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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Thu Jun 23, 2011 3:10 pm 
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Patch Time!

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Hello there guys, I told you the update was coming soon and here it is.
Please let us know what you all think! Have fun and good luck with your hardcore mode characters!

NPCs

•8 New Enemies, find them!
•Changed the way worm enemies spawn.
•Bats, Hornets, and Eyeballs no longer enter water.
•Slimes now float in water.
•Only one giant slime will appear at a time.
•The Guide now seems quite knowledgeable in what an item can be made into if you show it to him.
•NPC shops now sell some items on certain nights, or after certain events.
•Devourers should no longer gain random other enemies as its head.
•The Nurse now charges the correct amount for healing.
•Bats now have a death sound effect.
•Talking to the old man at night will give the player a warning now before summoning the dungeon boss.
•Entering the dungeon before defeating Skeletron now spawns a new NPC instead of Skeletron’s head. This should fix several issues with that event.
•Enemy coin drops have been adjusted.
•Man Eaters and Snatchers are no longer effected by knockback and can attack through walls.
•Eater of Souls’ and Hornet AI has been improved.
•Enemies now take up different amount of *slots* depending on AI style and strength. This will help balance conditions when there are lots of strong monsters spawned at once, such as Imps and Bone Serpents.
•Fish are no longer upside-down when out of water.
•Green slimes have been weakend so that start players can deal with them more easily.
•Slimes and Flying enemies no longer make a splash sound when hitting water.
•Items of “Blue Rarity” or higher no longer burn up in lava.
•Burning Skull has been renamed to Cursed Skull, and given different AI.
•Enemy caster’s have had their rate of fire slowed down.
•Meteor heads have less health, do more damage, and move slower.
•There are now slight size variations to the Eater of Souls and the Angry Bones.
•Skeletron has less defense and health.

Items

•New Feature : Buffs activated by Using Potions. Right click a buff to remove it from yourself.
•Over 50 new items!
•The Silver Short swords recipe has been corrected, it is now craftable.
•Torches and candles no longer work when wet.
•Destroying a placed sign while you are reading it will no longer cause your character to become frozen.
•Rocket boots no longer require mana. They will provide lift for 1 second and recharge every time the player touches the ground or uses grapple. Lift speed has been slightly increased to offset loss of long flights. This makes the boots more viable for caster Characters.
•The explosion animation for bombs is now correctly displayed in multiplayer.
•There is now a message pop-up when the player receives an item.
•Filled Buckets may no longer be emptied into solid ground.
•Pots in the underworld now have a chance to drop new items
•Handgun and Phoenix Blaster have been reduced in size.
•Lowered the knockback of Muramasa.
•Reduced the damage of the Blue Moon.
•Flintlock Pistol and Musket have increased damage.
•Only normal trees drop acorns.
•Falling sand clumps are no longer carried by magic missiles/flamelash.
•Jungle armor is no longer a drop. It is a craftable set.
•Magic Mirror now requires mana to be used.
•Harpoon and Maces now correctly show the player’s arm animation.
•The arms dealer will sell unholy arrows at night after the Eater of Worlds has been defeated.
•Space Gun does more damage, but only penetrates 2 enemies.

Server

•Spam detection is less aggressive.
•Increase multiplayer security.
•Fixed a bug that could crash the server when the max amount of clients are connected.
•Added an option to enable additional cheat protection for servers.
•Servers now hibernate when no players are connected.
•Blood Moons now stop correctly if time is changed to day by the server.

Misc

•Corrected some spelling and grammar mistakes.
•Lighting code has been optimized to increase performance.
•Mud and ash now have a chance to fall like sand when struck.
•World update rate has been reduced slightly.
•Water now evaporates when it reaches the underworld.
•Slowed the rate of plant growth.
•Hardcore is now an option when creating a new player. Hardcore players are gone for good after dying.
•The Jungle now has its own music track.
•Vines that refused to grow longer than 1 tile in length while underwater, will now grow correctly.
•Pot graphic was brightened to make it more visible.
•Plants growing out of a clay pot can no longer be cut with a weapon. The new alchemy plants can be grown in these pots.
•Gems, ore, and gold chests now have a sparkle effect.
•Giant glowing mushrooms will now grow back over time.
•The player now starts out with a copper shortsword.
•Dungeon bricks and walls have had their brightness reduced.

Game Interface

•Upon death, A more specific death message will appear for other players, so they know how you died.
•The crafting and armor interface text will fade out when an item tooltip is in front of it.
•The Hot Bar now shows the name of the selected item.
•PVP now requires 5 seconds between Activation and Deactivation and visa versa to prevent PVP spam. The same cooldown is in effect for Team Changing as well.
•Added hotkeys for quickly drinking healing, mana, and buff potions.The healing/mana potion you use is based on the same principle arrows are. Top-Left most item first. The buff potions are all used at once.
•Holding right click on an empty space in the inventory will no longer make a sound effect as if something was there to be picked up.
•Defense totals are now shown in your inventory.

