#suggestions-discussion
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honestly having them inflict potent debuffs can be a nod to slime god's guerilla tactics
Have them inflict oiled, because the sticky slime is flammable
honestly valid
it'd be fucked up if not for the fact that the only other boss they're designed to be usable for resists fire
Slimed is right there
Slimed does not boost fire damage according to the terraria wiki
slimed makes enemies vulnerable to fire in cal
SHOTGUNK YESSSS
fucking hell yeah change btw
goobow post-ml fuck YEAH
Yea this
Finally
yk I was really excited when my suggestion got through but now looking at how many more votes other things have and knowing the top 20% are the only ones that get considered has me a little worried
Even if it doesn't get forwarded to the dev server, the devs do look at it
If they think it's worth considering, they'll consider it even if it didn't get many stars
arcane buff is real š„¹
just in case that doesn't go through would anyone be down to help add more blocks, I know some code and have modded games more complicated (mostly just skin mods with custom models and textures for Risk of Rain 2 which is 3D) so I'd just need help working through how terrarias stuff works plus making things compatible
If you want to help I think the best way to go at it is to join the art server and start making assets
A million things are great ideas and definitely worth being added yet aren't for the sole reason that they have no sprites
okay that gives me a bit more hope considering new placables that are just aesthetic I don't imagine would be hard
I'm not a spriter so I don't know how hard it'll be
But I do know that everything that looks easy is actually going to be a nightmare
only hard part is if they wanted to give lore to certain things like when I suggested an inactive plauge bringer in the one not broken container in the jungle lab cause I don't wanna assume lore yk
I mean if I get desperate I might ask the TMod loader server for help but imo they give off some odd vibes
(I actually totally forgot that those were only 1 tier apart. Put too much weight on the PreHM-HM transition..)
In vanilla, they are technically the same tier, but you will be constantly spawncamped without titanium tier equipment
if you want more blocks in the game you can just submit them in the art server
Iām glad to hear statigel is getting reworked to still be good in early Hardmode
I never liked how I immediately switched off of it
Hey wait
Was the threat of the pirate invasion considered when the hardmode ore rebalance was done?
Because I have been fucked over by bad luck more than once in vanilla, and calamity would vastly worsen that problem with the tier splits
Like imagine if the goblin invasion had stats that put it at skeletron tier, and you got it pre EoC, it would be like that
pirate invasion doesn't exist
?
it doesn't exist
:)
people completely ignore it outside of it showing up actively to ruin your life 1 day into hardmode
ive never really had issue with pirates in cal? not to mention that sometimes people don't even destroy altars in cal so they can't even spawn randomly
Oh what? That's what triggers it?
Good to know, but there should totally be a reason to destroy altars
yeah kinda wild
Pretty sure Calamity changes it to be post-WoF only
would need confirmation
Early Hardmode Progression Rework sets the altar smashed bool when Wall of Flesh is killed pretty sure
On Vanilla Changes page
ah okay
That would do it
i assume pirates are balanced with that in mind then?
i mean
if they are at all
lmao
i literally just treat Pirates as a money laundering scheme
I put them in my basement and force them to print money for me
same with shadow orb for goblins
Shadow orbs are something you chose to do early, with pirates you're always putting yourself in danger for a little while
Pirates are like if a shadow orb counted as broken immediately
Upon starting the world
Thatās. just the nature of hardmode?
Pretty much every place except daytime forest becomes more dangerous
and like hell
This is different because it invades your safe spot and is even harder than many of those new difficult places
My wooden box:
Pretty much every area atp has some way to deal with players boxing themselves in, such as enemies who ignore tiles. Pirate Invasion has at best the Flying Dutchman, and that can be avoided by having a simple second set of tiles thatās larger than 3 by 4
ATP you have many ways to deal with the enemies such as any summon weapon, vilethorn, Daedalus stormbow, flying knife, etc. etc.
Pirates curse which is a wraith like enemy that spawns on pirate captains death is a thing
pirate captain and the curse are the hardest enemies of the event for sure
Pirate's Curse seemed like kind of a random superfluous addition to me when it was added
but then I remembered all the times I camped pirate events behind the safety of solid walls
and it made sense.
I do agree that pirate invasion is a bit different from all the other things that get harder in Hardmode, because they impose themselves on you, it's not something you approach or initiate
(talking about the natural spawn specifically)
But also...
it's an invasion event. It has no loss state; you will win the encounter eventually no matter when you do it. At worst it just takes longer than it usually does.
invasion events should probably get a death penalty like reverting a couple of % each time the player dies

That would be hell.
Imagine multiplayer
a couple of % divided per number of players then
Better would be them leaving satisfied after killing you enough times.
Cuz then you'd get less loot out of it, but also would be given mercy.
i remember a vanilla multiplayer playthrough where everyone got properly screwed over into a death loop by pre nerf graveyard ghosts in early hm
heh
graveyard ghosts are outright evil tbh
Dead=create graveyard
Graveyard=ghost spawn
To stop ghost from spawning=destroy grave
Destroy grave=ghost spawn
yeah
I literally placed torch everywhere to stop grave from spawning lmao
I hate graves
We all do š
grave yard biomes are cool though
That's why graves are craftable so you can make your own when and where you want
the town npcs should drop graves regardless of your character difficulty honestly
that sounds really fucking annoying
fargo's did it and it actually worked really well as a punishment to stop people from just popping the event, killing a single miniboss by isolating it, and using the gear to stomp the rest of the even
mostly in reference to frost/pumpkin moons
events having an actual lose state by only lasting a day doesn't actually sound like an awful idea
Well that's already the case for any moon events (and eclipse)
Invasions I don't think typically ever go for longer than a day? Unless you're really getting your ass kicked (or ignoring them)
You can't do this anyway
Drop rates are terrible in early stages
If you even get a miniboss that early
It also sucked real bad in multiplayer because we couldn't get through the grind for a whole night
That's even more annoying than just getting them by dying...
Especially if you would still drop tombstones on death
Can't wait to autotrash it
@drowsy plank - Your suggestion has received an updated status!
[Make Jellyfish Necklaces Easier to Obtain]
It has been reviewed by the devs, and for one reason or another they decided it would be best not to implement it.
You can check out your suggestion again here: #suggestions-voting message
@hidden kraken - Your suggestion has received an updated status!
[Rogue class buffing station]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
@median scaffold - Your suggestion has received an updated status!
[Buff the Arcane modifier]
It has been voted upon, and the devs decided it would be a good idea to implement it. This doesn't guarantee implementation, as plans may change/alternate plans may be made, but it does highly improve chances!
You can check out your suggestion again here: #suggestions-voting message
weird
is it really necessary to leave it at 1%??

