1.4.4

1.4.4 (titled "Labor of Love") focuses on balance and quality of life changes, but also includes some new content. It was released on September 28th of 2022.

New Special Seeds and Updates to Special Seeds

 * Added the "Remix" World Seed, where the player spawns in the Underworld and makes their way up. Worldgen is heavily overhauled, and enemy spawns and item drops are changed
 * Added the "No Traps" World Seed, for those players who just totally hate dying to traps during their Terraria adventures.
 * Added the "Everything" World Seed, a combination of all of the major seed features from every other special seed.

For the Worthy Updates

 * Numerous changes and threats have made their way to the FTW seed, to demand even more worthiness from players
 * Classic difficulty FTW worlds automatically behave as Expert. Expert FTW worlds are automatically Master.
 * Should now be possible to 100% complete the Bestiary

Not the Bees Updates

 * Spider Caves now generate in Not The Bees worldgen
 * All fish should be catchable now
 * Should now be possible to 100% complete the Bestiary

Don't Starve Seed Updates

 * Don't Starve Darkness damage increased from 50 to 250, and the time before being hurt decreased from 8 to 4 seconds
 * Eating regular mushrooms will reset hunger back to full duration Peckish if you are Peckish, Hungry, or Starving

Celebration Seed Updates

 * A number of changes have been made to Celebration worlds to make them even more fancy and festive!

New Items and Content

 * Added 8 Slime Town Pets! Collect em all!
 * Added over 300 new items
 * Added over 25 new blocks and walls
 * Added over 55 new paintings
 * Added a few new vanity accessories and items
 * Added a new tree type
 * Added 3 new furniture sets
 * Added Crimson and Corrupt Mud Grass. Corruption and Crimson no longer dry out Jungle Grass into dirt when corrupting it, but instead simply spread to the grass portion.
 * Added Rubblemaker
 * Added Shellphone
 * Added Hand of Creation
 * Added Echo Coating and changed Illuminant Paint to be Illuminant Coating. Coatings function exactly like paint, except they can be stacked with any other paint and each other.
 * Added Lilith's Necklace
 * Added Poo
 * Added Terraformer
 * Added a Biome Sight Potion
 * Added Jungle Birds
 * Added Flymeal, bane of Townsfolk everywhere
 * Added a few more pre-Hardmode weapons
 * Added Bottomless Honey Bucket and Honey Absorbent Sponge
 * Added Fart Kart
 * Added Resplendent Dessert
 * Re-implemented Pixel Boxes to be sold by the Mechanic, which have been updated to have improved functionality for pixel displays.
 * Re-implemented the deprecated Mini Star Cell Banner. It drops and buffs its respective enemy. Regular Star Cell banner no longer gives a buff against Mini Cells.

