バランスの変更

提供:Terraria Japan Wiki

2020年10月24日 (土) 01:45時点におけるQq (トーク | 投稿記録)による版
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バランスの変更

(ver1.4.1。ほとんど日本語化できてなく原文のままです)

近接武器

Terra BladeTrue Swords Tier/Source
  • Terra BladeTrue Swords は、クラフトと機能の両方で多少見直されました。 注: Mothron は、Plantera の後にのみスポーンするようになりました。 その結果、 the Broken Hero Sword は Plantera 後のみになります。
True Night's Edge
  • 発射物のダメージは基本ダメージの1.5倍になります
  • オートスイングになりました
  • the Night's Edge と 3つのメカボスの魂で作れます。 Broken Hero Sword は必要ありません。
True Excalibur
  • ダメージが66から70に増加
  • オートスイングになりました
  • 発射物が1回貫通し、最大2体の敵を攻撃できるようになりました
  • the Excalibur と Chlorophyte Bars で作成できます。Broken Hero Sword は必要ありません。
Terra Blade
  • ダメージが95から115に増加
  • 使用時間が16から14に減少しました
  • 発射物のダメージが基本ダメージの1.25倍から1.5倍に増加しました
  • 2つの True Swords と Broken Hero Sword で作れます
Beam Sword
  • 大きさが1fから1.3fに増加しました(これにより剣自体が大きくなります)
Brand of the Inferno
  • 大きさが1.15fから1.3fに増加しました(これにより剣自体が大きくなります)
Sunfury
  • 基本ダメージは35から32に減少しました。通常のスイングはフレイルを2倍にするので、標準の予想ダメージは70から64に減少するはずです。
Arkhalis
  • ダメージが20から25に増加しました
  • 最大20の敵防御を無視するようになりました
Chain Guillotines
  • ダメージが43から59に増加しました
Ghastly Glaive
  • Immune frame duration reduced from 36 to 20. これは事実上、槍自体がより頻繁にヒットする可能性があることを意味します。
Anchor
  • ダメージが55から70に増加しました
  • ノックバックが5から8に増加しました
Sergeant United Shield
  • ダメージが60から80に増加しました
  • 各ターゲットヒットのダメージ減少が30%から20%に減少しました
Scourge of the Corruptor
  • ダメージが60から80に増加しました
  • 各ターゲットヒットのダメージ減少が30%から20%に減少しました
Yoyos (1.4の変更を改訂)
  • 1.4で Chik, AmarokHel-Fire に加えられたバランスの変更は元に戻されます。
  • Code 2, Amazon, と Kraken に加えられた変更は元に戻されません/調整されません。
  • Gradientのダメージが44から49に増加しました
  • Format Cのダメージが35から39に増加しました
Light's Bane
  • ダメージが17から18に増加しました
Muramasa
  • ダメージが21から26に増加しました
  • ノックバックが2.5から3に増加しました
Fiery Greatsword
  • ダメージが36から40に増加
Beekeeper
  • 1.4で Beekeeper に加えられた変更を元に戻す
All Phaseblades
  • ダメージが21から25に増加しました
Night's Edge
  • 使用時間が27から21に短縮されました
  • オートスイングになりました
Bananarang
  • 使用時間が14から11に減少しました
  • バナナの発射速度と戻り速度の両方を増加させました
Thorn ChakramFlamarang
  • 発射物の速度と発射物の戻り速度の両方を増加させ、Flamarang が2つのうちで速い
Sleepy Octopod
  • ダメージが40から50に増加しました
  • 攻撃のヒット半径/サイズが35%増加しました
Flying Dragon
  • ダメージが90から180に増加しました。
  • Projectiles which the player does not have line of sight on (as in, shooting through walls) now deal half damage (in this case, 90, the original damage)
Sky Dragon's Fury
  • ダメージが70から140に増加
  • Projectile damage decreased from 75% of base damage to 50% of base damage. This means instead of doing 52 (75% of 70) it will do 70 (50% of 140)
Starlight
  • ダメージが70から80に増加しました
  • 10%のボーナスクリティカルチャンスがあります
Daybreak
  • 発射物は、期限切れになるとき、または壁にぶつかると爆発するようになりました。 爆発はさらに100%の武器ダメージを与え、近くの敵にも命中する可能性があります。

