Skip to content

空洞泰拉 TerraKnight v4.0.0

Choose a tag to compare

@haoawake haoawake released this 18 Oct 12:34
· 12 commits to main since this release

神居上地图;地区方块、火把、储物箱和钓鱼宝匣;泰拉瑞亚的房屋系统;旗帜、药水箱和掉落物黑名单;首领的血量、掉落和战斗流程整体调整。

下载 TerraKnight-v4.0.0.zip,解压到空洞骑士游戏目录,双击 空洞泰拉.bat 开始玩;安装步骤见 docs/INSTALL.md。联机时所有玩家都要用 4.0.0。

更新内容

  • 首领战

    • 首领的场地只认站在场地里的玩家:在隔壁房间碰到开战机关(比如在假骑士下面的房间飞到顶)不会开打,也不会把人关在门外;走进场地时还碰着机关就照常开打。
    • 首领在初次醒来、吼叫等出场动画期间不受伤害(泰拉武器、原版骨钉、持续伤害、召唤物和联机伤害都一样),正式开战后的吼叫照常能打。
    • 召唤物、哨兵和它们的弹幕、星尘守卫的拳击打首领和精英时只扣血:不累积硬直,首领收不到受击,招式不会被打断,也不会引得它们闪避、反击或瞬移。玩家自己的攻击(包括鞭子)照常。
    • 首领的战利品等死亡演出放完才掉,落在身体最后所在的位置(假骑士盔甲里的虫子爆开、格鲁兹之母和灵魂大师爆开之后);身体一直留着的(如螳螂领主鞠躬)最多等 6 秒;演出结束前离开房间,战利品直接进背包。普通掉落、圣物和首杀生命水晶一起结算。
    • 多身体首领(螳螂领主、灵魂大师、守望者骑士、骨钉大师兄弟、奥波路波、反击蝇之王)在最后一具身体倒下时才记一次击杀并掉落,还没登场或暂时隐藏的身体也算在内;诺斯克、加利安在死亡演出结束时当场结算。
    • 首领召唤物:每个首领都有确认过的落脚点,召唤物、创造模式图鉴挑战和联机跟随者落在同一处,直接站在战斗那一层(假骑士在上层开战地板,乌姆在战斗区底层,灵魂大师在第一阶段战斗层,收藏家在上层战斗区)。螳螂领主、辐光和七位战士之梦走原版的挑战提示;纯粹容器、奥罗与马托、席奥、斯莱、奥波路波、神之驯服者走原版的神居入场点。
    • 召唤梦魇之王格林后跳过镜头平移、眼睛、剪影和标题,直接开战;用召唤物直接去王国边缘打二见大黄蜂时,只留下战斗本体,她的剧情出场对象在挑战结束后恢复。
    • 用召唤物重打已击败的地图首领时,重新载入原版战斗子场景、复位战斗控制,再开场关门;叛徒领主、收藏家、水晶守卫(守卫晶镜)都能重打。
    • 愚人斗兽场门票:取代双生酸囊和驯神兽笛,在砧上用 12 钴矿 + 4 火焰花合成;在任意地点使用都传送到愚人斗兽场门口,在那里报名试炼,到达时才消耗;在梦境、神居、斗兽场里或阶段 4 之前不能用,也不消耗。旧存档里的这两种召唤物换成门票。
    • 大黄蜂压制空洞骑士期间保留原版的梦之钉入梦,泰拉的附加伤害、召唤物和持续伤害暂停;辐光战前空洞骑士倒地等梦之钉时,泰拉梦之钉、持续伤害、召唤物和哨兵都打不中它。
    • 坐在长椅上使用召唤物时先离开坐姿,坐姿不会被带进战斗和之后的梦醒。神居或梦境挑战失败后从普通门回到没有梦醒门的房间时(例如奥波路波的挑战回到王国边缘),补完梦醒收尾:清掉白屏,恢复操作、重力和生命。
  • 首领血量

    • 地图上初战的首领血量按阶段提高:阶段 0 +10%、1 +16%、2 +25%、3 +35%、4 +45%、5 +60%。
    • 后期首领和梦境首领各有一份整场血量(普通难度单人;专家、大师按各自对应的泰拉首领放大,多阶段、多身体按份额分摊;图鉴显示整场血量,血条显示当前身体或阶段):蜂巢骑士 50,000,失败冠军 100,000,灵魂暴君 120,000,失落近亲 110,000,奥波路波 90,000(两只各一半),神之驯服者 85,000,左特 12,000,王国边缘的大黄蜂 80,000,马科斯 75,000,残破容器 65,000,格林 100,000,白色防御者 120,000,灰色王子左特 100,000,梦魇之王 160,000,空洞骑士 140,000,奥罗与马托 140,000,席奥 150,000,斯莱 160,000,纯粹容器 200,000,辐光 220,000。
    • 假骑士的铠甲和头按 10:3 分血,头继承首领身份和神居倍率。
    • 神居里重打的首领各有整场血量(普通难度、挑战档位之前):假骑士 100,000,格鲁兹之母 70,000,躁郁的毛里克 85,000,大黄蜂 95,000,大型苔藓冲锋者 80,000,戈布 75,000,无眼 85,000,粪虫防御者 105,000,叛徒领主 115,000,螳螂领主 130,000,灵魂大师 115,000,乌姆 95,000,吸虫之母 85,000,水晶守卫 95,000,胡长老 80,000,马尔穆 85,000,守望者骑士 145,000,收藏家 110,000,诺斯克 115,000,加利安 90,000,泽若 85,000;神居专属房间:大黄蜂 125,000,狂暴水晶守卫 120,000,战斗姐妹 170,000,翼诺斯克 140,000,无上辐光 300,000。
    • 神居挑战档位单独调整首领的生命 / 防御 / 伤害,和地图进度、装备无关:众神堂调谐 ×1.30 / ×1.25+5 / ×1.25,飞升 ×1.70 / ×1.50+8 / ×1.45,辐辉 ×2.10 / ×1.80+10 / ×1.70;万神殿第一至第五门生命 ×1.4 / 1.7 / 2.0 / 2.4 / 2.9,防御 ×1.25+5 至 ×1.9+10,伤害 ×1.2 至 ×1.75。
  • 首领掉落与奖励

    • 每个首领第一次被击败时,每个角色得到 1 个生命水晶:多阶段首领整场一次,两次大黄蜂分开算,重打和宝藏袋不给,更新前已击败的首领不补发;联机时每人按自己的存档各领一份。图鉴只在还能领时显示这份奖励。
    • 每个首领必掉一件招牌物品(和四职业奖励、饰品抽取分开):假骑士 皇家凝胶,格鲁兹之母 史莱姆鞭子,躁郁的毛里克 血腥砍刀,反击蝇之王 史莱姆法杖,大黄蜂 克苏鲁护盾,大型苔藓冲锋者 毒刺项链,戈布 甜心项链,无眼 泰拉魔刃,螳螂领主 骨头手套,灵魂战士 天界手铐,灵魂大师 魔力花,水晶守卫 岩浆骷髅头,粪虫防御者 蠕虫围巾,吸虫之母 混乱之脑,乌姆 黑曜石护盾,胡长老 蜂巢球,马尔穆 星星面纱,叛徒领主 孢子囊,失败冠军 骸骨头盔,守望者骑士 战士徽章,收藏家 魔力斗篷,诺斯克 星星斗篷,加利安 冰冻海龟壳,泽若 强力手套,灵魂暴君 巫士徽章,蜂巢骑士 蜂巢背包,王国边缘的大黄蜂 黑腰带,残破容器 召唤师徽章,失落近亲 挥发明胶,马科斯 潜行者箭袋,奥波路波 游侠徽章,神之驯服者 闪亮石,左特 解压球,苍白潜伏者 十字章护盾,格林 烈火手套,梦魇之王 翱翔徽章,白色防御者 冰冻护盾,灰色王子左特 甲虫莎草纸,空洞骑士 毁灭者徽章,奥罗与马托 英雄护盾,席奥 天界徽章,斯莱 忍者大师装备,纯粹容器 天界贝壳,辐光 重力球。
    • 克苏鲁护盾、皇家凝胶、蠕虫围巾、混乱之脑、骨头手套、骸骨头盔、蜂巢背包、孢子囊、闪亮石、翱翔徽章、重力球只从各自的首领获得。
    • 首领的主奖励一次抽一件:四个职业的武器各 21.25%,同阶段的盔甲合占 15%。四职业奖励按对应的泰拉首领:叛徒领主(世纪之花,阶段 5)种子弯刀 / 维纳斯万能枪 / 吹叶机 / 矮人法杖;蜂巢骑士 断钢剑 / 神圣连弩 / 裂天剑 / 魔眼法杖;神之驯服者(阶段 5)疯狂飞斧 / 毒刺发射器 / 高温射线枪 / 外星法杖;梦魇之王 星光 / 日暮 / 夜光 / 泰拉棱镜;白色防御者 猪鲨链球 / 海啸 / 利刃台风 / 暴风雨法杖;辐光 彩虹猫之刃 / 太空海豚机枪 / 终极棱镜 / 月亮传送门法杖。
    • 首领按原版给材料:假骑士 20–40 凝胶;大黄蜂 30–90 魔矿或猩红矿;粪虫防御者 80–110 魔矿 + 20–40 暗影鳞片;吸虫之母 80–110 猩红矿 + 20–40 组织样本;蜂巢骑士 17–29 蜂蜡,外加养蜂人 / 蜂膝弓 / 蜜蜂枪三选一;神之驯服者 18–23 甲虫外壳。
    • 阶段 5 的首领首杀必掉远古操纵机,重打 25%;夜明矿在阶段 5 首领的资源池里。
    • 首领按自己的阶段掉治疗药水:阶段 0、1 弱效,2、3 普通,4 强效,5 超级;阶段 5 的首领另掉 1~3 瓶究极治疗药水。
    • 飞毯、云朵瓶、闪亮红气球、再生手环、星力手环、花靴、水母项链、宝藏磁石等早期探索饰品由前期小怪掉落(每件约 0.2%–0.29%):小爬虫 飞毯 / 攀爬爪,游荡躯壳 飞毯 / 赫尔墨斯靴,反击蝇 云朵瓶 / 闪亮红气球,有角躯壳 雏翼 / 再生手环,躯壳恶霸 星力手环 / 花靴,阿司匹德猎人 水母项链 / 宝藏磁石;首领的饰品抽取里没有它们(以及钴护盾、岩浆石、步枪瞄准镜)。
  • 怪物与掉落