World Gen

•Tweaked the way sand is created during world gen. (Requires new world.)
•Oceans are now slightly larger and generation layout has been improved. (Requires new world.)
•Cactus now grow on sand.
•Coral now grows in the ocean.
•Chests can now spawn near the surface of the world. They will contain treasure that new players may find useful. (Requires new world.)
•Chests and pots now contain loot based on the level they spawn in. (Requires new world.)
•Gold chests will now spawn in some parts of the world. (Requires new world.)
•Corrupt chasms have less of a chance to spawn on jungles. They also now have a cave connecting most of the chasms. (Requires new world.
•Traces of demonite are created during world gen. (Requires new world.)
•Surface jungles have been enlarged, and will override deserts. (Requires new world.)


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Thu Jun 23, 2011 3:18 pm 
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That Rocket Boots "nerf" makes me very sad. :(


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Thu Jun 23, 2011 4:04 pm 
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Damn, the Muramasa's been nerfed too, it's only 18 Damage now (was 22) and barely knocks back enemies anymore. :(


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Fri Jun 24, 2011 3:26 am 
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bah on rocket boots and muramasea but if you stand still on that sword it helps but shark are pain to hit them lol

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Sun Jun 26, 2011 5:56 pm 
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Kio now has the coolest pad in CKDaria.

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Took all day, about 12 hours almost non-stop.

Now to figure out how to stop zombies spawning down there without stopping the fish from spawning too...


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Sun Jun 26, 2011 7:44 pm 
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I want to see a new map view.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Mon Jun 27, 2011 7:00 am 
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its awesome and the coral are growing down there too!

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Mon Jun 27, 2011 5:06 pm 
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The Terraria Map Viewer can now be run from a command line. I was sort of contemplating the idea of scripting and scheduling a map export every night followed by an upload to this server, which we could put somewhere (thread OP i guess) to give an always up-to-date map of the place.

Only thing is that the map viewer crashes the server if it tries to save the world while the map export is being generated (accidentally done this a few times). There'd be no way to make sure the scheduler never does it at the same time that I can think of.


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Mon Jun 27, 2011 6:32 pm 
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World Viewer has a new GUI that works with the latest version of the game, ket. Not sure about this command line only stuff.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Mon Jun 27, 2011 6:56 pm 
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I meant I could make an app/script that ran on schedule to automatically generate an exported map, without using the gui at all. Pretty sure the "no gui -- run from command line" thing is new, because the old versions didn't have it and the latest version has a .bat file for it. I don't want the GUI. If there's a GUI someone has to click buttons, but if there's a command line then it can be scripted. (Technically you can script another program's GUI too but that tends to be pretty complicated.)

Basically the idea is a script or quick app that:

1) Runs WorldViewer with command line arguments to generate a world.png.
2) Crops the area around the spawn point. The image is way too big otherwise.
3) Saves it to a worldcropped.png
4) Uploads it to a website overwriting an existing (last night's) image.
5) Repeats once a night.

Then you'd have a map on your website that automatically updates every night so you can see the world's progress.


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Mon Jun 27, 2011 7:14 pm 
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That would work, So I can check the map each day to see what new.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Sat Jul 02, 2011 3:42 am 
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Devs are being a little quiet about 1.0.6, they want to keep it all a surprise, but by looking around their forums and finding the odd post here and there, i can find we're looking forward to at least the following:

- Dungeons are supposedly getting something.
- Jungle Armor is getting buffed. It's getting increased max mana and something else.
- Numbers on the hotkey bar.
- A grapple hotkey!
- Picked up items now fill into your inventory from the bottom-right instead of the top-left. That way all the junk you pick up should be kept separate from your standard stuff until it fills up.

More Inventory Management stuff:

- A button that takes everything from your inventory that's not on the hotbar and dumps it all in the chest.
- A button on chests that automatically takes everything from your inventory that is already in the chest and also places it in the chest! Just run past chests pressing this to neatly clean out your inventory into your already sorted chests.
- All the item boxes on the inventory screen are getting new colors to differentiate the chest boxes with the crafting boxes and the standard inventory boxes.
- Likely to be possible to equip armor/acceessories by right clicking them.
- A "trash can slot" that allows you to pick back up the last item you tossed, and can also be used as a 41st inventory slot in emergencies. Contents of slot will be lost on log out.

Future (1.1) additions may include:

- A new "anti-corruption" biome.
- Fighting back corruption to be more involving/rewarding.
- At least one new boss.
- A "series of events" that will add new ore to your world (inc. Cobalt) -- This is probably something like meteors?
- An event that will put the world into "hard mode" for players that reach the current end game. ("You might want to avoid this unless you don't mind the possibility of your town being destroyed by invasions.")

