#suggestions-discussion
1 messages · Page 720 of 1
I really wouldn't mind if it was done when the Music Mod updates normally
It's just something I'd be interested in seeing
Is Calamity Extra Music made by this team, or a different one?
I believe a different one
Oeuf
don't quote me on that
Fyre: I believe a different one
extra is made by a different team
Oof
@ashen warren makes the extra music mod
Yeah extra music mod is an unofficial calamity addon by turq
the music he makes and presumably a few others go in that mod
So
Work's going ok on the mixing corruption enemies
Got 9 or 10 different components that can be mixed into new enemies
One of which is Hardmode exclusive
Feel like I'm getting to the hard part now
That being the enemies formed by different combinations
Also
If you're looking for practicality in something like this
It basically let's you filter enemies as you see fit, killing or sparing different components to make the big one you want appear more
so basically a corruption enemy frick chamber
Yeah 
So here are the 8 (counted) available "sequences"
Flier
Worm
Slime
Attack
Defense
Speed
Magic
Cursed (hardmode only)
Just as an example
Eater of Souls would be formed with 2 Flier Sequences
What do y'all think you'd get mixing different amounts of those ideas?
Just realizing I should get a public doc for this, hold on
Not necessarily
Enemies would be formed from mixing those ideas
Multiple of the same idea would make said idea stronger
I.e.
Like I said, 2 Flier Sequences would create an Eater of Souls
Adding, say, a Worm Sequence instead of a second Flier
Would create a flying worm enemy of some kind
the solar flare worm
lel
Or, say
An enemy with 2 Slime Sequences and 1 Worm Sequence
Would have elements of both a worm and a Slime
With the Slime elements being more prominent
It's complicated
how would a slime worm even work?
Idk
Worm that shoots slime balls?
Or is just
Made of slime?
A worm not able to dig through blocks that instead bounces off walls in an attempt to ram the player
oh turq made a worm like that
As for the others
The 3 "stat sequences" would alter enemies too, even if it looks like you could get away with that not being the case
Defense Sequences would give enemies abilities and behavior to make them tankier
Attack Sequences would make enemies hit harder and have attacks that are harder to dodge
And Speed Sequences would make enemies faster and more mobile
Magic Sequences add... well, magic to the mix
Granting stuff like teleportation and other abilities that don't fall under the other categories
And Cursed Sequences, only spawnable in Hardmode, throw in Cursed Flames
wait what are these sequences— enemy generation modifiers?
They're smaller enemies that can combine into bigger ones that emulate the attributes the component Sequences represent
It's a weird sorta chemistry idea
Inspired by the Hive Mind's lore to do it
I think it'd give the Corruption all the new enemies it needs to feel as full as the Jungle
it'd be nice if Calamity expanded Corruption & Crimson in Hardmode, as well as implementing some of the old minibosses that they sprited for the Hallow
https://docs.google.com/document/d/1yES4rhX5Tzt_1fNHPQw0r33o7eUAdcUP1j54HnL9e00/edit?usp=drivesdk
Here's a doc for anyone who wants to put in their ideas
Actually got an idea in mind now for the Crimson that's as complex as this
Ignore the Sequence AIs 
Magic Sequence should be Dark Mummy, Corrupt Mimic, Cursed Hammer
Fair
cursed should be World Feeder and Clinger
Definitely
this would be cool if there was unique AIs for it all
True
I imagine most of the bigger enemies would have more unique AIs though I can't get this image out of my head of a Slime with armored spider legs that has the spider AI
I just want enemies in the mod that actually pose a threat and aren't just designed for swarming
Well
Guess that brings me to the beginnings of my idea for the Crimson 
like the Desert Tortoise is a nice addition and all since it's just a random enemy in the Desert, but it's only defining characteristic is being larger which makes it harder for it to actually get to the player in the desert
^
Just an example by the way
Idk about the specifics yet
But it needs to be built on the idea
That the Crimson is the living, breathing remains of a dark god
The land itself is a single living thing
I wanna pull inspiration from those trials from Zelda Skyward Sword
Either killing a certain enemy, not killing a certain enemy, or even just existing for too long in the biome
Would set off these bigger, tougher enemies to start spawning
Like Cthulhu's immune system waking up to eliminate the invasive organism that is your dumb ass
that'd be interesting
so basically the longer you're in the Crimson, you'd recieve debuffs that would increase the aggressiveness of enemies and cause more powerful enemies to spawn
more like accidentally having bad omen when walking into a village on hard difficulty
enemies spawn in waves, and tougher ones spawn later
0-0
hey @tardy stirrup delete that, provide feedback on suggestions here
oh
sorry
but yeah the antiaris mod has the tower keeper boss that has a rather unique summon
it's fine
yeah things like Antiaris Tower Keeper have a neat summon and seeing something like that as an alternate way to summon Cryogen would be neat
ree merging suggestions
I just slapped them together since they're both Astral-Generation suggestions. Should I seperate them?
true
yeah I was messing around on a testing world and noticed all the clay in the Astral Infection, so I figured I'd make a suggestion for it
then the Hive thing is just to make the underground more interesting since there's almost no reason to go down in it, and I'm planning on making a few suggestions for it to improve the Underground Astral Biome (Maybe snow too)
is "more stealth strike effects for pre-existing rogue weapons" too broad a suggestion, or is that the base for a good idea?
sounds pretty fine to me tbh
hmm okay...
Well we... Are already doing that
Youre welcome
yeah, i just thought it would be a good step towards increasing the prevalence of stealth in bossfights
hey, so I assume it's been suggested for the Astral Monolith to get a furniture set?
It is frequently suggested
figured
2k DPS on provi what
@still cliff why?
on top of that, it's an expert drop, not normal
wait never mind i realise you mean pre-hardmode 
done.
I fixed it
Like
You obtain the shield of cthulhu
And then
U dont have anything to combine it with
it's kind of it's own thing tbh
it's the only shield in the game that behaves that way
but do you need to combine it?
and just shoving it into another recipe for no reason just kinda feels meh, especially since it doesn't really add any challenge into getting whatever it is you now would need the shield for since everyone's gonna have one
in the end it wouldn't change anything aside from inflating a recipe
Hmm
But
Idk
It would be more preferble
To add a weapon post-Scal named
The Belt
Desc:
It was one of the most powerful weapon of Calamitas's Dad, it's yours now
Dmg: 1.000.000
Critical strike chance: 50%
(Non autoswing)
(Its like the morning star but way more dmg)