    • 小怪和精英的生命按阶段提高:阶段 0–5 分别 ×1.05 / 1.10 / 1.18 / 1.25 / 1.65 / 2.8。
    • 敌人每格面具的伤害(大师基准)阶段 0–5 为 32 / 48 / 68 / 96 / 132 / 176;尖刺等环境伤害为 20 / 30 / 42 / 58 / 76 / 100。
    • 被打中的非首领敌人在 10 秒内锁定并追击玩家,在它的警戒范围外打中也一样。
    • 掉落按敌人实际死亡的地区计算,每个地区有自己的特色材料和轮换的武器、盔甲款式:国王山道 铜矿 / 凝胶 / 羽毛,遗忘十字路 铁矿 / 晶状体 / 腐肉,苍绿之径 锡矿 / 藤蔓 / 太阳花,雾之峡谷 银矿 / 紫晶 / 翡翠 / 珊瑚,真菌荒地 钨矿 / 丛林孢子 / 发光蘑菇,呼啸悬崖 金矿 / 羽毛 / 蓝玉,泪水之城 魔矿 / 骨头 / 钻石,皇家水道 猩红矿 / 腐肉 / 灵液,水晶山峰 陨石 / 黄玉 / 红玉 / 钻石 / 水晶碎块,安息之地 灵气 / 琥珀 / 月光草,深巢 钯矿 / 蜘蛛牙 / 蛛丝,野兽巢穴 钯矿 / 蜘蛛牙 / 黑晶状体,远古盆地 狱石 / 黑曜石 / 诅咒焰,王后花园 叶绿矿 / 藤蔓 / 幌菊,蜂巢 钴矿 / 蜂蜡 / 毒刺,王国边缘 精金矿 / 蚁狮上颚 / 暗黑碎块,愚人斗兽场 钛金矿 / 光明之魂 / 独角兽角,深渊 山铜矿 / 暗影之魂 / 黑晶状体,白色宫殿 秘银矿 / 妖精尘 / 光明碎块,黑卵神殿 水晶碎块 / 灵气 / 暗影鳞片,梦境 叶绿矿 / 灵气 / 黑晶状体,格林剧团 精金矿 / 阴森木 / 火羽,神居 夜明矿 / 甲虫外壳 / 蝶尘;材料到对应阶段才出现。
    • 地区普通敌人掉的装备和矿石最高到该地区的档位 +1(国王山道、遗忘十字路 0 档,神居 5 档)。20 种可冶炼矿、七种宝石、黑曜石和坚固化石都有同期来源;钨、金、铂在阶段 0 就能拿到,王国边缘和斗兽场直接掉秘银、山铜、精金、钛金。
    • 普通怪 10%、精英 24% 掉一件稀有装备,其中七成是武器(普通怪约 7%、精英约 16.8%),其余是盔甲和饰品。
    • 升阶后保留旧阶段的掉落:同一次抽取里当期物品合占 70%、旧阶段合占 30%;同一资源池里当期材料的权重 ×1.15、旧期 ×0.85。
    • 每种材料按稀有度决定数量(普通怪 / 精英 / 首领):常规矿 2–4 / 3–6 / 6–12,高级矿 1–3 / 2–5 / 4–8;稀有度 0 的材料 2–5 / 3–7 / 5–12,稀有度 1 的 1–3 / 2–4 / 3–8,稀有度 2–4 的 1–2 / 1–3 / 2–6,稀有度 5 以上 1 / 1–2 / 2–4;黑晶状体、海龟壳等特殊材料 1 个(首领 1–2 个)。狱石:普通怪 65% 掉 2–4,精英必掉 3–6;黑曜石:普通怪 60% 掉 1–3,精英必掉 2–4。
    • 鱼饵和杂物:地区鱼饵普通怪 1/200、精英 1/100,掉落表里的鱼饵小动物普通怪 0.5%、精英 1%,苔藓 1/50。鱼、鱼类武器、海鲜和钓鱼饰品只能钓到。
    • 商店特色武器只在商店卖,敌人和宝匣都不掉:武士刀、代码1球、灰冲击枪、代码2球、鳄鱼机关枪、橙冲击枪、拍拍手、脉冲弓。
    • 每杀 20 只同种敌人掉一面它的旗帜,聊天栏显示泰拉瑞亚的“已打败第 N 个……”。阶段 5 起斗兽场的四种敌人掉狙击镜。
    • 图鉴里分组掉落的概率和实际抽取一致(同一组用同一个概率)。
    • 刷怪倍率多刷出的爬虫(提克提克等)只放在摸得到地面的地方,贴着地形爬,不在空中打转。
    • 小骑士在酸水或水面上行走时,那层表面只托住他,敌人照常落进水里。
  • 战斗与数值

    • 防御按泰拉瑞亚原版结算:每点防御在普通和困难难度抵 0.5 伤害,专家 0.75,大师 1;先按难度缩放敌人伤害,再扣防御,再算百分比减伤、套装效果和护盾,最少 1 点。
    • 魔力病:每喝一瓶魔力药水加 5 秒(最多 10 秒),每剩 1 秒魔法伤害 −5%(最多 −50%);快捷回蓝和魔力花也算,魔力星和自然回蓝不算。
    • 击退:敌人还在被击飞或滑行时,后续命中不会把它推得更远(天顶剑、狂星之怒这类连击不会把怪托着飞过整个房间),这几下照样计入连续击退的次数;普通敌人和精英 3 秒内被击退 5 次后稳住 1 秒。刻尘者被击退时不离开它贴着走的地形。
    • 只有单向举盾的敌人(躯壳哨兵、躯壳战士等)会把弹幕反弹回来,反弹的弹幕是一颗慢速的红色能量球(伤害为原弹幕的 1/4,存在 6 秒,碰到地形消失);钻地、躲草丛、蜷起来的巴德尔长者这类全方位无敌的敌人只吸收弹幕。
    • 旗帜放在背包、存钱罐或旗帜盒里就生效:打这种怪的伤害普通 ×1.5、困难 ×1.75、专家及以上 ×2,受到它(包括它的弹幕)的伤害 ×0.75 / ×0.625 / ×0.5。
    • 星尘守卫只在真正打中时消耗命中冷却,每个守卫单独计,拳击会被盾挡住。被盾挡下或原版拒绝的命中不消耗之前累积的伤害余数。
    • 武器:罗马短剑 18、标尺 15、叶绿军刀 40(按每个使用间隔刺一次计算);灰烬木剑 29、灰烬木弓 30、珍珠木剑 33、珍珠木弓 36(排在同阶段金属武器之下);金、铂金、钨的阔剑、短剑和弓在阶段 0,灰冲击枪阶段 1,代码2球和左轮手枪阶段 4,脉冲弓阶段 5。
    • 骷髅头法书的骷髅存在 3 秒或累计飞行 640 像素,最多命中 3 次,同一目标 20 帧冷却,240 像素内索敌、超过 480 像素放弃追踪;雨云魔杖和猩红魔杖的云持续 30 秒。
    • 日曜套装的护盾平时按角色朝向环绕,使用物品时跟着使用方向。
    • 水矢、月曜、火花等由粒子组成的弹幕在粒子池满时轮流复用旧粒子,持续施法时不会看不见。
  • 能力与移动

