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First, the werewolf set should be 12 chunks, not 120. I guess a typo made it unintentionally harder to get. I will push a new version to fix that maybe even today.
As for the nail turret costing 15 bars, that is once again a typo, should be 5. Will fix it as well. However, I don't know if you noticed, but each turret lasts for at least 5 minutes, so assuming you do not die (not easy on calamity later modes, I know), it only consumes one turret every 5/15 minutes depending on the tier of turret. The Pistol turret can be charged with several bullet types, the recommended ones are meteor shot, as they are very good against the goblins.
Also, Battlerods are not made for Crowd Control. The stuff we have so far is the result of many hours of trying to balance crowd control with damage output in early game, and not existing many options in early game is kinda "intentional". The first opportunity to get either "good" crowd control is the nail turret (which will become cheaper to charge in the next update) or the Meteor Pistol Turret, which requires the meteorite to spawn, and may be here after a goblin invasion. As for blood moon, we simply didn't get any before goblins during testing, so I was unaware it could be a problem there.
As a fun fact to close this post, we did consider a "chum" turret that would spread damaging chum on the floor, but could never get it to work correctly, so we kinda discarded the idea.
- The Lil'Seidon set is an attack based set, with a bonus set of being a free gills potion and better underwater. This was the first set I crafted during testing, so it may be a bit overtuned.
- The Flinx set allows you to remove some nasty debuffs from the ice biome, allowing you to move freely in these waters in expert. Very situational, so we gave it a bonus to health regen in those locations to match. Not recommended for general use.
- The StarMix is purely defensive, and gives some small bonus to damage and bob speed. It is hard to get in classic+mode due to its bar cost, and farming gel. It is also one of the two hardmode-enabled armors: When hardmode comes, its defense doubles, to that close to palladium.
-Werewolf armor is an attack-based armor, with greater bonus based on lunar phase. As a result of testing, we kinda nerf it a bit by reducing the Blood moon effects to 40% bonus, we might up it to 100% bonus in that event even in normal mode. Depends on testing. For the remainder moons, if you are feeling risky, it has 5x the stats in Eclipse, Frost and Pumpkin moon, and in Full moon during hardmode, it makes you be ignored by werewolf enemies.
-Bonee is post skeletron, also a damaging armor, that shoots bees that apply oil on hit, allowing for some very nice combos on enemies that are not immune to On Fire, and if you get lucky with angler quests, Solarfire and Frostfire from baits.
So, Star Mix is a "safe bet", but from our experience, not even the best at doing its job. When we tested it with Calamity, we found that the defense it provided was being "ignored", so we ended up upping it up a bit for that case.
Like said in the previous post, Werewolf was not supposed to be that hard to craft, but could be mitigated by fishing in corruption/crimson and getting the corrupt/crimson crates from our mod, that contain vertebrae and rotten chunks.
As for the values, we can consider scaling them just like many other features of the mod, based on progression. That way, the buffs will be more appropriate for the progression section they are in. For brawn, for example, maybe 10 in pre-hardmode, 15 hardmode, 25 post moonlord? We would need to see the impact it has on gameplay.
As for the escalation potions, they are as they were intended, specially the Maximum escalation potion. There is a reason they cost 1 platinum in the shop. If you are using a mod to use them infinitely, we cannot do anything about it. Maximum escalation increases overtension over time, meaning it will always reach very high numbers. It is intended for Post-Moonlord bosses that have over 1 million health. For that reason, the best we can do is remove its crafting until it's later in the game, maybe make it craftable on the Ancient Manipulator.
The other potions are powerful, yes, but as stated, by design. Meant to help for those who need it, not be required to progress.
Reeling in enemies physically towards you has always been a divisive thing in this mod for even the previous version. I, personally, thought it was funny to run around trying to find a spot where the enemy could not reach you, and the balance between enough tension to do damage while not enough to bring it to you. However, Unu always thought this to be "broken" and not really that fun. We considered making it an option, but the code was so ingrained in the system it would be hard. We'll probably try to do something about it as well.
As for Standing your ground, it was created for those moments when, no matter how hard you pulled, you would get no tension, because you would keep getting pulled together. Specially true of the dummy, as it cannot move, so you always get dragged towards it, losing tension in the process. It is very useful once mastered, as it allows for "click tension" where you just click and release the tension very quickly for an enemy that is moving towards you, making it possible to increase to red (and beyond) on very fast moving enemies like the Queen Bee.
Finally, the reforging. The intention of this one was to "punish" the player for being greedy with reforges. As you might have noticed, "better" reforges are more expensive to get rid of than "worse" reforges. However, the "worst" reforge is priced almost the same as the "best" reforge, so that you hit that same wall. The intention being you now have a very valuable rod that you can sell for paying for future reforges, if you can get a new one, to simulate being "broken beyond repair".
So, when you see the number get "too high", you either have the best, or the worst, and if it's the worst, you need to craft a new one, or obtain it from somewhere else. But not all is lost, as you can sell the old one for massive profit, recouping the costs of trying to get to the best rod for what you want.
By the way, the only reforges that are top-expensive are the Crabby (worst), Trawler (best for fishing) and Legendary (best for damage). The remainder are pricy (specially the Lure-based ones), but still manegeable by fishing a bit and selling the results (or the money from opening the crates).
Also, as a bug from terraria, if the value exceeds 99 platinum for a reforge, the value rolls back to 1 copper. Useless, but keep an eye out for endgame rods for this value, as this is the limit of the rolls.