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TerraKnight v4.2.0
4.2.0 — 地区家具、坐骑与神的指引
- 地区家具:24 个地区各有一套 19 件家具,共 456 件——桌、椅、工作台、门、平台、床、梳妆台、书架、沙发、浴缸、马桶、水槽、时钟、钢琴、蜡烛、烛台、吊灯、灯笼、落地灯,用各地区自己的家具贴图(物品名是“地区名 + 家具”,如“苍绿之径桌”)。只用这个地区的方块合成,灯具另加普通火把,没有阶段门槛:工作台 10 块、平台 1 块出 2 个,都徒手做;其余在工作台旁做——桌 8、椅 4、门 6、床 15、梳妆台 16、书架 20、沙发 5、浴缸 14、马桶 6、水槽 6、时钟 10、钢琴 15,蜡烛 4 块 + 1 火把、烛台 6 + 3、吊灯 4 + 4、灯笼 6 + 1、落地灯 3 + 1。
- 神的指引:新建存档选完难度后会问是否听从神的指引(之后可在“泰拉瑞亚设置 → 神的指引”里按存档开关,更新前的旧存档默认关闭)。听从时,把玩家卷进圣巢的「门外之声」在开局说一段开场对白,之后 48 场 Boss 战各在第一次打赢时说一句:先评价这场胜利,再用地标和特征(不点名)指向下一场。指向先找同一阶段里还没打过的,同阶段打完才指向下一阶段,后面都打完再指回身后剩下的;跳关先打了后面的 Boss 照常播报,之后回头补打前面阶段的 Boss 时换成越级台词。等首领的死亡演出、战利品和它自己的对话都结束、玩家拿回控制权后才开口,过程中游戏自己的对话或过场开始就先停下;台词显示在屏幕上方并写进聊天框,结局动画前没说完的下次读档补说。48 场全部打完后有收束对白。台词表见 docs/神的指引-对话审阅稿.md。
- 坐骑:加入泰拉瑞亚的 38 种普通坐骑,装进坐骑格后默认按 R 上下坐骑,速度、跳跃和飞行时间按原版;踩踏、冲撞和自动射击的坐骑按原版伤害乘召唤伤害攻击敌人。坐骑按阶段由首领和普通怪掉落,骑乘要达到对应阶段;物品提示有英文。获取来源和掉率见《坐骑获取与阶段安排》。
- Boss 首杀成长:每种独立 Boss 第一次打完整场,永久增加 0.5 个百分点免伤和近战、远程、魔法、召唤各 0.5 个百分点增伤;48 场(含暴怒守卫、战斗姐妹、有翼诺斯克、无上辐光)全部首杀共 +24 个百分点。重复击杀和普通神居重赛不再加,所有难度都生效;旧存档按已有的 Boss 击杀记录补计(四种共用图鉴的强化形态从更新后的首次击杀算起)。
- 紫晶属性观测仪:背包里快捷按钮旁的观测仪图标打开属性面板,分「综合属性」「手持武器」「生效装备」「更多属性与效果」四页:生命、护盾、魔力、含锻造的防御和抵消量、各种免伤、四职业增伤、首杀奖励、召唤栏和哨兵、再生与药水病,手持武器按将要使用的弹药算伤害,还有攻速、暴击、移动、飞行、挖掘、钓鱼、当前增益和每件生效装备的完整效果。日耀和甲虫的减伤只读预览,查看不消耗护盾和层数。
- Boss 血量曲线(大师难度、单人、整场总血量):前期平缓、后期陡升,一战大黄蜂 4000、普通辐光 200000,例如假骑士约 3000、螳螂领主 8400、灵魂大师 7800、水晶守卫 7440、守望者骑士 16800、残破容器 15600、二战大黄蜂 42000、格林 65000、空洞骑士 110000、梦魇之王 140000。拦住移动能力和关键路线的守门战(大黄蜂、螳螂领主、灵魂大师、水晶守卫、守望者骑士、残破容器、二战大黄蜂)多 20%。失败冠军 8500、灵魂暴君 17000、失落近亲 40000、灰色王子 75000。普通/困难/专家的比例不变,空洞难度沿用大师;多阶段和多本体在整场总量里分配,原版的阶段机制和转阶段血量比例保留。全表见 docs/Boss血量全表-大师辐光20万.md。
- 阿比盖尔的花和沙漠虎重复召唤的增伤按原版:阿比盖尔每多占一栏 +55%(阶段 4 起 +130%),沙漠虎普通攻击每多占一栏 +40%、扑击 1.5 倍起每栏 +40%;满栏重召不再叠层,也不会把阿比盖尔或沙漠虎本体换掉、重置攻击状态。
- 暗影披风、水晶之心和圣巢之盾不能丢弃、扔出、出售或放进垃圾桶;圣巢背包可以放骨钉、梦之钉和圣巢之盾(共 31 格,旧存档的格子照常读入),背包全满时这些物品留在鼠标上,不会掉到地上。
- 灵魂大师的召唤物从上层走廊的门进场(Ruins1_24 的 right1),直接站在第一阶段的战斗区,不会先落到下层的第二阶段区域。