    • 暗影冲刺是空洞骑士原版的直线冲刺(原版速度和时长),冷却和原版一样 1.5 秒;水晶之心和圣巢之盾的超级冲刺和原版一样没有冷却。
    • 超级冲刺和暗影冲刺撞到的敌人按克苏鲁护盾冲撞的伤害挨打(30 伤害、击退 9、4% 暴击),每次冲刺每只敌人一下,人不会被弹回;超级冲刺途中撞上敌人身体不受伤(它的弹幕照样伤人)。
    • 新选项“骨钉朝鼠标劈砍”(默认关):骨钉和梦之钉朝鼠标方向 360° 挥砍,后坐力和下劈弹跳仍按原版的四个方向。
    • 从下方或侧面穿过单向平台不算撞头,跳跃不会被截断;平台所在区块重建后重新生成碰撞,看得见的平台都踩得住。
    • 获得的圣巢能力物品存进圣巢背包;旧版本没送到的水晶之心、暗影披风补发一次。
    • 视野缩放(泰拉瑞亚的缩放):按住 = 放大、- 缩小,范围 1–2(2 是空洞骑士原本的视野,1 能看到两倍范围),可在键位设置里改键;小地图缩放用地图缩放键(默认小键盘 +/-)。
    • 镜头锁开启时,首领战视角始终以玩家为中心,首领阶段的镜头定格和平移不移动视角,屏幕震动幅度为 0(关掉镜头锁后恢复原设置)。
  • 背包、制作与锻造

    • 背包右下角有 4 个按钮:掉落物黑名单、怪物图鉴、圣巢背包、快捷商店(快捷出售与买回),同一时间只开一个面板。
    • 掉落物黑名单(每个存档一份):拿着物品点格子加入(物品不消耗),空手点或右键移除;名单上的物品捡到时、首领奖励发放时按商店售价自动卖掉,不占背包;收藏物品、圣巢关键物品、货币、心、星和任务鱼不会被卖,购买、合成和从箱子里取出的也不卖。
    • 圣巢背包 29 格:20 个普通格、1 个梦之钉格和 8 个能力奖励专用格(克苏鲁护盾、攀爬爪、云朵瓶、赫尔墨斯靴、脚蹼、重锤符文、暗影披风、水晶之心);背包满了也能领能力奖励,Shift+点击把能力物品放回专用格。
    • 圣巢关键物品放在圣巢背包、背包、快捷栏或宠物栏里就生效,不用拿在手上:城门认徽章,黑暗房间靠光蝇灯笼照亮,电车认车票,深渊之门认国王之魂,兄弟姐妹和辐光认虚空之心;之前拒绝过的机关,带上物品后重新检查。光蝇灯笼可以当照明宠物(发蓝白光);格林之子放进宠物栏或使用即召出原版的格林之子,并算作佩戴了这个护符。
    • 制作窗口(点制作列旁的锤子打开):11 个分类标签和“全部”按钮,写明每次做几个,每行 10 格可滚动,按住连续制作,Shift 一次做 10 个。关闭背包时制作窗口、圣巢背包和黑名单一起关上;悬停提示画在所有面板之上。
    • 配方只看材料、附近的工作站和环境,没有阶段门槛,进度决定材料从哪里来;用吉欧买的基础物品按阶段解锁。地区宝匣和秘匣只能钓到,地区储物箱用 30 个当地方块在工作台制作,长椅和德特茅斯都不卖;基础制作栏里只有真正的物品(不会出现不要钱的空物品)。
    • 锻造:武器的上限看武器自己的阶段(阶段 0 +5,每高一阶段多 5 级,阶段 5 +30),骨钉和梦之钉看玩家阶段;锻满时显示“武器已满级,无法再锻造”,老存档里超过上限的武器保留原等级。
    • 盔甲锻造:哥布林工匠的锻造格写着“将武器或盔甲放到此处锻造”;盔甲每件最多 +5,每级 +1 防御(头、身、腿合计最多 +15),每级 500 吉欧 ×(盔甲阶段 + 1)×(1 + 等级 / 2),一件从 +0 到 +5 共 5,000 吉欧(阶段 0)到 30,000 吉欧(阶段 5);界面显示“防御 X → Y”,提示写“锻造 +N:防御 +M”。
    • 卖出锻造过的装备额外得到锻造花费的 1/5。锻造成功时新名字在角色头上弹出,锻满时彩色循环,带音效和彩虹火花。
    • 重铸有最低价:1 吉欧 ×(稀有度 + 1)×(阶段 + 1);每次重铸单独弹出结果,抽到最佳前缀时文字彩虹变色、播放专属音效,锤子锁定 1 秒(这期间点击不扣钱)。
    • 钱币栏 4 格,吉欧和梦境精华放哪格都行;梦境精华是钱币栏里的物品(背包和个人储物里的都算数,梦之门先扣背包里的,死亡不丢)。吉欧放在存钱罐、保险箱、护卫熔炉、虚空保险库里买东西时都能用;捡起吉欧时头上弹出数额(包括中吉欧)。吉欧和梦境精华不能卖给商店,快捷出售也不卖货币。
  • 新物品与收纳

    • 旗帜:每个图鉴条目一面(约 130 面)。旗帜盒(4 页 × 40 格,织布机:箱子 + 10 丝绸):带在身上时捡到的旗帜自动收进去。
    • 药水箱(3 页 × 40 格,玻璃瓶旁:箱子 + 10 玻璃瓶):带在身上时自动收药水;快速治疗、快速魔力、快速增益也用箱里的(有更强的先用更强的)。同一种增益药水攒满 20 瓶后 Alt+左键收藏,收藏后这种增益一直生效、不消耗药水。
    • 自动出售袋(织布机:10 丝绸 + 存钱罐):放进去的物品加入名单并当场按商店价卖掉;带在身上时捡到名单上的物品自动卖掉。
    • 保险箱、护卫熔炉、虚空保险库:摆出来右键打开各自的储物。钱币槽召出存钱罐、虚空袋召出虚空保险库(跟着人走,再用一次关上),带着虚空袋时背包装不下的东西收进虚空保险库。商人阶段 1 卖钱币槽、阶段 2 卖保险箱,酒馆老板阶段 3 卖护卫熔炉,虚空袋和虚空保险库在恶魔或猩红祭坛合成。
    • 水晶球、弹药箱、施法桌、利器站、战争桌、蛋糕块放在背包或存钱罐里也给增益(不显示倒计时),摆出来右键照旧。
    • 家具:木椅、木门、木桌(工作台),床(锯木机:右键设为重生点,再右键取消;床被拆掉时退回之前的重生点)。
    • 新药水:究极治疗药水(恢复 600 生命,阶段 5),虫洞药水(在全屏地图上点队友头像传送过去),返回药水(回家,并在喝药处留一个传送门,右键传送门回去),清酒(旅商出售)。
  • 商店

    • 商人按阶段卖治疗和魔力药水:阶段 0 弱效治疗 / 弱效魔力,阶段 2 治疗 / 魔力,阶段 4 强效治疗 / 强效魔力 / 恢复药水,阶段 5 超级治疗 / 超级魔力 / 究极治疗药水。
    • 商店开局就摆出后面阶段才卖的货:图标变暗、带锁,悬停显示物品说明和解锁条件(第几阶段、还差几种能力、通常是哪种),到阶段前买不了;商店最多 50 格,超过 40 件时出现第 5 行,回购物品放满时占掉最后一个预览格。
    • 每个阶段都有新武器上架,旧货保留:阶段 0 商人卖木剑、木弓、火花魔棒、雀杖、武士刀、燧发枪、木回旋镖、皮鞭;阶段 1 旅商卖灰冲击枪、代码1球,商人卖霹雳法杖,骷髅商人卖代码1球、伞;阶段 2 商人卖麦芽酒投掷器,军火商卖迷你鲨、四管霰弹枪,哥布林工匠卖标尺,巫医卖吹箭筒;阶段 3 军火商卖霰弹枪;阶段 4 旅商卖鳄鱼机关枪、中士联盾、左轮手枪、橙冲击枪、代码2球,骷髅商人卖渐变球、代码2球、拍拍手,巫师卖冰雪魔杖,松露人卖蘑菇长矛;阶段 5 旅商卖脉冲弓,派对女孩卖喜庆弹射器,机器侠卖感应雷发射器。
    • 酒馆老板卖四类哨兵武器(爆炸烈焰、弩车、爆炸陷阱、闪电光环):手杖阶段 3、魔杖阶段 4、法杖阶段 5,以及旧日军团盔甲(T2 阶段 4、T3 阶段 5)。商人阶段 0 卖空瓶;染料商卖 14 种染料、棕色染料和染缸;发型师卖漂亮镜子。
    • 旅商只从已解锁的物品里进货,每天至少带一件当前最高阶段的武器,升阶当天重新进货。
    • 箱子、商店和快捷出售的面板下移一格,不挡垃圾桶。
  • 城镇与房屋