see the best part is this isn't even the first time this kind of joke suggestion has been made
but it has been a while
excuse me
no
it’s pretty much a meme suggestion
please try to keep this in mind in the future
^^^^^^
I always make suggestions when i feel there is a reason to
Also it's reccomended to send the suggestion here before you send it ni #suggestions-voting
to get feedback
Ok uh hold up
Obsidian shield already goes for ankh shield, which goes for another dash accesory
And like
Its the only item that isnt a material
Like.... No its not
shucks, before you go full serious mode please scroll a bit up
That'd be pointless since Asgard's Valor is an all-mode accessory
that'd also unnecessarily lock Asgardian Aegis back to Expert Mode except this time Asgard's Valor goes with it lel
If SoC really needs an upgrade i would prefer if it wasnt just as early as post skelly, and that it also wasnt another "combine shields for a shield", something more interesting instead if you get what im saying
Sadly i have no ideas rn
MOAB is already post-mechs though, techncially
lightning response
also why @mystic widget ?
My name?
also it's not post-mechs, is it?
why are you suggesting that?
Idk
oh wait does it 
It does
yeah MOAB takes the mech souls now
Oh
well, that's neat
Nice
it's not entirely post-mechs though since you can kill alt-mechs
(and got a 25% flight time buff to compensate but given its already low flight time you wouldn't realize that in normal play without seeing its stats before and after)
Oh yea
since it's pretty much implemented already, I'll go ahead and delete it then
It is honetly really good against plantera
Make the moab immune to potions or lore items that increase flight time
moab + yharon lore item = speed of light ascension
why are you using MOAB post-yharon?
so you're going to cuck yourself out of Celestial Tracers to use MOAB
Im not
yeah ok
then why are you using that as an example?
Because i tri3d it in a cheat server and holy crap
that's not helping your argument at all
MOAB is perfectly fine for the point you obtain it and are supposed to use it
has anyone suggested a placeable buff field item for the rogue? i want to know if it's redundant to ask for it...
yes, it has been suggested before
i know something akin to the crystal ball for rogue has been suggested before, but alright
thanks merk
the idea is planned
but it's not concrete or anything
there isn't any sprites or set idea yet afaik
ah i see
my idea was a sort of ink lamp or smth post skeletron that improved your stealth regen, even when moving, when near it
if it's related to Rogue Stealth making it come from an Abyss Chest would work
since the Abyss has the cloaking glands and the enemies that cloak themselves, it would fit there
that idea is kind of already encompassed in the ink bomb, to some degree
but yeah, not a bad idea
if devs already have plans for something like that, though... i wont discuss it further than that
hey Devs, are there already plans for Sunken Sea fishing items?
couldn't you just use a placeholder sprite that you make in like 2 minutes?
well, there's a crate I guess, but I'm not adding just a crate
trust me, if I made a placeholder, it'd be absolutely hideous
and implement the finished sprite once someones made it
good to know the stuff is planned atleast
no I know it'd be hideous, but it'd only be for the devs to see since it's a placeholder until a spriter gets to the actual sprite
I'm not going to add hideous sprites to the mod
and fishing is not a high priority anyways
alright
hey @toxic pagoda can you provide current stats for the Weapon? DPS for the spear at melee range and DPS for it's projectiles would help
that and an estimate of how far the projectiles currently go
no buffs, I'd recommend no accessories or armor either
ok
use DPS Meter to calculate DPS and use a ruler to measure to the best of your ability how far the projectiles go in as straight a line as you can get
ig that wouldnt help much anyways
and yeah I wont aim up
Earthen Pike isn't "bad" but it's too okay-ish to actually keep with you to use along with the other melee weapon options
yeah, those Stats help a lot
imagine testing without accessories or armor
bonus subtracted points if that's also against dummies
^
Usually for testing a weapon you use it vs a boss you’d normally use it against
Iirc you should test it in Rev, ripperless with non-glass gear
with what the average person would most likely use in the scenario where the weapon would be used, ideally
Wasnt earthen pike nerfed cuz armor crunch actually works now?
you mean buffed?
Hold on, earthen pike gives armor crunch right?
wiki says so
Well armor crunch became stronger with the dr changes
So i have no idea how good it is rn
is just cuts defense into 1/3rd of it for enemies
so if it has 30 defense, it's cut down to 10 defense
alright
Then yeah i was right
Pike got nerfed one way or another cuz it was doing some serious stuff
I'll try it against Destroyer or Cryogen in a second

