bee Wing (Buff)
- Drop rate increased from 1/150 to 1/100

Obsidian Rose (Buff)
- Drop rate increased from 1/50 to 1/20

Frozen Turtle Shell (Buff)
- Drop rate increased from 1/100 to 1/50

Ice Sickle (Buff)
- Drop rate increased from 1/180 to 1/100

Monster Meat (Nerf)
- Drop rate reduced from 1/1000 to 1/1500. In Don't Starve seeds, changed from 1/200 to 1/500.

Flinx Fur (Buff)
- Changed the drop rate of Flinx Fur, from 50% chance to drop 1-3, to 100% chance to drop 1-2 (a 50% overall increase). The Expert drop rate has changed from 90% to 100% to drop 1-3.

Eater of Worlds/Brain of Cthulhu (Nerf)
- Brain of Cthulhu's overall drop rate of Crimtane Ore and Tissue Samples in Expert/Master has been reduced significantly, as it was dropping almost twice as much as it should have been. It now drops roughly as much as Eater of Worlds drops.
- Restructured how Ore/Tissue Sample/Shadow Scale drops are handled in Expert and Master. Overall, the quantity of drops from Creepers/Segment kills has been reduced, while the amount of drops from Treasure Bags has been increased.
- In Expert mode, the total quantity of drops is split roughly evenly, with 50% of the Ore/Samples/Scales coming from the partial kills and 50% coming from Treasure Bags
- In Master mode, the total quantity of drops is weighted heavily toward the Treasure Bag, with only 25% of the rewards coming from partial kills, and 75% coming from the Treasure Bags
- Normal mode drop rates and weighting has been left entirely untouched by all of these changes.

Very Rare Pirate Drops (Coin Gun, Discount Card, Gold Ring, Lucky Coin, Pirate Staff) (Buff)
- All of these have had their drop rates doubled outright. Their increased drop rate from Pirate Captains has also been doubled.
- Flying Dutchman now have a substantially increased chance of dropping these items, with a 1/15 chance to drop any of them except Coin Gun, which has a 1/50 chance

Golden Furniture (Buff)
- Flying Dutchman is now guaranteed to drop 1 piece of Golden Furniture
- The stack size of dropped Golden Platforms has been increased as well

Reindeer Bells (Buff)
- Drop rate from Ice Queens has been doubled

Lava Crates (Nerf)
- Lava Crates are now slightly less common (1/5 chance reduced to 1/6 chance). However, with the buff to Crate Potions, they will be roughly the same as before when using a Crate Potion.

Biome Crates
- When fishing in an area where Biome Crates can be caught, the game will now prioritize getting a Biome Crate instead of a Gold Crate, when in the (relatively rare) circumstance that you were eligible for both. Actual odds of getting either are unchanged by this.

Wooden Crates (Buff)
- Drop rate for Wooden Chest primary loot increased from 1/45 to 1/20
- Umbrella replaced with Step Stool in the Wooden Chest loot pool

Fishing Crate Ore (Nerf)
- The drop rate of ore and ore bars from fishing crates has been reduced.
- Wooden Crates have roughly 40% less ore
- Iron and Biome Crates have roughly 30% less ore
- Gold Crates have roughly 20% less ore

Gold/Titanium Crates (Buff)
- Drop rate of Life Crystals increased from 1/15 to 1/8
- Drop rate of Enchanted Swords from Gold Crates increased from 1 in 50 to 30. In Titanium Crates, this drop rate has been further increased to 1 in 15.

Oasis/Mirage Crates (Buff)
- Now have a very rare chance to drop a Sandstorm in a Bottle as bonus loot

Pharoah Vanity Set (Nerf)
- Pharaoh set is now less common from Pyramid Chests, increasing relative frequency of the other drops

Gold Worms (Buff)
- When used for fishing, has a particularly low chance of being consumed (only 1/20 chance)

Old One's Army Ogre Weapons (Buff)
- Increased the odds that the Tier 2 Ogre will drop a weapon from 33% to 50%. In Expert/Master mode, this has been increased from 50% to 100%
- Tier 3 Ogres also have a higher chance of dropping a weapon, up from 1/6 to 1/4 chance.

Dev Armors from Treasure Bags (Buff)
- Chance of getting a dev armor increased from 1/20 to 1/16

Frost Daggerfish (Buff)
- Maximum amount of Frost Daggerfish you can get per pull increased

Seahorses (Buff)
- Can now spawn in a wider variety of Ocean shapes and conditions, which will result in more consistent spawning

Gem Bunnies and Squirrels
- Gem Critter spawns now have a rarity system based on their gem

Water Striders (Buff)
- Spawn rate increased
- Increased the maximum level of windiness that will allow Water Striders to spawn from 10 MPH to 20 MPH

Butterfly Days (Buff)
- Increased the odds of having a Butterfly day

Treasure Fairies (Nerf)
- Spawn rate reduced by 2/3rds in Hardmode

Truffle Worm and Prismatic Lacewing (Buff)
- Spawn rates are now impacted by Luck

Jungle Critters (Nerf)
- Overall spawnrate of Jungle critters in Jungle towns reduced

Bloody Tears (Buff)
- Brides and Grooms that spawn in Graveyards can now drop Bloody Tears even if it isn't a Blood Moon

Teleporters (Buff)
- Now sold by the Mechanic pre-Hardmode, instead of being sold by the Steampunker

Digging Mole Cart (Buff)
- Will now be sold by the Zoologist at 35% Bestiary completion instead of 60%

Bast Statue (Buff)
- Can now generate as furniture in Underground Desert Cabins (in addition to being found in chests)