    • 居民面板(泰拉瑞亚的房屋菜单):泰拉瑞亚自己的 NPC 头像,在镇上的亮显;选中居民后点木椅让他坐到椅子旁,点德特茅斯别处让他站到长椅旁,点房间让他入住;右键头像请他离开(直到重新安置都不回来)。坐在长椅上也能用。
    • 会自己搬来的居民:有商店的居民、旅商、向导、护士、渔夫;其余居民(包括圣诞老人和公主)等玩家安置。
    • 泰拉瑞亚房屋系统:德特茅斯以外的任何场景,以及德特茅斯里自己围出的空间都能建房;判定、评分和提示按泰拉瑞亚 1.4.5(椅子、桌子、光源、门或平台、玩家放的墙);“?” 查询房间,结果写在左下角;入住的居民在自己的房间生活,商店和对话照常;约每 2 分钟复查一次,房间不合格时居民搬回原处并说明原因;房屋菜单打开时每间房挂着带头像的房屋旗帜。旅商、骷髅商人、老人不入住房屋,松露人只住蘑菇地。
    • 居民会自己开门、走过两格后关门;能站在玩家搭的地板和屋顶上;以长椅为家的居民在街道上左右各走 16 单位,坐椅子的在椅子 4 单位内活动。
    • 木门装在地板和天花板之间:右键朝面向的一侧打开(被挡就开向另一侧),走进关着的门自动推开,走过后关上,门口有人时不关。
    • 椅子、床、遗物等有朝向的家具按玩家面朝的方向放下,放置预览朝向相同。家具按格子判定:刚砌的方块上马上能放,不会放进墙里;平台和方块能贴着箱子、家具的顶部和侧面放。
    • 智能光标:放墙只补在玩家所在的房间里,选看得见、离鼠标最近的一格;放火把选附近 8 格内没有火把的暗处;鼠标指着火把、门、床、箱子等可交互物时不接管;挖掘可以瞄准尖刺和荆棘。
    • 家具、箱子和生命水晶画在召唤物、宠物、弹幕、居民和玩家后面,居民在家具前、玩家后。
    • 在界面上按下鼠标、拖出面板、安置居民或查询房屋时,不会触发手里物品的使用或骨钉挥砍。
  • 世界、挖掘与建造

    • 24 种地区方块和背景墙:挖原有地形掉所在地区的方块(地区以外是石块),工作台 1 块换 4 面墙、4 面换回 1 块;地区墙算玩家放的墙,可以围房子。
    • 48 种地区火把,各有自己的贴图、火焰和光色。打碎场景里的罐子、灯、柱子等可破坏物会掉当地火把或吉欧(每个只掉一次,创造模式不掉)。
    • 地区储物箱:新存档时每个地区按可活动面积放箱子(最大的地区 5 个,其余按比例、至少 1 个,神居不放),放在平整、远离尖刺、酸水、长椅、门和首领场地的地面上,走过后显示在地图上;一个有当地武器(带随机前缀)、一个有当地饰品,其余是当地材料、药水、火把和吉欧,1/40 有宠物。24 种储物箱各用 30 个当地方块在工作台制作,40 格,和原版箱子一样大、贴地放置,打开时底边宽度不变,上面能直接放平台,空箱能挖回。
    • 挖洞样式两种,设置里切换(只改画面):融合(默认:平滑洞口、描边、洞内阴影、调暗的地区墙)和泰拉瑞亚(方格洞口)。
    • 挖掉一格地面时,长在上面、挂在下面或挡在前面的藤蔓、草、灌木、苔藓、叶子、花整株一起掉下(例如苍绿之径顶部的藤蔓),读档后也一样。
    • 吉欧石每块共给 150 吉欧,分摊在每一下敲击和碎裂上。手持光蝇灯笼时发出泰拉瑞亚最强的光。
    • 地上的掉落物和墓碑落地就停,不弹跳;陷进方块的物品浮到最近的空位,掉在首领房间原版地面上的物品落在原版地面上。
  • 钓鱼

    • 24 个钓鱼地区各有自己的宝匣(山道匣、苍绿匣、泪城匣、晶簇匣、白灰匣、神辉匣、梦魇匣……),阶段 4 起换成同地区的秘匣;它们出现在原版群系宝匣的位置,宝匣药水、渔力和运气都管用。原版的 9 种群系宝匣用地区的名字和图,旧存档里的照样能开。
    • 地区宝匣必出一件装备(本地区敌人当期的装备和对应原版宝匣的招牌装备),有专属鱼竿的地区 1/5 出鱼竿;另有本地区方块、火把、材料、鱼饵、苔藓,以及原版宝匣都有的吉欧、矿石、锭和药水。宝匣里没有首领招牌物品和商店特色武器。
    • 宝匣另外判定一次生命水晶:木匣 5%、铁匣 10%、金匣 15%、地区和群系宝匣 10%。
    • 钓鱼宝箱:每次渔获有 1/25 几率换成它(喝了宝匣药水 1/12),不会顶掉任务鱼;右键打开,有学徒 / 熟手 / 大师诱饵和鱼饵小动物,偶尔有钓鱼药水、钓鱼饰品、鱼类武器或鱼竿。
  • 地图

    • 世界地图换成新布局:房间尽量不重叠,更多入口对上,各区域的位置贴近原版地图。两边对不上的入口画出泰拉瑞亚风格的小箭头(目标区域的颜色),悬停显示“通往:某地”并用虚线连到另一头,点击跳过去;小地图和叠加地图上也有。
    • 居民头像显示在全屏地图、小地图和叠加地图上,悬停显示名字。戴着格林之子时,当前等级还没收集的格林火焰(包括布鲁姆的火焰)显示在地图上。
    • 揭图范围左右各 18 格、上下各 23 格;挖掘、填充、拆掉尖刺这类单格变化下一帧就画进全屏地图和小地图。
    • 配色:岩石更亮、空旷处接近纯黑;买了地图但没探索的格子按 30% 亮度显示,房间重叠处不叠亮。
    • 图层:呼啸悬崖的洞穴房间(鹿角站、乔尼的安息处、剧团灯笼洞)、斗兽场、神居捷径、面具制作者、遗弃外壳归在内层;玩家所在的图层按他在场景里的实际位置判断。
    • 全屏地图缩放、拖动不卡顿:房间图分帧生成,从屏幕中间往外,地图关着时提前生成。
  • 神居

    • 神居 72 个有地形的房间上地图(中庭、顶层、众神堂、风暴之地、温泉、各首领竞技场),带中文房间名,世界图集共 451 个场景;垃圾坑、垃圾坑通道和苍白潜伏者的房间接在主地图上。看过神居后,全屏地图上有“神居”按钮直接跳过去。
    • 神居战斗按终局奖励:月亮武器(彩虹猫之刃、太空海豚机枪、终极棱镜、月亮传送门法杖)和月亮盔甲,击败首领时另给 70–90 夜明矿;神居的普通敌人 40%、精英 80% 掉 1–3 夜明矿;专家、大师的神居宝藏袋带回城镇再开,开出的仍是神居奖励。
    • 神居有自己的方块和墙(神居金砖)、火把、储物箱和钓鱼匣。首领血量和挑战档位见上面的“首领血量”。
  • 宠物

    • 约 85 只泰拉宠物按原版 AI 移动、取帧、转向和冒粒子:地面宠物按原版的距离跟随、起跳,离得太远飞回;飞行宠物按原版的位置和速度跟随;有原版的闲置动作(小熊猫挠痒、狼人宝宝嚎叫、宠物蜘蛛沿墙爬……);魔法灯笼让附近的宝藏闪光;切斯特可以当随身存钱罐(右键打开);皇家甜点同时召出史莱姆王子和公主;玩家在下方时宠物穿过平台落下来。
  • 图鉴、对话与提示

    • 图鉴搜索框:按怪物名或已解锁的掉落物名搜,支持中文输入法(最多 32 个字);搜索时左侧只留下有结果的地区或阶段,网格只留下搜到的怪并自动选中第一个,匹配的掉落物带金框。
    • 图鉴可选“掉落阶段”(当前或 0–5),查看任意阶段的掉落;按阶段分组时每种怪按自己的阶段归类(阶段 0 的怪在阶段 0);标题栏写着“当前阶段 X / 5,再得到 1 种能力进入下一阶段(通常是……)”。图鉴列表和文字有缓存,打开更流畅。
    • 对话播报(默认开):空洞骑士的角色对话、碑文、先知的梦境对话每秒一句进左下角聊天框,不弹黑色对话框、不用翻页,说话时可以走动;要做选择的对话照常弹出;播报没结束时离不开对话所在的房间。
    • 单人游戏也能用聊天(Enter),支持 /me、/roll、/playing、/death、/pvpdeath、/p、/help。
    • 区域大标题出现时睡下的 NPC 会被叫醒(例如泪水之城井口收简单钥匙的机器照常能交互)。
    • 光蝇灯笼和格林之子的增益图标用空洞骑士的物品图;储物面板的标题写着打开它的家具或物品名。
    • 进游戏时分批预加载物品图标和中文字形,第一次打开背包不卡。
  • 创造模式

    • 默认拥有全部圣巢物品:简单钥匙 4、腐臭蛋 21、苍白矿石 6、四种遗物 14 / 17 / 8 / 4、虚空之心、格林之子(1 级)、完整的娇嫩花和觉醒的梦之钉,用掉会补回;暗影披风、水晶之心等能力饰品也直接给,补上黑卵圣殿要检查的虚空之心标记。
    • 从显示 ∞ 的堆叠上右键取物,原堆叠数量不变。图鉴挑战到达后自动站位并开战。
  • 联机(协议升级,所有玩家都要用 4.0.0)

    • 首领首杀的生命水晶由占有竞技场的一方登记、主机验证后广播,每位在线玩家按自己的存档各领一份。
    • 首领房战斗门关着、房里 3 秒没有活着的玩家时自动开门。
    • 虫洞药水:在全屏地图上点队友头像传送过去。
    • 同步地区火把、地区储物箱外观、家具朝向、长椅坐姿和地区方块;客机开关门由房主处理;客机捡到黑名单或自动出售名单上的物品同样自动卖掉。出场保护同样挡住联机伤害。
  • 性能

    • 渔夫睡觉的位置只在蓝湖场景检查(每秒一次),每帧少扫描一遍全部状态机,敌人多的皇家水道更明显。
  • 旧存档:照常读取。旧存档不生成地区储物箱;旧的斗兽场召唤物换成门票;已击败的首领记为已领过生命水晶;梦境精华第一次进游戏时换成物品。


Godhome on the map; area blocks, torches, chests and fishing crates; Terraria's housing; banners, the Potion Box and the loot blacklist; boss life, loot and fight flow reworked.

