#suggestions-discussion
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Or polterghast
then get fucked
@ashen warren read the don'ts doc
oh ffs
Not everyone wants to play deathmode
pfft, casual
not everyone wants random bosses spawning on top of them
Plus, DoG randomly spawning sucks
@ashen warren please read the Don't's Document in the pins. It outlines what to and not to suggest.
Specific Item Suggestions (and meme suggestions) are not allowed.
then you won't enjoy random spawns. simple
he actually doesn't even in DM
So do you want me to try and rewrite your suggestion?
No offense, But I kinda want to do it myself
okay, that's alright
woah, a sugg got deleted so fast i didn't even get to read it
You just didn't answer me the first time I asked.
Srry, Just got caught up in the convo
and by the time i was done typing, Things had already moved down a page

which is better, the ninja armord, or the rougue victide armord?
#help-advice-read-pins is a better place to ask.
wrong channel
sorry
people have different definitions on "seems like a terraria thing"โข๏ธ


the answer is that it wouldn't really work
aight cool, thanks for doin all the approvals Ben ๐
(I was busy today, expected a big catchup)
what does the note mean in that situation
the same as the above
the note for the evil spread one yea
so a mod called "Ditto" does that?
lol no, the first note
Hardcoded vanilla gen, bad to mess with
I'll reword it I guess
oh the terror of modifying hardcoded vanilla things
wow, not gonna lie, that was unnexpected, anyways, i dont really know if that was really supposed to be understood, anyways, moving on the next donts
I love how the actual pokemon is left out of the definition
Of course.
Because the word came before?
Also, that's in oxford?
And the fact that you can't use a pokemon as a definition because it makes no sense?
Yeah fun fact
"Ditto" the Pokemon was named after the word. It's a pun.
Wait, the expression came before the pokemon?
yes
It's been in use before the 1800's iirc
(Don't worry. I, too, heard about the Pokemon before the term)
Google says early 17th century
What the heck
Words
No?
Why would you bring that up
I'm bored
Then be bored somewhere else
Ok
just to make sure, can i ask if i can suggest something saying the whole idea here?
i readed the whole thing and im just asking here to make TOTAL SURE if i can truly suggest
well im going to suggest to add a calamity title screen (like overhaul or scubbis wrath)
Isn't that already a thing or am i dumb
youre dumb
K
Pretty sure that was tried in the past
what's a scubbi's wrath
And that it didn't work whatsoever
wdym "Calamity title screen"?
Succubi's?
when i first used tmodloader i downloaded A WHOLE BUNCH of mods
and that was in it
it had a whole terraria resprite and a custom title screen
Pretty sure calamity used to change the whole background along with the music
The Calamity texture pack changes the "Terraria" logo to be Calamity style
Can't remember if it appends the word Calamity anywhere tho
and yeah we do have custom music on our menu
it doesn't
imagine calamity texture pack, so, its basicly that
I thought it was a thing that was in the mod years ago
Musta been a long long fucking time ago cuz I don't remember that.
Should probably ask YuH,,,
@hollow idol did calamity ever change the title screen in the past to have a different background
I remember it looking like the underworld
QB spawning is an enigma
I thought larva couldn't be broken by projectiles in Calamity, I've never had that happen to me before.
this is with only calamity
well that's really weird then
Pretty sure QB spawns sometimes because she just feels like it
I've been trying to do Clone and something is breaking them
It's been 7 times and I'm not exaggerating
Welcome to the world of queen bee always crashing in on your boss fights
never had it happen personally in calamity
Pretty sure she's bugged to high hell
she's a party crasher
Tell me about it
so this is a bug fix suggestion
Bug fix for a boss that's coded in redcode
Sounds painful
But uh go to the bugs channel and report this iirc
I mean, if it really bothers you. You can hero's reveal map and personally visit every hive and butcher them.
And if she still spawns then just give up
yes
yes
Yes iirc
Ok I will then
map data is per character
It's a PT, I didn't want to see all the map
I'll grab another character and "Take care" of her
Thanks, I'll delete that suggestionb
Take care, have fun
๐
A nice clear sugg posting...
Shame if I make my sugg to ruin it
Clean posting ruined
Also surprised how it turned out since I type it on my phone
Man I really wish the Shrines had some kind of consistent spawn methodology.
It's so silly that to find them your only real option is to "just look around", especially since some of their spawn locations are so vague, like there's SO many mushroom biomes, I'm just supposed to skim the entire map until I happen to find the one mushroom biome with the shrine in it?
I'm just supposed to turn my entire ice biome into swiss cheese until I happen to stumble upon it?
Don't even get me started on the Caverns shrine whos spawn location can literally be anywhere in the map.
inb4 you need 'em for enchants
Good Guess.
I mean, shrines are supposed to be helpful bonuses, not neccesary for your pt
Tbh they never really help even in early game
The only one I found useful was luxors gift
the onyx excavator key is great
Onyx, Tundra Leash, and Luxors I've gotten really good use out of in multiple playthroughs.
The others tho are near useless
yeah the rest are real meh
They'll probably be buffed in the future
i doubt it
since they can be obtained pre-boss it's unlikely that they'd get buffed
because that'd cause some balancing issues i guess
All I'm saying is, the Abyss Shrine consistently spawns at the bottom of the abyss, it's predictable, it'd be nice if they all had the same or similar sorts of consistency.
Maybe for cavern shrine it has a higher chance to spawn near the center of the world
And by center
I mean center center like the middle
Ain't even gotta be that locked down, even something like "The cavern shrine only spawns in the center 3rd of the world" or the "Mushroom shrine only spawns in Mushroom Biomes on the lower 3rd of the map on the right side"
Especially since the fungal thing is so important for true melee, I think more consistent shrine spawn is a good thing.
I mean the shrines aren't necessary for core progression, just nice things to find. Personally I think they should stay as is. Side note: if you're after enchatments for Fargo's soul, you can craft an item post twins iirc that reveals the entire map
True, though revealing the entire map is a rather all-or-nothing solution. I think a nice solution is to make the chests that spawn in shrines all be one rare type, and then make that type have max priority for metal detector.
