Things are certainly heating up outside - but the team has been able to keep its cool by continuing to push ahead with Terraria 1.4.5! We have had some successful localization tests this month (more on that below), while our good friends at DR Studios released 1.4.4.9.2 and have been hard at work fixing a handful of bugs that have cropped up on Console. We have enjoyed watching your reactions to our two big reveals over the last two weeks - hopefully we will have more to come as the years moves on. For now, let's settle in, grab a cold drink, and catch up on the latest and greatest happenings in the world of Terraria!
PC - RE-LOGIC
TERRARIA - 1.4.5 PROGRESSING NICELY
Localization has been the name of the game in May. Bringing three new languages on board - alongside all-new character sets - always SOUNDS easy enough, but it is a pretty monumental task. Lots of checking within the UI for text overruns (which given how huge our game is, that's a tall order!) and so on. That said, we are in a pretty good place at least with the older text (still need to do all of 1.4.5, but that will come when we are done adding content to said update haha). As a matter of fact, let's check out a screen from the Korean localization now!
Getting this step done was always going to take a good amount of time, but with it behind us, the team is really looking into the finishing touches, being sure that we don't want to add anything else, bug fixing, and so on. Hoping to have a release window for you soon!
STEAM WORKSHOP NEWS
Click the banner above to check out the Terraria Workshop!
Over 85,000 packs and worlds so far?! You are missing out if you haven't taken the time to check out the Terraria Steam Workshop.
WHAT ELSE IS GOING ON?
Helping out on the board game as time allows, banging away at the remaining to-do list on the update, dreaming and brainstorming.
TMODLOADER NEWS - TML TEAM
Hello everyone!
Another month of hard work on tModLoader 1.4.4 has brought us ever-closer to being able to move this latest version over to the Live Branch. Of course, TML 1.4.4 Preview continues to be live on Steam for modders to port with. We strongly encourage all modders to update their mods and post the updates to Steam in a timely fashion. For more information on accessing the Preview build, please check out https://github.com/tModLoader/tModLoader/wiki/tModLoader-guide-for-players#beta-branches
Looking forward, we are waiting to changeover tModLoader to 1.4.4 as the default option until the majority of mods have posted a 1.4.4 set of files to steam workshop. For effectiveness, we are considering that as when 'the total subscriber count of mods tagged 1.4.4 / total subscriber count of all mods' surpasses 60%. Please stay tuned to our Discord for full visibility.
As always, we kindly request that we all respect modders' time and not hassle them about porting to 1.4.4. Please be respectful as we all wrap up this big jump forward! More information will be made available on the transition to a default 1.4.4 tmodloader as we approach the target. Please stay tuned, and thank you for your patience.
TMODLOADER STEAM WORKSHOP
The TML Steam Workshop has over 4500 mods already! Coupled with the in-game mod browser, the TML Steam Workshop is a great way to explore what modded Terraria has to offer - check it out today by clicking the banner above!
WHAT'S NEXT FOR TML?
More of the same - getting TML 1.4.4 ready for prime time and then waiting to see what Terraria 1.4.5 will have in store and how we will need to adjust/account for any changes to bring TML up-to-date.
As always, you can keep track the current progress and much more in real time at tModLoader/tModLoader (But note that the completion percentage doesn't mean anything, because issues and PRs don't have weights.)
PlayStation, XBOX, Nintendo Switch, Mobile - DR STUDIOS
The team at DR Studios is aware of a handful of bugs that players have encountered on Console since the release of Terraria 1.4.4.9.2. We are actively working to resolve these issues, and we wanted to give you an update on our progress. First off, we have a few things fixed already - and we are working to add in at least a few others before submission to first parties. Second, we wanted to share our full list of known issues so that everyone can know that their reports have been heard. Of course, we welcome any and all additional information that anyone can supply regarding these bugs - you never know what might be the key piece of evidence to break open the investigation!