Download TerraKnight-v4.0.0.zip, unzip it into the Hollow Knight game folder and double-click 空洞泰拉.bat; see docs/INSTALL.en.md. Everyone in a multiplayer game needs 4.0.0.

Changes

  • Boss fights

    • A boss's arena answers only to a player standing in it: touching its fight trigger from the next room (say, flying to the ceiling of the room under the False Knight) starts no fight and shuts no one out; walking into the arena while still touching the trigger starts it as usual.
    • Bosses take no damage while they first wake, roar or play their entrance (Terraria weapons, the vanilla nail, damage over time, minions and multiplayer hits alike); roars in the fight proper can be hit as usual.
    • Minions, sentries, their shots and the Stardust Guardian's punches only take life from bosses and elites: no stagger builds up and the boss never hears the hit, so its attacks are not interrupted and it does not dodge, counter or teleport because of them. The player's own attacks (whips included) work as usual.
    • Boss loot waits for the death sequence and falls where the body last was (after the maggot bursts out of the False Knight's armour, after the Gruz Mother and the Soul Master burst); bodies that stay (such as the bowing Mantis Lords) wait at most 6 seconds; leave the room before the end and the loot goes straight to your bag. Regular loot, relics and the first-kill Life Crystal are settled together.
    • Multi-body bosses (Mantis Lords, Soul Master, Watcher Knights, the Nailmaster brothers, Oblobbles, Vengefly Kings) count one kill and drop their loot when the last body falls, bodies not yet out or hidden for now included; Nosk and Galien settle as their death sequence ends.
    • Boss seals: every boss has a checked landing spot. Seals, creative bestiary challenges and multiplayer followers arrive at the same place, standing on the fight's own floor (the False Knight's upper fight floor, the bottom of Uumuu's fight area, the Soul Master's first-phase floor, the Collector's upper fight area). The Mantis Lords, the Radiance and the seven Warrior's Dreams use the game's own challenge prompts; the Pure Vessel, Oro & Mato, Sheo, Sly, the Oblobbles and the God Tamer use the game's Godhome entrances.
    • Summoning the Nightmare King Grimm skips the camera pan, the eyes, the silhouette and the title and starts the fight at once. Going straight to Hornet Sentinel at Kingdom's Edge with a seal leaves only her fight body; her story entrance comes back after the challenge.
    • Rematching a beaten map boss with a seal reloads the game's own fight sub-scene and resets its battle control before the intro and the gates; the Traitor Lord, the Collector and the Crystal Guardian (Guardian's Mirror) can all be fought again.
    • Colosseum Ticket: replaces the Twin Acid Sacs and the God Tamer's whistle; crafted at an anvil from 12 Cobalt Ore + 4 Fireblossom. Used anywhere, it takes you to the door of the Colosseum of Fools, where you sign up for a trial; it is spent on arrival. It cannot be used (and is not spent) in dreams, Godhome, the Colosseum or before stage 4. Old saves' two seals become tickets.
    • While Hornet pins the Hollow Knight down, the game's own Dream Nail entry stays and Terraria's extra damage, minions and damage over time pause; while the Hollow Knight lies waiting for the Dream Nail before the Radiance, the Terraria Dream Nail, damage over time, minions and sentries cannot hit it.
    • Using a seal on a bench stands you up first, so sitting is never carried into the fight or a later waking. After losing a Godhome or dream challenge and coming back through an ordinary door to a room with no dream gate (such as from the Oblobbles' challenge back to Kingdom's Edge), the waking is finished: the white screen clears and control, gravity and life come back.
  • Boss life

    • Map bosses on their first fight have more life by stage: +10% at stage 0, +16% at 1, +25% at 2, +35% at 3, +45% at 4, +60% at 5.
    • Late and dream bosses each have a whole-fight life (Normal, single player; Expert and Master scale it by the Terraria boss each stands for; phases and bodies share it; the bestiary shows the whole fight, the health bar the current body or phase): Hive Knight 50,000, Failed Champion 100,000, Soul Tyrant 120,000, Lost Kin 110,000, Oblobbles 90,000 (half each), God Tamer 85,000, Zote 12,000, Hornet at Kingdom's Edge 80,000, Markoth 75,000, Broken Vessel 65,000, Grimm 100,000, White Defender 120,000, Grey Prince Zote 100,000, Nightmare King Grimm 160,000, Hollow Knight 140,000, Oro & Mato 140,000, Sheo 150,000, Sly 160,000, Pure Vessel 200,000, Radiance 220,000.
    • The False Knight's armour and head share life 10:3; the head keeps the boss's identity and Godhome scaling.
    • Bosses fought again in Godhome have whole-fight lives of their own (Normal, before the challenge tier): False Knight 100,000, Gruz Mother 70,000, Brooding Mawlek 85,000, Hornet 95,000, Massive Moss Charger 80,000, Gorb 75,000, No Eyes 85,000, Dung Defender 105,000, Traitor Lord 115,000, Mantis Lords 130,000, Soul Master 115,000, Uumuu 95,000, Flukemarm 85,000, Crystal Guardian 95,000, Elder Hu 80,000, Marmu 85,000, Watcher Knights 145,000, Collector 110,000, Nosk 115,000, Galien 90,000, Xero 85,000; Godhome's own rooms: Hornet 125,000, Enraged Guardian 120,000, Sisters of Battle 170,000, Winged Nosk 140,000, Absolute Radiance 300,000.
    • Godhome's challenge tiers set boss life / defense / damage on their own, apart from map progress and gear: Hall of Gods Attuned ×1.30 / ×1.25+5 / ×1.25, Ascended ×1.70 / ×1.50+8 / ×1.45, Radiant ×2.10 / ×1.80+10 / ×1.70; Pantheons 1 to 5 life ×1.4 / 1.7 / 2.0 / 2.4 / 2.9, defense ×1.25+5 up to ×1.9+10, damage ×1.2 up to ×1.75.
  • Boss loot and rewards

    • The first time each boss is beaten, each character gets 1 Life Crystal: once per whole fight for multi-phase bosses, the two Hornet fights counted apart, none for rematches or treasure bags, none back-paid for bosses beaten before this update; in multiplayer everyone gets their own by their own save. The bestiary shows this reward only while it can still be had.
    • Every boss always drops its signature item (apart from the four-class reward and the accessory roll): False Knight Royal Gel, Gruz Mother Slime Whip, Brooding Mawlek Bloody Machete, Vengefly King Slime Staff, Hornet Shield of Cthulhu, Massive Moss Charger Stinger Necklace, Gorb Sweetheart Necklace, No Eyes Terragrim, Mantis Lords Bone Glove, Soul Warrior Celestial Cuffs, Soul Master Mana Flower, Crystal Guardian Magma Skull, Dung Defender Worm Scarf, Flukemarm Brain of Confusion, Uumuu Obsidian Shield, Elder Hu Hive-Five, Marmu Star Veil, Traitor Lord Spore Sac, Failed Champion Bone Helm, Watcher Knights Warrior Emblem, Collector Mana Cloak, Nosk Star Cloak, Galien Frozen Turtle Shell, Xero Power Glove, Soul Tyrant Sorcerer Emblem, Hive Knight Hive Pack, Hornet at Kingdom's Edge Black Belt, Broken Vessel Summoner Emblem, Lost Kin Volatile Gelatin, Markoth Stalker's Quiver, Oblobbles Ranger Emblem, God Tamer Shiny Stone, Zote Stress Ball, Pale Lurker Ankh Shield, Grimm Fire Gauntlet, Nightmare King Grimm Soaring Insignia, White Defender Frozen Shield, Grey Prince Zote Papyrus Scarab, Hollow Knight Destroyer Emblem, Oro & Mato Hero Shield, Sheo Celestial Emblem, Sly Master Ninja Gear, Pure Vessel Celestial Shell, Radiance Gravity Globe.
    • The Shield of Cthulhu, Royal Gel, Worm Scarf, Brain of Confusion, Bone Glove, Bone Helm, Hive Pack, Spore Sac, Shiny Stone, Soaring Insignia and Gravity Globe come only from their bosses.
    • A boss's main reward is one item a roll: each class's weapons 21.25%, the stage's armour 15% together. The four-class rewards follow the Terraria boss each stands for: Traitor Lord (Plantera, stage 5) Seedler / Venus Magnum / Leaf Blower / Pygmy Staff; Hive Knight Excalibur / Hallowed Repeater / Sky Fracture / Optic Staff; God Tamer (stage 5) Possessed Hatchet / Stynger / Heat Ray / Xeno Staff; Nightmare King Grimm Starlight / Eventide / Nightglow / Terraprisma; White Defender Flairon / Tsunami / Razorblade Typhoon / Tempest Staff; Radiance Meowmere / S.D.M.G. / Last Prism / Lunar Portal Staff.
    • Bosses give Terraria's materials: False Knight 20–40 Gel; Hornet 30–90 Demonite or Crimtane Ore; Dung Defender 80–110 Demonite Ore + 20–40 Shadow Scales; Flukemarm 80–110 Crimtane Ore + 20–40 Tissue Samples; Hive Knight 17–29 Bee Wax plus one of Bee Keeper / The Bee's Knees / Bee Gun; God Tamer 18–23 Beetle Husks.
    • Stage 5 bosses always drop the Ancient Manipulator on the first kill, 25% on rematches; Luminite is in stage 5 bosses' resource pool.
    • Bosses drop healing potions of their own stage: Lesser at stages 0 and 1, plain at 2 and 3, Greater at 4, Super at 5; stage 5 bosses also drop 1–3 Ultimate Healing Potions.
    • Early exploration accessories drop from early enemies (about 0.2%–0.29% each): Crawlid Flying Carpet / Climbing Claws, Wandering Husk Flying Carpet / Hermes Boots, Vengefly Cloud in a Bottle / Shiny Red Balloon, Husk Hornhead Fledgling Wings / Band of Regeneration, Husk Bully Band of Starpower / Flower Boots, Aspid Hunter Jellyfish Necklace / Treasure Magnet; bosses' accessory rolls leave them out (and the Cobalt Shield, Magma Stone and Rifle Scope).
  • Enemies and drops