i got literally three inventories worth of life jelly before i got my first jellyfish necklace while grinding for it
Arcane and Quick buffs are coming in 2.1.0.001
i mean it's not necessarily next update
And that's pretty stupid, especially since Calamity already makes most of the grind pretty easy
but eventually for sure
Quick "buff" is coming in 2.1.0.001
No ideas for Arcane, tho
ah right
really though, i feel like life jelly should be reduced and jelly necklace increased considering how much more useful life jelly is versus jellyfish necklace
If only you could craft Jellyfish Necklace... 
Weird how Ankh Shield's materials can be crafted, while Aquatic Gear's ones can't
Both are rather useful for their own reasons and I would say Diving Gear is a little bit more needed, for Abyss related stuff
or do like me and brute force abyss exclusively with amidias blessing
and have to get out the moment you get hit, creating a terrible loop of magic mirror
Potions of Return:
:)
(the cake of potion i hate the most across all mods i have ever came in contact with was that one bullshit potion from alchnpc that teleports you to your death location)
resurrection potion?
i think that died in the 1.4 port
or maybe not idr properly
but i haven't seen it in a screenshot of someone's inventory in years so i assume it doesn't exist in alcnpc lite anymore
And then I thought Ninja Potion was bullshit...
That one AlchNPC potion that gave you Shadow Dodge was definitely something.
Ninja Potion is this potion, in some way or another
It gives you an entire accessory (Master Ninja Gear) basically for free
(black belt)
black belt has literally no other function other than a dodge
Either it was nerfed at some point, or it gives only Tiger Climbing Gear and Black Belt effects
We hate MSR in Calamity....
at least tabi has the effect of being a strong dodge...
oh it actually gave the other effects?
Ye
M-MSR...?
damn....
MNG*
Master Ninja Gear

God, sleep didn't help me at all
Fargos soul mod Sands Of Time:
(Two)


@stable kiln - Your suggestion has received an updated status!
[Retier Galaxia to be obtained after having defeated all 3 Sentinels instead of post-DoG]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
:D
fire
Nice
Mission accomplished