UI and Menu QoL Changes

 * Added Equipment Loadouts. Changed F1-F3 keys to be the default bindings for Loadout Swapping, and F4 was changed to be the keybind for Camera mode.
 * You can now place any accessory in social slots again. Social slot eligibility tooltip removed.
 * Increased the max stack size of nearly all stackable items to 9999.
 * You can now stack Guide Voodoo Dolls! But . . . with great stacking comes great responsibility. Throwing a stack of more than one into lava may have unwanted consequences.
 * Void Bag now can be opened/closed with right click. A closed Void Bag will no longer pick up overflow items, and functions more like a Money Trough. An open Void Bag still picks up overflow items, and gains a number of new features, including:
 * Using Quick Buff, Food, and Potions from its Storage. This includes Mana Flower Mana Potions. Wormhole Potions will also work automatically from within it.
 * Allow crafting directly from Void Bag Contents
 * Favoriting items inside of it
 * Quick Stack to Nearby Chests from its contents
 * Keys within it can be used to unlock chests
 * Info accessories, Wire vision accessories, and Mechanical ruler all work from within it
 * Void Bag will now also collect overflow items when looting chests
 * Bestiary now shows kill count for that enemy
 * Bestiary now shows stats based on the current gameplay session (based on things like difficulty, seed, etc)
 * Added an accessibility option which will allow all weapons to be autofired
 * Painter now has two shops menus. Wares are split between them to prevent his wares from being locked out of purchase due to too many items being in one shop.
 * You can now link Angler quest fish in the player chat box
 * All Quest Fish items now have tooltips saying where to catch them (useful for sharing in chat message)
 * Paintbrushes, Fishing Rods, and Clentaminator now show the currently selected "ammo" by the cursor
 * Clentaminator now works with Rifle/Sniper Scope functionality
 * Angler Set, Fishing Accessories, and the Fishing Potion now all indicate how much Fishing Power increase they grant
 * The +/- options to change Zoom now zoom twice as fast
 * Updated some outdated loading and Guide text about things such as Lucky Horseshoe and Meteorites
 * When in Journey mode, mousing over items in the crafting menu will show how many are needed to Research. This also applies to Guide and Tinkerer UI slots.
 * Some info accessory tabs are grayed out when inactive or display N/A, and will light back up when active again. Gold Critters will appear in gold on the Lifeform Analyzer.
 * Changed the Quest info for Pengfish and Pixiefish to be more consistent with similar fish
 * Quick Stack to Nearby Chests now has a visual effect, showing the items which are being quick stacked moving towards the chests they go into
 * Added flavor text and info text for Portal Gun
 * Equipping any of the Monoliths in accessory slots will create a player-side shader effect in the same way that Radio Thing does
 * Playing musical instruments now shows the note on the cursor
 * Significantly increasing the range of quick stack to nearby chests
 * Pumpkin and Frost Moon will now display the total score when the event is over.
 * Flower Accessory's social display visual now draws over helmets/face accessories, to allow combining. Additionally, Jungle Rose has been changed from a Head Vanity to a Vanity Accessory.
 * Worlds in the World Menu where Moon Lord have been defeated now have a special border around their icon
 * Added an option to show health/mana display numbers on Health/Mana UI settings
 * Added an option to display numbers on boss health bars
 * When a Sandstorm is active, the Weather Radio info accessory will display it, alternating between it and the standard weather display
 * Character creation now defaults to Classic mode instead of Journey mode
 * Summoning tooltips now say they deal "Summon" damage instead of "Minion" damage
 * The game now tracks deaths, and they can be viewed with the /death and /pvpdeath commands. Additionally includes the /alldeath and /allpvpdeath for server-wide numbers.
 * Made some consistency improvements to tooltip text displaying Up/Down messages
 * Capricorn Legs/Tail now instant-transform into each other, and maintain favorite status, rather than simply spawning a new item in a different inventory location
 * Shift-clicking items to the research slot automatically researches the item.
 * When randomizing a character, more hairstyles are available to be rolled
 * When randomizing a character, the game will pick female characters more often than before (which previously was actually quite uncommon)
 * Most of the Stylist haircuts are now available when creating your character
 * Added an option to disable quick trash in the main menu
 * When using Journey mode's reach booster, it also increases item pickup range
 * Encumbering Stone can be right clicked from the inventory or hotbar to make it Uncumbering, allowing more controllable use of its pickup blocking function
 * Your equipped pet can now be seen on the player selection menu with your character
 * Journey sliders now have interactible buttons which allow you to snap to specific points