    • Common enemies and elites have more life by stage: ×1.05 / 1.10 / 1.18 / 1.25 / 1.65 / 2.8 at stages 0–5.
    • Enemy damage per mask (Master base) at stages 0–5 is 32 / 48 / 68 / 96 / 132 / 176; spikes and other hazards deal 20 / 30 / 42 / 58 / 76 / 100.
    • A non-boss enemy that is hit locks onto the player for 10 seconds and gives chase, even when hit from outside its alert range.
    • Drops follow the area an enemy actually dies in. Each area has its own materials and a rotation of weapon and armour styles: King's Pass Copper Ore / Gel / Feathers, Forgotten Crossroads Iron Ore / Lenses / Rotten Chunks, Greenpath Tin Ore / Vines / Daybloom, Fog Canyon Silver Ore / Amethyst / Emerald / Coral, Fungal Wastes Tungsten Ore / Jungle Spores / Glowing Mushrooms, Howling Cliffs Gold Ore / Feathers / Sapphire, City of Tears Demonite Ore / Bones / Diamonds, Royal Waterways Crimtane Ore / Rotten Chunks / Ichor, Crystal Peak Meteorite / Topaz / Ruby / Diamond / Crystal Shards, Resting Grounds Ectoplasm / Amber / Moonglow, Deepnest Palladium Ore / Spider Fangs / Cobwebs, Beast's Den Palladium Ore / Spider Fangs / Black Lenses, Ancient Basin Hellstone / Obsidian / Cursed Flames, Queen's Gardens Chlorophyte Ore / Vines / Deathweed, the Hive Cobalt Ore / Bee Wax / Stingers, Kingdom's Edge Adamantite Ore / Antlion Mandibles / Dark Shards, Colosseum of Fools Titanium Ore / Souls of Light / Unicorn Horns, the Abyss Orichalcum Ore / Souls of Night / Black Lenses, White Palace Mythril Ore / Pixie Dust / Light Shards, Black Egg Temple Crystal Shards / Ectoplasm / Shadow Scales, dreams Chlorophyte Ore / Ectoplasm / Black Lenses, Grimm Troupe Adamantite Ore / Spooky Wood / Fire Feathers, Godhome Luminite / Beetle Husks / Butterfly Dust; materials join at their own stage.
    • Common enemies' gear and ores in an area go up to the area's tier + 1 (tier 0 at King's Pass and the Crossroads, tier 5 in Godhome). All 20 smeltable ores, the seven gems, Obsidian and Sturdy Fossils have a source in their own stage; Tungsten, Gold and Platinum are there from stage 0, and Kingdom's Edge and the Colosseum drop Mythril, Orichalcum, Adamantite and Titanium straight away.
    • Common enemies drop a rare piece of gear 10% of the time and elites 24%, seven tenths of it weapons (about 7% for common enemies, 16.8% for elites), the rest armour and accessories.
    • Earlier stages' drops stay after a stage is unlocked: in one roll this stage's items take 70% together and earlier stages' 30%; in a resource pool this stage's materials weigh ×1.15 and earlier ones ×0.85.
    • Each material's amount follows its rarity (common enemy / elite / boss): regular ores 2–4 / 3–6 / 6–12, advanced ores 1–3 / 2–5 / 4–8; rarity 0 materials 2–5 / 3–7 / 5–12, rarity 1 1–3 / 2–4 / 3–8, rarity 2–4 1–2 / 1–3 / 2–6, rarity 5 and up 1 / 1–2 / 2–4; special materials such as Black Lenses and Turtle Shells 1 (1–2 from bosses). Hellstone: common enemies 65% for 2–4, elites always 3–6; Obsidian: common enemies 60% for 1–3, elites always 2–4.
    • Bait and odds and ends: area bait 1/200 from common enemies and 1/100 from elites, bait critters in drop tables 0.5% and 1%, moss 1/50. Fish, fish weapons, seafood and fishing accessories are only caught.
    • The shops' own weapons are sold only in shops, never dropped or found in crates: Katana, Code 1, Gray Zapinator, Code 2, Gatligator, Orange Zapinator, Slap Hand, Pulse Bow.
    • Every 20 kills of one kind of enemy drop its banner, and the chat shows Terraria's "You have defeated N ..." message. From stage 5 the Colosseum's four kinds of enemy drop the Sniper Scope.
    • Grouped drops show in the bestiary at the chance they are actually rolled with (one chance for the whole group).
    • The extra crawlers (Tiktiks and others) of the spawn multiplier are placed only where they can feel the ground and crawl along the terrain, never circling in the air.
    • When the Knight walks on acid or water, the surface holds only him; enemies drop into the water as usual.
  • Combat and numbers

    • Defense works as in Terraria: each point takes off 0.5 damage on Normal and Hard, 0.75 on Expert and 1 on Master; enemy damage is scaled by difficulty first, then defense comes off, then percentage reductions, set bonuses and shields, at least 1.
    • Mana Sickness: each mana potion adds 5 seconds (10 at most), and each second left takes 5% off magic damage (50% at most); quick mana and the Mana Flower count, mana stars and natural regeneration do not.
    • Knockback: an enemy still flying or sliding from a hit is pushed no further by the hits that follow (the Zenith and Star Wrath do not carry an enemy across the room), and those hits still count toward the knockback streak; common enemies and elites knocked back 5 times in 3 seconds stay steady for 1 second. A knocked-back Crawlid keeps to the terrain it crawls on.
    • Only enemies with a shield on one side (Husk Sentries, Husk Warriors and the like) reflect projectiles; a reflected shot is a slow red energy ball (a quarter of the shot's damage, lasting 6 seconds, gone on hitting terrain). Enemies invulnerable all round (burrowed, hiding in grass, a curled-up Elder Baldur) just absorb shots.
    • Banners work when carried in the bag, the Piggy Bank or the Banner Box: damage to that enemy ×1.5 on Normal, ×1.75 on Hard and ×2 on Expert and up; damage from it (its shots included) ×0.75 / ×0.625 / ×0.5.
    • The Stardust Guardian spends its hit cooldown only on a real hit, each guardian on its own, and shields block its punches. Hits blocked by a shield or refused by the game keep the damage remainder saved up so far.
    • Weapons: Gladius 18, Ruler 15, Chlorophyte Saber 40 (counted as one stab per use); Ash Wood Sword 29, Ash Wood Bow 30, Pearlwood Sword 33, Pearlwood Bow 36 (below their stage's metal weapons); the Gold, Platinum and Tungsten broadswords, shortswords and bows at stage 0; the Gray Zapinator at stage 1, Code 2 and the Revolver at stage 4, the Pulse Bow at stage 5.
    • The Book of Skulls' skulls last 3 seconds or 640 pixels of flight, hit at most 3 times with a 20-tick cooldown per target, seek within 240 pixels and give up past 480; the Nimbus Rod's and Crimson Rod's clouds last 30 seconds.
    • The Solar armour's shields circle by the character's facing, and by the direction of use while using an item.
    • Projectiles made of particles (Water Bolt, the Lunar Flare, sparks and the like) reuse the oldest particles when the pool is full, so they stay visible while casting continuously.
  • Abilities and movement

