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That's No Moon... It's a Moonlord: Terraria 1.3 Launches on PS4, XB1 Submitted

 

Greetings, Terrarians!

 

The day that you have all been waiting for has finally arrived! That's right, Terraria 1.3 for Playstation 4 launches TODAY!!!  Xbox One is a few days behind, as we mentioned the other day, but we did want to share that the 1.3 update for Xbox has officially been submitted to Microsoft for approval - so hopefully not too much longer now.

 

The update should roll out globally throughout the day - so be patient if it has not yet arrived on your console for download.

 

So, what exactly are you getting today? Well, the content changelog will be much the same as the one from when PC made the leap from 1.2.4 to 1.3. To give you just some of the highlights:

 

  • Brand new invasions and events - including Martian Madness and the penultimate challenge: the battle vs the Lunar Cultists, Celestial Pillars, and the Moonlord himself!
  • Over 800 new items - including weapons, armor, potions, building items and more - are available to find or craft!
  • Expert Mode - Fortune and Glory, Kid... are you willing to take on a much higher challenge with the promise of greater rewards?
  • New Biomes - the Underground Desert, Sky Lakes, and other mini biomes are out there for you to uncover
  • Loads of Quality of Life changes and new features/mechanics
  • Updated sprites and artwork aligned to the PC 1.3.4 update

 

However, that is not all! Terraria 1.3 for Consoles is not a mere update to the existing version of the game. Instead, this represents a complete rewrite of the codebase from the ground up, utilizing the core PC codebase as its foundation. What does this mean? It means you will see a good number of additional changes:

 

  • Brand new Controller schemes - including Red's Pick and legacy console defaults - as well as full controller remapping so that you can customize your controls to your preferences.
  • New UI for Single Player and Splitscreen that more closely matches PC
  • More save slots for Players and Worlds
  • Larger worlds that now exactly match their intended sizes on PC
  • Other smaller visual and otherwise tweaks

LEGACY CONSOLE SAVE CONVERSION


Have an existing save from the legacy version of Terraria on console? Don't worry, the Pipeworks team have made sure that you will be able to continue your adventure with your old saves into the new and exciting world of 1.3! When you first launch the new update on your console, your legacy saves will be converted over to the new format as a part of startup. This is a one time process and it will take several minutes, depending on how many players/worlds you have and how large and complex they are. It is important that you let this process finish, so do not shut off your console, etc. until it does.

FEEDBACK AND BUG REPORTING

Bug Reporting

The Pipeworks team is on full standby and is prepared to roll out hotfixes. This will start with any minor bugs that we deferred in order to get this update out to you sooner vs later and will also include anything else you find - because, as always, millions of players will always find something that even the best internal QA team will not. Please get any early bugs you find in so that the team can address as many as possible before everyone shuts down for the Holidays (remember, even devs and Sony/MS deserve some time off :)).


Primary place for Console Bug Reports - Please utilize this link, which we will also have in a banner on TCF for a bit: CLICK HERE TO REPORT CONSOLE BUGS

 

For further details – including where and how to provide bug reports, feedback, and what is next up for the Terraria teams, please check out our full forum post on this launch:  LINK TO FULL DETAILS

So, it's a day to celebrate for Terrarians everywhere - an amazing new update in your hands and the promise of so much more to come! We cannot thank you enough for your patience and understanding as our teams collaborated to make this latest version of Terraria as solid as we could.

Cheers and here's to the future... now what are you still here for? Get out there and enjoy 1.3!

~The Teams at Re-Logic, Pipeworks, and 505 Games

 

1.3.5 Update is Live on PC!

Hello Terrarians!

The dev team has been hard at work! We are excited to introduce new and improved language support/translations, 4K support, UI scale and zoom options, new furniture, a couple of armor sets, and more! This update represents one part of the team's vision for what we have called 1.3.5 to this point, and is focused on polishing and fixing up some issues that have needed addressing as well as bringing some long-requested features to the game. Admittedly, it is a bit light on "more content", however, we wanted to go ahead and get these ready-to-go features out to players now rather than making everyone wait until all of the other stuff is completed.