https://docs.google.com/document/d/1FxWJFwPTo2jrx3Np5Z3ortjHCV75y8pz4G34nOGAIKk
Made a list of achievement ideas I may or may not put in #suggestions-voting, thoughts?
hi, i have another question
if i were to, as an example, make a suggestion that requests a pretty major change to how rogue's weapons function, would it be worth anything to post it in #suggestions-voting ? would posting it and/or having it be sent to the dev server be a waste of time/space because the suggestion would be so broad? Or would suggesting it have some value?
also, looks nice scourge, although i doubt asking for exact achievments and their names alone would affect how the achievements come out
and achievments are frequently suggested
i like it, thomas
never understood why some cavern chest items have recipes and some others don't
i imagine this was inspired by the cal talk flare gun hunt?
It'd been on my mind for a decently long while prior, but Markie's fantastically unsuccessful hunt for a Flare Gun is what finally pushed me to suggest it.
crafting recipes are easy to make
uh thomas
Ye?
i got the flare gun in 6 golden chests in my world
As much as i like many things RNG, i feel like the vanilla items have a common, nasty trend of being locked behind a dice roll - and that crafting recipes are nice
so many things in vanilla are locked behind RNG it's absurd
Also apothe, key word here is RNG
Thomas isn’t in any good relation with RNGesus

byeah, the Flare Gun is one entry in a surprisingly long list of vanilla items that are unnecessarily locked behind RNG
which to me is 
I honestly like it, but when it comes to Calamity, I don't understand why the Flare Gun still doesn't have a recipe yet
with the introduction of spark spreader, though, yeah
Tho, it needs to be somewhat harder to get than getting from chests
literally required if you wanna go a flamethrower playthrough, and youll need 2 if you want to also craft firestorm which is great for DS
Maybe victory shards or smth
(additionally, for whatever it's worth: the Firestorm Cannon has an upgrade that is then needed for the Elemental Blaster)

Will probably share later
k
alright, can i ask a question related to a suggestion im making?
or should i ask in cal talk

this reminds me that I had an achievements doc a fair while back
I should go back and tidy that up
@queen sail
Gelatine Retribution
No
What’s wrong with that one
Also of all the boss achievements that I didn’t know what to name without making it just their theme name and you chose that one

hey Thomas, here's an idea for a Flare-Gun Recipe
6 Iron/Lead Bars, 10 Torches and for a Flare Recipe it can just be an iron bar and a torch make 100 flares
why the hell would I add a recipe
or they could just add the Flare gun to the Starter Bag
no
Starter bag is too cheap
I intentionally made the suggestion vague about what alternative method could be used to obtain the Flare Gun
hm, okay
but what kind of other alternative methods would work to make it more easily obtainable?
there are plenty: crafting recipes, fishing crates, and NPC purchases, to name a few
as for which one gets used, that can be decided by the devs
dryad meme
I mean hey merchant already sells flares
I'll add it to the dryad's shop, of course
If Dryad’s shop gets overloaded just make Dryad 2™
I was thinking Merchant, ye, since he already sells Flares

