#suggestions-discussion
1 messages · Page 1209 of 1
some of them can be fixed with small errors
its more annoying for something to get flagged bc it has a formatting error and telling the poster to resubmit it from scratch than asking them and just auto deleting after a day
I know it's my third suggestion, but if they fit i'll do it :D
(or is there a limit as long as it's not spam)
your only allowed to submit 2 a day iirc

your latest has barely any reasoning though
and the other two just seem like "do this SPECIFICALLY"
if there's something that needs to be changed, they'll ❗ it
well. add reasoning
I have
"it would be more known" isnt good reasoning
It is seeing as how noobody really pays attention to the old one's army

let rover or someone take care of it
also fyi im sure like half our devs do not want to touch OOA
lmao
ok
i dont think we need to start a hierarchy of suggestions
lets not do the funny comparison game
I don't either 
so dont
(Just add more reasoning and thats fine)
death
Delets
"no
no
no
@blissful osprey 1. Only 2 suggs allowed in posting at a time
2. Too much "it would be nice" in your reasoning without explaining why it would be "nice"
@nocturne thorn Why do you think the equipment dropping from enemies (as opposed to exchanging for Defender Medals) would encourage people to play the event more, when Defender Medals can only be obtained by playing the event?
You should also explain why OOA specifically should be expanded post-ML to add more endgame options.
Yes I don't know why Smug did that
christ so many invalid suggs recently
dey all bein BOPPED
i actually kinda like this, just a a general thing
a chance to get the weapons without having to grind a lot
(implement the verification system)
why make everything boring like an enemy drop tho
and i dont think making them drops would mitigate grinding unless they were guaranteed bc of higher rng factors
jus make things cost less or smth lole
or make ooa give more
sorry wrong chat meant to post to advice
I can post drafts of a suggestion here right
yea
Draft 1
Add a more noticeable effect when you hit a Daawnlight spirit origin target
Currently when you hit a target, it goes away the same way as when it times out. This makes it difficult to tell when you hit the target sometimes, especially during boss fights with a lot of projectiles where you have to pay more attention to dodging the projectiles than the boss itself. Adding a small shatter or explosion effect would help the player notice when they hit the targets.
Hey uh where can I find information on this at? Or is this not actually anything?
any feedback?
Thanks
WOF MALICE FIRST TRYYYY
YES
yeah
i beat wof first try
malice
oh
wrong channel
Sounds good
@honest isle Sound good to you?
il remove the word "visual" then
I mean, this is literally the last thing you need to be asking me since ugh, if you want something like that it adds to dev time, but i am as always neutral on all grounds
The question is whether you approve of the idea. it's policy to ask the donator/developer whether it's OK to change the dedicated item
For the future, I give green light to suggest anything about my item, cause at the end of the day the only people you need to convince to change something about it is devs, not me. So consider it as my overall stamp of approval.
okay
ok cool
the waifu already disappears if you remove visibility wtf?
👍 I'll keep that in mind
kill all waifus
ok imma post it then
it probs wouldnt be really that big of a "waste of dev time" rly
Doesn't even need to be a custom sound, just an uncommon one
ya
Or a combination of sounds
rawr
anyway, sorry to interrupt
Announcement
Server suggestions are now no longer allowed in the suggestions channels. Instead, contact our ModMail bot with any suggestions you have for the Calamity Mod Discord server.
This way, the mods can see, vote on, and address your issue as soon as possible, without requiring Stars.
Suggestions do not require typical formatting when sent to the ModMail, however we would still appreciate if you followed the server-specific Don'ts listed on the Don'ts Document.
Server suggestions are very uncommon compared to mod suggs
So the moderators do not need to worry about being inundated in the same way that devs are
They can handle all the server suggs going directly to them
my god yeas
add the crit vfx too
been trying to decompile ror to rip sounds from it but no success so far
ror?
ye see
tf2 doesn't need compiling or encrypting
the arcane fucking filetypes do the work for valve
seriously who tf can open like, a .vmf?
same for terraria wtf are the world files
It's just a custom file specifically for terraria It's not that uncommon, a good chunk of games do that
.bepis save files
the tf2 crit sound would fit really well ngl
nah make it critikal screaming
(wait does polterghast still spawn from phantoplasm things still?)
Yes, but if you kill him once then it stops
yeah that but myeh
Polterghast does drop 40-50 Phantoplasm
Simply implement Phantoblood
Uh oh
(simply just polterplasm)
nooooooooo
to be fair, that method isn't quite as reliable since bosses are not an immediate pushover thanks to post-ml flattening, so polter is still a challenge
That’s still three fights for the forge alone
small thing, but it seems like fire/ice weapons like frigidflare bolt and flarefrost blade should be both fire and ice, rather than neither
(And imo the changes are a great improvement so 👍 )
are these changes public or do we find out in the next update?
next update
They're comin in the next update iirc
yes
how big is this next update then?
not a major update
just naturally taking a long time as people take breaks and stuff
I will.
kill
some of the changes I think a ton of people want especially the ones removing boss minions
what really confuses me is why the essences only take 2 darksun fragments to craft
desipite them being as easy to get as endothermic energy or nightmare fuel
why is phantoplasm used for 2 different combined material items
the real questions here
Bloodstone Core isn't really a combined material item
both bloodstone cores and ASE use them
Cuz
Bloodstone as a raw material has no usages outside of Bloodstone Cores
(except for one dye)
it is for the purpose of its definition 
a combination of multiple materials into one item that is also solely a material
