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TerraKnight v4.3.0

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@haoawake haoawake released this 20 Oct 00:52
· 4 commits to main since this release
  • 小剧情:第一次倒下、第一次坐长椅、走进漆黑的房间、生命跌到三成以下、拿到面具碎片或苍白矿石、十字路被感染、格林剧团进镇、拿到格林之子、三位守梦者都倒下时,主角会说一两句话,再给一条怎么做的提示,每件事每个存档只说一次,被打开背包或地图打断后接着说完。它们和神的指引分开,在“泰拉瑞亚设置 → 神的指引”里单独开关,创造模式存档默认关闭。
  • 界面缩放:像泰拉瑞亚那样放大缩小界面:“泰拉瑞亚设置”的“界面”页里的“界面缩放”滑条,50%~200%,mod 的全部界面一起缩放,松开鼠标后生效,屏幕放不下时按能容纳的最大值显示。
  • 晶塔可以挪:所有晶塔都能用镐敲下来,掉落对应的晶塔物品(森林、丛林、神圣、洞穴、海洋、沙漠、雪原、蘑菇、万能晶塔),放到别处有空地的地面上就是一座新的晶塔,照常上地图、照常传送;首领的战斗区域、梦境和神居里不能放。敲下来的长椅晶塔不会因为再坐那把椅子而重新出现。传送到挪过的晶塔时从那个房间最近的长椅进入,没有长椅就从房间的入口进入,再从晶塔旁的传送门走出来。
  • Wiki 按钮:背包右下角“泰拉瑞亚设置”上方的“Wiki”按钮在浏览器里打开空洞泰拉 Wiki(haoawake.xyz/terraknight-wiki)。
  • 时装栏:装备栏左边一列是泰拉瑞亚的时装栏:三格盔甲,饰品格和装备栏的一样多。盔甲和饰品可以穿在这里,人物和地图上的头像显示时装栏里的样子(翅膀按装备栏里的画),它们不给防御、属性、套装奖励和能力;右键时装格和它旁边的装备格互换(一边空着也行),同一件东西不能同时穿在两列里。时装栏跟着配装一起切换,存档会记住。
  • 怪物图鉴:首领的生命、攻击、防御按它在世界里自己的战斗场地计算,在神居重赛里见过的首领也一样(重赛和世界里的战斗共用一条图鉴);攻击按见过的最大伤害计算,开场演出里看到的首领也有攻击数值;只在神居出现的首领按神居显示。图鉴的阶段选择同时作用于普通敌人的生命、攻击和防御(按实际的进度追赶公式,存档的进度不变);缺少原始数据的旧记录重新计算;大黄蜂的初战按它自己的场地显示(大师难度 4000 血、4 防御,二战 42000 血、9 防御)。
  • 圣物:螳螂领主、战斗姐妹和加利安的大师圣物换成新画的金色雕像,放在原版比例的底座上;名称和存档不变,已经摆好的圣物重新进游戏后显示新图。
  • 变身坐骑:狼、老鼠、蝙蝠、精灵坐骑按原版把人物整个藏起来,迅猛龙只露出头盔和面饰;联机时别的玩家看到的也一样;变身时不画翅膀(滑板保留翅膀),下坐骑后人物的各层照常显示。
  • 新存档开局快捷栏的 4 号格是骨钉,5 号格是 10 支火把。
  • 制作窗口在制作按钮的右边展开,点开窗口的那一下不会做出东西。
  • 存档界面的翻页箭头只负责翻页:鼠标停在翻页条上时,下面的存档格不接收点击,翻页后不会直接进入存档。
  • 鼠标指着够得着的箱子时,有名字的在光标旁显示名字,没起名的显示它的箱子图标,和原版一样。
  • 骨钉下劈打中敌人、地刺或弹跳蘑菇弹起来时,云朵瓶这类二段跳和原版一样全部恢复,弹起后可以接着跳。
  • 勾爪挂在墙上时打开地图,钩子照常挂着,关上地图后还在原处。
  • 在人物身上或旁边放平台,人不会被顶到平台上;从平台落下后,人还在平台里时平台不会把人弹回去(平台下方有锯木机、织布机等制作站时也一样)。
  • 吸虫幼雏打死后照常刷新,但不翻倍(一只对一只,拿着水蜡烛时按蜡烛的倍率):皇家水道的房间里本来就成群。
  • 遗忘十字路被感染后,复制出来、重新刷出来的敌人和原版一样是感染后的那一组,感染前只有感染前的那一组(原版每个房间放着感染前后两组敌人,按存档只显示其中一组)。
  • 王后花园通往深巢那个房间(Fungus3_39)的苔藓游荡者和苔藓蝶照常成双出现、打死后照常刷新;房间里的螳螂战斗照原版。
  • 白色宫殿的敌人(翅膀傀儡等)打死后在原地重新刷新,数量和原版一样一只对一只,拿着水蜡烛时按蜡烛的倍率;苦痛之路的敌人不刷新。
  • 联机时先知的梦境(拿梦之钉)、勇者之梦、神龛这些不是首领战的梦境和神居房间,由自己负责时脚本照常控制自己的主角:拿梦之钉的白光过后照常醒来。
  • 拾取面具碎片、灵魂容器碎片等物品的演出期间打不开地图,也就不能借地图上的晶塔传送走;队友的首领召唤物也等演出结束才把你拉过去。演出被打断、四片面具碎片没换成面具的存档,进游戏能自由操作几秒后自动补上面具(三片容器碎片补上灵魂容器)。
  • 等待刷新的敌人在你站在出生点旁(4 格以内)时不显示半透明虚影,你走开后虚影出现一秒再刷出来。