it wouldn't be too farfetched for him to have the Gun itself too
Travelling merchant 
so how does 5 Cosmilite Bars and 10 Gel sound?
Well he only sells flares if you have a flare gun or upgrades (i think) in inventory
crafted at an effulgent manipulator
sounds good
(Does merchant sell flares if you have firestorm cannon or similar in your inventory?)
(yes)
(Gaming)
Cosmolite Flares when?
he does indeed sell them if you have Firestorm or Spectralstorm in your inv
he probably sells double flares if you have normal flare gun and one of the upgrades
If he does, I will fix that
I think the check runs once iirc, not sure
^
Specific item suggestions aren't currently allowed
If it isn't changed to something else in the next 4 mins, i'll delete it
gone
reduced to "don't"s
yeah, if you have a flare gun in your inv
if you have the Flare Gun or the Firestorm or Spectralstorm Cannons in your inventory, yes
and i killed myself finding flares in underground chests
fuck my ranger playthrough would've been easier
oh well
and if there is no crafting recipe for flare gun
make the gun be sold by Arms Dealer then
he has the cleanest and most empty shop of all the npcs, and in calamity he sells boomstick
a good gun thats in underground jungle
ye i think having him sell it makes the most sense to me
I agree
same
i hope it goes well this time
i think this is like the third time i've done this, let me check how they've done previously
which ones always fire the same projectile besides astreal defeat?
well a lot of them
oh and making rocket launchers shoot more than one projectile type is like hell in and of itself so don't expect anything from those
a whole lot of them do that
anti-materiel rifle, soma prime
i think it will go well this time, it's formatted better and relatively short
i mean
vanilla also has stuff that changes bullets to another thing
like venus magnum i think
so if you wanna change all of them well...
Venus Magnum transforms bullets into Hight Velocity Bullets
i'm fine with the ones that change wooden arrows since wooden arrows don't do anything special
^
it only changes Musket and Silver bullets it seems
makes sense
at least that's what the wiki says
wait nvm
i'm fine with those since they don't do anything special on their own
the only thing i have an issue with is when it replaces all projectiles with another no matter the ammo type
actually that can easily be fixed
just use a global npc and some trickery
and by that i mean modifying the ai of projectiles
I don't think you realize how much work is actually involved in making that happen
especially given that not all vanilla weapons even utilize the normal Shoot method
and furthermore, some weapons are literally only worthwhile because of their special mechanic
those can still be maintained is what i'm saying
i think all it will take is some sort of switch on a global projectile that applies the ai to projectiles, while keeping the old ai so that it keeps all of the properties of the ammo while also having the weapon's own special projectile behavior applied to the projectile
i'll try to do this
- it's
GlobalProjectile, notGlobalNPC
b) read what I said
not all vanilla weapons even utilize the normal
Shootmethod
there are a good handful of weapons that don't utilize the normal Shoot method and instead just use this one method in Player.cs that nobody knows or cares about
and even barring that, what practical purpose does it serve to change these bows?
given that anything they can do with a normal arrow, another bow can more than likely do better with the same arrow
well. bows, guns, anything really
read the top of my suggestion
I did.
i said that this should be done since that concept is basically how ranger class works
using different weapons and ammo, if the ammo doesn't matter then what's the point
besides a bit of stats
i'm gonna try to do the global projectile trickery now and see if it works just to make sure and maybe make doing this a bit easier for you guys
although it probably doesn't matter since you guys probably know a lot more than me
@elfin maple as a Dev, let me talk a bit about combinatorial explosion
calamity has a lot of ammo
most of which people NEVER use
are we supposed to add the effects of every random ammo to every weapon?
like
this is mostly a problem with arrows to be fair
no you don't need to add the effects of every ammo to every weapon, and that is a problem if people never used them
and this would fix that
seeing as there would actually be a point to using them, if nothing changes then why use them
i'm gonna try to apply what i said in my post to my mod and hopefully it should be relatively simple
I recognize this is a problem and it bothers me
Both that calamity has tons of useless ammo and that many calamity ranged weapons don't respond to ammo
The ranger landscape isn't as streamlined as it should be
yes
how do you think the first (and probably best) one could be done
i know it'd need a global projectile of course but "trickery" is just the absence of knowledge on how to do this
my idea is to fire the projectile, but somehow assign a value to that projectile that makes it behave differently via a global projectile
which shouldn't be too hard
i've just asked the tmod discord for a bit of help on this
I’m still a bit :echthink: on 90% of post ml bows having their unique functions nullified if the player isn’t using regular arrows
that's not what i'm proposing
i'm proposing that they keep their unique functions but apply them to the existing functions of the ammo type used rather than overriding it
I uh
Wasn’t referring you, sorry

I was just thinking in general due to the topic about ammos and bows and such
oh ok
i think i've figured it out, now to test it
Sorry if I am wrong about anything in my suggestion...
All info is right iirc
though i think only some messages need those depending on wheter it's obvious or not
or am I retarded as usual
You want the aerialite message changed or the astral ore?
because I swear it said you can mine Astral Ore, then stopped saying it for a little while, then started saying it again
Im getting mixed messages
Astral ore
Change the message when you are able to mine astral ore.
XD
Well yes
But you say "x thing is like this but y thing isnt, i would like to see that changed"
Its very contradictory
But cryogen is another example. I think that is what byou are saying, at least?
And yes the bolded part says something
the first sentence of the sugg mentions the Astral Ore message, which is noticeably different from every other ore-related status message Calamity ever sends because it directly mentions the ore it affects
But the reason is hinting another
Also like
Would you assume the seal of the stars means astral ore?
It could be changed to something else
so do you wanna also change the Sunken Sea message while we're at it then
because the Sunken Sea message doesn't exactly state anything becomes mineable and given that you are able and in fact encouraged to explore the Underground Desert prior to DS it's entirely possible to locate the Sunken Sea long before fighting it
Well thats a mood
just like how, given that you are able and in fact encouraged to go to the Astral Infection at least once before Astrum Deus, it's entirely possible to locate such long before fighting LC let alone Deuces
and by that point you've probably found the big fat chunk of Astral Ore that clearly will not let you mine it
When this technically counts as a specific item suggestion
But youre telling me you want to make you not know when you can?
Lemme remind you, youre doing pillars
You dont have time to explore to find out after a vague message
^
Also like
Deus literally can only be spawned in the Astral Infection because of its spawning method
I would imagine a message sent literally right after the god of the stars gets fucked would imply pretty heavily you can do things with the fat chunk of ore that until that point has not been mineable
SS doesnt only become mineable
but that's just my 2.5 cents
oh, the last time king slime lore was sent was october 2018
The entire biome turns on basically
The first time you played, when you beat Desert SCorge and you saw th message, what did you do?
I guess it's not a blue check 
Thomas
Shucks
the first time i played calamity the sunken sea wasn't a thing 
People still struggle to find out that some stuff has crafting recipes
lol
Did you know you could mine blocks in the Sunken Sea after beating Desert Scourge Shucks?
Is that sarcasm
no

I is a legit question
imean 'the depths of the desert are rumbling' or whatever the message says implies that you should go underground
you are a legit question 
Shucks is a beta tester
Shucks is a dev
lmao
uhm

i wonder if a dev knew something about the game
XD
unfortunately, you are not 


:preech:

I have committed brain moment
I was just saying, if you didn't know you would've went to the wiki and saw
Same with beating Deus
Going to the wiki for that stuff is bleh
Solar he’s a dev
yeah and as such the messages wouldnt need to be less vague
therefore negating your point
What
Also, you dont need to say im a dev
Perennial
I used to play the game too, long before getting dev

We could make it hint about Astral ore
It already does
^
It literally says “You can now mine Astral Ore”
ik but without saying that
You honestly cannot get any less vague with that
^
It is different from all the other status messages
'The barrier between worlds was weakened.'

