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Terraria

Unkillable Cat

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Same here, I usually repair the walls in the small structures I find underground.

I think the mechanics are that some walls cannot be placed. Player-made Dirt Walls and pre-generated Dirt Walls are not the same thing, for example.
 

Black Angel

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Is there any mods that allow valid housing underground? Or at least lets us build walls upon the background there.

Can't you do that already? Pretty sure you can place walls underground. I remember being able to do that.
Same here, I usually repair the walls in the small structures I find underground.

I think the mechanics are that some walls cannot be placed. Player-made Dirt Walls and pre-generated Dirt Walls are not the same thing, for example.
Apparently you can't just randomly place some walls without having placing some up the top. I finally managed to do it by connecting it from the walls of the house on the surface.

Kind of weird especially since we can't interact with pre-generated dirt walls underground with the hammers.
 

Unkillable Cat

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Kind of weird especially since we can't interact with pre-generated dirt walls underground with the hammers.

There are mods for that... but only to remove them so that they end up in your inventory. Some of them can then be placed again, but not all of them (which is a real shame when it comes to the Gem Walls).
 

Hirato

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Chad's Furniture mod is pretty good for that stuff.

It's quite bad for performance though, especially if you mix in big ones like Thorium and Calamity too.
I'm not sure why, my guess is the game is testing every single craftable recipe every frame.
 

Unkillable Cat

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The bad news? They caved in and will release a DLC for Terraria alongside the Journey's End-update.

The good news? It's the tModLoader-program, which has now officially become part of Terraria and ensures that the game will live on for years (decades?) to come as modders get their day in the sun.

The better news? It's free.

The best news? Free modder drama for the rest of us. It's only a matter of time...
 
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Unkillable Cat

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Remember a few State of the Game's ago when we mentioned that we were working on something pretty cool that would potentially change the way that people approach certain aspects of the game? Well, the time has come to give you a peek behind the curtain at Terraria HQ and let you in on some juicy details surrounding this new feature coming to Journey's End!


Building has always been a staple of the Terraria experience - but functionally-speaking, there has never been any real reward to making fun creations outside of the adoration of the community. Similarly, everyone builds their central base and sort of shoves everything there... sure, some folks build in other biomes, but only for fun. What if we told you that Journey's End is going to change all of this up, raising building up to being a core gameplay feature with its own rewards?

Introducing...


THE TERRARIA TOWNS SYSTEM


Towns will reward building like never before. Taking the time to spruce up your base(s), plan for NPC placement, and building bases in multiple locations will now provide you a variety of benefits that have never before been available. Of course you don't HAVE to partake in this new system, but we think you will find the positives in doing so to be quite tempting indeed.
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Excited? Scared? Let's take a few minutes to dive into how this new approach to building works, shall we?

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TREAT 'EM RIGHT! - NPC HAPPINESS

During Journey's End development, we conducted a focus group with all of the Terraria NPCs. Outside of some very strange requests (no, Guide, we cannot 'remove all doors at night'), their feedback was very clear: they are tired of being shoved into tiny cubicles or L shaped tubes and they want you to know this!

In order to help raise NPC morale so that they could be at their very best - and to reward players who go that extra mile to treat their NPCs with the respect they deserve, we are introducing the NPC Happiness System. How does it work? What does this mean for you? Read on....


What affects NPC Happiness?
  • NPC's are happier when you locate them in biomes that they prefer
  • NPC's are happier when they like their neighbors
  • NPC's are happier when they are not overcrowded with other NPCs

Adding nice furniture and aesthetics doesn't directly affect NPC Happiness... but it sure will make you feel better about yourself when your friends come over for a visit.
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What Happens if my NPCs are Happy/Unhappy?
  • NPC Shop prices will adjust based upon how happy each NPC is at the time
  • If you make an NPC happy enough, you will gain access to a Pylon for that Biome (more on this below!)
How can I tell if my NPCs are Happy?
  • You will notice a new dialogue option for Happiness for each NPC
  • This will give you hints about what might make them happier as well!

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DIVERSIFY & SPREAD OUT - BIOME BASES & TOWNS

Pretty much everyone does the same thing when base building right? A big central area right at the initial spawn point... crammed with NPCs and crafting stations and storage and more. At best, people stick up a single room with a bed for boss fight respawns. We can do better than this, and what about all of the other poor biomes that would love to have you set up shop in their neck of the woods, and - again - those poor NPCs may not want to live in the Forest Biome!

But wait, there's more! If you group at least 3 NPCs together in a given location, it will be recognized as being a Town. Towns are not subject to enemy spawning - outside of invasion events - and you will get to hear the super cool town music when you visit!



All together, with Journey's End in conjunction with the Happiness System, you will be rewarded for building multiple bases across the scope of your world like never before!

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Forest Base

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Underground Base

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Snow/Ice Base


Well, that is great and all, but how will you get around your world to visit your now happy, but far-flung NPCs? Let's bring it all together and close out with the brand new Pylons!



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ROADS, WE WON'T NEED ROADS - INTRODUCING PYLONS

We briefly mentioned these mysterious Pylons in our section on things you can get with happy NPCs. So what are these, and why should you care? Well, if you have enough happy NPCs in a given biome, you will unlock the use of a Pylon for that biome. Pylons allow you to instantly teleport from one Pylon to another! With Pylons in place, your "big central base" now becomes an interconnected network of cool outposts all over the world, allowing you to get around quickly without the need to lay tracks or teleporters... and providing you a home away from home wherever you are!


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PYLON INSTRUCTION MANUAL

You can only have one Pylon of a given biome type placed at a time (so you can not have, for example, an Ocean Pylon at both Oceans)

Pylons must be placed in their aligned biome in order to function (you can place them anywhere else, but they will not work!)

Pylons must also have two nearby (and living) NPCs in order to function - again, the idea here is to reward building those bases/towns!
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Pylons cannot be used during Boss Battles or Invasion Events!

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Pylons are quite easy to use. Once placed in their aligned biome, you simply click on a nearby pylon. This will take you to the map screen where you can locate another placed pylon to which you want to teleport, click it and off you go!
 

CthuluIsSpy

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I don't get why I should build a house in a biome when I can build the biome under the house.
Need a jungle biome for a NPC? 6 blocks of mud + jungle grass. Done, instant jungle.

Why would I go all the way to the jungle to build it when I could do that?
 
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Jackpot

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I hope a town/pylon placement prevents the spread of corruption/hallow/crimson into the town.
I can just imagine having to constantly maintain the biomes each of my towns are in or risk losing the ability to teleport to them.
 

Black Angel

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Dem two merchants tho

In other news, just now I'm a bit frustrated trying to find the metal detector, or rather the Nymph. I was fooled and utterly unprepared the first time I met her. The second time I fell to death instead. The third time I was clearing out large body of water and there she was, right in the depths of the water, I didn't even notice if she was obliterated by my dynamites instead.

So I looked up online for a bit on how to find her, and a guy said he encountered one from simply riding the minecart back and forth. So I did, and just now, I was staring at the Lifeform Analyzer's alert of a nearby rare creatures, when suddenly 'Lost Girl' popped up. I was about to disengage from the minecart when it immediately changes to 'Nymph', which means she's damaged.... and because the minecart rammed straight to her :lol: and when I disengaged from the minecart, I immediately :dance:upon a frail layer of thin ice which would breaks simply from me falling from a jump, then proceed to rape cut her down with my big dick sword. Really fun times, man :positive:

Edit:

Finally read what the big update was all about. There goes my next big base goal to build Vault 13 in 2D :negative:
 
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Unkillable Cat

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More forum updates - I'll do my best to share them all until the date!

WHAT WAS OLD IS MADE NEW AGAIN - REVISITING THE TERRARIA EXPERIENCE
Happy Monday, Terrarians and welcome to a fresh week on the road to Journey's End!

To kick off the week in style, we wanted to share one of the more impactful - but often unappreciated - aspects of Journey's End. On top of all of the shiny new content and features, the team has spent countless hours giving the entire game a thorough review across the spectrum of Balance and Aesthetics. The truth is that over time, as updates have released, some content felt "left behind", imbalanced, or it didn't feel quite "right" any more. So, we took on the arduous task of giving those things a makeover. Today's Journey's End feature article touches the surface of these efforts - read on to learn more!

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FULL REBALANCE PASS ON ENEMIES AND ITEMS

As a part of Journey's End, the team examined and re-examined the balance of the content in the game. From start to finish, no stone was left unturned and no gear left unaccounted for. In the end, what remains is a full rebalancing of the game from top to bottom. Stats have changed, functionality has changed. There is no better time to start a fresh playthrough and experience the new Terraria for the first time! Want some more examples? Sure you do!


ENEMY & BOSS REBALANCE

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Our friend the Golem has some new surprises in store for you



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King Slime has learned how to climb ropes



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The Moon Lord laughs at your pathetic attempts to defeat him by hiding inside boxes


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WEAPON & ARMOR CHANGES


Weapons/Armor and other gear were also closely examined. Beyond stats, some situations in the game required more than just stat changes to make things feel right again. So, you will see some weapons and weapon classes that have all new functionality. Let's have a look, shall we?


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SHORTSWORDS
No longer content to exist solely on the X-Axis, your favorite stabby weapons are now able to poke at foes in all directions!

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FLAILS
Flails felt left behind by the introduction of Yoyos, so they have all new functionality to restore their status as useful weapons

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CHARGED BLASTER CANNON
Yesterday's throwaway weapon from the Martian Madness Event (What? Don't look at us like that, don't act like you ever used the thing!) is today's death-dealing space laser of doooooom!


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CHRISTMAS TREE SWORD
Our festive friend here always felt very underwhelming when lined up next to its fellow Frost Moon drops... so now it can channel its inner Everscream.

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MEDUSA HEAD
Medusa's Head felt underwhelming for when you were able to obtain this in the core progression. So, this has been reworked to have a quite unique attack style.

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WAND OF SPARKING
The Wand of Sparking has been a bone of contention for some time in regards to feeling underpowered - no longer!
Damage increased from 8 to 14
Speed increased from 28 to 26
Now has a 10% critical chance
Chance to inflict On Fire! increased from 33% to 50%



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MAGIC MISSILE
Magic Missile has been overhauled to be more lethal and fun to use than ever before!
Projectile is faster and has homing if you release it
Has a moderate AoE damage explosion on impact


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HALLOWED ARMOR
New Set Bonus: Holy Protection

Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage.
Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage.
After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff.




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TITANIUM ARMOR
New Set Bonus: Titanium Barrier

As you attack enemies, titanium shards accumulate and spin around you
These shards deal damage to enemies at close range, and inflict knockback.
Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage.



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STARDUST ARMOR
Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental.

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SOLAR ARMOR
Solar Armor is no longer content to sit at the back of the line, so it's set bonus now grants more defense than ever before... along with a passive regen effect.
Solar Helmet critical chance bonus increased from 17% to 26%
Solar Breastplate melee damage bonus increased from 22% to 29%
Each piece of the set now gives 1 HP/s regen
Instead of 30% damage reduction whenever you have charges, part of Solar Armor's damage reduction is now active at all times, with the amount increasing when you have shield charges. This gives Solar Armor a more persistent durability.
Recharge time between shield charges reduced by 1 second


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GRAPHICS OVERHAUL


As with our balance and mechanics review, the team has put a fresh coat of paint on a number of things in Terraria. Biomes, Furniture Sets, even some Enemies have been given the makeover treatment! Heck, we even spruced up the logo...

Check out some of the eye candy magic that our artists have been creating in the series of before and after gifs below!

Please note that this work is still ongoing, so anything you see here is still subject to change!!!

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Crowno

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Lazure
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Jimmarn

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We hope that today's Feature really shows how Journey's End is not only about new things, but also about old things made new again. Across the entire progression of the game, there are new surprises in store for players - once again, we really encourage a fresh playthrough in order to experience it all!
 

Unkillable Cat

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INTRODUCING JOURNEY MODE
THE ACCESSIBLE EVOLUTION OF THE TERRARIA EXPERIENCE
Welcome back aboard the Journey's End express everyone!

Today's Feature Article is one that we have been looking forward to for quite some time, as we will be giving you a first glimpse into the brand new Journey Mode. The goal of Journey Mode is to provide a more accessible experience by providing the player unprecedented control over the gameplay experience. A way to bring in all players of various skill levels and to be able to customize your experience to optimize the fun you have in game. This is not Creative Mode, this is a whole new way to experience Terraria - and one we feel represents the ultimate evolution of being able to play your Terraria any way that you want.

What does all of this mean? How does it all work? Let's dive into just the high level here....

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JOURNEY MODE - CHARACTERS AND WORLDS

Before we get started, you should know the one key rule of Journey Mode - a place where otherwise the rules are meant to be bent and broken:

You can only play Journey Mode Characters in Journey Mode Worlds.

No Normal Characters in Journey Mode Worlds. No Journey Mode Characters in Normal/Expert/Master Worlds.

No Exceptions.
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Creating a Journey Mode Character


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Creating a Journey Mode World


Once you have your Character and World created, you are all set! So what awaits you in Journey Mode? Let's take that first step...

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STARTING OFF ON THE RIGHT FOOT - ENHANCED STARTER GEAR


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Every Journey begins with that first step, but of course, every smart traveler packs the right gear before heading out. In Journey Mode, you will begin your adventure with an enhanced starter gear package, which includes:
  • Iron Shortsword
  • Iron Axe
  • Iron Pickaxe
  • Iron Hammer
  • Finch Staff (a bird that is happy to sit on your head when it isn't attacking your foes)
  • 100 Torches
  • 100 Rope
  • Magic Mirror
  • Starter Wings (very limited flight, removes fall damage)

Of course, you are free to use as much - or as little - of this gear as you choose. As you will hear us say over and over in regards to Journey Mode - the choices are all yours! Take as much or as little help as you need. You can even make things harder on yourself if you so choose, but more on that later.
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WELCOME TO TERRARIA LABORATORIES - THE FUTURE OF R & D

R&D? What in the world are we talking about? Welcome to the wide, wide world of Terraria R&D: Research & Duplication.

R&D is going to quickly become your best friend - and latest obsession - during your adventures in Journey Mode. How does it all work? Why, it is so easy, the Guide could do it!


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RESEARCH

Once you complete your Research on any item in the game, you will unlock the power to Duplicate it at will. Let's pause a second to let that sink in. Ok, are you back with us? Let's continue along our tour.

Researching an item is pretty straight forward - start by opening up your inventory and clicking on Benny the Construction Bunny. This hardhat-wearing friendly critter is your gateway to the immense powers bestowed upon you in Journey Mode.

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Next up, let's click the Gear icon - this will open up our Research Interface, as you can see below! In this example, you can see that we are trying to Research Wood, and that we have already Researched zero wood out of the 100 needed to complete Research.

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Let's toss 100 Wood in there and click the Research Button!


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Just like that, your 100 Wood is gone. Any items Researched will be wiped from existence. Thanks for all the free Wood! Oh wait, that's right, there's more.
wink.gif


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DUPLICATION

Now, let's click that icon just above the Gear - this little stack of boxes will open up the Duplication Menu! Anything you have completed Research on previously will appear in the area off to the right. Oh look! There is your Wood!


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Clicking the icon for any item appearing in the Duplication Menu will instantly spawn a full stack of that item (materials, blocks, etc.) or a single duplicate of things like Weapons/Armor/Accessories. Anything you can Duplicate is yours to use as you see fit. Again, this is a power you can choose to utilize - or not. As we keep saying, Journey Mode is about you playing your way!

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So just how powerful does this get? Aren't there over 5.000 items now? How in the world can I keep track of all of that?! With a fully searchable interface along with filter tabs, you will be able to quickly find what you are looking to recreate!

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R&D works in Multiplayer sessions as well! Work together as a team to help your partners keep up! Share gear (or don't!) - make sure that everyone gets the early Hermes Boots or epic boss drop. What you and your friends decide to do with all this power is entirely up to you!


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THE POWER TO MANIPULATE YOUR WORLD - CONTROL WEATHER & TIME ITSELF

You ever have those days in Terraria where it seems to have become monsoon season and the rain never stops? How about those times when you are ready to challenge Skeletron but you look up and it is 6:59am in game? What if you just wanted to engage in a bit of kite-flying, but the wind isn't cooperating? Once again, Journey Mode has the answers to all of these problems and more!

CONTROL THE WEATHER

The weather has become a bigger and bigger part of the Terraria experience over time - and 1.4 takes that to the next level, with new wind effects and storms to add to the already-robust environmental effects. That being the case, it only makes sense that Journey Mode gives you the power to control the very weather itself!

You have two core powers here - tied to Rain and Wind. Weather control is all located within the little Rain Cloud icon. These are pretty self-explanatory, so let's let the pictures do the talking!



ugPHkhG.gif


Monsoon Season? Not Anymore!


