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So update is live, and TShock has serious issues. Like being unable to break walls. And being unable to drop most items without them vanishing. But...since I'm hosting mine on Linux, official server doesn't work, and I'm stuck with it.
Edit: They've patched the broken item drops, the broken walls, and the broken ropes. Still waiting on an officially compiled binary for the broken teleportation commands, but those aren't as important and I'm feeling too lazy to install Visual Studio just to compile this.
So I don't advise reading all of this; some of the changes are best experienced firsthand. However, there are a number of major game changing patches that I've highlighted. Commentary on them below.
Bug Fixes
You can no longer craft items or money by placing items in the trash.
You can no longer sell your gold to NPC's
Music box/chest duping no longer works
Bunnies/Goldfish spawned from statues no longer drop money during a Bloodmoon
Equipping items to the social slot in German no longer crashes the game
The game will no longer create a random password during multiplayer world generation
You can now reforge in all languages
Active blocks will no longer become inactive with a chest on them
Fixed a bug that would cause a suitable house to be unsuitable
Fixed a lot of bugs that were not listed
Mechanics and Gameplay
Enemies now have a health bar
There is now a map, mini map, and overlay that only shows tiles the brightest they have ever been
The map can be toggled using tab, m, or through the map icons
“M” has been remapped for the map feature
“J” is now the default button for mana use
There is now an extended crafting menu that will show everything you can craft
Some items now stack to 999
Character slots have been increased to 1,000
World slots have been increased to 1,000
The starting female cloths have been modified
There are several new hairstyles
Character creation has been remodeled
Chest sizes have been doubled
Your inventory space has been increased by 10
You no longer need to jump to ascend single blocks
The hammer is now used for creating slopes, halftiles, and breaking walls only
The axe is now only used for chopping down trees and giant mushrooms
Pickaxes will now remove blocks, placeable objects, and items such as Life Crystals and chests
You can now paint any solid tile or item
Dye slots have been added You will now start with 10 mana
You can now craft early game magic robes and staves Bricks, wood, stone and glass all now blend together Mana Crystals only require 5 fallen stars to craft, down from 10
If water touches a halftile it will create a waterfall
Your world has a chance to get alternative ore as a replacement for copper, iron, silver, and gold
Your world has a chance to have a replacement for the Corruption
Your world has a chance to get alternative ores as a replacement for Cobalt, Mythril, and Adamantite
Your world has a rare chance to have a pyramid or living tree spawn during world generation each containing their own loot table
There is a new hardmode jungle temple
There are now beehives that can be found in the jungle
There are now several new backgrounds and tree variations your world has a chance to generate
Water will now change color based on the biome you are in and depth underground Ropes are now found early game and can be used to craft rope coils for traversing the world
Chains can now be placed and used as a rope mechanism
Mushroom grass/seeds can now grow and spread above ground
There are now 3 colors for wires Actuators can be used to make any solid tile active and inactive
There is 1 new liquid type that can be found in the Jungle
There are several new fountains that will change the color of water when they are place nearby
Pearlstone bricks no longer spread hallow
Rain and blizzards have been added
There is a new snow biome with unique treasures and items for normal and hardmode
Enemies no longer trigger underground pressure plates
There are new pressure plates that can only be triggered by certain things such as the player, enemies, or both Clowns will no longer blow up tiles
There are several new buffs and debuffs
There are now mini Capture the Gem addition to the game. You can craft large gems that draw a gem icon above the player holding the gem and if the player is killed the gem will be dropped next to their corpse
There are 2 new hardmode events
Werewolf form has been buffed and can take place every night
Broken armor debuff only lasts 2 minutes, down from 5
You now use a pickaxe to remove armor from a mannequin
Players no longer take double damage in pvp
Items of the same type will now stack when next to each other When using a gravitation potion your world will invert rather than your character You can no longer become invincible when touching fire blocks
Increased speed at which you can buy stacks of things
Graphical Changes
The sun is now brighter
Midnight is now darker
The sky has a smooth gradient
There are several items that have had graphical upgrades such as gems, colored torches, minishark, muramasa, aqua scepter,
starfury, ect..