@zenith hazel bot is deceased
notified amber
what if Royal Gel would give additional stat boosts, similar to Grand Gelatin (but weaker obv)
Something like: +10 max mana and max life, +5% increased movement speed and jump speed
or make an upgrade using royal gel cause royal gel sucks anyway
not everything have to be grand gelatin, frog legs and aerostone, if to give it something at least more unique bonus. royal gel is definitely not useless, it is extremely useful for jungle and hell considering you can beat slime king easily
(yeah but lava slimes in hell? just make obsidian bridges. jungle.. why would you be struggling with slimes in the jungle)
jungle slimes hit for unreasonable amount and poison if you dont have 400 hp yet (considering slime king is easy to beat with just boots it is definitely possible)
(okay but just.. stay away from jungle slimes?)
I also had another idea, if it had like +20% chance to not consume gel based ammo, which would be an interesting niche use case
royal gel basically solve the problem of jungle slime being aids to deal with so you no longer need to stay away from it. You don't really have many BIS that early anyway
the current effect is laughable, it's just outpowered by a shackle in most cases
ammo already doesn't matter, let alone gel
ranger gear at this point alredy gives a bunch of decreased ammo consumption + not considering other stuff that reduces that increases that chance
and people will not use an accessory purely for ammo reservation
another thing is that if you want gel so badly then why don't you farm KS for a while
Royal Gel is fine, it's a weak acc. from a weak boss
It only works for 1 or 2 ocassions and that's it
and in that 1 or 2 ocassions it is extremely useful, in fact only royal gel can do it in the game
Yes, jungle slimes and probably spiky ice slimes.
because that early into the game you don't really have the gear to deal with jungle and lava slime, royal gel basically let you be able to explore jungle and hell
and ya ice biome too, ice slime is like the main threat in the biome
Which in that case you'd better cover yourself in some tiles around considering hornets and other stuff exist.
Ocean Crest just inflates your opinion of what the accessory from king slime should be like since it's such a stupid accessory
hornet is easy to deal with because of their low hp, jungle slime is extremely tanky, attack very rapidly and also poison for longer
the only thing hornet do is it hurts
(jungle slimes are close ranged anyway)
the ocean crest is useful for exploring the abyss
That's is it's only use tbh
(just like. if you have it. use arrows/staves/summons/ice blade)
the ocean crest is stupid.
unironically it's a badly designed accessory, negating water without even the requirement of a potion like gills
not everything have to scale, in fact most expert drop other than evil bosses don't scale at all especially for vanilla bosses (except soc of course)
still its a very useful item that I find myself using almost every playthrough, on the other hand I have never used the royal gel for more than like 5 mins
still its a very useful item
that's the problem
(in reality the only use is pre-eoc because post eoc you should have atleast a fookin projectile sword)
(or a long sword)
(for royal gel)
desert scourge isn't that much harder than king slime, but his drop straight up does something a fairly late hm accessory does
It's a portable gills potion
yep
which is pretty fucking stupid for the first boss in the game to negate a potion
Indeed it is
not just negate potion, in abyss I think it stacks with gills
so it is even more useful than just perma gills
no, it's the same
I don't see any boss in pre-hm that has an accessory that negates a potion's existence aside of DS
you have to sacrifice an accessory slot while having it active, making it a trade of compared to perma-gills
no?????
oh ok I misremembered, maybe aquatic heart or something
you have nothing that early in the game
the most you would put there is a fucking shackle or some shit like that
yeah but the shackle is still better than the royal gel
and afaik Ocean Crest is pending some rework
or planned to
thank god.
If it does thank God.
#513227386175619102 message kaizo you should be able to see this yeah
nohitter lounge moment
screenclip it lol
my snip and sketch decides to die
so its more painful
one sec
short message anyways
aye thanks 
mfw I'm not a masochist 😎
ive been in this one journey for about a year and some
less of a masochist and moreso slow paced 
i can do that
I've been using a "both world evils" mod and I've noticed Calamity doesn't interact with it well. If the world is, for example, corruption, the crimson effigy doesn't generate, the crimson chest generates in the dungeon but also on the sky island, progressing in the crimson unlocks crimson drops at merchants, and brain of cthulhu drops the eater of worlds' lore instead of its own. Is this something that could be fixed?
(I'm putting it here instead of bugs because it's not really a bug, just an unexpected interaction between mods)
Although that Brain of Cthulhu thing kind of is a bug
(that shouldnt be in here or bugs)
all of those i think are just bugs caused by how the game handles evil biome progression
^
(it thinks your in a corruption world. so the evil boss drops corruption lore. and no calamity wont generate the crimson shrine if the world was initially made with corruption)
for brain/eater, internally they share one checkmark or whatever it's called
they do.
so even if you beat specifically brain, if it's a corruption world the game considers it an eater kill and gives you the eater specific lore and merchant unlocks
(also usual “never mix mods” rant)
(which the eater unlocks the crimson things)
and since the game considers it a corruption world, it generates the crimson sky island even though both evils gives you a crimson chest in the dungeon
generally unless it is a widely used mod (like recipe browser/boss checklist), do not expect it to be bugfree
so it's not really a bug, more of a Calamity Mostly Ignores Other Mods conflict
well, still, even without the mod you can make an artificial crimson and get that weird behavior
especially one that alters world gen
unless it is something official. or the widely used mods. never expect it to work 100% cleanly