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East Wind Blow! West Wind Blow!


You can also turn off the ability for the game to randomly change Wind or Rain, so that the game itself cannot mess with your mastery of the elements! <Villainous Laughter Ensues>

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BACK TO THE FUTURE AND BACK AGAIN - MANIPULATE TIME ITSELF

What if I told you that you could jump ahead in time, accelerate it's passing, and even freeze it altogether - and that you would not even need a single gigawatt to do so? Sounds like a pipe dream? Well keep dreaming, folks, because with Journey Mode, that is precisely what you can do!

Once again, we will let the images do the talking here - as the speak for themselves. To control time, click on the Clock icon (shocking, we know))...


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CREATING A CHALLENGE WORTHY OF YOUR SKILLS - REAL-TIME DIFFICULTY AND SPAWN RATES


In the past, Terrarians were forced to select their level of difficulty at the World Creation screen. While this is certainly still the case in the normal game modes, Journey Mode once again breaks the mold and allows players to create a challenge tailored to their skill level - and to adjust it back up or down as they see fit, with real-time results.

What does this all mean? Well, this means that the challenge level in Journey Mode is in your hands - from an easy no-enemy jaunt through the countryside to a murderous gauntlet full with hordes of Master Mode enemies, once again, the choice belongs to you. With Journey Mode you can create both the easiest and the most difficult experiences that Terraria has to offer.

For this power, you have two levers to pull. Difficulty - which will impact everyone you are playing with (in multiplayer) - and Spawn Rate, which will only impact the area around your character. With Spawn Rate, everyone can have their own mini-challenge slider even though the difficulty level is the same for everyone.


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Difficulty Slider


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Enemy Spawn Rate


So, you have seen what Master Mode is all about... well a taste at least. How about this Spawn Rate thing? Well, here is a quick shot of what happens when you have Spawn Rate set to 10 for about 20 seconds...

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ROUNDING OUT JOURNEY MODE - ADDITIONAL POWERS


There are a small handful of additional powers that we would be remiss to not mention - and we are pretty sure these will be fan favorites! Two of these are player-based powers, while one of them impacts the world itself.


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Godmode - Also sometimes known as Kidmode... a nice set of training wheels to help new or younger players learn the game (don't worry, we won't tell anyone when you use it on yourself to get over the tougher challenges)


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Infection Spread - Don't want it? Then you don't have to have it


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Increased Placement Range - Ok, sure, but just how big of a difference does this make?

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Enough Said?
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Whew, so you made it to the end of our journey into Journey Mode. We are sure your minds are swimming with the ideas and possibilities right now. Let's close out with some thoughts from a dedicated community content creator and influencer. Someone whom has never failed to cover and provide his thoughts on the big news in the world of Terraria. Of course, we speak of none other than @ChippyGaming - so without further ado, we are happy to share his advance-view thoughts on Journey Mode!

 

garren

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I dunno man, seems like they tried to combine easy mode with creative, so you have to "earn" everything you build. But what if I just want to have access to creative without going through the motions to "earn" everything? And the easy mode might not even exist since you got cheat codes and everything, so what's the point? They say that you don't have to use the cheats or free blocks, but in my experience having to limit yourself instead of the game doing that rarely leads to enjoyable experience, since that stuff is just a finger press away. Alas, I couldn't care less about the journey mode, just give me creative right off the bat.
 

Unkillable Cat

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The world of Terraria is so chock-full of content, it can be hard to keep track of it all! Sure, the Guide has you covered for crafting recipes and the Terraria Wiki is fantastic - but don't you wish there was a way to know more about your foes in game? Where can I find the Lost Girl? How much health does a Derpling have? How many coins can I get from farming Jellyfish?

WONDER NO MORE, FOR THE TERRARIA BESTIARY IS HERE!

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How will you ever fill out this voluminous tome and just what all will it contain? Let's turn the page and begin our careful study of the Terraria Bestiary!

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A TERRARIA BESTIARY PRIMER: WHAT LIES WITHIN

So, what sorts of information can you find within the Terraria Bestiary? Well, that all depends on how far you are willing to go in your studies of the inhabitants of your world! The Terraria Bestiary utilizes a 0-5 Star system to reflect the rarity of a given creature. Not only that, but you will learn more and more about foes and creatures as you defeat them multiple times. What will you learn at each tier?

NOTE: BESTIARY PROGRESS IS TIED TO THE WORLD, NOT THE CHARACTER


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STAR RARITY EXAMPLES

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BESTIARY ENTRY PROGRESSION

As you gather more research on creatures (by killing them) or NPCs (by talking to them), you will learn more and more valuable information about them - as seen in our example study below on the most famous shambling enemy in Terraria...

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Pretty cool stuff, huh? With all of this information at your fingertips, you will be able to quickly ascertain what enemy you should be hunting, where it is located, and much, much more. - all without having to click out of the game to visit the Wiki or some other guide. Now that you can see the potential, let's dive into how to get around the Terraria Bestiary!


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THE TERRARIA BESTIARY AND YOU: HOW DOES IT ALL WORK


So, as we said, filling out your Terraria Bestiary is quite simple indeed! Defeat foes, learn stuff, profit. With over 500 creatures to research, how will you ever be able to keep track of it all? Let's discover how you can open and get around the Bestiary!

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For starters, the icon to open the Bestiary is located inside your Inventory screen, in the lower right corner. Click on that and let's take a look!


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Pretty cool stuff, huh? What, you don't like all those question marks? Well, get out there and start killing things filling them in! We will be here when you get back.



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Nice work! Wow, that is a lot of information to take in, isn't it? How will we ever find the information that we want? Read on!


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PAGE ARROWS

For starters, you will find a set of page arrows in the upper left corner, allowing you to scroll through the seemingly-endless Bestiary entries at your leisure. Pretty straight forward, assuming you know your left from your right. You do, don't you?
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SORTING

Of course, we do not expect you to just manually scroll about - we are not monsters (well, last we checked, we do not appear in the Bestiary at least)! With this pulldown menu, you can sort your Bestiary in a variety of ways! Which enemy that you have researched drops the most coins on average? What is the most rare fiend that you have yet to tame? All there for you, at the click of a button.

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FILTERS

Similarly, you might find yourself wondering "Gee, I wonder what foes I have faced in the Corruption?", or "I don't remember, which creatures come out during the Rain", or maybe "Which biome did I find that Lost Girl hiding in?" - with the robust Bestiary Filters system, you can quickly access this information on the fly!

You can use multiple filters at once - so have fun playing around with various combinations!


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SEARCH

Of course, should all else fail... we have equipped the Terraria Bestiary with a good old fashioned text search. Type in the creature you want to gaze upon and off you go!

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CARING FOR THE CREATURES: SAY HELLO TO THE ZOOLOGIST

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But wait... there's more! Filling out your Bestiary will have other tangible benefits for you to discover, courtesy of the brand new Zoologist NPC!



This friendly caretaker will share a variety of rewards with you as your Bestiary progresses - from fun vanity items to pets to unique kites, and ever more useful tools such as minecarts and much more! Be sure to check in with her from time to time and see what she has to offer!

Let's check out what she has in store for the just-starting-out Bestiary explorer:


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Included here, we see...

The Guide to Critter Companionship
This fun little book will help keep all of those innocent critters from being needlessly harmed by your actions as you explore your world!


Pet License
Use one of these to bring a friendly pet (perhaps a Dog?) to town!



Dog Ears
The Zoologist has fun animal-themed vanity items for sale - be sure to check back often!



The others, well you will just have to wait and find out for yourself as her inventory evolves and expands thanks to your efforts to fill in the Bestiary!

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TRACKING YOUR PROGRESS

How do you know how much you have filled in and now much you have left to go? Check out the handy progress bar located at the bottom of the Bestiary Page!

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We hope you enjoyed this peek into the wild wild world of Terraria's new Bestiary. One week to go, everyone! See you soon...

FUCK - they introduced a furry NPC.
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,570
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Why spend effort (into learning about) building a new cow when the old cow still produces milk?

There are some gameplay videos out from *selected* of the new Terraria - one noticeable effort on behalf of the devs is game balancing.

If you find a trap underground and pick away the trigger to disarm it, you no longer get the trigger as an item. This seems to have been done specifically to prevent people being able to carry a trigger around to see the wires for other traps.

Another balancing change is with what items fit into the cosmetic accessory slots. Clever players previously used these to store items to conserve inventory space. Now it's been greatly limited which items can go into those slots. Meanwhile Inventory has been buffed in general, so this is not a major change, but it does set the tone.
 

Palikka

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Joined
Nov 12, 2006
Messages
769
Location
SubSpace
Changelog.
Version 1.4 Changes -----------------------------------------------------------------------------------------------

I. Journey's End New Content and Additions

A. Major Features:
Added Journey Mode, a brand new world and character difficulty mode that offers unprecedented control over the way you play. Features unique powers such as item duplication, weather control, spawn rate and difficulty sliders, and more.
Added Master Mode, a new highest difficulty surpassing that of Expert. Test your skills against even harder challenges, and perhaps be rewarded with some unique rewards from each boss
Added two brand new bosses to seek out and challenge
Added the Bestiary, an encyclopedia of the enemies, allies, and critters you encounter on your journey
Added Golf, a new fun pastime for when you want to take a break from all the monster slaying
Added Windy Day weather, along with various ambient effects and even some enemies
Added Town Pylons and NPC Happiness, an expansion on the town system that culminates with the ability to build a teleportation network to towns around the world

B. Menu/UI:
Officially adding Texture Pack support, which now has its own option in the main menu
Added RGB Lighting to the game for Razer, Corsair, and Logitech hardware
Added Block Swap, a mechanic that allows the player to replace pre-existing blocks with new ones, without having to mine them up first. As a bonus, this also allows you to swap Chests and Dressers, while keeping the chest inventory intact!
Terraria now has a brand new series of intro splash screens and an intro sequence
Added a completely overhauled Character and World Creation Menu
Added Boss Health Bars
Added Emote Commands and menu
Adding loading screen informative help text when generating worlds
Added two new Health/Mana Bar style options
Added a number of new minimap border options
Added a Recommended Achievement icon to guide the player
Added a new achievement to craft a workbench

C. Ambience:
Added Windy Day weather, along with various ambient effects and even some enemies
Added a variety of ambient background objects in the sky
Added a new celebratory event after defeating a boss or invasion for the first time. What a fortunate time to be a Terrarian!
Added the graveyard minibiome
Added uncommon thunderstorm ambient weather
Added a chance for meteor showers, which dramatically increase falling star rates
Added new falling star animations in the sky
Added the ability for the player character to blink, close their eyes, or squint, as circumstances call for it

D. Worldgen and Biomes:
Added dozens of new biome backgrounds
The Underground Desert now has some structural changes, new loot, and a variety of new threats
Added new paintings to Underground Desert houses, done by the testers!
Added Oasis minibiomes
Added Oasis ferns
Added cattails
Added lilypads
Added a new desert palm tree style
Added new Granite, Marble, Living Tree and Desert rubble piles to those biomes
Added flower vines to grassy caves
Added natural flowers to the Jungle, Crimson, Corruption, and Hallow
Added natural tall flowers
Added flower patches, ore veins and a few other surface microbiomes
Added a variety of new structure changes to the Dungeon
Added a substantial number of new mapscreen backgrounds
Added several new glowing moss biome variants
Added several new traps to worldgen
Added several new moon appearance variations
Added some new rare shell variants, as well as the Shell Pile block
Added sea grass
Added a unique underground layer background when in the Ocean
Added new mushroom biome plants
Added Seaweed, which can grow at the bottom of the Ocean
Updated the Ocean biome with some new variations
Added Underground Gem Trees
Added a Hardmode Desert Chest and Biome Key
Added Yellow Willow and Sakura Trees
Added a variety of fruit that can be found from hitting trees

E. Music:
Added an entirely new title theme, Journey's End
Added the Windy Day theme
Added the Space Day theme
Added the Ocean Night theme
Added the Town Day and Night themes
Added the Storm theme
Added the Slime Rain theme
Added the Graveyard theme
Added the Underground Jungle theme
Added the Surface Night Jungle theme
Added the Duke Fishron boss theme
Added the Morning Rain theme
Added the Console Title theme
Added the Underground Desert theme
Added themes for the new bosses
Added music boxes for all of the newly introduced tracks
Long overdue, the winning track of Terraria’s music contest by Xenon and DJ Sniper has been implemented as a music box!

F. Enemies and Critters:
Added two new bosses
Added several Blood Moon fishing enemies
Added a few Windy Day enemies
Add a few other enemies to several different biomes, such as Mushroom and Underground
Added Gnomes
Added wild friendly Fairies, as well as fairy logs
Naturally, we also added Bottled Fairies
Added over a dozen new critters
Added several Underworld critters
Added Gold Goldfish and several other Gold Critters

G. NPCs and Pylons:
Added the Golfer NPC
Added the Zoologist NPC
Added an NPC Happiness system based on where and who they live with
Added Town Pylons, a method of rapid transport between established towns
Added Cat, Dog, and Bunny Town Pet NPCs

H. Fishing:
Added Blood Moon fishing, a dangerous pastime filled with new enemies and new rewards
Added Oasis fishing and a number of new items from it, such as a fishing rod
Added two new Oasis Quest Fish
Added new methods of Lava Fishing and significantly expanded the Lava Fishing loot pool
Added Chum Buckets for fishing
Added Ice, Oasis, Lava, and Ocean Fishing Crates

I. Equipment and Items:
Added a new ultimate sword, a celebration of your journey, from beginning to end
Added the Celebration Mk2 to Moon Lord’s loot pool, an improved replacement version of Celebration, which has been given a different source
Added the Super Star Shooter, a hardmode Star Cannon
Added an entirely new class of Summoner weapons, Whips
Added the Hallowed Summoner Helmet
Added over a dozen new accessory tinkers
Added special crafting recipes which can only be made in the presence of the Ecto Mist of Graveyards
Several NPCs will now sell special wares when they are in a graveyard
(Re)-added the Zapinator, and now comes in two color variants
Added a couple music instruments with basic musical functionality, and added some control over the pitch of The Axe’s sound
Added several “Amber” items to match other Gem crafting recipes
Added Finch Staff and several other new summon weapons
Added the Stepping Stool accessory
Added several new Rocket variants
Added Fledgling Wings
(Re)-added the Lunar Drills, which are now rebalanced to offer pros and cons compared to the Lunar Pickaxes
Added Dirt Bombs and Sticky Dirt Bombs
Added Tungsten Bullet, so Tungsten worlds can craft their ammo too
Added Sergeant United Shield
Added Jousting Lances
Added several other new swords
Added a variety of kites
Added over 50 new food and drink items to the game
Added paper airplanes
Added 9 new items to Underground Desert loot
Added Footballs
And many more weapons, accessories, and other useful tools!