    • The shadow dash is Hollow Knight's own straight dash (its speed and length) with the game's 1.5 s cooldown; the Crystal Heart's and Hallownest Shield's super dash has no cooldown, as in the game.
    • Enemies hit by the super dash or the shadow dash take the Shield of Cthulhu's ram damage (30 damage, knockback 9, 4% crit), once per enemy per dash, without bouncing you back; enemy bodies do not hurt you during a super dash (their projectiles still do).
    • New option "Nail aims at the mouse" (off by default): the nail and the Dream Nail swing towards the mouse through 360°, with recoil and the pogo bounce still in the game's four directions.
    • Passing through a one-way platform from below or the side is no head bump and does not cut a jump short; platforms get their collision back after their chunk is rebuilt, so every platform you see can be stood on.
    • Hallownest abilities' items go to the Hallownest bag; a Crystal Heart or Shade Cloak an older version failed to give is handed over once.
    • View zoom (Terraria's zoom): hold = to zoom in and - to zoom out, between 1 and 2 (2 is Hollow Knight's own view, 1 shows twice as much), rebindable in the key settings; the minimap zooms with the map zoom keys (numpad +/- by default).
    • With the camera lock on, boss fights stay centred on the player, boss phases' camera holds and pans do not move the view, and screen shake is zero (your settings come back when the lock is off).
  • Inventory, crafting and forging

    • Four buttons at the inventory's lower right: Loot Blacklist, Bestiary, Hallownest bag, Quick Shop (quick selling and buyback); one panel open at a time.
    • Loot Blacklist (one per save): click a slot with an item to add it (the item stays yours), click empty-handed or right-click to remove; listed items are sold at shop price as they are picked up or handed out as boss rewards, taking no bag space. Favourites, Hallownest key items, money, hearts, stars and quest fish are never sold, nor anything bought, crafted or taken from a chest.
    • The Hallownest bag has 29 slots: 20 ordinary ones, a Dream Nail slot and 8 slots kept for ability rewards (Shield of Cthulhu, Climbing Claws, Cloud in a Bottle, Hermes Boots, Flipper, Ram Rune, Shade Cloak, Crystal Heart); ability rewards arrive even with a full bag, and Shift+click puts an ability item back in its slot.
    • Hallownest key items work from the Hallownest bag, the bag, the hotbar or a pet slot, without being held: city gates check the crest, dark rooms light up with the Lumafly Lantern, the tram checks the pass, the Abyss door checks the Kingsoul, the Siblings and the Radiance check the Void Heart; mechanisms that turned you away ask again once you carry the item. The Lumafly Lantern works as a light pet (a bluish-white glow); the Grimmchild in a pet slot or used calls up the game's own Grimmchild and counts as wearing the charm.
    • The crafting window (the hammer next to the crafting column): 11 category tabs and an "All" button, how many each craft makes, rows of 10 that scroll, hold to keep crafting, Shift to make 10 at once. Closing the inventory closes the crafting window, the Hallownest bag and the blacklist with it; hover text draws over every panel.
    • Recipes go by ingredients, nearby stations and surroundings only, with no stage gate, and progress decides where the materials come from; the basic items bought for Geo unlock by stage. Area crates and coffers are only fished up, and area chests are made from 30 of the area's blocks at a Work Bench; neither is sold at benches or in Dirtmouth, and the basics list holds real items only (no empty item at no price).
    • Forging: a weapon's cap follows its own stage (+5 at stage 0, 5 more each stage, +30 at stage 5), the Nail's and Dream Nail's the player's stage; at the cap it says "武器已满级,无法再锻造", and old saves' weapons over the cap keep their level.
    • Armour forging: the Goblin Tinkerer's forge slot reads "将武器或盔甲放到此处锻造" (put a weapon or armour here); each armour piece goes up to +5 at +1 defense a level (+15 for head, body and legs together), each level costing 500 Geo × (armour stage + 1) × (1 + level / 2), so +0 to +5 costs 5,000 Geo (stage 0) to 30,000 Geo (stage 5); the panel shows "防御 X → Y" and the tooltip "锻造 +N:防御 +M".
    • Forged gear sells for a fifth of its forging cost more. A successful forge pops the new name over the character, cycling colours at the cap, with a sound and rainbow sparks.
    • Reforging has a floor price of 1 Geo × (rarity + 1) × (stage + 1); each reforge pops its own result, and the best prefix turns the text rainbow, plays its own sound and locks the hammer for 1 second (clicks then cost nothing).
    • Four coin slots, Geo and Dream Essence in any of them; Dream Essence is an item in the coin slots (the bag and personal storage count, Dream Gates take from the bag first, death does not lose it). Geo in the Piggy Bank, Safe, Defender's Forge or Void Vault pays for purchases; picking up Geo pops the amount over your head (medium Geo too). Geo and Dream Essence cannot be sold, and Quick Shop sells no money.
  • New items and storage

    • Banners: one for each bestiary entry (about 130). Banner Box (4 pages × 40 slots, Loom: Chest + 10 Silk): carried, it takes in the banners you pick up.
    • Potion Box (3 pages × 40 slots, by a Bottle: Chest + 10 Bottles): carried, it takes in potions, and quick heal, quick mana and quick buff use its potions (the strongest first). With 20 of one buff potion inside, Alt+left click favourites it, and that buff then lasts for good without using up potions.
    • Auto-Sell Bag (Loom: 10 Silk + Piggy Bank): items put in join its list and are sold at shop price on the spot; carried, it sells listed items as you pick them up.
    • Safe, Defender's Forge, Void Vault: placed, each opens its own storage on right click. The Money Trough calls up the Piggy Bank and the Void Bag the Void Vault (they follow you; use again to close), and with the Void Bag carried, what the bag cannot hold goes to the Void Vault. The Merchant sells the Money Trough from stage 1 and the Safe from stage 2, the Tavernkeep the Defender's Forge from stage 3; the Void Bag and Void Vault are made at a Demon or Crimson Altar.
    • The Crystal Ball, Ammo Box, Bewitching Table, Sharpening Station, War Table and Slice of Cake give their buffs from the bag or the Piggy Bank too (no countdown shown); placed, right click works as before.
    • Furniture: Wooden Chair, Wooden Door, Wooden Table (Work Bench); Bed (Sawmill: right click sets it as your respawn point, again to clear it; a removed bed falls back to the earlier one).
    • New potions: Ultimate Healing Potion (restores 600 life, stage 5), Wormhole Potion (click a teammate's head on the full map to go to them), Potion of Return (takes you home and leaves a portal where you drank it; right-click the portal to go back), Sake (from the Traveling Merchant).
  • Shops

    • The Merchant sells healing and mana potions by stage: Lesser Healing / Lesser Mana from stage 0, Healing / Mana from 2, Greater Healing / Greater Mana / Restoration from 4, Super Healing / Super Mana / Ultimate Healing from 5.
    • Shops show from the start what they sell at later stages: dimmed, with a lock, the hover text giving the tooltip and the unlock (which stage, how many abilities to go, usually which one); they cannot be bought before then. A shop holds up to 50 slots, a fifth row past 40 items, and buyback fills the last preview slot when full.
    • New weapons come on sale at every stage, the old ones kept: at stage 0 the Merchant sells the Wooden Sword, Wooden Bow, Wand of Sparking, Finch Staff, Katana, Flintlock Pistol, Wooden Boomerang and Leather Whip; at 1 the Traveling Merchant the Gray Zapinator and Code 1, the Merchant the Thunder Zapper, the Skeleton Merchant Code 1 and the Umbrella; at 2 the Merchant the Ale Tosser, the Arms Dealer the Minishark and Quad-Barrel Shotgun, the Goblin Tinkerer the Ruler, the Witch Doctor the Blowgun; at 3 the Arms Dealer the Shotgun; at 4 the Traveling Merchant the Gatligator, Sergeant United Shield, Revolver, Orange Zapinator and Code 2, the Skeleton Merchant the Gradient, Code 2 and Slap Hand, the Wizard the Ice Rod, the Truffle the Mushroom Spear; at 5 the Traveling Merchant the Pulse Bow, the Party Girl the Celebration, the Cyborg the Proximity Mine Launcher.
    • The Tavernkeep sells the four sentry lines (Flameburst, Ballista, Explosive Trap, Lightning Aura): canes at stage 3, rods at 4, staffs at 5, and the Old One's Army armour (tier 2 at stage 4, tier 3 at 5). The Merchant sells the Bottle from stage 0; the Dye Trader 14 dyes, Brown Dye and the Dye Vat; the Stylist the Pretty Mirror.
    • The Traveling Merchant stocks only unlocked items, brings at least one weapon of the highest stage reached each day, and restocks on the day a stage is unlocked.
    • The chest, shop and Quick Shop panels sit one row lower, clear of the trash can.
  • Town and housing