AlchNPC balance is atrocious. Me and my friends mainly use alchNPC for the QoL of buying potions but we have an unspoken rule to not use the cheaty potions because god fucking damn they're op
i love getting a dodge for free and then getting a dodge for free
Oh yeah I love AlchNPC for removing the grind but the potions are absurd
The only one I ever get is the better shine potion because I hate not being able to see
WINNING SO HARD
I like the idea of combined potions honestly, you could never go wrong with more things like the omniscience potion in this mod
for fargos it doesnt matter how many buffs youre using
since theres a config to hide them
Calamity used to have combined potion but that's because limited buff slot
And they still made yharims stims stack with ingredients
So it didn't even save space
At least the crumbling, rage, wrath, and life force upgrades had the courtesy to not stack
Yharim stimulants are just build different
Yharoids sounds like an endgame potion, yet it was like, available post-Skeletron?
I still remember finding out that unlimited potion durations broke mage
I feel like "central to progression" is kinda misleading considering:
- Golem isn't needed for progression
- Old power cell exists
how would you like me to rephrase it
because its a fairly important item (Id say a bit important than eidolon tablet)
but I agree
ehhh, in hindsight "central" is good way to phrase it
as it doesn't imply neccessary and golem does generally unlock a lot
what you have is fine
are all of your suggestions just going to be skyblock related
isn't lihzahrd furnace like, really common in the chests..?
i swear i've found at least 5 every time i loot the temple
That is what Im doing at the moment
its whats on my mind
Like I get that calamity mod isn't balanced around skyblock, I just don't see any particular reason why it couldn't be
doesn't that fall into the self-imposed challenge stuff at that point
Kind of
but Im not asking like
"make this challenge super easy"
in fact a lihzahrd furnace would barely help me personally
I suppose
i'll let someone else make a case about it
i just don't see why this is, an idea to begin with
@golden bane furnaces are garenteed btw
from literally every chest
so this is uhhhhh
not really an issue
this is entirely unneccessary yeah
even if you throw away every lizhard furnace you still have the option of farming the enemies which is really glossed over
also I'm surprised this can't be shutdown with just 'no self imposed challenge suggestions'
fair enough
this is so epic thanks goats
Tbfh, self imposed challenges arenāt specifically on the current donāt as lacking reasoning
If you fuck up your own world by trashing every single lihzahrd furnace then uhhhh
spawn one in 
yeah im sorry im flagging this @golden bane it just has no reasoning
if you somehow manage to delete all of your lihzahrd furnaces from all of your jungle temple chests then
idk that's on you man
like it takes a persistent and active effort to manage this
Fair enough
not to mention the ones that also actively spawn inside the temple too
they generate from terrain i meant
like they are included in the jungle temple furniture they aren't just chest loot
Huh, I swear that wasn't a thing
ĀÆ_(ć)_/ĀÆ
No yeah they definitely naturally gen placed down
I've even seen some on top of the temple roof iirc
Huh, might just be like bone welder then and be fairly uncommon
Pretty sure it would need to be in front of walls unless they were silly
Or I just forgot about it as I always mine everything in the temple
...I don't think so?
Maybe I've got lucky so far with my temples, but there were always a furnace somewhere, usually closer to the beginning
I probably just forgot then
The temple I generated to verify that every chest has a furnace had no furnace placed
Maybe something regarding Calamity changing the temple's generation, then?
I always find like 7 furnaces in my pts
can i discuss a suggestion before i post it?
Absolutely
Sure can
skeletron's diabolists shoot so often that they fill up the dust cap instantly, which causes their infernos to become invisible
Do you have the particle cap on max?
dust =/= particles
infernos use dust
ive been killed by invisible infernos several times and its gotten quite annoying
honestly while i agree; fuck inferno fork explosions
Oh, right
realistically, considering it's GFB exclusive the devs would probably just be like "it's a feature now"
wrong
Make it the Golem's explosion
there's no fucking way diabolists spawn in other difficulties
It is also FTW, not solely GFB
its in FTW too
i see 3 possible fixes
- add an option to set the dust limit
- make diabolists shoot less
- make the inferno use particles instead of dust
just replace inferno's projectile with whatever was done to fix the same issue in golem's fight
if it's wasn't already fixed in another fight id probably just go "tl;dr they're joke seeds yes even FTW" but there's no reason they couldn't just do that and also i want it to be ported to the actual inferno fork because that thing is a fucking atrocity
id be upset if it was denied because of joke seed
it wouldnt be the first time; the last thing the devs need is more work and GFB and FTW in turn is just a bottomless pit for shitposts
my 'make worthiness from playing in a For the Worthy extend to Auric ore' suggestion wouldve died in vain
so it did die in vain or whatever
i might have to test if diabolists shoot fast enough outside of FTW to still warrant the change
i think spam in the dungeon would be better reasoning than a for the worthy fight
like if you pop a zerg and get all the skeleton mages i could totally see one managing to cap the dust limit depending on the player weapon and merking players with invisible projectiles
like i said base inferno fork is an abombination and if you can prove it's problematic outside of that shitpost of a fight i think you could convince the caldevs to move the golem explosion fix to all uses of the projectile
which i think would be a generally good move
just tested and yes, even in expert death mode, a SINGLE diabolist is enough to fill the dust cap
no water candle, battle potion, or zerg needed
Fantastic
im not quite sure how i would format this as a suggestion
Those effect the natural spawn rates and not ones caused by Skeletron, so it shouldn't do anything regarding the diabolists in this case
i just needed to prove that diabolists shoot fast enough to fill the dust cap
actually just to check
do you use nycros nohit and if so do you have the dust cap editor active
no i dont
lemme test with ONLY calamity and cheatsheet
just to make absolute sure
yep
and hell, even being in NORMAL MODE is enough for a single one to fill the dust cap
this means this is a vanilla problem
Peak.
still, like i said, the issue was fixed on golem so just
spread that to every other use of the projectile tbqh lo
I'm still not sure how to format this into a suggestion
honestly it almost seems like it might be more fitting for a bug report but i could probably type something up when it isnt 2 fucking AM if this is deemed to be a suggestion thing
I mean, it's more terraria jank than it is a bug
I would consider it a vanilla bug
bug reports need log files even tho this issue wouldn't need one
@atomic aurora
There is no title to your suggestion
i want to say something about this sugg but i dont think i can without being an unintentional asshole
Also, that is intended. Burning Sky is a joke weapon
Peak
Tbh, I can't agree more with this
It should just be removed really
burning sky looks like an axe
Why are there so many bad suggestions recently?
they nerfed frark and aota in the weirdest ways possible
iq has dramatically decreased as a result
please never become a game developer
...uhh, back to the suggestion
The lack of weapons in one subcategory this late into the game doesn't sound as a really good argument, althrough I would agree that tmelee is lacking
Other weapons not being good is also not a particularly great argument, because those can just be buffed
coming in just to bring this image back from the last time we've talked about burning sky
i guess your right
#suggestions-posting message man you need to stop making skyblockpilled suggestions 
Wdym by "skyblockpilled"?
Ask them
@golden bane
Sorry for the ping, but... do you know why Habble means by that??
a suggestion that specifically aims to make a skyblock run more doable while being totally unnecessary if you're playing the game as intended
(and also being kinda unnecessary for skyblock too lmao)
I'm pretty sure a vast majority of the recent suggestions made have broken rules
In the last few days I mean
Maybe it's because the little kids are on vacation right now
ture
I'm going to make a suggestion that might be valid to fix the diabolist thing since it has happened to me even in expert rev mode in the normal dungeon
Wait, there are vacations now??
Oh, right
Why was the diabolist thing related to FTW?
Because Skeletron spawns Diabolists in FTW+
Ah
But it is a Vanilla thing, as far as I can say
(Just make it the Golem's explosions, smh...)
It is
doesn't skeletron in vanilla spawn only dark casters?
yeah, diabolists are a calamity thing
Master+Revengeance
Spawns a Diabolist along with its usual Dark Casters if none exist.
#suggestions-posting message
...what
The Floodtide is a craftable Hardmode broadsword that autoswings. It can also be obtained by fishing after Leviathan and Anahita have been defeated and while under the effect of the Gills buff.
The Floodtide is a craftable Hardmode broadsword that autoswings. It can also be obtained by fishing after Leviathan and Anahita have been defeated and while under the effect of the Gills buff. When swung, it fires two sharks which deal damage to enemies on contact.
...why is that a thing though
It can only be caught at a 1/25 (4%) chance when fishing with between 60 and 160 fishing power and having the Gills buff.
It's technically a good way to do it but it's confusing and unintuitive for the average player
Replacing Bloodtongue rather than adding another drop to the table is better
I think making it the "Change so that you can caught Floodtide without the Gills Potion effect" suggestion and adding a line to make it rarer would make more sense...?
That's just going to bloat the table
It's especially awful for fishing if you bloat
But I can agree that it can be less confusing than it is rn
Wait, it replaces something and it replaces Bladetongue(?) specifically?
@small hearth "locking every fishing weapon out of the fish pool" is this true? I recall someone only mention Bladetongue and not all of those
Doesn't it just add a thing to the pool tables?
honestly why would you even have gills potion active while fishing if not to catch the floodtide
Honestly I think there's a better way to solve this
Just... move Floodtide to sulph sea instead of everywhere
It's an abyss weapon
Make fishing rods and baits interact with the pools 
going off of people complaining about them not being able to fish any weapons aside from floodtide when they play with fargo souls (to craft berseker soul) and I kinda tested it myself, floodtide really just flooded the damn pool
I actually thought it was Sulphurous Sea / Ocean exclusive, but it isn't, for reasons unknown
true... could make it exclusive to ocean/sulp sea after levi
I'd suggest you change your suggestion to that because what it is suggestion now is technically worse than current method
Probably Sulphurous Sea, since, as Habble said, it is an abyss weapon
editing it then
I wanna feel like a fish
A fish catching some fish
That's cannibalism in some form or shape, isn't it.......
Fair enough
#suggestions-posting message
Well, now I require context
What do Golem's fireballs do?
All I know is that they were fixed to not use dust and thus not make invisible explosions when the dust cap is full at some point
Are they made of non-dust particles or are they sprites?
They looked like particles to me
yes those are particles
I ask because this would probably be pertinent info to include in the suggestion, considering the whole premise is changing them into Golem's fireballs specifically
i.e. "For context, Golem's fireballs use particles that aren't made of Terraria's usual 'dust', meaning they.. etc"
Good point
@lucid marsh thank you 
I don't think the Diabolist-style Golem fireballs are a vanilla thing??
Pretty sure they're a Cal addition
Yeah
forgot what dust vs particles were
Dust
- old
- ugly if used excessively
- laggy if used excessively
- easy to use
- ājust a bit of dust spam on this weapon im afraidā
- vanilla
Particles
- new
- less laggy
- more options for effects
- harder to use
- sometimes can look like dust; sometimes intentionally (desert prowler, duststorm)
- modded

lol
stupid question but is that edited?
(assuming you're referring to the gif)
I don't think so
It's probably the same chemical reaction that goes into fireworks, producing particles of bright colors upon combustion
pog
terraria weapon
Just like terraria eh? 
my life is like a video game
Just gunpowder with cobalt, nickel and other metals for the color
thanks for the recipe im going to make it now
i thought copper green
my life IS a video game
I think itās titanium oxide
Why did it take like two minutes for me to see the orange and purple in peoples names
discord
#suggestions-posting message
...is it even lore accurate?
Hate when bosses get bored and leave
@undone shell thereās already plans for ravager to be entirely moved to post provi
One day..
is it lore accurate if you kill ravager once and he gets a new drop even though he's dead
Is it lore accurate that we refight already dead bosses?