That way you don't have to change spawn conditions or anything like that; just two minor changes that dramatically increase the odds of finding a shrine.
That's a neat idea, you could suggest that
Metal Detector is not very useful currently so that'd give em some more purpose
Turns detector into shrine finder, and I assume it's not terribly difficult to set priority high for a detector tile.
Yeah we do that already
I'll make the sugg, then. I can't remember ever actually having a use for metal detector, but this would make me use it.
Oh, that has been suggested before
https://discordapp.com/channels/225030931008847874/263382359397761025/637686729264070666
It won't be a blue check, s'too old
but it's noteworthy that it got rejected by the devs
Oh. Huh. That doesn't bode well, having been sugg'd before. But I'm nothing if not foolishly optimistic.
I imagine some shrines are easier to find than others; my Desert shrine was smack dab in the middle of a tunnel, impossible to miss it.
The Granite and Marble shrines, on the other hand, I wouldn't have found in a million years without using external mods to reveal the map.
You could also include in your reason that it'd give the Metal Detector more of a usage
Rather than just being a much much worse Spelunker, it actually would have something rare and notable to detect
Done.
Nice
Yeah, shrines are in a weird spot in Calamity. They aren't required, but they do have really fun and cool items. But they spawn so randomly that it is very unlikely that you'll find one in a normal playthrough.
i disagree because i usually find at least one in my playthroughs
in my last 3 PTs i have only found 2 desert shrines
maybe i am just lucky or i go for luxors gift every time
and nothing else

I have only found a shrine once, I think they should spawn more
has anyone sugg'ed making the aura from saros possession bigger?
cause its kinda tiny rn
Spawning more than one of each shrine would be another way to fix the issue, yeah.
My sugg has actually been suggested before as well, Rover pointed out.
making multiple shrines would make multiplayer more fun in concert with making them findable at all i guess
Like, damn near my exact suggestion.
Yeah, multiple shrines would help multiplayer. Though I just plan on spawning a second one in after we find the shrine.
I have a suspicion that the reason why the old one got rejected was because of the wording
They appear to be asking that every shrine get its own chest
hey rover has anyone suggested making the aura from saros possession bigger?
No
^
yeah just visual
Saros aura does nothing
it really doesnt represent what its referencing at all
okay then ยฏ_(ใ)_/ยฏ
considering you almost cant see it
The radiance orbs it spawns is what does dmg
Purely visual suggestions. Y'know what, I'm on board. Don't think I've ever actually seen one of those.
lol
Anyways while we wait for that to become a thing guess we can talk about my sugg
Ooooh, what's your sugg? Or is it already posted and I missed it...?
Still sittin in posting
I've seen no one talk about boss rush curses
I mean, I don't think they're that obscure, but then maybe I'm weird. I check configs first thing after installing any mod, so I noticed BR Curses instantly.
Make the aura from Saros Possession 3 or 4 times as large
Currently the aura it gives behind you is absolutely tiny compared to what its referencing (the radiance from hollow knight) so i suggest making it a couple of times larger to be better represent that. This is a purely visual change, and would not affect anything about the actual attacking stats of the weapon.
this good?
oh wait typos
Fix typos and put it in posting
Yes
"larger to to better"
But after that's fixed, yeah, looks good.
i may have typed it up a bit too fast lol
Anyways with br curses even if u check the configs
It's all the way at the bottom so once you see all the important stuff you'd probably go back
i never even noticed the br curses for the longest time until i took a long look through configs
I mean, I check every config option that I can whenever I'm looking at configs. Even if I only went in there to change one thing. That I know is just OCD, but still.
But if other people aren't noticing them, I'm all for it.
Hm. Well, I'm all for changes that increase accessibility and don't actually affect me at all, so I'm for it.
And if they weren't obscure I'd probably expect a decent sized calam YouTuber to mention them
YouTube is probably a bad argument
Yeah I didn't find out about the curses until recently, I think having some item in game to toggle the curses isn't a terrible idea.
Or maybe a GUI when you use terminus that lets you toggle them.
ye
That's what I was thinking abt
I don't know if we need entire items. It'd be enough to just have a tooltip on the Terminus mentioning that they're in the configs.
honestly i think its a problem with bossrush just not being very well known
Smth like the arcanum teleport could work
GUI would be nice, but may be difficult to code, I dunno. A tooltip is crazy easy, though.
If u right click with it
its kind of a random thing that you wouldnt know about unless you specifically looked at the wiki for it or just used it and got completely wrecked by the high level bosses
The Tooltip would be a simple way of doing it yeah, just like "Hey check the config"
But a GUI would be the more elegant way for sure.
a gui in the style of luiafk's arena builders possibly
Oh for sure. And the sugg should probably mention both.
I didn't mention gui bc it might've been too specific since I'm too strict on myself
I'm just looking at increasing the chances of it being approved, and tooltips are so ludicrously easy that I think that has the highest chance of approval, versus an actual GUI.
This change would have the added benefit of giving a use to the metal detector, which is currently rather worthless by virtue of not having anything worth detecting.
Oh boy. I'm 'bout to get roasted.
Life Fruit, which are horrible to find otherwise:
you can just farm plantera iirc
I mean it would be nice if it spotted shrines
honestly the metal detector is bad for everything except life fruits and crystals
Whaaat? I've never had trouble finding Life Fruit.
I always used the Spelunker potion for anything that you could possibly use a Metal Detector for.
Metal Detector spots fruit, crystals, and chests
having it spot shrines would be a way to actually find the caverns shrine
also yeah
For me the Metal Detector exists to craft the cell phone lol
^
you can easily get like 10 off the bat of your 3rd day or so
What could be nice for shrines is a hard to obtain item that points to them in a way
and usually 2 a day afterwards
also it gives more reason to actually go and find a nymph and kill them
Oh you know what I meant.
anyways i suppose i shall go be suggestion bot cel
Indeed seal
An item that points to them like the pointer from Thorium would be great, but probably a lot harder to code.