its like fargos allowing you to craft cryophobia.
well, I understand the worldgen stuff being a little much
correct
oh...good point
im pretty sure world lore bug just happens depending on what biome the world generated with
wait, yeah I did. first playthrough I didn't do this. it was a crimson world but eater never dropped its lore
if its corruption? give the person corruption lore on the eow/boc kill
when I made the artificial corruption to get cursed flame
maybe, only the lore drop is bugged right? other content like treasure bags is correct biome
if its post EOW? give the player the other lore when killing the boss
So the game checks boss flags, but BoC and EoW don't have separate ones unlike, well, every other boss?
boc and eow do
lore drops are dependent on internal checkmarks since they only drop once, while treasure bags depend on the actual entity killed
correct
the game checks if eow is dead. if so. it checks to see which biome was the world generated in
then it checks to see if the player already has the lore
(i.e check the internals to see if the boss is already dead)
and the game decides which evil lore you get depending on the world evil
i said that-
i know
i'm just slow at typing
this is also why boss checklist only has one checkmark for eater/brain but separate for perforators/reddit
^
well...I guess the suggestion is to give eater and brain separate flags
not too sure if that can be done
it might be one of the other fifteen thousand random things that logically speaking shouldn't be hardcoded but are and are therefore ass for mods to fuck with, like dungeon worldgen and paint
ah, the wonders of game programming
also i don't really see a reason to do it besides "it makes using this one specific separate mod a bit odd" when calamity for the most part doesn't acknowledge the existence of other mods unless the game literally shits itself and dies if calamity is used with another mod
like, i can see where you're coming from and why you'd want it to be changed but i'm not sure if it'd be worth it
well, no, it's still a problem in base calamity because base calamity includes the other world evil, which can be used to make an artificial evil biome and fight the other evil's bosses
The worldgen stuff, yeah, that's probably asking too much
(also, now I'm curious about how dungeon generation works. is that documented?)
no clue
but i remember there even being a don't about suggesting moving the dungeon away from the abyss so they wouldn't generate on top of each other because worldgen be like that sometimes
I think just report it under bug read pins
no reason to really report it under suggestion (because really, it is a bug)
ok
well its moreso a mod incompat
calamity has both world evils regardless because of the floating island
well yes buuut your not gonna reach that till like post evil boss
because you cant get the ingredients for the other boss summon without being post EOW/BOC or using external mods
which goes back to the mod incompat issue with the fact calamity shits itself with other mods
just craft BoC lore if you desperately want it for some reason
trophy + victory shards
it's just...weird that BoC doesn't drop its lore at all
.
.
yes I get why it happens, that doesn't make it less weird from a player standpoint.
I mean, Brain dropping its lore would be better than it not dropping its lore, right?
cant be fixed cuz Redcode
redcode
Terraria's netcode is very unoptimized
spaghetti
why do you think 1.4 fucking lags a fuck ton with the wind
i literally cannot play 1.4 without frameskip on lmao
does the netcode factor into this somehow?
netcode is also shit but netcode only affects multiplayer
(i wonder if redcode is worse then gabecode)
I wonder how it compares to Morita code
(Morita is one of the lead programmers of the Zelda series and he has an....interesting style)
(masuda code)
It can w
Please stop misinforming everyone with "redcode" bs storm it's bad and cringe
no
It's seriously an issue
You've been misusing and misinforming people with "redcode" bs a lot
Yeah it is but that doesn't mean there's no ways around it (like adding their own checks for their drops)
And that is, a totally different thing
Well fine
You can fix basically every vanilla issue with enough IL :)
so does "Have EoW/BoC still drop their lore in a world with the other evil?" go here or in bugs?
(also its a mod incompat)
Here since its caused by vanilla issue
#bugs-read-pins is Calamity bugs
does it really count as vanilla issue if the lore drop is calamity thing?
well. naturally your not going to get the other evil boss without being post evil boss.
so like
external mod incompats
it is a vanilla issue
as they only have one boolean for vanilla world evils
iirc the reason why we havent fixed it yet is bc it requires IL editing that we dont really want to do atm (?) since its not like super important
i could be wrong
but we’ve been aware of the bug
Wouldn’t need il
o
Just make your own bools and ignore the vanilla one
@grim tusk i agree with neko to an extent
yes redcode makes a lot of things shit but most of it can be circumvented
theres only some cases like
trying to change max npc count
where its literally impossible without your head imploding
partially bc redcode partially bc of the decompiler
they’re not super limited but theres a ton of shit that’d just
take too much effort to fix and nobody wants to do it sometimes
So it is possible to do a fix nearly every vanilla bug IL edit mod but its so tedious no one wants to do it
probably (?)
Maybe thats why the 1.4 tmod devs are taking so long
with what i know, its probable
you should talk to a more experienced programmer tho
1.4 apparently is backlogged heavily by legitimately everyone being busy
and not enough trusted people to review and approve git pushes
We should move to #general-talk
no smile (sure)
Also IL editing can make the mod incompatible with others if they also change the method
I feel like we’re starting to flood the channel
this is true
what does IL stand for?
Intermediary language
basically the code thats inbetween the written code used by programmers and the machine code used by your pc
(dw i used to be the same. thinking it stood for illinois code)
(yharon drops his summon item. myes good thought)
too joke-y
Why are people suddenly obsessed with ooa again

