With Great Power Comes Great Accessibility - Introducing Terraria's New Journey Mode

I hope you do. It would be a godsend for mapmakers. Another feature that would be wonderful for map makers is a way to permanantly apply buffs and debuffs to players, in particular Creative Shock. That way they could enforce no cheating in adventure or challenge maps.
Good old chippy the cheater.....
 
Will functions such as godmode, time changing etc. be available to all players in a multiplayer game or just the host?
They are available to everyone.

Will the enemies spawned at Master Mode difficulty have the same drops as if it were a Master Mode world? Want to multiplayer with friends at two different skill levels and it'd be nice to be able to switch the world between expert and master mode easily.
Yes you can swap it back and forth. You can fight a boss normal with your friends then crank it to master and fight the same boss again to get the master drops.
 
Huge wall of text warning!

Okay just wanna get this out of the way, this new feature is absolutely incredible and ReLogic has once again created something absolutely wonderful for their final update.

That said though, this is just not exactly what I was hoping from Journey Mode (not that that's a bad thing!). I expected it to be centered around creating adventure maps, since it was revealed to be similar to a creative mode but not just a "you have access to everything" mode, and from the way it was spoiled, it really sounded like it was going to be for adventure maps. Perhaps these expectations could have been included into the 1.4 update in a way other than Journey mode though, probably through wiring components, so that Journey Mode is its own separate thing not only useful for map makers. More specifically,

A "Boss Defeat Detector" that permanently sends a wire signal once a specific boss (that can be selected) is defeated in the world.

A "Boss Summoner" that automatically summons a specific boss as if the nearest player had summoned the boss themselves whenever activated. (Could possibly require a trophy input before being able to summon said boss to prevent exploits) (could also have a set delay so that a few of my next ideas can be used in conjunction with it) (Could also have the ability to enable, disable, and customize summoned boss drops and droprates)

An "Enemy Spawner" that spawns any enemy in the game whenever given a wire signal. (Could potentially require a banner in order to use an enemy to prevent exploits) (Primarily meant to be used with player sensors) (Could spawn a specific amount of any given enemy, with any set delay between spawns including 0) (Could also have the ability to enable, disable, and customize summoned enemy drops and droprates)

A "Time Manipulator" that could speed up time, slow down time, freeze time, and set time whenever activated by a wire. (Could make it so that time will speed up/slow down for a set duration or until a certain time is reached) (Could require Luminite so that you need to beat the Moon Lord in another world before being able to use this item due to balancing purposes)

A "Weather Manipulator" that could set the time for a specific duration (including endless duration so that it can keep going until another one is activated) (Could require Luminite so that you need to beat the Moon Lord in another world before being able to use this item due to balancing purposes)

Possibly the ability to change NPC dialogue if it isn't too much of a coding nightmare, this one isn't really too important though since we have mannequins and those shoutout boxes that i forget the name of.

The ability to change NPC shops, whether it be the shop items themselves or their prices (could even use certain items as currency instead of coins), but this could be a huge coding nightmare as well. There could alternatively be an Item Sensor that detects when a specific item of a specific amount is placed into a public storage unit and sends out a wire signal while deleting the items. This could be used for custom shops much better.

An "Item Dispenser" that drops a specified item when activated by a wire (kinda like a dispenser in Minecraft)


Like someone else described, buff and debuff appliers that activate via wire with changeable times

The ability to turn Pylons on and off using wires

All of these features could be incredibly useful in creating adventure maps.

Just imagine...
You're exploring through a Forest after being sent by the King of your village to investigate reports of a huge Demon Eye, only for it to start getting very windy and the sun starts setting immediately. Then, out of nowhere, the Eye of Cthulhu awakens. You could try running away to escape, but you realize that a huge tree fell behind you and blocks your path. While approaching the Eye of Cthulhu, you see a legion of Zombies and Skeletons approach you to join the battle. After defeating the Eye of Cthulhu, the clouds begin to clear up and the sun emerges. From the sky drops 10 Sunplate Blocks. You investigate the tree now that you aren't panicked from combat and discover that the Eye of Cthulhu tore through it, opening a path for you. Upon returning to the village, the Dryad congratulates you on defeating the large Demon Eye and offers to sell you a Starfury for your sunplate blocks. You travel back to the King except his throne is knocked over and the large magical crystal in his room has a mysterious purple glow. You inspect it and see that an underground Pylon is suddenly activated, and it seems like the King has been kidnapped.