And also potentially makes finding them too easy.
I never lagged with grim pointer
Also something I doubt the Calamity Team would be interested in implementing.
That'd be a bit of a ham-fisted way of solving the issue.
Shrines should require a bit of exploration to find; they just shouldn't require absolute 100% precision. As it stands, shrines are very small, and you could go right past one and never know it.
regardless the pointers are laughably inefficient when it comes to actually being implemented
^
@inland viper agreed
Welp it's already in voting
nice
I'm happy to spelunk through the caverns until I'm in the ball park. But I'd like to know I'm in the ball park.
Sugg bot cel is very efficient
cool
wait shit theres a typo
why am i so bad at this
i never have this many typos in my suggs usually
k
Make the aura from Saros Possession 3 or 4 times as large
Currently the aura it gives behind you is absolutely tiny compared to what it's referencing (The Radiance from Hollow Knight) so I suggest making it a couple of times larger to better represent that. This is a purely visual change, and would not affect anything about the actual attacking stats of the weapon.
geez i shouldve taken a bit longer to type this out before i threw it out there
wait, i thought it said am
this is why you give it time in posting
fuck, im tired
i just woke up like an hour ago lol
Celest bot too efficient.
its 11pm for me and ive had a very long day
oof
This is why u get ur sleep instead of grinding for stuff in fargos
lol
But I want the ultimate accessory!
more like grinding in disgaea
For real though; that game's grindy as hell. Fun, but grindy as hell.
Timezones are weird all the time.
also thanks for fixing the sugg celest
Also the parentheses in my sugg abt it maybe breaking dont's can go
Since just listing what u beat it with isn't giving a use to the rock
Does the old Astral Meteor theme play when you're in the new Post-Aureus Meteor Biome?
i thought the astral meteor theme was just the normal meteor theme
It should.
Why's that?
eh
Old theme's got less to it
Because it's another amazing track that will go unused otherwise.
the "new" infection theme is very good
And it would make sense for it to play there.
calamity lost themes exists
have you listened to the new one and the old one back-to-back?
Because it's not a new area of infection, it's the meteor itself there.
Yes.
But it's a mini biome. It doesn't need a track with as much substance as a full on biome.
the meteor itself isnt a biome by itself
The second Astral Meteor?
its just astral infection
just like the rest of it
it makes more sense for it all to just have the same theme
Okay, right.
Aureus can spawn new meteors when you kill him, but it's not a guaranteed thing and there's nothing unique about it, it's just so you have more ore to mine
Actually there can be. If you don't have a certain number of infection blocks already.
Really?
(there can be what?)
The second meteor can infect blocks, it just doesn't usually because you already have a bunch of infected blocks.
Yeah, that's also true.
If you have very little amount of infected blocks in your world, the new meteor will create a new infection
So, it's the exact same as the first meteor. Just, y'know, another one.
Yeah it's just a resource thing
But then again slimes exist
???
Astral slimes
Secondary insurance :P
Do they drop Astral Ore?
Yes
ye after Deus
Ah.
Also Astral Crates. Tertiary Insurance.
Who fishes tho when zerg potion exists
Fishing>Grinding.
I prefer the luiafk ultimate battler
blood orbs are easier to fish than grind
tho I usually end up dead
I fish for Hardmode Ore instead of breaking altars due to the fact that it makes a random Corruption/Crimson block randomly in theworld.
Begone evil is what I use
Since I'm always too lazy to start fishing with bait and shit
Begone Evil is essential, hated playing 1.4 without it.
Biome spread is the worst thing.
A Terraria playthrough isn't complete without spending 2 hours digging around your V biomes
Screw that noise; did it in 1.4 already. Begone Evil is gonna make life so much easier.
Can I ask why my sugg on damage values adjusting based on everything got rejected?
Too hard to code
Presumably due to when the damage changes occur in code
Defiled Rune should buff the drop chance of all legendaries.
Program it like the archery potion.
You're right Landjrin, it should.
it seems like legendaries are the ideal thing for Defiled Rune to effect but it just doesn't lol.
afaik there are exactly 2 related reasons why Legendaries are not affected by Defiled.
Leggies are currently in Treasure Bags. In order to make that not cheesable (i.e. kill boss normally, enable Defiled, open bag), they would need to drop from the boss directly instead of from the bag like all the other drops... so
- Apparently the bag-vs-direct drop inconsistency would outweigh the current inconsistency of what drops are affected by Defiled.
- If the Leggies dropped from bosses directly, you couldn't farm them with Armageddon.
But then it's inconsistent which drops do and don't come from the bags.
Indeed, that's point #1
In my personal opinyot
The consistency of Defiled's effect is more important than the consistency of bag-vs-direct drops.
Wait, I was under the impression that Void Vortex and Yharim's Crystal were Legendaries.
As such, not all legendary's would come from the treasure bags, but that's just not true.
i see
Well okay, one way to do it would be to have slightly modified versions of the treasure bags that are dropped instead of the normal ones only when Defiled is active that have the better odds for the legendary's, however I can see how that could be kind of a pain in the ass to program.
It could/would also lead to being able to stack armageddon and defiled to get 6 treasure bags all with better odds, but that's not necessarily a bad thing.
That would indeed be a problem, and we'd have to find some way to integrate cross-mod compatibility
Exactly yeah.
When I initially posted that I mostly meant the orange rare item variants, such as Deep Diver, or Cryophobia, which I guess aren't technically legendary's, but those were what I meant.
The treasure bag problem still stands for the boss ones (Deep Diver, Clothiers Wrath, etc) but for Cryophobia or Carnage and other ones that drop from enemies it would be a simple enough implementation.
But then there's "rare variants" from bosses that aren't dropped from treasure bags too like the previously mentioned Void Vortex. It's weird.