i have no fucking idea
can we stop suggesting changes to the tower defense event 2.0
This is a much better version of your previous OOA sugg, Ramon 👍
this is the first time ive ever heard anyone complain about vanilla buffs
you'd expect people to like them
based suggg tbh
i feel like hardly anyone would use that config
i usually dont feel confident in adding an exclamation so i wont but er
asking for a balance change to be made a config is
yeah tbh just ask for a rerebalance
i do agree that ive seen a lot of ppl be goofed out by some of the vanilla melee balance changes
when do we ban config balancing suggestions
(funny nights edge
enchanted boomerang hours
today 
just call rover or whatever
ye idk i put config instead of rebalance since i imagine there would be a big group of people that like the change
should i change the suggestion to a rebalance instead of a config
its technically not against the. rules but ithink u should
Add a config option to just remove the entirety of the melee class
It would be interesting and cool
Delete calamity
cool
❗
k i changed it
i mean broadswords were already incredibly weak compared to like, bows, and on top of that they're melee, and on top of that most calamity enies have way more hp
You do realize how close to enemies you have to be to use broadswords right
theres a really good reason why true melee got a buff
the reason is that true melee sucks in vanilla
every "good" melee weapon past like, wof, is a projectile melee weapon
yeah i mean there definitely should be a buff dont get me wrong
its just that its a bit overpowered to be able to mow through every enemy i see 15 minutes into the game
and even though your close to the enemy most swords do enough knockback so that its not really taking any risk getting close to them
lmao is this the first game suggestion to actually reach 270
the only other suggestion that passed 270 iirc was star lowering
soon ™️
:soontm:
the @grave zinc summoning ritual