 

The other part of this update will be focused on a list of things that the team feels needs a fresh look (rebalancing/tweaking/polishing) as well as some areas that we feel were overlooked or forgotten when we were working on the past several updates. This will provide a solid foundation from which we can execute our other secret Terraria update plans - and we are pretty sure you will find those exciting!

 

For now, enjoy these handful of goodies (especially our non-English speaking fans), look forward to a second round to come... and towards even bigger things down the road.

Check out our 1.3.5 launch announcement post (linked below) on our forums for the full changelog and to discuss the latest update to Terraria!

Terraria 1.3.5 Launch Announcement

 

 

 

Changing of the Guard: An Update from Otherworld

Good Day, Terrarians-

 

We wanted to take a few moments to share some important news with you all in regards to the status of Terraria: Otherworld.

As you all know from when we first announced the game a good while back, Re-Logic’s focus has and always will be on delivering complete and quality game experiences to our fanbase. This means that we will not compromise game quality for speed to market or for any other reasons within our control. Our team had a clear vision for this game – one that we shared with all of you with much shared excitement – and, as much as we hate to say it (and in spite of all of the reforms we tried last year) - the current state of the game is still equal parts far from that vision and well behind schedule.

 

As a result, we have made the decision to move on from having Engine Software continue development of Terraria: Otherworld. Re-Logic has possession of the game (code, art, sounds, etc.) as it exists today, and we have been examining the array of options available to us to get TOW to a place to where we can confidently deliver on the vision and expectations we all have for this game. After taking a good hard look at everything, we feel that a new and fresh start/direction is the only way Otherworld will ever reach its full potential at this point.

 

So, where does TOW head from here? The great news is that we already have a dedicated and passionate team ready to pick up the torch and continue the Otherworld journey! Based upon their really impressive work to-date with the Terraria re-write on Console/Mobile, coupled with an amazingly on-point proposal for completing Otherworld (after a thorough review of the game on their end), we have made the decision to bring Pipeworks on board as our new development partner for Terraria: Otherworld!

We know that the "radio silence" and all of the shifting development work aimed at continuing the journey for Terraria: Otherworld has been frustrating for a lot of you. It isn’t a happy or easy call for us either – however, we feel strongly that we owe it to our community and loyal customers to uphold the standards that both you and we expect and to focus on delivering the best possible games that we can for you all to play. The length of the silence was purely driven by "these things take time to occur and then set up" coupled with our desire to have an actual solution/path forward before just sharing the news about Engine.

 

Come whatever may, quality is simply not something we are willing to compromise on to make a quick buck. It may be painful in the short term, but our sincere hope is that it will pay off for everyone in the long term. Clearly, had we known this would be the scenario way back then, we would have held off on announcing the game until a later time - but such is game development. That said, we are really happy and confident with the new team and new plan - and cannot wait to get back on track.

 

Some quick details/questions that you may have:

 

  • Scope: We will be working with Pipeworks to examine the entire game, from top to bottom, to see how it fits with our high expectations and core vision for this project.
  • Timing: As we know more about the specifics of timing, etc and/or have fresh spoilers to share, we absolutely will - though expect the "quiet period" to go on just a bit longer while Pipeworks gets ramped up and we actually have new things to show.
  • Impact on other work: Pipeworks will staff up appropriately so that the Otherworld workload does not have any impact on the timing/quality of the Terraria 1 Console/Mobile/Switch launch
  • Other Changes: We will be doing a full refresh of all of the Otherworld public-facing locations (Website/Twitter/Facebook/etc.) - including a revamp of the logo itself!   As these are completed, we will be sure to let you know so that you can check things out!

 

Thanks so much to you all for your amazing support of Terraria, Terraria: Otherworld, and our company. It is that support that drives us every day to do amazing things for you and we look forward to sharing more of what is to come very soon.

 

We are sure that you have a ton of questions, and we will answer what we can – but we will not delve into some areas out of either respect or confidence or the unknown. So we will ask your patience and forgiveness in advance there.

 

Thanks!

 

 

Update on Console & Mobile 1.3 Update Progress

Good day, Terrarians and a Happy 2017 from Pipeworks!