TERRARIA 1.4.4.9.3 Fixes Done
Fixed an issue where players couldn't use Multiplayer on Xbox when setting the "You can communicate with voice, text or invites" permission to "Block"
Fixed a Xbox issue where controller inputs would have a delayed reaction in the game
Fixed an issue where certain mouse inputs would prevent keyboard from working on Xbox
Xbox issue where the keyboard disconnects after an undetermined amount of game play
Fixed an issue where the game would stop responding to keyboard input after prolonged play
Fixed an issue where the game would crash when loading into Multiplayer
KNOWN ISSUES WITH FIXES UNDERWAY
Multiplayer not working for some users on Xbox
Issue where the game freezes suddenly for PS4 users
Old save data not showing anymore for some Xbox users
Until next time, Console & Mobile friends - thanks for all of your love and support!
COMMUNITY
Greetings Terrarians!
Here's the latest and greatest happenings on the Community side of things. Thanks as always for being the most engaged and awesome gaming Community ever!
TERRARIA MERCHANDISE STORE HUB
The merchandise hub is where you can find all of the latest and greatest Terraria merchandise - with new stuff arriving all of the time! Check out the latest merch drops as well as some classics and pick up that epic Terraria gift for a friend (or yourself!).
Last month, we revealed that our friends over at Terraria.Shop would be bringing the first lineup of Terraria minifigures to everyone very soon. Well, that time is now! To be clear, we expect these figures will be produced and ready to be in folks' hands sometime in Q3 of this year. At that time, we plan to have these as a readily-available product (with future series adding more enemies, NPCs, characters, etc to the lineup). However, we wanted to give everyone a chance to preorder now so that they could be sure to get theirs when the time comes!
For full details on how this will all work - including an exclusive free bonus figure for anyone that preorders - check out our post linked below!
We have even more fun things in store for everyone, but these are honestly REALLY cool, so we hope that everyone will enjoy them!
TERRARIA - THE BOARD GAME REVEALED!
Last week, we shared the amazing news that Terraria will be coming to the world of board games in the near future. The great folks over at Paper Fort Games are hard at work already, with early prototypes already coming into focus. This board game implementation will expand the universe of Terraria by faithfully adapting and combining the digital game’s biome exploration, character progression, base building and epic combat with tabletop mechanisms - alongside a fresh new art style - to create a co-operative adventure that will resonate with both long-time fans and novice Terrarians.
To check out all of the details, be sure to take a minute to read our post about Terraria - The Board Game, which contains details about timing, how it will be sold, and more!
The Book One collection, which we are preparing for shipment to retailers, is still in the works. One thing that we were asked for was a suitably-epic cover to encompass the story thus far. We rather like it.
Emails have been proactively sent out to folks that 50amp is aware of that have had issues with the receipt of anything from Issues 1-4. However, there may be some delivery situations where they are not aware that issues have occurred. If you have not received the earlier email and/or you are still having issues with your order, please reach out to help@50ampproductions.com immediately so that we can take care of this ASAP. Feel free to let us at Re-Logic know via business@re-logic.com (we have been able to help with a few orders over the last month!) if you are having any issues as well, but the 50amp email above should be the best way to sort out any stragglers out there!
We have completed the character sketch and script phase for Issue 5 - so now the hard work to pull all of that art together is underway. We are super excited to be able to share the next stage of Vale's Terraria journey with you all very soon. In the meantime, you can look forward to further spoilers along the way... like this one, the latest in our teasers for the Goblin Army!
OTHER COMMUNITY NEWS
TERRARIA MEDIA SPOTLIGHT
The Terraria community is filled with incredible fan media. We love to browse r/terraria and check out the creative minds sharing wonderful creations. We wanted to spotlight some of the trending media that caught our attention in the last month from the r/terraria subreddit. (Please let us know if any of the shared media has a different original creator or if you are featured and want us to adjust your Cake Day). Say Happy Birthday to your fellow Terrarians!
BUILDS THE GREATEST WALL - u/OrientalOrange
Oceanside House - u/notgreater Just entered Hardmode. Do you guys like my base so far? - u/crushKrtPrml
World Start - u/recys_ice
Submarine - u/superkamiks
Terraria Terrarium (click image to see the video) - u/D41V4D
--- FAN ART
Call Your Master - u/MihaDaCaterKiller
Terrarian in 1969 - u/FramaSefor
New Achievement Ideas - u/Russ_Guss_Doodles
King Slime x Queen Slime - u/InKay47 Wooden Armor Variants Reimagined - u/Real_Oven_2673
Terra Blade Tattoo - u/Chelstopes
---
HUMOR I found this weird illusion - u/moosmostert
Domino Effect of Terraria Progression - u/firebunny26
It's a struggle... - u/RazzoKat
The urge to check out his stock is too much - u/OverTea5
Because many have asked, the way to respond to "The wall of flesh" opening - u/EmPeror_ReFaaT
Antlion Swarmer - u/BionicBandit_
Until next time, Terrarians - we hope you have an amazing month, and we look forward to bringing you the latest and greatest next time!