I1. Golf Related Equipment:
Added several types of Golf Clubs for different purposes, coming in several different visual varieties
Added Golf Balls in different colors
Added Golf Tee and Golf Cup
Added Golf Whistle
Added Country Club Vanity outfit
Added Golf Chest
Added Golf Cart Mount
Added Golf Trophies
Added several Golf Paintings
Added a Lawnmower and the ability to mow grass to prevent tall grass from growing back (for better golfing, of course)
Added Arrow Signs, that can have the arrow pointed in different directions

J. Furniture and Blocks:
Added Void Vault and Void Bag
Added some wind impacted furniture
Added several new bricks/walls to go with ores or blocks that did not have them
Added 8 new full furniture sets and matching blocks
Added a collection of placeable walls we collectively refer to as “Ecto Walls”, specifically, craftable variants of over 50 previously worldgen only walls
Added a method of crafting placeable versions of Gem-studded Stone Blocks and walls normally found in worldgen
Moss can now be harvested as an item with a paint scraper
Moss now spreads to, and can be planted on Gray Brick to make Mossy Brick!
Added a substantial number of new banners, including new enemies and some old ones who never had banners
Added several decorative columns and beams
Added Graveyard Paintings and several other Graveyard based furniture and block items items
Added new Statues
Added a questionably large number of toilets
Added several new lava themed decorative items
Added several new biome themed torches: Desert, Coral, Corrupt, Crimson, Hallowed and Jungle
New biome torches can now drop from pots in their respective biomes
Added matching campfires to go with all of these new torches
Added two new water changing fountains
Added two new Monoliths
Added potted indoor trees
Added a few new wiring related items
Added the Truffle Worm Cage and cages for most of the new critters
Added the final paint color

K. Vanity Outfits, Pets, and Mounts:
Added over a dozen new vanity outfits
Added several new hair and hat based vanity items
Added several animal ear and tail vanity items
Added several new vanity accessories
Added three new dyes
Added two dozen new hairstyles
Added the last of the dev sets
Added more than ten new pets
Added more than ten new mounts
Added Minecarp, Digging Molecart and many other vanity Minecart variants

II. Journey's End: Changes and Revisions to Pre-Existing Content:

A. UI, Menus, Options, and Quality of Life:
The game will now initially launch by default in borderless windowed mode, and attempt to auto-detect your proper resolution
Characters on the player select screen will now animate when selected
Launching the game should now automatically generate a ResourcePacks folder in your save folder for texture packs
The main menu shows a new background every time a “day” passes
The world creation menu can generate random world names for you
Improved the visibility of the Cloud On/Off buttons on the Player and World menus to improve clarity
There is now improved UI feedback when attempting to delete favorited characters, explaining why
The player/world menu scroll bar is removed if there are not enough saves to need scrolling
There is now a button to instantly apply resolution changes from the menu settings
The Death screen now has a timer until you respawn, and you can also quit out of the game while dead. Your timer will continue to tick down while on the main menu, and if you rejoin while it is still active, you will still be dead
You can now change the eye and skin color of your character at a Dresser
Added a setting option that allows you to toggle whether Hovering Wings work by holding down, or by pressing down once. Particularly impactful on Gamepad
If various things happen while the game is minimized on your task bar, it will now flash. This includes things like taking damage, spawning, or worldgen finishing
There are now icons on your map showing your world spawn and your current bed spawn point
Player, NPC, and Boss Icons, as well as several other icons, now have a white outline on the map to increase visibility
Added the ability to double click on the map to make a ping for other players to see
Teammate names now display on the screen in an easier to read way
Holding backspace in chat deletes text faster
You can now chat/talk in single player, for using emotes or seeing past world messages
You can now copy/paste sign text and it will include line breaks
Quick Stack will now prioritize Piggy Banks, Safes, Defender’s Forge, Void Vault, and the portable Money Trough and Void Bag
The viable range when Quick Stacking to nearby chests has increased by 25%
You can no longer place favorited Money Troughs inside of themselves
Added a blue box under item mouseover text in the inventory to increase text readability. This feature has an option to turn it off if preferred.
Currently selected recipe now has a gold highlight
The currently active hotbar slot is now brighter when the inventory is open
Paint, Actuators, and Ale can now be placed in Ammo Slots
Sorting your inventory will now attempt to put ammo in any free Ammo slots
Sorting your inventory will attempt to sort your coin slots in order
Music Boxes now make an audio indication that they have recorded
You can now place Music Boxes in your vanity slot to listen to them
Buff durations timer display now rounds up instead of down
Expanded and improved the Biome visual settings in the Camera mode
Added an option that allows decreasing the size of the minimap
There is now an option setting to activate/deactivate the Tile Grid overlay on both Gamepad and Keyboard/Mouse
UI Scale can now be set as low as 50%, with a maximum of 200%
The default cursor now has a white outline, but you can still change this in the options
Achievements now make a sound when unlocked
If someone attempts to quit out of the game mid-save, the game will still attempt to finish saving, which should prevent a lot of save corruptions
Multiplayer dedicated servers now save every 10 minutes, rather than every morning
The dedicated server should now prevent your PC from going to sleep when inactive, which would stop the server

A1. Gamepad Related Changes:
Changed how Gamepad LT and RT buttons navigate through the inventory menus. They will make a complete loop if you continue pressing the same button, while previously LT and RT could each only send you to different parts of the UI
There is now a Gamepad option in the Keybinding settings to change the speed of moving the cursor through the inventory, called “Interface Movement Delay”
Added improved Gamepad button options for removing housing status for NPCs
Added an option in the config file to completely disable Gamepad support (for people who have their own custom Gamepad setup that can’t work with ours)
When utilizing the Gamepad “Use from inventory” feature, it will use consumable items like potions or magic mirrors immediately
Attempting to craft another item while holding the previous crafted item on Gamepad will place the first item in your inventory to free up space
Quick Craft on Gamepad no longer crafts items as fast, to prevent it from flooding your inventory and multi-crafting items by accident
When using Gamepad, only NPCs near the player will show their names, instead of all of them on screen

B. Worldgen and Biomes:
Heavily optimized worldgen speed
A wide variety of natural background walls from different biomes can now be interchangeably Clentaminated. Several Jungle backgrounds can be converted, but cannot be cleansed back to Jungle, only to stone. Previously, they were completely immune to the Clentaminator.
Dramatically changed the layout and frequency of deserts in worldgen, they should be larger but less common, with more natural dunes
The Ice Biome should now generate further away from spawn, and in a more narrow shape
Natural underground minecart tracks can now be much longer and come in more interesting configurations
Underground Mushroom worldgen is now much larger and redesigned
Updated mushroom tree tops and some underground mushroom backwalls
Improved how Marble Biome walls generate, no longer quite as “square”
Icicles in infected biomes now take on the color of that biome, rather than being blue
Rain now takes on the water color of the biome it is falling in
Increased chest limit from 1000 to 8000
In response to the increasingly complex world gen making Underground Cabins more broken down and full of furniture, the odds of cabin paintings spawning has been increased until they are more reasonably found
Grass growing in front of Grassy/Flowery Walls will grow flowers too, unlike in front of other backgrounds
Sunflowers now block the spread of Hallow
Critter statues now generate during worldgen
Wood Chests now have a chance to contain a stack of wood
Added a system that would fill in very small holes in naturally generated walls on worldgen to make a more polished backwall appearance
Sandstorms are now significantly less common, particularly in the early game
Reduced the intensity of Mighty Wind, it will now push you less
Rain is slightly less common

C. Art Improvements and Visual Effects:
The following things have been resprited/polished:
Hallowed Armor has been completely reworked visually, and now has an Ancient Hallowed Armor variant to use the old style
The Skyware furniture set
All of the cloud background art, including the addition of some familiar looking clouds . . .
Golem, Queen Bee, and Everscream
Eye Patch, Goggles, 0x33's Aviators and Glasses item icons, so that they are easier to see in the inventory
Harpy, Mummy, and Wolf enemies
The Goblin Invasion enemies
Dungeon Skeletons
The Truffle NPC
Many previously color-swapped Biome-wood-variant furniture items have been made more unique
Dozens of background rubble piles from different biomes
The sprites for many tree tops
The Lunar Invasion planets visible in the sky
The Hardmode Dungeon Chests​
On a more subtle note, due to a revision of how player armor animations work, all of the chest armor and vanity outfits in the game have been touched up, with changes ranging from a few pixels to complete revisions to some, such as the Cowboy and Pixie outfits
Made it so that Jack ‘O Lantern (the tile) and explosive Jack ‘O Lanterns no longer use the same sprite
Several dozen wall item icons were adjusted so that the vast majority of wall items are now consistently sized
Food, Drinks, and Potions are now held in the players hand and have improved eating/drinking animations
A number of hats which previously did not show hair now show hair!
Boss Bags now look much more sparkly and visible, to help people find them after a fight
Fallen Stars have been given a visual overhaul, both during their falling animation, and their item art
Improved how Eater of Worlds and Destroyer visually spawn into the world
Nebula’s shader is now slightly less pink, and the enemies in it have a pulsing effect to make them stand out more visually
All of the Jump in a Bottles that did not previously have visible vanity options now can be visibly seen on the player
Lunar Armor sets no longer lose some of their visual brightness when only wearing one piece. Individual pieces will still have the same brightness as if you wore the full set.
Elf Copter, Santa-NK1, and Everscream’s projectiles were given increased light and visibility
Queen Bee’s stinger projectile was given a larger sprite and is easier to see
Ambient night lighting may vary depending on the moon phase
There are now many more stars in the night sky
Redesigned the targeting icon for summoner lock-on

D. Gameplay:
Reaching the end of the Pumpkin and Frost Moon will unlock one in-game day of Halloween and Christmas season, respectively
The start date for Halloween events in game is now October 10th
Gravestones will now show the date of death
NPCs that die in Hardcore mode will drop Gravestones
Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore.
Desert Fossil based gear is now weaker because it is available sooner.
Increased the max stack size of a ton of items
You can now “Return” bought items for the full purchase price as long as you have not closed the shop window
Hitting trees with an axe may now drop things sometimes
Did an extensive review of sell values across the entire game, increasing the consistency of sell values. This particularly includes things like items that had no sell value but should have, consistent sell value of items dropped from the same source, and much more.
Expert enemies who steal your money will now be saved in that area and respawn if you come back. You can see their locations and how much money they have on the map.
Titan Glove and its tinkers now give autoswing to all Melee Weapons (and Whips!)
Celestial Pillar fragment drops now scale with player count in Expert
Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop Copper/Tin/Iron/Lead.
All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
Dungeon Crates may now include Books
Flower Boots are now included in the Jungle Crate's loot pool
Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates
You can now fish up Alchemy Tables in the Dungeon
The Angler now has dialogue that will tell you how many quests you have completed for him
Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all.
Coral Blocks have been entirely resprited, and are no longer given as rewards from the Angler. Instead, they can be crafted.
Pirate Map and Snow Globe items can now stack to 20
Massively overhauled the Guide’s help dialogue, adding hints and tips for content all the way up to the Lunar Invasion, addressing all new NPCs since 1.1, replacing outdated information, and bringing some previously bugged lines back into circulation
The game will now detect if you’ve been stationary/AFK for a while and avoid spawning worms on you
Cacti must now be cut down before you can break the sand beneath them, like trees
Most non-Dungeon/Invasion enemies should no longer be able to open doors except during Blood Moons or Eclipses
Doors will now automatically open for you when approached. This option can toggled in the Settings
Doors will now attempt to open the other way if forward is blocked by something
Doors that have icicles grow in front of them will now break the icicles when you open them. Also applies to other ground based rubble.
Geyser traps are now set off just by stepping on them
Vile and Vicious Powder can now be used to spread their respective biome before Hardmode
Meteorite, Crimtane, and Demonite now have higher Metal Detector priority than Gold/Platinum
Pumpkin Moon now has more careful limits on how many total bosses can spawn to reduce serious server performance issues
Moon Lord now drops Super Healing Potions instead of Greater Healing Potions
It is now easier to grapple elsewhere when already grappled to a platform or minecart track
Players who are stealthed or invisible no longer have mouseover text or health bars.
A few of the more common Pumpkin and Frost Moon enemies now require more kills per banner drop
If a player is falling far enough that they will take fall damage, but an enemy hits them and knocks them back, it will reset their fall damage
Parties can no longer happen if the Party Girl is not present. Try talking to her next time a natural party starts!
Butterflies and Fireflies no longer spawn in the rain or when it is very windy
Players can now spawn several blocks above or below their spawn point if the location is covered by blocks, rather than destroying those blocks, to increase flexibility of building at spawn.
Infected Ice and Hardened Sand Blocks can now be used to craft some biome torches
Acorns now autoswing
Using Smart Cursor to plant Pumpkin Seeds will only replace fully grown Pumpkins now
The Temple Raider achievement should now be unlocked upon opening the locked temple door, not breaking Lihzahrd Bricks
Enemies that reflect attacks (Large Mimics, Solar Selenians) now make a distinctive sound when it happens
Reduced the volume on Vortex Beater, Sniper Rifle and Solar Eruption
Removed the hissing sound effect from Vortex Beater, Last Prism and Charged Blaster Cannon

E. NPCs, Critters, and Enemies:
Antlion Swarmers and Chargers can now be found in small and large variants, with appropriate differences in strength
Jellyfish and Granite Golems spawned from statues now drop their items even less frequently, and reduced the sell value of some of those drops
Granite Elementals can no longer fly through walls
Reduced the volume on Granite Golem’s death sound
Crimslimes now inflict Blindness and drop Blindfolds
The Giant Cursed Skull now inflicts Curse and drops the Nazar
Beehive Bees in the Jungle will now target enemies as well as the player
Maneater type enemies can no longer be killed by mining the block they are attached to
Clowns are now much more dangerous and throw Chattering Teeth Bombs
Many enemies which previously stopped spawning after defeating the Wall of Flesh can now be found at reduced rates even in Hardmode
Several "minion" enemies that have no banners are now subject to the banner effects that affect their creator (such as Baby Mothron and the Mothron Banner)
Enemies have an increased chance to drop bonus amounts of money when killed
Enemies drop extra money during Blood Moons
Eater of Worlds now has more segments, even more so in Expert Mode
King Slime is now somewhat harder to abuse with ropes
Plantera's Tentacles now have health scaling in Expert Multiplayer
Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer
Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback.
Expert Skeletron Prime now moves faster when spinning.
Old One’s Army now has some Expert scaling in multiplayer
Martian Saucers in normal mode no longer have a phase two, and die as soon as their turrets are destroyed
There are now less Martian Saucers per invasion, and they are less likely to chain spawn
Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.
Several Martian Invasion drops are now dropped from regular Martians, decreasing the random nature of the Martian Saucer’s drop pool
Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
Golem will now enrage when out of the jungle or on the surface
Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
Frogs can now swim
Explosive Bunnies can now be released as critters and can explode
Enchanted Nightcrawlers can now spawn naturally during meteor showers
Gold Critters are now more rare

F. Equipment, Armor, and Weapons:
The Ruler’s utility effect is now always available for players to turn on or off. The Ruler item can now be used as a weapon instead, and is still used in crafting recipes.
The Breathing Reed and Umbrella can now be used as weapons, and can still be used for their original purposes as well
The Throwing subclass has been combined with the Ranged class. Previously Thrown weapons now do Ranged damage
Shortswords can now be used in all directions, not just forward
Titanium Armor now has a new set bonus, and Shadow Dodge has been repurposed as Holy Protection, the new Set Bonus for Hallowed Armor
Medusa Head and Charged Blaster Cannon have been heavily redesigned and should be more effective in combat
Some other weapons have had some moderate redesigns to improve their effectiveness, including but not limited to: Magic Missile, Flamelash, Rainbow Rod, Poison and Venom Staff, Staff of -Earth, and Heat Ray
A host of other weapon, armor, tool and accessory adjustments, some small, some minor. For more, please check out the Balance Changes section
Vanity Accessory slots now can only hold accessories with a visual vanity effect
Gravity Globe can now be toggled in mid-air
Tiki Armor, Pygmy Necklace, and the Hercules Beetle can now be purchased without carrying Pygmy Staff as long as you have defeated Plantera
Blessed Apple now only drops from Unicorns, but at a higher drop rate than before
Cenx's Tiara now drops with both of her dev set bundle
0x33's Aviators are now dropped from Master-mode Eye of Cthulhu
Arkhalis is now dropped in the Arkhalis dev set bundle

G. Blocks and Furniture:
Upgraded Mannequins, they now have an interactable inventory which allows visible accessories such as wings, as well as dye support. They can also be painted, and are no longer destroyed unless their inventory is empty
Weapon Racks are now paintable. You can also place Fish on Weapon Racks for display purposes.
Players can now sit in chairs, sofas, thrones, benches, and they can lay down in beds to sleep. Sleeping in beds will speed up time. If in multiplayer, time will only speed up if all players are sleeping.
Goblin, Eyeball, Hornet, Imp, and Corrupt Statues now spawn enemies when wired
You can now craft Ice Chests, and its name and the Frozen Chest’s name were swapped to match furniture consistency
Living Wood, Skyware, and Lihzahrd Chests are now craftable
Temple traps now require higher pickaxe power to mine to prevent obtaining them too early
Changed the light colors of the light sources in following sets so that each set uses consistent lighting: Marble, Pearlwood, Mahogany, Spooky, Steampunk, Palm Wood, Ebonwood, Shadewood, Glass, Living Wood, and Frozen. Ebonwood's Candelabra was resprited to visually match this updated color.
Bewitching Station now generates light, because it had candles all this time
Water and Peace Candles can now be wired to turn on or off, which will toggle their buff as well
Shells and Starfish will now generate over time on beaches
Cloud Blocks now prevent fall damage
Campfires also no longer give their buff when turned off
Placing Minecart tracks with Smart Cursor should create smarter and cleaner tracks than before
The Stone Slab had the wrong blending, preventing it from being used nicely with most other blocks, and this has been fixed. However, we listened to your concerns, and have added an Accent Stone Slab block, which will function the same as the old Stone Slab did
Dynasty Wood blends better with other tiles now
Special glass blocks like Waterfall, Confetti, etc now have better merging with other tiles
Infected Hardened Sands are now craftable into glass like regular Hardened Sand
Statues can now face both directions
Bone Blocks are now mined back up as Bones, which can be crafted into other things, or replaced as Bone Blocks as needed with a Bone Wand
Staff of Regrowth no longer places moss on stone, as moss is now accessed through other means
Ammo Box now has a shotgun cocking sound effect when used



III. Journey's End: Balance Changes:
A. Bosses:
Moon Lord
Moon Lord’s attack pattern has been slightly tweaked to be more consistent, as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased
Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
Enemies should no longer spawn during Moon Lord’s fight, unless they spawn outside of his radius in multiplayer
Moon Lord will now drop his loot even if you die during his death animation

Golem
Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
Golem will now enrage when out of the jungle or on the surface

Plantera
Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer

Skeletron Prime
Expert Skeletron Prime now moves faster when spinning.