 

It has been a few months since we announced our taking over the work on Terraria for Console and Mobile; including a full rebuilding of the Console/Mobile codebase. We are happy today to be able to give you an update on progress - and to showcase some of what is coming your way on the road to 1.3 for Xbox One & PS4!

The video above contains a few snippets from our latest build - contrasted with the identical content from the PC version of Terraria so that you can see our end goal of "one Terraria experience" coming to fruition. We hope you join us in our excitement when you see this small taste of what we are building for each of you; including a new "friend" who is dying to meet you.

 

Keep in mind that this is a pre-alpha build so you may notice some bugs appear, however we couldn’t hold off any longer releasing some footage!

 

So, what about timing? Glad you asked:

Console

  • Our work is progressing on-schedule, and we are really pleased with the progress thus far!
  • We are quite close to moving to Alpha and beginning the rigorous testing/QA process in partnership with our friends at Re-Logic.
  • Target Timing for release of Console 1.3 remains Q2 2017.

 

Mobile

  • Our plan is to utilize good portions of what we have built and learned with the console rebuild as we work to build a similar "One Terraria" experience on mobile devices.
  • Of course, there will still be a good bit of work needed on mobile-specific areas (UI, Controls, etc) beyond getting that core foundation solid.
  • Target Timing for release of Mobile 1.3 remains a few months after Console, so you can expect this in the second half of 2017; hopefully sooner rather than later!

 

The Pipeworks team is quite pleased with the progress the team has made thus far and continues to make every day. We are even more thrilled to give you a sneak peek at some content that will be arriving soon!

1.3.4 Dungeon Defenders Crossover Update

 

1.3.4, is now live! This update opens the portal between Terraria and Etheria, bringing the Dungeon Defenders 2 cross over content, including a new NPC, enemies, weapons, and more! We've also introduced the ability to toggle on/off the visual effects and new water visuals created with community suggestions and feedback. You can check out the for a complete list of additions and new features. Side note: you do NOT need to make a new world to access any of this content!

Features

Dungeon Defenders 2 Cross-Over Invasion

  • Invasion event featuring enemies, weapons, and gameplay mechanics inspired by Etheria - the Dungeon Defenders 2 universe
  • This event will play like no other in Terraria - featuring a brand new mechanic where you protect an artifact from invading enemies with the help of a unique defensive structure system
  • Multi-tiered event allows players at multiple points in the game to experience scaling difficulty, with corresponding loot
  • Enjoy rewards in the form of armor, weapons, pets and more, all straight from the Dungeon Defenders 2 universe!

 

  • The Tavernkeep, a new NPC from the Dungeon Defenders universe, has arrived. He will be offering a variety of Etherian loot and gear in exchange for an exclusive currency earned by playing the new invasion!
  • Completely redesigned liquid visuals. Enjoy the ripples and waves, as the player, enemies, and projectiles now have a visible impact when they enter and move through water
  • The Blizzard weather event now has a new, unique ambient sound when active
  • Toggles for recently-added visual and water effects that will allow players to balance beautiful visuals and performance to fit their preferences
  • A new ability for Summoner players to direct their minions to attack a specific target
  • An experimental new world seed feature (This will be inactive by default, see below in the Changes section for more details)

New Items​

  •     Four new sentry summons, each of which has three tiers of potency
  •     Ten new weapons
  •     Eight new armor sets
  •     Five new accessories
  •     Two new pets
  •     One new light pet
  •     Three new boss masks and trophies
  •     Two new decorate furniture items
  •     One brand new “Personal Safe” style furniture item, in the style of the Piggy Bank and Safe
  •     A brand new currency which can be spent with the Tavernkeep for much of the above

New Enemies​

  •     Ten new enemies, many of which can become visibly (and mechanically) more powerful as gameplay progresses
  •     Two new invasion style mini-bosses
  •     One new boss

Other​

 

    One new soundtrack based on the Dungeon Defenders 2 OST, complete with a matching Music Box

    Over 200 new sound effects inspired and adapted from Dungeon Defenders 2

Also included in this update are a nice list of fixes/changes as usual.  For the entire changelog - and instructions on how to use the new experimental World Seed feature, check out the links to our forum posts below:

1.3.4 Announcement Post

Experimental World Seed & Texture Pack Instructions

 

Terraria 1.3.3 - The Desert Update - is Live!