    • The townsfolk panel (Terraria's housing menu): Terraria's own NPC heads, bright for those in town; pick a resident, then click a Wooden Chair to seat them by it, elsewhere in Dirtmouth to stand them by the bench, or a room to move them in; right-click a head to send them away (they stay away until placed again). It works while sitting on a bench too.
    • Residents who move in by themselves: those with shops, the Traveling Merchant, the Guide, the Nurse, the Angler; the others (Santa Claus and the Princess included) wait for you to place them.
    • Terraria housing: build a house in any scene outside Dirtmouth, or in a space you closed off in Dirtmouth; checks, scores and messages follow Terraria 1.4.5 (a chair, a table, a light, a door or platform, player-placed walls); "?" checks a room and says why at the bottom left; residents live in their rooms with shop and chat as usual; rooms are checked again about every 2 minutes, and a resident whose room fails moves back and says why; with the housing menu open each house shows a banner with its resident's head. The Traveling Merchant, Skeleton Merchant and Old Man take no house, and the Truffle only a mushroom one.
    • Residents open doors and close them two cells behind them, stand on floors and roofs you build, and walk 16 units either way along the street (homed at the bench) or within 4 units of their chair.
    • The Wooden Door fits between floor and ceiling: right click opens it to the side you face (the other side if that is blocked); walking into a closed door pushes it open and it closes behind you, not while someone is in the doorway.
    • Chairs, beds, relics and other furniture with a facing are placed the way you face, and the placement preview shows it. Furniture goes by the grid: it can stand on blocks placed a moment ago and never inside a wall; platforms and blocks can go against the tops and sides of chests and furniture.
    • Smart cursor: walls only fill in the room you are in, at the visible cell nearest the mouse; torches go to the nearest dark spot with no torch within 8 cells; it stays out of the way while the mouse is on a torch, door, bed, chest or other interactive thing; digging can aim at spikes and thorns.
    • Furniture, chests and Life Crystals draw behind minions, pets, projectiles, residents and the player; residents draw in front of furniture and behind the player.
    • Pressing the mouse on the interface, dragging out of a panel, placing a resident or checking a house does not also use the held item or swing the nail.
  • World, digging and building

    • 24 area blocks and background walls: digging the original terrain drops the area's block (Stone Blocks outside the areas); a Work Bench turns 1 block into 4 walls and 4 walls back into 1 block; area walls count as player-placed walls for houses.
    • 48 area torches, each with its own sprite, flames and light colour. Breaking pots, lamps, pillars and other breakables in a scene drops local torches or Geo (each breakable once; not in creative mode).
    • Area chests: a new save places chests in every area by its open space (5 in the largest, the rest in proportion, at least 1, none in Godhome), on level ground away from spikes, acid, benches, doors and boss arenas, and they show on the map once walked past; one holds a local weapon (with a random prefix), one a local accessory, the rest local materials, potions, torches and Geo, with a 1/40 chance of a pet. Each of the 24 area chests is made from 30 of the area's blocks at a Work Bench, holds 40 slots, is the size of a vanilla chest and sits on the ground, keeps its base width when opening, takes a platform right on top, and can be mined back when empty.
    • Two hole styles, switched in the settings (looks only): Blended (default: smooth openings, ink outlines, shading inside, dimmed area walls) and Terraria (square openings).
    • Digging out a cell takes whole vines, grass, bushes, moss, leaves and flowers growing on it, hanging under it or standing in front of it (such as the vines along Greenpath's ceilings), after loading too.
    • Each Geo rock gives 150 Geo in all, spread over every hit and the break. The Lumafly Lantern held gives Terraria's brightest light.
    • Dropped items and gravestones stop where they land, without bouncing; items sunk in blocks rise to the nearest free spot, and items dropped on a boss room's own ground land on that ground.
  • Fishing

    • Each of the 24 fishing areas has its own crate (King's Pass Crate, Greenpath Crate, City Crate, Crystal Crate, Ash Crate, Godhome Crate, Nightmare Crate and so on), turning into the area's coffer from stage 4; they come where Terraria's biome crates come, and Crate Potions, fishing power and luck all count. The 9 Terraria biome crates carry the areas' names and pictures, and old saves' ones still open.
    • An area crate always holds one piece of gear (the area's enemies' gear for the stage and its Terraria crate's own gear); areas with a rod of their own give it 1/5 of the time; plus the area's blocks, torches, materials, bait and moss, and the Geo, ores, bars and potions every Terraria crate has. Crates hold no boss signature items and no shop weapons.
    • Crates roll once more for a Life Crystal: Wooden 5%, Iron 10%, Golden 15%, area and biome crates 10%.
    • Fishing Chest: a catch has a 1/25 chance to become one (1/12 with a Crate Potion), never replacing a quest fish; right-click to open: Apprentice / Journeyman / Master Bait and bait critters, sometimes fishing potions, fishing accessories, fish weapons or rods.
  • Map

    • The world map has a new layout: rooms overlap as little as possible, more entrances meet, and areas sit close to where Hollow Knight's own map has them. Entrances whose two sides do not meet show small Terraria-style arrows in the destination area's colour; hovering one says "通往:..." (leads to) with a dashed line to the other end, and clicking jumps there; the minimap and the overlay map show them too.
    • Residents' heads show on the full map, the minimap and the overlay map, with their names on hover. With the Grimmchild worn, the Grimm flames not yet collected at its current level (Brumm's included) show on the map.
    • The character reveals 18 cells left and right and 23 up and down; single-cell changes (digging, filling, removing spikes) are on the full map and minimap the next frame.
    • Colours: brighter rock and near-black open space; cells known from a bought map but not explored show at 30% brightness, without brightening where rooms overlap.
    • Layers: the Howling Cliffs' cave rooms (the Stag Station, Joni's Repose, the Troupe lantern cave), the Colosseum, the Godhome shortcut, the Mask Maker and the Cast-Off Shell are on the inner layer; the player's layer follows where they actually stand in the scene.
    • The full map zooms and drags smoothly: rooms are drawn over several frames from the middle of the screen out, and ahead of time while the map is closed.
  • Godhome

    • Godhome's 72 rooms with terrain are on the map (the Atrium, the Roof, the Hall of Gods, the Land of Storms, the hot spring, every boss arena), with Chinese room names, 451 scenes in the world atlas in all; the Junk Pit, its pipeway and the Pale Lurker's room join the main map. Once you have seen Godhome, a "神居" button on the full map jumps straight there.
    • Godhome fights give endgame rewards: lunar weapons (Meowmere, S.D.M.G., Last Prism, Lunar Portal Staff) and lunar armour, plus 70–90 Luminite for each boss beaten; Godhome's common enemies drop 1–3 Luminite 40% of the time and elites 80%; Godhome treasure bags on Expert and Master still give Godhome rewards when opened back in town.
    • Godhome has its own blocks and walls (Godhome gold brick), torches, chests and fishing crates. Boss life and challenge tiers are under "Boss life" above.
  • Pets

    • About 85 Terraria pets move, animate, turn and give off particles by Terraria's own AI: ground pets follow, jump and fly back when too far as in Terraria; flying pets follow at Terraria's positions and speeds; idle animations are Terraria's (the Red Panda scratching, the Werewolf pup howling, the pet spider climbing walls...); the Magic Lantern makes nearby treasure sparkle; Chester works as a Piggy Bank you take along (right-click him); the Royal Delight calls the Slime Prince and Princess together; pets drop through platforms when you are below them.
  • Bestiary, dialogue and messages

    • Bestiary search box: search by enemy name or by the name of an unlocked drop, Chinese IME supported (up to 32 characters); while searching, the left side keeps only areas or stages with results, the grid only the enemies found, the first of them picked, and matching drops get a gold frame.
    • The bestiary's "drop stage" picker (current or 0–5) shows the drops at any stage; grouped by stage, each enemy sits in its own stage (stage 0 enemies in stage 0); the title reads "当前阶段 X / 5" with the next ability to get. Its lists and text are cached, so it opens more smoothly.
    • Dialogue broadcast (on by default): Hollow Knight's character dialogue, inscriptions and the Seer's dream lines go to the chat at the bottom left, one line a second, with no black dialogue box and no paging, and you can walk while they talk; dialogues with a choice still open as usual; until the broadcast ends you cannot leave the room it is in.
    • Chat works in single player too (Enter), with /me, /roll, /playing, /death, /pvpdeath, /p and /help.
    • NPCs that fell asleep under an area's title card are woken (the City of Tears' machine that takes the Simple Key works as usual).
    • The Lumafly Lantern's and Grimmchild's buff icons use Hollow Knight's item art; storage panels are titled with the furniture or item that opened them.
    • Item icons and Chinese glyphs are preloaded over the first frames in game, so the first inventory opening does not stutter.
  • Creative mode

    • All Hallownest items from the start: 4 Simple Keys, 21 Rancid Eggs, 6 Pale Ore, the four relics (14 / 17 / 8 / 4), the Void Heart, the Grimmchild (level 1), the whole Delicate Flower and the awoken Dream Nail, refilled when used; the Shade Cloak, Crystal Heart and other ability accessories too, and the Void Heart flag the Black Egg Temple checks.
    • Right-clicking a stack shown as ∞ takes items without lowering it. Bestiary challenges set you in place and start the fight on arrival.
  • Multiplayer (new protocol: everyone needs 4.0.0)

    • The first-kill Life Crystal is recorded by whoever holds the arena, checked and broadcast by the host, and each player online gets their own by their own save.
    • A boss room's battle gates open when they are shut and no living player has been in the room for 3 seconds.
    • Wormhole Potion: click a teammate's head on the full map to go to them.
    • Area torches, area chests' looks, furniture facing, bench sitting and area blocks are synced; the host handles doors clients open and shut; items on the blacklist or an Auto-Sell list are sold for clients too. The entrance protection blocks multiplayer hits as well.
  • Performance

    • The Angler's sleeping spot is checked only in the Blue Lake scene (once a second), saving a scan of every state machine each frame, most noticeable in the busy Royal Waterways.
  • Old saves load as usual. They get no area chests; the old Colosseum seals become tickets; bosses already beaten count as having given their Life Crystal; Dream Essence becomes an item the first time in game.