We're absolutely thrilled to share our comprehensive development roadmap with all of you today. This roadmap isn't merely a list of planned features; it's the exciting journey we're all on together as we march forward from Early Access towards our Full Release.
Our roadmap is divided into three key stages:
Dawn: Immediate Horizons - This represents the short-term developments we're focusing on right now. Daylight: Future Expeditions - These are the mid-term goals we're eager to tackle next. Twilight: Farthest Frontiers - These are our long-term aspirations, filled with potential that we can't wait to explore.
An Important Note: As we journey together through the development of Cinderstone Online, the items on this roadmap may change. We value your feedback and are committed to making Cinderstone Online the best experience possible. This means being flexible and making adjustments where necessary.
And that's where you come in! We invite you to check out the roadmap, discuss it, and provide your invaluable feedback. This roadmap is as much yours as it is ours, and your insights and suggestions are always welcome.
There is also a new map included: The waterland. It has a water/sea theme and is inhabited by alien forces.
Some opponents do now also occassionally drop gems. You can collect them and then sell them in the shop, which in turn gives you much more coins to buy goods.
We regret to inform you that we have made the difficult decision to discontinue support for our game and will be removing it from Steam this week. We want to express our gratitude for your support and dedication throughout the life of this title. While this news may be disappointing, we appreciate your understanding as we focus our resources elsewhere. We hope the memories and experiences you've had with Goozy will stay with you long after it's been discontinued. We remain committed to delivering exceptional experiences in the future. Thank you for being a part of our gaming community.
-The party xp should now be functioning as intended. -We believe to have found a solution to the spawn rates of the Greater Elementals, so their areas are being fully reworked. We have reworked a few of them so far, mainly in the WL since those had the most obvious issues for us to check. If these can be observed to now function we will go through and change the rest as well.
**Added:**
-Expanded trade stocks for the Vendors of Irumesa. -Tailoring T1-T5 -Woodworking T1-T5 -Leatherworking T1-T5 -Blacksmithing T1-T5 -New tasks for the new mobs. -Full Tier 4 tasks for all task categories.
**Balance and Adjustments:**
Demons: -All harbingers have had their damage output reduced. -The Venom Imps no longer poison themselves. -Rager imp now has a swipe attack. Ebonshades: -The Ebonshades have received some new abilities and also had some tweaks to their auto attack. Goblins: -The small ranged one has had it's bow ability removed so they will only shot auto attack. -The Goblins of Lazgar's brood in the Eternal Mountains are now scaled to that region and drop the appropriate loot. Vekiuns: -Now have level appropriate loot in their drop chance. Resources: -Precious metals have been increased across Irumesa, more will be added as we make the new monster spawns. Vocations: -Imbue Mind: Clarity can now be self-targeted
Recently, we had Lead Designer Ivar Hill on our livestream (Every Friday @ 2pm EST, 8pm CET on Twitch) talking about the game and immersive sims in general.
Hi! I have been pretty busy with university coursework, and probably will be for the rest of my life. Regardless, I have been adding new content when I had the time for the last three months. This update is the result of all that. Many things in this update make no sense, I merely added them because I felt like it. Enjoy! ːpraisesunːːsteamthumbsupː
Additions / Fixes / Balance
Added the centaur rideable motorcycle. The player can use all items while riding. guns, gear, melee weapons, grenades, kicks, consumables etc. Must be refueled with restocking grenades every so often. There is limited usefulness here and it is a little janky. I will tweak the feel/control in future updates. This thing is more just for fun than anything else.
New CALIBER- 5.56x45mm. Has normal and AP variants.
New WEAPON - KA-109. 7.62x39mm assault rifle. Is replacing the BERIL as an entry level 7.62x39mm assault rifle.
New WEAPON - STORM. 5.56x45mm assault rifle.