Imagine "Screams are echoing from the dungeon... There are many new enemies in the dungeon and biome chests can now be opened!"
^
exactly
Does the message really need to change just because its different?
It literally already says “Hey there’s shit going on in the dungeon”
They would think to go the astral meteor is it included that
I think it’d be useful for consistency but nothing more
Having all the status messages be the same would be kinda repetitive imo
ik I said it was a small change...
Also it says it for astral ore because astral ore already exists by the time you fight deus
It’s just impossible to mine until you kill it
'The integrity of the Astral Ore has been compromised!'
"Screams are echoing from the dungeon"
"The ground is glittering with cyan light"
These two for example are good enough because if i see "Dungeon" i immediattely go check it out
same for ground

The ice caves are crackling with frigid energy...
ice caves
It straight up tells you where to go
fuak it
something something
The seal of the stars has broken, weakening the heavenfallen star.
That works
yeah
'The seal of the Star has been weakened...'
should I put that in my suggestion(i'll say that it came from you)
if you want ¯_(ツ)_/¯
idk lol I think it would help
Not my best work. Just figured I'd throw together something that still gives the general implication of "hey you can mine this ore that's been here for an entire progression third now" without being so...direct about it.
I know that it is better than what I could come up with XD
before I suggest it, do you guys think infernal blood/starlight fuel cell need to be for different bosses in hardmode
no
ko
ok
idk cause you get plasma root and red lightning early in pre hm/ post ML
which is very unlike infernal blood
Fixed for next patch already @hoary hinge
niiiiiice
"Go mine astral ore, stupid"

Why not
personally i'd just do something along the lines of "the astral meteor cracks" or "grows brittle" or "other thing that makes it sound like you could break it with a blunt object"
it helps out w consistency to not be as explicit for sure
Yeah i kinda forgot to change that when i changed mourning star
@hearty yew Done, though I thought that there was a special reaction mark to mark stuff that's "already in next patch don't worry" so I assumed it'd just get that and I'd leave it
If there is I don't know it
I just always comb suggestions chat to make sure people don't suggest things w already did or are already doing
It's pretty common for me to swoop in here just to say "We're already doing this, you can delete your suggestion if you want"
there isn't a reaction like that
it's assumed that you delete your suggestion if it's irrelevant
people just don't delete them though and then get pings later saying it's already done
Jump boost for king slime lore might be a bit too much and it's not a major boss, then again some bosses like AS and siren & leviathan aren't that major ig
A lore item would be fine tho
isn't AS one of the best lore items?
A lore item that makes you stick in place, the opposite of slime god lore 
Basically another Well fed buff so yes

In fact the buff is too minor to call it actually best
Smth along the lines of 2/1 dmg/crit
Yea but it certainly isnt useless
Well it's still one of useful, ye
I mean some may think ravager lore is useless bc they need wing time, so..
Now that is just brain
i think i've managed to get the first solution i proposed in my suggestion to work
Some wepaons in vanilla already do this, like shadowflame bow ice bow marrow among many others
you mean replace wooden arrows?
Do they not convert all arrows to whatever tarrow
Or am I not remembering correctly
not sure
well i'm just trying to implement the best solution just to make sure it's actually possible
and so far i think it is
There's no real harm in doing it anyway
I'm pretty sure a lot of bows already only fire special arrows when loaded with wooden/endless quiver
Unless I miss some idea
yeah
my goal here is to basically splice the behavior of different projectiles together
Oh, I see then
take the anti-materiel rifle
iirc it's the one that summons more bullets if you crit?
Yes
alright
currently it replaces all bullets with a bullet with that behavior, but with my solution we could have that as well as maintaining the properties of the ammo type used
Crystal/frostspark bullets + skullmasher now that's what I'd like to see
Tbh, there is likely a huge balancing shift if such weapons would be able to inherit additional projectiles or velocity boost or w/e, since they are balanced around being basic
Yes I would predict that
ye that's one of the problems with balancing ranger class
you have to account for all the different ammo types
although i actually like what sort of results you get from this
for example, i made a sniper rifle that gives all projectiles 5+ penetrate
if you use chlorophyte bullets, something interesting happens in that the bullets jump from one enemy to another
chloro bullets with that would be 
it's pretty good
i like it when that kind of stuff happens
anyways i think i've got my thing working
it works, well except for the fact that it curves away from enemies
simple fix
and it doesn't apply to other projectiles
i've done it
it's possible and i can and will give you guys the code
the king slime lore suggestion is bad for this reason
ks is not a boss
i mean he is but at the same time not
he drops a treasure bag; he's a boss
and the story can be summed up to: big chunky slime that other smol slimes considered their king
so? still drops a bag
^
Didnt you literally just say legendaries are useless?
the nerf is enoguh now
Isnt right click the homing projectile?
it is
I. don't think this person has the right Briny Baron
:confusion:
ok
:hmm:
I want to assert a second video
Assert dominance
so this person wants to nerf the already very situational left click of Baron
but buff the right-click that works in all scenarios
is it that useless though?
part two of why briny baron isn't useless : https://youtu.be/0EczkMk8-X4
Boss 27/39 Attempts : 5 Difficulty : 1/10 RADS : Rev, Arma, Defiled, Shroom Reminder that Defiled Ravager sucks so skipping it for now Mods Used : Calamity M...
left-click is more. extremely situational
True melee lul