RIVs are a bit different because that would involve fiddling with how their drop rates are programmed, because in the case of the item being a variant of an item dropped by an enemy, they have a chance to drop instead of whatever they were based on
It could still be done.. probably
It'd just be a little bit harder, less direct
and considering how much Ben opposes the idea in its concept I doubt he's willing to put in even that little bit more effort
:squint:
they have a chance to drop instead of whatever they were based on
That...doesn't seem right? Carnage is a rare variant of Bloody Edge, but it's not like Blood Zombies normally have a chance to drop Bloody Edge?
Yeah it doesn't apply for all RIVs
I'm just talking about the ones that are based on an existing boss/enemy drop
like Dune Hopper
Right gotcha.
Wow on second thought this whole system is a mess lol, I now understand why they didn't make defiled rune effect them.
m
None of the rules are consistent.
Thank you Sand
my cat walked on my keypad
Does it do that often
she does it sometimes when she does it
That's a good statement.
hell earlier one of my cats layed his whole body on my keyboard
Also the devs are planning on reworking both Defiled and Legendaries as a result of their inconsistent and frankly boring statuses currently
but, it's not a concrete plan, we've got other priorities
Also the devs are planning on reworking both Defiled and Legendaries as a result of their inconsistent and frankly boring statuses currently
I'm interested to see what you guys do!
...when you guys do, of course.
๐
๐
Defiled and legendary reworks 
๐
the absolute rage buff has a red background
even though its not a debuff
the mod is literally unplayable
pretty sure it's like that is because it used to be a debuff, and they just didn't wanna resprite it
I'll fix that right now
do you think auric slime and chlorophyte slime is necessary?
Auric has been sugged before
It's been suggested before
Chlorophyte...
It's pretty common because spreading, a vanilla ore, and already has an extra source
I have nothing really against the Saros Possession suggestion as looking at it, it does pale in comparison size wise to the aura that surrounds the radiance. I guess it might be the fact that devs decided to go with that size since having a huge aura only works for the radiance because sheโs huge. I guess you donโt have to make it huge, but just enough to like fully enshroud the player.
yeah that
Yep
Natural Gameplay for Spawning Bosses
Currently, the only bosses that have natural spawning gameplay are Providence, The sentinels, The Polterghast, The Siren, The Aquatic scourge, and the Evil biome duo. Since every boss in Vanilla Terraria has one of these, it makes a lot more sense for Every Calamity boss to have one. No easy spawns though, It should still be viable to just craft the summon and use it, so there should be some Difficulty in getting these natural spawns.
Clarification for what this means: Natural Spawning Gameplay is any spawning mechanism that leads the player to the boss. For example, Interacting with the altar at the end of the Jungle temple after looting it will spawn Golem, but that still counts because the player will 99% of the time have looted the temple, and have a power cell in their inventory. An example for the mod: The Aquatic scourge could spawn after you've defeated a set number of enemies in the sulfuric sea, as the corpses of said enemies would "Lure" the Scourge to the shore.
Okay, Redid my Suggestion to leave out specifics, and made clear what Natural spawning gameplay is. Any suggestions on my suggestion?
Does provi spawn naturally out of dmode
U said in wrong place
she doesn't
She has natural spawning gameplay
also yea it'd be better to post it in posting first so it doesn't get buried by discussion in here
I donโt think thatโs how it works
the rough idea can go in here first yea
Oh
Itโs alright to do either
but something like yours, a more developed idea, is better off in posting
And Providence has natural spawning gameplay, because you get the spawn from the Guardians. Directly. You can't "Lead the player to a boss" Any more than that
the problem with that sugg is that there arent really any real structures that calamity adds that can support it
Doesn't have to be a structure
the provi/sentinels chain is kinda an outlier in that regard
thereโs also astrum deus which spawns after killing specific enemies
Wait, wut?
the golems are so rare tho
It's getting changed next update iirc
I would honestly rephrase it to โmore unique boss spawnsโ
At the same time, you're prolly going to check the guide and notice the crafting recipe for the summoning item anyways
even if it would take a long time to actually make
having progression be obscure without the use of external mods is a bad thing yes
Well for a blind playtrough you really should, he's there for a reason
or the guide heavens forbid
Every boss In vanilla Terraria can be naturally discovered. The only Real exception is Fishron, because He's supposed to be an optional difficult boss, and even then its possible, if unlikely. Calamity should follow suit
and even then you will probably see a truffle worm if you ever visit the underground in hardmode
and wonder "oh whats that? i should catch it!"
Or don't care bc critters are useless except for this very exeption
Yeah, Espically since its detected by the rare creature finder
i mean its detected by the lifeform analyzer
that usually means its important
which immediately puts it on a higher priority than any other critter
oh we said the same thing lol
LoL
byeah
demistifying the conditions for bosses to spawn is a good sugg
or it would be if someone posted it in there
And also, i don't see why the guide guiding you towards the bosses is a bad thing instead of stumbling upon the boss itself, like this just feels a bit random and a lot of them are just "imma attack you bc i can" which is not really much more original than summonning items
the only boss that really does that is siren and levi
Yeah, But the big problems start to come when you get to the endgame bosses. I've got ideas for pretty much every boss up to DoG, and then I'm kinda stumped. It Definitly would not be fun to have DoG spawn on you, or Yharon or Scal.