Brain of Cthulhu
Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback
Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer

Eater of Worlds
Eater of Worlds now has more segments, even more so in Expert Mode

King Slime
King Slime is now somewhat harder to abuse with ropes

Martian Saucer
Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed
There are now less Martian Saucers per invasion, and they are less likely to chain spawn
Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.

B. Enemies:
Crimslimes
Now inflict the Blindness debuff and drop Blindfolds

Crimson Axe
Now inflicts the Cursed debuff

Giant Cursed Skull
Now inflicts the Cursed debuff on contact and via projectile, and drops Nazars

Tomb Crawler
Head Damage decreased from 16 to 14
Body and Tail Damage decreased from 10 to 7
Life decreased from 50 to 40
Reduced size
Only 1 Tomb Crawler should spawn at a time under normal circumstances

Sand Slime
Damage increased from 10 to 15
Life increased from 40 to 50
Knockback multiplier decreased from 0.8 to 0.7
Now only spawns as uncommon enemies in the Underground Desert

Flying Fish
Money drop value increased from 90 Copper to 3 Silver
Flying Fish are now slightly less common on Rainy Days

Clown
Damage increased from 50 to 60
Defense increased from 20 to 25
Life increased from 400 to 800
Knockback multiplier decreased from 0.4 to 0.2
They now attack much faster
Happy Bombs now explode when near the player
They now throw Chattering Teeth Bombs as well

Etherian Lightning Bug
Projectile Damage increased from 20 to 100 (Note: This was actually an accidental placeholder number. It did 1 damage to the Etherian Crystal, and was likely to do the same to most players)

Hoplite
Decreased Javelin Damage from 48 to 36

Angry Tumbler
Defense decreased from 10 to 6
Javelin Damage decreased from 48 to 36
Max speed decreased from 4 to 3
Money drop value decreased from 1.3 Silver to 1 Silver

Bone Throwing Skeletons (Expert Only)
Projectile Damage decreased from 80 to 60

Other
Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each
Man Eater type enemies can no longer be killed by mining the block they are attached to
Umbrella Slime money drop value increased from 25 Copper to 1 Silver
Granite Elementals can no longer fly through walls
Beehive Bees in the Jungle will now target enemies as well as the player (not including the Queen Bee)

C. Armor:
Ninja Set
Instead of throwing bonuses, each piece now gives a global 3% damage and 3% critical chance
New Set bonus: 20% movement speed

Gladiator Set
Helmet, Breastplate, and Leggings Defense increased by 1 each

Fossil Set
Fossil Helmet Defense decreased from 3 to 2
Fossil Plate Defense decreased from 6 to 4
Fossil Greaves Defense decreased from 4 to 2
Each piece of the set now gives 3% Ranged critical chance
New Set bonus: 20% chance not to consume ammo
Now available earlier due to the change to Desert Fossil mining

Green Cap
Defense increased from 0 to 2

Night Vision Helmet
Defense increased from 2 to 4

Cactus Set
Cactus Breastplate Defense decreased from 2 to 1

Forbidden Set
As a whole set, Forbidden is unchanged. However, the benefits of Forbidden Robes and Treads have been split evenly, with each now giving 40 mana and +1 Minion count

Titanium Set
New Set Bonus: Titanium Barrier
As you attack enemies, titanium shards accumulate and spin around you
These shards deal damage to enemies at close range, and inflict knockback.
Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage.

Hallowed Set
New Set Bonus: Holy Protection
Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage.
Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage.
After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff.

Squire Set
Squire Great Helm and Greaves Defense each increased by 1
Squire Great Helm's healing decreased by 50%

Chlorophyte Set (Melee)
Chlorophyte Mask Defense decreased from 25 to 20
Chlorophyte set bonus now gives an additional 5% Damage Reduction if you are wearing the Chlorophyte Mask

Turtle Armor
Set bonus now gives 15% Damage Reduction
Set bonus Thorns damage now does twice as much

Spectre Armor (Mask)
Set bonus projectiles now deal 100% of the original damage instead of 50%
The "recovery rate" that determines how many new projectiles can be generated over time has increased from 150 to 250

Spooky Set
Overall Defense increased from 27 to 30, with each piece gaining 1 Defense
Spooky Breastplate now gives +2 Minion count instead of +1
Spooky Leggings now give 20% movement speed

Valhalla Set
Total Defense of the set is increased by 4, but has been redistributed
Valhalla Helmet Defense increased from 14 to 20
Valhalla Breastplate Defense decreased from 30 to 24
Valhalla Greaves Defense increased from 20 to 24
Valhalla Breastplate's healing decreased by 50%

Nebula Armor
Healing Booster effect now gives 3 HP/s instead of 5, with a maximum of 9 HP/s possible now

Solar Armor
Solar Helmet critical chance bonus increased from 17% to 26%
Solar Breastplate melee damage bonus increased from 22% to 29%
Each piece of the set now gives 1 HP/s regen
Instead of 30% damage reduction whenever you have charges, you now have 12% damage reduction at all times, and 20% additional damage reduction while charges are active. In practice, this is roughly equivalent to the same 30% it used to give due to how the two values are multiplied.
Recharge time between shield charges reduced by 1 second

Stardust Armor
Stardust Guardian now has a more much vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental.

D. Melee Weapons:
Shortswords
Shortswords can now be used in all directions, not just forward
Gold Shortsword damage increased from 11 to 12

Flails
Flails now have entirely new behavior, and a few different functionality modes.
If you click and hold the mouse button, they will swing around rapidly, doing low knock back and hitting rapidly in a small circle around you.
If you click and use them normally, you will shoot them forward similar to how they use to be used, but they will move much faster than they did before. The damage dealt is double in this mode.
Finally, if you click while it is in midair after having shot it forward, it will drop suddenly and lay on the ground. This can be used as a stationary damaging obstacle like a Spiky Ball on enemies walking towards you.
Some flails have had some stat tweaks to fit with this new setup, such as having slightly longer or shorter range, but generally speaking, all of them should perform better than before.

Cactus Sword
Damage decreased from 9 to 8
Use Time increased from 25 to 32
Knockback decreased from 5 to 4.5

Trident
Damage increased from 11 to 14
Knockback increased from 5 to 6
When held, gives unrestricted movement in water

Chain Knife
Damage increased from 11 to 12

Enchanted Sword
Damage decreased from 24 to 23
Use Time increased from 18 to 21
Knockback decreased from 5.25 to 4.25

Falcon Blade
Damage decreased from 30 to 25
Use Time increased from 15 to 20

Light's Bane
Size Scale increased from 1.1 to 1.4 (Makes it bigger)

Amazon
Damage decreased from 20 to 18
Crafting: Stingers Required increased from 2 to 12
Crafting: Jungle Spores Required increased from 3 to 9

Beekeeper
Damage decreased from 26 to 24
Use Time increased from 20 to 22
Knockback decreased from 5.3 to 5
Is no longer autoswing

Muramasa
Damage increased from 19 to 21

Fiery Greatsword
Use Time decreased from 34 to 30

Breaker Blade
Damage increased from 39 to 43
Use Time decreased from 30 to 29
Gained a special mechanic where it will deal 2x damage to enemies with over 90% health

Cobalt Sword
Unchanged, but listing here intentionally to ensure there was no oversight. Cobalt Sword's damage was previously much higher than it should have been, but we are using it as the new baseline which the rest of the swords are being compared to.

Palladium Sword
Damage increased from 41 to 45

Mythril Sword
Damage increased from 44 to 49

Orichalcum Sword
Damage increased from 47 to 50
Use Time decreased from 26 to 25

Adamantite Sword
Damage increased from 50 to 56
Use Time decreased from 27 to 26

Titanium Sword
Damage increased from 52 to 58
Use Time decreased from 26 to 25

Phasesabers (All)
Damage increased from 41 to 42
Use Time decreased from 25 to 20

Beam Sword
Use Time increased from 15 to 20 (Does not impact Projectile cooldown)

Fetid Baghnakhs
Damage decreased from 70 to 60
Use Time increased from 7 to 8
Only gains 25% benefit from increased melee speed stats

Anchor
Damage increased from 30 to 55
Use Time decreased from 30 to 20

Format C
Damage increased from 29 to 35

Gradient
Damage increased from 34 to 44

Chik
Damage decreased from 39 to 38

Amarok
Damage increased from 43 to 47

HelFire
Damage increased from 41 to 45

Excalibur
Damage increased from 57 to 66
Use Time decreased from 25 to 20

Brand of the Inferno
Damage increased from 44 to 85

Sleepy Octopod
Smash attack now does 3x damage, up from 2x

Code 2
Damage increased from 47 to 54

Chlorophyte Claymore
Damage increased from 75 to 80

True Night's Edge
Damage increased from 90 to 105

Psycho Knife
Note: Functionality overhaul renders this weapon akin to an upgraded Fetid Baghnakhs. It maintains its Stealth bonus.
Damage increased from 70 to 85
Use Time decreased from 20 to 8
Only gains 33% benefit from increased melee speed stats

Keybrand
Damage increased from 70 to 85
Now deals up to 150% more damage based on how injured an enemy is

Kraken
Damage increased from 90 to 95
Now has a 10% critical chance

Scourge of the Corruptor
Average projectiles spawned from each shot increased from 2.3 to 2.66

Golem Fist
Damage increased from 76 to 90

Christmas Tree Sword
Projectile has been completely overhauled. Instead of firing one ornament, it fires several ball ornaments and a star ornament that will hover in place for a few seconds before falling to the ground.
Is now autoswing

Daybreak
Technically a bug, fixed an issue where Daybreak would not spread its debuff if your attack killed the target in one hit. Now spreads the debuff to nearby enemies even if the attack kills the target in one hit


E. Ranged Weapons:
Bone Javelin
Damage decreased from 29 to 20 due to earlier tier

Bee's Knees
Damage decreased from 26 to 23
Use Time increased from 23 to 24

Handgun
Use Time decreased from 12 to 10

Hellwing Bow
Damage increased from 20 to 22
Use Time decreased from 14 to 13
Knockback increased from 5 to 5.5

Clockwork Assault Rifle
Damage decreased from 19 to 17

All 6 Ore Repeaters
Use Time decreased by 1

Marrow
Damage increased from 40 to 50

Ice Bow
Damage decreased from 46 to 39
Use Time decreased from 21 to 16
Now auto-fire
Note: Despite the damage reduction, this will result in a stronger bow overall, albeit more defense-impacted than bows like Marrow. Change is primarily meant to introduce variation between the bows.

Daedalus Stormbow
Damage decreased from 43 to 38
When using Holy, Unholy, Hellfire, or Jester arrows, shoots an average of 2.66 arrows, instead of the normal average of 3.33 arrows

Dart Pistol
Damage increased from 28 to 33

Dart Rifle
Damage increased from 52 to 62

Toxikarp
Use Time decreased from 14 to 10

Hallowed Repeater
Damage increased from 43 to 53
Use Time decreased from 19 to 16

Flamethrower
Damage increased from 27 to 35
Applies a 15% damage penalty to the next hit for each enemy a projectile pierces

Phantom Phoenix
Damage increased from 24x2 to 32x2
Use Time decreased from 20 to 18
Phoenix projectile now fires on every 3rd shot instead of every 4th

Chlorophyte Shotbow
Average arrows per shot decreased from 2.7 to 2.33

Venus Magnum
Damage increased from 38 to 50

Grenade Launcher
Use Time decreased from 30 to 20

Rocket Launcher
Damage decreased from 50 to 45
Does 2x damage on direct hits to a single target

Proximity Mine Launcher
Does 3x damage when mines are stationary, normal damage when they are still moving
Use Time increased from 40 to 50
Reduced the number of active mines that you can have at once

Piranha Gun
Now shoots 3 Piranhas, which can attack the same or different targets
The rate at which the Piranhas can bite has been decreased slightly on an individual basis, but the total DPS the three Piranhas can do is now much higher

Pulse Bow
Damage increased from 65 to 85
Use Time decreased from 22 to 20
Damage reduction for each target hit increased from 10% to 20%

Stynger
Does 2x damage on direct hits to a single target (Only applies to the initial bolt, not the fragments)

Celebration
Damage decreased from 65 to 25 (Note: Rocket damage is very high and is added to this. Even Rocket 1s deal 40, so the actual damage reduction is 105 to 65 even using the worst Rockets)
Bonus Critical chance of 10% removed
Now sold by the Party Girl after Golem

Elf Melter
Damage increased from 40 to 60
Applies a 15% damage penalty to the next hit for each enemy a projectile pierces

S.D.M.G.
Damage increased from 77 to 85
Chance to not consume ammo increased from 50% to 66%


F. Magic Weapons:
Wand of Sparking
Increased damage from 8 to 14
Use Time decreased from 28 to 26
Increased On Fire! chance from 33% to 50%
Now has a 10% critical chance

Magic Missile
Projectile is faster and has homing if you release it
Has a moderate AoE damage explosion on impact
Use Time increased from 17 to 18
Mana Cost increased from 10 to 12

Flamelash
Projectile is faster and has homing if you release it
Now pierces and can hit a second time. Has a moderate AoE damage explosion after the second hit.
Damage decreased from 40 to 36
Use Time increased from 20 to 30
Mana Cost increased from 12 to 18

Staff of Frost
Use Time decreased from 20 to 16
Mana cost decreased from 14 to 12

Cursed Flames
Damage increased from 36 to 50
Use Time decreased from 20 to 15
Mana cost decreased from 12 to 9
Related: See Cursed Inferno buff

Flower of Frost
Damage increased from 55 to 60
Use Time decreased from 20 to 12
Mana cost decreased from 17 to 11
Increased Frostburn chance from 50% to 100%

Crystal Storm
Damage increased from 25 to 32
Mana cost increased from 4 to 5

Poison Staff
Note: Previously, due to piercing immunity frames, only one projectile from each shot would hit each target, resulting in a lot of lost damage. We've implemented a system that allows ALL of the projectiles to hit a target, dramatically improving its shotgun-like functionality. However, to offset this gain, it has had to have some of its stats reduced. On the whole, this should now be a stronger weapon, however.
Damage decreased from 48 to 43
Reduced number of enemies that each projectile can hit from 4 to 3
Applies a 25% damage penalty to the next hit for each enemy a projectile pierces
Projectiles now have a limited range

Crystal Vile Shard
Damage increased from 19 to 25
The duration that the projectiles linger (and deal damage) is increased by roughly 70%

Clinger Staff
Height of the Clinger flames increased by 50%
No longer has a hit limit
Can now inflict Cursed Inferno debuff (Related: See Cursed Inferno buff)
Can now inflict critical hits

Medusa Head - Complete Overhaul
Rather than being charged, this weapon is now channeled and its range substantially reduced.
When channeled, it will be held in front of the player. If no enemies are present, it will not fire, and will consume no mana.
When enemies are in range, it will constantly attack any nearby enemies, consuming mana for each attack.
Can hit up to 3 targets with each attack (does not consume extra mana)
Damage is now set to 40
Mana cost has been decreased from 18 to 15, however, it can now fire up to 4 times per second, increasing the speed at which it consumes mana

Sky Fracture
Mana cost increased from 14 to 17

Spirit Flame
Use Time decreased from 30 to 22
Mana Cost decreased from 18 to 14

Rainbow Rod
Projectile is faster and has homing if you release it
Now pierces and hits up to 3 times.
Has a moderate AoE radius on impact
Damage 74 -> 50
Use Time increased from 18 to 25
Mana Cost 18 -> 21
Can touch tiles without exploding now.