New WEAPON - SNAPPER. 12g small capacity entry level semi-auto shotgun.
New WEAPON - PEROSA. A strange 9mm submachine gun composed of two separate receivers and box magazines. Fires both barrels at once and consumes two bullets. Incredibly fast fire rate, can dump its mag pretty much as fast as you can reload it. Can be crafted from the special weapons blueprint.
New WEAPON - NRGP. An energy pistol with a more efficient low power mode and a less efficient high power mode. Can be crafted from the special weapons blueprint.
New ENEMY - T3 STORM. Fast and super-heavily armored infantry with high health, automatic rifle + AP rounds. Can be found in the hardest wave types.
New ENEMY - T1 RUSH DRONE. A modified T1 drone equipped with a shotgun and fitted with light armor plates. Will rush its combat target and attempt to blast it at close range with its shotgun.
New ENEMY - G4 COMBAT STUN. A combat engineer with a modified grenade launcher that fires stun grenades. Don't look!
New GEAR - SONIC BLASTER. A wrist mounted AOE-stun launcher. Fires proximity charges that explode near an enemy. You might have seen this somewhere already.
New RARE ENTITY- XENOPOD SCOUT. A strange rarely spotted bot of unknown origin. Seemingly has no fighting capabilities… ;)
New RARE ENTITY - @!#$@!#$#!$@!#$@!#$@!#$$#%!@#$!@#$!@#$!@#$
New BOSS - METALFACE.
New WEAPON - PRIME JUJU. A magical striking staff.
New GEAR - CHRONOLOCK. Alter time from your offhand.
New GEAR - S.R.W.D. Teleport a short distance instantaneously.
New CONSUMABLE - HYBRID PLATES. Armor plating that offers a balanced protection between bullets and explosions at the cost of less overall absorption.
New UPGRADE - STRONGARM. Greatly increases throwing velocity of most throwable-type items.
New UPGRADE - ACUMEN. Active reloads can be performed much sooner but have tighter bounds.
+Other new secret UPGRADES!
Added some more T1 stat upgrades for more early game upgrade options.
Some assault rifles have been changed to 5.56x45mm
New MAP AREA - western themed town area in the southwest part of the map. Great spot for lever action / six shooter enjoyers.
New QUICK CYCLE GRENADE keybind. Assign and press the keybind to cycle through all grenades in your inventory. Pressing your quick throw grenade button throws the selected grenade. Before, the quick throw button always threw the sequential first grenade in your inventory.
New QUICK CYCLE GEAR keybind. Assign and press the keybind to cycle between all the gear in your inventory! Fancy new animation!
All machine guns now have bipods. Holding the bipod over a surface will activate it and increase recoil control.
New Setting: ADS Dampening. Increasing this value increases the mouse sensitivity reduction factor when aiming down the sights of any firearm. Can be disabled by setting the value to 1. Default is 2. This mechanic was already present with a default of 2 but was unconfigurable until now.
Optics can now be attached to some scoped rifles. Attaching an optic will disable the weapon's default scope. Removing an optic will re-enable the weapon's default scope.
Pressing the new actionTweakGrip key will allow tweaking of the held weapon’s hip fire offset. While tweaking, press actionSecondaryMouse in order to reset the offset to default (0, 0, 0). Each firearm type weapon saves their own offset! So you can tweak each gun to your liking! The settings menu has a button to clear all custom offsets.
Some new upgraded attachments accessible from the GUN NUT blueprint! STALWART: weighted foregrip for extra recoil control. SPECTRE: collimator sight with large reticle for ease of use. SKELETON: optimized angled grip for lightning fast ADS speed. REFLECTOR: a laser pointer that reflects many times off surfaces. HYBRID: hybrid scope / collimator sight. STRANGLER: extremely tight spread for shotguns. DRUMMER: Drum magazine that greatly increases mag size. Can be installed on most weapons (REFLECTOR / HYBRID are not new but are now obtained through this blueprint.)
