So... Terraria 1.2

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Catastrophe
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RE: So... Terraria 1.2

#21

Post by Catastrophe » Sat Sep 28, 2013 2:24 pm

Oh awesome a lunar boss?

Ok plantera has the best soundtrack IMO
Last edited by Catastrophe on Sat Sep 28, 2013 2:27 pm, edited 1 time in total.

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RE: So... Terraria 1.2

#22

Post by Tux » Sat Sep 28, 2013 3:13 pm

Catastrophe wrote:
Oh awesome a lunar boss?

Ok plantera has the best soundtrack IMO
Lunar boss will be most likely included in 1.2.1.
Also Dungeon, Golem and Crimson are beast as well.
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RE: So... Terraria 1.2

#23

Post by Espio » Mon Sep 30, 2013 11:58 am

Plantera has the best music ever, followed by the Dungeon.

It's a nice refresh and glad to hear more in different biomes.
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RE: So... Terraria 1.2

#24

Post by someoneelse » Tue Oct 01, 2013 9:44 pm

So, this finally happened and no one said anything yet? Maybe because all Terraria fans are busy playing :)
I was welcomed by crash, and had to download a config which has map turned off. And I wasn't the only one, since first person I tried to play with experienced this as well. Kind of a big thing to miss in testing.
Well, I was happy with the update. Loved bigger chests and inventory, running on slopes, and possibilities for those who like to build and design as much as slaughter zombies.
Balance was changed, from opinions of people I played with in a pretty random way... It's still a lot of fun and new content is making it exciting again. There are things not everyone will like, but in the end I am happy with new version.
Shared keys will now be in Zandro! Thanks devs for their work, and users for the support!
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RE: So... Terraria 1.2

#25

Post by Bloax » Thu Oct 03, 2013 10:00 am

The potion sickness is still completely retarded, in case someone still hasn't found out.
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RE: So... Terraria 1.2

#26

Post by Espio » Thu Oct 03, 2013 11:20 am

Bloax wrote: The potion sickness is still completely retarded, in case someone still hasn't found out.
I could have sworn something was said about changing that... guess not.

The bigger chest inventory is nice, but if you're playing on a 800x600 resolution like me you tend to right click stuff practically everytime you want to open one. Gets annoying :v:

Also, I'm disappointed in red... he said the broken armor debuff was cut down to two minutes.. My ass it is, it's still five.

Oh and gravity potion got nerf'd. The world is upside down instead of your character. Good luck easily solo'ing hardmode bosses now cause I sure as hell won't deal w/ it.
Last edited by Espio on Thu Oct 03, 2013 11:23 am, edited 1 time in total.
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RE: So... Terraria 1.2

#27

Post by Bloax » Thu Oct 03, 2013 11:46 am

Technically it's only your view that gets flipped alongside your character, unfortunately this also means that you can only switch direction by pressing Up instead of Up/Down.

And I doubt making the potion sickness debuff depend on the amount healed compared to your maxhealth with a modifier and a minimum duration in there for some variation would be too hard.
but that would require effort and it'd RUIN the FINE BALANCE of the game
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RE: So... Terraria 1.2

#28

Post by Tux » Thu Oct 03, 2013 12:17 pm

also I just got web slinger aka 8 hooks at once
welp
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RE: So... Terraria 1.2

#29

Post by Espio » Thu Oct 03, 2013 12:40 pm

Forcing random hardmode bosses to spawn is a bit annoying. I wasn't even prep'd for Prime, and all I had was an unreal phoenix blaster with over 3k bullets. Wasn't enough firepower and it eventually killed me.
Bloax wrote: Technically it's only your view that gets flipped alongside your character, unfortunately this also means that you can only switch direction by pressing Up instead of Up/Down.

Yes, but you have to keep adjusting and figuring out which end of the stick you're on. Really quite distracting and makes it more difficult to use properly.

Oh and those FUCKING GIANT TORTOISES. They're far more annoying than armored skeletons now.
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RE: So... Terraria 1.2

#30

Post by Dusk » Thu Oct 03, 2013 3:28 pm

It mainly feels like an aesthetics upgrade. There's a considerable amount of good stuff, yeah, like the rope and the ice biome. The rain's a nice touch and the beehive was fun to visit. However I'm kind of troubled by the emphasis on vanity stuff in the update... both paint and dye - neither of which have any effect on the gameplay are sold by separate NPCs plus you get a party girl who also sells just party stuff. That is 3 new NPCs for vanity items! I'd kind of rather have a demolitionist move in so I can blow up ore out of their blocks rather than some dumbass who only sells paint.