- Crafting cost of Celestial Sigil reduced from 20 of each fragment to 12
- You can now craft Sandstorm and Blizzard in a Bottle using a Cloud in a Bottle + Frost Core/Forbidden Fragment at a Crystal Ball
- Molotov Cocktail now takes regular Gel instead of Pink Gel
- You can now use Vertebrae instead of Worm Teeth to craft Unholy Arrows
- Thorns Potions no longer require Worm Teeth or Stingers to craft
- Angel & Demon Wing Souls of Light/Night cost reduced from 25 to 15
- Empty Bucket Iron/Lead Bar cost reduced from 3 to 2
- Changed the recipes of all ore-based bricks to have a 1:5 crafting ratio (1 ore + 5 blocks = 5 bricks). Previously, they had a 1:1 ratio.
- Shroomite Plating's recipe changed from a 1:15 to a 1:25 crafting ratio, costing 1 Shroomite Bar for every 25 Shroomite Plating
- Pearlstone Brick's recipe changed to be consistent with Ebonstone Brick, using 2 Pearlstone Blocks instead of 1 Pearlstone Block and 1 Pearlsand
- Coral Torch's recipe now takes 3 Torches and gives 3 Coral Torches per Coral, instead of 1 Torch
- Chain's recipe now gives 15 Chain instead of 10
- Any 2 of Salamander/Shelly/Crawdad Trio's banners can be used to craft the banner of the missing member of the trio
- Wormhole Potion recipe now takes 3 Bottled Waters, and gives 3 Wormhole Potions
- The Tavernkeep now gives 10 Medals when initially spoken to, allowing players to purchase 2 Tier 1 staves instead of 1
- Tier 2 OOA Armor piece cost reduced from 25 to 15 Medals
- Tier 3 OOA Armor piece cost reduced from 75 to 50 Medals
- Tier 2 OOA Sentries cost reduced from 25 to 15 Medals
- Tier 3 OOA Sentries cost reduced from 100 to 60 Medals
- Defenders Forge cost reduced from 75 to 50 Medals
- Purchase cost of Pad Thai and Pho increased
- Sailor Vanity, Eyepatch, Mummy Vanity, Pharaoh Vanity, Grinch Whistle, Mana Crystals, Ancient Manipulator, and Shell Piles all now have a sell value
- Reducing the sell value (and subsequently, the reforge cost) of a number of 1.4 tinkers and accessories which had higher than typical sell values
- Cost of Wallpapers reduced from 1 Silver to 75 Copper
- Cost of Clentaminator Solutions have been reduced from 25 Silver to 15 Silver
- Tax Collector can now hold up to a base 25 Gold instead of 10 (this can further be boosted by happiness)
- Sell value of Frogs reduced from 15 to 10 Silver. Their food recipe sell values have also been reduced proportionally.
- Angler Quests now give 2x as much money in Hardmode
- Research cost of Red Potion reduced from 10 to 3

- Summoning Moon Lord with Celestial Sigil will only have a 12 second summoning time instead of 60 second
- Old One's Army Banners now apply Banner buff to their respective enemies, though it is much weaker than the normal Banner buff
- Banners from particularly rare enemies may now drop at 10 or 25 kills instead of 50. This same value will apply to how many kills it takes to complete their Bestiary page.
- Wire in the Temple cannot be cut by the player until Golem is defeated
- The player cannot see wires within the Temple until Golem is defeated
- NPCs who die will now respawn freely, ignoring the original unique conditions which were required to spawn in the first place. For example, Party Girl will have "normal" respawn odds instead of her rare spawn chance, and NPCs with a required item like Arms Dealer and Demolitionist will no longer require a player to be holding that item to respawn.
- Life Crystals are now lower priority on the Metal Detector than Hardmode Ores
- Chlorophyte Ore infection protection is now slightly stronger. It can also purify a wider selection of infected tiles, such as Sand and Sandstone.
- Strange Plants now give 6x dye when turned in instead of 3x
- Slightly reduced the quantity of cracked bricks in the Dungeon
- Merchant and Skeletron Merchant now both sell "regular" Potions in Hardmode, in addition to their Lesser Potions.
- All Minecart Track items are now immune to lava destruction
- Chain tiles are now immune to lava destruction
- Stacks of Cloud blocks can now be found in Skyware Chests and Sky Crates
- When fishing in a Hallowed Oasis, you can now obtain both Hallowed or Oasis fish. This same rule does not apply to the more invasive Corruption/Crimson.
- Fairy Glowstick now has stronger light, closer to regular glowsticks
- Snake Coil grows substantially faster than before, and maximum height increased from 80 to 100 blocks
- Placing Sunflowers is now auto-swing
Thanks a ton!
 

Exodus Starlit

Dungeon Spirit
Can't wait to play new version.

I little bit dissapointed that you still can't place candles on block but you can place stack cages by placing them which took from what was said more time than expected.

Would make easier to place peace and water candles, and more....
 

John Snail

Terrarian
Base Mana Regeneration (Buff)
- The base mana regen rate (the amount regenerated when moving and not using Mana Regen Potion) has been more than doubled
- The mana regen bonus when stationary and/or using Mana Regen Potion has been cut by 1/3rd. This reduction is the exact size of the amount added to the base regen rate, so there is no net gain in the total amount of regen possible.
- A player using Mana Regen Potion/Stationary should have the same mana regen speed as before, but the minimum mana regeneration rate has been increased substantially, making Mana Regen Potion/being stationary less mandatory for playability
Hey, I suggested this! Lein told me it probably wouldn't happen, so I'm very happy to see that it did. Huge change for mages.
 

altermaven

Empress of Light
Numbers on health/mana as well as boss bars? I personally championed this along with others and it's good to see this as a thing that can be toggled.
 
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