all the other bosses have big status messages preceding their spawns
This is what i meant by that, it's just a status message then the boss spawns without really any apparent reason
Not every boss is going to be EoC
the status message is meant to show that a boss is going to spawn and you can opt out of that if you dont want to fight it just yet
so its not very bad tbh
having the guide have more flavor text pointing you towards the bosses and make their spawn conditions more natural would be very nice
The player is never informed they can hide in the underground
making*
I mean, Running underground it the logical response to something watching you
thats just a logical decision to make once you see that mobs cant generally go through blocks
No, hiding in a house is the logical thing to do, and it doesn't protect you
If you go there before it spawns yes i belive
But not if it spawns first
I don't think making some seemingly random events guide the player towards the next boss necessary where there litterally is an NPC dedicated to that
If it goes well with the lore and is justified i'm all for it
its not necessary
but it adds atmosphere to the mod
which is always an important thing to consider
Ehh, i think leaving only the summonning items for some of the bosses is the best thing to do in terms of atmosphere
i think you misunderstand the concept of atmosphere
its meant to make a game feel more believable
i would much rather be naturally guided into a boss fight then have a random item that spawns a boss for no particular reason
outside of dog or clone i guess
Except the way you get them (The spawn items) can be interesting
Most of the items have a reason to spawn the boss actually
yeah but those are lore reasons
well maybe not most but some of them at least
which most people arent going to know as a general rule
Uhh rune of kos is definitely a lore reason for example
Maybe A structure could spawn on Generation in the underworld blocked off by blocks you can't break. and Post-ML you break in and try to steal the profaned rune, but then the guardians attack you. And Rune of Kos is fine
theres a recent sugg to make it point you in the direction of the spawn locations
you get it directly from the Previous boss
that would be a bit of an odd event tbh
cause nothing is stopping you from just roding in and grabbing it
Just a rough idea
It would probably be blocked off by Blocks you can't break or something
Honestly once you kill sentinels you could eventually get a message like โreality is crumbling around youโ
the only problem i have with PG is that you have to go out of your way to craft an item to summon them
just have it drop from scorn eaters and profaned energies lol
Yeah, Profaned are the only ones of that little questline that need work
That and DoG
how would dog even spawn without his own item tho
I and then DoG spawns
i hardly think having him randomly come in would be very fun
He gets pissed off cause of the sentinels dying
considering, y'know, hes dog?
Yeah true
There is no reason for him to randomly come
lore reasons says he would come after you sooner rather than later lol
It says heโs pissed off that you killed em
There would have to be a LOT of warning
Yeah, but i mean, he's wayy to cocky to go and challenge the player himself
yeah like at least 3 minutes
yeah the only reason i see why he doesnt immediately attack is pride reasons
sort of like a ml summon but with his backgrounds
I mean for the DoG natural spawn
Maybe you get a spawn message for him at the start of the next day after killing the sentinals, and you have a minute to prepare
I was thinking for the boss spawns
Desert Scourge: Status message at start of day. If you enter the desert while its active, the boss spawns
Crabulon: Spawns in its passive state in mushroom biomes.
Slime God: Spawns in its little structure, protected by Blocks that are post-Molten Pickaxe. Attack it to start the fight
Cyrogen: crystals Spawn on the snow surface in hardmode. Break enough of them (They would have another use) to spawn the boss.
Aquatic scourge: Kill enough enemies to spawn the boss
Brimstone Elemental: After beating one mech, Entering the Crags will spawn the boss. (Indicated by a status message)
Calamitas: Spawn naturally (EoC style)
Aureus: Spawn Sunken into the ground in the Infection Biome. Attack it to start the fight
PlaguebringerG: normal PlagueBringers have a 100% chance to drop the Abomination
Ravager: Spawn naturally at any time with the message "Inhuman Shrieks fill the air" (After a delay of course)
PG: A structure would generate on Worldgen, blocked off with Blocks that could only be broken by a luminite pickaxe. Inside Would be the profaned Core. Attempting to take it would spawn the Guardians (The area would be large enough for an actual fight obviously)
DragonFolly: "Mysterious Eggs" Would spawn in the jungle Post-ML. Breaking one would spawn the DragonFolly
DoG: Would spawn Randomly after the Sentinals have been defeated with ML-like warning.
Yharon: DragonFollies drop the Dragon Egg. (Not really sure about this one)
Scal: I have no Idea. Perhaps A structure? I'm stuck on this one
As you can see, Its pretty rough, and someone told me to get rid of the details when I hit the character limit
Actually, now that i think about it, it would make the player character more passive towards the events happening throughout the mod, as in it would make the game more feel like you stumbled upon the boss by accident or they are trying to hunt you (whish is the case for some of them so it would make sense they spawn naturally) instead of you trying to overthrow a tyranny
The problem is, that a lot of these bosses only slightly have to do with Yharim
SCal is a superboss, so I could see her not spawning randomly
SCal is going to change so there is no real point to discussing abt her further
it would make the game more feel like you stumbled upon the boss by accident or they are trying to hunt you (whish is the case for some of them so it would make sense they spawn naturally) instead of you trying to overthrow a tyranny
the game absolutely does not feel like you're trying to overthrow anyone
Yeah, Right now its just you going around killing things
They'red have to be a lot of changes to make it otherwise
hi I'm here for once and welcome to today's episode of "Calamity's gameplay and progression do not reflect the story behind it whatsoever"
Well, yeah rn it doesn't, but i don't think making the PC stumble on bosses naturally would reinforce that feel, you are indeed trying to go after them, so summonning items make sense
yeah, thereโs a big dissonance between story and gameplay
Honestly, I'd be fine if We just had Yarhims Fortress as a subworld, and you just fought Scal, Dreadon, and Yarhim there. Abandoned lab: Calamity edition
And plus
Most bosses have very little to do with yarhim
And usually only Indirectly
A lot of them have a lot to do with yharim actually
Again, Only indirectly
Sure the DS only exists because of Yarhim, but that doesn't mean that you have to go after it to kill him
trying to force lore honestly would be more annoying
Yeah, but for the most of them, the sole reason they are hostile to you is yharim
Most of them would have no reason for the player to go after them
like... a better reason for the natural boss spawns is to create a more unique game experience than just โuse summon itemsโ
Thats what I've been saying
Not some convoluted connection to lore, and Iโm saying this as a lore enthusiast
Natural gameplay spawns offer more Natural gameplay
Your reasoning in your suggestions and phrasing donโt come across as that
Yes, i'm all for that reasonning, it's just i feel like making all of them that way is not necessarily a good idea either
They don't have to ambush you
one of perhaps the worst issues Calamity has right now, and one that deserves some of the most attention, is the fact that almost every single thing in Calamity feels horribly disjointed not only because of a supreme power imbalance that makes some other OP mod look like a joke, but because none of the bosses have anything about them that really reflects the backstories given to them