it is inherently a true melee function
yea situational suits better
this makes it incredibly situational which makes me wonder why it'd need to be nerfed
35 seconds kill hours
Let’s also not forget that it’s hard to get the baron
^
and the guy said legendaries are useless
i still dont understand the "...so it lingers"
wdym that the projectile "lingers"
And of course no reasoning is given for both the buff and nerf so
yeah you have to state why you want that to be changed
also please be more specific as well
for example:
Balance Briny Baron
Nerf it's left-click attack so only one sharknado can spawn, but buff the right-click attack so it lingers. Not like a 1-tick hit but like the normal enemy immunity frames (please explain what this means as well)
this is a better way to format it
among many other things
but that still doesnt give a reason for the nerf or buff
yeah
There should be also an explanation on why you want it to be nerfed
And provided example on why is it OP/UP
a n d w h a t d o e s
l i n g e r m e a n
^
the best example I can think of would be Daybreak or EE's Typhoon Disks
which stick to enemies after they hit
here's a better way to format your suggestion
Balance Briny Baron
Nerf it's left-click attack so only one sharknado can spawn, because the current left-click attack is overpowered due to [put reason here] and this would fix it.
Buff the right-click attack so it lingers. Not like a 1-tick hit but like the normal enemy immunity frames [explain what this means because i have no idea] because it's currently underpowered due to [reason].
did i hear daybreak
the debuff? Ah yes what a good debuff

I’m thinking about unique boss summoning things
but I’m not sure if the one I have right now is worth suggesting
It's almost like there's a channel to discuss suggestions before posting them
^
that’s why I didn’t post it
but I’m also too lazy to discuss; give me like 10 minutes to think
I'm confused
@obtuse kestrel modded items not working well in item frames is just a fault of modding
Oh, item frame stuff?
i thought it meant like if you use the rock, it builds a large shrine for it
I think he’s saying he built a shrine for the rock
what I got from it is that they made a shrine for the rock, but it didn't work because if item frame memes
but couldn’t put it in an item frame so he had to put it in a chest in the shrine
^
also yeah I wasn’t kidding about the 10 minutes thing; I’m back, and ready to get learn why my suggestion is not something that could work as per the usual
basically, what if The Slime God was summoned by using Bloody Water/Unholy Water on a teratoma/perforator cyst (the opposite water on the opposite evil, respectively)
@obtuse kestrel Can you please reword your suggestion to make it more comprehensible? Also at this point you're asking for a bug fix, which really shouldn't go in suggestions.
I'm removing the suggestion in 4 mins
im fine with it
Unfortunately we can't allow any modded items to be placed in item frames
It's a TML limitation
ok
We could make a craftable "Rock on a pedestal" furniture item or something
Or a "Rock mounted on the wall" furniture item
Like, we could make a special furniture item for the rock
that would be cool
someone would have to sprite it
But it can't be placed on vanilla item frames due to TML limitations.
ok
also depends on what the ped—
Basically: You can re-submit your suggestion as "Add a placeable form of the Rock as an effective Boss Rush trophy"
the rock, on a rock
Of course.