 

Greetings Terrarians!

We are proud and excited to announce that the latest update (1.3.3) for Terraria on PC/Mac/Linux is now live!   From swirling Sandstorms to brand new gear to the elusive and deadly Sand Shark, the 1.3.3 update brings the Deset Biome up to a whole new level!  

So, shake the sand out of your shoes and take a few minutes to check out the changelog below - and while you are there, don't forget to share your thoughts and feedback with the team so that we can continue to improve and evolve Terraria moving forward!

Terraria 1.3.3 Changelog on TCF

The Path Ahead: Major News Updates for Console & Mobile

Good day, Terrarians!

We cannot help but to be really excited about the ongoing work – and that we are finally able to share it with you! So, without further ado, we are sharing a handful of plans with you today:

  • Old Generation Consoles (PS3/Xbox 360/PS Vita)
  • Changing of the Guard
  • Current Generation Consoles (PS4/Xbox One)
  • Mobile

  

OLD GEN CONSOLES​

What’s happening with old-gen?

  • Engine Software is currently working on an update that will be focused on clearing out the most impactful bugs that our QA and/or Re-Logic QA have been able to uncover - along with keeping close track with anything that the Community has raised. This will encompass over 100 fixes in total. If you have any major items in particular that you would like to inquire about, please let us know.

 

  • This update will unfortunately be the final update for PS3, XB360, and PS Vita

 

  • Targeted release timeframe is September 2016

 

  • The great news is that you can continue to play these versions of Terraria (both online and offline) as a fully functioning – and still incredibly fun – game.
    • No further updates will be coming for old gen
    • Current-Gen consoles (XB1, PS4) will continue to receive updates (more on that below)
    • Future updates to current-gen platforms will unfortunatelty make cross-play with old-gen platforms impossible

 

 

Why are we no longer providing updates for old-gen?

  • Simply put, these consoles are 12 years old at this point, and we are running into hardware requirement issues (as some of you saw with Vita): as Terraria has grown over the years, its hardware demands have as well – with 1.3 being a sizeable jumping-off point. This also means that we would likely have to substantially "hold back" current gen possibilities in order to make things work with the "lowest common denominator."

 

  • So, that being the case and in order to continue to give all users the best Terraria experience, we needed to draw a line here that allows old gen players to have a stable and authentic game experience – even if that means being stopped at 1.2.4 tier content – while also enabling current gen consoles to fully leverage their more current hardware.

 

  • We explored a few possible approaches to make 1.3 work, but – to be frank – none of them were really acceptable. They required too much in the way of compromising the Terraria console gameplay experience and still left some lingering stability concerns, all while drawing in a rather large amount of resources to make it work at all – resources that we ultimately feel would be better used to push Terraria forward further and faster.

 

 

How are we making the transition easier for our users?

  • You will be able to upload your worlds from old-gen platforms and transfer them to current-gen – we have been focusing heavily on cross-saves over the past few months and will continue to do so in order to be 100% certain that this is functional for everyone.

 

  • We are working with Sony and Microsoft to help make the transition as smooth as possible for current owners – keep an eye out for some exciting promotions!

 

CHANGING OF THE GUARD

As this is a major milestone in the journey of Terraria on Console and Mobile, we took a step back and evaluated everything that we had currently going on as well as available resources. To that end, we are making a shift in the development teams moving forward. We thank Engine and Codeglue for all of their contributions to bringing Terraria to a wider community but we’ve made the decision to bring all development in-house under one roof with Pipeworks. So say a big thank you to them both, and a give a warm welcome to Pipeworks!

 

Engine will remain on board until the final Old Gen Console Update is complete, while CodeGlue will remain on board until sometime in Q3, as they continue their work on stabilizing the mobile codebase. CodeGlue will also remain on board for any future 3DS updates.