real
Polt drops like 30 phanto, easy kill at that point as well. Bad suggestion IMO
341 stars gaming
(that's a lot)

nycro's replacing the current one
with a much cooler tm version
famous last words
it's only one every hour
:)
(actually though why on earth the top 20%)
(10% sounds much more manageable but that still seems a bit high)
(if you guys are up for the workload though then good luck ig
)
good bot
good bot
NOW! ⛈️
oh god
I hope I haven't accidentally broken every rule about posting suggs
but I feel like mine is quite important
you can just say contact Instead of "touching gun"
you dont need to
use an extra invisible proj for that
You can use custom collision
nah, I'm referencing the previus part of the text
idk how that works, so I went with what I know
well now you can chang eit

i mean we have plans to make it a bit cooler anyways but probably not this updatei dk
fair enough
wait
you're a dev...
does that mean my sugg skipped the whole star thing and got reviewed?
or are the stars no longer a thing?
Or that they already had plans for it before the sugg
Helborn is known to be extremely busted so its likely getting nerfed
iban just looks at sugg channel anyway. usually doesnt mean much if they look lo
Yea Iban does a little trolling
yea i mean we had a dev meeting recently
where we went over every single malice exclusive item to talk about them and where theyd go etc
(for changelog 148 - 149)
basically. just put malice in nycros now 
does shattered community classify as malice exclusive in that context
probably?
i think
does that mean that they no longer drop in malice?
or is it going to be a
"suffer or grind, your pick"
probably a "do a hard challenge for them"
not all of them, fab said hellborn and flame licked shell will just be normal parts of brim's loot pool
theyre mostly gonna be made to be normal
we had some cool plans for the future but they require future conten
t
. Which we cant do rn because we dont have the future content yet lol
At least evolution is getting buffed
as long as they're not haha funni 1% drops like old legendaries were I'm down
And astral bulwark dead 
(also gave quasars useless function to shattered sun and radiant star.)
Well that means those 2 (especially radiant star) are going to get balanced to not be bad (well shattered sun is okay-ish but outclassed by op lunar kunai)
(shattered sun is good for homing reasons)
(Yes but lunar kunai are busted lol)
sure.
((Why is rogue so busted in this update anyway
Stealth reworked to be epic
all of rogues weapons were reworked to be epic.
i mean
Rogue needs help on hm tho
overtuned is better than undertuned thb
hardmode yeah sure
its more fun
so this means that expert mode is basically just "more difficulty" too now, right?
no
well i guess there's the extra gold drops from enemies, but that's not super noticable
well
depends, sticky spiky balls and tracking disk are so overtuned other weapons within PHM and a bit of early HM are just irrelevant with them
rainbow rarity probably exists still
slight overtune is fine
just that its not restricted to expert
no longer have the expert rarity
its probably not restricted to expert only again
Sticky spikey are fine for the tier they’re balanced on
Thing is they are so simple to progress break and they maul everything below evil boss tier
Seashell boomerang is another overtuned one
evil fab trying to hog up the rainbow rarity for ele excal
(yes everything in phm is funny)
oh no. not the "evil fab" memes
Evil fabsol be like: death has exclusive gear
Good Fabsol: no exclusive items in difficulties, every difficulty is supposed to be a challenge
oh and also no noshitters
We have nycro’s nohit efficiency so the joke is on you
well
Also Fab has been long gone from the nohit scene
nycros is different
Almost 3 years
cause nycro is coole
Maybe even 4
If we’re talking about overturned Sky Stabber is dumb
change aerialite dynamite to skynamite
true
true
true
i'd say it's post-DoG rather than just post moon lord
do you want proof
after DoG rogue gets that accessory that just deadass doubles their DPS
because i sure as hell can post that same ethereal extorter image for the 9th time
the Venerated Locket singlehandedly makes endgame rogue OP
i can post the image again
Venerated Locket alone was a major part of why pre-1.5 Scarlet Devil was so heinous
Incorrect, simply due to venerated locket’s copies dealing 5% or something of their original damage
It looks incredible but is so insanely weak
No lmao, that was unstable prism
Ven locket was only op in 1.4.4
Then it got fucking nerfed to the ground
But at least had a niche with eradicator and final dawn
But now its completely outclassed most of the time
the only situation you'd use it in is if you want like projectile bloat
Old die, Silencing sheath, Dark god’s sheath, Ethereal exhorter, electrician’s glove, dragon scales all better
(i.e celestus and elemental disk. or shattered sun)
Well thats a buff
But its still softcapped to the ground
No cap Locket in 1.4.4 was so fucking busted
Also why the fuck are the +x stealth point effects so strong now
(because usually those things that pair well with that stealth naturally use that stealth more.
like ethereal extorter relies more on either fast or high projectile weapons
which ele disk and some others cover.
Well true but on later in the game it shouldnt be that massive increase
Nah, still good on every weapon
Just to get an opinion from more experienced rogue player: is lunar kunai good? I used it for prov and pokter
Its op
yes its good on every weapon but it excels at those
Oh ok, I figured, since it is polter viable
Honestly reworked EE is broken, maybe even as much as pre-rework
Especially with electrician glove that bypass lifesteal limit
Sorry for potentially ding dong ditch since I thought of the idea too late
(guide changing 
why is that a bad thing?
mostly because no one uses guide and his help function is just messy anyway
fair enough
Well underworld and hell sort of mean the same thing here
dialogue changing is never a bad thing it takes like 3 legit seconds
the reason for this is meh but at the end of the day its just basic consistencyd
doesn't matter that much but it's not bad either
Imagine IL editing guide dialogue to just change a word
just remove guides dialogue
this are added from cal
Although maybe guide could be made more useful
you don't even have to il edit for that
Oh then its very simple ye
Always though that one line was vanilla lol
(On another note: why the fuck would he care about the tax collector)
wait till this guy learns about synonyms
NO!
Neural upgrade
two sugg bots woo
The being
One sugg bot
explode
@inland saddle yourdidit

Now I can downvote suggestions more efficiently 

@hollow shell update the timeline or smth iirc
In a bit
no
yes
Comedy

not quite, there's either another API problem or just something is wrong with server
the bot isn't deleting messages properly
is it deleting some and not posting them in voting or?
other way around
posting in voting and not deleting
nvm, it was a my account issue, not the bot's code, not the bot's profile, not the server
my own account
lmfao
self sabotage
What a niche thing that somehow I never found out even 6 years after it was added
Updated legend and function in the pin soon™️
👍
@wheat ocean By "element system", are you talking about this?
yes
oh, thought it was
The current "element system" is exclusive to alcohols and the Eskimo set, boosting player weapons, rather than something universal like debuffs
I thought referencing it would help my suggestion make more sense
fixed it
Then you can suggest it
lol
oh now i fixed it
I agree that the temperature system needs to be more immersive
I have an idea but its hard to put in words and to not have it be a wall of text that no one bothers to read
Something like tiers
anything related to environmental effects have to be like
fine tuned to where it isnt the 100% focus of deathmode
but pose a formidable challenge without just being an annoying hinderance or instantly neglible an hour in
Tier 1 is mild inconveniences, also easy to find immunity and they do not harm the player but cripple it. Locations like jungle (day) could have tier one heat and desert (night) and snow biome has cold
Tier 2 is slightly dangerous and will eventually kill player but takes a good while, areas like Lava layer and desert (day) have this type of heat, and underground snow with cold.
Tier 3 is dangerous and you need the most basic immunity to even live for a while but its not the most dangerous. this is stuff like space and hell
Tier 4 is instant death for tier 1 and t2 dies at the rate of t3, say brimstone crags (and blizzards with the following)
Other stuff: rain lowering the temperature in the world by 1 in some places and by 2 in snow biome surface
The gear will now be progressive: Rain coat granting tier one cold, eskimo granting 2 cold, potions granting 1 each, lava charm giving t2 heat, etc. They can stack, say lava charm + obsidian skin granting 3 immunity
Later in the game with stronger stuff you dont need so much like just slap Frigid bulwark or Blazing core and get instant t3-4
This would make the system more immersive and present along the game
Rather than just pre-hm and then its non existent
The way it works is that you get the environments’ heat/cold and that is subtracted by your immunity tier and then you get resulting tier’s effect
i mean i think the
Example: if you enter a blizzard with nothing you just die but if you enter with eskimo, you just get chipped away slowly, if you enter with something like Ampoule + Frozen shell nothing happens to you
the it
not focus so much on the effects themsleves but how you combat them
idk it doesnt seem that fun to just have to equip some accessories and boom youre fine like i mean its not really engaging its just "hahaa haha"
Thanfkully i can simply, not play death mode