There are now stalagmites, icecicles, moss, plants, rocks, and other "piles" added to enhance the environment
There are several new mini caves that can be found with unique backgrounds
Each biome will now have chests and pots with unique graphics
The dungeon now has 3 unique textures/colors and furniture
Hell houses have been remodeled
Floating islands have been remodeled
Each biome will now have unique textures and wood types:
Corruption: Ebonwood
Jungle: Rich Mahogany
Crimson: Shadewood
Hallow: Pearlwood
Each brick now has its own unique texture
Each brick wall now has its own unique texture Torches are now animated and can be placed on walls
Common enemies such as demon eyes, skeletons, and zombies have all been given graphical variations
There are several new tombstones
All objects in the game that sparkle will now sparkle with a corresponding color
Recipes/Items
In total there are over 1,000 new items
There are 10 new ores
There are 4 new wood types
There are 31 new brick types
You can now imbue melee weapons
There are several new arrow and bullet types
There are several new crafting stations
There are several new wands used for crafting new bricks and brick walls
You can now craft bricks, walls, and furniture out of several new materials:
Slime, Bone, Mushroom, Living wood, Flesh, Silt, and many more!
You can now craft Jester Arrows
There are 12 new wing types
There are several new vanity sets
There are a lot of new rare drops added to enemies
You can now craft stained glass
There is an item in hardmode that allows you to change biomes
There is an item in hardmode that allows you to increase your max health
There are 29 new tinker combinations
Several new items have been added to the game that are used for crafting dyes
Starfury now acts as a melee weapon and has had its damaged increased
Aqua Scepter has been redesigned and does slightly more damage for less mana
Water bolt has been redesigned and does slightly more damage Vilethorn does more damage and uses less mana
Magic Daggers have been buffed
All of the old classic armors can be found as rare drops and have the same stats as their current counterparts and count towards set bonuses
Items that were called dyes previously for crafting have been changed to thread Chests now have larger loot tables
You can now make picks instead of drills and axes instead of chainsaws in late game tiers Increased the drop rate of souls
There are over 50 paintings that can be collected randomly throughout the world
Jungle armor no longer requires gems
The amount of meteorite required for crafting has been decreased
Meteorite armor has more defense and does more damage
Silt and slush can be extracted into useful materials, items, and money
Each boss has a rare chance to drop a placeable boss trophy
Hooks can now be crafted out of gems
Depth meter is no longer craftable
Stars can now be crafted with bottles to make a new light source Floating island chests no longer require a key
Gems and bars can be placed Items made from hellstone now require less hellstone
NPCS
There are 8 new friendly npcs
There are 4 new bosses
There are over 100 new enemies
Friendly npcs will sell different items depending on certain conditions such as time of day or biome they are living in
Hardmode bosses have a chance to spawn on their own to help players progress through the game
Current hardmode bosses now do slightly less damage and have had their health decreased
There is a rare spawn mini boss that can be found during blizzards in the above ground ice biome
There are over 15 new pets that can be found in chests and dropped rarely off enemies Early hardmode enemies now do less damage and have less health/defense. Skeletron can now be summoned and has a small loot table
Music
There are 15 new tracks for the game, 3 of which are from the console version of the game
Day theme 2 will loop into day theme 1 to add variation above ground
Desert, ocean, glowing mushrooms, dungeon, and space all have their own tracks now
Ice biome has an above and below ground track
Performance/Miscellaneous
The game now only loads assets when needed, reducing the amount of RAM used
Optimized tile data to reduce RAM usage There game will now ask you if you want to use UPnP to automatically port-forward when hosting multiplayer
So, starting from the top.
The addition of 10 mana from the get go is a great call; it lets you make use of basic magical items like the magic mirror without having to go through the tedious process of collecting stars. In addition, the reduction of stars required to make mana crystals means an early-game caster is actually plausible now.
Since all materials blend together now, it's loads easier to create awesome houses using a unique variety of blocks. So far, everything has looked great to my eyes so far.
Like I mentioned above, the cost of mana crystals has been reduced by half. This makes the collection of falling stars much less tedious and makes playing a mage from the get-go relatively easy (you have to factor in the probability of actually finding magical items, but still.)
Ropes and chains are beautiful motherfuckers. They're a stylish and quick way to get around, they look great, and they make spelunking a lot less costly (specifically, not having to use a stack of wood on platforms). Ropes are super common drops from pots. Chains, which are functionally the same AFAIK, can be crafted 10 per ingot at an anvil.
Actuators are another great addition. If you wired much pre-1.2, you were probably familiar with active and inactive stone blocks. Great alternative doors that could be made passable or impassable at the flick of a switch, but unfortunately ugly when implemented into most housing designs. Actuators allow any block to be toggled for passage, so now you can have a drawbridge that doesn't look like a giant grey turd.
Clowns were a builder's worst nightmare. Previously, peeps generally built anti-clown countermeasures before making anything too grand, whether said countermeasures fit into the design or not. Now that these creepy dudes are harmless to buildings, we can build without worry.
Gravitation potions are excellent tools that make locating floating islands and skybuilding infinitely easier. Unfortunately, the things were a bit disorienting, and if you weren't paying attention, you'd splat yourself onto the ceiling before you knew it. Now it feels more like falling up than anything. You have a clear view of what's "below" you, so you're not so likely to splat yourself. Still; play safe, kids.
Peeps fresh into hell (or meteors) and anyone else without an obsidian accessory should be wary. In the past, the damage taken from standing on hot blocks would activate invincibility for a bit and keep you safe from the baddies. Now, if you're getting forced onto firebricks by the forces of hell, you get not even that tiny moment of safety. Watch your step!
The sun gets buffed and the moon gets nerfed. However minor this may initially seem, do not underestimate the power of lighting. Before, nightime darkness was a minor inconvenience; it made trekking through the world a bit more risky, but not much less plausible. Now, though, the night is to be feared. Visibility is nearly completely gone and early light sources do next to nothing.
I cried tears of joy upon learning of this one. No longer do we have to deal with stupid workarounds to lighting up a relatively open cavern. Any wall is fair game down to the rocky layer (the one that can't be harvested and below it). Makes lighting a lot more convenient for spelunking and less retarded looking in houses.
This is more of a personal thing, but I love Vilethorn; it's a great early-game magic weapon with plenty of utility and a great role all its own. The fact that it's getting some attention makes be smile a bit inside.
No longer do we have to deal with an inventory half-full of aglets; we're finally getting some variety up in this bitch. So far, regular and golden chests have given me great variety -- I don't think my primary item out of them has been the same twice. Jungle chests have somewhat disappointed me though. Four chests landed me four Feral Claws. Could be coincidence though.
Souls were a chore to get before, especially Souls of Light and Souls of Night; the drop rate was pretty pathetic on the upper hollow/corruption. Haven't tested myself yet, but hopefully we're looking at a solid 70 or 80 percent drop rate this time around.
So, no more having to farm for keys in the dungeon before hitting up sky islands. This works well any way you slice it. Inexperienced players have a means of upping their gear before having to fight Skeletron while veterans have better equipment for a WoF fight in the event they decide to bypass the dungeon altogether.
Hellstone sucks. It's annoying to mine, what with the constant distractions of Imps and Skull Snakes -- not to mention the super lame lave spawning mechanic the ore possesses. Any reduction of time spent mining this crap is a-okay with me.
Players fresh into hardmode are liable to get screwed six times over by the new and powerful mobs while getting their new gear. For newbies joining into a server with no gear at all? Progression is tedious and traversing the world is hell. The nerf to early hardmode enemies is going to help out a lot; getting some Cobalt might even be possible without taking a pixie to the face.
Skeletron is a fun boss; a lot of peeps want to be in on that fight, but not everyone has the same timeframe. Now the dude can be summoned (about time) with relatively simple-to-acquire resources. Great call, Red.
We here at HBG haven't had to deal with it on Hyperbole because Ven does a great job running things (props), but for those of us (me) with troublesome routers and under-par internet speeds have trouble hosting even a game for us and a couple of buddies. No longer.
Played the new update briefly. New ore I've seen Tin, Tungsten, Crimtane. New looking underwater chest, new looking enemies -Eskimo Zombie. Ice blocks. Snow ball weapons from snow blocks. Stalactites. Mushroom table, wall, and chair. Took me a while to figure out how to use ropes. I'll explore more later.
Maybe I was imagining it but, I started killing gels faster like I was stronger even though I was using the same starting equipment.
Defeated the Brain today and got a full set of Crimtane armor. I checked out the wiki to see what the condition are to summon the other new bosses.
Queen Bee, Plantera and Golem. All in the jungle which I haven't explored much. I'll need to reach hardmode first to get Plantera and Golem. Not sure if they'll spawn in one of my older worlds that are already in hardmode. You have to get a temple key from Plantera to get the Golem, thats pretty cool.
Oh, and apparently there are world trees. Big trees that you tunnel through. My world only had a small one but the big ones can spawn chests I guess. And there is a tree and leaf wand for building your own.
I've seen a tree like that. There was a pretty big tunnel underneath it with some wooden furniture and a chest in it. Chest gave me some kind of wand that uses wood to place leaves.
Other than exploring that tree I haven't really done much in the new update yet. Somehow I find it hard to get back into the game :p