Meeting Pipeworks: Our new Console and Mobile Development Team

That said, let’s meet the new team shall we? Taking over the mantle of Terraria development on Console and Mobile will be Pipeworks Studio out of Eugene, Oregon! Here is a bit about Pipeworks and why they were such a good fit for this project:

 

  • They are a part of the Digital Bros. group (of which 505 Games is as well) – so this is an opportunity to bring Terraria “in house”
  • Since the reforms in QA, our current Console (and future Mobile) QA team is located at Pipeworks as well – this means that the QA team and the dev team will sit side-by-side, and that makes for some massive gains in efficiency of finding and squashing issues!
  • The team dedicated to Terraria at Pipeworks are MASSIVE Terraria fans. Each of the team members are well-versed veterans of the franchise on PC and beyond – logging hundreds of hours of play over time. They are also immensely passionate about this project and making this amazing.

 

So, everyone, please share your warmest greetings to our new team at Pipeworks! We have certainly encouraged them to dive right in to the community – and we hope to have some events in the very near future that will allow the community and the dev team to interact more closely. Stay tuned there!


CURRENT GEN CONSOLES

Continuing with our theme of this being a key milestone and thus a chance for a fresh start, Pipeworks is hard at work on two huge undertakings:

 

Console Reset

  • PW is currently rebuilding the entire Console Terraria experience from the ground up.
  • The foundation/standard being utilized is the current Terraria PC codebase, which should ultimately mean:
    • Integration of the PC Controller support style
    • A more seamless/authentic experience - when you play one version or the other, they should feel quite similar if not exactly the same!
    • Shortened update “gaps” and a cleaner, more stable experience
    • And more!

 

  • There are other potential benefits to this Reset that the team is actively exploring and discussing, but we will save those for sharing when we know more/are more certain if/when any of that will be possible.

 

Terraria 1.3 on Current Gen Consoles!!!

  • Our next update for current gen is the long-awaited MASSIVE Terraria 1.3 update - which includes a ton of new content. When it arrives, it will include both the reset discussed above AND be current up to at least PC 1.3 standard. For those of you whom are for some reason unaware of what all 1.3 brings to the table, here is just a small sampling:
    • Endgame Celestial Invasion Event & Moonlord final boss encounter
    • Brutally difficult Expert Mode – where fortune and glory - and unique loot - await those brave enough.
    • Over 800 new items, bringing the total count to well over 3500!
    • Numerous player quality of life upgrades
    • Original Changelog for PC is located here: http://forums.terraria.org/index.php?threads/1-3-changelog.20617/

 

We know that everyone has been dying for this content to arrive on Console for some time, and we are beyond thrilled to finally announce that it is well underway.

 

The timing of these two projects will overlap – meaning that Current Gen Console players will get both the Reset AND Terraria 1.3 at the same time! Of course, that leads to the obvious question: When?

 

Our current target delivery for the Reset+1.3 is Q2 2017. All of this will be absolutely free to existing Current Gen Console Terraria owners (Old Gen players will have to purchase a Current Gen copy).

 

We – and Pipeworks – plan to share progress and spoilers along the way. We are even looking into more interactive ways to allow you all to share in the journey with us. So, stay tuned and look forward to that! In the meantime, let’s whet your appetite with a quick screen of the current actively-running build of Console Terraria:

 



MOBILE​

So, that just leaves our good friends the Mobile Terrarians. What do we have in store for you guys?

 

As you saw above, we are changing our Mobile development team over to Pipeworks as well. As with Console, Pipeworks is working to redesign and rebuild the Terraria Mobile experience. This eventual Mobile Reset will include Terraria 1.3 as well!

 

In parallel, CodeGlue will continue their efforts to stabilize the existing Terraria mobile game. This will be critically important even with the Mobile Reset, because there will likely be older devices (less RAM, etc) that cannot run Mobile 1.3, and we want to leave players with those older devices with as stable and solid a Terraria experience as we can.

 

Key things to know:

Timing is planned to be “around the time of” the Console Reset – but likely will come after it by at least a few months. As we know more, we will share it.