i like this, its more immersive and it isnt countered by 2 potions
thanks
Death mode deleted% when (atm its just rev but environmental effects that are so easy to avoid and cave darkness; oh and debuffs hit hard and bosses last 10 more seconds)
Never 
remove all the modes 
Well i tried to suggest ways to make IH not shit, then guess what happened
Fab at first tried to improve defiled, realized it was pointless and gone
well yes but deathmode has tangible shit to it
iron heart died after rotting in a corner

ask the question: "is it necessary to improve it"
stinky hollow knight reference mode
usually: the answer is yes
iron heart had zero reason to get a rework (yet again) and we didnt want it around
so true ian
Death atm has so little to differentiate itself from rev
Boss AIs are generally mostly the same and every effect with the exception to darkness are easily avoidable or not noticeable
forgetting all the ai tweaks
not really, internally
some probably arent extremely noticeable to the average player
also that still does not justify removing it imo so
denied

I'm dying
hi dying I'm ian
We already went through this god
People won't stop until cryo's projectiles flash fucking rainbow
the death AI is pretty noticeable, but the gap between rev and death isn't as much as expert and rev
YES!!!
So much yes
😍
@serene slate #suggestions-voting message
god i hate pitiful attempts to salvage lost causes with all of my being. And by that i mean what? what ? what ? what ?
I was told to put it in suggestions
I didn't bother looking to see if it was already suggested
Like HOW is this happening again we had ZERO cryo projectiles hard to see in the 5 months leading up to drae update or smt
zobbing
omniscience potion???
True
Why not 2050 then
yus but dont like isntantly make something a lost cause bc u dislike its current state is what im saying
when I last fight Cryo on one of the 1.5 beta builds it felt a lot easier to see the projectiles compared to prior versions (esp because of the visuals)

:/ i mean
Needing a potion to see projectiles? Wow great design thanks
i think death mode's environmental effects kinda
unsalvageable
but thas my opinion haha
This is an accessibility issue

we'll talk abt that another day
im talking moreso abt
storms comment abt deleting death
i just dont use death mode so its not my problem anywyas
Yea i’d say either complete rework (maybe even redone from ground up) or just deleted so that Fab and testers can focus on making the bosses more different to rev, balancing and other tester shit
(not that i care anyways since i dont play death mode) (lol
so everything related to that goes through him
Calamity when mode
i was talking more so abt the rework/delete of the environmental effects
Well you need testers to test that the boss ai aint too easy or unfair
im talking about actually coding and creation of it
there's already been multiple changes to cryo projectiles to make them easier to see, and it'll probably be even more noticable post cryo resprite
don't use me as a scapegoat I'm nearly blind and have suggested making them easier to see myself 🙃
obv you need testers for everything
yes but when is the resprite happening
if its not soon then a fix would be nice now tbh
never said I didn't want a change
but there are definitely ways to make them easier to see in the meantime
(ie, turn off your background/summon cryo at night)
ik i just dont like the whole "isnt it getting resprite it eventually" argument if that resprite isnt comming soon
das all
well that wasn't my arguement
I seriously wonder how many stars would a “delete environmental effects on dmode” suggestion would get if it wasnt a dont
I'm not using you as a scapegoat. As I stated in my post, I've had friends complain about it. Sure there are ways to make them easier to see, but that's a bandaid fix. They also have trouble seeing it at night
(you literally said it but eh this isnt the point of the conersation)

I mean it's not like the update's coming out tomorrow if the thing is implemented anyway
imean theres a diff between that an d the resprite of cryogen which would come iwth a lot of extra changes
By standard suggs practice your sugg would even have to wait like two weeks to be noticed by devs (except devs can read this channel by themselves lol
Two weeks is a generous estimate
implement the isaac projectile visbility shader to give everything a black border 
Not really with nycro's bot taking the 20% every two weeks

tf black border you mean
This is a great idea if it's possible
Just make the projectiles glow bright, night problem solved
Tbh aurora exists and is only really appreciated at night therefore come with some reason to make cryo night only
Time gates 
dont make tit NIGHT ONLY or i will kill you
timegated bosses make me suffer
freeze time stupid
i would rather have the mechs be able to be fought at any time than make cryo night only 
Yea keep the tits all the time

