I have a Terraria Server, but my rules are that you should not wreck people's things!
My server is online everyday.
If you need the info, ask me.
[/SPOILER] Hello there guys, I told you the update was coming soon and here it is.
Please let us know what you all think! Have fun and good luck with your hardcore mode characters!
NPCs
â— 8 New Enemies, find them!
â— Changed the way worm enemies spawn.
â— Bats, Hornets, and Eyeballs no longer enter water
â— Slimes now float in water.
â— Only one giant slime will appear at a time.
â— The Guide now seems quite knowledgeable in what an item can be made into if you show it to him.
â— NPC shops now sell some items on certain nights, or after certain events.
â— Devourers should no longer gain random other enemies as its head.
â— The Nurse now charges the correct amount for healing.
â— Bats now have a death sound effect.
â— Talking to the old man at night will give the player a warning now before summoning the dungeon boss.
◠Entering the dungeon before defeating Skeletron now spawns a new NPC instead of Skeletron’s head. This should fix several issues with that event.
â— Enemy coin drops have been adjusted.
â— Man Eaters and Snatchers are no longer effected by knockback and can attack through walls.
◠Eater of Souls’ and Hornet AI has been improved.
â— Enemies now take up different amount of *slots* depending on AI style and strength. This will help balance conditions when there are lots of strong monsters spawned at once, such as Imps and Bone Serpents.
â— Fish are no longer upside-down when out of water.
â— Green slimes have been weakend so that start players can deal with them more easily.
â— Slimes and Flying enemies no longer make a splash sound when hitting water.
◠Items of “Blue Rarity†or higher no longer burn up in lava.
â— Burning Skull has been renamed to Cursed Skull, and given different AI.
◠Enemy caster’s have had their rate of fire slowed down.
â— Meteor heads have less health, do more damage, and move slower.
â— There are now slight size variations to the Eater of Souls and the Angry Bones.
â— Skeletron has less defense and health.
Items
â— New Feature : Buffs activated by Using Potions. Right click a buff to remove it from yourself.
â— Over 50 new items!
â— The Silver Short swords recipe has been corrected, it is now craftable.
â— Torches and candles no longer work when wet.
â— Destroying a placed sign while you are reading it will no longer cause your character to become frozen.
â— Rocket boots no longer require mana. They will provide lift for 1 second and recharge every time the player touches the ground or uses grapple. Lift speed has been slightly increased to offset loss of long flights. This makes the boots more viable for caster Characters.
â— The explosion animation for bombs is now correctly displayed in multiplayer.
â— There is now a message pop-up when the player receives an item.
â— Filled Buckets may no longer be emptied into solid ground.
â— Pots in the underworld now have a chance to drop new items
â— Handgun and Phoenix Blaster have been reduced in size.
â— Lowered the knockback of Muramasa.
â— Reduced the damage of the Blue Moon.
â— Flintlock Pistol and Musket have increased damage.
â— Only normal trees drop acorns.
â— Falling sand clumps are no longer carried by magic missiles/flamelash.
â— Jungle armor is no longer a drop. It is a craftable set.
â— Magic Mirror now requires mana to be used.
◠Harpoon and Maces now correctly show the player’s arm animation.
â— The arms dealer will sell unholy arrows at night after the Eater of Worlds has been defeated.
â— Space Gun does more damage, but only penetrates 2 enemies.
Server
â— Spam detection is less aggressive.
â— Increase multiplayer security.
â— Fixed a bug that could crash the server when the max amount of clients are connected.
â— Added an option to enable additional cheat protection for servers.
â— Servers now hibernate when no players are connected.
â— Blood Moons now stop correctly if time is changed to day by the server.
Misc
â— Corrected some spelling and grammar mistakes.
â— Lighting code has been optimized to increase performance.
â— Mud and ash now have a chance to fall like sand when struck.
â— World update rate has been reduced slightly.
â— Water now evaporates when it reaches the underworld.
â— Slowed the rate of plant growth.
â— Hardcore is now an option when creating a new player. Hardcore players are gone for good after dying.
â— The Jungle now has its own music track.
â— Vines that refused to grow longer than 1 tile in length while underwater, will now grow correctly.
â— Pot graphic was brightened to make it more visible.
â— Plants growing out of a clay pot can no longer be cut with a weapon. The new alchemy plants can be grown in these pots.
â—Gems, ore, and gold chests now have a sparkle effect.
â— Giant glowing mushrooms will now grow back over time.
â— The player now starts out with a copper shortsword.
â— Dungeon bricks and walls have had their brightness reduced.
Game Interface
â— Upon death, A more specific death message will appear for other players, so they know how you died.