ADDED STOCK TRADING INTERFACE. Stocks can now be bought and sold. Stock prices / fluctuations are generated randomly on new save files. Stock prices update every time a wave ends. All shares are lost on death regardless of whether a wave is in progress or not. High risk, high reward. Just an extra way to earn mega mondo bucks if you are interested. Otherwise not necessary in order to enjoy the game. Short and easy waves can be played to make quick stock market money, but killing a large amount of bots in harder waves will grant you sell bonuses for your next stock sell transaction. Buying a stock after getting the bonus forfeits the bonus so you must play a wave with credits already invested in what you want. High risk, high reward!
ADDED SOFTWARE SYSTEM. Software disk consumables can now be found late game that grant software. These software are basically upgrades with random positive/negative stat rolls. They are installed in the software menu next to the blueprints button.
Added first person torso mesh.
Added visual armor plate on chest when player applies armor consumables
Added a rare new unique upgrade drop from one of the bosses
Object pooling for some damage effects such as bullet impacts, pens, deflects, crit hits.
Buying the WEAPON AIRDROP special crate will now reroll the generated weapon a few times if the player already has it in their inventory or stash. Price increased to compensate for this.
Added rare moth/beetle wildlife entities
Some rendering performance should be increased. Tweaked object rendering so objects outside fog should no longer be rendered. I saw a ~10 fps increase on my computer, while playing a wave with 16 enemies active.
Weapon active reload threshold bounds and position are now procedurally generated based on the reload duration of a gun.
Altered bullet penetration behavior. Penetrating a helmet or face shield will now apply damage to the attached limb (the head) instead of the root entity. Same goes for leg/shoulder armor. Penetrating shots will now break limbs directly through armor.
Increased poise of heavy mech walkers. It was too easy to knock unconscious with a shotgun at close range. It still is pretty easy, but less so.
Further improved some arm gear firing muzzle effects/smoke/sparks
I have literally no idea how but the game got 20% yellower in general
Altered attachment point and ADS positions on some weapons.
Changed laser blue to laser white (blue had poor contrast in most situations, the white looks better)
Max active enemies properly displays the correct number when overridden by a wave modifier value.
Bolty magazine size raised from 5 to 10. Highlights the strength of the weapon as an affordable mid tier sniper.
Removed barrel attachment support from semi auto .50 cal snipers to incentivize the use of DIXLAM-R for stealth/muzzle attachments.
Bolt action animation is a little tighter akin to the new shotgun pump anims.
Fixed floating point inaccuracy making scope crosshairs unusable near map edges.
Item quantities are now displayed in hotbar
Added grip + muzzle + light attachment points to the DRAGON, as well as gave it some wooden furniture
T1 Sniper bot now fires 7.62x51mm cartridges instead of x39mm. Fire Rate is slightly slowed to compensate for this damage buff.
T2 Sniper bot now slightly rarer, so there is a higher chance you forget they even exist by the time they crack you from across the map
Fixed the RATTLER auto pistol not being obtainable. Now in T2 boss/wave loot pool.
Fixed the ROCKETEER launcher not being obtainable. Now in mystery airdrop loot pool.
Fixed some sounds and most explosions not alerting nearby enemies through sound awareness interfaces.
Enemies should be less likely to look back at allies that shot them in the back accidentally while encroaching on the players position.
The ARBALEST and the STYNGER launchers can now take some attachments. Including the new drum magazine.
Fixed biplane bombing. Biplanes should drop their bombs more accurately on their target now.
Improved range of monocular zoom, fixed lens artifacts and laser pointer visuals.
Last living enemy UI markers now fade when close, and spend more time invisible than visible.
Increased price of 12.7x108 and 7.62x51 ammo.
Buffed HE grenades damage + radius
Some explosion/other sounds have been altered.
Caiman should be less likely to blow you out of the f@#$ing water with all his firepower when your standing between him and an enemy.
ROCKET POD rocket damage buffed, rockets will now slowly arc down so they are more likely to carpet bomb an area rather than fly into the sky
Meatified some of the .50 Cal impact effects with more sparks and sound layers.
Redid flamethrower effects, less glitchy now, there is a better visualization of what gets damaged. Magazine capacity increased from 50 to 100.
Gear items that were affected by projectile speed now use a fraction of the players stat value, since some projectile gear became unusable/unpredictable with too high of a projectile velocity.
Reduced most shotgun ammo pellet count per shot but increased individual pellet damage to compensate. Shotguns are still consistent at short range but are no longer the long range fist of god when using chokes.