- 地区家具的用法:门要有地面和天花板,右键开关,走近自动开,居民会推门,开着关着挖回来都是同一扇门;床右键设置或取消重生点,床被挖走时它的重生点一起取消;椅子、沙发、马桶可以在房屋菜单里给居民当座位;梳妆台是 40 格储物(跟着存档保存,联机时有锁),里面有东西或开着时挖不走,顶上能站、能按下穿过、能放小家具;工作台和书架算作对应的制作站,水槽在附近合成时可以代替水,时钟右键显示当前时间;吊灯和灯笼挂在天花板上,其余灯具放在地面或桌面,都带和地区贴图相配的火焰、逐帧闪烁和光,一直亮着;平台是真正的平台格,能连接、斜着铺成楼梯、做半砖,能站、按下穿过,挖回来是各自地区的平台。房屋判定按原版的家具类别认这些家具;家具和门的开关状态跟着世界存档保存、联机同步。钢琴和浴缸是摆设,也算房屋家具。
- 联机打怪:客机上的首领各部件照常显示(出场动画打开的父物体、子精灵都同步过去);对不上号的远端对象不再拿来隐藏本地首领。敌人照泰拉瑞亚服务器的 TargetClosest 选目标,首领也一样:在同一个房间(首领是它的竞技场)里活着的玩家中,取横竖距离之和减去该玩家仇恨值最小的那个;血肉指虎、腐香囊、海龟 / 甲虫 / 耀斑盔甲、英雄护盾、狂战士手套、侦察镜、潜行者箭袋、奥术花、隐身药水和潜行套装照原版改变仇恨值,警戒范围和视线按选中的玩家算。敌人放出的独立攻击(弹幕、冲击波这类)在每个玩家那边都有伤害,各自走正常的受伤流程(无敌帧、减伤照常)。联机协议升到 net5,双方都要用 4.2.0。
- 联机画面同步:首领战里生成的东西(首领扔出的弹幕、地刺、冲击波、开战战吼和攻击特效、召唤出来的小怪)在其他玩家那边照样出现、跟着动、按原版动画播放;首领房叠加的首领场景里的物体和带战斗铁门的物体(落下的铁门、升起的机关)的开关、位置、动画和碰撞跟负责首领的那台游戏一致。敌人挨打时,每个玩家那边都有原版的受击闪光、血花和声音。敌人死在别的玩家那边时,这边照原版死亡流程留下尸体和死亡特效;首领自己的死亡演出(假骑士倒下、大黄蜂离开、螳螂领主鞠躬这类)照着负责的那台游戏播放。
- 联机队友:队友打出的伤害数字、受伤和治疗数字,队友跑跳、饰品、武器和受击时的泰拉瑞亚粒子(如云朵瓶的云团、火箭靴的火焰),以及队友空洞骑士法术等技能生成的特效,同场景的其他玩家都看得到。
- 联机拾取:红心和星星跟单人模式一样,碰到就回 20 点生命或 100 点魔力,不进背包(客机向主机领取后当场生效)。
- 联机“快速堆叠至附近的箱子”:自己开着的箱子和存钱罐当场放;附近其他箱子由主机放进去,放不下的退回原来的格子;别的玩家正开着的箱子不放。
- 联机首领战:首领房叠加的首领场景(“_boss”)和房间本身由同一个玩家的游戏负责。其他玩家看到的敌人生命、生命上限和防御用负责它的那台游戏的数值:各自存档的难度、进度不同时,血条、悬停数字和伤害计算两边一致。联机协议升到 net6,双方都要用这一版。
- 联机时,手持骨钉打另一个玩家负责的敌人,也按骨钉物品的泰拉瑞亚伤害结算(暴击、击退、数字照常),不会按原版骨钉伤害扣掉敌人固定比例的血。
- 联机主机的世界同步按类别增量进行:地上的物品每 0.1 秒、箱子工作站和生命水晶在有人操作时和每 2 秒、方块墙壁和火把在场景被挖改时和轮流核对时,内容没变就不重新打包,主机的开销不随存档里挖改的方块增多而增加。每条连接待发的数据有上限(192 KB):网速跟不上时,先略过会被下一份取代的画面数据(玩家状态、敌人和场景快照、弹幕、召唤物、粒子和数字),世界、聊天、死亡、命中和方块改动照常送达,主机不再为慢的连接越积越多内存。
- 关闭对话播报时,对话被传送、换房间等打断后,翻页箭头和结束标记跟着对话框一起收起,不留在屏幕中间。
- 站在首领房两道战斗门之间就算在场内:格林走到帐篷两端、战斗门外侧时照样能打到,不弹“先进入首领的战斗区域”。
- 图鉴的掉落按地区显示:同一种怪在不同地区掉的武器、饰品、矿石和材料不同,详情页的“掉落地区”一排按钮列出它出没的每个地区(没去过的地区字是灰的),选哪个就显示在那里击杀时的掉落,和实际击杀用同一套计算。按物品搜索时,列出在任一出没地区会掉这件物品的怪,并直接切到会掉它的地区(优先已去过的),会掉的地区按钮描金边;例如搜索远古盆地特有的材料,有角躯壳一栏显示的是远古盆地的掉落,而不是遗忘十字路的。
- 护甲的名字后面写着它的锻造等级和最高等级,没锻造过的也写,例如“木头盔(Lv.1/Lv.3)”;武器仍是名字后加“+等级”。
- 角色的基础拾取范围是 80 像素(泰拉瑞亚原版 42 像素),物品和吉欧都一样,宝藏磁石、金戒指、拾心药水、魔力磁铁的加成照旧叠加:浮在水面上也能捡到沉到浅池底的东西。
