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A endurance mode where you can keep going on. It would be relatively simple to apply buffs/debuffs to get the scaling effect mentioned.
Could also have a 'post-game' section where after 'true-brain' it just swarms rapidly spawning enemies until death, and run a survival timer.
Messing around in Cheat Sheet, a lot of the vanilla weapons work just fine with the mod, so I don't see why we're stuck with mediocre, super basic weapons instead of having any access to these.
Mana isn't a mechanic. A lot of Terraria staples are completely missing. You can't get any accessories or armor, defense isn't a mechanic, dashing isn't a mechanic, proper player buffs don't exist, debuffs don't exist. This is a Terraria Roguelike yet it's missing a ton of Terraria mechanics...
I love the mod and it's a very solid roguelike, and I've had a lot of fun experimenting with Cheat Sheet to make my own "builds" to take into runs using vanilla equipment, but as a *Terraria* roguelike? It's not really completely accurate.
i can easily go on a blood moon run with the adaptive gun and adaptive dagger, collecting lifesteal + attack speed + on hit effects (more attack speed, lifesteal etc.) and have an easy time winning not even finding one rare item.
Comparing this to a run with sniper, I am just too reliant on the rare items to get a proper run (not saying it's impossible, but it's just torture, you deal minimal damage, need to dodge forever and just have a much harder time).
Maybe something like the proc efficient from Risk of Rain should be implemented? (e.g. giving high attack starter weapons a multiplier on all effects like 60% (so then for example from the 10% crit item they only get 6% increased crit chance))
Or add some other items that favor more the low attack speed builds.
Currently the only way to change your build is by exchanging items in the Lunar rooms between floors. Due to this most of the gameplay revolves around mechanical skill and luck, which hurts the roguelike aspect and makes the runs feel too straightforward and samey sometimes.
It would be great to have additional options to get/change items. Maybe optional challenge rooms or some kind of a dealer who trades rarities for your max HP (hello TBOI Devil Deals)
Awesome mod btw
A choice from between two or three items in the starting chamber or starting off with a random item would be an interesting mechanic that would make the early part of a run a heck of a lot smoother.
Agreed that the rifle feels weaker than the other options, but I did get x2 speed on it a couple of times + it's fun to spam this thing upclose as a pseudo-melee weapon
First of all, the mod is really great, imo it feels like a breath of fresh air to terraria's battle system having these unique boss fights and weapons with items that feel nice to use. The mod has A LOT of potential and I hope that this potential will be made in high quality without rushing.
But I also have to name some little issues that make gameplay a little bit worse:
1. It's the most important one. Build making system has tragic amount of options: you only can exchange items 3 times in a run or manually drop them on ground and pick them up after clearing floor (the second option sucks imho 'cause it feels stupid to do it, so you basically have only one option 3 times in a run). Also first 2 exchange rooms spawn randomly so you can have them after 1-st and 2-nd floors without items to exchange or you can you can have them after 4-th and 5-th floors and you'll have to pass a half of your run without ANY changing options. My point is to make them spawn guaranteed after 2-nd and 4-th floors to avoid situations when you have no options to change your build. Also it would be nice to have a choice from 3 same rarity items after boss fight. That's not much to make more options in run, but I guess these ideas are the most fine.
2. First floor is too difficult, it's especially acceptable to first rooms where you have to play without at least mid items. I suggest to nerf some rooms on first floor (especially vertical rooms on the giant tree floor 'cause they're too annoying), because dying in a first room because of stupid rng that makes you play like a GOD to pass it, leads to pointless restarts.