I was gonna say that I don't think Rav is the only boss with a later refight with new drops
but I think a lot of them have gotten removed from the mod over time
How many are left?
old yharon did it back in the day and slime god still runs away
(not in infernum though)
Ravager's going to be reworked so it's exclusively post-Providence, so I don't think this change is necessary either way
slime god is a coward, lore-wise
Indeed that's a thing that is going to happen
Why are you considering Infernum into the discussion...
Second evil bosses
coward/"strategically retreats"
(It was just an aside, wasn't meant to support his argument)
Also, while it isn't a full boss, technically the giant clam is one that remains
Though, since it's a miniboss, there's probably a bunch of those in canon
(...I think that's literally the only boss like that besides Ravager, so not really an argument, just a relic of the past
)
Right, Giant Clam is probably the most major example, weirdly enough
i could see the argument that there's multiple of these around the world evils
Unless you count, like
events
No.
Post-DoG events don't exist and shouldn't
...and Goblin Invasion is pretty different
And OOA
no
OOA is also different
byeah you kill different things each time for that and Goblins
It adds new items via new bosses, not new items via old bosses like post-DoG events do
anyway
Do you think the post dog event materials just bloat the crafting tree for no reason?
They're just not enjoyable at all
And kinda yes, they do bloat the materials quite a bit
This Rav suggestion is getting hella ā, or if not that then hella š, because Rav is going to stop being a refight eventually
No use putting effort into making a "lore accurate" refight for him when it's doomed to be temporary
Personally, I think there doesn't need to be three
Post DoG moon events will die when Distortion happens.
distortion?
Post-DoG dimension.
funny place thing where dog was from or something
@undone shell ravager rework makes this pointless and doesnt really fit rav's lore as a bloodthirsty and unthinking monstrosity so. yeah. i mean like i could let it get to voting and lock it but i dont really think that is necessary because it definetly just isn't going to happen
Same for the "sentinels"
if they weren't moving ravager to post providence would it be a solid post?
Solid post I believe, it wouldn't be an alternative to Golem anymore
not saying i'm against it, i'm just curious
post-DoG moon events are being replaced by draedon exploding your world for funsies
I suppose. If the devs wanted both fights to be canon then there'd need to be some reason why it didn't fully die the first time
i thought it was funny when yharon did it back in the day
Because it is a resurrected monstrocity and gets resurrected once again...?
(Considering Ravager is a necromancy thing iirc then, the refight could be the player resurrecting Ravager into a more powerful form)
yeah lol same wavelength
Even if the refight wasn't planned this suggestion still kinda falls into the issues old calamity had. A lot of the lore rework and a few boss reworks were specifically aimed at not taking away kills and credit from the player. As nearly every boss in old lore was severely weakened, or not using their full power, or something else technically killed them, etc
Didn't know that.
i think about old cal sometimes and think "why"
>The player is at their strongest
>Bosses don't actually die due to [input the needed reason]
>The player is technically at their weakest
>Bosses actually die while at full power

i was thinking that he would still give his bag as a way of showing us that we took something from them without them noticing
At the very least I think DoG's death was never downplayed
He was never weakened and you do kill his ass, in old lore at least
iunno about new
anyway the suggest isn't gonna happen due to his new place on the boss roster i think its a good place to end it
Oh yeah! I remember seeing a talk similar to that, where they were trying to avoid doing the whole "you beat the boss, but actually, they used to be way stronger/this was just a child, the adult's even stronger!" thing for that reason
I think you still kill him now
you know what, i think ravager should just have a death animation where it's just dry bones from mario 
yeah, not sure how much of it has been public, but I know at least 2 devs specifically that were frustrated with this in old lore and sought to avoid it as much as possible. We even did a tally and literally 50% of bosses in old lore were weakened by something else so not actually at their full power, or you didn't canonically kill them just defeated them
Leaves a corpse in the world wherever you killed it pre-ML,
Stays there permanently,
Until you approach it post-Prov, and it makes the xylophone rattling sounds and gets back up, starts fighting you again
i was thinking more like
it dies, then it comes back to life and leaves
I think the talk I'm thinking of was sparked by a comment about the Aquatic Scourge, since that was a pretty direct example
true
Also, I could see that happening! If it's just running off of pure instinct and is mostly trying to survive, then it kind of makes sense that after realizing that you aren't much of a threat at that point, it just bounces
@lucid marsh idk if you saw the discussion earlier, but calamity is what fixes golems fireballs not vanilla
Rather, Calamity is what adds those fireballs to begin with
Yeah indeed
Aren't those "Inferno explosions" and not fireballs?
the wiki refers to it as a "lingering fireball"
It's a fireball proj that shoots out and then creates the lingering inferno explosion upon impact/expiry, isn't it
yes
It's the same as how Diabolists attack
he mentions that some fireballs disappear but keep their hitbox maybe he has a mod that reduces lag or has tampered with the calamity particle effect settings causing them to disappear
no, it is a known limitation of dust from the base game
Vanilla has a native dust limit but there are indeed mods that lower the limit even further (namely Infernum, in a config setting)
I mean, the lingering ones do use InfernoHostileBolt internally, but they are still called fireballs in comments and the wiki
Fair enough, just slightly confusing
^ but the death message will say inferno explosion because of this iirc
as it's the same projectile
so I would agree it's a bit confusing
Out of curiosity, what's the whole issue with dust limitations anyways?
wdym, like why dust is used? or why is there a max limit on dust
I'm just not sure what the problem is, I've been wondering that since this conversation was first sparked up
There's a max limit cuz it's a really inefficient particle and causes tons of lag in high quantities
dust being capped causes issues specifically when there's too much of it, especially if it's used to indicate danger
which
that would be an issue
the lingering fireballs diabolists shoot have their visual entirely composed of dust, when hitting the dust limit old dust is despawned first, so when more dust is created the projectile will still be there with a hitbox, but with no visual
leading to an entirely invisible projectile/hitbox
this used to be a huge issue with golem, but calamity changed his lingering fireballs to instead use an animated projectile thing rather than dust
(It uses a custom non-dust particle system that's way more efficient and thus doesn't have the same cap)
^
^
rather than a shit load of dust in a circle to make a ball, it's just a ball projectile
š
Aight XB edited their suggestion
Looks good now
that code surely is something
I would also remove the part about logs
logs are always generated by tmod, and even if there isn't an error are still relevant for the report
(not sure why Queen Slime exists tho)
I mean, that's like the one case of it in new lore and makes things more interesting imo
it's not that the concept itself is an issue, it's that it was super overused
and yharons heal is also (possibly) coming back
š„
That's actually š„
literally š„
Oohhhh. damn
We're not doing that because Ravager is being moved to Post Providence to begin with
So like, we'd just be putting effort into making a refight make sense when it doesn't 
that was mentioned yeah
i think i just dont like that it was done for Slime God, causing him to get reduced even harder than before
Wdym?
why would the flesh construct without mind, made with necromancy got a boredom from a fight 
s/got a boredom from a/
Garfield are you /j or /srs
#suggestions-posting message
What if I want to use Paladin's Shield effect, but also don't want to see it on my character? 
You know I think it might be better for cal to move away from using visibility as toggles and instead a different method
Maybe not exactly but it's definitely messier as is
I would agree with that
Is there a way to type fat letters for the suggestion heading on the phone?
@small hearth - Your suggestion has received an updated status!
[Change how fishing for Floodtide works]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
hi
condition changed to any big water pool
i forgot how many water tiles i made that change like 2 months ago
nvm i checked its 1000
Iām also completely fine with a different way to toggle this
The main desire is just a toggle period
Visibility is one Iāve known theyāve used before so I went with it
Wouldn't it be more fitting at sulph sea/ocean? Or is that what the check is meant to be doing, thought there'd be a better way to do it
1000 pool size is also the minimum size check for ocean water
though if you made a massive pool in a forest itd give it because why not

