I'm a few days late to this (I've been ill), but
v1.1.1 has also been released.
Link is for the changelog on the wiki. In brief, the following was changed:
- All farms provide fishing
- All farms give digging spots
- A Wicked Statue in a Slime Hutch prevents the witch visiting it
- Some bugfixes, but nothing that seems noteworthy
Spoilers follow!
Has anyone tried the new farm maps? I'm doing a new playthrough with the Forest (Foraging) farm. This looks like it provides a good range of opportunity. There's space for buildings - e.g. you can put buildings on the grass where you can't plant crops. There's plenty of room for crops. The respawning forage items and logs provide extra resources (and money). Lastly, the increased chance of getting mixed seeds is proving very useful in rapid farm expansion.
The Riverlands and Hilltop farms seem a bit overrated. Getting around is too difficult and there's not enough space. The Riverlands farm does look nice (to quote the release notes), but there's only so much fishing and crab potting a person can do. The Wilderness farm is kind of redundant considering other farms can also have monsters spawn.
But that led me to think more about ways the farms can be diversified and made more special. At a high level:
- Riverlands: New crops that can be planted in water, aquaculture
- Forest: Ability to grow some forage items as crops or fruit trees
- Hilltop: Can grow some crops on the cliffs for increased production
- Wilderness: New crops that can grow in winter
That then led to an idea of expanding the farms, giving each 3 unique crops, a crafting recipe, building and perk that aren't available to other farms. I'm still tweaking and finishing the idea -- I don't want any particular farm to more viable than the others. Instead, I'm trying to play up their respective strengths. Does anyone like this idea?
As for the end game stuff... Nothing overly revelational. The Golden Clock amuses me because it's like SV added something that was been requested in Terraria since forever (something to stop biome spread). Both have the effect of putting the farm/world in stasis. The cost of these new constructions means it's unlikely I'd play long enough to get them. The new areas have nothing of note; only some new fish. Not that this is bad; it just means the strength of SV is still in the early-mid game instead of late game.