- 无缝世界里,房间的调色标记(如德特茅斯格林剧团帐篷周围的粉红色调,范围约 39 个单位)只在玩家身处那个房间时起作用;走到隔壁房间,画面是隔壁房间自己的色调,走回来时标记的色调照常接上。
- 金戒指和宝藏磁石吸来的吉欧像泰拉瑞亚的钱币一样穿过地形飞向角色,路过酸水也不会溶掉;已经贴在角色身上的吉欧一到可拾取的时刻就当场收下。
- 优惠卡(和贪婪戒指)让商店、用吉欧直接购买的基础物品、哥布林工匠的锻造和重铸都打八折;锻造过的武器卖出时,等级部分按原价折算。
- 重铸前缀“护佑”给饰品 +6 防御(泰拉瑞亚原版 +4)。
- 战士的头盔、胸甲和腿甲每锻造一级 +2 防御,其他盔甲 +1。战士的盔甲指战士成长路线上的铁、金、暗影、熔岩、钛金、甲虫套,以及自身和套装加成以近战为主的部件(钴、秘银、精金、钯金、山铜、神圣、叶绿的近战头盔,霜冻、海龟、日耀、武士服、侍卫和武僧套等);对所有职业加成相同的部件(忍者套、困难模式各套共用的胸甲和腿甲)按普通盔甲算。
- 饰品栏开局就有 6 个(泰拉瑞亚原版 5 个),大师模式再多 1 个,吃下恶魔之心(血肉墙阶段之后)再多 1 个,最多 8 个。
- 深巢的刻尘者钻地后保留剩下的生命(原版钻地会把生命设回初始值)。
- 守望者骑士:用吊灯提前砸掉的那只算作打倒,其余五只倒下时这场战斗照常结算,掉落宝藏袋和战利品;回来重打时吊灯已经掉下的存档也一样。
- 首领召唤物送玩家进场时,落点下面是酸水就改站到最近的、不在酸水里的地面或平台上(如乌姆的房间)。
- 羽落药水(和神灵诅咒)按泰拉瑞亚原版生效:在空中任何时候都不会摔伤,按住下键也一样;下落时重力为三分之一、速度最多为最大下落速度的三分之一,按住上键时重力为十分之一、速度落到十分之一,按住下键正常下落。
- 黑曜石皮肤药水(和灰烬木套装配熔岩玫瑰)对酸水免疫,如同泰拉瑞亚里对熔岩免疫,可在酸水里游;熔岩护身符、熔火护身符和岩浆骷髅头每次在酸水里护住 7 秒,离开酸水后逐渐充满,用完时酸水照常伤人。
- 打开箱子、商店或哥布林工匠的锻造 / 重铸时,弹药栏旁的四个按钮(掉落物黑名单、怪物图鉴、圣巢背包、快捷商店)不显示:它们挡住了箱子的“全部拿取”,点快捷商店还会把箱子关掉。
- 首领的战利品最晚在首领进入爆开状态 2.5 秒后、或死亡 12 秒后掉在房间里;假骑士的盔甲一直停在循环等待里,战利品掉不出来、离开房间才进背包,这一处修好了。
- 敌人 3 秒内被击退 5 次后稳住 1 秒(霸体),这 1 秒里身体画成半透明,结束后恢复原样。
- 制作窗口里选的分类只筛选窗口里的配方;背包旁的制作列和向导的配方列表始终列出全部可制作的物品(熔炉炼锭、向导槽放材料都能看到结果)。
- 挖掉尖刺时,遗忘十字路、深巢、白色宫殿等处尖刺自己的贴图随挖掉的格子一起抠掉;挖荆棘、尖刺只抠挖掉的那一格,周围的贴图和伤害保持原样。藤蔓、草等植物只随挖开的地形掉落,而且只掉图案压在挖开格子上的那几株。
- 关闭镜头锁(原版镜头)时,会让人物出画的房间镜头锁定区域不生效,人物走进它能拍到的位置后再锁定(例如猎人房间旁、拿到猎人之印前的锁定区域)。
- 鼠标指针可以自定义:“泰拉瑞亚设置 → 光标”里选泰拉瑞亚或空洞骑士自己的指针,调大小、颜色(色相 / 饱和度 / 亮度)、发光强度和呼吸闪烁,带实时预览。
- 击退推力超过前期阔剑水平(3.5 像素/帧)的部分按 45% 增长、最多 6.5,暴击的 1.4 倍算在压缩之前:附魔回旋镖、长矛打不稳定苔藓这类轻小敌人,击飞距离在 3–5 个单位以内;落地刹车时再挨打的地面敌人仍按地面敌人击飞,保持重力。
- 大师(和空洞)难度下,死后亡魂只保管背包吉欧的一半,另一半随死亡丢失;击杀亡魂取回,取回前再死一次则旧亡魂的吉欧丢失。
- 智能光标像泰拉瑞亚的智能交互一样选中箱子:触及范围内的箱子描灰边,离鼠标最近的描金边,右键打开(包括地区储物箱和自己放的箱子)。
- 提克提克的地面射线穿过工作站顶面和平台这类单向碰撞体,只沿真实地形和实心方块爬;在 1.5 格见方的小圈里持续打转 4 秒的提克提克,放到附近一段够长的地面上重新爬。
- 被冲进地形里卡住超过 1 秒的敌人(如斯寇特冲刺撞进苍绿之径的木桥)挪到最近的空位;钻地、嵌墙的敌人和首领不受影响。
- F8 现场记录列出附近的敌人:身体位置、压在实心格上的比例和刚体速度。
- 荆棘丛(苍绿之径、王后花园等)的贴图从最前景到玩法平面后面共有几十层,挖掉的格子里各层荆棘贴图一起抠掉。碰到荆棘时逐格判断:碰到还能挖的荆棘格受伤;挖掉的格子、实心地面和只被荆棘边缘擦过的格子不受伤。