yoo a time freeze thing could be really cool actually
shelving it as a "cool general use thing that could be used as a reward for any kind of future content"

no more night providence when fighting day
no more SKELETRON PRIME ENRAGE I HATE THIS AAAAA
i'm one death to sprime enrage from suggesting to rework "unwinnable" boss enrages
wall of text pog
!wiki spent fuel container
Already ingame
i am not an immense fan on the instant freeze during blizzards as its basically a fuck you to new players who happen to get caught in a rain inside the snow biome but i agree a rework isn't far fetched

wave pounder is a nuclear warhead 
i think they also said it could scale with you as you progressed
like say you killed cryogen
bam
t3 blizzards unlocked
"Gear available through the journey provides a certain tier of protection"
I misread that lo
instead of tiered, I feel like environmental attacks like heat and cold should be a bit similar to breathe
constantly ticking as the conditions is being met, and it can affect you by how far the ticks progressed
and the items and sthtuff would slow the effect down
Something like scarves could give t1 cold, warmth pot gives t2, something like frigid bulwark gives t3 and blazing core gives t4
instead of giving straight immunity
the fact that these are immunities is what made them easy to counter and cannot scale as good throughout the game
.
Cant be too specific 
simply craft the hand warmers (you are immune to freezing)
dont tell them about the magic book
red cutter
and dont tell them about the fact folly has rogue weps
wait what dynamo noo
oh no wait
im thinking of blunder booster
anyway yeah include the effulgent feather crafting items for pre-provi @stoic moss
(blunder booster and mad alchemists cocktail glove)
@stoic moss Completely forgetting https://calamitymod.fandom.com/wiki/Rouge_Slash
The Rouge Slash is a post-Moon Lord spell tome dropped by The Dragonfolly. It fires three curved projectiles out from the player, which each vary in their size and speed and will pass through blocks. The projectiles will each pierce an enemy one time and will disappear upon contact with a second.
Its best modifier is Mythical.
and also the rogue and mage accessory and weapon individually
from the effulgent feathers
yeah only summon and rogue got no weapons
rogue gets an accessory
rouge as in the French word for red I think
rouge is
well ya
but i think in english its a specific red
oh nvm its a type of powder to make red facial cosmetics
You can craft cocktail gloves with feathers right away, too
Bottom line don't add more stuff to the funny transitionnary boss imo
my god we really need to change it into a rogue weaponnvm it would need a stealth strike zzz
stealth strike throws every type of flask at once, easy
Stealth strike throws the glove itself
@unique vector funny sugg
i dont think theres any point explaining the issues with the sugg 
I dislike some of the changes (the expert mode one is extremely weird to me as it feels like we’re just making the modes more similar to each other instead of different) but we can’t really make suggs about it yet
That said I would be down if anyone knows the reasoning for removing expert mode item’s restrictions
ya the expert mode one is just... make normal mode even more trivial? which is already trivial
also ya the other suggestion is basically remove all stupid boss adds in the game (which I agree, most don't really need to exist)
especially day providence
Providence doesn’t have adds? Unless you mean guardians in which case they’re already getting changed
I find it more homogenization of all the modes
oh ok then it is great, didnt see it in changelog
Like expert, Rev, and death mode are all now just previous mode but with harder AI!!!!
we've always had 4
from gameplay wise, it make sense, for distinction wise, it is a bit too much
i have a sugg relating to the sheer amount of em but im waiting for next patch so i have a bit more
yknow, ground 
difference exist between normal and expert (same for expert vs rev and rev vs death), but ya the number of difficulty mode for purely "harder AI" is getting much higher
it was an idea others talked about before too afaik
main idea is to make Deathmode purely envioremental and Malice be the boss AI, so rather then incremental they can go hand in hand or seperately
and Rev is just the main difficulty
for people who already play deathmode it don't matter, but for people who are playing on lower difficulty it only gives even less incentive to even try harder modes
tbf i personally dont think there needs to be an incentive
if people dont want to play on harder difficulties, they shouldnt be forced to for more variety in actual gear
in some sense, yes, but I still feel like some encouragement will do
the idea is more so Vanity items afaik?
if theres an idea at all
like MM did it
Deathmode already has a few exclusive pets iirc
Each of the modes kinda have unique things going for em but it’s slowly being shaved down over time
- Expert had a unique drop for each boss, gone now
-Rev had unique drops, got removed Bc “expert mode 2.0” (which is also now a moot point), and now just has…rippers and harder AI
-Deathmode has harder AI and some weird environmental shit for pre-hm - Malice used to be a modifier/relight thing for legendary drops, now it’s…just another AI boost?
Yeah and master mode sucks
MM, AI wise, sucks
but reward wise i think it does better, you are not locked out of interesting variety or anything
its simply for people who wanted the (badly done) difficulty
Just feels like we’re making the modes less and less unique in favor of
AI change difficulty 1
AI change difficulty 2
etc.
Rev is the only real difference between all gamemodes though because it enables more changes then simply the Rippers byeah
the rest are indeed just
AI but stronk!
I feel like normal and expert was the big divider: it force the player to step up and improve but have significantly more relevant gears provided, now you just play normal with overtuned gears and obliterate everything
Burgah boy boss added, all is forgiven
Malice’s only redeeming quality was “legendary” and now it’s kinda just Deathmode but again
you could argue deathmode also changes enemy AI but, lmao who really cares for that
I mainly cared for the environmental effects
(As evidenced by my repeated suggs regarding the abandoned gem)
yeah i feel like Deathmode should ditch its own Boss changes and go full on with the enviromental changes
tro
the worry is that at that point deathmode just become "activate this and the game become more annoying to play"
Really fucking hope that with environments being redone Deathmode gets redone to be environmental effects
in some sense deathboss boss AI is still the main change, you cope with the environmental effect to fight bosses in their "designed hardest moveset" (though replaced by malice now)
i feel like Death and Malice just shouldnt be like, tiered difficulties, but rather 2 seperate world changes, so players could also actually choose what they want to have
Yeah
be it only the world, only bosses, or both
or stay with the normal and balanced around Rev
Even though I’ve looked at the changelogs for malice, I have no fucking clue what it’s becoming
its simply for the challenge now afaik
the problem is again distinction, moving current death AI to rev will be complete death sentence to most people, moving death to malice ai is same deal
thats why Rev shouldnt take Death's AI imo
Rev stays as is
Deathmode's boss AI just gets canned
Malice remains for the actual boss difficulty
Indeed
then deathmode just become this ^
obviously it would need to become more interesting enviroment wise, but yeah
the idea is that if people wouldnt like it regardless, they wont be forced to use it
they could just go with Malice
this makes more sense now that in 1.5.0.004 Malice is usable on Rev
Deathmode enviro changes became “get annoyed early game” because it was never fucking updated
which is why im holding off this sugg till then
I still think the best way is keep death mode as it is (with updated env effect), and malice is just pure boss enrage (ditch all other aspect of the mode)
since they are already removing boss legendary drop except gael's gs
Cuz Dedicated item moment
so they changed it to malice with levi's permission but he doesn't want it moved back out of malice?
ic
Is it really the strangest thing in this mod when polterghast x necroplasm exists

