changelog 1.4.1
New Content and Changes
Added the winners of the Journey's End Vanity Contest:
Plaguebringer's set
Wandering set
Timeless Traveler's set
Floret Protector set
Capricorn set
Bonus winner: TV Head set!
All six of these are craftable with pre-Hardmode materials of various sorts, so that all players can experience these awesome vanity sets! Thanks to everyone who participated and voted in the Vanity contest, and especially to our winners!
Added new Achievements
Added a credits sequence and music track following Moon Lord's defeat for the first time. This can also be accessed from the main menu.
Music Box (Journey's End) is now created by recording the Credits music sequence. Additionally, using it in a normal accessory slot will play the Credits in-game, while using it in a social slot will only play the music.
Added a new Princess NPC, with a variety of related items (and a new hairstyle!)
Added new early game summon equipment: Flinx Fur Coat and the Flinx Staff!
Added a new pre-Hardmode whip, Spinal Tap, craftable at Dungeon-tier
Added a Lavaproof Fishing Hook and Angler Tackle Bag Tinker, the Lavaproof Tackle Bag
Beehives and Antlion Eggs can now be crafted and placed
Added a "Rainbow Cursor" vanity accessory
Vanity Accessory Changes
Ultrabright Helmet now supports visible hair when worn
Armors and vanity items which draw on the back (backpacks, tails, wings, and capes) are now no longer mutually exclusive. This means that you can now have one of any of those four categories all displaying at the same time. Previously, only one of those could ever be visible at a time (for instance, if you had visible wings, you could not ever see a cape, backpack, or tail).
Combat Wrench now displays on the player regardless of what other backpacks are currently shown (it is its own category of back-draw)
Angel Halo now functions like Unicorn Horn, in that it will be visible regardless of any other head equipment or vanity that is equipped
Accessories which draw on the head have also been split into several subgroups, which will allow several of them to be worn simultaneously. For example, Blindfold/Spectre Goggles in the eye slot, Nature's Gift/Obsidian Rose in the "flower" slot and Ginger Beard.
Blindfold can now be visibly seen when wearing hats/helmets which show the face
Wearing Diving Helmet-series accessories set to visible will override your helmet, allowing them to be seen instead of your helmet
Obsidian Skull-series accessories that are set to visible are now compatible with hats/helmets that show the face, as it will replace your face with the skull. Due to the shape of the Skull not fitting standard "Terrarian face" shapes, on certain helmets, it will use a different sprite with a more standard layout. You can also wear virtually all physically compatible Head/Face accessories with the Obsidian Skull as well.
Ginger Beard has been resprited, and if set to visible, is now compatible with hats/helmets that show the face. It is also now compatible with most other Head/Face accessories.
Reworked Shield/Cape display so that Shields and Capes are now visually compatible with each other again. The Shield now draws "in front" of the Cape, instead of underneath of it, which led to many of the initial issues.
Shields which are set to not be visible can still be dyed, and will show that dye when actively used (such as Shield of Cthulhu dash or Brand of the Inferno Block). Previously, if they were set to invisible, their active use version would never have dye.
Long-player hair is now properly compatible with wings/backpacks, and will show the full length of the hair without being cut-off visually
The special trails left by various types of running boots (Sailfish Boots, Flurry Boots, Flower Boots, etc) are now also subject to vanity usage, and you can use the one you prefer either through re-ordering accessories or using the social slots
Bone Glove now has visual vanity for the hand slot
Other Content/Design Changes
The Journey Mode duplication menu has been overhauled, with the addition of several new filters to break up some of the larger categories
Additionally, the Misc option in the duplication menu should more properly encompass items that do not fall under any other category
Made minor updates to Boss Mask item sprites to match the mask sprites
Sprite update for Orange/Amber Phasesaber
Torch God now plays an Otherworldly track when that setting is toggled
Bestiary now indicates if a drop is Wave-based/if it only drops after a certain wave in Frost Moon and Pumpkin Moon
Loading Tips now appear when connecting to a server
Thunder volume is now adjusted with the Ambient SFX settings rather than regular Sound settings (edited)
Plantero's Sombrero has made its triumphant return
Reorganized menu settings for resolution/fullscreen/windowed borderless to all use the same sub-menu, to reduce confusion
Updated FNA (Mac/Linux related)
Added RGB support for SteelSeries game peripherals
Adding updated localization for all languages up to 1.4 (some 1.4.1 content may still be untranslated, and these translations will come in an upcoming hotfix)
Balance Changes
Melee Weapons
Terra Blade and the True Swords Tier/Source
Terra Blade and the True Swords have been somewhat overhauled in both crafting and function. Note: Mothron now only spawns after Plantera. As a result, the Broken Hero Sword is post-Plantera only.