遠隔武器と弾薬

Onyx Blaster
  • Damage decreased by 4
  • Use time increased from 45 to 48
Quad-Barrel Shotgun
  • Damage decreased from 24 to 17
  • Projectile count increased from 4 to 6
  • Use time increased from 45 to 55
  • The Arms Dealer now only sells this after Skeletron
Stake Launcher
  • Use time decreased from 26 to 12
  • Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Blowpipe
  • Use time decreased from 45 to 25
  • Increased Seed (Ammo) damage from 3 to 4
Jack 'O Lantern Launcher
  • Use time decreased from 30 to 25
  • Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60
Dart Pistol/Dart Rifle (Revision/re-assessment of 1.4 changes)
  • The balance changes made to the Dart Pistol and Dart Rifle in 1.4 are being reverted
  • However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is
Tsunami
  • Damage decreased from 60 to 53
Nano Bullets
  • Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
  • Post-bounce bullets only deal 66% damage
Beenades
  • Damage reduced from 14 to 12
Bone Arrows
  • Damage increased 6 to 8
Chlorophyte Bullets
  • Damage decreased from 10 to 9
Cursed Bullets
  • Increased speed to match Ichor Bullets
  • Also, see Debuffs section for details of Cursed Inferno changes
Meteor Shot
  • Damage decreased from 9 to 8
  • Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames
High Velocity Bullets
  • Damage increased from 10 to 11
  • Projectile now pierces twice, hitting up to 3 enemies
  • Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
  • Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames
Crystal Bullets
  • Only generate 2 shards on impact instead of 3
Jester's Arrows
  • Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Unholy Arrows
  • Applies a 5% damage penalty to the next hit for each enemy a projectile pierces

魔法武器

Life Drain
  • Damage increased from 30 to 35
  • Like Medusa Head, should now no longer consume mana when being used but not hitting anything
Nightglow
  • Mana cost decreased from 26 to 23
  • Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)
Shadowbeam Staff
  • Damage increased from 53 to 60
  • Use time decreased from 16 to 15
  • Damage reduction for each target hit reduced from 20% to 10%
Unholy Trident
  • Damage increased from 73 to 88
  • Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Poison Staff
  • Ranged increased slightly, from roughly 30 to 37 blocks
Venom Staff
  • Ranged increased slightly, from roughly 45 to 58 blocks
Medusa Head
  • Range of effect increased by 25%
Crystal Vile Shard
  • Now ignores up to 10 enemy defense
Nettle Burst
  • Now ignores up to 10 enemy defense
Wasp Gun
  • Wasps now ignore up to 10 enemy defense
Razorblade Typhoon
  • Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and Use time.
  • However, that projectile now deals 50% more (increased from 60 to 90)
Magical Harp
  • Damage increased from 32 to 42
  • Knockback increased from 0 to 0.25 (in other words, it now has knockback)
  • Mana cost increased from 4 to 5
  • Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Blood Thorn
  • Damage increased from 29 to 34
  • Each projectile can now hit a third time (previously they could only hit twice)
  • Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
  • Use time increased from 21 to 33
Magic Missile
  • Use time increased from 18 to 22
  • Mana cost increased from 12 to 14
Flamelash
  • Damage decreased from 36 to 32
  • Mana cost increased from 18 to 21
Flower of Fire
  • Use time decreased from 20 to 16
  • Mana cost decreased from 15 to 12
Space Gun
  • Damage decreased from 19 to 17
  • Mana cost decreased from 7 to 6
Charged Blaster Cannon
  • The player can now aim the beam when it is in the full beam mode
Betsy's Wrath
  • Damage increased from 65 to 110
Stellar Tune
  • Damage increased from 75 to 85

召喚武器

  • Whips Damage Penalty on multiple targets
    • Whip Damage penalty per target struck has been reduced for most whips
      • Cool Whip's damage penalty is reduced from 33% to 30%
      • Durendal's damage penalty is reduced from 30% to 20%
      • Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
      • Dark Harvest's damage penalty is reduced from 30% to 10%
      • Kaleidoscope's damage penalty is reduced from 15% to 10%
  • Whip Range
    • Every whip (except for Leather Whip) has had a range increase
    • This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)
Whips + Flasks
  • Whips can now gain the benefits of Flask buffs
Leather Whip
  • Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn
Finch Staff
  • Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
  • Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch
Optic Staff
  • Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.
Sanguine Staff
  • The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)
Xeno Staff
  • Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)
Tempest Staff
  • Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
  • Projectile Speed of the Sharkrons increased from 14 to 20
  • Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly
Hornet Staff
  • Damage increased from 9 to 11
Vampire Frog Staff
  • Damage increased from 11 to 13
  • Enemies can now be damaged by their entire body, not just the tongue, when they are attacking
  • Like with Optic Staff, this was technically a bug, but Vampire Frogs were not set to use independent immunity timers like most other minions. This has been remedied, so they should no longer interfere with other piercing projectiles.
Pygmy Staff
  • Projectile speed increased from 12 to 18 (with additional adjustments made to their fall rate to keep it consistent)
  • Increased the range at which Pygmies will fire their spears by roughly 40%
Desert Tiger Staff
  • Base damage increased from 33 to 41
  • Hitbox size while using the special attack increased to reduce the situations where it misses while using it
Frost Hydra Staff
  • Projectile now pierces twice, hitting up to 3 enemies
  • Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Explosive Trap Staff
  • Increased explosion size and detection for said explosion by 50%
  • Reduced the explosion cooldown from 110 to 90
  • Reduced the Huntress/Riding Hood special set cooldowns from 74 to 60 and 40 to 30, respectively
  • For more information about changes to the Oiled debuff, see the Buff/Debuff section
Kaleidoscope
  • Damage increased from 165 to 180