#suggestions-posting message this wouldn't go well as that would mean that rogue has a strict disadvantage of not having pillar tier weaponry prior to defeating Deus, while every other class would have those weapons
I feel like the pillar weapons are generally too easy to obtain, invalidating all of the interesting weapons that are unlocked after defeating golem. Wonder if something could be done about that
Yeah cal has a problem with making mobbing too easy
Normally pillars aren't very free in vanilla
deus is already supposed to be fought in the pillar stage of the game
It wouldnt be that much of a stretch
It's moreso fought after you get stuff from the pillar you want, without finishing the event
You are definitely meant to use pillar gear for Deus
Cal makes it so you don't need to kill the pillars to get fragments/blobs
Right now the meld weapons are positioned as additional pillar weapons. The method of obtaining pillar weapons is generally boring and could be more interesting with the introduction of an alternative, which could be astrum deus
Deus already drops meld blobs anyway?
I don't think either is more interesting or fun than the other
Especially having to defeat an additional boss to get your pillar tier gear is more problematic I'd say
lunatic cultist
I said additional
None of the other classes have to beat Deus to get their post Cultist weapons
It does?
The fuck? Am I blind?
Or was this a recent change
Oh my god it does
How have I never noticed this before what the fuck
I never noticed either
This may be just me but I genuinely never care abt the loot I get from deus I just care abt the boss itself being dead
That's because deus drops are lol
i wish theres a rogue accesory that increases your movement speed after stealth strike

@sudden swallow are you just going to ignore astral bars or something
like there is a reason to fight deus it is his exclusive material unlock that he already has which is unlocking astral ore
furthermore meld blobs being made exclusive to deus is dumb like congrats every class but rogue you get new weapons but rogue you need to fight an entire boss instead of just doing the pillars
im pretty sure there are plans for meld too but im not sure if they're public or even still in the works
it just makes cal more boss centric too which is already a big problem
if you can at least address astral bars and how this is improving meld in any way, ill unflag it
Well then, I will remove my suggestion until I have a better idea on how to adress the problem
i struggle to see what issue this tackles
The solution is to add a rogue pillar 

the gogue pillar.......
true
I did not know that deus unlocks astral ore, I assumed it was just about the pickaxe power
ah
@idle dagger - Your suggestion has received an updated status!
[Add Magiluminescence into Statis' Ninja Belt]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
Oh hey new best accessory
forgot magi produces light
Magiluminescence is the better shine potion
gfb doesnāt let you forget
You get it like 10 minutes into the game
true!
Letās goo
Congratulations š° 
unlike something like rifle scope, disabling the visibility of paladin's shield actually disables something
in which case it's actually intruding on that button's intended purpose
Could maybe use the same method the cell phone, encumbering stone, etc use
an ideal solution would be to introduce a separate button but honestly knowing the ins of UI that shit probably sucks to implement
make it fluctuate, obviously
true!

literal perfection
This might've been said before, but if possible, I think this suggestion would work better as a sidebar toggle similarly to the information accessories (the ones in the cellphone), partly because no one would expect its function to be tied to its visibility anyways
So if you weren't in the know, you'd never use that on purpose