Unholy Trident
Use Time decreased from 22 to 17
Mana cost decreased from 25 to 19

Tome of Infinite Wisdom
Damage increased from 24 to 32
Use Time decreased from 30 to 25

Venom Staff
Note: Has received the same general overhaul as Poison Staff. Should be much improved in actual use, but needs stat reductions to offset this change. Give it a try before you judge! :)
Damage decreased from 63 to 44
Reduced number of enemies that each projectile can hit from 7 to 5
Applies a 25% damage penalty to the next hit for each enemy a projectile pierces
Now has a range before projectiles die, 50% longer than Poison Staff's

Wasp Gun
Note: This may sound like a nerf on paper, but it trades "hit count" for total damage, and will actually result in dramatically more DPS for the Wasp Gun. Less Wasps, more damage.
Damage increased from 21 to 31
Use Time increased from 11 to 18
Wasps can now bounce/pierce only 3 times instead of 4
Wasps per Cast: Reduced to an average of 3
Mana cost increased from 6 to 10

Nettle Burst
Damage increased from 28 to 35
Mana cost increased from 10 to 12

Spectre Staff
Damage decreased from 72 to 65
Each projectile can now hit up to 3 times, rather than only once
Mana cost increased from 11 to 15

Staff of Earth
Actual damage mostly unchanged, but lists its "max speed" damage now rather than its "low speed" damage
Now has a 20% critical chance
Mana Cost increased from 15 to 18
Use Time decreased from 40 to 24
Projectile speed greatly increased, as a result, has better range and much harder to fall below the minimum threshold to maintain maximum damage

Heat Ray
Note: There were too many "full piercing" weapons at this tier, and not enough high single target damage weapons. Heat Ray changed to avoid redundancy with Shadowbeam Staff and Staff of Earth and give the class more versatility.
Damage increased from 55 to 80
Use Time decreased from 16 to 10
Can no longer pierce and hit multiple enemies

Bat Scepter
Average Bats per cast increased from 2 to 2.5
Mana cost increased from 3 to 6

Charged Blaster Cannon - Complete Overhaul
This weapon still charges, but it now fires constantly while charging.
For the first second of charging, you will fire 6 single-target pellets, each dealing a base damage of 100 (up from 50)
For the next two seconds, you will fire 3 total piercing blasts, each dealing a base damage of 250 (up from 100)
After this, it will shoot the laser beam, which is unchanged from the original implementation
You can also quick-fire pellets without charging. The fire rate of these pellets is much higher than the previous implementation.
The mana cost of charging is unchanged, however, quick firing will naturally consume more mana as the fire rate has increased significantly.

Nebula Blaze
Use Time decreased from 15 to 12
Mana cost decreased from 18 to 12

G. Summons:
Summoned minions now adjust their damage dynamically based on your current equipment and damage buffs

"Some (though not all) Summons now use their own damage immunity timer system. In practice, what this means is that they will no longer interfere with the use of other weapons by maxing out the enemy's immunity frames. All affected minions are set on their own damage timer to most correctly match their pre-change DPS, but some changes are to be expected comparing 1.3.5 DPS to 1.4 DPS. In general, even if there is some minor loss or gain of DPS compared to pre-change performance, it should be worth the improvement to overall performance. Examples of minions impacted by this change:
- Slime Staff
- Spider Staff
- Pirate Staff
- Optic Staff
- Raven Staff
- Deadly Sphere Staff
- Stardust Dragon Staff
- Some of the new summons also utilize this system"

Imp Staff
Damage decreased from 21 to 17
Fire Rate increased dramatically

Raven Staff
Damage increased from 37 to 55
Flight speed doubled

Rainbow Crystal Staff
Damage decreased from 150 to 80
Fixed accuracy issues, improved the speed at which sparkles explode. Should easily do more damage than before.

H. Ammo:
Arrows and Thrown ranged weapons no longer have a chance to drop as items for reuse

Bone Arrows
Now pierces one time

Chlorophyte Arrows
No longer pierce targets
Projectile speed is increased
Can now bounce several times, and will "Smart Bounce" at a nearby target if one is in range
Post-bounce arrows only deal 66% damage

Holy Arrows
Falling Stars can no longer pierce and hit a second target
Falling Stars now do 50% of the original damage instead of 100%

Nano Bullets
Damage increased from 10 to 15
Price of Nanites increased

Venom Bullets
Damage increased from 14 to 15
Related: See Venom buff
Price of Vial of Venom increased

Venom Arrows
Damage increased from 17 to 19
Related: See Venom buff
Price of Vial of Venom increased

Crystal Dart
Damage increased from 15 to 17

Cursed Dart
Damage increased from 9 to 10
Related: See Cursed Inferno buff

Ichor Dart
Damage increased from 10 to 12

I. Accessories, Hooks, and Mounts:
You no longer gain stacked benefits from wearing multiple Celestial Stone variants
In addition to its previous Confusion effect, Brain of Confusion now gives a 1/6 chance to avoid enemy attacks. Upon avoiding an attack, you will gain a temporary buff that gives 20% critical chance for a few seconds, during which time you cannot avoid additional attacks.
Titan Glove and its tinkers now give autoswing to all Melee Weapons (and Whips!)

Wing Balance has been heavily balanced across the entirety of the game.
With only a few exceptions, wings found at the same tier should be roughly equivalent in power. Exceptions are usually particularly hard or particularly easy to get.
Unfortunately, its difficult to share exact stats for wings, partially because there are dozens of them that have been changed, and their stats don't easily translate to easily readable stats.
The best short summary is that over a dozen sets of wings were buffed, and that Leaf and Frozen Wings have been reduced in power, as they were too strong for their tier.
Other major notes:
- Butterfly and Bee Wings can now only drop after the Mech Bosses, but their power has been increased proportionally.
- Previously, most wings from Wall of Flesh until Golem were very similar in power, and didn't offer a lot of reason to upgrade. These have now been spread out, creating a more gradual, consistent increase in wing power across the course of the game.


Shrimpy Truffle now gives its increased speed and damage bonus when in the rain.
Basilisk Mount now has a double jump

Bat Hook
Pull In Speed decreased from 16 to 13 (This is the speed at which it pulls the player to the hook)
Shoot speed decreased from 15.5 to 13.5

Thorn Hook
Pull in speed increased from 11 to 12
Shoot speed increased from 15 to 16

Lunar Hook
Pull in Speed increased from 13 to 16
Shoot speed increased from 16 to 18

J. Tools and Mining:
All axes, hamaxes, chainsaws and other tools with axe-functionality have their wood cutting speed increased by 20%
All drills and chainsaws now dig faster than their non-mechanical counterparts, but have shorter range. Additionally, optimized digging loadouts still perform better on pickaxes/axes, but drills and chainsaws will be faster on non-optimized loadouts
Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore.
Desert Fossil based gear is now weaker because it is available sooner.
Hellforges now require Demonite Pickaxe or higher to break. They also now protect the tiles below them from being broken while in the Underworld. This does not apply outside of the Underworld.

Cactus Pickaxe
Use Time decreased from 16 to 15
Damage decreased from 5 to 4

Bone Pickaxe
Mining power increased from 50 to 55

Reaver Shark
Mining power decreased from 100 to 59

Laser Drill
Range increased from 10 to 11
Use Time decreased from 7 to 6
No longer has axe functionality

K. Buffs, Debuffs and Potions:
A substantial number of Buff Potions have had their durations increased, many as much as twice as long
The Well Fed buff has been divided into three tiers, with the lowest tier being equal to the original, and the strongest being 2x as strong as the original
All of the Food in the game, including the 50+ new Food items, have had their durations and tiers adjusted to have a more consistent reward for the difficulty of obtaining them. Short duration foods might have a higher tier, while long duration foods might have a lower tier. Find what is most efficient for you!
Well Fed Buff now gives a mining speed bonus
Invisibility Potion now has an added benefit of reducing enemy spawn rates by 20%
Restoration Potions no longer heal mana, but heal 10 more life for a total of 90, and induce even less Potion Sickness, now only 45 seconds
Sharpening Station's Armor Piercing bonus has been increased from 4 to 12

Cursed Inferno Debuff
Damage per second increased from 12 to 24 on both player and enemy versions of the debuff
Ghoul, Clinger, and Spazmatism Cursed Inferno duration decreased somewhat to mitigate the increased danger to the player
All other sources of this debuff are intended recipients of the improved damage

Venom Debuff
Damage per second increased from 12 to 30 on both player and enemy versions of the debuff
Pygmy and Queen Spider Staff Venom duration decreased to mitigate the increased potency
Black Recluse and Sand Poacher Venom duration decreased somewhat to mitigate the increased danger to the player
All other sources of this debuff are intended recipients of the improved damage

L. Fishing:
Bait is more likely to be consumed
Very high fishing power now gives decreasing returns
Fishing Power is 1.1x during Blood Moons
Swordfish is now less common when fishing
Golden Carp is less common when fishing
Biome Crates are now guaranteed to drop a chest item, instead of only sometimes
Dungeon Crates will now always drop a Gold Lockbox
Flower Boots are now included in the Jungle Crates loot pool
Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop Copper/Tin/Iron/Lead.
Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates
All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
Gold Crates now have a chance to drop Life Crystals and Enchanted Swords

M. Drops:
Amber is slightly more common from Fossils, and can generate naturally in the Underground Desert
Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all already
Basic Dye materials now give 2 of that dye instead of 1 when crafting
Coin Portal chances when breaking pots has been decreased by half
Enemies have an increased chance to drop bonus amounts of money when killed
Enemies drop extra money during Blood Moons
Golden Keys should now drop more often from enemies and pots, and Dungeon Slimes are slightly more common
Gold Critters are now more rare
Jellyfish and Granite Golems spawned from statues now drop their items even less frequently, and decreased the sell value of some of those drops
Lava Charms can only be found in chests within the lava layer now, but Lava Fishing now provides a secondary renewable source for them
Mandible Blade can now be dropped by Antlion Swarmers
Moon Lord now drops Super Healing Potions instead of Greater Healing Potions
Mushroom Grass Seed drop rate increased from 1/50 to 1/40
Nature’s Gifts now spawn slightly more often in the Jungle
Picksaw now has a Œ chance to drop from Golem in addition to his other loot, instead of being part of his main drop pool. This drop rate is 33% from Expert Treasure Bags.
Rod of Discord's drop rate in Expert mode is now 1/400
Strange Plants no longer generate during worldgen, and will not start appearing until Hardmode
Throwing Knives in chests now come in much larger stacks
Water Walking Boots now have a 1/10 chance to appear in Water Chests, increased from 1/15
Several Martian Invasion drops are now dropped from regular Martians instead of Martian Saucers, decreasing the random nature of the Martian Saucer’s drop pool

N. Misc:
The Nurse now charges increasing amounts of money for healing as the game progresses
Town NPCs now get a little stronger every time you defeat a boss
Sandstorms are now significantly less common, particularly in the early game
Reduced the intensity of Mighty Wind
Rain is slightly less common
Dungeon Spike damage has increased from 40 to 60, and inflicts Bleeding
Temple Wooden Spike damage has increased from 60 to 80, and inflicts Bleeding
Gem and Rainbow Torches now give 10 torches per crafting instead of 3
Glowsticks and Torches now stack to 999
All Bombs, Grenades, and Dynamite now stack to 99
Ore Bars now stack to 999
Alchemy Seeds and Plants now stack to 999
Tissue Samples and Shadow Scales now stack to 999
Pirate Map and Snow Globe items can now stack to 20
Increased consistency of boss money drops
Did an extensive review of sell values across the entire game, increasing the consistency of sell values. This particularly includes things like items that had no sell value but should have, consistent sell value of items dropped from the same source, infinite money exploits by buying-low/selling-high through crafting, and much more


IV. Journey's End: Bug Fixes:

A. Gameplay and Combat Bugs:
Fixed an issue where Copper and Tin Bows were considered Melee weapons for the purposes of prefixes
Fixed an issue where firing Tome of Infinite Wisdom on a sloping minecart track would cause the pages to fire in all directions
Fixed an issue where using Tome of Infinite Wisdom’s right click functionality while on a Drill Mount would drain all of your mana almost instantly
Fixed an exploit where dying to Chaos State while holding a Rod of Discord in the cursor on a Hardcore character would cause the next character used to inherit said Rod of Discord
Fixed an issue where the last segment of Solar Eruption’s blade didn’t actually do damage
Added protections to prevent a very rare bug where the Solar Eruption debuff would kill its own user
Fixed an oversight in Halloween drop rates based on HP that caused Bladed Gloves and Bloody Machete to be too rare in Expert
Fixed an issue where extremely high melee speed thresholds would break the behavior of weapons like Sky Dragon’s Fury
You can no longer use Sniper Scopes and Binoculars while dead
Staff of Regrowth no longer breaks rocks and other rubble
Fixed an issue where you could use certain channeled weapons but switch to another weapon and use that weapon as well
Fixed an issue where certain channeled weapons and tools would continue being used even after the player is turned to stone
Fixed an issue where, after using a cooldown timed projectile sword, switching to another hotbar slot via number key would delete 1 consumable from that slot
Fixed a number of damage type inconsistencies including projectiles doing the wrong damage type, weapons receiving/not receiving damage type set or potion bonuses in error, critical rates being applied incorrectly, and a lot more
Fixed a number of edge cases where things like mount damage or Shield of Cthulhu dashing would not register on the DPS meter
Fixed an issue where having two types of dash abilities and removing one of them mid dash would unexpectedly double your dash distance
Fixed a similar issue where removing a dash accessory mid dash would prevent Hermes-type boots from letting you run until you put the dash accessory back on
Fixed some exploits involving Flower Boots
Fixed a issue where using Sandstorm in a Bottle then instantly shooting multiple grappling hooks to different blocks would leave the character spinning back and forth forever
Fixed an issue where several wings (Fin, Bat, Mothron) had a faulty acceleration speed
Fixed an issue where Spore Sac would only work near blocks, but not when only near platforms
Fixed an issue where Neptune Shell wearing players could stick their head in water and die, because head-submersion wasn’t enough to turn you into a merman, but it was enough to drown
Fixed an inconsistency with how Cloud in a Bottle behaved differently with wings than other Jump Bottles
Fixed an issue where Sharktooth Necklace and Banner Buff would not apply to a variety of atypical attacks
Fixed an issue where Stopwatch wouldn’t correctly display player speed while on some mounts, like while falling with the Slime Mount
Fixed an issue where moving sideways on a rope would be considered 0 MPH for the Stopwatch
Fixed an issue where some wings would produce light even in vanity slots
Fixed a number of increased placement range boosters (Toolbelt, Builder Potion) not stacking correctly
Mime Mask is now properly considered a vanity helmet
Fixed a tendency for certain automatic attacks like Sentries or Chlorophyte Armor to attack invincible enemies such as Dungeon Spike Balls or Blazing Wheels
Fixed an issue where some Shroomite and Chlorophyte armor bonuses would not stack
Fixed some inconsistencies with armor bonuses applied to the damage type of Snowball related attacks
Fixed an issue where Frost/Necro Armor made inconsistent special armor sounds depending on if they were in vanity/normal armor slots and also when worn with each other
Fixed an exploit (or made it substantially harder) to avoid damage with the Slime Mount and Target Dummies
Fixed an issue where flying mounts would very slowly increase in height over time
Fixed an issue where flying mounts could descend through lowered platforms
Fixed an issue where you could not use Quick Buff while riding the Drill Containment Unit
Fixed an extra double jump only when jumping out of water while riding the Slime Mount
Fixed a minecart issue where tracks that ran directly into conveyor belts would cause the minecart to derail
Fixed an issue that made jumps fail sometimes in fast moving minecarts
Fixed an issue where Lightning Sentries that were placed on sloped blocks underwater would sink into the ground
Fixed an issue where Queen Spider Sentry could not have multiple summons with Sentry boosting gear
Potentially fixed an issue where Smart Cursor would fail constantly when at the very edge of the world
Fixed an issue where Smart Select did not suggest Desert Fossil for Extractinator
Fixed an issue where Smart Select would favor a Flare Gun with no flares over a stack of Glowsticks
Fixed an issue where climbing on rope at the edge of the world would cause the camera to move away from the player
Fixed a hoik-related issue where using a grapple and ropes could cause the camera to leave the player behind entirely
Fixed an issue where looking at buff furniture (Campfires, Heart Lanterns) with binoculars or sniper rifles would give you the buff
Fixed a number of crafting inconsistencies with required crafting stations for different types of platforms. Most are by hand now, but a handful require special stations
Fixed a bunch of crafting station inconsistencies with furniture sets
Fixed inconsistencies with reflected projectiles inflicting debuffs on the player; they should not be inflicting debuffs at all
Fixed some inconsistencies with Warmth Potion and cold based attacks not receiving protection
Fixed an issue where drinking a Flask while a previous Flask was active would remove the first flask buff but not give the new buff
Reduced the effectiveness of exploiting portals and fall damage to be immune to bosses and other threats
Fixed the infamous Infinite Fishing Line exploit
Fixed an issue where switching items in the moment of reeling in an item from fishing would forfeit that item
Fixed an issue where Angler Quest rewards decreased in quality after 150 Quests
Added some protection against an issue where music tracks would keep playing quietly in the background when teleporting to other biomes
The Kraken Yoyo should now also give the Robbing the Grave achievement
Fixing (again) an issue where the Funkytown achievement would unlock from teleporting out of an Underground Mushroom Biome
Fixed an audio issue where Pad Thai made a drinking sound instead of an eating sound
Fixed an issue where some wall items would be placed substantially slower than other wall items
Fixed an issue where opening a Money Trough while holding an item would use the item and open the Money Trough
Fixed a number of minor inconsistencies between 4k and non-4k resolution gameplay
Fixed an issue where picking up a lot of coins would give the correct amount of money, but the money displayed on screen was incorrect
Fixed an issue where spawn points at the Ocean of large worlds would constantly reset themselves

