AI limitations, for example. Every major AI pattern is hardcoded into the game and many got reused to hell. Every worm enemy has the same AI, just with different bits and bobs added on.
You basically have to tear the game apart to do it and even then it's incredibly slow and hacky going. I can recall one mod that even made the slightest inroads toward new AI, and it was a total conversion that had been in the oven for god only knows how long before its demo (which contained one (uno) new AI pattern) and we haven't heard a peep out of them since. So yes, the Calamity Worm Phenomenon is because the game had like 5 AIs to choose from when Calamity entered development.
You aren't talking about the Starlight River by any chance, are you?
1 year ago
Anonymous
Oh yeah, I am. Am I wrong? Did I just not know where to look for updates? All I could find last I checked was the demo. Have they shown off any new AI or anything?
1 year ago
Anonymous
I was just wondering if I was correct in the assumption that the big-ass mod I've heard about with purty sprites is the total conversion one you were referring to. I ain't stepping foot into the modding scene just yet, so I got no news for you.
>80~ hours to 100%
It was fun, ended up spending an extra 20 or so hours just fricking around. My disinterest in house building prevents it from having any replay value though. Will pick it back up when new cheevs come out.
Eh, kind of. Calamity adds gear throughout its entire duration that outclasses the vanilla stuff, but its bosses are also significantly harder. It shines best when the devs find ways around vanilla's AI restrictions, but that's not too often.
That's what I meant, the challenge in this game is mainly time based. The only boss I encountered that I couldn't just cheese or nuke on sight was Duke. So more health just means a longer fight. But most cheevs were just farming shit so again, just time.
It does add bosses that just outright ignore defense and kill you once you reach a certain hit threshold, to the very end of its progression that is, so you need to either develop extremely exotic and heretofore unheard-of damage cheese or learn to dodge.
1 year ago
Anonymous
So like a daytime light empress deal? In those cases I just setup for a near map long jump or rail system and just leave dps behind me. If despawn is an issue i'd route around it. It just comes back to how much time you need to put in. Since every encounter is predictable and therefore plannable there's no excuse to not be ready for something.
1 year ago
Anonymous
I'm fairly certain all the instakills for getting hit too much were removed. Instead pretty much every boss attack will also temporarily reduce your defense resulting in you becoming frail if you get hit multiple times in a row.
collect spiderwebs and make rope or buy as much rope as you can carry/afford from the merchant
make as many torches as you can carry from choppin down trees and murderin slimes
mine israeliteels for grappling hook
dig straight down until you find something interesting
talk to guide man if you're confus
Talk to your actual guide for help and crafting as often as you can, bring to him anything that is marked as a material and looks interesting enough. Otherwise just try to make it underground and cobble together whatever you can out if the materials you can get your hands on. Blind early game can be the most rewarding terraria experience if you're in the right mind for it.
shit game
*mogs the vanilla game*
good game
gamey game
terrible game
Good game, but not a perfect one. Too many design choices from early into the development came around to bite them in the ass down the line.
who asked?
huh
meds
Like for example?
AI limitations, for example. Every major AI pattern is hardcoded into the game and many got reused to hell. Every worm enemy has the same AI, just with different bits and bobs added on.
Is it not possible to add new AI? Is that why Calameme has 6 gorillion worms in it?
You basically have to tear the game apart to do it and even then it's incredibly slow and hacky going. I can recall one mod that even made the slightest inroads toward new AI, and it was a total conversion that had been in the oven for god only knows how long before its demo (which contained one (uno) new AI pattern) and we haven't heard a peep out of them since. So yes, the Calamity Worm Phenomenon is because the game had like 5 AIs to choose from when Calamity entered development.
You aren't talking about the Starlight River by any chance, are you?
Oh yeah, I am. Am I wrong? Did I just not know where to look for updates? All I could find last I checked was the demo. Have they shown off any new AI or anything?
I was just wondering if I was correct in the assumption that the big-ass mod I've heard about with purty sprites is the total conversion one you were referring to. I ain't stepping foot into the modding scene just yet, so I got no news for you.
dig
gaiden
post them characters
first for clamtitty
forsen
i like the big boob fox lady
>80~ hours to 100%
It was fun, ended up spending an extra 20 or so hours just fricking around. My disinterest in house building prevents it from having any replay value though. Will pick it back up when new cheevs come out.
Play
Calamity
If it had cheevs linked to my steam account i'd consider it. It's just a longer version of the base game right?
Eh, kind of. Calamity adds gear throughout its entire duration that outclasses the vanilla stuff, but its bosses are also significantly harder. It shines best when the devs find ways around vanilla's AI restrictions, but that's not too often.
That's what I meant, the challenge in this game is mainly time based. The only boss I encountered that I couldn't just cheese or nuke on sight was Duke. So more health just means a longer fight. But most cheevs were just farming shit so again, just time.
It does add bosses that just outright ignore defense and kill you once you reach a certain hit threshold, to the very end of its progression that is, so you need to either develop extremely exotic and heretofore unheard-of damage cheese or learn to dodge.
So like a daytime light empress deal? In those cases I just setup for a near map long jump or rail system and just leave dps behind me. If despawn is an issue i'd route around it. It just comes back to how much time you need to put in. Since every encounter is predictable and therefore plannable there's no excuse to not be ready for something.
I'm fairly certain all the instakills for getting hit too much were removed. Instead pretty much every boss attack will also temporarily reduce your defense resulting in you becoming frail if you get hit multiple times in a row.
Why did 1.3 and 1.4 add few bosses. Isn't that 80% of the game?
lazy dev
server when?
1.4 sucks.
Bought the game during the Winter Sale. Best guides on what to do? Seems overwhelming
collect spiderwebs and make rope or buy as much rope as you can carry/afford from the merchant
make as many torches as you can carry from choppin down trees and murderin slimes
mine israeliteels for grappling hook
dig straight down until you find something interesting
talk to guide man if you're confus
mining is a noobtrap
Talk to your actual guide for help and crafting as often as you can, bring to him anything that is marked as a material and looks interesting enough. Otherwise just try to make it underground and cobble together whatever you can out if the materials you can get your hands on. Blind early game can be the most rewarding terraria experience if you're in the right mind for it.
any news on starlight river?
pre-hm is too slow
Boring.