- 钓竿照原版挥动:抛竿和收竿各挥一下,带挥动音效。
- 按住下键穿过平台,松开下键就落在下一层平台上;穿平台只对玩家自己生效,站在平台上的敌人照常站着。
- 加入泰拉瑞亚的液体:水和酸水(对应原版的熔岩)按原版规则流动——先往下流,再和左右最多三格取平均,静下来就停止计算;酸水像熔岩一样流得慢。水和酸水相遇变成黑曜石。往液体里放方块,那一格的液体消失;挖开方块,周围的液体流进来,水位下降。
- 加入桶和海绵:空桶对着液体舀起一桶(周围 3×3 合计要超过 100;空洞骑士原有的水池和酸池也能舀,池子保持原样),变成水桶或酸水桶;水桶、酸水桶倒出一整格液体并还回空桶;无底水桶、无底酸水桶一直能倒;超级吸水棉吸水、酸水吸收棉吸酸水,吸多少都不会满。无底水桶在水边、无底酸水桶在酸水边用一个空桶徒手制作;无底水桶和超级吸水棉也是渔夫的任务奖励(第 25 个任务必给无底水桶,完成 10 个任务以后每次各有几率),无底酸水桶和酸水吸收棉也能在酸水里钓到(传说级,1/3)。
- 自己倒的液体照泰拉瑞亚原版的水画:水用原版的水,酸水用丛林的绿水,按四周开口取顶面、边缘和内部的帧,液面不满时只画到液面,16 帧水波动画;比泰拉瑞亚更透明,贴近空洞骑士清澈的水。3 格以上深的水面能像原版水池一样游泳,酸水照原版伤人。能钓鱼:水量达到原版要求才能钓(少于 75 格钓不了,少于 300 格渔力打折),钓到所在地区的地区匣(概率同原版生物群系匣),梦境等没有原版水的地区也能这样钓到地区匣;原版水池不限大小。制作时需要靠近水或酸水的配方也认自己倒的液体。
- 黑曜石方块:水碰酸水生成,挖掉掉黑曜石(需要 55% 镐力),黑曜石也能放置。
- 全屏地图和角落小地图上,主角所在的房间画在最上面:旁边房间叠进来的通道被它盖住,主角周围的地图和房间本身一致。
- 世界地图重新排布:房间画到别的房间通道上、岩石上的地方少了约三成,相连的门对上的数目不变、总偏差更小(遗忘十字路西边的 Crossroads_11_alt 和苍绿之径的 Fungus1_08 叠进 Crossroads_12、Crossroads_35 的部分少了一半以上)。原版世界里绕成环的门在平面地图上仍有约 76 对接不上,地图照旧用箭头标出。
验证:Release 构建通过;地区家具的专用测试(2426 项家具检查、1032 项合成界面检查、925 项原版配方检查)和联机战斗的双端用例在测试副本里通过;本版未发布,没有完整实机游玩。安装时退出游戏,把 TerraKnight.dll / .pdb 覆盖到 BepInEx\plugins\TerraKnight,再用“空洞泰拉.bat”启动。
4.2.0 — Regional furniture, mounts and the Voice's guidance
- Regional furniture: each of the 24 areas has its own set of 19 pieces, 456 in all — table, chair, work bench, door, platform, bed, dresser, bookcase, sofa, bathtub, toilet, sink, clock, piano, candle, candelabra, chandelier, lantern and lamp — drawn with that area's own furniture art (named area + piece, such as the Greenpath table). They are made from that area's block only, lights also take plain Torches, and none waits for a stage: the work bench (10 blocks) and platforms (1 block makes 2) by hand; the rest at a work bench — table 8, chair 4, door 6, bed 15, dresser 16, bookcase 20, sofa 5, bathtub 14, toilet 6, sink 6, clock 10, piano 15, candle 4 + 1 Torch, candelabra 6 + 3, chandelier 4 + 4, lantern 6 + 1, lamp 3 + 1.