True Night's Edge
Projectile damage now does 1.5x of the base damage
Is now autoswing
Is now crafted with the Night's Edge + some of all 3 boss souls. No longer requires a Broken Hero Sword.
True Excalibur
Increased damage from 66 to 70
Is now autoswing
Projectile now pierces once, hitting up to 2 enemies
Is now crafted with the Excalibur + Chlorophyte Bars. No longer requires a Broken Hero Sword.
Terra Blade
Damage increased from 95 to 115
Use time decreased from 16 to 14
Projectile damage increased from 1.25x to 1.5x of the base damage
Is now crafted with the two True Swords and a Broken Hero Sword
Beam Sword
Scale increased from 1f to 1.3f (this makes the sword itself larger)
Brand of the Inferno
Scale increased from 1.15f to 1.3f (this makes the sword itself larger)
Sunfury
Base damage decreased from 35 to 32. As normal swings deal double with flails, the standard expected damage should be reduced from 70 to 64.
Arkhalis
Damage increased from 20 to 25
Now ignores up to 20 enemy defense
Chain Guillotines
Damage increased from 43 to 59
Ghastly Glaive
Immune frame duration reduced from 36 to 20. In effect, this means that the spear itself can hit more often, including more easily within a single swing.
Anchor
Damage increased from 55 to 70
Knockback increased from 5 to 8
Sergeant United Shield
Damage increased from 60 to 80
Damage reduction for each target hit reduced from 30% to 20%
Scourge of the Corruptor
Damage increased from 64 to 70
Damage of Mini-Eaters increased from 70% to 75% of the base damage
Yoyos (Revisions to 1.4 Changes)
The balance changes made to Chik, Amarok and Hel-Fire in 1.4 are being reverted
The changes made to Code 2, Amazon, and Kraken are NOT being reverted/adjusted
Gradient's damage increased from 44 to 49
Format C's damage increased from 35 to 39
Light's Bane
Damage increased from 17 to 18
Muramasa
Damage increased from 21 to 26
Knockback increased from 2.5 to 3
Fiery Greatsword
Damage increased from 36 to 40
Beekeeper
Reverting the changes made to Beekeeper in 1.4
All Phaseblades
Damage increased from 21 to 25
Night's Edge
Use time decreased from 27 to 21
Is now autoswing
Bananarang
Use time decreased from 14 to 11
Increased both the projectile speed and the return speed of the Bananas
Thorn Chakram and Flamarang
Increased both the projectile speed and the return speed of the projectiles, with Flamarang being the faster of the two
Sleepy Octopod
Damage increased from 40 to 50
Increased hit radius/size of the attack by 35%
Flying Dragon
Damage increased from 90 to 180.
Projectiles which the player does not have line of sight on (as in, shooting through walls) now deal half damage (in this case, 90, the original damage)
Sky Dragon's Fury
Damage increased from 70 to 140
Projectile damage decreased from 75% of base damage to 50% of base damage. This means instead of doing 52 (75% of 70) it will do 70 (50% of 140)
Starlight
Damage increased from 70 to 80
Now has a bonus critical chance of 10%
Daybreak
Projectiles now explode when expiring, or upon hitting a wall. The explosion does an additional 100% weapon damage, and can hit nearby enemies as well.
Post edited October 15, 2020 by Blade01