  • As with Console, we will share our plans and progress and journey with you!
  • We are aware of other features desired by the community (online multiplayer, UI redesign, rebalancing, etc), and those will absolutely be discussed in our planning. As we know more there, we will fill you in – hopefully, we can cover off at least some of these in the reset!
  • As always, the updates (and the reset) will be free to current owners of Terraria on Mobile.


Whew, well that’s all we have for today – it was a lot to write and probably even more for you guys to take in. We are beyond thrilled to be able to share all of this with you and equally excited for what this means for the future of the franchise is a massive understatement. We truly feel that we have found a way here to spend the time and money needed to accomplish our – and Re-Logic’s – goal of providing the best Terraria experience possible to as many people as possible. This is something that we look forward to continue providing to you all for years to come.

 

Here’s to the journey ahead!

Terraria 1.3.1: Mechanics & Controller Support is Here!!!!

Good morning Terrarians!

Welcome to the launch of Terraria 1.3.1 – the latest in our series of updates to Terraria.   This time around, our focus is on greatly expanding the Mechanics (wiring, traps, and devices) System, adding some nice Quality of Life tweaks, and bringing Controller Support to the PC version – for all of those players that might prefer a controller to mouse + keyboard.  We sincerely hope that everyone enjoys what this update has to offer – and stay tuned for announcements around our plans for future updates and other news related to the Terraria franchise in the months to come!    The world of Terraria should remain exciting for a long time to come – and we thank each of you for your support in making this all possible and worthwhile!

 

Of course, we want to be sure to thank our amazing team for their hardwork and dedication to this update. Yoraiz0r had his work cut out for him with adding controller support to an engine that was not built for it. Not only did he make it work but he made it work so beautifully, thank you so much!  Lazure as always did a fantastic job providing assets to a sometimes too picky team. Thank you for your creativity and patience!  Arkhalis and the entire beta testing team- You rock! This update would have been a little messy without you! Everyone else behind the scenes- You know you are very much loved and appreciated!!

 

Now that all that mushy business is out of the way we can jump back into things!   As we noted, this update is focused on new mechanics and controller support- yay! Thank you everyone who provided suggestions in the mechanics suggestion thread- you gave us some great ideas!

 

Below you will find the changelog as well as some other fancy things to check out, please read through everything before jumping into the game, we promise it is worth it!   For further details – and to explore out an awesome brand new Adventure Map by Baih and Noel – check out our official release thread on TCF:

OFFICIAL TERRARIA 1.3.1 LAUNCH THREAD

DOWNLOAD THE 1.3.1 DEDICATED SERVER SOFTWARE

(Currently v1.3.1.1)

TERRARIA 1.3.1 CHANGELOG

Features

  • Added Controller Support using Xinput.
  • Added Inventory Sorting.
  • Dart Traps & all Temple Traps can now be hammered to rotate 90 degrees at a time.
  • Added smart interact, making chatting with NPCs, opening doors and using objects easier.
  • Cannons (normal, bunny, confetti, Snowball Launcher) can now be controlled by wire and shoot fake projectiles!
  • Improved Smart Cursor & made it interact with more items.

 

Quality of Life

  • Improved Wire drawing to look less fuzzy with multiple colors on the same tile.
  • Improved over 1,800 sprite graphics.
  • Optimized net messages for tile entities (target dummies, item frames)
  • Improved the Settings Menu and added new settings.
  • Added new large gem over-head display.
  • Improved melee hit detection around slopes.
  • You can now use situational building accessories from your inventory and toggle their effects like info accessories.
  • Info icons now have a border around them when aimed at (clarity!).
  • Improved keybinding options, you can now also bind to mouse 3/4/5.