- The Voice's guidance: a new save asks, after its difficulty, whether to follow the guidance (switched per save later in Terraria settings → Guidance; saves from before it start with it off). Followed, the Voice Beyond the Door, who pulled the player into Hallownest, speaks an opening at the start of a new save, then a line at the first win of each of the 48 boss fights: a word on the win, then the way to the next fight by landmarks and traits (never by name). It points first to the fights of the same stage not yet won, then to the next stage, and once nothing is left ahead, back to what is left behind; a boss beaten ahead of its stage is spoken of as usual, and an earlier stage's boss beaten afterwards gets a line of its own for the player coming back for it. It speaks once the boss's death, loot and own talk are over and the player has control again, and stops while one of the game's own talks or cutscenes plays; the lines show at the top of the screen and go into the chat, and a line still unsaid before an ending's cinematic is said after the next load. Closing words follow the last of the 48. The lines are listed in docs/神的指引-对话审阅稿.md.
- Mounts: Terraria's 38 ordinary mounts, worn in the mount slot and ridden with R by default, at their vanilla speeds, jumps and flight times; the stomping, charging and shooting ones hit enemies at their vanilla damage times the summon damage. They drop from bosses and ordinary enemies by stage, and riding one needs its stage; their tooltips are in English too. Sources and chances are in 坐骑获取与阶段安排.md.
- First-kill growth: each distinct boss's first full fight won adds 0.5 percentage points of damage reduction and 0.5 points each of melee, ranged, magic and summon damage, for good; all 48 fights (the Enraged Guardian, the Sisters of Battle, Winged Nosk and Absolute Radiance among them) give +24 points. Repeat kills and ordinary Godhome rematches add nothing more; every difficulty counts. Old saves are credited from their boss kills (the four forms that share a journal entry count from their first kill after the update).
- Amethyst stat observer: the observer icon beside the inventory's quick buttons opens a stats panel in four pages (Overview, Held weapon, Equipment in effect, More stats and effects): life, shield, mana, defense with forging and what it stops, damage reductions, the four classes' damage, the first-kill bonus, minion slots and sentries, regeneration and potion sickness; the held weapon's damage with the ammo it will use; speed, crit, movement, flight, mining, fishing, the buffs on you and every worn item's full effects. The solar and beetle reductions are a read-only preview: looking costs no shield or stacks.
- Boss health curve (Master, single player, whole fight): gentle early, steep late, first Hornet 4000 and the Radiance 200000; for example the False Knight about 3000, the Mantis Lords 8400, the Soul Master 7800, the Crystal Guardian 7440, the Watcher Knights 16800, the Broken Vessel 15600, the second Hornet 42000, Grimm 65000, the Hollow Knight 110000, the Nightmare King 140000. The gatekeeper fights before movement upgrades and key routes (Hornet, the Mantis Lords, the Soul Master, the Crystal Guardian, the Watcher Knights, the Broken Vessel, the second Hornet) have 20% more. The Failed Champion 8500, the Soul Tyrant 17000, the Lost Kin 40000, the Grey Prince 75000. Normal/Hard/Expert keep their ratios and Hollow uses Master's; phases and bodies share the whole fight's total, the vanilla phase mechanics and phase thresholds kept. The full table is docs/Boss血量全表-大师辐光20万.md.
- Abigail's Flower and the Desert Tiger grow with extra summons as in vanilla: Abigail +55% per extra slot (+130% from stage 4), the Desert Tiger's ordinary attack +40% per extra slot and its pounce from ×1.5 +40% per slot; summoning again with full slots no longer stacks, nor replaces Abigail or the tiger itself and resets its attack.