How it works:
You roam through a forest biome and set off a player sensor at some point that activates 1. a weather manipulator to make it windy, 2. a time manipulator that speeds up time until it becomes night time, 3. a boss summoner with a delay of 10 seconds so that the previous two contraptions have time to finish, 4. a bunch of actuators on a chunk of wood behind you to simulate the fallen tree, 5. an enemy spawner that spawns 10 zombies and another spawner that summons 10 skeletons. Then, when you defeat the boss, a boss defeat detectors realizes that the Eye of Cthulhu has been defeated in this world and sends off a wire signal that activates 1. actuators that open up a path through the tree, 2. a time manipulator that speeds up time until the dawn of day, 3. a weather manipulator that causes the winds to disappear. 4. an item dispenser that drops 10 sunplate blocks, 5. an NPC dialogue changer that makes the Dryad congratulate you, 6. enables the underground pylon. The NPC shop editing mechanic would be necessary to make the Dryad sell you a starfury for 10 sunplate blocks.

These new wiring contraptions could be used for INCREDIBLY detailed, lore-filled, creative, long, immersive adventure maps with scenarios far more detailed than the one I just described. There could be an adventure map that takes you through all of Prehardmode with boss ideas like the one above, or even through the entire game. Imagine this paired with mods that actually have lore and history to its content, especially Calamity. These few mechanics would allow for an adventure map that accurately shows the entire lore of that mod (which is impressive since the lore of that mod is VERY in depth and detailed)

Regardless of whether any semblance of these ideas actually ended up being implemented, I still am incredibly excited for this update and for Journey Mode. Thank you ReLogic for your wonderful work and the amount of love you've put into this game over the past 9 years.

If you somehow read through all of this, congrats to you. If you came down here for a TLDR, then
TLDR: Expected new mechanics centered around creating boss battles in adventure maps since there's almost zero way of doing it right now, but I'm not disappointed
Ooooooooo interesting
 
Honestly I can’t wait for this! When I play it it’s going to be the best thing I can imagine, but I think I may leave all the buildings to my mobile version...

Also how may people have watched the video more than once just because your hyped? I have...
 
Will there be any improvements to NPC pathing or tools to tell them where they can go? Like, down stairs that lead through a platform.
 
I just really hope that accessory slots on smaller screens aren't pushed offscreen while the minimap is open. Yo Cenx (or other developer if you're reading this), you know if that's still a thing?

It'd be nice if there was some setting that changed the layout of the accessory slots to make it have a 2nd row to the left of the original accessories once it goes over 5. I assume the max accessory count is now 7, so this would make it so that you can still get 3 extra accessory slots just fine from mods.
 
What happens if you change the slider for difficulty while enemies are alive? Does it only affect newly spawned enemies or does it actively change their health and damage?
 
I've always been impressed with what seems like endless updates and changes for Terraria. You would think that after all these years you folks would run out of ideas, but apparently not. This new Journey mode looks awesome!

A few questions though...

1. In Chippy's video I see slime floating in on balloons, is that because it's a windy day?
2. Do the slider changes (spawn rate/difficulty) take place immediately, or does it take a few minutes to update?
3. Does changing the time effect events. For example, if I changed the time during a blood moon could I effectively extend it or end it early?
4. Not related to Journey mode, but with the new world gen customization do you think we will eventually be able to pick our background?
 
2. Do the slider changes (spawn rate/difficulty) take place immediately, or does it take a few minutes to update?
3. Does changing the time effect events. For example, if I changed the time during a blood moon could I effectively extend it or end it early?
Ok so, I only have my experience from mods like cheat sheet with this, but that might be helpful nonetheless.
2. If it's like those mods, it takes place immediately.
3. Yes.
 
Hum... So Journey Mode isn't just a Creative Mode, but is an evolution of creative mode, where I can customize the game. Sounds interesting.
But here an idea:
There could be a way of benefiting adventure maps gameplays by using that game mode, where you could turn on/off the build mode, change the player starter gear (Well, this could be tricky), and make the chest contents in the world have individual loot for every player (and possibly a option to rollback the world to the original state).

Possibly there could be more ways of benefitting adventure maps with this, but those are the only ideas I had right now.
 
You cannot swap infections with the click of a button but it is now possible to build the opposite infection so your world has both.
That was already possible just by traveling between worlds.

Something I've always wanted is for hardmode to unleash the Hallow and the opposite infection. Like if you start with a corrupt world, the ancient spirit of darkness that is released from prison isn't mroe corruption (it was already out after all), it's crimson.
 
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