...y'know, the funnier part is that message was on screen as I was writing mine, and I still didn't see it
It's good to see someone else had the same thought tbh
I just found the "idk if this has been said" funny
ok but ethereal talisman also does that (even though it doesnt have an equip sprite)
visibility does have a precedent for doing stuff that isnt visibility
Only on items without visibility tho
every item as far as i know that has a functional visibility toggle does not have an equip sprite
so it's intruding on... nothing
when it's actually doing it on an item with an equip sprite it actually becomes a problem
If itās too intensive to add some kind of easy to way to toggle it thatās pretty understandable
Didnāt realize all other visibility based changes didnāt have an actual sprite different so the shield would lose that
Iāll edit the suggestion to be āsome kind of way to toggle itā rather than visibility specifically
Maybe Paladin's Shield could give a status effect which can be right clicked to cancel
That way visibility works for visibility purposes and players can still intentionally disable the damage redirection effect
Thatās actually an interesting way to go about it
Actually, how would that work if 2 people are using the paladinās shield but only one wants the effect.. (and thereās 3 players)?
Actually I have no idea what happens if 2 people run the paladinās shield in general with 3 players
Does the non shield user taking damage get split evenly among the two shield users so they take 12.5 each? Or do both recieve 25% of the damage, increasing damage recieved overall?
"If two or more players on the same party equip the Paladin's Shield, only the one closest to the damaged party member will take the split damage. If multiple other players with Paladin's Shield are equally far away from the damaged player, the player who joined the server later will take the split damage."
from terraria wiki
Huh
Really interesting
and apparently the damage the wearer takes is also reduced after the split
Yeah, it uses both players defense iirc
so if you are particularly tanky, you could theoretically reduce overall damage by a lot
yeah first it calculates damage on the player getting hit, then takes 25% of that to give to the paladin shield player, where then it applies the damage calculations there again
wonder if it works in a chain of players...
probably not
@golden sonnet - Your suggestion has received an updated status!
[Make All Alcohol Increase Fishing Power]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
@echo leaf - Your suggestion has received an updated status!
[Have modded alcohol buffs affect the player character's eyes]
It has officially been implemented into the game, and will be available in the next update!
You can check out your suggestion again here: #suggestions-voting message
š
being drunk is now canon in calamity
LETS GOOOOOO
I'm way more pleased with this than I should be
but we have peak now
we should add an alcohol that specifically increases fishing luck
OH SHIT downing an entire bottle of everclear is meta for fishing
same for real life
Very happy to have my first implemented suggestion
I can officially say I have made a difference in calamity and thatās cool
Now to get the upgrade to the Heroās Shield next ā¦
Honestly, it is pretty funny that two of the alcohol ones got voted around the same time, and nothing else
we need to make drunk driving a viable strat against dog
give golf cart a ram if you're drunk
peak
a stronger ram than any of the ones given by actual accessories
But you don't control when it happens, it just has a random chance of self activating
you can only control it if the player's name is benson or something
DUI is already viable and its called odd mushroom brimchair