Content Changes and Feature Expansions

 * Added new achievements
 * Added new Death Messages
 * Added several new title texts
 * Added many new words to the random world name list
 * Added new sounds to several weapons and enemies
 * Ropes and Minecart tracks can now intersect, allowing you to use a rope and a minecart in the same spot without having to break one
 * Similarly, Ropes and Platforms can also now intersect.
 * The player no longer collides with platforms when on a rope pulley, to allow for ropes which go through platforms
 * You can now exchange your Town pet by using another Pet License (They can now be purchased infinitely from the Zoologist)
 * Smashing altars no longer generates random blocks of infection in the world
 * Traveling Merchant now has an extra guaranteed item slot in his inventory in Hardmode. This slot can only contain items from the 4 less common item pools, with the most common items being excluded.
 * Traveling Merchant now has an extra guaranteed item slot in his inventory at all times. This slot will ALWAYS contain a painting. Paintings have been removed from all of his other inventory slots, which will slightly increase the odds of obtaining the rest of his wares.
 * Angler no longer drops furniture items as part of his regular drop pool. Instead, he now has a chance to give a bonus Furniture drop when completing quests. The odds of getting a bonus furniture drop increase as your Quests completed increases.
 * Right clicking the Eternia Crystal Stand during the cooldown between OOA waves will allow you to skip the delay and immediately start the next wave. The Eternia Crystal stand and the first wave completed message also indicate this fact.
 * Upon defeating all 3 mechs for the first time, the game will now attempt to immediately spawn a Plantera Bulb in the Jungle
 * Glowing Mushroom grass and trees now glow different colors when painted
 * Critter Cages can now be stacked and stood on like platforms
 * Increased the minimum size of Underground Deserts from 50% of the maximum size to 75% of the maximum. The maximum size has not increased.
 * The player can now have double the number of active buffs/debuffs (44 total) before they start overriding each other
 * Torch God's Blessing can now convert Campfires as well
 * You can now block swap torches and campfires
 * Players can now blockswap ropes out for platforms or minecart tracks if there is already a platform/minecart track to the side of the rope
 * All Lockable Chests can now be re-locked using Chest Locks
 * The Extractinator can now be used to turn fishing trash into low level bait
 * When getting a hole in one in golf, it now says so instead of saying 1 stroke
 * Slime Rain can now only begin from 6 AM to Noon, but the odds of it happening are now 4x as high. This will result in the same number of Slime Rains overall, but they simply start in the morning.
 * Most critters which spawn from tiles or trees now have a brief delay before they can be killed (the same as how Worms from tiles are protected)
 * When hitting trees, the tree will now always show a visual puff of leaves, even if nothing is dropped, to indicate that a successful tree hit has been performed
 * Banners, Hanging Bottles, and Lanterns can now be placed on unhammered platforms and all other platform hammer configurations
 * Reverting a previous change that altered how Frozen Slime Blocks merged with regular Slime Blocks and other blocks. They are now intentionally inconsistent with regular Slime Blocks for building purposes.
 * Crystal Shards can now grow on Pearlsand, Hardened Pearlsand, and Pearlsandstone
 * Rainbow Bricks now use an improved map color gradient
 * Abigail's Flower now breaks in one hit when mined and makes a grassy sound when doing so
 * Zenith's swing SFX now plays more often to more appropriately match its swing speed
 * Rod of Discord's item sprite is now bright and generates some light, making it easier to see if it drops
 * Resprited several of the core progression swords to be bigger and more up to date
 * Starfury's star has been given a visual overhaul
 * You can now fish while partially submerged in water, as long as the player's arms are above the bobber. This includes fishing in an Inner Tube!
 * Cracked Dungeon Bricks can now be broken by projectiles
 * Added recipes for all 9 safe versions of Dungeon Walls
 * Added recipes for all of the Dungeon worldgen platforms
 * Added a recipe for Magic Mirror
 * Heavily optimized recipe checking code. This should result in dramatically reduced/eliminated FPS drops when large numbers of recipes are calculated on the fly (such as when opening a chest that contains large numbers of crafting materials when near crafting stations)
 * Balla Hat and Gangsta Hat are now sold during day and night respectively, instead of 24/7
 * Ocean water is now slightly more transparent and easier to see in
 * The Nurse can now comment on how often you have been dying in her random dialogue
 * Some Boss Masks can now be combined with Beard Accessories
 * Increased movement speed of Hardcore Ghosts
 * Teleporters no longer produce flickering light passively

Crashes and Major Issues

 * Fixing an issue which prevented Terraria from working on some Mac OSX 12 installations
 * Fixed a crash that could happen if various critters went outside of the world's boundary
 * Fixed a crash relating to Sand falling in multiplayer
 * Fixed a rare crash with Companion Cube in multiplayer
 * Fixed a crash caused by Lightning Aura Sentries dropping through the bottom of the world
 * Fixed a crash issue related to Ice Rod in multiplayer
 * Fixed a crash relating to loading and unloading resource packs
 * Fixed an issue where invalid Torch frames would cause problems on servers
 * Fixed an issue when attempting to verify integrity of game files, a single file would always fail to validate. This did not actually cause any gameplay issues, but has been a persistent and nagging concern for players who are attempting to trouble-shoot other legitimate issues.