None of this stuff is final, nor is it an exhaustive list. It's just stuff I've managed to gleem by finding dev posts on their forums. Going by the size of 1.0.5 it's likely the update is easily 5-10x the size of the stuff here.

If only the FFXIV dev team could pump out updates so fast. Someone posted on the forum somethiong like "hey put numbers on the hotbar" and then a couple of minutes later the main developer posted a picture of it saying "ok done"!

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Sat Jul 02, 2011 7:07 am 
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wow more goodies!

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Mon Jul 04, 2011 8:31 pm 
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ket did something happen to your server? PDT 1830 (0630pm) 7/4/11

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Tue Jul 05, 2011 11:13 am 
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Sorry, my Internet died last night for some reason (probably ISP related). And although it came back up on its own overnight, it wasn't working properly and I've only just gotten home from work to reboot everything.

I'm surprised I still have exactly the same IP address. Maybe it's static now that i'm on the 50MB service, since it uses DOCSiS 3 (basically my internet doesn't share a line with anyone in the area if they're not on the 50MB or higher service).


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Tue Jul 05, 2011 12:12 pm 
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Ket uses it to connect to the Matrix.

In actual topic-related info, I haven't played this game much for awhile. I'm sad that I basically have to make a new map after each major update to account for the new biomes and such.

I've gone back to playing Minecraft. haha.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Tue Jul 05, 2011 12:31 pm 
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You actually don't have to regenerate your world for a lot of stuff.

A lot of the biomes you can transmute from a new world back into your old one if you so wish. The CKD server has it's own jungle despite jungles not being in the game when the world was generated. Just got some seeds from a new world and brought them across, threw some mud down and planted our own.

There's been work recently on map editing tools. If anything comes along that's awesome but theres no other way to use it except with a new world, I might consider generating a new world and then using an editor to copy my house/castle (and anyone else who wants it) across if they're advanced enough to do it by then.

Of course, some people are quite happy to keep restarting and building things from scratch. I've heard of people in Minecraft who generate new worlds all the time just to keep things fresh. Though I suppose maybe gathering materials and tools isn't quite as big a deal as it can be in Terraria.


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Tue Jul 05, 2011 2:03 pm 
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I havent played since I started back up with TF2. I had a lot of fun with Ket until my power died last time I was in TF2 lol.

Now I have Torchlight and Im LOVING IT.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Tue Jul 05, 2011 2:13 pm 
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Yah, I guess I could do some terraforming and stuff. I've only really worked on a system of storage for keeping all my "raw" materials really. And that chest change is going to be awesome for dropping things off in sorted areas.

But until I get a firm idea of what I want to do in that game, I'm kind of just working on places to store things, where surrounding biomes on the map aren't all that important. haha

Ketrebu wrote:
I've heard of people in Minecraft who generate new worlds all the time just to keep things fresh. Though I suppose maybe gathering materials and tools isn't quite as big a deal as it can be in Terraria.


Actually I kind of find this to be the opposite. Apparently when Minecraft 1.8 comes out, it's rumored that previously generated terain won't "play well" with newer terain, causing the seemless flow of the world to look a bit weird when going from previously generated stuff to new stuff.

Because of this, we've been having talks on our server (5 members strong now, not counting Fatty), about the possiblity of rebooting the world and just copying over pieces of architecture that people would hate too much to lose.

It's finding the gold and iron and such that I think people would struggle with the most. I never had a hard time farming mats in Terraria, but it's actually a big deal in Minecraft.

Lots of people make structures out of cobblestone/dirt, which is easy to get, but things like glass towers, extensive use of wool, farmed obsidian, minecart tracks (especially powered ones), are a lot more annoying to just replace at a spur of the moment.

Thank goodness for copy/paste!

The good thing with starting over, though, even if you plan to copy/paste, is that you all can talk before hand about a general "Plan" for the future, in terms of better connectivity between zones and such.

But anyway... I hijacked this thread enough. I still think both games rock :)

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Fri Jul 08, 2011 8:56 am 
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Terraria's 1.0.6 is also getting a large amount of balance changes it seems. Remember that this is all in addition to the stuff I've already posted about before. And it's by no means an exhaustive list of what's coming in 1.0.6, as they've said they want to keep a lot of stuff secret. A summary of what I've read post by devs today:

Mana

- There is no longer as such thing as mana regeneration. Instead, any item (including armor) that gave you mana regeneration now increases your maximum mana.

- Mana regeneration speed now varies based upon how much mana you have left. If you have a lot of mana left, it will regen quickly, but if you have very little left, it will regen slowly. This is to encourage you to use your mana carefully, while still allowing you to go all out in an emergency.

