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I'm currently testing out some different fixes for this issue, and a lot's on the chopping block because of how volatile changing large swathes of game content can be to the flow.
This was part of an unfinished change I made where I intended the shadow key to require deerclops having been beat to unlock shadow chests, but when I made the chest unlock detour I never specified which chest would be allowed, so all of them are completely unable to be unlocked until after deerclops is beaten. I imagine this also applies to the hardmode biome key chests.
I intend to merge this with another one of my mods that reworks some stuff at some point anyway, because on its own it did not solve the problem I wanted to fix. I'm currently coming up with and subsequently cutting idea from the chopping block because I want the highest quality possible for this upcoming mod, and I'm nearly finished with my final year of high school.
I couldn't open any locked golden chest while having keys. I could open the lootboxes you get from fishing (but trying to get the needed loot from them seems like a torture).
After disabling all my mods to see what could cause this, I identified the culprit -- it's this mod. Please, check your code again, maybe the Deerclops thing causes it, or some other part of it
I really want to make the game feel better to play longer on one character, the power scaling is really wacky and things like the faster evil spread in hardmode one facilitate a more rushed playthrough. Pre Hardmode is my favorite portion of the game because of how much more relaxed it is than hardmode, where you're pretty much speedrunning it to Plantera to beat the evil spread back, and after Plantera you're basically finished with the game
Swords in general in Terraria really suffer from the lack of ability to aim the swing, something that which mods like Terraria Overhaul do excellently (Especially with the Alt Fire ability of the swords in Overhaul to get that satisfying fatal blow attack)
There's also the issue of items such as the Magic Missile and the Handgun. The former suffers because of the Flamelash not only doing more damage, but having extra pierce and inflicting On Fire.
I appreciate the input however, because while I'm quite well versed in Terraria. (I have a combined total of like 6000 hours over multiple accounts, and different consoles and platforms) I absolutely can fall victim to confirmation bias just like anyone else.
Bottom Line is, I'm going to continue to experiment with different balance options until I find something that works well enough.
I am unsure as to whether or not I want to keep the Necro Pickaxe. I actually really still like the Deerclops locking the Shadow Key because it fits with the Shadowy hands motif stuff, and you could absolutely ignore the items from the shadow chest and still continue just fine.
I'm also debating whether or not to try out something with the Nights Edge, whether by adding Souls of Night to it like the obvious option it is, or some other plan. The Nights Edge could absolutely change their tier bracket because the Volcano and the Muramasa are great weapons in their own way.
I really really like the Dungeon Loot, and several of the items got great buffs but just go untouched because of another option straight up outclassing it (Flamelash instantly outclassing the Magic Missile)
All other classes do have at least 2 pre-HM armor sets, so it would be nice to have just 1 more melee set.
Also, locking the Shadow Key behind Deerclops is a terrible idea, navré.
I get what you were going for, but Deerclops is not a good choice for that kind of method.
Finally, while I have no real issue with having a new pickaxe tier, it does feel a bit generic (not to mention having a Bee pickaxe be stronger than a Nightmare/Deathbringer pickaxe feels a bit odd?).