malice has no other aspect, it is already pure boss enrage 
well unless faster projectiles counts as other
byeah
it might not seem like it but the "other aspect" of malice mode matters a lot, basically boss value change from expert mode to master mode in comparison
because of how much damage they dealt that bypass defense (eg: 1000 damage 1000 defense deal 0 damage, increase it by 10% is suddenly become 100 damage), it suddenly cause you to become paper, and the scaled up rdr basically serves as invisible extra hp
cal ones are 3 unless you wanna count Expert
rev, death, malice
and also malice basically forced death mode ya (like no nurse etc)
I do count expert
yeah Malice's efforts can go two ways now:
- the ones spent with challenge items in mind wasted
- the ones that will be spent on redoing malice will also be wasted
@blissful prawn no suggestion for future content (a.k.a. for things still in changelog)
I think it might already be implemented
seeing their wording
unless they didnt thought of it
probably
reverse skill issue
@hardy bough Who hurt you?
@hollow shell Wanted to ask what the actual design choice behind removing expert mode gated items was
(Since you’re here)
Fab and other devs want the difficulties to be purely setting your challenge level, and not have any locked content

So homogenize all the difficulty levels?
🤔
I’m ngl I dislike that very much from a standpoint since it makes each of them stand out far less
just don't have difficulty options
I get removing Rev items so it’s not expert mode 2.0, and is instead focused around rippers, but to then just remove the whole unique bit of expert mode is just…rude.
have the game automatically adapt difficulty for future runs after you completed a proper run
i have to agree with cursed on this one
Especially since we have malice mode now for extra difficulty
This is nor easy to do nor amazingly intuitive
(And death is just bad Bc it’s unique gimmick of environmental effects matters for pre-hm only)
normal mode is stupidly easy even for new players half the time. just giving them expert modes items (Which are some strong items) basically just says "hey lets make normal mode trivial" but again
are you seriously thinking I'm seriously proposing that
do i need to drop /s now 😔
Well that's not the point, in their eyes
When you select Easy Medium Hard at the start of a game, each one is not meant to be a unique memorable experience
It's just meant for you to be challenged during your playthrough in accordance to your skill level
so that you have fun
once you play expert+, normal mode becomes so boring
unless you give it that extra kick with a custom challenge
each one IS. because going from easy to hard is meant to show how much your skill has changed.
then make normal mode not cringe? idk
and right now its looking like easy mode should just be "one shot all bosses game over done" which doesnt let the players improve their skill.
personally I'm in favor of just reducing the amount of stat difference in modes
give it that extra kick with a custom challenge
like no crafting, or no armor
I still think that homogenizing the difficulty modes feels very bland
normal should be easy, sure, but shit, you can luigi% on normal
imo normal is either for first timers or speedrunners
(Let me remind you that vanilla makes it so you have 1 less accessory slot when you play Normal
s'not all just cute gimmick items)
and master gives another extra acc, but that's basically it
and mounts
no it isnt
Please do not suggest to make Normal Mode harder