A1. Reverse Gravity Bugs"
Fixed (again) an issue where Celestial Pillar shields would fly into the sky when reversing gravity
Fixed an issue where pressing UP to flip Gravity would dismount the player from flying mounts. Now, it simply does not flip Gravity when in mounts.
Fixed a reverse gravity issue where the Floating Piggy Bank’s mouseover detection would be in the wrong direction
Fixed a reverse gravity issue where Blizzard Staff-style weapons would converge in the opposite direction of where you aimed
Fixed a reverse gravity issue where the player would get stuck on hammered platforms
Fixed an issue where Forbidden Set’s ring didn’t flip properly in reverse gravity
Fixed a reverse gravity issue where some weapons wouldn’t flip with the player
Fixed a reverse gravity issue where cobwebs didn’t correctly slow inverted players

A2. Camera Mode Bugs:
Substantially improved/fixed the way that Camera mode captures Celestial backgrounds/shaders and weather effects
Fixed an issue where some projectiles would not appear in Camera screenshots
Fixed an issue where waterfalls and other similar visuals did not display in Camera mode images
Fixed issue where Stardust Guardian appears in front of the player in Camera screenshots
Fixed an issue where some tiles, such as Pressure Plates, would draw in the wrong layer when taking Camera screenshots

B. World, Background, and Worldgen Bugs:
Dramatically improved sky island house/furniture generation, fixing houses generating with no furniture or doors
Fixed an issue where cobwebs in worldgen would sometimes delete naturally generated wires
Improved failsafes and detection for broken or floating chests in worldgen, which can be unbreakable or even corrupt world files
Fixed a worldgen issue where Mushroom Cabins had mushrooms occupying the same place as other furniture, which tended to break them
Fixed a minor worldgen quirk where a single platform would spawn at the edge of the Dungeon’s stairs
Fixed a typo issue that resulted in underground chests having twice as many Water Walking Potions and Dangersense Potions as intended, instead of a chance for Titan Potions
The behavior of the very last Sign when reaching the Sign limit is less buggy now
Fixed an issue where Campfire minibiomes used “player placed” dirt walls
Fixed an issue where naturally generated Statue traps would not have a statue
Fixed an issue where Gold Chests were unable to generate outside of Underground Cabins in the Cavern layer
Fixed the vast majority of situations where underground explosive rigged ore minibiomes would generate without the detonator
Fixed an issue where minecart tracks would generate over Life Crystals and Chests
Fixed an issue where Crimson Vines would spawn in unviable locations, and break spontaneously when the player approached them
Fixed an issue where Hardmode world generation would fill caves with unusual background walls
Fixed a number of worldgen issues that ultimately resulted in beaches being way too small, especially on the right side or when the Jungle was too close
Fixed a rare worldgen issue where Beaches would devour part of the Dungeon, and sometimes, even the Old Man
Fixed a subtle worldgen issue in the Dungeon where Marble/Granite biomes that had generated under it would still leave some of the Dungeon Bricks hammered in the same shape they were when before the Dungeon generated
Fixed a worldgen issue where sometimes Sky Lakes would take priority at the expense of regular Sky Islands
Fixed the infamous “drunken Dungeon” where worldgen has the Dungeon sticking high up out of the ground
Fixed a worldgen issue where altars of the opposite world evil would sometimes generate in your world
Fixed an issue where Demon/Crimson Altars would spawn in large clusters at the edge of the ocean
Fixed a long running issue where “tall Oceans” would appear in worldgen
Fixed a worldgen issue where Queen Bee’s hive should have been full of natural honeyfalls but they weren’t working
Fixed an issue where Corrupt/Crimson Chasms generated over the Dungeon and blocked its entrance
Fixed an issue where large clumps of underground sand would generate near spawn, subjecting the player to an immediate desert biome
Fixed an issue where worlds would not use all of the background variants available
Significantly improved how the Temple’s Golem room generates to reduce the possibility of being inaccessible
Fixed an issue where Lihzahrd Altars would sometimes spawn on top of breakable spikes and traps
Improved worldgen to reduce the possibility of the Temple’s door being blocked off by Lihzahrd Blocks
Fixed an issue where sometimes the hallway leading into the Temple would be full of mud instead of Lihzahrd Walls
Fixed an issue where different operating systems would see slightly different world seed results, though we will have to keep an eye out for this recurring
Increased the minimum range from spawn that Sky Islands require, to prevent spawning on them
Partially fixed an issue where multiple Crimson Caverns would spawn over top of each other, rending their hearts too easy to reach. They should now be encased in Crimstone even when it does happen.
Fixed a very rare issue where a pyramid entrance overlapping a grassy cave would fill the entire pyramid with grass
Fixed an issue where spreading biomes would infect a far larger range than normal on Underground Desert walls
Fixed an issue where quitting while in the middle of a Slime Rain would reset its duration
Fixed a message about Slime Rain ending when quitting out of a Slime Raining world and joining one that has no Slime Rain
Fixed an issue where Corruption always took priority over Crimson, even if Crimson had far more blocks
Fixed a visual issue where background clouds would appear “impossibly low” in the ocean
Fixed a background issue where black borders could be seen at the bottom of the Underworld’s background
Fixed some issues with black bars at the bottom of the sky right at the edge of the Underground layer
Fixed an issue where the top edge of the the underground layer’s backwall would flicker into visibility on screen instead of off screen

C. Visual/Spriting Issues:
Fixed a number of visual issues with Space Creature Costume
Fixed some spriting issues on the Raincoat
Removed a stray pixel while swinging weapons when wearing the female Snow Coat
Fixed a stray blue pixel on the Eater of Worlds Mask
Fixed an issue where some dyed Old One’s Army armors would dye your backpacks and capes as well
Fixed an issue where some of the Old One’s Army armors could not be dyed properly, or would retain colors from the player’s default outfit
Fixed a layering issue where a female character’s bare hand would be visible even when covered by gloves and shields
Fixed a wide variety of Cape related transparency issues, which should result in Capes looking better overall
Fixed a number of issues with and dramatically improved the way Shields and Capes draw/layer in relation to each other
Fixed a surprisingly difficult to resolve issue where Jim’s Legs had a cape that did not play well with certain other vanity items, such as the Mermaid Adornment
Fixed an issue where Valhalla Knight’s Helmet and Tam O' Shanter would bob awkwardly while moving
Fixed a visual issue where Vortex Armor had a weird bobbing effect
Fixed a visual issue where the Kimono would appear in front of Shoes accessories
Fixed a visual issue where players with Lamia/Mermaid Tail would somehow visually wear boots despite having no feet
Fixed an issue where blindfolds drew over the player’s hair instead of under
Fixed an issue where dyes for face accessories and the familiar wig would not show up properly on the player’s map head icon
Fixed an issue where Twilight Hair Dye only looked right when also using Twilight Armor Dye
Fixed an issue where a number of armors (Aaron’s, Vortex, Nebula, Obsidian) had an unsightly band of graphical issues around the waist
Fixed an issue where Shield of Cthulhu would be slightly cut off graphically when dashing
Fixed some issues with the way Belt accessories display on the player during various animation frames
Animated accessories now no longer animate when paused
Fixed an issue where wearing a full set of Lunar Armor would cause Party Hair Dye to generate excessive amounts of confetti
Fixed an issue where Master Ninja Gear, Tabi, and Blackbelt created smoke that reacted oddly to dyes
Fixed an issue where Forbidden Armor’s set bonus could create a spammy spray of sparks
Fixed a visual issue where head accessories on the map would be offset and jitter slightly when you moved
Fixed an issue where the player’s head appeared in the wrong position on the map when riding some mounts
Scutlix Mount no longer makes Honey effects when summoned
Fixed an issue where backpacks and other such things drew at incorrect heights when on mounts
Fixed an issue where the Slime Mount was drawing offset by one half pixel
Fixed several hundred Pet/Dye combinations that came out either broken, invisible, or showing no dye at all, most famously, Zephyr Fish and any Hades Dye
Fixed an issue where the Keybrand wasn’t actually in your hand when you swung it
Fixed a visual issue where Betsy’s Wrath would hover outside of the player’s hand when shooting it in some directions
Fixed an issue where the player swung Magic Droppers backwards when using them
Fixed a visual issue where some magic weapons would shake in the player’s hand when you used them while moving
Fixed a visual issue related to holding up while grappling to platforms, and then using weapons
Reduced the chances and hopefully fixed a visual dust bug most often seen when using the Last Prism in a sandstorm, where spinning white crosses would float in place
Fixed a sprite issue that caused some Crimson and Underground background walls to not loop smoothly when moving horizontally
Fixed some stray pixels in a surface Crimson background
Fixed an issue where blocks would not be visible at all in extremely dark locations in the Underworld on Trippy/Retro lighting
Fixed an issue where the glowing parts of Meteorite and Martian Platforms would not change position to match when they were hammered
Fixed a stray pixel that would flicker off and on in the Goldfish Bowl
Fixed a stray pixel on Pumpkin Doors
Fixed an issue where Pumpkin Blocks were missing some pixels
Fixed the Waterleaf Sprout sprite so that it isn’t so hard to see
Fixed a sprite issue with several pianos where standing on them or placing items on them looked like they were floating
Fixed a subtle issue that almost no one noticed, where Ancient Manipulator’s glow effect was off center by a few pixels
Fixed an issue where Goblin Tinkerer’s sprite looked blurry/distorted
Fixed a spriting issue where a number of bipedal enemies had subtly broken walking animations
Fixed some extremely subtle stray pixels floating near Crimson Axe enemies
Fixed an issue where Celestial Pillars that were hovering “in” a small puddle or pond would have the pond appear in front of them
Fixed a visual issue where Tortoise-type enemies would be pushed down into the ground slightly
Fixed a number of minor sprite issues where pixels did not use the proper 2x2 format
Snow should no longer fall indoors when the ceiling is offscreen
Improved an issue where there were unusual red flickers when near the Underworld
Fixed an issue where waterfalls would fall through thin ice
Fixed a visual issue that happened if a player went underground during a Blood Moon, which would break the Blood Moon shader effect for the rest of that gameplay session
Fixed a layering issue where fishing line draw in front of Money Trough but the fishing rod drew behind it
Fixed a UI overlap issue where the name of a Dresser and the Shirt icon for using it would cover each other
Fixed an issue where Ruler UI would scale with Game Zoom, not UI Scale
Fixed an issue where Miner’s Wobble hasn’t been working for a while
Fixed an issue where Dryad’s Blessing leaves would turn black on certain lighting settings

D. Block and Furniture Bugs:
Protected the blocks supporting the Locked Temple Door from being broken, resulting in a floating door
Dropped sand and other falling tiles that cannot land as tiles will now turn into items to pick up
Fixed an issue where Meteorite ore flashed oddly and turned transparent when using Spelunker Potion
Fixed an issue where you could actuate falling blocks, make the block fall, and then place furniture on top of those spots and it would partially actuate as well
Fixed an issue with falling blocks floating in the air in multiplayer
Fixed an issue where Marble blocks actually merged with doors
Fixed inconsistent behavior between right and left facing hammered blocks and how they react to torches being placed near them
Fixed an issue where Crystal Blocks merged oddly with other blocks
Fixed an issue where a number of half-blocks put alongside a column of another block would have graphical issues
Fixed an issue where Desert Fossil was not revealed by Spelunker Potion
Fixed an issue where blocks that were under tree branches could not be hammered or actuated
Fixed an issue where you could place torches against sloped blocks facing right, but not left
Fixed an issue where Luminite Brick’s art was not framed correctly, resulting in the tiles not visually connecting to each other
Fixed some issues interacting with Team Blocks that stemmed from no longer used mechanics
Fixed an issue where instantly destroying moss with explosives would drop no stone
Fixed an issue where the Drill Mount could hammer otherwise unhammerable tiles, such as Traps
Fixed a visual issue where unhammered dirt blocks surrounded by hammered dirt blocks on both sides would display incorrectly
Fixed an issue where Rainbow Bricks lost their rainbow effect when hammered
Fixed an issue where large blocks of placed spikes would turn black in the center
Different types of cloud blocks now blend with each other
Fixed an issue where sloped Rain/Snow Clouds did not show rain/snow in the sloped corner
Fixed an extremely rare exploit where meteorites could land and burrow into the Temple, destroying the Lihzahrd Bricks if it was exposed to the surface
Fixed an issue where sloped Inactive Stone blocks would unslope themselves the next time you joined the world
Fixed an issue where placing the Eternia Crystal on your spawn and respawning during the Old One’s Army event would break the crystal
Fixed an issue where ice stalactites were offset slightly from their proper position
Fixed an issue where standing at a specific height beneath a chest would allow you to open it but instantly close it again
Fixed an issue where the mouseover range for some chests was extremely small compared to others
Fixed an issue where some Dressers were not eligible for Quick Stack to Nearby Chests
Fixed an issue where wiring some Lanterns by the base would only turn them partly off, instead of all the way off
Fixed some unusual behaviors when placing Teal Pressure Pads on the sides and bottoms of various hammered block shapes
Fixed an issue where the Lamp Post was not valid lighting for housing
Added map mouseover text to a number of tiles that did not have them, including Geysers, Wire Bulbs, and Enchanted Nightcrawler Cages
Fixed a number of tiles that were drawing a few pixels too low/to the side, such as some clocks, chandeliers, Green mushrooms, and chairs.
Fixed an issue where you could place Trapdoors on top of yourself
Fixed an issue where numerous furniture items could not be placed on the intersection of stairs and platforms
Fixed an issue where you could use actuators to break a Lihzahrd Altar early
Sunflowers can now be placed in front of walls
Fixed an issue where Gravestones and Jungle Plants would not break when the block beneath them was actuated
Fixed a method of duplicating armors off of Mannequins
Fixed an issue where torches placed on blocks directly above a door would “wobble” when opening the door
Fixed some issues where campfires could be turned off, submerged in water, then relit underwater, as well as inconsistency with how water broke on/off campfires in multiplayer
Fixed a very hard to encounter issue where placing a ton of Christmas Trees at various light levels would result in some of them glowing
Fixed a tile issue where gravestones would not break if the blocks beneath them were hammered
Strange Plants should now show up on Metal Detector
Fixed an issue where Jungle and Mushroom Plants would continue to grow on actuated mud, resulting in their items immediately breaking off and falling to be collected
Fixed an issue where a significant number of platforms in the game generated the wrong dust when broken
Fixed an issue where only some alchemy herbs in pots could be smart cursor replaced with fresh seeds
Fixed a multiplayer issue where opening a trap door so that it overlapped with stairs would permanently make that part of the stairs invisible until the server was reset
Fixed a visual issue where Prickly Pear flowers always looked cactus green even on infected variants of cacti
Fixed a certain duplication exploit involving item frames
Fixed a certain duplication exploit involving teleporters
Fixed a certain duplication exploit involving doors
Fixed a potentially serious, world corrupting issue with leaving furniture on top of Ice Blocks and then quitting out of the world
Fixed an issue where you could not place a block on a single isolated piece of back wall
Fixed a visual issue on Dungeon Tile walls that made it look like solid chunks of walls were not fully filled in
Fixed an issue where Green, Blue, and Pink Dungeon walls made dirt dust when broken
Fixed an issue where Underground Desert Walls were susceptible to constant neverending reinfection by the opposite infection biome
Fixed an issue where Player-placed Obsidian Brick Walls were dramatically darker than natural Obsidian Brick Walls
Fixed a framing issue with Marble Walls that caused them to have unwanted lines
Fixed an issue where Mushroom Wall was not valid housing
Fixed a visual issue with Bone Walls sometimes being very big and layering improperly
Fixed an issue where Iron Fences and Sails were not considered valid housing walls
Fixed an wall issue that caused the corner of Luminite Walls to vanish if they had a block over them
Fixed an issue where backwalls with torches on them would break in one hit, even if that wall should take more than one hammer hit to break
Fixed an issue where Smart Cursor would attempt to break walls behind Demon Altars pre-Wall of Flesh, but hit the altar instead, hurting you. It will no longer aim for these walls
Fixed an issue where Deep Sky Blue paint was actually deep green on some tiles
Fixed some inconsistent situations where painting grass blocks would not always correctly spread its paint to attached tall grass, flowers and vines
Fixed some issues with waterfalls and sloped blocks
Fixed an issue where water would continue to be destroyed by lava that overlapped a minecart track. Obsidian (and Honey/Crispy Honey) will now form appropriately, destroying the track, in such scenarios
Fixed an issue where waterfalls running down a slope would sometimes tunnel through a block and come out the other side
Fixed some inconsistencies with certain items not being able to be placed on Weapon Racks like they should
Fixed an issue where the Grand Design could not be placed in Item Frames
Fixed an issue where placing too many torches would render a home invalid due to no free space
Fixed an issue where a houses have just enough room initially, but when plants grow out of a decorative clay pot, there suddenly wasn’t quite enough space