 

Items

  • Added Logic Gates (AND, NAND, OR, NOR, XOR, NXOR
  • Added Logic Gate Lamps (On, Off, Faulty)
  • Added Logic Sensors (Day, Night, Under Player)
  • Added Liquid Sensors (Water, Lava, Honey, Any)
  • Added Conveyor Belts.
  • Added The Grand Design.
  • Added Yellow Wrench.
  • Added Junction Box.
  • Added Mechanical Lens.
  • Added Announcement Box.
  • Added Actuation Rod.
  • Added Team Blocks and Platforms.
  • Added Static Hook.
  • Added Presserator.
  • Added Engineering Helmet.
  • Added Companion Cube.
  • Added Gem Locks.
  • Added Large Amber.
  • Added Weighted Pressure Plates (4 colors).
  • Added Wire Bulb.
  • Added 12 new craftable Critter Statues.
  • Added Portal Gun Station.
  • Added Trapped Chests.
  • Added Projectile Pressure Pad.
  • Added several new monster statues.
  • Added Angler Tackle Bag.
  • Added Geyser Trap.
  • Added Bone Campfire.
  • Added Ultra Bright Campfire.
  • Added Multicolor Wrench.

 

Miscellaneous

  • Critters spawned from statues are no longer catchable.
  • Highly increased Duke Fishron's "run away" distance.
  • Medusa can no longer petrify players directly above her.
  • Medusa is now Hardmode-only.
  • Added NPC names for the painter, wizard, and skeleton merchant, based on contest results.
  • You can now find Beehives in the Jungle - Not the bees!
  • Lowered the volume of the Solar Eruption's use sound.
  • Torches can now be put on actuated tiles.
  • Slimes should no longer be able to go through 1 block high gaps.
  • Target dummies no longer benefit from lifesteal or spectre set.

 

Bug Fixes

  • Fixed Frostbite hiding time left when wet under certain circumstances.
  • Fixed Desert Spirit hitbox to match sprite size.
  • Fixed NPCs not recognizing kills / interactions properly if they have multiple segments.
  • Fixed music boxes not emitting music notes while open.
  • Fixed Flesh Grass spreading under Sunflowers.
  • Fixed Tally Counter not showing information for enemies hit with mounts or special attacks.
  • Fixed player leg skin colors mismatching the rest of the body when in stealth.
  • Fixed Seedler not dropping from Boss Bags.
  • Fixed popular NPC Housing exploit.
  • Fixed Ranger Lifesteal bug.
  • Fixed Paint Sprayer spraying over blocks in several occasions that it should not (e.g. grass that gets turned into dirt as a result of placing an object).
  • Fixed being on the edge of the underground not counting when spawning dungeon / Underground Desert monsters.
  • Fixed teleporting directly on top of a pressure plate not triggering it properly since.
  • Fixed Town NPC melee weapons drawing brightly while in darkness.
  • Fixed Crimson Heart failing to stand to roll roll around on platforms.
  • Fixed tile entities not properly clearing on world clear procedure.
  • Fixed Crystal Storm not bouncing its shots.
  • Fixed chests without custom names not showing mouse over icons.
  • Fixed Wooden Boomerang being unusable when near slopes.
  • Fixed Wall of Flesh going above hell and dragging everyone with it.
  • Fixed Martian Saucer having invisible / unhittable body parts in multiplayer.
  • Fixed Martian Probe not causing Martian Invasions when it should.
  • Harpies and Antlion Swarmers can no longer swim.
  • Fixed dressers blowing up from explosive projectiles.
  • Fixed Gi and Kimono leg sprites being genderswapped.
  • Fixed ancient light and fishron bubbles not appearing in expert mode.
  • Fixed Werewolf sounds being bugged if used for vanity.
  • Fixed Tax Collector not using some of his special chat dialog.
  • Fixed infinite flight time exploit.
  • Fixed Martian Saucers missing their home planet during the invasion and leaving.
  • Fixed trapdoors de-syncing when operated via wires.
  • Fixed L shaped housing exploit.
  • Fixed minecarts hitting invincible enemies.
  • Fixed multiple bugs regarding auto-pause and inventory management.
  • Demon Altars should no longer create 'unbreakable' pots.
  • Fixed rare "character not respawning" under certain circumstances.
  • Fixed background drawing through completely unlit walls in hell.
  • Fixed solar pickaxe using a bad glowmask.
  • Fixed wall of flesh not spawning in singleplayer under certain circumstance.
  • Fixed snow not falling naturally after a player jumps in most cases.
  • Fixed paintball gun and confetti grenades being unable to crit.
  • Fixed Titanium Armor & Black Belt dodges not working against Moon Lord.
  • Fixed animated tilesets touching half-bricks stop animating.
  • Fixed yet another duplication exploit.
  • Fixed altered worlds getting stuck in spirit release phase under a rare circumstance.
  • Fixed Chlorophyte protection in the jungle not being as effective as it should be.
  • Fixed right clicking equipment at inventory not granting achievements for equipping it.
  • Fixed paladin's shield ally protection benefits not functioning properly.
  • Fixed minor capitalization issue in the guide's help text.
  • Fixed star in a bottle buff not working.
  • Brain of Cthulhu & Eater of Worlds now properly leave upon massacring the player / if the player leaves their territory.
  • Fixed issue where the nurse would not heal all debuffs under rare circumstances.
  • Fixed double damage popups from other players inflicting harm to themselves via explosives.
  • Fixed 'full-screen map' button opening a black screen if map is disabled in general.
  • Fixed players being unable to get on a mount if they're too close to workbenches.
  • Fixed shenanigans with actuating gemspark blocks.
  • Fixed Mudstone Brick having a bad name (Mudstone Block).
  • Tiles under Lihzahrd altars can no longer be actuated until the golem is defeated.
  • Fixed temporary holes in the darkness when removing light sources.
  • Fixed items that cost less than 5 copper always sell for 1 copper , even when sold in Stacks.