アーマー

Cactus armor
  • Removed the 1 Defense set bonus.
  • New set bonus: Cactus Armor now deals a flat 15 Thorns damage. This damage is multiplied to 30 and 45 respectively in Expert and Master mode.
Mining armor
  • Increased the drop rate of the Mining Shirt and Mining Pants from 2.4% to 12%.
Gladiator armor
  • Increased the defense of the Helmet and Leggings by 1
  • Increased the defense of the Breastplate by 2
  • New set bonus: Players wearing the full Gladiator set are immune to knockback
  • Increased the drop rate from a 1/20 chance to drop a random piece to a 1/7 chance
Fossil armor
  • Increased defense of Helmet and Greaves from 2 to 4
  • Increased Ranged critical chance on Helmet and Greaves from 3% to 4%
  • Increased defense of Plate from 4 to 5
  • Replaced the 3% Ranged critical bonus on the Plate with a 5% Ranged damage bonus
Wizard Hat
  • Magic damage decreased from 15% to 5%
  • Defense increased from 2 to 4
Magic Hat
  • Magic damage/critical chance bonus decreased from 7 to 6
Meteor armor
  • Increased the Magic damage bonus on each piece from 7% to 9% (21%->27% total)
  • (Cross-listing from Magic section) Space Gun's damage decreased by 2, and its mana cost reduced by 1
Jungle armor (and Ancient Cobalt armor)
  • Increased the Magic critical chance bonus on the Hat and Pants from 4% to 6%
  • Replaced the 4% Magic critical bonus on the Shirt with a 6% Magic damage bonus
Necro armor
  • Decreased the set bonus Ranged critical chance from 15% to 10%
  • Increasing defense of each piece by 1 (3 total) Included Ancient Necro Helmet
Obsidian armor
  • Converted the Obsidian Armor into a Whip-centric Summoner armor
  • Obsidian Armor set pieces can now only be crafted at a Hellforge, and requires Shadow Scales/Tissue Samples
  • Obsidian Outlaw Hat now gives 9% Summon damage
  • Obsidian Longcoat now gives +1 Minion count
  • Obsidian Greaves now give 9% Summon damage
  • New Set bonus: Increase Whip Range and Speed by 50%. Additionally, gain another 25% Summon damage (43% total across the entire set)
  • Note: This set will deal very high summon damage, but at the expense of a lower minion count. Instead, it focuses on dramatically improving the performance and damage of whips, and can still be obtained earlier, or as an alternative, to Bee Armor, but it may require a bit more legwork to obtain the set, given its new crafting station requirement.
Molten armor
  • Molten Helmet now gives 7% Melee Critical Chance
  • Molten Breastplate now gives 7% Melee Damage
  • Molten Leggings now give 7% Melee Speed
  • The 17% Melee Damage set bonus has been reduced to 10% (the 7% moved to the Breastplate)
  • New Set bonus: Players wearing the full Molten set cannot be inflicted with the On Fire debuff. This is in addition to the pre-existing 10% damage bonus.
Cobalt armor
  • Cobalt Breastplate Critical Chance increased from 3% to 5%
  • Cobalt Leggings Defense increased from 7 to 8
  • Added a 3% Damage bonus to the Cobalt Leggings
  • Cobalt Helmet (Melee) Defense increased from 11 to 12
  • Cobalt Helmet Movement Speed increased from 7% to 10%
  • Cobalt Helmet Melee Speed bonus (12%) changed into a Melee Damage Bonus (15%)
  • Cobalt Mask (Ranged) Critical Chance increased from 6% to 10%
  • Added a 10% Magic Damage bonus to the Cobalt Hat (Magic)
Palladium armor
  • Reduced the potency of the healing set bonus from 6 to 4
  • Palladium Mask (Melee) Damage bonus increased from 8% to 12%
  • Palladium Headgear (Magic) Damage bonus increased from 7% to 9%
  • Palladium Headgear Damage bonus increased from 7% to 9%
Mythril armor
  • Mythril Chainmail Damage bonus increased from 5% to 7%
  • Mythril Greaves Critical chance increased from 3% to 10%
  • Mythril Helmet (Melee) Critical chance increased from 5% to 8%
  • Mythril Melee set bonus increased from 5% to 10% Critical Chance
Orichalcum armor
  • Orichalcum Mask (Melee) Damage bonus increased from 7% to 11%
  • Orichalcum Mask Melee Critical chance increased from 7% to 11%
Adamantite armor
  • Adamantite Breastplate Damage bonus increased from 6% to 8%
  • Adamantite Leggings Critical bonus increased from 4% to 7%
  • Adamantite Melee Set Bonus (Melee/Movement Speed Boost) increased from 18% to 20%
  • Adamantite Mask (Ranged) Critical chance increased from 8% to 10%
  • Adamantite Headgear (Magic) Damage increased from 11% to 12%
  • Adamantite Headgear Magic Critical chance increased from 11% to 12%
Titanium armor
  • Titanium Mask (Melee) Damage/Critical/Speed bonus increased from 8% to 9%
Frost armor
  • Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
  • Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8
Forbidden armor
  • Forbidden Robes now have a 10% Summon Damage bonus
  • Forbidden Treads now have a 10% Magic Damage bonus
Chlorophyte armor
  • Decreased the cooldown on the Leaf Crystal shot from 50 to 40
Spectre armor (with Mask)
  • Increased the Magic Damage/Critical Chance bonus from 5% to 10%
  • Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
  • The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)
Spectre armor (with Hood)
  • Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
  • The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
  • The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.
Crystal Assassin armor
  • Added 10% Mana Cost reduction to the Hood
  • Added 10% Ammo Cost reduction to the Shirt
  • Added 10% Melee Speed increase to the Pants
  • Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
  • New Set Bonus: Players wearing the full Crystal set can now Dash
Squire armor
  • Decreased Greaves Melee Critical chance from 20% to 15%
Monk armor
  • Increased Pants Melee Critical chance from 10% to 15%
Huntress armor
  • Added +10% Ammo Cost Reduction to the Jerkin
Apprentice armor
  • Added +10% Magic Damage on Helmet
Valhalla Knight armor
  • Added +10% Melee damage on helmet
  • Decreased Greaves Movement Speed bonus from 30% to 20%
Shinobi Infiltrator armor
  • Increased Pants Movement Speed bonus from 20% to 30%
  • Added +5% Melee Critical chance on Torso
Red Riding armor
  • Added +10% Ranged Critical chance on Leggings
  • Added +20% Ammo Cost Reduction on Dress
Dark Artist armor
  • Added +20% Movement Speed Bonus on Leggings
  • Added +15% Mana Cost Reduction on Robes
  • Moved 5% of the Minion/Magic Damage from Robes to Hat