â— The crafting and armor interface text will fade out when an item tooltip is in front of it.
â— The Hot Bar now shows the name of the selected item.
â— PVP now requires 5 seconds between Activation and Deactivation and visa versa to prevent PVP spam. The same cooldown is in effect for Team Changing as well.
â— Added hotkeys for quickly drinking healing, mana, and buff potions.The healing/mana potion you use is based on the same principle arrows are. Top-Left most item first. The buff potions are all used at once.
â— Holding right click on an empty space in the inventory will no longer make a sound effect as if something was there to be picked up.
â— Defense totals are now shown in your inventory.
World Gen
â— Tweaked the way sand is created during world gen. (Requires new world.)
â— Oceans are now slightly larger and generation layout has been improved. (Requires new world.)
â— Cactus now grow on sand.
â— Coral now grows in the ocean.
â— Chests can now spawn near the surface of the world. They will contain treasure that new players may find useful. (Requires new world.)
â— Chests and pots now contain loot based on the level they spawn in. (Requires new world.)
â— Gold chests will now spawn in some parts of the world. (Requires new world.)
â— Corrupt chasms have less of a chance to spawn on jungles. They also now have a cave connecting most of the chasms. (Requires new world.
â— Traces of demonite are created during world gen. (Requires new world.)
â— Surface jungles have been enlarged, and will override deserts. (Requires new world.)
Rocket boots no longer require mana. They will provide lift for 1 second and recharge every time the player touches the ground or uses grapple. Lift speed has been slightly increased to offset loss of long flights. This makes the boots more viable for caster Characters.
[video=youtube;WWaLxFIVX1s]http://www.youtube.com/watch?v=WWaLxFIVX1s[/video]
Hi guys,
[/SPOILER] Usually, when you are working on a project, you choose a direction you want to go, but sometimes, somehow the road changes and you find yourself going somewhere else. Of course on Terraria, the road itself is arced and split ahead of us so much that there really is no road we've chosen to take. Instead, the sky is the limit!
Having been in production since back in January, many, many, many, ideas have been tossed around behind the scenes among the Development team. Our two graphics artists have even crafted graphics that haven't yet or will never be added to the game. So I felt I would take some time and share with you some tidbits from our "idea list" and also acknowledge some of the things people have suggested here in the forums, seeing we had most of the same ideas ourselves long before release.
Early on, one of our alpha testers, named Garro, was kind enough to make us a forum for use as a development team, where the we and the testers posted our suggestions, and organized to-do lists. So much of the information I am going to share is drafted and quoted from there.
Hey Now, Why so Quiet?!
A few months ago, before our composer had been able to craft any music for the game, there was a discussion on ambient sounds; crickets, birds chirping, water drips and rock rumbles underground. A few of us would still like to have an option for such things, as anyone turning their music to zero can leave for a very quiet adventure. This may have even made it into the game if we had not released early to meet the hype for the game head-on. But in the end, we are very happy with our games music, and 9 out of 10 reviewers seem to agree. Although I did see a few reviews that list "Sound/Audio" as Terraria's weak-point. So who knows, perhaps in the coming months, the games sound will become more immerse.
Hey, Wanna Fight?!?!
So, it's probably not going to be a surprise to say that when PVP was added, we all stopped adventuring for a few days just to run around and pwn eachother. Originaly PVP was set to always be on if the attacker had it on, regardless of the defenders settings. No one could hide from it, so of course, I died a lot, as PVP is not really my forte'. But this brought rise to the idea of PVP having many more features, and also Terraria having so many game mode possibilities. Pure PVP worlds, and things like Capture the Flag, Defend the Base, came into our sights. With the dedicated server software coming out soon, possibly within a day or two, we are taking steps towards more streamlined multiplayer that may allow for customization of worlds to be PVP only, and the like. So the ideas, we had during the construction of Terraria, may still yet come to fruition. PVP and Game modes are on the horizon, and will most likely see the light of day within the next few months. So you may be seeing custom death messages like "Blue was killed by Redigit!" start showing up in your chat, in stead of that generic "was slain" message, sooner than you think.
Where the heck am I?
Now, no one seems to like Mr. Guide. But a stark reminder of why he is in the game shows itself when a new player asks, "What do I do?" When creating the game, we found ourselves deciding on free play with a bit of direction. We didn't want to blatently give the player a purpose, and we didn't want to leave them without a real goal to try to reach for. So this is how the building blocks came to rest. The Guide was born in an attempt to not only be sort of a tutorial, but also, with 'context sensitive' conversation, look at where you are in the game (and what you do or do not have in your inventory) and suggest to you the next course of action. Making sure he was intuitive enough has been an on-going process, and yet still we are seeing a lot of desire to be able to kill or simply remove the Guide himself. So, for the veteran players, we will be looking into that for you. But try and remember, he has a reason for being in the game, and he is after all, one of the many people who live in Terraria. When even more NPC's find their way into the game alongside those already there, you will start to enjoy the fact that your world is alive. and you are not alone in it.