Reworked AMPICAN model + effects
Added more green arrows pointing at the buttons used to start a wave for the first time.
Buffed magnum rounds damage. Changed .357 magnet to .357 PEN. Magnum caliber weapons are a more lucrative option overall now.
Theres actually a fair amount of stuff I added that is not in this list, because I can't remember what they were!
Hey Driftwooders! Thank you so much for playing our game and all the lovely/constructive feedback we have received! 😊 After our two hotfixes this update also adds some small quality of life features on top of some bugfixes. Especially mouse navigation is now much improved!
Features
Added mouse click navigation to level cards (main menu)
Added mouse input to board/wheel switching in the setup screen
Added a slow (/chill out) mode (increases air drag and reduces speed recovery boost)
Added FPS cap settings
Improved road detection (this removes the random black streaks)
Bugfixes
Fixed button mouse input in all menus
Fixed circular respawn UI in leaderboard not showing
Fixed rock pop in in Dolomites
Fixed game crashing on pressing Quit
Fixed Fullscreen/Borderless/Windowed modes not working
Changes
Reduced Van speed to a reasonable level
Visual detail work in Vineyard Hills
Prefab instancing optimization
Optimized road to terrain offsets in all levels
Cleaned up entrances/exits of tunnels in Black Forest
Updated Credits
Keep the bug reports and feature requests coming! 🦥
Patch Notes 1.0 Season 1 Welcome to the island of the new world in Jump to survive, where we have traveled through the floating islands that have been torn from our world. Discover a new character: -Arcar, a skull-faced pirate, an island next to it, apparently travels a lot with his ship but an accident has left him lying here, don't trust him, totally free character. NEW MAP: -New world is the new world in which we will venture this season, it has trees, temples, houses, beaches and many more things. The battle ground is in an abandoned temple surrounded by a forest overlooking the sea. NEW MECHANIC: Also comes the DOUBLE JUMP! A new mechanic that will save your life a lot, that is if you can only do it once every 10 seconds. And that's all we are waiting for you in the NEW WORLD... You can visit our website here:ARANJA GAMES WEB
The first Major update "Architecture & Design" just went live! You can download it from Steam. To celebrate this moment with you, Astro Colony is starting a discount week (-25%).
With many new architecture blocks and 3d models, it's now possible to design a space station of any kind and shape. Combining them will allow creating also round shapes like a tunnel.
Walls & Floors have many different shapes you can pick from. Some of them are combining two themes, so it's finally possible to match different looks.
In addition, there is a section of big sides with unique appearance.
Blueprint Designer
It's a powerful tool to experiment and design different station layouts and to place them in the world. I encourage you to experiment with:
automation - inventing the most efficient setups for your catchers/smelters/conveyor belts etc.
design and decoration - creating blocks/walls/devices with different attachments on them
complex architectural structure to build your colony
Themes
Attachments & Decals
In addition to systems mentioned before, there are also new decorations which can be directly attached to any surface (device, block, floor, wall, etc). It will be treated as part of it. Each attachment will be rotated/removed together with the device.
Attachment and decals are not following a grid, so you can place them anywhere.
Selection Tool
There is a new way of selecting grid objects in the 3D space. The selection tool creates a volume that can be easily controlled with arrows or specifying dimension directly. It can also filter item types (ex. wall, floor, block).
There are still more things coming to the update later this week:
sharing blueprint and copying them
multiplayer Blueprint support
system to rotate/scale every attachment
more attachments
I hope you will have a lot of fun playing Astro Colony! Please share your creations - and soon blueprints - with the Astro Colony community: https://discord.com/invite/EFzAA3w
For players who love to read changelist ;)
new shapes blocks / wall / floors with many custom objects
blueprint designer and construction blueprint systems
selection tool to select 3d
theme and color systems allowing to customize objects
new interactive elements - info screens, lights changing color
new snap elements - decals / 3d attachments
pathfinding checks multiple routes and finds the shortest valid path
pathfinding respects walls and doors to navigate AI / Humans
mid-air block placement changes - stack water cells possible, logic blocks for pipes
If you want to see this update in action, you can join my stream on Thursday and Saturday 20CET.
Thank you for all suggestions which made this update possible! Tefel (Terad Games)