Ravager is built up to be this mighty force of unholy corpses constructed into a being with might enough to wage a war all its own...and then you fight it and it's just an alternate variant of Golem
the Dragonfollies are meant to be an endlessly-reproducing failed replica of the Jungle Dragon himself, yet not only is it impossible to come across anything naturally, the moveset of the Dragonfolly only very mildly resembles that of the thing it's supposed to be a bootleg of (this has been worked towards being fixed recently but it's still an issue, albeit to a lesser extent)
the Sentinels of the Devourer are all built up to each be these incredibly powerful beings that are lent some of the Devourer's unending might in exchange for their servitude...and then you end up with a worm that doesn't use any of the lightning it's built up to enjoy so much, a blacklight mirror that makes P90 more viable than it has any business being, and quite possibly the lousiest assassin I've ever seen
Calamities issues are very deep in its core
I could go on for ages but the point to be made here is that the summoning method and moveset of most of the bosses in Calamity do not reflect the attributes they are given within a lore context to an appreciable degree --- and because Calamity is so centered around the lore it possesses, what with the planned final boss being quite possibly the worst tyrant to ever live, this greatly harms the quality of the mod because people get a lot less than what the lore would make them expect
if they became more like full on bosses + got treasure bags theyโd be more badass
You'd have to change almost every single number in this mod to make it balance well, and boss reworks are desperatly needed
give me Storm Weaver abusing the lightning it likes so much as a form of arena denial, with a storm's eye that shrinks in phase 2 to prevent the player from Brimrose-ing away
also, .,., Thomasโs reasonings are really good as a lore tie-in reasonings for natural gameplay spawning
give me Ceaseless Void but it sometimes starts pulling shit from everywhere into it acting almost like a bullet hell sorta and Dark Energies are more relevant to the fight and do more things
Give me an actual assassin, not just some lantern guy
calamity is balanced around rev instead of expert, and to be fair, itโs been balanced in this way for so long, reworking to balance around expert would quite literally be a Herculean task
Its not just that
Even on expert everything still is just so much more powerful than anything else in the community
give me Signus but he's actually as stealthy as the books lead me to believe, e.g. something like the screen going black for a while as several barrages of cosmic kunai come flying at the player, with only weakly-lit lanterns to light the arena
That would actually be sick
You just misread what I saidโ I said calamity is balanced around rev, which is to say that everything in calamity is designed with revengance in mind as the default difficulty, not expert
in short, give me Sentinels in general but they're actually anywhere near as strong as the lore makes them out to be
not these borderline joke bosses that are ultimately more disappointing than anything and really only serve to give some materials used for DoG's summon and some other shit
Inb4 killing ceasless void destroys your world
I mean, I can definitely see how the other two died, with how weak the lot of them are
bruh why do people constantly put that idea out when itโs evident killing CV just causes it to implode on itself
remember that the idea that destroying its containment will let it expand and devour without end is simply a hypothesis
a hypothesis can be proven wrong
=)
like logically speaking, if it could do that, obviously xeroc would stop it because it implies itโs that powerful
True, i wonder what would a boss that can destroy tiles be like tbh(not the whole world obviously)
a pain in the ass
True
Theres a reason that doesn't exist
Clown got nerfed for a reason
Wouldnt xeroc be sort of indifferent to ceaseless if it was the end of all things, xeroc could just like hide in a pocket dimension or something and creat a new reality
understandable
Xeroc's Distant, but not THAT distant
Well i mean, if i'm not mistaken the lore( and especially the part relating to xeroc and other unimplemented bosses) is still prone to modifications so his personnality can still change
Kinky
Yes ceasless Daddy UwU
๐ณ
no
Anyway, Yarhims Fortress subworld when
Wdym subworld, like a mini biome or smthing on another map
Subworld Library; it's a mod that basically enables dimensions like in MC.
in any event, that was my load of bullshit for the day, I think
MoR and AA are planning to use it, and Pinkies is already using it
I don't think this mod is doing subworlds
if nobody needs me here for any further analysis currently, I shall now perish and continue to work on my own things
Calamity definitely does have an issue of confusing progression
Well i don't know the calam devs opinions abt using other mod but rn calam is really centered on itself sooo
most calamity bosses I would never find without the wiki
isn't that just terraria
Hence why natural spawning would definitely be an improvement
I mean you can always chek your ingredients at the guide for summonning items
terraria progression feels far more natural imo
i would have no idea otherwise i would have to yeet this fucking doll into lava
And Terraria Actually allows you to find the bosses
to spawn a mandatory-to-progress boss
I mean, You are likely going to kill a VD over lava and accidentally spawn the WoF
hell is full of lava
calamity boss progression is highly unnatural imo
vanilla bosses can usually be found organically through exploration
if you manage to go more than half an hour without accidentally dropping at least one (1) doll into lava you either already know what it does or never got voodoo demons in the first place
Also there is actually a hint to throw the doll into lava. Forget which NPC gives it though.
what pun said
Ehh, not really
with calamity you have to go out of your way to spawn it's bosses usually
in 1.4 thereโs more implications now w NPC text since the nurse mentions the guide coming in with lava burns
Well yeah, but it's the point
Arms Dealer says he wants to shoot the doll shaped like the guide
the only boss that you can really stumble on in this mod seems to be siren
its honestly the only boss that feels like natural vanilla progression
Scourge doesn't count
and scourge and evil upgrades
"When you are ready to challenge the keeper of the underworld, you will have to make a living sacrifice. Everything you need for it can be found in the underworld."

Its so rare
yes it does
OD
Its literally near-Impossible to get it to spawn
i have seen AS is playthroughs multiple times
I've had it spawn while fishing
while some, yes, can be naturally stumbled upon
AS spawns by sitting at the sulphur sea for 5 minutes
a falling star then aggroed it and I died
a lot of Cal bosses tend to literally just be "use a summon item, shitlord"
AS happens when I don't want it to (i.e. when fishing)
you are also gonna be spending more time in the sulphur sea due to new content there
the evil boss upgrades are basically just a different version of deus/polter summoning
Fyre
AS when fishing means no enemies bothering you while you fish
fair
AS is nice and friendly till a falling star hits it
Providence, The sentinels, The Polterghast, Astrum Deus, The Siren, Old Duke, The Aquatic scourge, and the Evil biome duo
here are all the ones that have natural spawning gameplay
i think AS is the coolest boss with its natural spawning
even the ones you can naturally come across, for the most part, have no bearing on the world itself
if you accidentally hit him he just passively-aggressively starts following you, and then makes like a bullet train at your face
the sentinals can naturally spawn?