- The Shade Cloak, the Crystal Heart and the Hallownest Shield can't be dropped, thrown, sold or trashed; the Hallownest bag holds the Nail, the Dream Nail and the Hallownest Shield (31 slots, old saves' slots read as before), and with everything full they stay on the cursor rather than falling to the ground.
- The Soul Master's summon brings the player in by the upper corridor's door (Ruins1_24's right1), straight onto the first phase's floor, not down into the second phase's area first.
- Using the regional furniture: a door needs floor and ceiling, opens and shuts with a right click and by itself as you come near, residents push it open, and open or shut it mines back as the same door; a bed sets or clears your spawn point with a right click, and mining the bed clears its spawn point; chairs, sofas and toilets serve as residents' seats in the housing menu; a dresser holds 40 slots (kept in the save, locked while someone uses it in multiplayer), can't be mined while it holds anything or is open, and can be stood on, dropped through and set with small furniture; work benches and bookcases count as their crafting stations, a sink stands in for water when crafting near it, and a clock shows the time on a right click; chandeliers and lanterns hang from the ceiling and the other lights stand on the floor or a table, each with a flame matched to its area's art, flickering frame by frame and giving light, always lit; platforms are real platform cells that join, run diagonally as stairs, take half blocks, hold you up and let you drop through, and mine back as their own area's platform. Housing counts each piece as its vanilla furniture class; the furniture and the doors' open or shut state are kept in the world save and synced in multiplayer. Pianos and bathtubs are for show and count as housing furniture.
- Multiplayer fights: a boss's parts show on the joining players' screens (the parent objects and child sprites its entrance turns on are synced too), and remote objects that fail to match no longer hide the local boss. Enemies pick their target as Terraria's server does (NPC.TargetClosest), bosses included: among the living players in their room (a boss's arena), the one with the least horizontal plus vertical distance less that player's aggro; Flesh Knuckles, Putrid Scent, the Turtle, Beetle and Solar Flare armours, Hero Shield, Berserker's Glove, Recon Scope, Stalker's Quiver, Arcane Flower, the Invisibility potion and the stealth sets change aggro as in vanilla, and alert range and line of sight are checked for the chosen player. Attacks enemies release (projectiles, shockwaves and the like) hurt every player on their own side, through the usual hurt path (invincibility frames and damage reduction as normal). The protocol is now net5, so everyone needs 4.2.0.
- Multiplayer visuals: what a boss fight spawns (the boss's projectiles, floor spikes, shockwaves, battle roars and attack effects, the minions it summons) appears for the other players too, moving and animating as the original does; the objects of a boss room's overlaid boss scene and those holding its battle gates (the falling iron gates, the mechanisms that rise) are switched on and off, moved, animated and solid as in the game running the boss. An enemy that is hit shows the game's own hit flash, blood and sound for every player. An enemy that dies in another player's game leaves its corpse and death effects here the vanilla way; a boss's own death scene (the False Knight's fall, Hornet leaving, the Mantis Lords' bow and the like) plays as in the game running it.
- Multiplayer teammates: a teammate's damage numbers, their hurt and heal numbers, the Terraria dust and gores of their movement, accessories, weapons and hits (the Cloud in a Bottle's puffs, the rocket boots' flames), and the effects their Hollow Knight abilities such as spells spawn are seen by the other players in the scene.
- Multiplayer pickups: hearts and stars work as in single player, giving 20 life or 100 mana on touch and never going into the bag (a joining player claims them from the host and gets the effect at once).
- Multiplayer "Quick Stack to Nearby Chests": a chest you have open and the Piggy Bank are filled on the spot; the other chests nearby are filled by the host, and whatever doesn't fit goes back to its slot; a chest another player has open is left alone.
- Multiplayer boss fights: a boss room's overlaid boss scene ("_boss") is run by the same player's game as the room itself. The other players see an enemy's life, maximum life and defense as the game running it has them: with saves on different difficulties or progress, health bars, hover numbers and damage agree on both sides. The protocol is now net6, so everyone needs this build.
- In multiplayer, the Nail in hand hits an enemy run by another player's game with the Nail item's Terraria damage too (crits, knockback and numbers as usual), not the vanilla nail damage that took a fixed share of the enemy's life.
- The multiplayer host syncs the world by kind and only what changed: lying items every 0.1 seconds, chests, stations and Life Crystals after an action on them and every 2 seconds, terrain, walls and torches when a scene is edited and in turn; unchanged records aren't packed again, so the host's cost doesn't grow with how much of the save has been dug. Each connection's outgoing data is capped (192 KB): on a slow link the data a later copy replaces (player state, enemy and scene snapshots, projectiles, minions, dust and numbers) is skipped first, while the world, chat, deaths, hits and tile changes always go, so the host no longer piles up memory for a slow connection.