E. NPC and Enemy Bugs:
Fixed an infamous exploit involving Duck Statues. No, we did not remove Ducks. You people are silly.
Fixed an issue where Bunnies spawned from statues during Parties would not wear Party Hats
Fixed an issue where you could release critters into solid blocks, which is horrible
Fixed a multiplayer exploit where Lucky Coin and its tinkers still worked on Statue spawned enemies
Fixed an issue where a number of enemy AIs would run away when spawned from statues because they were not in their home biome
Town NPCs no longer rudely walk on Dynasty Tables
Fixing a number of NPCs not being properly summoned by King/Queen Statues
Fixed an issue where Bubble Block houses were somewhat unreliable and NPCs would move out
Fixed an issue where NPCs walking on a platform directly above blocks would bounce up and down on the platform, but ONLY while walking left
Improved a number of unwanted double interactions when talking to NPCs standing in front of furniture
Fixed an issue where opening a door in a house would invalidate the NPC’s housing there because the door took up too much space
Fixed an issue where Real Estate Agent achievement would not unlock if the last NPC was rescued instead of moved in
Fixed an issue where wearing Frost Armor would apply Frostburn to friendly NPC’s attacks as well. Also fixed an issue where wearing Frost Armor would make Pirate attacks inflict Frostburn on your NPCs
Fixed an issue where NPCs who were safe inside of their homes would start to panic and run outside if an enemy got near the house
Fixed an issue where Tax Collector fell out of the bottom of the map but didn’t die
Fixed an issue where NPCs could not teleport home if their housing flag was over half-blocks
Fixed an issue where NPCs could walk into tight corners and end up getting stuck there, spinning around rapidly
Fixed an issue where the Tax Collector liked parties. Clearly out of character.
Fixed an issue where Traveling Merchant would never visit if all of the nearby surfaces were covered in minecart tracks
Fixed an issue where the Nurse would get stuck underwater indefinitely healing herself from drowning
NPCs will no longer emote at you while invisible
King Slime will no longer teleport rapidly and spawn camp a dead player
Fixed a multiplayer issue where King Slime would sometimes be too large
Fixed an exploit where King Slime’s minions would drop Souls of Light/Night when underground
Fixed an issue where breaking more Orbs/Hearts after summoning Eater of Worlds/Brain of Cthulhu would summon a second one
Queen Bee should no longer be summoned and attack you if her Larvae are broken when no one is nearby, including from liquids settling on worldgen
Fixed an issue where Flying Dutchmen parts would despawn at different distances from the player, resulting in it spontaneously dying sometimes
Fixed an issue where Goblin Summoners did not keep the Invasion music playing like other Goblins
Fixed an issue where running from an enraged Skeletron Prime might cause his arms to despawn
Fixed an issue with the Twins where their map icons were mixed up
Improved the positioning of Lihzahrd Altar and how Golem spawns above it, reducing the possibility of him being stuck in the ceiling and making it hard to defeat him
Fixed an issue where Pumpking counted for 3 enemies on your Radar
Added death effects so that Ancient Vision no longer simply ceases to exist when killed
Fixed an issue where the aggro'd Cultist music played at a really large distance
Fixed an issue where Chlorophyte Leaf Crystal would keep shooting uselessly at the Cultists Sigil and kill innocent Cultist bystanders by accident
Fixed an issue where stray Antlion sand balls would land in the Dungeon and prevent Cultists from spawning
Fixed an issue where if you killed passive Cultists in one hit, one by one, it would not anger them
Changed meteor spawns so that they can no longer fall on the Cultists worship spot, preventing them from spawning
Improved “Cultist Spawn Zone” functionality to remove some rare situations where minor variations of the Dungeon’s entrance would prevent the Cultists from spawning
Fixed a rare issue where Celestial Pillars would spawn high in the sky
Fixed an issue where Celestial Invasion enemies would not spawn on a giant arena comprised entirely of player-placed walls
Fixed a more common issue where Celestial Pillars would sink into the ground a bit more every time you loaded your world
Fixed an issue where Moon Lord’s Phantasmal Death Ray would keep firing if you killed his forehead eye in the middle of it
Fixed an issue where Dripplers and Ravens would not descend through platforms
Fixed an issue where Red Pigrons could not spawn on Crimson Ice
Fixed a multiplayer issue where Mothron had a tendency to despawn mid-fight
Fixed an issue where wall-crawling Possessed would spawncamp dead players during Eclipses
Fixed an issue where Antlions would spawn anywhere, if the background was sandstone
Fixed an issue where Pirate Parrots could not fly down through platforms
Fixed an issue where conveyor belts overrode biome spawns
Fixed an issue where platforms would interfere with natural biome spawns
Fixed an issue where Rainbow Slimes could not spawn on Hallow Blocks, even though they can only spawn in the Hallow. They are now much more common.
Fixed an issue where Angry Tumblers would kill you in the desert, and then track you down from hundreds of blocks away and attack you again at your spawn point
Fixed an issue where only Lost Girl could drop coins, not Nymph. Also applied to Slimer and several other form changing enemies.
Fixed an issue where enemies that can change form (Spiders, Slimer, Lost Girl) and had picked up money in Expert would lose that money upon changing form
Fixed an issue where Clown and Skeleton Merchant were not rare enemies
Fixed an issue where Goblin Warriors and several other similar enemies would fall through the floor in 3-block tall hallways
Fixed an issue where some quadruped enemies would fall through blocks when running into certain dead ends
Fixed an issue where two different worm enemies of the same species would show a single health bar in the space between them that was an average of their total health
Fixed an issue where Wall Creepers and Granite Golems used the wrong sound effects
Fixed an issue where Demons made sounds, but Voodoo Demons did not
Fixed Wall-crawling enemies being susceptible to confusion but not acting confused
Fixed an issue where Bone Javelins would hit one enemy but not inflict the damage over time effect, while inflicting the damage over time on a second enemy instead
Fixed an issue where Sroller’s hitbox was off center
Fixed an issue where Drakanians did not drop the Drakomire Rider banner
Fixed an issue where Angry Tumblers would visually draw behind doors and actuated blocks, which made it hard to see them
Fixed an issue where Stardust Cells would sometimes be incredibly huge
Fixed an issue where Stardust Cells couldn’t move through platforms
Fixed an issue where Solar Selenians did not show up on Tally Counter
Fixed a visual issue where large zombies would slightly clip into the ground
Fixed an issue where enemy archers who were Confused would run away at high speeds
Fixed an issue where wall-crawling Blood Crawlers and Sand Poachers had an off center hitbox
Fixed an issue where Witherbeasts would desync and vanish sometimes when attacked in multiplayer
Fixed an issue where "Ghost Mode" Old One's Army enemies would cause unusual water ripples

F. Projectile, Pet, and Minion Bugs:
Fixed an issue where excessive Possessed Hatchets and certain Minions would result in Possessed Hatchets stacking up in large quantities
Fixed Flame Trap's flames hitting targets behind, below, and on top the flame trap
Fixed an issue where certain projectiles could have Striking Moment applied twice
Fixed an issue where Seedler nuts were gaining Magic Quiver’s arrow speed bonus
Fixed an issue where Chain Guillotine had a really weird hitbox
Fixed a collision issue where Yoyos could get stuck in blocks when underwater
Fixed an issue where Yoyos behaved increasingly erratically at high melee speeds, ultimately culminating with them breaking entirely and being unusable
Fixed an issue where Daybreak and Bone Javelin Spears would layer incorrectly behind Flying Dutchmen
Fixed an issue where Daybreak would not spread its debuff if your attack killed the target in one hit. Now spreads the debuff to nearby enemies even if the attack kills the target in one hit.
Fixed a multiplayer issue where Dart Traps projectiles could not activate Portal Turrets properly
Nimbus and Crimson Rod projectiles are now less likely to pierce through blocks
Fixed an issue where the Book of Skulls projectile flashed excessively in high lighting situations
Fixed an issue with the Ice Rod that led to excessive FPS loss
Fixed an issue where Vampire Knives would not fire when backed up against a wall
Fixed an issue where Falling Stars would clip through conveyor belts and end up embedded in the dirt
Fixed an issue where throwing dozens of Spelunker Glowsticks would make sparkles for every glowstick, making treasure sparkle way too much
Fixed Fungi Bulb’s projectiles behaving oddly, and not very effectively, in Expert
Fixed an issue where Stardust Dragon would leave the edge of the screen and despawn
Fixed a layering issue where Stardust Dragon’s head was laying in the wrong order with the rest of its segments
Fixed an issue where Spider Minions counted for less than one minion
Fixed an issue where Pirate Minions would fail to return to you when left behind, and were just pretty dumb in general
Improved how Spider Minion and Spider Pet handle 1-block tall walls, preventing them from shaking wildly in place
Potentially fixed a rare issue where flying Pygmy minions that were submerged in lava would turn into a straight black line while attacking enemies
Fixed an issue where minions would cut various tiles like cobwebs or grass with their body
Fixed an issue where Companion Cube would jump constantly in tight corridors
Fixed a visual issue where the Old One’s Army pets had rough edges/scaling when they were floating at an angle
Fixed an issue where the Tiki Mask pet would shake violently when submerged in water
Fixed the Cursed Sapling Pet not showing dyes if summoned via its item

G. Inventory, Menu, and Tooltips/Text Bugs:
Fixed a tooltip issue where Shroomite Breastplate had an unlisted 13% increased range damage
Fixed a tooltip issue where Paladin’s Shield had knockback immunity but did not indicate that it did
Fixed a tooltip inaccuracy on Spider Armor indicating that it gave the wrong damage %
Fixed Suspicious Looking Tentacle not using the "Expert" exclusive tag and rarity color
Fixed and clarified hundreds of other item and armor tooltips to give more specific numbers, explanations, and use more consistent terminology across the game
Fixed a ton of incorrect/inconsistent item rarities, while acknowledging that item rarities across 5000 items are a rough science and there will always be some inconsistencies
Fixed tons of typos, spelling errors, spacing issues, punctuation issues, and general tooltip, dialogue, and text polish across the entirety of the game
Renamed Snowfall and Sandfall to actually be called “Snowfall Blocks” and “Sandfall Blocks” respectively
Fixed a number of projectiles having incorrect names, displaying internal naming IDs in death messages when they kill the player
Coins now only display their damage when the user has a Coin Gun
Fixed some complicated change-making bugs involving coin stacks disappearing when quickstacking to Piggy Banks
Fixed an issue where Quickstacking Coins from inventory was still allowed, even though Quickstacking from Coin slots is not allowed
Fixed an exploit where Etherian mana could be stored in large quantities in chests between invasions
Fixed an issue where the game would frequently automatically default to Hotbar Slot 9 when closing the inventory
Fixed an issue where right clicking a single favorited item to pick it up would remove its favorite status
Fixed an exploit where players could put large gems in the trash to avoid losing them on death
Fixed an issue where placing a Music Box or Fish Bowl would temporarily disable some inventory functionality as a side effect of them also being equipment
Fixing an issue where Info Accessory icons disappeared when renaming chests
Fixed some issues where left sidebar builder buttons would have unusual spacing
Fixed an issue where there was a slight overlap between the PVP button and Dye slots
Fixed an issue where opening chests would make info accessory icons move
Fixed an issue where Hardened Sand was a crafting material but did not display as a Material, and made infected Hardened Sands craftable into Glass as well
Fixed an issue where Glass Clocks had two recipes
Fixed an issue where Tax Collector’s vanity set was sold from two different NPCs
Fixed an issue where Tin Hammer could not be reforged
Fixed an issue where weapons would lose their prefix when closing a full inventory
Fixed an issue where weapons would generate with an invisible temporary prefix, the primary symptom of which was that their rarity color would be different from normal until the world was reloaded
Fixed an issue where Hermes Boots in the 6th accessory slot in Normal mode would make dashing sounds anyway, even though you didn’t dash
Fixed an issue where 6th accessory slot dye in normal mode would rarely cause dye issues on other accessories
Fixed an issue where the Dresser UI interface would only show generic hair, not your current hair
Fixed an issue where you could get achievements while dead, and the game would try to let you click on them, but they would fail to show you the achievement menu
It should now be harder to double-bind keyboard inputs and lock yourself out of entering the menu, but players who manage to do so will still need to delete or modify their input profiles file to fix it
Fixed an issue where quitting a world while holding a torch would result in your player menu character holding their hand out
Fixed an issue where character play time doesn’t increase when Autopause is on
Fixed a workaround that let you make character names that were way too long
Fixed an issue where Achievement sorting buttons made no sound effects
Fixed an issue where Celestial backgrounds would remain visible for an extended time on the main menu after quitting out when the background was visible
Fixed an annoying sound issue involving the character creation sliders making repetitive noises, or no sound at all, when mousing over them
Fixed an infamous minor issue where the Parallax setting would constantly reset itself to 99% instead of 100%
Fixed an issue where, when moving NPCs and holding a tool, it would show both the NPC’s head and the tool cursor
Fixed Tavernkeep’s special progression messages displaying out of order
Fixed an issue where the Angler would not say most of his dialogue
Fixed a multiplayer issue with Angler dialogue where the world name would not be listed at all
Fixed some inconsistent or inaccurate Fishing Quest dialogue text
Fixed a number of continuing issues with NPCs referring to Corruption/Demon Altars while in Crimson worlds
Fixed an issue where shift-clicking items into the Guide or Goblin Tinkerer’s special slots would make no sound
Fixed an issue where special text code (item icons and color) did not work on chest text
Improved some issues with line breaks and text color in chat
Fixed an issue where, when chatting, if you hit Enter right after the very last key pressed, it would use that key again after the message was sent, sometimes activating hotkeys like Potions or Mounts
Fixed an issue where mousing over the Banner Buff while near extremely high numbers of banners would cut off the text in an ugly way
Fixed some UI Scale/Resolution issues that caused the minimap and other UI elements to overlap and allowed you to hit two buttons at once
Improved issues with how the UI scales for people with a really short displays, preventing it from cutting off the UI at the bottom
Fixed an issue where trying to open a Money Trough floating over a chest would always open the chest
Fixed an issue where the item mouseover text for Soul items and Yorai’s Scowl/Spell would be very high above the item
Fixed a Linux issue where certain key inputs would be perceived as repeated inputs, and would spam behaviors in game
Fixed an issue where, after alt+tabbing out of the game, moving the cursor around your computer screen would click audibly over settings options in the game

H. Crashes and other very severe issues:
Added protection against Chests generating over Bee Larvae during initial worldgen, resulting in an instant crash on world load
Potentially fixed a Mac only crash issue where the game tended to crash roughly 15-20 minutes into play
Fixed several dozen worldgen freezes/crashes, and ran thousands of consecutive worldgens for days on end to catch as many more as possible
Fixed a potential crash issue where, if you started generating a world and then received a Steam invite, trying to join that invite would usually crash your world, or have other chaotic side effects like showing you partially generated worlds
Fixed a potential crash issue when using Life Drain while in reverse gravity
Fixed an achievement related crash that happened when killing the Wall of Flesh in some worlds
Fixed an extremely serious issue where naming your characters “.” or “..” could lead to deleting your saves folder
Fixed an issue where Mac’s dedicated server file did not install correctly
Fixed a rare crash involving Giant Tortoises not dealing well with sloped tiles
Fixed a crash issue where attempting to access the Captures folder via the in-game button would crash the game if you had no Captures folder