アクセサリー

Band of Regeneration/Charm of Myths
  • Increased healing gain from 0.5 HP per second to 1 HP per second
Band of Starpower/Panic Necklace
  • (Cross-listing from Crafting Changes) Band of Starpower and Panic Necklace are now more easily available in all worlds. They can be crafted in a Graveyard at a Tinkerer's Workshop, by taking one of them and combining it with a Life or Mana Crystal. Band of Starpower + Life Crystal = Panic Necklace. Panic Necklace + Mana Crystal = Band of Starpower.
Bone Glove
  • This item has been completely overhauled and turned into an accessory
  • When equipped, the player will shoot Crossbones towards their cursor whenever they are attacking, once per second. Consider it like a sword projectile, except it works for every weapon.
  • The bones deal 25 class-neutral damage, but additionally ignore up to 25 enemy defense.
  • Now also has vanity visibility in the Gloves spot
  • Note: In practice, this should allow the Bone Gloves to be simultaneously viable for more classes than just Ranged, and also give it a bit more longevity
Brain of Confusion
  • Reduced the Critical chance bonus of the Mind Trick buff from 20% to 10%.
  • Reduced the duration of Mind Trick by 1 second
Celestial Cuffs
  • Now has the +20 mana bonus that its component accessories granted
Diving Helmet and all of its tinkers
  • Increased the breath capacity bonus by 50%
Feral Claws and Titan Glove
  • Moved the "gives autoswing for Melee weapons" perk to Feral Claws, making it available earlier for players. This perk still continues up the tinker chain, it is simply no longer present on Titan Glove specifically
  • Titan Glove now has a new perk that increases the size of (eligible) melee weapons by 10%. This perk is also present on all of its tinkers; however, the effect does not stack.
Fledgling Wings and Lucky Horseshoe
  • The Lucky Horseshoe is no longer found in Sky Chests, and has been added to the underground Gold Chest loot pool
  • In its place, Fledgling Wings have been added to Sky Chests and Sky Crates
Flesh Knuckles/Berserker's Glove
  • Defense increased from 7 to 8
Fire Gauntlet
  • Increased the 10% Damage and Melee Speed bonus to 12%
  • Gains the new benefit added to the Titan Glove (see Titan Glove)
  • Gains the new benefit added to the Magma Stone (see Magma Stone)
Hero Shield
  • Defense increased from 7 to 10
Honeycomb (and Bee Cloak, Honey Balloon, Stinger Necklace, and Sweetheart Necklace)
  • The base damage of the Bees generated by these has been increased from 7 to 13. If using a Hive Pack, this damage is 18.
  • This damage is multiplied by 1.5x in Expert mode, and 2x in Master mode
  • Additionally, if hit while wearing any of these accessories, the player gains the Honey buff for 5 seconds
Jellyfish Necklace and all of its tinkers
  • Now lets off an extremely faint glow when out of water (less than the Shadow Orb light pet)
  • Dramatically increased the brightness when in water
Lava Charm
  • Doubled its spawn rate, giving it a 1/20 chance to be found in Lava-layer chests or Lava fishing crates
Magma Stone
  • Now inflicts a special version of On Fire that deals 15 DPS instead of 4
Molten Quiver
  • Technically a bug fix, but Wooden Arrows converted to Flaming Arrows by using this accessory now properly gain the +2 damage that Flaming Arrows have. This bonus is only applied to Wooden Arrows, if using the Quiver with superior arrows it will not apply the bonus (as it would be using the superior damage bonus of those arrows instead)