- With dialogue broadcast off, a talk cut short by a teleport or a room change takes its page arrow and end mark down with the box, instead of leaving them in the middle of the screen.
- Standing between a boss room's two battle gates counts as inside the arena: Grimm can be hit when he goes to the tent's ends, past its gates, without "Enter the boss arena first".
- The Bestiary shows drops area by area: the same enemy drops different weapons, accessories, ores and materials in different areas, so an entry's "Drop area" row lists every area it lives in (areas not yet visited in grey), and the one chosen shows the drops of a kill there, worked out as a real kill is. A search by item lists the enemies that drop it in any of their areas and switches straight to an area that does (a visited one first), rimming those areas' buttons in gold; searching an Ancient Basin material, for example, shows the Husk Hornhead's Ancient Basin drops rather than its Forgotten Crossroads ones.
- A piece of armour's name ends with its forge level and its highest, unforged ones too, e.g. "Wood Helmet(Lv.1/Lv.3)"; weapons keep "+level" after the name.
- The player's base pickup range is 80 pixels (Terraria's own is 42), for items and geo alike, with the Treasure Magnet, Gold Ring, Heartreach potion and Mana Magnet still adding theirs: what sinks to the floor of a shallow pool can be picked up while floating on it.
- In the seamless world a room's grade markers (such as the pink tint round the Grimm Troupe's tent in Dirtmouth, about 39 units across) act only while the player is in that room; in the room next door the screen has that room's own colours, and walking back the marker's tint picks up again.
- Geo drawn in by the Gold Ring and the Treasure Magnet flies through the terrain to the player as Terraria's coins do, and passes over acid without dissolving; geo already against the player is picked up as soon as it can be.
- The Discount Card (and the Greedy Ring) takes a fifth off shops, the basic items bought with geo, and the Goblin Tinkerer's forging and reforging; a forged weapon's levels sell for their full-price share.
- The Warding reforge gives an accessory +6 defense (Terraria's +4).
- A warrior's helmet, chest and legs gain 2 defense per forge level, other armor 1. A warrior's armor is the warrior path's iron, gold, shadow, molten, titanium and beetle sets, and pieces whose own and set bonuses lean to melee (the melee helmets of cobalt, mythril, adamantite, palladium, orichalcum, hallowed and chlorophyte, the frost, turtle, solar flare, gi, squire and monk sets and so on); a piece for every class alike (the ninja set, the hardmode families' shared chests and legs) counts as other armor.
- Six accessory slots from the start (Terraria's five), one more in Master Mode and one more once the Demon Heart is eaten (after the Wall of Flesh's stage), up to eight.
- Deepnest's Dirtcarvers keep the life they have left when they burrow (in the vanilla game burrowing sets it back to their starting health).
- The Watcher Knights: the knight crushed by the chandelier counts as beaten, so the fight is won when the other five are down, with its treasure bag and loot; the same in a save where the chandelier fell before.
- A boss summon that would set the player down above acid puts them on the nearest floor or platform out of it instead (such as Uumuu's room).
- The Featherfall potion (and the Djinn's Curse) works as in Terraria: no fall damage at any time in the air, down held or not; falling, a third of the gravity and at most a third of the top fall speed, a tenth of each with up held, and the usual fall with down held.
- The Obsidian Skin potion (and the Ash Wood set with the Lava Rose) makes the player immune to acid as Terraria's makes them immune to lava, swimming in it; the Lava Charm, the Molten Charm and the Lava Skull guard for 7 seconds at a time in acid, filling again out of it, and once spent the acid hurts as usual.
- While a chest, a shop or the Goblin Tinkerer's forging / reforging is open, the four buttons beside the ammo slots (drop blacklist, Bestiary, Hallownest bag, quick shop) are hidden: they covered the chest's Loot All, and a click on the quick shop closed the chest.
- A boss's loot falls in the room at the latest 2.5 seconds after the boss bursts, or 12 seconds after it dies; the False Knight's armour idles in a looping wait, so his loot never fell and only went into the bag on leaving the room — that is fixed.
- An enemy knocked back 5 times within 3 seconds is steady for 1 second and is drawn half see-through for that second, back to normal afterwards.
- The category chosen in the crafting window filters only the window; the crafting column beside the inventory and the Guide's recipe list always list everything that can be made (bars at a Furnace, recipes for the Guide's material).
- Mining spikes cuts the spikes' own art (Forgotten Crossroads, Deepnest, the White Palace and elsewhere) along with the mined cells; mining a thorn or spike cuts only that cell, and the art and damage around it stay as they are. Vines, grass and other plants fall only with dug terrain, and only the ones whose picture crosses the dug cell.
- With the camera lock off (the game's own camera), a room's camera lock area that would put the character off the screen does not apply until the character stands where it shows them (such as the one beside the Hunter's room before the Hunter's Mark).