also where can i thank all of the wonderful people who are developing this mod
in #general-talk , just don't spam ping people
k
i think i'll make a revised version of my ranger suggestion since it seems lots of people think i want to remove the projectile behavior from those weapons which is not the case
seeing as it has 8 ❕
i'll clarify as early as possible that almost all of the existing projectile behavior can be retained, and that you can just tack on the behavior of the ammo projectile
i mean thats generally the case
^
Nor is it supposed to be a dislike reaction
Mhm
i know people use it for that though
those people are not people you should appeal to
people still use it as one because they refuse to read the legend in the pins here
they're misusing a system to be a nuisance
Well we have had so many discussion about it and at the end of the days nothing happened
So whatever
and that's not exactly why, i just think my suggestion wasn't very well worded
as in it wasn't entirely clear on what exactly i was proposing
i've rewritten most of it and here's what i've made so far:
Since I think my last suggestion wasn't entirely clear and could have misled some people as to what I was proposing, I made a new one.
Change ranger weapons that always fire the same projectile
The whole point of ranger class is combining different weapons and ammo. Every weapon and each ammo type have their own unique properties, and the player can combine them to get various interesting effects.
However, Calamity adds several weapons that always fire the same projectile no matter what ammo is used.
I propose that these weapons be changed in a way that retains their existing properties without making the ammo type completely irrelevant.
I've just done this exact thing with one of my weapons, and it's extremely easy to implement. Using my method, which involves using a global projectile to change the behavior of the projectile fired by the weapon, almost all of the unique behaviors of the weapon's projectile can be retained while still having all the properties of the ammo type used.
Take the anti-materiel rifle for example. It always fires a high velocity bullet that summons more bullets on a critical hit. However, this bullet inherits none of the behaviors of the ammo used. Chlorophyte bullets? No homing. Meteor shot? No bounce. Using my method, you can keep the gun's critical hit effect while still keeping the properties of the ammo projectile. If this poses a threat to balance, then you can just tweak some stats/behavior of the weapon or ammo. Besides, all of the ammo types don't need to be equally balanced. If one ammo type doesn't do well with one weapon, the player can just use another ammo type.
Changing this also fixes another issue: all the ammo Calamity adds. Why use it if it doesn't change anything? Since so many late-game ranger weapons don't care about ammo, the ammo types added later in the game don't really have much of a reason to be used. My proposal helps solve this problem, since the ammo type will actually have an impact.
i like the wording a lot more
but my largest worry currently is how balance would be affected
if this throws off balance then just buff/nerf the ammo
or change something about it
i would personally add that to the suggestion, probably in the second to last paragraph since that's where balance is brought up mostly
yes
how about "If this poses a threat to balance, then you can just tweak some stats/behavior of the weapon or ammo."
that sounds good to me
might add another thing saying that it's fine if all ammo types aren't equal
"Besides, all of the ammo types don't need to be equally balanced. If one ammo type doesn't do well with one weapon, the player can just use another ammo type."
alright i'll post this
@elfin maple I'm deleting the other one then
okay
we normally have a one week grace period for resuggestions, but yours needed a revision so I'll allow it
thanks
for my suggestion, have both parts been suggested before or just one part of it?
Nerf the Ink Bomb's DPS
This accessory, while on a decent cooldown, is easily one of the most broken pre-HM rogue items.
With an adrenaline charge and some clever positioning, the Slime God can be killed incredibly quickly by the accessory's ink clouds due to the boss's knockback immunity and tendency to stay in the same area for short periods of time. Against the Wall of Flesh, a once difficult and skill-based fight was turned into a simple game of dodging lasers until adrenaline is charged and just walking up to the boss and eviscerating it with the Ink Bomb's clouds.
Nerfs include having the ink bomb (and possibly its upgrade, the abyssal mirror, which I don't have experience with) not be affected by adrenaline, or significantly nerfing how many i-frames the clouds ignore.
hmmm, what is the opinion on this?
if giving DPS numbers would help, ill try and get them
please do give DPS Numbers with appropriate armor and non-reforged accessories
a dps test would be good, I remember bringing this up during testing
Add an armour set that scales with the game (ik what ur thinking OMG ITS OP but wait there is more( joke intended))
the armour would scale with boss progression BUT only with its added buffs and bonuses, the armour stays at idk lets say 10 armour total and that never changes,
this armoud would be the best DPS armour in the game if you never ever get hit, but about the equivalent of iron armour is survivability
this armour would be interesting for people who want an extra challange but also an extra bit of reward (instead of just doing the (think its called iron heart but not certain))
this armour would serve to reward dodging and HARD punnish getting hit but also provide high damage or movement abilities
not entirely sure if this is a reasonable suggestion so let me know please 😄
iirc it still has a high dps because it requires the player to purposely dodge everything up until adren is charged, then get close/ get hit with adren popped
it's a lot of work just to pull it off
@last star No, we are not introducing an armor that scales with progression ever
really? i believe i did it once on accident
its not really an armour as much as an accessory that takes 3 slots as it wouldnt provide much armour and more other buffs
still very unlikely
How would you even do an accessory that takes more than one slot
why would you do that
by making it a set bonus on an armour set with useless armour stats
feels more like a big meme
simmilar to a 1 hit playthrough
to use, at least
but rewarding in dmg
Its not gonna happen anyway
the principle of that is already embodied in several accessories that already exist
take the DSA and RTN
yea but those dont scale iirc
and if you want armours, take Demonshade
what’s dsa supposed to be sorry i forgot
and u can use those with other armours
dimensional soul artifact
@last star we are not going to do progression scaling items for the same reason that legendary weapons no longer scale

Even ataraxia lost its scaling
fair
Ataraxia scaled?
was just about to ask ^
Not via progression
are there other kinds of scaling?
We’re talking about progression scaling though
But the more you hit with it, the more dmg it dealt
there are a few things that scale
Which ofc resetted when getting hit
The only progression scaling piece of equipment is The Community
defence reforges on accessories
And that’s a legendary levi drop
Oh right
no?
That too
yes