3. Weapon balance. When I was playing 1.0 I was thinking that it would be nice if there were more interesting weapons than a gun with low damage and almost UNPLAYABLE sword thanks to its range, but after 1.1 we've got 4 new weapons. But out of these 4 weapons I only enjoyed 1: adaptive rifle because of its cool mechanic which allows you sacrifice your accuracy for more dps, and with that mechanic rifle can be played as cool pseudo-melee weapon. But other three weapons... F**KING OP CANNON THAT SHOOTS AOE BOMBS WITH 270 DAMAGE AND CAN HIT ENEMIES BEHIND WALLS AND THIS MAKES OTHER RANGED WEAPONS S**K A BIG D**K; LITERALLY UNPLAYABLE DAGGER IF YOU HAVE NO AMBER RING OR SMTH 'CAUSE PLAYING MELEE YOU NORMALLY CHARGE YOUR ATTACK AND MAKE A BIG HIT, BUT DAGGER CAN'T DO IT AND IT S**KS WHEN YOU TRY TO HIT ENEMIES BEFORE THEY DEAL YOU FATAL DAMAGE; and a spear that actually isn't that bad and it has more damage and range than sword and it's fine, but I still don't enjoy playing melee. I want to see canon with 180 damage please. Also pistol deserves at least 120 damage, but Aqua, if you want to leave starting weapons with 100 damage, then nerf rifle a bit 'cause it still feels better then pistol. As for melee weapons, sword's range feels TOO small, so imo it should be buffed by around 1 block. Spear feels fine. Dagger... idk what to do with it, it's just unplayable withount amber ring. Also I guess that melee buffs wouldn't be enough to make them as strong as ranged weapons, but at least they will be balanced among themeselves.
4. Blood moon difficulty. Hear me out, making bosses attack faster is preety fine, but making less i-frames is just pointless. I think Aqua didn't want to just give more health and damage to enemies so he just made less i-frames so people won't stay in bosses and not get much damage because of i-frames, but, unfortunately, it doesn't work (maybe it works on new moon idk I didn't play it). Instead of it, blood moon just makes people get 2 hits instead of 1 if they won't react in time or in small rooms where if you don't have enough damage to kill enemies you have to run through them that usually ends up duying (especially on furst floor and I've already talked about it in 2-nd clause). I suggest to remove i-frame changes and make enemies faster or smth (it would be cool if enemies had some unique abilities, but it's a lot of work so it's least possible variant, but still very cool).
5. And last, and probably, the least important issue is enemies abilities. The simplest example: Queen Bee has an attack when she spits out honey, and this honey just... deals damage to you. No slow effect, nothing, just damage. Or how about dungeon. It has a lot of mages that could buff their allies and debuff you instead of just pew pew pew. Rougelikes like this (EtG, Dead Cells, etc.) usually have some enemies in room that you targeting first because they apply a strong buff on their allies or hardly debuff you so you have to kill them first to remove that buff or debuff.
Ofc I have some suggestions that other people want to see in the game like non-linear dungeons, shops, classes, armor, more terraria related items, pre-setups of items (also classes in fact), but I think that game needs more fundamental desicions first, so I guess that my 5 paragraphs are more important (change my mind if you want).
Aqua, I hope that you won't burn out and drop this great project full of potential and without rushing will make high quality updates so this mod will be as great as calamity and it will great addition to vanilla terraria.
-Summon Weapons
-Item that increases shop choices
-On room defeat drop 2-3 items, only get first picked up, maybe always one dps and one def/hp
split the rifle into a dedicated sniper and a auto rifle/smg. this 120 degree spread at base is murder on its fire rate and isn't warranted due to the lack of AOE and being lower damage than the cannon.
maybe try making the sniper be like the skelly sniper.... like base line pin point acurate with a base of 150 rifle and low rate of fire, but can be charged to increase it's damage (maybe up to x3 or 4?), with fire rate affecting it's charge rate and locking it's rate of fire so that it cannot be changed (for good and bad)
meanwhile the auto rifle/ smg could retain a sort of "spread gets worse over time" mechanic to prevent it from being just.... bullet hell.... short of when you have the salvaged minigun. with a base fire rate of x3 of the hand gun, but only 50 damage. it would also work well with on hit items rather than needing the desperate first (and hopefully only) shot.
also, make shops an each level thing, without a charm i've had full runs where (not sure if this was a bug or just bad RNG) i had zero shops.
another thing is the remidial tape worms orbs need some sort of delayed homing, because i can't pick them up through walls or the ground, and they don't last long enough half the time to be picked up. i know "heal on hit" with a soul steal coatings homing would be busted, but thats why i think it should be delayed. or at least localized to the orb.