Will makes act like slow swords with great knockback or will they do something more unique. Anyway, adding more variety to item sets is nice suggestion. And if it is Terraria REWORKED, will you add throwing class again? It would be cool then because it will be changed to wanted in 1.3.6. Also maybe you should expand granite and marble biomes by making them have more things but reduce amount of them? Then, you will make good mini biomes and they won't take too much space? By the way, do you have permission to use Avalon ideas? Because other way it is forbidden even if you modify them. Also maybe you should also add heaven as a counterpart to hallowed biome? Because Crimson has counterpart and hallowed biome doesn't.
The maces are basically slower swords with good knockback and have a chance to inflict Confused debuff (makes enemies run away). Check the wiki for more specific info and stats (It's already there even though the update isn't available yet).
I don't really like the throwing class, but who knows, maybe.
Granite and marble biomes were removed because of the space thay took up underground. I want to free some of the space for new ores, structures and maybe my own biomes (replacements) too.
And I'm actually trying to make the mod as little of a copy of anything as possible, in the final release you probably wouldn't see any real similarities to Avalon.
The evil-good biome pairs will be a thing. 3 of them to be exact (not more, it'd get boring really soon):
Corruption - Hallow
Crimson - Perennity
Cessation - Persistence
Cessation will be a dark-greenish, death-themed biome and Persistence will be kind of that perfect life-rich, utopia you often see in dream scenes. It (Persistence) will be really unique and it's hard to describe.
After playing through all 3 biome pairs and defeating final boss (The Jörmungandr) in at least one of them, you'll get an opportunity to craft the most powerful weapons/tools in the mod.
The 3 playthroughs should be very different from each other, so if you have any ideas, please post them below.
I also plan on making the ore types locked to the playthrough (so e.g. Corruption/Hallow would get Copper, Crimson/Perennity - Tin and Cessation/Persistence - Brass) And yes, I know that Brass doesn't have an ore irl, but who cares, it's a game.
In terms of the Post-Plantera stuff: maybe have the option to reimpliment all that stuff as an option in the Mod Configs? IMO it's not Terraria 1.3 without Moon Lord and whatnot.
This does seem promising otherwise though.
Nope, for my reasoning see the massive changes in the playghtoughs written above. Well it's not Terraria 1.3, nor 1.2, nor 1.1, nor any other Vanilla Terraria.