Obsidian Rose
  • Increased the lava damage reduction from 30 to 45. This change applies to all of its tinkers, however, as a consequence, lava damage has been moved to its own immunity timer, as the change would allow lava to very easily be reduced to 1 damage with the proper loadout.
  • Is now a component in the Lava Waders, extending its lava damage reduction to the Lava Waders, Hellfire Treads, and Terraspark Boots. This change is retroactive for people who have already crafted those items, of course!
Panic Necklace/Sweetheart Necklace
  • Increased duration of the Panic! buff from 5 to 8 seconds
Pygmy Necklace
  • Is now sold by the Witch Doctor in pre-Hardmode, giving summoning accessories some earlier-game accessibility.
Star Cloak, Bee Cloak, Star Veil, and Mana Cloak
  • The base damage of the Stars generated by these accessories has been increased from 30 to 75. In addition, these stars will ignore up to 25 enemy defense.
  • This damage is multiplied by 2x in Expert mode, and 3x in Master mode (the defense penetration remains unchanged)
  • Now uses local immune frames, will not interfere with other piercing projectiles

道具と乗り物

Reaver Shark
  • Use time decreased from 18 to 13
Bone Pickaxe
  • Drop rate increased from 2% to 5%
Chlorophyte Jackhammer
  • Included this item in the Drill/Chainsaw mechanics overhaul. It now has increased speed at the expense of range
Mechanic's Rod
  • Fishing power increased from 30% to 35%
  • Now sold by the Mechanic as soon as she can be rescued, not just in Hardmode
  • Is now available every other moon phase, rather than only a single moon phase
Fiberglass Fishing Pole
  • Fishing power increased from 27% to 30%
  • Increased odds of finding it in a chest from 1/30 to 1/15
Scarab Fishing Rod
  • Fishing Power increased from 25% to 30%
Sitting Duck's Fishing Pole
  • The Traveling Merchant will now only sell this after Skeletron has been defeated
Living Wands
  • The Living Wood Wand and Leaf Wand have a 1/300 chance of being dropped from TreeHit purity forest trees, offering a rare but renewable source of them
  • The Living Mahogany Wand and Rich Mahogany Leaf Wand have a 1/200 chance of being dropped from TreeHit Jungle Trees
The Black Spot
  • Top speed and acceleration decreased dramatically. Previously its top speed was higher than the UFO mount, but now it is less.
  • Can no longer dash-into-mount to instantly reach top acceleration
Scutlix Mount
  • There was an unlisted change in 1.4 that dramatically reduced the range of the Scutlix mount's attack. This was a performance change, not a balance change, and cannot be fully reverted as a result.
  • However, the reduced range (500) was able to be increased to 850 without reintroducing performance issues.
  • Additionally, to compensate for the lost range, the damage of the Scutlix shots has been increased from 100 to 150
Dark Mage's Tome
  • This mount now steps up slopes and 1-block tiles like the Flying Carpet
Witch's Broom
  • Slightly increased speed values so that it is a minor upgrade over the UFO Mount (since it is Expert exclusive)
Flamingo Mount
  • Top speed decreased from 7.5 to 6
Pre-Hardmode Horse Mounts (Dusty Rawhide, Royal Gilded, and Black Studded Saddles)
  • Top speed increased from 8 to 9
Jewel of Light and Pumpkin Scented Candle (Light Pets)
  • Brightness increased by roughly 50%
Suspicious Looking Tentacle (Light Pet)
  • Brightness increased by roughly 33%