  • 敌人被连续击退后稳住的 1 秒(霸体)外观保持原样,这 1 秒里不会被击退。
  • 紫晶属性观测仪的每一行按内容自动换行、加高,较长的数值和效果说明完整显示;分页标签和页脚文字放不下时自动缩小字号。
  • 联机时制作也会用附近箱子里的材料(其他玩家正打开着的箱子除外),材料从主机的箱子里扣除;主机发现材料已被别人用掉或箱子被打开时,这次制作撤回,做出的物品收回。

  • Story moments: at your first fall, first bench, a pitch-dark room, life below 30%, a mask shard or Pale Ore, the Crossroads infected, the Grimm Troupe in town, the Grimmchild and all three Dreamers fallen, your character says a line or two and a tip says what to do, once per save, finishing after an interruption (the inventory, the map). They are apart from the guidance, with their own switch in Terraria settings → Guidance, and off in Creative saves to begin with.
  • Interface scale: the interface scales as Terraria's does: the UI Scale bar on the Interface page of Terraria settings, 50% to 200%, the mod's whole interface together, applied when you let go, at most what the screen holds.
  • Movable pylons: every pylon can be knocked out with a pickaxe and drops as its pylon item (Forest, Jungle, Hallow, Cavern, Ocean, Desert, Snow, Mushroom, Universal); set down on open floor elsewhere it is a new pylon, on the map and travelled to as usual, but not inside a boss's fight, a dream or Godhome. A bench's pylon knocked out doesn't come back by sitting on that bench again. Travelling to a moved pylon goes in by its room's nearest bench, or without one by the room's entrance, then out of the portal beside it.
  • Wiki button: a "Wiki" button above "Terraria Settings" in the inventory's bottom-right corner opens the TerraKnight wiki (haoawake.xyz/terraknight-wiki) in your browser.
  • Social slots: left of the equipment column is Terraria's social column: three armor slots and as many accessory slots as the equipment has. Armor and accessories can be worn there, and the player and the map head show them (wings are drawn from the equipment column); they give no defense, stats, set bonus or ability. A right click on a social slot trades it with the equipment slot beside it (either may be empty), and one item can't be in both columns. The social column changes with the loadout and is saved.