- The mouse cursor can be customized: "Terraria Settings → Cursor" picks Terraria's or Hollow Knight's own cursor and sets its size, color (hue / saturation / lightness), glow and pulse, with a live preview.
- Knockback pushes grow at 45% of the rate above an early broadsword's (3.5 px per tick) and stop at 6.5, the crit's ×1.4 counted before the squeeze: the Enchanted Boomerang and the Spear throw light enemies such as Volatile Mosskins 3–5 units; a ground enemy hit again while braking from a launch is launched as a ground enemy and keeps its weight.
- On Master (and Hollow) the death's shade keeps half of the inventory's Geo and the other half is lost; striking the shade gives it back, and dying again before that loses the old shade's Geo.
- The Smart Cursor picks chests as Terraria's Smart Interact does: chests within reach get a grey outline, the one nearest the cursor a gold one, and a right click opens it (areas' supply chests and your own chests included).
- Tiktiks' ground rays pass through one-way colliders such as station tops and platforms, so they crawl only on real terrain and solid blocks; a tiktik going round a 1.5-unit loop for 4 seconds is set on a long enough stretch of ground nearby and crawls on from there.
- An enemy driven into the ground and held there for over a second (a Squit dashing into Greenpath's wooden bridge) is moved to the nearest open place; burrowers, wall dwellers and bosses are left alone.
- The F8 spot report lists the enemies nearby: their body's place, how much of it is in solid cells, and their body's velocity.
- A thorn bush (Greenpath, the Queen's Gardens and elsewhere) is dozens of sprites from the far foreground to behind the gameplay plane, and every one of them is cut in the mined cells. Touching thorns is judged cell by cell: a thorn cell that can still be mined hurts; mined cells, solid ground and cells the thorns' edge only grazes don't.
- Fishing poles swing as in Terraria: one swing to cast and one to reel in, each with the swing sound.
- Holding Down drops through platforms, and letting go lands you on the next platform below; only you pass through, and enemies standing on the platforms stay put.
- Terraria's liquid: water and acid (in the place of lava) flow by Terraria's rules — down first, then levelling with up to three cells either side, resting once still; acid flows slowly, as lava does. Water meeting acid turns to obsidian. A block placed in liquid deletes that cell's liquid; dig the block out and the liquid around flows in and its level drops.
- Buckets and sponges: the Empty Bucket scoops a bucketful from liquid (more than 100 in the 3×3 around; Hollow Knight's own water and acid pools fill it too, staying as they are) and becomes a Water or Acid Bucket; those pour a full cell and give the Empty Bucket back; the Bottomless Water and Acid Buckets pour forever; the Super Absorbant Sponge soaks up water and the Acid Absorbant Sponge acid, endlessly. The Bottomless Water Bucket is made by hand from an Empty Bucket by water, the Bottomless Acid Bucket by acid; the Bottomless Water Bucket and the Super Absorbant Sponge are also Angler rewards (the Bottomless Water Bucket for sure at the 25th quest, and a chance for each from 10 quests on), and the Bottomless Acid Bucket and the Acid Absorbant Sponge are also fished in acid (legendary, 1/3).
- Poured liquid is drawn as Terraria draws water: water as its own water, acid as the jungle's green water, each cell's frame picked by its open sides (surface, edges, inside), a cell partly full drawn to its level, the 16 frames of the wave animation; clearer than Terraria's, closer to Hallownest's clear water. A surface 3 cells deep or more is swum in like Hollow Knight's pools, and acid hurts as theirs does. It fishes: with Terraria's amount of water (under 75 tiles nothing bites, under 300 the power is cut), catching the area's own crate at the vanilla biome crate chance, so the Dream and the other areas without water of their own give their crates this way; Hollow Knight's pools fish at any size. Recipes that need water or acid nearby count poured liquid too.
- Obsidian: made where water meets acid; mined (a 55% pickaxe) it drops Obsidian, which places as a block.
- On the full map and the corner map, the room the Knight is in is drawn over the rest: a neighbouring room's passages lying over its rock are covered by it, so the map round the Knight is the room as it is.
- The world map laid out again: about a third fewer places where one room is drawn over another's passages or rock, as many gates meeting and less misfit in all (Crossroads_11_alt and Greenpath's Fungus1_08 lie less than half as much over Crossroads_12 and Crossroads_35). About 76 gate pairs of the game's loops still can't meet on a flat map, and the map marks them with arrows as before.
Validation: the Release build succeeds; the regional furniture suite (2,426 furniture checks, 1,032 crafting-window checks, 925 vanilla recipe checks) and the two-player combat cases pass in test copies. This version is not published and has not had a full play-through. To install, close the game, copy TerraKnight.dll / .pdb over BepInEx\plugins\TerraKnight and start it with the 空洞泰拉.bat launcher.