It also seems to somehow degrade the overall value of drops. I mean, when you're introduced to items your impression on how good is kind of has gone lower because the vanity items tip it towards the useless part. I mean, found a new item? A red husk, I wonder what that makes... just dye? Blah. And then you find a lot of new stuff with similar impressions.

The new ores and the crimson was a huge disappointment. They're just reskins of the original corruption and ores, aside from the crimson mobs! Could've put a teeny bit of effort to make them a bit more distinct and interesting. This is a very big minus on my list.

Another thing that seriously bugs me is that stuff is also harder to get. The Eater of Worlds drops less demonite (and thus is less effective to farm), a single bomb costs 7 copper, not 5 and dynamite costs 1 gold 50 silver, which is triple the price! As for mechanisms, the wrench and wire cutter cost 2 gold, not 1 and there's three wrenches now that you must buy separately, quadrupling the amount needed to buy the wrench & wire cutter in full, and that's only the equipment. The actuator's nice though, letting you activate any block.. but is it really worth 10 silver coins? And I do appreciate the possibility of distinct wiring circuits.

Bigger chests and more inventory space as well as increased stack size for many blocks is a welcomed change though, but the amount of screen space the new interface is taking makes it hard to go through chests, plus right-clicking a chest will likely instantly select an item inside said chest, which is annoying.

The game also seems harder overall, especially the dungeon's been buffed to op levels. As if it wasn't hard enough. I found myself rather digging into Hell and getting molten armor before going into the dungeon, before I always went to the dungeon first. The underground ice biome is neat but seems a bit lacking in cool and awesome stuff.. in contrast to all the hard mobs out there. And the rain is actually annoying because of how long it lasts and all those !@#$!#@ flying fish essentially performing the annoyances of the demon eyes on day-time.

I haven't gotten to hardmode yet but so far this supposedly supermegaawesome upgrade is lacking the supermegaawesome stuff. The extractinator, the snow biome, the beehive and rope and whatnot are cool and good but not the awesome I was advertised. It's so far a good update but not worth all the hype and tease that's been going on. I do like the new look though... especially that of Hell though.

EDIT:
Oh and gravity potion got nerf'd. The world is upside down instead of your character. Good luck easily solo'ing hardmode bosses now cause I sure as hell won't deal w/ it.
Oh gee, seriously? I really am starting to find the new gameplay dubious.

EDIT 2: oh crap, didn't mean it to be this huge an essay
tl;dr: it looks good but it only looks good IMO.
Last edited by Dusk on Thu Oct 03, 2013 3:44 pm, edited 1 time in total.

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RE: So... Terraria 1.2

#31

Post by Espio » Thu Oct 03, 2013 4:11 pm

Dusk wrote: I haven't gotten to hardmode yet but so far this supposedly supermegaawesome upgrade is lacking the supermegaawesome stuff. The extractinator, the snow biome, the beehive and rope and whatnot are cool and good but not the awesome I was advertised. It's so far a good update but not worth all the hype and tease that's been going on. I do like the new look though... especially that of Hell though.
Most of the great stuff is in hardmode. Oh and you don't even want to see hardmode Dungeon.. I'm in it and it's fucking absurd even with a godly megashark, crystal bullets and gud armor.
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RE: So... Terraria 1.2

#32

Post by Tux » Thu Oct 03, 2013 6:27 pm

Dusk wrote:The game also seems harder overall, especially the dungeon's been buffed to op levels. As if it wasn't hard enough. I found myself rather digging into Hell and getting molten armor before going into the dungeon, before I always went to the dungeon first.
wat
I'm playing as a "fucking glass cannon" aka mage and I get killed rarely in the dungeon
plus right-clicking a chest will likely instantly select an item inside said chest
wat
Oh and gravity potion got nerf'd.
that's not a nerf, it's just an aesthetic change
three wrenches now that you must buy separately
noone forces you to do that
one is sufficient
plus I got a shitload of gold only from dungeon from where you get the mechanic
The new ores and the crimson was a huge disappointment.
this adds replayment value but I agree
also crimson rocks overall

hey guess what
if you think that this update made terraria harder you're wrong
I skipped every metal tier until crimson and beaten brain of cthulhu with only shadewood armor (which is really good 'til the mid easymode) and rushed towards ruby staff
it was a good move as i anal raped everything in my field of view
Last edited by Tux on Thu Oct 03, 2013 6:28 pm, edited 1 time in total.
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RE: So... Terraria 1.2

#33

Post by Dusk » Thu Oct 03, 2013 7:53 pm

Perhaps it's not harder. I guess starting over from endgame gear confused me up a little bit. It still is grindier though as stuff still does cost more. I thought the dynamite needed a price reduction, not tripling...
Tux wrote:
plus right-clicking a chest will likely instantly select an item inside said chest
wat
You right-click a chest to open it and you also right-click to select items in the chest. A single mouse press does both.