- Mana is now blue instead of purple, this includes mana potions and combat text. (Health gain text is now green) Not sure why they decided to change the color of mana from purple to blue, but there you go.

Interface Stuff

- There's now a lock button on the top left of the inventory that disables changing the selected hotbar item with mouse clicks. Intended for people using bows and stuff that would keep accidentally clicking the hotbar.

- The gaps between items in the inventory screen have been plugged up. It's now no longer possible to accidentally toss stuff away while rearranging your inventory.

- You can now "buyback" items sold to NPCs.

- There are now 4 dedicated ammo slots in your inventory, similar to the coin slots.

- Life text above the hearts now displays actual life amount. IE: It says "Life 400/400" instead of just "Life".

- Right clicking accessories and armor now automatically equips them.

- Holding shift while clicking items vendors them if at a shop, or trashes them if not. Hopefully this applies to putting items in chests and taking items back out of chests too.

- Adding and removing background walls has supposedly been sped up. The game will also now automatically fill in 1 tile holes in the wall when placing them!

- Weapons that use ammo now display the total ammo remaining for that weapon on the hotbar.

- The Multiplayer Menu now automatically saves your last few servers for easy connecting.

Combat Mechanics

- Damage taken and given now has a slight random variance like most RPGs instead of always doing a fixed number. It's also apparently possible to critical hit for 2x damage.

- There are now status ailments as well as buffs. Things like poisoned, on fire, cursed. These debuffs also apply to monsters, you can set them on fire with flaming arrows, etc.

- Necro Armor set now gives buffs to ranged attacks similar to jungle set giving buffs to magic attacks.

- Flails are supposedly getting "improved mechanics".

- Its been made harder to run into a dungeon and loot items before you're supposed to be able to. A screenshot showed a "locked chest" -- presumably you have to be able to kill the monsters in the dungeon to get keys to open the chests.

Health

- Big change. Potions are now on a much longer timer (about a minute instead of a few seconds) and potions now only heal you for half of what they did before (Healing Potion = 100HP instead of 200HP).

- However. Health will now automatically quickly regenerate on it's own after you havent taken damage for a while, similar to most shooters these days.

- These changes were intended to make players avoid taking damage, not neccesarily make the game harder. Because right now you can just plow through most things blindly as long as you kept chugging potions every 10 seconds.


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Fri Jul 08, 2011 12:11 pm 
Star-Spangled Subligar
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Ketrebu wrote:

Health

- Big change. Potions are now on a much longer timer (about a minute instead of a few seconds) and potions now only heal you for half of what they did before (Healing Potion = 100HP instead of 200HP).

- However. Health will now automatically quickly regenerate on it's own after you havent taken damage for a while, similar to most shooters these days.

- These changes were intended to make players avoid taking damage, not neccesarily make the game harder. Because right now you can just plow through most things blindly as long as you kept chugging potions every 10 seconds.



The problem I see is that the only way to get through some parts of the game (hell) was to just spam potions and attack. Its not like theres some secret way to better fight mobs. Its a point and click game after all.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Fri Jul 08, 2011 12:20 pm 
Father of Evil Twin Tarus & 1 Mastermind
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Heh heh this is going to be fun. Top of that I just got the damn demon magic book.

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Fri Jul 08, 2011 1:27 pm 
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Yarr wrote:
The problem I see is that the only way to get through some parts of the game (hell) was to just spam potions and attack. Its not like theres some secret way to better fight mobs. Its a point and click game after all.


Though they didn't specifically mention hell, the reason this patch is taking a little longer than the previous patches is supposedly because they've been playtesting the game to rebalance everything. They said they've already tweaked the bosses for the new health system, and one would hope they'd go try out Hell too and rebalance some of that.

I think the main problem with hell right now isn't the difficulty of the enemies, it's that it never stops, you never even get a breather. It would be nice if the game intentionally gave you breathers between waves of enemies. Well, that and Lava Slimes. Lava Slimes suck.


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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Sat Jul 09, 2011 2:24 pm 
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This game is now $2.50 on steam. I might gift it to Talisin, but I dont know if he would like it

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 Post subject: Re: Terraria - 2D Minecraft/RPG/Platformer/Castlevania Thing
PostPosted: Sat Jul 09, 2011 2:53 pm 
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Location: England
I really didn't expect it to go so low so quickly, especially since the game hardly "bombed", it sold extremely well and it's a great game. They must be trying what Torchlight did. It was a good game, already started off cheap, then had a really good sale not long after it released and people just lapped it up and word spread around.

Basically, this is an absolute steal, I'd almost kind of feel bad for not paying enough for it, and everyone should jump on the Terraria train right now while the price is so low.


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