i might be dumb but how does it scale?
I forget about HotE sometimes
huh
and hitting more times per second
tdil HoE scales
halibut also scales but that's a meme weapon so
because over time it becomes less good
the problem with getting an armor early and using it for the rest of the game is, that it monopolizes progression if you just want to have amazing damage boosts for the whole game
it works up until DoG
ikr chorizo
Well it technically works past then, but it gets outclassed
its like if you were to beat the enderdragon with gold tools
and yeah it kind of sucks when you just stick with one armor set the entire game
It just does weird things for progression
halibut but armor
@zealous ridge the better option would always be to use a different armour than what i suggested, But the idea behind it was that it would be an alternative way to the 1hit toggle item (cant remember name) and would be nice as a raw dmg armour by definition being a RAW dmg only armour and not providing actuall armour
getting it = proof of lack of social life
why not just use armageddon
cause armageddon only works on bosses and doesnt provide any bonuses outside of grinding
^
That's the point though it's for flexing/grinding
yea but the armour i suggested would be well always a thing, helps u kill shit faster but also die one hell of alot faster
essentially trading armour for dmg
could even make the armour set your resistance value to 0 and turn wtv resistance you would have had into a raw dmg increase
it's not going to happen
oki, was just an idea i had
oof denied
what about the armour suggestion but making it into an accessory?
like no scaling with progress but having the accessory take however much resistence/armour you currently have and through some formula translate it into a %dmg increase?
so for example any armour you equip in addition to this accesory like this accessory + turtle armour or whatever
would make the armour nolonger provide armour and instead dmg.
so the higher the protection value that the armour has the more armour would get "absorbed" into a damage boost, perhaps even make this a toggle effect?
opinions on this accesory?
No reason to make it a toggle effect when you could just take it off
what if the toggle would "invert" the effect? like all of your damage boosts turns into some form of protection?
(the weapon you were using would deal its base damge and not 0)
roofon what do u think about this idea instead of the original armour suggestion? (not sure about the toggle effect yet tho so may delete that part)
An item that exchanges defense for damage?
Reaper Tooth Necklace 
Dimensional Soul Artifact 
true but the item would swap whatever Current defense you have would turn into damage
not a static value
Reaper Tooth isn't a static value, it cuts defense in half
If you have 30 defense, you now have 15
If you have 160, you have 80
eya but the dmg value it gives
is static
so for example my item with wood armour and the item with godslayer armour would be way different
you know how i mean?
higher armour = higher amounts avalible to be translated into damage
atleast thats the idea
Usually people go for higher defense while sacrificing damage
So basically using this item, you would sacrifice damage for higher defense, just to have more damage
Sounds kinda redundant, since many would rather just not go for high defense in the first place and have the higher damage straight away instead of getting it through circular logic
i see ur point but this would open alot more build ideas
the math would be different but idk how it would playout as i havent tested it
Yea it would require extreme balance to not be vastly more powerful or useless compared to just stacking offense
but balancing it wouldnt be tooo hard eitehr as mostly high end players would be able to do use it reliably
but it would be interesting to see it
not sure about balance but
would be neat
We already had a convo about bosses dropping the loot of the class they were killed with
i just said WoF because it is the only one that requires a dumb npc to respawn if you want to fight it again
I understand why with others this wouldn't make sense
I wonder if it counts as ☑ if there is that https://discordapp.com/channels/225030931008847874/263382359397761025/624731598570389556
- potential ass to code
- Too convenient for the player
- Removes grinding entirely
- There may be several weapon for a single class, so making that work would be something
Granted, one that passed was about emblem, and not weapon, but still the same issue
While yes i know the farm conditions for WoF are ass, these issues still show
Most convenient thing you have is the fleshy doll from fargos
So...
About changelog #59
Would it make sense to say that the angler was thrown to the thrashers when they're killed by thrashers?
But it should say he was thrown to the thrashers.
That's the whole joke.
I mean, you kill lost girls and hornet grubs.
Ehh, whatever.
It could be done if modifying npc death messages isnt ass
"How troublesome could 1 death message be?"
-Me
I'd be mostly against that because the fact angler leaves instead of dying directly affects game age rating and some policies like child abuse
My dude, they got a naked npc
You also kill it.
:leshrug:
Kill the naked npc to get a metal detector
I meant dryad but yeah that too
Oh
x'D
He can still, like, turn into smoke tho.
The whole Amidias quote is child abuse if my idea is.
the whole existence of a single child in terraria world is a child abuse
^
why did they have to make a single npc a child anyway? it's not like jokes about being trout monkey of fishing would be weaker if angler was adult
Maybe it's to make the player angry when they realize they can't kill him.

you know what as soon as i make a boss that drops several different weapon classes i'll try to do that, maybe in singleplayer by:
- Checking what weapon class the player is holding
- Dropping a weapon of that class
although that may be problematic when it comes to modded classes
or with treasure bags
if the boss was killed by a projectile you could check what class the projectile is, since each projectile has a class
False
if the boss was killed by a debuff then i have no idea
ok
the projectile.(class here) might not be reliable though since it could be assigned incorrectly or not at all?
Whatever weapon was held last.
is that what you're saying
imean if the boss was killed by a debuff check what weapon inflicted the debuff
you can't really do that
Or what the class of the projectile to kill the WoF was.
No, the killing projectile would work best.
for mixed-class people make it so the boss keeps track of the projectile type that struck it and then gets an average for the weapon drop
If it's the seashell...
Its really not that easy
besides this doesnt count for true weapons such as the marked magnum and the golden gun anywys
yes
Or maybe... Deal with the worst HM sword and just kill WoF again.
Theres no "who inflicted this debuff"
Same
you can't tell how it was inflicted
instant damage 
How about WoF and the bag drops an item that can be crafted into the vanilla items like the leviathan's IOU an item thing.
And counting how many projectiles of which class hits a boss require rewriting the boss ai for something im not even sure you can check
they could help but you aren't just gonna use debuffs
That'd work.
that's a good idea
i feel like counting the projectiles would be like how in minecraft mobs used to run away from an exploding creeper
it caused lag because everything was checking to see if a creeper was close to them
Uh no not at all
fighting bosses with projectile spam weps such as the elemental disk would be 
But swords and the like arent projectiles
yee
mhm
although many melee weapons that don't look like projectiles are, like spears
actually i think it's just spears
flails and yoyos are obviously projectiles
Thats because there was no use style for spears
mhm
arkhalis-type weapons too
You just glue a projectile into a player and call it a spear