ドロップとクラフティング

Blood Rain Bow, Chum Caster, and Vampire Frog Staff
  • Previously, killing a Wandering Eye Fish or a Zombie Merman had a flat 1/8 chance for the game to select ONE of the three items to drop, and it would only drop one. This has been changed so that each of the three items has their own independent 1/8 chance to drop. This means that you could potentially get more than one drop at once, and the three are no longer competing with each other, effectively increasing their drop rate by 3x.
Bloody Tear
  • Increased drop rate from 1/200 to 1/100 for standard Blood Moon enemies
  • Increased drop rate from 1/200 to 1/25 for Blood Moon fishing enemies (Eyeball Fish, Zombie Merman, Blood Eel, Hemogoblin Shark)
  • Increased drop rate from 1/9 to 1/5 for The Groom and The Bride
  • Increased drop rate from 1/9 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.
Sanguine Staff
  • Increased drop rate from 1/5 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.
Blade Staff
  • Now drops from Queen Slime instead of Enchanted Swords
Kites (From Windy Balloons)
  • Kites dropped from Balloon Slimes are roughly 3x more likely to drop. Paper airplanes are mostly the same, but now drop in small stacks
Bone Serpent Kite
  • Drop rate increased from 4% to 6%
Sturdy Fossil
  • Tomb Crawlers now have a chance to drop small amounts of Sturdy Fossil
  • Oasis/Mirage Crates now have a chance to include Sturdy Fossil
Valor/Muramasa and Golden Lock Boxes
  • (Technically a bug) fixed an issue where Muramasa had twice the odds of dropping from a Golden Lock Box compared to other items
  • Valor can now be found from Golden Lock Boxes
Torches
  • Jungle Torches now have a more efficient recipe, giving more torches per Jungle Spore
  • If you have less than 20 torches at any point, you have an increased chance to get torches when breaking pots
Mana Crystal
  • In light of the increased spawn rate of Falling Stars in 1.4, the crafting recipe for Mana Crystals has been increased from 3 to 5 Fallen Stars
Early Game Ore Tools, Weapons, and Armor
  • The cost of making early game Ore equipment has been re-evaluated across the board with cost reductions to most items. This applies to Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum
  • Pickaxes have had their crafting costs reduced from 12 to 10. Copper/Tin Pickaxes have been reduced to 8.
  • Axes have had their crafting costs reduced from 9 to 8. Copper/Tin Axes have been reduced to 6.
  • Broadsword crafting costs are generally unchanged, but Copper/Tin Broadswords have been reduced from 8 to 6
  • Shortswords have had their crafting costs reduced from 7 to 6. Copper/Tin Shortswords have been reduced to 5.
  • Hammers have had their crafting costs reduced from 10 to 8.
  • Bows have NOT had their crafting costs changed.
  • Copper and Tin Armor's costs (ordered from Helmet>Chest>Legs) have been reduced from 15/25/20 Bars to 12/20/16 Bars
  • Iron and Lead Armor's costs have been reduced from 20/30/25 to 15/25/20
  • Silver and Tungsten Armor's costs have been reduced from 20/30/25 to 15/25/20
  • Gold and Platinum Armor's costs have been reduced from 25/35/30 to 20/30/25
Hardmode Ore Swords
  • The crafting cost for Cobalt and Mythril Swords has been reduced from 10 to 8 Bars
  • The crafting cost of Palladium and Orichalcum Swords has been reduced from 12 to 10 Bars
  • The required bars to craft Adamantite and Titanium Swords has not changed, but see the next section for more info
Adamantite Bars/Titanium Bars
  • The crafting cost of Adamantite/Titanium Bars has been reduced from 5 to 4 Ore. Subsequently, this reduces the cost of all Adamantite/Titanium armor, weapons, and tools
Jester's Arrows
  • The crafting efficiency per Fallen Star has been reduced by half. You now get 10 arrows per star rather than 20.
Super Star Shooter
  • Rather than being sold randomly from the Traveling Merchant, this weapon is now crafted with the Star Cannon and Hallowed Bars