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RE: So... Terraria 1.2

#34

Post by Tux » Thu Oct 03, 2013 8:23 pm

Dusk wrote:
Tux wrote:
plus right-clicking a chest will likely instantly select an item inside said chest
wat
You right-click a chest to open it and you also right-click to select items in the chest. A single mouse press does both.
never ever happened to me
low resolution perhaps?
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RE: So... Terraria 1.2

#35

Post by Dusk » Thu Oct 03, 2013 8:31 pm

Perhaps so, yeah. I'm in 800x600 most of the time.

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RE: So... Terraria 1.2

#36

Post by Catastrophe » Thu Oct 03, 2013 10:29 pm

Yeah, I got enough rubies and gold for the ruby staff in my very first mining expedition, good shit

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RE: So... Terraria 1.2

#37

Post by Espio » Fri Oct 04, 2013 12:28 am

Tux wrote:
Oh and gravity potion got nerf'd.
that's not a nerf, it's just an aesthetic change
You go and try to solo Twins or Prime with gravity pot change. Or even the Dungeon Guardian.
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RE: So... Terraria 1.2

#38

Post by Bloax » Fri Oct 04, 2013 8:14 am

Tux wrote:
Dusk wrote:The game also seems harder overall, especially the dungeon's been buffed to op levels. As if it wasn't hard enough. I found myself rather digging into Hell and getting molten armor before going into the dungeon, before I always went to the dungeon first.
wat
I'm playing as a "fucking glass cannon" aka mage and I get killed rarely in the dungeon
Mages have the absolute easiest time in the dungeon, what with the new staves having cheap, !Piercing! projectiles and no ammo dependency. (Besides having to cling to the ceiling with a gemstone hook to recover mana. And even then, 100-mana drops aren't too rare.)

Meanwhile melee guys will have to tank the endless horde of skeletons (now with seemingly even more skeletons).
And unless there have been some serious pre-hardmode mage/melee gear differentiating (hint: not really) you're not much worse clad than someone whacking the skeletons in melee - all while taking much less hits because you use ranged attacks.

Unless of course your definition of "fucking glass cannon" is roleplaying as a fragile little mage who refuses to gobble health crystals down and is thus stuck with 100 hp and sub-par AC, in which case you still wouldn't be presenting an argument because it's either using the best loadout in the dungeon or intentionally crippling yourself while still using the best loadout.
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RE: So... Terraria 1.2

#39

Post by Deathskull » Fri Oct 04, 2013 8:33 am

As someone who played a melee character early game I can attest to the fact that the dungeon is easier. The lack of traps spawning means that all you have to deal with are slow, melee only enemies, weak flying enemies and ranged enemies who shoot destroyable projectiles and are so slow it's like they're moving through treacle. Even though I was assailed by gigantic hordes of skeletons constantly they were incredibly easy to deal with as most of them could only deal collision damage, and especially since there's so many heart drops from the pots and I have a 100 HP heal on a 1 minute cooldown.

Gravitation potion totally deserved to be more disorientating, too. It may have many intended uses but I'm pretty sure trivializing boss fights isn't one of them.
Last edited by Deathskull on Fri Oct 04, 2013 8:34 am, edited 1 time in total.

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RE: So... Terraria 1.2

#40

Post by HexaDoken » Fri Oct 04, 2013 9:08 am

If terraria is hard for you, you need to get hit less.

In Terraria, it always has been remarkably easy to avoid most forms of damage entirely. I haven't played much of 1.2 so far, but when speaking 1.1 terms, going through the entire pre-hardmode while staying at 100 hp, 0 def, not using a single health potion and restricting your weapon usage to swords only against any non-boss enemy is ENTIRELY doable. Although jungle is going to be a tough one due to having enemies that are generally a pain in the ass to hit in melee, but if you get just a wooden bow and wooden arrows - easy. Even in hardmode, it isn't that much harder - everything hits for a whole lot more damage, but avoiding damage is still as easy. And the only reason Wall of Flesh is near-impossible with such setup is because of the magical EYE LAZORS that are so fast they could be nearly considered hitscan.

Once again, I haven't played 1.2 dungeon. However, it seems that not only the dungeon spawn rates are buffed - it's not uncommon for me to see up to 8 common zombies going for my ass on normal non-blood moon nights. And those are entirely doable with wooden sword and no damage. I think I'll handle the dungeon.

This especially because, as I hear, traps are removed. About 99% of my deaths in the dungeon were because of me flinging myself on the spike floor like an idiot.

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