Terraria Comic Book from DC Comics is Here!

Good Morning Terrarians!

As you know, we have had a series of Terraria merchandise for some time now - which many of you have taken the opportunity to pick up.  From calendars to stickers to posters, toys, and more:  we are working with Jazwares as well as directly with a variety of merch providers (how about those sick OneDrop Terrarians?!?) to expand our offerings into areas that will satisfy our quite diverse fanbase.

 

We will have more to share around that as the year progresses....but we wanted to take some time today to share what we feel is one of the absolutely coolest things we have had the chance to work on: a Terraria Comic Book with DC Comics!!!  Join Calista the Dryad and reluctant hero Alistair on a quest against a terrible evil....or maybe just for fortune and glory.....

This project was truly a collaboration between Re-Logic and the amazing people over at DC Comics.   From the art style to the story, DC was a pleasure to work with and the end result is a fantastic collectors' item that is equal parts awesome and authentic to Terraria.  We sincerely hope that you enjoy it as much as we do!   We are quite hopeful that it does really well - as we would love the chance to do more of these.

 

The Comic comes packaged with two Terraria figures (Platinum Armor and Dryad) in the same style as the existing toy line.  It is available at Toys R Us online now and should be in stores soon if not already!!!   To pick yours up, simply click the comic cover above to head directly to the Toys R Us page!

We are really excited about this collaboration and hope that it is merely the beginning of what is possible with taking the Terraria franchise to the next level!   Who knows, maybe we will see this become an actual comic series!  ;)

Join your fellow Terrarians in discussing this amazing coming on TCF here:  http://forums.terraria.org/index.php?threads/terraria-comic-book-from-dc-comics-is-here.40367/

Stay tuned for more cool stuff as 2016 marches on!   Thanks as always for your support.

Terraria 1.3.0.8: Now for Mac & Linux Too!

Mac and Linux Terrarians, your day has finally arrived!

We here at Re-Logic are thrilled to announce that we are officially launching the Mac & Linux versions of Terraria today!   This has been a very long time in coming - and we know how very much the Community has desired these new Terraria platforms, so we are eagerly looking forward to hearing your reaction.  :)

For everyone, please note that this will be Terraria 1.3.0.8.  This version ensures compatibility between Mac/Linux and Windows - no other substantial changes come with this update.   The dedicated server software links are below:

DEDICATED SERVER SOFTWARE FOR TERRARIA 1.3.0.8  - WINDOWS

DEDICATED SERVER SOFTWARE FOR TERRARIA 1.3.0.8  - MAC

DEDICATED SERVER SOFTWARE FOR TERRARIA 1.3.0.8  - LINUX

 

For further details and/or to participate in the Community chat around Terraria's move to these new platforms, check out the link to our forums below:

Official TCF Thread for Mac & Linux Launch

Thanks and enjoy!

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