I. Multiplayer Bugs:
Fixed a server issue where, after reaching the capacity of the server, no one could join the server even if people left
Fixed a server issue where setting the password to include either one or two quotation marks would prevent people from joining
Creating a new character when trying to join a multiplayer session via Steam should no longer take you back to the singleplayer menu after
Improved and hopefully fixed Boss Bag not dropping for everyone in multiplayer, particularly King Slime and Eater of Worlds
Fixed an issue where a number of pre-existing projectiles would not be visible to players joining a server
Fixed a multiplayer issue where players who were grappled on to walls when a new player joined in would appear to be constantly falling from that spot
Fixed an issue where the Bee Mount did not sync its hovering with servers, resulting in unusual visual issues for other players
Fixed a multiplayer issue where placing a block over, harvesting with Staff of Regrowth, replacing with seeds, or otherwise harvesting alchemy herbs would not provide all of the expected seeds and herbs
Fixed a multiplayer issue where Signs placed above trapdoors would duplicate and behave oddly when opening the trapdoor
Fixed a long standing Multiplayer issue where signs and gravestones would not show mouseover text for other players if they were created within that session
Fixed a multiplayer issue where the Frost Legion completion flag was not set correctly in servers, preventing players from buying the special hats from Clothier
Fixed a multiplayer issue where Ghost Hardcore players in would not update correctly for other players
Fixed a multiplayer issue where critters standing on platforms at night would constantly fall down and then teleport back up to the top of the platform
Fixed a multiplayer issue where players couldn’t see each other swinging Old One’s Army sentry staves
Fixed a multiplayer issue where Brand of the Inferno’s special animations and sounds would not show for other players
Fixed a multiplayer issue where Vilethorn-type weapons didn’t play their sounds correctly for other players
Fixed a multiplayer issue where breaking certain blocks didn’t make sound effects
Fixed an issue where player sensors did not make sounds in multiplayer
Fixed a multiplayer issue where Dungeon Guardian and Skeletron were not roaring
Fixed a multiplayer issue where swinging Solar Eruption exactly once would not make a sound for other players
Fixed some visual and audio desyncing with the Sky Fracture when on Multiplayer servers
Fixed an issue where in-game text over chatting player’s heads did not scale properly with UI Scale
Fixed an issue where Portal Gun Stations did not make sounds, and Portal Guns did not make sounds in multiplayer
Fixed an issue with Portal Gun portals not working correctly when they lead to an unloaded chunk in multiplayer
Fixed a multiplayer issue where Portal Gun portals could overlap each other and lead to inconsistent behavior
Fixed an exploit where dead Hardcore characters could view the map
Fixed a multiplayer issue where Molotov induced On Fire in PVP would not work correctly
Fixed an issue where being killed in PVP by Inferno Potion announces that you were killed by whatever was in the killer’s hand, such as a cell phone
Fixed some PVP desyncronization related to Solar Armor explosions

J. Gamepad Bugs and Functionality Issues:
Fixed an issue where the Stylist’s menu had no visible indicator of which hairstyle you were selecting when using a Gamepad
Fixed some inaccurate on-screen button help text relating to grappling when using a Gamepad
Fixed an issue where the Lock On icon would become stuck when switching back to Keyboard and Mouse when using a Gamepad
Fixed an issue where if the player was grappled onto a minecart track while using a Gamepad, attempting to use a minecart would shoot another hook out and leave them hanging between the two
Fixed an issue where the on screen Gamepad Zoom In/Out text was using reversed buttons
Fixed a Gamepad Settings issue where pressing A to enter certain sub-menus would inadvertently toggle settings in other sub-menus
Fixed an issue where the Trash button didn’t do anything when using a Gamepad
Fixed an issue where mining on a rope gave the player less mining distance when using a Gamepad
Fixed an issue where swapping back and forth from a Gamepad to Keyboard/Mouse while entering text into some menus would enter phantom letters
Fixed an issue where if you turned on visible Housing icons and then switched to Keyboard/Mouse, you could not turn them off again when using a Gamepad
Improved some Gamepad Smart Select mechanics regarding torches and pickaxes when aiming at blocks
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
The stuff that caught my attention:

Added Block Swap, a mechanic that allows the player to replace pre-existing blocks with new ones, without having to mine them up first. As a bonus, this also allows you to swap Chests and Dressers, while keeping the chest inventory intact!
Added a new celebratory event after defeating a boss or invasion for the first time. What a fortunate time to be a Terrarian!
Added the graveyard minibiome
Added a chance for meteor showers, which dramatically increase falling star rates
Added new falling star animations in the sky
Added two new bosses
Added Gnomes
Added special crafting recipes which can only be made in the presence of the Ecto Mist of Graveyards
Several NPCs will now sell special wares when they are in a graveyard
Added a Lawnmower and the ability to mow grass to prevent tall grass from growing back (for better golfing, of course)
Added Void Vault and Void Bag
Added a questionably large number of toilets
Added the final paint color
The world creation menu can generate random world names for you
Improved the visibility of the Cloud On/Off buttons on the Player and World menus to improve clarity
If various things happen while the game is minimized on your task bar, it will now flash. This includes things like taking damage, spawning, or worldgen finishing
Quick Stack will now prioritize Piggy Banks, Safes, Defender’s Forge, Void Vault, and the portable Money Trough and Void Bag
The viable range when Quick Stacking to nearby chests has increased by 25%
Added a blue box under item mouseover text in the inventory to increase text readability. This feature has an option to turn it off if preferred.
Paint, Actuators, and Ale can now be placed in Ammo Slots
Sorting your inventory will now attempt to put ammo in any free Ammo slots
Sorting your inventory will attempt to sort your coin slots in order
Dramatically changed the layout and frequency of deserts in worldgen, they should be larger but less common, with more natural dunes
The Ice Biome should now generate further away from spawn, and in a more narrow shape
Natural underground minecart tracks can now be much longer and come in more interesting configurations
Underground Mushroom worldgen is now much larger and redesigned
Improved how Marble Biome walls generate, no longer quite as “square”
Rain now takes on the water color of the biome it is falling in
Increased chest limit from 1000 to 8000
In response to the increasingly complex world gen making Underground Cabins more broken down and full of furniture, the odds of cabin paintings spawning has been increased until they are more reasonably found
Sunflowers now block the spread of Hallow
Wood Chests now have a chance to contain a stack of wood
Added a system that would fill in very small holes in naturally generated walls on worldgen to make a more polished backwall appearance
Sandstorms are now significantly less common, particularly in the early game
Rain is slightly less common
Hallowed Armor has been completely reworked visually, and now has an Ancient Hallowed Armor variant to use the old style
Ambient night lighting may vary depending on the moon phase
There are now many more stars in the night sky
Reaching the end of the Pumpkin and Frost Moon will unlock one in-game day of Halloween and Christmas season, respectively
The start date for Halloween events in game is now October 10th
Gravestones will now show the date of death
Increased the max stack size of a ton of items
Hitting trees with an axe may now drop things sometimes
Expert enemies who steal your money will now be saved in that area and respawn if you come back. You can see their locations and how much money they have on the map.
All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
Dungeon Crates may now include Books
Angler’s Quest rewards are now more likely to give you the Info Accessories. Additionally, he will not give you duplicates of an accessory you have in your inventory, unless you already have them all.
Massively overhauled the Guide’s help dialogue, adding hints and tips for content all the way up to the Lunar Invasion, addressing all new NPCs since 1.1, replacing outdated information, and bringing some previously bugged lines back into circulation
Most non-Dungeon/Invasion enemies should no longer be able to open doors except during Blood Moons or Eclipses
Doors will now automatically open for you when approached. This option can toggled in the Settings
Doors will now attempt to open the other way if forward is blocked by something
Doors that have icicles grow in front of them will now break the icicles when you open them. Also applies to other ground based rubble.
Geyser traps are now set off just by stepping on them
Vile and Vicious Powder can now be used to spread their respective biome before Hardmode
Meteorite, Crimtane, and Demonite now have higher Metal Detector priority than Gold/Platinum
Parties can no longer happen if the Party Girl is not present. Try talking to her next time a natural party starts!
Butterflies and Fireflies no longer spawn in the rain or when it is very windy
Players can now spawn several blocks above or below their spawn point if the location is covered by blocks, rather than destroying those blocks, to increase flexibility of building at spawn.
Acorns now autoswing
Granite Elementals can no longer fly through walls
Reduced the volume on Granite Golem’s death sound
Crimslimes now inflict Blindness and drop Blindfolds
The Giant Cursed Skull now inflicts Curse and drops the Nazar
Beehive Bees in the Jungle will now target enemies as well as the player
Several "minion" enemies that have no banners are now subject to the banner effects that affect their creator (such as Baby Mothron and the Mothron Banner)
Eater of Worlds now has more segments, even more so in Expert Mode
Plantera's Tentacles now have health scaling in Expert Multiplayer
Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer
Expert Skeletron Prime now moves faster when spinning.
Old One’s Army now has some Expert scaling in multiplayer
Martian Saucers in normal mode no longer have a phase two, and die as soon as their turrets are destroyed
There are now less Martian Saucers per invasion, and they are less likely to chain spawn
Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.
Several Martian Invasion drops are now dropped from regular Martians, decreasing the random nature of the Martian Saucer’s drop pool
Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
Golem will now enrage when out of the jungle or on the surface
Moon Lord'’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
Frogs can now swim
Explosive Bunnies can now be released as critters and can explode
Enchanted Nightcrawlers can now spawn naturally during meteor showers
Gold Critters are now more rare

The Ruler’s utility effect is now always available for players to turn on or off. The Ruler item can now be used as a weapon instead, and is still used in crafting recipes.
The Breathing Reed and Umbrella can now be used as weapons, and can still be used for their original purposes as well
Shortswords can now be used in all directions, not just forward
Titanium Armor now has a new set bonus, and Shadow Dodge has been repurposed as Holy Protection, the new Set Bonus for Hallowed Armor
Medusa Head and Charged Blaster Cannon have been heavily redesigned and should be more effective in combat
A host of other weapon, armor, tool and accessory adjustments, some small, some minor. For more, please check out the Balance Changes section
Vanity Accessory slots now can only hold accessories with a visual vanity effect
Gravity Globe can now be toggled in mid-air
Tiki Armor, Pygmy Necklace, and the Hercules Beetle can now be purchased without carrying Pygmy Staff as long as you have defeated Plantera
Blessed Apple now only drops from Unicorns, but at a higher drop rate than before
Arkhalis is now dropped in the Arkhalis dev set bundle
Upgraded Mannequins, they now have an interactable inventory which allows visible accessories such as wings, as well as dye support. They can also be painted, and are no longer destroyed unless their inventory is empty
Weapon Racks are now paintable. You can also place Fish on Weapon Racks for display purposes. (Here's a little song I wrote, you might want to sing it note-for-note...)
Players can now sit in chairs, sofas, thrones, benches, and they can lay down in beds to sleep. Sleeping in beds will speed up time. If in multiplayer, time will only speed up if all players are sleeping.
Cloud Blocks now prevent fall damage Dynasty Wood blends better with other tiles now
Special glass blocks like Waterfall, Confetti, etc now have better merging with other tiles
Infected Hardened Sands are now craftable into glass like regular Hardened Sand
Statues can now face both directions
Ammo Box now has a shotgun cocking sound effect when used

Moon Lord
Moon Lord'’s attack pattern has been slightly tweaked as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased
Moon Lord’s Phantasmal Death Ray will now penetrate blocks that are between it and the player
Enemies should no longer spawn during Moon Lord'’s fight, unless they spawn outside of his radius in multiplayer
Moon Lord will now drop his loot even if you die during his death animation

Golem
Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese
Golem will now enrage when out of the jungle or on the surface

Plantera
Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer

Skeletron Prime
Expert Skeletron Prime now moves faster when spinning.

Brain of Cthulhu
Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback
Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer

Eater of Worlds
Eater of Worlds now has more segments, even more so in Expert Mode

King Slime
King Slime is now somewhat harder to abuse with ropes

Martian Saucer
Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed
There are now less Martian Saucers per invasion, and they are less likely to chain spawn
Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams easier to avoid.

Other
Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each
Man Eater type enemies can no longer be killed by mining the block they are attached to
Shortswords can now be used in all directions, not just forward

Enchanted Sword
Damage decreased from 24 to 23
Use Time increased from 18 to 21
Knockback decreased from 5.25 to 4.25
Wasps can now bounce/pierce only 3 times instead of 4
Wasps per Cast: Reduced to an average of 3
Mana cost increased from 6 to 10

Nettle Burst
Damage increased from 28 to 35
Mana cost increased from 10 to 12

Spectre Staff
Damage decreased from 72 to 65
Each projectile can now hit up to 3 times, rather than only once
Mana cost increased from 11 to 15

Staff of Earth
Actual damage mostly unchanged, but lists its "max speed" damage now rather than its "low speed" damage
Now has a 20% critical chance
Mana Cost increased from 15 to 18
Use Time decreased from 40 to 24
Projectile speed greatly increased, as a result, has better range and much harder to fall below the minimum threshold to maintain maximum damage

Heat Ray
Note: There were too many "full piercing" weapons at this tier, and not enough high single target damage weapons. Heat Ray changed to avoid redundancy with Shadowbeam Staff and Staff of Earth and give the class more versatility.
Damage increased from 55 to 80
Use Time decreased from 16 to 10
Can no longer pierce and hit multiple enemies


H. Ammo:
Arrows and Thrown ranged weapons no longer have a chance to drop as items for reuse

Bone Arrows
Now pierces one time

Chlorophyte Arrows
No longer pierce targets
Projectile speed is increased
Can now bounce several times, and will "Smart Bounce" at a nearby target if one is in range
Post-bounce arrows only deal 66% damage

Holy Arrows
Falling Stars can no longer pierce and hit a second target
Falling Stars now do 50% of the original damage instead of 100%

Nano Bullets
Damage increased from 10 to 15
Price of Nanites increased

Venom Bullets
Damage increased from 14 to 15
Related: See Venom buff
Price of Vial of Venom increased

Venom Arrows
Damage increased from 17 to 19
Related: See Venom buff
Price of Vial of Venom increased

Crystal Dart
Damage increased from 15 to 17

Cursed Dart
Damage increased from 9 to 10
Related: See Cursed Inferno buff

Ichor Dart
Damage increased from 10 to 12

Wing Balance has been heavily balanced across the entirety of the game.
With only a few exceptions, wings found at the same tier should be roughly equivalent in power. Exceptions are usually particularly hard or particularly easy to get.
Unfortunately, its difficult to share exact stats for wings, partially because there are dozens of them that have been changed, and their stats don't easily translate to easily readable stats.
The best short summary is that over a dozen sets of wings were buffed, and that Leaf and Frozen Wings have been reduced in power, as they were too strong for their tier.
Other major notes:
- Butterfly and Bee Wings can now only drop after the Mech Bosses, but their power has been increased proportionally.
- Previously, most wings from Wall of Flesh until Golem were very similar in power, and didn't offer a lot of reason to upgrade. These have now been spread out, creating a more gradual, consistent increase in wing power across the course of the game.

Shrimpy Truffle now gives its increased speed and damage bonus when in the rain.
Basilisk Mount now has a double jump

All axes, hamaxes, chainsaws and other tools with axe-functionality have their wood cutting speed increased by 20%
All drills and chainsaws now dig faster than their non-mechanical counterparts, but have shorter range. Additionally, optimized digging loadouts still perform better on pickaxes/axes, but drills and chainsaws will be faster on non-optimized loadouts
Desert Fossil can now be mined at any pickaxe power or with bombs. However, it is fragile and adjacent fossil blocks may break when you mine it, costing you some of the ore.
Desert Fossil based gear is now weaker because it is available sooner.
Hellforges now require Demonite Pickaxe or higher to break. They also now protect the tiles below them from being broken while in the Underworld. This does not apply outside of the Underworld.
A substantial number of Buff Potions have had their durations increased, many as much as twice as long
Bait is more likely to be consumed
Very high fishing power now gives decreasing returns
Fishing Power is 1.1x during Blood Moons
Swordfish is now less common when fishing
Golden Carp is less common when fishing
Biome Crates are now guaranteed to drop a chest item, instead of only sometimes
Dungeon Crates will now always drop a Gold Lockbox
Flower Boots are now included in the Jungle Crates loot pool
Wood, Iron, and Gold Crates drop better quality ore depending on which level of crate it is. Wood Crates, for instance, only drop Copper/Tin/Iron/Lead.
Penguin and Turtle Pets can now be obtained rarely from their respective Biome crates
All fishing crates now come in pre-Wall of Flesh and post-Wall of Flesh variants. Pre-Wall of Flesh variants do not contain Hardmode Ores.
Gold Crates now have a chance to drop Life Crystals and Enchanted Swords
Gold Critters are now more rare
The Nurse now charges increasing amounts of money for healing as the game progresses
Town NPCs now get a little stronger every time you defeat a boss
Sandstorms are now significantly less common, particularly in the early game
Reduced the intensity of Mighty Wind
Rain is slightly less common
Dungeon Spike damage has increased from 40 to 60, and inflicts Bleeding
Temple Wooden Spike damage has increased from 60 to 80, and inflicts Bleeding
Gem and Rainbow Torches now give 10 torches per crafting instead of 3
Glowsticks and Torches now stack to 999
All Bombs, Grenades, and Dynamite now stack to 99
Ore Bars now stack to 999
Alchemy Seeds and Plants now stack to 999
Tissue Samples and Shadow Scales now stack to 999
Pirate Map and Snow Globe items can now stack to 20
Increased consistency of boss money drops
 

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