  • Bestiary: a boss's life, attack and defense are worked out as fought in its own arena in the world, for one met in a Godhome rematch too (the rematch shares the world fight's entry); its attack is the strongest seen, so one first seen in its intro shows its attack as well; Godhome's own bosses show Godhome's numbers. The book's stage choice sets ordinary enemies' life, attack and defense too (by the actual catch-up formula; the save's progress stays as it is); old entries without their raw inputs are worked out again; Hornet's first fight shows as fought in its own arena (4000 life and 4 defense on Master, the second fight 42000 and 9).
  • Relics: the Mantis Lords', Sisters of Battle's and Galien's Master relics are new gold statues on a pedestal of the original proportions; names and saves stay as they were, and relics already placed show the new picture once the game is loaded again.
  • Transforming mounts: the wolf, rat, bat and pixie hide the whole rider as in Terraria, the raptor shows only the helmet and face accessories; other players in a LAN game see the same; no wings are drawn while transformed (the skateboard keeps them), and the rider's layers come back on dismounting.
  • A new save starts with the Nail in hotbar slot 4 and 10 Torches in slot 5.
  • The crafting window opens to the right of its button, and the click that opens it makes nothing.
  • The save screen's page arrows only turn the page: while the mouse is on the pager the save slot under it takes no click, so turning a page never starts a save.
  • A chest in reach under the cursor shows its name beside the cursor when it has one, and its chest icon when it hasn't, as in Terraria.
  • A nail pogo off an enemy, spikes or a bounce shroom gives the Cloud in a Bottle and the other extra jumps back, as the game gives its double jump back, so the bounce can be jumped on from.
  • A grappling hook on a wall keeps holding while the map is open, and is still there when it closes.
  • A platform put down on or beside the player doesn't push the player up on to it, and a platform dropped through lets the player by while still inside it, with no bounce back up (with a Sawmill, a Loom or another station under it too).
  • The Flukefey respawn but aren't doubled (one for one; with the Water Candle, as many as it sets): the Royal Waterways' rooms swarm with them already.
  • Once the Forgotten Crossroads is infected, the enemies copied and respawned there are the infected ones, as in the game, and before that the uninfected ones (each of its rooms holds both groups and shows the one the save calls for).
  • The Mossy Vagabonds and Mossflies of the Queen's Gardens room by the way to Deepnest (Fungus3_39) come in twos and respawn like other enemies; the room's mantis battle stays as in the game.
  • The White Palace's enemies (Wingmoulds and the like) respawn where they stood, one for one as in the game (with the Water Candle, as many as it sets); the Path of Pain's don't respawn.
  • In multiplayer, the dreams and Godhome rooms that are no boss fight (the Seer's dream where the Dream Nail is got, the warriors' graves, the shrines) run their scripts on your own Knight when they are yours: after the Dream Nail's white flash you wake as usual.
  • While an item's pick-up sequence plays (a mask shard, a vessel fragment...), the map can't be opened, so no pylon on it takes you away mid-way; a teammate's boss summon also waits for it to end before pulling you over. A save where that was cut short and four mask shards never became a mask gets the mask after a few seconds of free play (three vessel fragments their soul vessel).
  • An enemy waiting to respawn shows no see-through ghost while you stand by its spawn point (within 4 tiles); once you step away its ghost shows for a second, then it comes.
  • An enemy steadied after repeated knockbacks keeps its look for that second (super armor) and takes no knockback meanwhile.
  • The amethyst stat observer's rows wrap and grow to fit, so long values and effect texts show in full; tabs and the footer shrink their text when it doesn't fit.
  • In multiplayer, crafting uses the materials in nearby chests too (except a chest another player has open), taken from the host's chests; if the host finds them used up or the chest opened meanwhile, the craft is undone and the crafted item taken back.