He means that there are 1, 2 at best muramasas per world. And you need 3 to get Ria.
As for Terra's color-sheme, I think it was mostly intended to have a cool shading maybe representing day and night, the green is clearly just to make it feel "Terraria-like". I managed to incorporate this with minimal effort to instead represent the blue playthrough, hence why the other two blades will be in a gradient from red to green/yellow, and faint green to green/yellow.Something I felt was worth drawing attention to- if you look at the "glow" around True Excalibur and True Night's Edge, you'll notice that the two sides of it reflects the color scheme of the biome to blade represents- for Hallow there's light blue (the sky and grass) and pink (the primary color), and for Corruption there's lime green (cursed flames) and purple (pretty much everything else). As well, the Terra Blade sort-of reflects this as well (this might be a bit stretching it), as the blade is colored blue and lime green- the two left colors on both True blades.
Might be something worth keeping in mind.
EDIT: Also another thing, getting the evil swords might be hard or impossible to get in a single world due to the limited number of Muramasa's- there's no guarantee you'll get the three you need without going to another world.
seems a bit weird first combat is a hard mode ore while Muramasa is prehardmode and more importunely not every world has combat sure you can go fishing and hope you get lucky with crates but it just wouldn't feel right...hmm... how about using a small amount of cobalt to craft the Muramasa? Maybe it could be made with a katana and a few cobalt bars.
Glad you liked it felt that would make more sense and fit better with people's reactions than just putting both alts in the world. I also suggested that to ZoomoI've now updated all 3 Terra-swords with new info and sprites+names for the 2 new ones yet again! Be sure to read through and provide feedback, since the idea won't get any better without. I will continue trying to come up with ideas for how to solve the issue with Muramasas.
I really like your idea of scouts, @Dragrath . It adds to the idea that Terraria worlds take place on different locations in the same world, rather than just plowing straight through replay-value like my ideas did. I'll consider it and make some sprites for it and then we'll see what happens.
The idea to make it craftable came from a concept I had to make pre-hardmode chest items craftable, but only in hardmode so that most players will still get them from a chest first, while unlucky players can make them later if they couldn't find them. I guess it seems pointless though to make such a weak weapon that late in the game...seems a bit weird first combat is a hard mode ore while Muramasa is prehardmode and more importunely not every world has combat sure you can go fishing and hope you get lucky with crates but it just wouldn't feel right...
I still feel modifying the existing algorithm that guarantees one item of each Dungeon chest to guarantee 3 Muramasa is the best option.