Terraria 1.2

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Doomslapper
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Re: Terraria 1.2

Post by Doomslapper » Wed Oct 16, 2013 7:00 pm

I didn't know there was such an active thread for Terraria here! I just got my bone key too. Totally worth it despite me getting a nervous reflex when I see the little fella spinning into view. I am pretty darn far in the game as in Vampire knives, Legendary Death sickle, and Godly Paladin Hammer. I use that hammer exclusively when using the Mechanical Worms to make some quick cash. If anyone is really not feeling the search for a crimson key I do have an extra even though I believe that it feels more like a reward when you find it yourself. I still need the Frozen Key and the Corruption Key. And those trying to get the Bone Key can try the Turtle armor and the Master Ninja Gear. Its a bit cheesy though... I preferred the Megashark crystal bullet way despite it being way more difficult. Seems to move at mach speed...
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Re: Terraria 1.2

Post by Will T. » Wed Oct 16, 2013 10:50 pm

I had the Twins random-spawn on me tonight. They were a lot easier than I'd expected - still close to the difficulty of Skeletron Prime, but they went down much more quickly due to having only two parts to aim at/get attacked by rather than five. The Vampire Knives can bring enough DPS to keep you fully healed for the most part, especially if you get ichor involved.

In unrelated news, I maaay have filled my dungeon with water by digging a vertical shaft beneath the ocean. What effects this will have has yet to be seen. It hasn't drained the ocean though.

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Re: Terraria 1.2

Post by Doomslapper » Wed Oct 16, 2013 11:18 pm

Keep mining to the underworld. It will evaporate.
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Re: Terraria 1.2

Post by Zork Nemesis » Wed Oct 16, 2013 11:24 pm

Doomslapper wrote:Keep mining to the underworld. It will evaporate.
Or just turn the underworld into obsidian.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: Terraria 1.2

Post by Zork Nemesis » Thu Oct 17, 2013 12:42 am

Learning the hard way not to use Explosive Ammo and a Megashark at the same time. I figure Crystal Bullets or something else might work better.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: Terraria 1.2

Post by Doomslapper » Thu Oct 17, 2013 5:44 pm

I guess with that explosive ammo and a sniper rifle you can 2 shot yourself lol.
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Re: Terraria 1.2

Post by PvtPancake » Thu Oct 17, 2013 6:34 pm

I found that the best ammo to use with the megashark is actually cursed bullets.

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Re: Terraria 1.2

Post by Zork Nemesis » Thu Oct 17, 2013 7:09 pm

PvtPancake wrote:I found that the best ammo to use with the megashark is actually cursed bullets.
Chlorophyte Bullets: they track enemies and can turn on a dime. They also have the highest base damage of any bullet-based ammo. Running a Megashark and Chlorophyte bullets reminded me of the ZF-1 from Fifth Element.
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Another good choice is Crystal Bullets since they shatter into fragments that deal 60% damage if they hit anything. Now combine that with the Frostburn effect of Frost Armor...

That said, before I killed myself with them, unloading explosive rounds into the Wall of Flesh was a great way to annihilate all those Hungry out in front.

Tangent: Do you think this is overkill for home defense? I looted the Lihzarad Temple for these.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: Terraria 1.2

Post by Doomslapper » Thu Oct 17, 2013 8:31 pm

I love it.
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Re: Terraria 1.2

Post by Guardian » Fri Oct 18, 2013 12:56 am

I think we need more traps, just in case.

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Re: Terraria 1.2

Post by PvtPancake » Fri Oct 18, 2013 7:11 am

That trap setup is a godsend during a solar eclipse. I had just the lava on mine and I was farming the hell out of the monsters. So no, its not overkill :P

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Re: Terraria 1.2

Post by Zork Nemesis » Thu Oct 24, 2013 12:33 am

Good thing i'm on hard mode already, or these two meteorites would have seriously pissed me off.

Exhibit A: Five feet underground inside two Corruption chasms.
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Exhibit B: A dinky cloud on a Sky Island. There were only about 40 blocks worth in this one. And believe me, I checked the ground below to see if it was a fluke, it wasn't. That was the whole meteorite.
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: Terraria 1.2

Post by Zork Nemesis » Thu Oct 24, 2013 11:32 pm

1.2.1, Halloween update just hit. Some general changes as well. Here's the changelog:
http://www.terrariaonline.com/threads/t ... te.116113/
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Bug Fixes:
Fixed an issue causing walls to not have different frames (Thanks Solsund!)
Fixed an issue with world saves being larger than they should (Thanks Solsund!)
Frozen Slime blocks are now craftable
You can no longer reforge Music Boxes
You can no longer place Campfires in water
Palladium, Orichalcum, and Titanium bricks now show correctly on the map
Placed Lihzahrd Brick Walls now show correctly on the map
Fixed a bug that would prevent Pirates from spawning
Titanstone now correctly blends with dirt
Fixed several typos
Minimap now draws over enemy health bars
Walls now correctly draw behind Super Dart Traps
Eater’s Bone now correctly drops from the Eater of Worlds
Adjusted mannequin layering to draw armors correctly

Changes:
Mice can no longer be killed by monsters
Mice can no longer spawn in hell
Magma stone will no longer show a fire effect for non melee weapons
Floaty Gross now cause weakness and drop Vitamins
Sunflowers now reduce Crimson’s effects
Crimson and Hollow now counteract each other
Reduces the chance for a mechanical boss summon to drop during hardmode
Hardmode Dungeon Keys must now be crafted from rare drops
Pygmy Staff has had its damage increased slightly
Updated female armor sprites
Added messages to help the player progress in hardmode
Reduced chance for a Dungeon Spirit to drop
Spectre Armor now requires Chlorophyte Bars to craft
Spectre Wings now need 10 ectoplasm to craft
Spectre Armor now only heals for 8% instead of 10%


Additions:

Added Pumpkin Tiles and Walls
Added Hay Tiles and Walls
Added Spooky Wood Tiles and Walls
Added Goodie Bags that drop from most monsters during Halloween
Added new Pumpkin Moon event that will be available all year
Added new Halloween themed pets
Added new Halloween themed costumes
Added new Halloween themed paintings
Added new Halloween themed weapons and armor
Several common enemies will now be in costumes
Hearts and Stars have been replaced with something more festive
Several friendly NPCs will sell costumes
Dryad will now sell Pumpkin Seeds year round
Merchant will now sell an item to harvest hay during Halloween
Pumpkins will grow on their own during Halloween
Added new decorative items craftable from Pumpkins and Spooky Wood
More Spectre Armor nerfs: less healing return and the added requirement of needing Chlorophyte to craft. I agree with this, as once you kill Plantera, Spectre gear makes the game stupidly easy. Golden Shower/Crystal Storm + Spectre will annihilate any boss with ease.
Also Biome Keys now need to be crafted from rare drops, wonder which drops it's referring to. Fair enough though, as those items are damn powerful.
Pumpkin Moon? I wonder...

Oh yeah, for the server hosts: http://www.terraria.org/terraria-server-121.zip
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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