Summer Springs upon Winters Fall!
Early on, Red_Yoshi (Gabriel Henrique Kiesshau), one of our Graphic Artist, created the sprites for some seasonal objects in the game, including a Pine Tree for the winter areas. Originallybroughttoward, it was disscussed to have entire maps face season changes all at once after a few in-game days pass, and I know it is still a desire for Redigitblatantlysensitive to have this effect Originallydiscussedin some way or another in the future. Again the early release cut short the idea before it could be enacted, and the Underground Jungle became the last biome implemented before release. But as we have stated a few times... we want to see snow in the game sooner rather than later. If anything, we want it to be in the game before snow actually falls in the real world this winter season (here in the USA that is). We also seek to employ a number of seasonal ideas in-game, much like many MMO's do on holidays. So, things like fireworks, tiki torches, festive decorations, and the like, could all possibly be seen in game before too long.
Pre-Release Suggestions
When we unveiled our Trailer back on April 18th, and our fan-base exploded into existence, we were sent many ideas and suggestions that people felt would be good in the game. It was interesting to see suggestions for the game come in so readily, as no one had yet to play it to see what it was really like, and thus many people suggested things already in the game. There were however a few suggestions that stood out to us. Most of these were features that targeted a certain audiences specifically. Colorblind players, as well as Deaf Players. Now many of us sit and play the game without thinking one moment about those who also wish to play and won't get the same experience in the game that we will due to a medical reason outside their control. As game developers, we hope to employ certain things in game that will cater these demographics. Such as the possibility of having a visual indicator of being close to death rather than simply having a sound, and also looking into having an option for more colorblind friendly textures. There is no timetable on the addition of these features, but I did want to point out we are aware of the desire to have them, and they are on our minds.
LOOK AT THE BONES!
Many of you have seen the little bunny on our Steam Page. And many of you are asking when he/she will show up. Well, along with many of the ideas and possible additions that could come some day to Terraria, we want to say, "soon". But how soon is soon and what 'time-frames' we will be using are not something we want to constrain ourselves too. With the early release, we saw that rushing something, even a great idea, can have its consequences, as many of you have seen via the bugs that were in the game on release. We quickly fixed most of them, of course, as Redigit makes quick work of bugs we discover, and those bugs would not have even been there, if we had a month to test before we released. But all in all, the release went well, and for the most part, you, the fans, were quite forgiving. We thank you for your patience, and strive to remove the remaining bugs, and begin work on the new content you all (and even we ourselves) desire to see in the game. And as for the bunny, his/her sprite-work is all but completed, so, he may be stealing your carrots sooner than you think. Also, with the impending server software soon being released and 'out of the way' much earlier than we had expected it to be, it goes to show just how much we ourselves want to get beyond the necessary and move on to the more exciting things.
A tidbit from our 'old' To-To List.
Below are a few things listed on our old to-do list, and I stress to you that these things, while still possible are not stated to be absolutes in finding their way into the game. Also, the '...' you see mean there are more listed, I'm just not showing everything.
NPC and World Interactives
...
~Cleansing Pool (Makes Ebon Stone into Stone, and other evil items to non-evil, etc)
~NPCs w/ Quests
....
Items
...
~Treasure Finding Item, makes chests and pots glow.
~Reinforced Doors / Stone Doors / Portcullis
~Campfire
~Placeable Flags
~Fishing Poles / Fish
...
World and Gameplay Dynamics
~Background Vistas (mountains/horizon)
~Bushes
~Seasons
~Stalagmites and Stalactites
~Weather
...
As you can see, we have a grand vision for the game. And as far as we can tell, we will be adding new, more fun and shinier things to the game over time as we aim for that vision. We hope you enjoyed the journey so far as much as we have and we look forward to moving forward.
- Good day to you all. :]
Jeremy "Blue"
v1.0.6
[video=youtube;xZNlRx3QiE4]http://www.youtube.com/watch?v=xZNlRx3QiE4[/video]
Not sure if you guys saw this yet, so here it is.
Sounds quite interesting. Means you probably won't be able to just fall in lava and hop out....along with other stuff,like poisonous enemies.
Terraria's on its way to becoming more challenging,yet still retaining that Fun factor. :2thumb: