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Fern
v3.03d Firebird Kagero do...

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Snake
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  Tips, Tricks, and Code Snippets - A Profile Beautifying thread
Posted by: chimeranyx - 05-30-2021, 04:26 PM - Forum: Guides - Replies (10)

As you probably know, in-game profiles accept HTML and CSS style sheets. The unfortunate thing, however, is that a lot of us aren't very... versed in such things.

That's where this thread comes in - It's here for everyone to share their tips, tricks, and code if they're so inclined.

I, personally, use this website for previewing my HTML, and this website for various symbols that can be used in text. Unfortunately, a lot of alt codes have been phased out for emoji, and I have no clue if they'll work as symbols or not.

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  I never used a forums account
Posted by: RobotPan - 05-30-2021, 06:01 AM - Forum: Fruity Rumpus General - Replies (2)

help




















terraria forums dont count


wait i figured it out, i dont require help anymore
Would you believe this got 100+ views?
bc i dont

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  [v.2.45c] Fruit of Forgetting How To Do Anything Always
Posted by: Blissey - 05-30-2021, 03:24 AM - Forum: Bug Reports - Replies (1)

Fruit of Forgetfulness, and potentially all other Fruits, freeze you upon use. This seems to only happen when you use them from the inventory directly, using the 'use' button once the item is selected.

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  Turn Order Bug (v.2.45c)
Posted by: Kiss - 05-30-2021, 01:33 AM - Forum: Bug Reports - Replies (4)

As the title says, this Bug has been an immense issue for all party's of the game. At this point I forget when its originated, probably when the turn orders got reworked.

As far as I can tell from experience alone, as the game continues to update the worse and more common this bug seems to appear. This bug has been reported many times with the same response of 'we need more reliable test-cases'.

The thing is, there's only one thing we actually can do, join a persons party and seems to be most common joining a party while during an action (This includes the players OR the enemies). This is why this happens the most in Black Beast attacks and the Necromancer. Multiple enemies doing multiple actions- It is during that moment when the turn order seems to just break.

Hell sometimes it just HAPPENS when you're holding your turn for a friend and they join, perhaps the act of holding out your attack also triggers it?

All I know is that its starting to become more and more apparent with the only fix to it being after the battle finishes, you wait the 'still visible' turn order?

This bug has been reported before by my friends Fern and Drezdin (And probably more but I didn't want to look back through 7 pages), which date extremely far back (Last Year). However instead of bumping their threads instead I wanted to bring more awareness to it by created another bug report.

If anyone else who has tested, or has more knowledge on the testing- Do give your say.

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  [V2.45C] Trapped In Wave 2 of Beasts
Posted by: Latto - 05-29-2021, 06:47 PM - Forum: Bug Reports - Replies (2)

Effects that remove special tiles (Destruction Rune in this case) destroy the end tiles needed to complete the second wave of the Black Beast Raid, leaving you stranded until you manage to flee.

[Image: 1bABJXM.png]

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  Party Chat
Posted by: Kiss - 05-28-2021, 07:23 AM - Forum: Suggestions - Replies (8)

Hello everyone.

Kiss here to bring you another fabled, world wide, and positively ground breaking suggestion.

Party chat.

With the new system of Party movement (Which I adore btw) having anew mode of chatting to your party would help with a lot of OOC and perhaps even IC issues. For one its much harder to communicate on an OOC level with your party. But it can also be used for IC conversations, why not right? How it works isnt what im suggesting here, I just think it should work like the 'Guild' chat but yknow, without your BYOND key names because...Yeah.

And there you have it, feel free to whip up whatever you guys want in the replies and give your own suggestion for improvements or how it would actually work.

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  Magic Mirror v2
Posted by: Kameron8 - 05-28-2021, 02:08 AM - Forum: Balance Fu - Replies (10)

This has been brought up in several threads before, but the raw efficiency and generally polarizing nature of the Magic Mirror enchant warrants some form of changes.  Here are the current effects of the enchant:

[Image: XN6KjU5.png]

Due to the nature of shields, the overwhelming majority of individuals using a shield with the Magic Mirror enchant are built with high defenses and resistances.  As a result, there are very few occasions where a single instance of damage will greatly exceed 100 -- which is the upper bound for the retaliation effect.  Practically speaking, this means that unless the foe you face happens to be a tome-using spellcaster, wield guns/bows, or has an efficient, spammable Guard Break ability, you are automatically permitted to deal (roughly) half of your maximum health to your opponent by spending as little as one momentum per turn.  You can deal more than half of your maximum health in damage with this item if healing is brought into the equation.  In the event you actually are fighting someone who can outright ignore this effect, you are relatively unimpacted as the investment for achieving it was only an enchantment that was slapped onto a shield.

From a strictly numerical standpoint, this is an extremely polarizing factor in PvP combat.  There are very few instances where someone who didn't happen to have a bow, tome, guard break, or spammable knockdown can defeat an opponent with 1,000 HP, if they themselves have 1,000 HP and have to take 500 unprotectable retaliation damage first to defeat their foe.