バフ/デバフ

Frostburn
  • "Player" Frostburn now does 8 DPS like "Enemy" Frostburn
Cursed Inferno
  • Technically a bug fix: 1.4 purported to increase Cursed Inferno damage from 12 to 24, but this was in error due to misreading the code. In truth, this was an increase from 6 to 12. This has now been remedied, and Cursed Inferno now properly does 24 DPS. However, player-based Cursed Inferno has NOT been increased correspondingly, so they will still take 12 DPS.
Venom
  • Technically a bug fix: 1.4 purported to increase Venom damage from 12 to 30, but this was in error due to misreading the code. In truth, this was an increase from 6 to 15. This has now been remedied, and Venom now properly does 30 DPS. However, player-based Venom has NOT been increased correspondingly, so they will still take 15 DPS.
  • Venom has been renamed to "Acid Venom". This is to reflect a dramatic overhaul to its enemy immunity. Enemies who are immune to Poison are no longer necessarily immune to Acid Venom, and Acid Venom will now usually impact undead, stone, metal, and poisonous enemies.
Ichor
  • Defense reduction has been reduced from 20 to 15
Oiled
  • Rather than individually boosting different On Fire-like debuffs with, admittedly arbitrary amounts, Oiled now adds an additional flat 25 DPS if the target is suffering from any of these debuffs. For example, if the target is On Fire (4 DPS), it will take 29 total if Oiled.
Thorns Potion
  • The Thorns effect from this potion has been increased from 1/3rd of the damage taken to 100% of the damage taken
Dryad's Blessing
  • The Thorns effect from this buff has been increased from 20% of the damage taken to 50% of the damage taken
Debuff Immunity Overhaul
  • Though far too extensive to fully document, hundreds of changes have been made to enemy debuff immunities across the game. Generally speaking, the majority of these changes were making enemies susceptible to debuffs which they were previously immune to.
  • The Venom change previously mentioned is the most prominent example, with the vast majority of Venom immune enemies no longer being immune.
  • A large number of enemies which were previously immune to Cursed Inferno no longer are, particularly many stone/metal enemies
  • Previously, enemies which were immune to Cursed Inferno were also always immune to Shadowflame. This is no longer the case, and there are now enemies immune to one or the other, though on the whole, a lot less enemies are immune to Shadowflame than before
  • Ghost-like enemies (Wraiths, Poltergeists, etc) are now almost always immune to all major debuffs, including Ichor. This does not extend to Whip-debuffs.
  • A large number of enemies which were "immune to everything" no longer are. This includes several Pumpkin Moon enemies and Celestial Invasion enemies that were immune to everything for no apparent reason. They are now immune, or not immune, to various debuffs depending on their nature.
  • Several enemies which are "immune to everything" intentionally (such as the Destroyer) are no longer immune to Whip-debuffs, as those are meant to be universal.
  • Though there are a few exceptions, the vast majority of Confusion-immune enemies still are. Unfortunately, this is because Confusion requires specialized code for every type of enemy, and so the cost investment to make more enemies susceptible to Confusion is dramatically higher than simply "setting them to not immune" like the other debuffs.

脅威と敵

Vicious Goldfish
  • Now spawns naturally in Crimson water. Never actually spawned naturally before, with regular goldfish spawning instead.
Blood Feeder
  • Life increased from 20 to 150
  • Damage increased from 30 to 50
  • Defense increased from 4 to 20
  • Money drop value increased from 350 to 500
Ghosts
  • Life decreased from 70 to 50
  • Damage decreased from 18 to 15
  • Defense decreased from 8 to 4
  • Knockback susceptibility increased from 40% to 50%
Antlion Larva
  • Life decreased from 45 to 35
  • Damage reduced from 12 to 10
Antlion Eggs
  • Antlion Eggs are now less common in initial worldgen, so there should be less of them overall, making the Underground Desert slightly less dangerous
  • Antlion Eggs will now slowly regrow over time, like Bee Hives in the Jungle, but like Bee Hives, only until there are a certain number in an area, to prevent over-saturation
Rolling Cactus
  • Reduced the base boulder damage by about a third, making them slightly less lethal (though still considerably dangerous) threats
  • Increased the Cactus Thorn projectile damage from 20 to 30
Angry Dandelion
  • Technically a bug fix: fixed an issue where Angry Dandelion's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master
Rock Golem
  • Technically a bug fix: fixed an issue where Rock Golem's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master
Wall of Flesh
  • Wall of Flesh now causes the screen to fade to black and will despawn if all nearby players are dead, or there are no more players nearby.
Ice Elemental
  • Projectile attack can now inflict Frostburn
Jungle Creeper
  • Life increased from 120 to 400
  • Defense increased from 14 to 40
  • Damage increased from 50 to 100
  • Now moves faster
  • Attacks can now inflict Venom
  • Spits Web in Expert/Master like Black Recluses
Lac Beetle, Cyan Beetle, and Cochineal Beetles
  • Reduced "rarity" from 1 to 2 on the Lifeform Analyzer. Will no longer take priority over even more rare enemies, such as Lost Girls.
Phantasm Dragon
  • Life increased from 4000 to 10000
  • Head Defense increased from 10 to 15
  • Body and Tail Defense increased from 20 to 30
  • Head Damage increased from 80 to 100
  • Body and Tail Damage increased from 40 to 50
Hoppin Jack
  • Can now spawn in Graveyards in Hardmode, any time of year
Vortex Lightning
  • Increased the damage of both types of lightning bolts during the Vortex Invasion to 100