Iām still waiting on astral vines being affected by wind same of the sulphur ones
Itās been two yearsā¦
yes, tmodloader doesn't have support for wind yet as far as I'm aware
and it's something incredibly tedious to work with
Oh my bad Iām surprised they donāt
I thought I did see a mod do that, though also Is the eye effects custom or is it built in directly into Tmod?
Hmmmmm thank you now I understand. I wonder why it took them so long to add wind physics to Tmod? Unless if it was a low priority or something really hard
late but multitile wind swaying is a feature of december stable
and why it took that long is beyond me
they could use the same thing as souls does
have a toggle ui
with all of the things
i find that to be mildly intrusive to the UI
Doesn't really make sense making an entire new UI for few items, does it?
and it could be a key to open the menu
true
for souls it mostly happened out of neccesity since old SoE had so many effects
its slightly better now but not a ton
Well obviously it's not gonna be just a few if that goes through
Because there's quite a lot of functions that could benefit from being toggled because it's not necessarily beneficial to the accessory despite not being intended as a drawback
Aggro items would be an easy example. Paladin's shield (in Rampart) would be a more specific example
Yeah, that makes more sense
#suggestions-posting message
Weird thought but how would we feel about hitboxes that still induce knockback but deal no damage
Just a bump
That way they're still annoying to contact, it's still undesirable, but it doesn't come with all the implications that dealing damage comes with
And you can't just sit in them or freely pass thru them
I support this idea
Is the bot down? I think my suggestion has been in posting for longer than 24 hours
It has been. Odd.
fuck worms all my homies hate worms that have no rights
sounds cool tbh
@inland saddle
so glad the gif gets use
That honestly sounds kind of cool, could even be fun to mess with since with good timing, one might be able to ride a bone serpent through hell without killing it like you would with a slimy saddle
Iām down with this
It could potentially even ignore knockback resistance (since itās not officially a āhitā) but Iām not sure if thatād be neat or annoying
I'd want KB resistance to nullify some KB from the worm body at least
how about just bring back body damage like vanilla, why was it even removed to begin with in calamity, its an enemy, dont touch it
who is having so much of a problem with them to begin with
less so people having issue and more consistency with worm bosses maybe?
idk why it was removed
what worm boss doesnt do body damage?
all of them when not moving
which isn't really the most helpful, considering the fact that worm bosses are... always moving
The segments do indeed stop when the worm is doing tight turns or while the boss is spawn-uncoiling
but the whole mechanic just makes it so the hitboxes go from inactive to active almost without warning
I think the problem would come with larger worm enemies like the dune splicer or bone serpent, where in certain contexts, it could be very easy to get trapped by their body segments and take unavoidable damage
:3
blighted gel is fine... let calamity have materials..........
@potent raft ancient bone dust was deliberately left in the game. there was a sugg abt removing it or demon bone ash, and demon bone ash got nuked.
id suggest revising your sugg to account for the fact that ancient bone dust exists on purpose at this point
ancient bone dust is still stupid but maybe there are devplans.jpeg for it or something??
yeah, ancient bone dust will very likely take over most demonic bone ash recipes
yeah
it should be put back into ancient fossil
so it will drop from underworld anemies?
that shit is way too free
at this point, probably wait for SSO before deciding to sugg killing ancient bone dust
because as it stands, theyre aware of the problem already and have done stuff to address it
does that mean ancient bone dust will drop from underworld enemies next update?
skeletons?
i dont even think that if ancient bone dust replaced demonic bone ash its its 6 recipes it would be enough to merit keeping it
It could just be hellstone bar or bone
the only recipe where demonic bone ash is the latest ingredient is the Etomer, a pet.
the rest could do without and be just fine
hellstone is post-evil1, bone dust and demonic bone dust are technically pre-boss so
Why those are technically pre-boss?
you can kill a demon before king slime or EoC
but most people dont go to underworld that early
or king slime or EoC show up before they can
Fair enough
Ill remove my suggestion post. As it stands now, i still think Blighted Gel and Ancient bone dust could still be removed even if Ancient Bone dust took the place of Demonic Bone ash in its recipes that there are now. If there isnt any new recipes in the next update with ancient bone dust, I will probably suggest it again
SSO should kill every material in the game 
Any that isnt from a boss or point of progression, or from a new enemy or biome (wulfrum/lab materials), yeah probably, thats what theyve been doing
because i use Recipe Editor mod, and anytime i changed or made a recipe with those old materials, i had to re-do them when they were removed. Beetle Juice, Murky Paste, Desert Feather... With Ancient bone dust and blighted gel hanging on by a thread, id rather just put them out of their misery so i dont have to worry about making recipes with them anymore
im already removing Ancient bone dust and Blighted gel from recipes and replacing them with nothing, or something else, and it works fine.
you know you can remove every item from calamity and the game works fine but at that point you're not really playing calamity anymore are you
ancient bone dust i get but blighted gel exists for a reason
it's the same as essences and stuff, like, sure, blighted gel technically overlaps with vertebrae and stuff but it doesnt really work when you want to make statigel out of it anymore, does it? and like yeah you can use normal gel but you're removing half of the flavor of statigel at that point and how it mirrors how slime god absorbed impurities from the evil biomes to reach its current state
id only remove useless clutter materials, just like the devs are doing, and have been doing since the start
i thought purified gel was purified from the evils, hence its name
yes it was, and to make statigel you combine it with blighted gel
furthermore, materials existing for flavor is good, because otherwise i could say that essence of havoc and sunlight are bloat because living fire blocks and souls of flight are already hardmode materials for those areas, but that isn't really the same thing is it? blighted gel is the same way
essence of havoc is from brimstone crag though, right?
but you are right about that sunlight essence
it could just be replaced by flight
well i would have defended desert feather, and beetle juice, and all those other materials removed form the game, i thought they added flavor too, but there they go
beetle juice added nothing and was barely used, desert feather i actually dont get because stormlion manibles do not work for desert prowler at all but whatever
but blighted gel and the essences are good because they're drops that calamity has more control over
one could argue the blighted evil slimes in it of themselves are pointless because we already have hardmode evil slimes, but their entire purpose is to foreshadow slime god, and once you start prying the floorboards up from there you're just reaching the "remove calamity" meme argument
yeah the blighted slimes are perfectly fine, i have no problem with them
the blighted gel could go though and anythign its used it could just be replaced by gel, rotten matter/ blood sample if the evils are part of statigel equipment lore
rotten matter and blood samples should be removed
arent they being used for the new armors coming out though?
you just got flesh samples and shadow scales which are way better
also idr? maybe? the fact that evil2's mat is just used to craft the weapons they also naturally drop is goofy
evil2 in general is stupid
i agree with that weapon crafting with bloody samples and rotten matter is dumb but i heard that they are being used for the new rogue armors coming out
yeah, prolly
I still think that evil2 should be in Hardmode....
queen slime should drop purified gel too
she is the slime god, stuck in a hallow paladin?
right?
And it does kinda fit? light is generally conflated with purification so
Retier evil2, remove evil2 crafting materials, and have the new evil armors be made with shadow scales/tissue samplesā¦
people wouldn't be complaining about blighted gel if it was a gel ammo type
Yeah
but wouldnt that make the armors obtainable earlier than what could be intended?
Post-Evil1 and post-evil2 are the same tier
In term of balance
Just that evil2 exists to get in the way
Honestly, I feel like if removing vanilla content was more on the table, I think I'd prefer for the hardmode slimes to be removed rather than the blighted ones, since those just dont really feel like they serve any real purpose
true......
Particularly the crimslime, who's more like a weaker herpling in essence
dont they literally have the same ai
Make the hardmode ones spawn in phm and replace the blighted slimes easy
honestly valid
They might, I know they both mostly move around via bouncing
Okay, so the herpling does have its own unique AI, but it's still a lot like a variant of slime
I think if deleting Vanilla content was valid, at least some kind of material would be removed from the game
Thereās a few vanilla weapons that could go
I agree, but do you have any specific ones in mind?
i use NPC customizer mod to make slimes and crimson enemies have a bit of life regen so i made crimslimes have crazy high regen so you gotta focus fire them or else they just regen to full immediately. and i made baby slimes and corrupt slimelings only have like 5-10 HP but take 1 damage max per hit and bounce really fast so they dont just die immediately and are actually threatening
All ore shortswords probably off the top of my head
Maybe keep copper for the meme but yeah
Also I'll say that if it were to be considered, having the mod cut down on some unnecessary vanilla stuff could probably work out, since there's always those handy config options if you want players to be able to choose what kind of experience they prefer
merge the blight slimes with the HM slimes
š
Kill the Blight Slimes and they mitosis into the HM slimes
And honestly, for the early game, the copper shortsword isn't that bad at keeping enemies at bay
Regular zombies normally can't bypass its knockback, and its omnidirectional aiming can help with a lot of flying enemies like bats and vultures
More than half of those are wooden / ore variants, which is... huh
or actually just the slimes the Slime God summons
Add Sharanga to pc
honestly id remove true excalibur and just make excalibur true excalibur, hallowed bars and chlorophyte bars are like the same tier since you get chlorophyte right after, meaning true excalibur is obtained immediately after excalibur, making excalibur pointless aside from a material
Instant Molten Fury upgrade, Calamity would be DEAD....
This is an issue from Calamity, not Vanilla
Phoenix Blaster already exists weāre good
what?
Another instant upgrade should be a thing 
Hallowed is post-mech and chlorophyte is post-3 mechs in Vanilla, unlike in Calamity, where both of those are post-3 mechs (with early hardmode progression rework)
oh right
What if Excalibur is actually obtained from a rock like how it's typically depicted as you swimling bubs
i usually kill all three mechs at once in vanilla
kill one mech and it drops the Excalibur
Roxcalibur š
That sounds about right, but at the same time it reminds me of... Malice, for some reasons
ig
Don't think it is too bad, tho
Not sure what correlation malice has
But it'll be needed to shimmer tierlock Excalibur
Honestly though, I still kind of agree with the sentiment
I get it for the night's edge, because it's one of those weapons that you build up throughout the entirety of pre-hardmode, so having further upgrade tiers for it fits with the experience you usually have with it...but it's a bit weird for the excalibur
Excalibur requiring Chlorophyte and Night's Edge requiring mechs' souls is the real concern here.......
in vanilla, alot of dungeon loot could be removed with little to know issue, since the shadow key is dungeon loot that gives you access to direct upgrades to the dungeon loot you just got
or the handgun could just be handgun and phoenix blaster is gone
Yknow... Why not instead of tying True Excalibur to Chlorophyte, make it require CalClone's Ashes to create?
Why?
I've heard before that the magic missile is better than the flamelash, but yeah, I can see this!
magic missle might be better if there isnt enough room for the flamelash to hit the same enemy twice
As weird as it is, there is a precedent for a weird "Upgrade that's technically in the same tier, but it still gets to be an upgrade because it requires an additional optional boss"
I think Magic Missile is better only in Calamity, because WoF is actually immune to On Fire! and Flamelash is slightly worse stats-wise
Oohhh, I see!
Is CalClone still considered a Plantera alternative and vice versa?
flame lash is still worse even if it hits twice?
Both the Profaned Partisan and its upgrade, the Night's Gaze, are Post-Providence weapons, but the upgrade requires Polterghast to be beaten.
i mean, as of now she doesn't do much aside from unlock Scal
And lets you fight LC right away
Well, if she's an actual alternative to Plantera, then you get a potential True Excalibur -> Terra Blade instant upgrade
lol