Nah
sentinels cant naturally spawn
They just are very easy to find
Sentinels and Provi cannot naturally spawn
Provi directly drops the Rune of Kos
but they are part of a bootleg questline
the only problem is that you have no idea where you should use it
it's still a summoning item + the above
yea I had to use the wiki to figure that out
Rune of Kos makes no sense because you have no clue where you're supposed to use it
Yeah but i feel that for bosses that you are going after rather than the opposite, working to get a summon makes sense
it's almost like a reliance on the idea the player will be smart enough to look at the wiki
There should be some indication of where
also i believe a green checked sugg came 5 days ago to tell you whre to use it
where to use it*
except some people will either not know the wiki exists
so that will be fixed soon enough
guide tells you to check the dungeon i think
or know that the wrong wiki exists
we don't want calamity to be the next Warframe
Calamity also makes Guide irrelevant in 90% of cases by way of Amidias
nowhere else because yes
wrong wiki?
i view amidias as lore dude over help dude
amidias only seems to exist as an excuse for an upgraded guide lol
but they basically do the same thing
alternatively, give amidias his own use and put his help things into the guide's text
I mean, the buff is pretty useful
basically everyone and their dog knows Recipe Browser exists
and once you know it exists you have literally zero reason not to use it
even if you don't have recipe browser, you probably do have magic storage
i mean boss checklist technically exists and that helps tremendously
which shows crafting, too
Hum, not true, with the existance of tml for steam
but you shouldnt have to rely on other mods to even know how to spawn a boss
...how does the tML steam release have anything to do with it
it means new people are coming to play terraria mods
and Recipe Browser, fun fact, is literally one of the most downloaded mods on the browser
Bc it's easier to install so now there are ppl that know the modding community less that play calam
and most people will look up the most downloaded mods, and see recipe browser
True
and if they dont they will eventually find out about it
its literally impossible to not know about it if you play modded regularly
I mean, I don't use Recipe Browser. Conscious decision on my part.
Same
I think we can all agree though that players shouldn't have to rely on third-party resources to know where to go and what to do
It feels too cheaty for me
that much, we can definitely agree on
There is no reason for Desert scourge, Crabuleon, Slime god, Goliath, Cyrogen, Aureus, Calamitas, Ravager, Dragonfolly, and the Profaned Guardians to have Item-only spawns
daedalus armor as a whole needs a buff
Yeah, knowing "what comes next" should be included in the mod.
if you have to rely on outside resources to know what you're supposed to do for normal progression, there's something horribly wrong
Calamity Mod makes up the most popular and the 4th most popular mod on the browser
nmmm
Daedalus def got increased by 4 next update.
Gonna go suggest post-ML guide quotes 
it's a problem with vanilla and it's a problem with Calamity
As well as the most subscribed
more rework xyz suggestion
I mean i think crabulon used to spawn naturally but it was removed so
i can believe crabulon, slime god, aureus, and calamitas having item only spawns
but the other bosses just have no excuse
I'm looking at this sugg
Crab and Aureus need them
other than "we haven't gotten around to it"
That means there are people who play calamity that don't play recipe browser
and I find it hilarious because ranger seems like the class Daedalus armor on the whole would be best suited for
Aureus needs to be item only since killing him drops a meteor.
wrong
No
killing him only sometimes drops a meteor
Thats like saying WoF needs to be Item only because he drops a meteor
and i believe theres an upper limit on the amount of astral anything in the world
Ranger daedalus is only good because hallowed/adamantite ranger is so bad.
so you can only have like 2 or 3 in a huge world
meteor is guaranteed proc on WoF death + Steampunker sells Astral Solution at all times anywhere as a failsafe
No reason for Aureus to be Item-only
i think aureus makes more sense to be item-only
Sure, Aureus won't drop a meteor if you already have enough meteors, but if you don't? Not everybody wants a second meteor.
if you somehow don't receive an Astral Infection, you can make an Astral Infection
natural aureus spawns would really screw over people trying to get past the infection
Yeah that too.
then what if you:
I mean, He could spawn dormant
make Aureus require actually doing something progression-wise to spawn
i guess
I know, it's not 100% super uber nonlinear, heresy, deformation of character, I need to be burned at the stake
also aureus having the same spawn behaviors as AS? im down
I mean, you could just add in an NPC quote referencing Aureus. That wouldn't be hard.
just make it untargetable by minions
I think thats a given
I feel like the Astral Infection in general could use some love
yes
infiltrate a lab and activate this mech dude
What lab?
Well then they gotta add a lab. Bad, don't overcomplicate things.
there's no real reason to explore it, especially underground
but like. what if Aureus' existence and ability to be fought required a Mech to die
That would make sense
aureus is in the astral infection specifically tho
funny jab at natural spawns
his lore literally says he just sits there dormant until someone trespasses
and it then got angery if you got too close to it because hey, this person just cucked a Mechanical Boss, s/he might cuck me too, I must defend myself
wouldnt make sense for him to be in a lab or anything
Yeah, Dreadon Made him and then Astral stuff corrupted him to use as a Guard dog
it can spawn dormant before this maybe but it will not actually do anything if it does so
for the simple reason that it has no reason to
just make it so you can walk by it without triggering it
Background object
not really
it would basically just be a stationary entity with the same behaviors as scourge
imagine Aureus just jumping in from the background
I mean, Scourge moves
Aureus spawns if you attempt to mine astral ore with a pick that isn't good enough. That would give a natural, controllable way of spawning him.
wouldn't it be better for Amidias to have the post-ML guide content since he's essentially calamity's guide?