その他と環境

Graveyard Threshold
  • The number of graves required to trigger both a full graveyard and the various levels of graveyard ambience has been increased by 1
Town Happiness
  • The boost from the "So Much Space" factor has been reduced by half
  • The boost/penalty for Like/Dislike/Love/Hate factors have been increased by 20%. Everything is worth a little bit more in any direction.
  • The number of NPCs before "crowding" starts has been increased from a town of 3 to 4. Furthermore, the size of the penalty starts smaller than before (though it will grow faster with each additional NPC)
  • The size of the town detection has been doubled
Block Swap and Sand/Other Falling Tiles
  • You can now block swap the top-most block of sand or other falling blocks.
  • Additionally, once your pickaxe power is high enough (Cobalt or higher), you can block swap any falling tiles freely
Meteorite ore
  • While still immune to explosions under normal circumstances, like other explosion resistant materials, they will become breakable with explosives after entering Hardmode
The Jungle and Corruption/Crimson Worldgen
  • Worldgen will attempt to avoid overlapping Corruption and Crimson biomes with the Jungle during initial worldgen. While it is possible to still have overlap, the worldgen system will strongly discourage it in general, so expect to see far less worlds with Corrupt/Crimson Jungles. This does not apply to the Hardmode infection strips.
Armed Zombie/Bone Skeleton Statues
  • These can now be found in worldgen in any world difficulty, and will function normally in those worlds
Shadow Chests in Worldgen
  • Shadow Chests are now more numerous in worldgen, with the limit increasing from 7-10 to 10-15
Pyramid Rarity
  • Worldgen's chance to place Pyramids has been increased by 50%.
Enchanted Sword Shrines
  • Worldgen's chance to place Enchanted Sword Shrines has been doubled (more accurately, each attempt to generate had only a 1/4 chance to succeed, and that has been increased to 1/2)
Sandstorm Frequency
  • Increased Sandstorm chances by 2x in Hardmode, and by 1.33x pre-Hardmode
Rock Lobster
  • Sell value decreased from 20 Silver to 10 Silver
Sakura Saplings/Yellow Willow Saplings
  • Price decreased from 3 Gold to 1 Gold
Special Furniture Crafting Stations
  • The Steampunker will now sell most of the special furniture stations if you are in the correct biome.
  • Snow biome = Ice Machine, Space = Sky Mill, etc
  • The Bone Welder is sold when in a Graveyard, as the Dungeon is no proper home
  • Living Looms will be sold if the player is carrying a Living Wood Wand (please see the Tools section about Living Wood Wand renewability)
  • The Flesh Cloning Vat and Decay Chamber, while still sold by the Steampunker only in one type of evil world, can be crafted into each other in a Graveyard, with some Souls of Night
Mirage Fish/Pixiefish
  • Adjusted Mirage Fish and Pixiefish to be "uncommon" instead of "rare", to match other Quest fish
TreeHit for Loot
  • The limit on the number of TreeHits you can attempt per day has been increased from 200 to 500
Sharpening Stations
  • The Merchant will now sell Sharpening Stations in Hardmode
Books
  • The Wizard will now sell books. Their cost has been increased somewhat as a result, from 3 to 15 Silver.
1/3/5 Timers
  • These are still craftable, but are also sold by the Mechanic
Mushrooms
  • Regular orange mushrooms now have a potion sickness time of 30 seconds, instead of the full 60.
Fishing Decreasing Returns
  • Removed decreasing returns on Fishing Power at high levels.
Pylons and the Celestial Invasion
  • Pylons can now be used during the Celestial Invasion to traverse the world to combat the various pillars. This exception does not include Moon Lord, and they are still unusable during other invasions/boss fights.
Journey Mode Starting Inventory
  • Players in Journey Mode now spawn with the basic Grappling Hook
Boss Related Bestiary Entries
  • Boss minions which have their own Bestiary entries are now unlocked fully upon defeating their corresponding boss
  • Dark Mage and Ogre only need to be killed once now to fully unlock their Bestiary entries


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