Wait, it does?
according to the wiki, yeah
...yeah, just move Excalibur as a drop from your first mech
It is really weird, but I think it does...?
The wiki isn't super reliable when it comes to tiering, I don't think
Tiering doesn't have anything to do with this, tho?
as weird as that sounds, there is precedent for a "Hallowed" item to be obtained before obtaining Hallowed bars, in the form of Pwnhammer
Oh wa- sorry, brain fart, I thought they were referring back to the "plantera alternative" thing
And the placements in the boss wiki page
That was a thing back pre-2.0.4.001, but I think CalClone lose this status in the update, since it doesn't unlock Abyss stuff now
They butcher our girl so much.....
Cal Clone as a āPlantera alternativeā in big 2024
We need more boss alternatives 
Calclone as a brimstone elemental alternative (does nothing)
Providence is an alternative to Polterghast because......
Alternative (they donāt do anything that the other one does)
excalibur is now a wof drop 
id also add perennial but thats probably a seperate sugg
perennial is getting reworked
it's already going to do this because it isn't going to spawn after plant anymore i think, because it's part of a custom mini-biome, or some weird new budding structure off of the vernal pass, i think
something like that
Clams should be renamed "disoysters" change my mind
Then the big one should be called clamitas and the small ones disoysters
And it should receive a music called disoysters before clamity
Or raw delicious clamitas
Clamitas is not an NPC, but a debuff and its pun works only because those are clams and not oysters
Althrough disoysters (disaster + oyster, from what I think) sounds neat
maybe the clamity debuff tooltip can say āwhat a disoysterā¦ā or something
I thought it sounded like Destroyer
Distryoyer
dist what yer
Scamming!
i'd want to suggest Cryonic count towards the arctic biome
all ores don't count to biomes I think
^
Wdym by "count"?
They don't contribute to biome existence
You cannot place them to make an area count as a biome
Oh, got it
...imagine if Luminite / Exodus Clasters could create Space biomes on surface 
Amazing idea
hell yeah low gravity everywhere 
man dont make jokes about that that sounds really cool TTwTT
I don't think Calamity will add it, but I can make a suggestion about this for CCR 
PEAK
What's CCR?
Calamity: Coomunity Remix
It is... something, to say the least

the saviour of the addon community
Yes
Oh yeahhh, isn't that the one that isn't an actual mod in its current state, or something?
...huh, didn't hear that about CCR
It is more than functional as of now, I think? It also had an update a week ago
Weird, because when I saw a post about its most recent update trailer, people kept referring to it as if it wasn't a playable mod right now
I don't really think it's ever been a joke tbh CCR has been known for its shitposty and gamebreaking(quite literally) changes for a while now and that might be hard to change.
Well, CCR is pretty much just a shitpost from YuH and his team, and bugs may be or not a part of the said shitpost
maybe putting enough clouds could make a space biome (without the low gravity), so its possible early game?
Well I meant both really
Space is a coordinate based biome
hmmmm
Much like ocean, surface, underground and underworld
remove space altogether
ill phrase that better, maybe enough clouds causes harpies and wyverns (and everyone else) to spawn
That's just a new biome now
yes
yeah but you could put them like on the surface or even underground to make a harpy/wyvern farm
The only things cloud do functionally as far as I'm concerned is negating your fall damage
that would be cool for gameplay but wouldnāt make any sense logically
what logic is there in any enemy farms?
well lore wise why would wyverns spawn anywhere but space
yeah but calamity has lots of features like that to make grinding easier
i was talking about the earlier idea, making clouds also do it would make it possible early game
Yep! Be sure to read the pins to make sure everything's in order
Yes
Make sure to read the guidelines and rules doc before making suggestions though
Name-swap Ashes of Calamity with Ashes of Annihilation
Not a huge deal, but the names of these items have always been confusing to me. Having the titular "Ashes of Calamity" drop from the final boss seems a lot more satisfying for the player.
It also would make more sense to have Ashes of Calamity drop from Calamitas herself rather than the clone.
It would also be more consistent with the lyrics in Stained, Brutal Calamity. It doesn't make a whole lot of sense for Ashes of Calamity to be the spawn item for SCal while the song says "who shall emerge from the ashes of calamity," which would imply that they appear as a result of the fight ending.
does this seem ready for posting
oh mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
feels a little light but its such a small suggestion idk how much there is to say about it lol
Looks fine to me, i don't quite know
Seems fine
coolio
1 millionth name swap suggestion
this will not end up like seraph tracers at all :)
"Annihilation" seems a bit too powerful to drop from lowly CalClone
Maybe just "Ashes of Destruction"
or even 'lamer', "Brimstone Ashes"
("Ever-burning Ashes"? "Ashes of Mockery"?)
Then SCal's drop you could pump up even further by naming them "The Ashes of Calamity"
i like ashes of mockery since thatās basically what calclone is
a mockery of calamitas
Ashes of cataclysm 
Ashes of Annihilation seems more fitting for SCal definitely. Calclone's drop can get a name change though
yeah there's no way ashes of annihilation works for calclone
and ashes of calamity seems pretty redundant for calamitas
with 'calamity' itself dropping
Also, I think it makes more sense in context of the ashes of calamity being what spawns Calamitas
You now use demonic bone ash to summon scal
ashes of annihilation craft like 5 things
Living fire blocks
is this necesary
It will be when demonshade becomes real
Literally yes
If ashes don't exist would you need to exhume miracle matter to get shadowspec bars
Horror
ceremonial urn: could be dropped on first kill of calamitas
occult brick: can use ashes of calamity instead
brimstone locus: can just use bloodstone core
Iridescent excalibur: can use shadowspec bars
shadowspec bars: can be made a different way once yharim is added or you can exhume exo prisms or miracle matter
Calamitous dye: you can use ashes of calamity
Honestly, that sounds kind of cool
1 miracle matter for 1 shadowspec bar lets do it
Occult brick and brimstone locus are scal themed it wouldn't make sense for them to be earlier
What would you do to get demonshade (and all 3 helmets) when itās made post-scal and not shadowspec?
You get shadowspec bars by exhuming exo prisms
problem solved
now you get shadowspec pre exos
Ashes simply do not need to be removed
It has its uses and it will get more
That's intended, that is happening on purpose eventually