amidias already has post ml stuff iirc
literally we just had a discussion on why Amidias makes Guide irrelevant
??
the suggestion was just posted, i wasn't expecting a conversation to happen about the post before it was posted
we have been having a convo about it for like half an hour
chill
spider just put it in as a sugg
it'd be neat if guide gave some calamity lore about vanilla stuff
The sugg was made bc of the conversation
ok
i wish vanilla npcs in general had more flavor text
tl;dr Guide is more fitting in a guide position than someone who isn't a guide
the only ones are like the merchant mentioning something postml and clothier saying something about polter
end
thanks for the tldr altix
lol

no one actually uses the help button on the guide or amidias anyways
yes
new players do
theres probably better ways to indicate progression
i guess
The Buff from Amid is nice
which is the whole demographic better boss progression would benefit
I mean, maybe they'd use the help button if it was consistently helpful.
obv its better for it to be ingame, but most people will either gather enough info from boss death messages, or just go to the wiki after reading boss checklist or something
you shouldnt have to rely on external sources just to be able to go through the game normally
npc guidance quotes are like super unnatural by design
only reason to use the amidas help button is to explore the abyss or when you spawn him in and buy some items
Well you don't really need the wiki with boss checklist
this aint warframe
i mean they are super unnatural in terraria mostly
obv its better for it to be ingame
Yeah, Its better to have something like the Shadow orbs to lead the player to bosses
calamity needs a big overhaul of how it deals with bosses as a whole tbh
terraria doesn't feel like the game to actively check npcs
Rather than NPC quotes
to make it so its actually fun to find the bosses instead of just fighting them
I mean, things have gotten better
It used to be that there were no natural spawns at all
for sure
just look at the happiness system and tell me they are talking naturally
actually there arent any natural spawns aside from levi and siren currently
like really natural spawns
AS
or scourge i guess
Natural gameplay spawns*
but scourge is pretty rare and easily missable that way
happiness system is stupid and needs an overhaul
i made a sugg like 5 days ago about that and its got a checkmark
And also the evil biomes v2
mainly so that the quotes that town NPCs give in relation to it are actually natural
well
actually don't do that I'm gonna do it myself
currently in calamity, since you have to go out of your way for most progression, it gives the vibe of the player going "I am going to cause problems on purpose"
goblin tinkerer charges more than normal with low happiness
you are going to cause problems on purpose
it is fundamentally broken now
isn't this a mod
The most frustrating thing for me is that there is no optimal setup so you never can have the best housing
i dont want the goblin takin my 60 platinum for a wooden sword reforge
there is an "optimal setup"
its just not as optimal as before
a good quote comes to mind
It leaves room for experimentation
"given the opportunity, players will optimize the fun out of a game"
which very much applies in regards to pre 1.4 npc housing
If theres one thats just the best, everyone will use it and it will be boring
exactly
I like it this way
i like pylons cause i dont need a big ugly hellevator anymore to get to hell easily
i mean the issue imo is that happiness actively punishes players for playing how they want, in a sandbox game
the housing changes are a desperate attempt at dissuading people from creating "the box"
The only thing is don't like is that Mechanic and Goblin Tinkerer don't mesh with each other, so they can't be both happy
The setup I used in 1.4 was to put 4 NPCs per biome; there are 3 NPCs that like every biome already.
yeah things costing more is pretty stupid
if it rewarded the "intended" way of housing that'd be fine, but compact prisons make things cost more
it should reward, not punish
reward the player if they go out of their way to do something out of their comfort zone, dont punish them for taking the easy way
I mean it's just my opinion, but i don't really feel the acomplishement of uilding the homes if i know that some of my npc's arn't hapy beause i just couldn't satusfy them all
nurse is useless in 1.4 change my mind
something that bothers me is that npcs are happy in a speedrun dirt "shack" as long as they get to be in the biome they don't hate and proper social distancing is used
Nurse saved my life during ML in 1.4, what are you talking about?
money is a massive issue in vanilla wdym
Not really tho
I always have like 5 plat
Same
money is easy to get
And with mods its even worse
Nurse has saved my life countless times against ML, and I repay her by getting her immediately killed
I literally had over a 100 plat by the end of my vanilla playthrough; money was not a problem.
in calamity its not such a big issue cause rev bosses drop shitloads of money, but things costing 1 plat in general in shops because of low happiness and you getting that much from super hardcore boss farming is a bad thing
i dont wanna minimod but this kinda has strayed away from the suggestion we were originally discussing 
Yeah i feel there should be a part of the happinnes system based on the house itself
ok
yea good point
Fair.
also is it fine to post my blood pact sugg 2 days after another one?
i was writing one up when someone posted right before i finished my own
i would think so
Rework the Blood Pact to not be actively detrimental to all styles of play (and consequently, the COTBG).
The blood pact is currently almost useless, and only exists as a meme item that is used to jebait players and craft the COTBG. I propose a rework where if you get critted by a boss/enemy, you deal crits with every attack for the next second (or possibly 2). This would cause the Blood Pact to become a very, very good tanking accessory. Though not having double life would massively decrease your survivability, so I think that it should have a 100~ max health increase, just so you don't get oneshot before the effects can even happen. These changes would also replace the blood pact features in the COTBG, giving it a version of the blood pact where it doesn't allow you to get crit by bosses anymore, and only activates when you get hit 10~ times.
does this look good?
ugh
looks fine to me
bam, suddenly the blood pact is an actually viable accessory that fulfills its original purpose
yep
i imagine that facetankers would have a field day with this rework lol
agreed
the benefit of going to layer 4 is that you have much more space down there
@steep crown one problem, reaper teeth drop from abyssal crates post polter, but thats fine, it might just be added challenge for layer 4
I mean, Reaper already spawn down there
This would just make it ONLY spawn down there
yeah thats what I meant
in layer 3 you'd have to dig a lot to have good space for dodging, in layer 4 there's a large open space
I just facetank reapers with grand dad
oh yeah are Colossal Fuck Yous moved to layer 4 yet