To make matters more polarizing, nearly all of the potential item counters to this single enchantment have been eliminated.  Ghosthands very pointedly does not work against the damage because it is 'Retaliation versus damage types' and not 'on attack', and even shoving the enchantment onto your gloves for the 75% reflection reduction does not reduce the amount of incoming retaliation damage. In fact, the description has been updated from a previous iteration to very specifically point out that this is the case; the previous description of the enchantment is shown below:

[Image: QFCE83F.png]

The current updated description, as mentioned at the top of the thread, is now as follows:

[Image: XN6KjU5.png]

Because of these factors, I believe some changes need to be made to this enchant.  The general power level of its effects are egregiously higher than all other shield enchants, and the option to take items or the enchant yourself specifically to dampen the effects is not available.  I will not suggest specific numerical changes to make, since Dev very often does not need or want that kind of input, but I will suggest that something be done to reduce the overall damage, and/or allow for items to counter its effects.  I do not believe a single enchantment should be capable of swaying the outcome of a combat so immeasurably.

Previous Threads:

[Mirrored Enchantment] Mirror Mirror on the Shield, who is the King of the Battlefield?

Magic Mirror : Mega thread pt1

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Star New Party Movement 'modes' needs a toggle
Posted by: Snake - 05-27-2021, 10:56 PM - Forum: Suggestions - Replies (6)

We gamers need a verb (and preference option) to allow us manually select what type of party movement we want for the moment. Something like 'toggle-party-formation' that Party Leaders can type and then manually change from 'Line' to 'Free', and vice versa.

A good idea also would be for this other verb, 'toggle-party-mode', to be available for the party members, but in a more personal way. Like for example, if one unit from the party wants to break formation, they can type the verb (or toggle in preferences?) to momentarily walk around, then once they're done with their business, re-enable being back in line.

The idea of different modes in general is nice and we all approve, but it needs a little bit of sanding and freedom.

The game automatically chooses it for us, but most of the time we don't really want what the game feels like it's right, if you catch my vibe. That's just a natural flaw of automated systems, and it doesn't play well with a roleplaying environment where certain situations beg to differ.

TL;DR, and more clarified:

- Using 'toggle-party-mode' makes the unit move freely, or go back to be in line.

- Using 'toggle-party-formation' changes this behavior to the whole party, setting it to 'Free' or 'Line'. (Only the Party Leader can use this as the verb is granted when you receive the Party Leader condition/variable, and while in Free mode, 'party mode' is ignored, since there is no line to go back to.)

- Naturally, neither can be used if you're not in a Party.

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  LE Vera Wa / Haunted Mansion (2.45c)
Posted by: duelist17 - 05-27-2021, 01:53 PM - Forum: Bug Reports - Replies (1)

I don't know if this counts as a bug or not, but the LE feature Vera Wa Doesn't increase the Haunted Mansion Clear Threshhold. It is always 10 levels below even if I have all 3 levels of Vera Wa.

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  [WIP] A Snowy Town
Posted by: MakeshiftWalrus - 05-27-2021, 01:33 PM - Forum: Mapping - Replies (11)

I'm going to up front, and say that I've been making this map with the intention of submitting it as Hyoya. I'll still finish, and upload the map regardless of whether or not I gain permission to actually make it, it can be used for another project of whatever design is needed.

It's still a huge WIP. I just want to show it off to get permission, criticism, and suggestions.

Planned Features:
- Verglas monestary + temple grounds
- Outside forge
- Inn + respite
- (Old?) Mining tunnel system
- Hyoyan swordmaster area
- Player Housing
- Recycling house
- A pain in the ass way to get to the top of the mountain
- Tons of NPCs to talk to
- Marketplace
- Lots of ice sheets for skating (And/or breaking your hips)
- Cold shoulders for foreigners

Completed features:
- Cold shoulders for foreigners
- Player Housing; current count: [18]

To Do List:
- Get permission to make Hyoya
- Bury the entire town in two feet of snow
- At least one more player house variation
- Decorating empty areas with rocks/trees/frozen corpses
- Figure out where NPC housing is going to be
- Finish the temple grounds
- Fffffffaggin' curly roads
- Animate the waterfall properly (Maybe the river too? Help)
- Interiors
- Make sure density/high are as they should be
- More ice rinks
- Use more NPC sprites than Tarson's for the ice statues
- Anything I haven't thought of / what gets suggested
- Fix janky pixel outcrops

Here's some screenshots from the current project. Quality in areas varies as I haven't touched on them yet. Everything is subject to change at the whims of my perfectionism.

[Image: G3oBKrq.png]
[Image: Y13et8W.png]
[Image: ZvYnO2w.png]
[Image: yb7jP9H.png]
[Image: OG9yhQV.png]
[Image: joB5wz3.png]
[Image: 8XXLQlI.png]
[Image: 6R59dau.png]

[Image: Nszw0id.png]


[Image: dZfADUV.png]


Any criticism, questions, or suggestions are appreciated. 

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