Combat, Enemy, and Weapon Issues

 * Fixed a quirk of Duke Fishron's Cthulhunado that would sometimes instantly spawn it on the player and hurt them unavoidably. It should now spawn a certain distance below the player if there is no floor nearby, allowing the player time to avoid it
 * Fixed an issue where Whips that gave Attack Speed buffs would incorrectly apply the buff to Melee weapons. Their tooltips have been updated to emphasize this fix.
 * Fixed a bug where standing on certain configurations of platforms would allow teleporting enemies to teleport directly on top of you and cause damage
 * Fixed a bug where, if stacking multiple sources of defense penetration, it would allow weapons to deal extra phantom damage above base damage
 * Fixed a bug where Sanguine Staff and Terraprisma could hit a single enemy more than once per swing
 * Fixed a bug with Blood Thorn causing its thorns to unintentionally lose damage on every pierce
 * Fixed a bug where Deadly Spheres minions would spontaneously de-aggro from enemies in the middle of combat
 * Fixed a issue where Empress of Light would sometimes teleport directly on top of the player
 * Fixed a bug that caused mana to not regenerate at normal speeds when on infinite flight mounts
 * Fixed an issue where Ichor Dart and Celebration MK2 would sometimes rapidly hit more than intended
 * Fixed Flocko and Krampus not giving wave progression points during Frost Moon
 * Fixed a bug where Frost Moon's Waves 2, 3, and 4 required way too few points to progress
 * Fixed an issue with ammo consumption for Flamethrower and Elf Melter
 * Fixed a bug where Chain Knife and Flairon had a strange damage hitbox in the upper corner of the player
 * Fixed a bug where Rocket Launcher could not received Ranged prefixes such as Unreal
 * Fixed a bug where Beam Sword forced you to turn to face the direction it is firing its projectile when autoswinging
 * Fixed a bug where Imp Staff would randomly rapidly fire at enemies under specific circumstances. It can still fire at an above average speed in these circumstances, but it isn't as extremely fast now.
 * Fixed an issue where underground Mothrons did not check to make sure they were laying eggs on solid tiles, including laying eggs in lava like a terrible parent
 * Fixed an issue where quadruped enemies would not fall through platforms
 * Fixed an issue that prevented Horseman's Blade from proccing on certain targets, such as Moon Lord's eyes or naturally spawned critters
 * Fixed some issues where size downscaled bosses in Special Seeds had inaccurate hitboxes
 * Fixed Bee enemies and Explosive Bunnies being able to rapidly hit enemies with no iframe cooldown
 * Fixed being idle on infinite flight mounts not protecting from Worm spawns
 * Fixed Old One's Army Flyer behavior where they would fly under the ground and not come back up, thus avoiding defenses
 * Fixed an issue where some Frost Legion enemies didn't have the correct movement speed
 * Fixed a bug causing Super Star Shooter's projectile to die when having your back to a wall
 * Fixed a bug where Corruptors and Giant Fungi Bulbs would fire at Hardcore ghosts

Gameplay Functionality Issues

 * Fixed some long running issues where the size or quantity of some worldgen features were not properly accounted for in Medium worlds, resulting less of some things like the Jungle or Mushroom biomes
 * Fixed a bug that caused daily Tree Shake count to be cumulative across all worlds
 * Fixed a worldgen bug that has existed since the beginning of the game that prevented Demon/Crimson Altars from spawning deep underground. You will now find many more of them much deeper Underground.
 * Fixed an issue where some infected tiles were not being detected by the Dryad, including some sand types, plants, vines, and thorns
 * Fixed an exploit allowing conservation of Etherian Mana after Old One's Army ends
 * Fixing more inconsistencies between seeded PC and Mac/Linux worldgen, though ultimately it may be impossible to completely eliminate all variation due to fundamental OS differences at a basic level
 * Fixed the player taking damage from Don't Starve darkness when in well lit areas due to being in another window
 * Fixed an issue where joining into a world where the Real Estate Agent achievement was "valid" for unlock would not unlock it until the next time an NPC moved in. It should now unlock immediately upon joining.
 * Fixed an issue where small patches of sand around the world would generate with Underground Desert backwalls, allowing those enemies to spawn
 * Fixed an issue where Sandstone Chests that generated too high in the world would turn into Gold Chests instead
 * Fixed another issue with Giant Mahogany Trees generating over chests or the Temple
 * Fixed Lavafly Jar not counting as a light source for housing
 * Fixed a bug with Boulder traps causing overlap issues with chests if they generated too close
 * Fixed NPCs standing in front of each other too often, and Town Pets standing over chairs and blocking Town NPCs
 * Fixed a bug where Life Fruit, Plantera Bulbs, and Jungle Plants would not properly break the plant tiles they replaced
 * Fixed Campfire Minibiomes sometimes generating incorrectly
 * Fixed Dirt Rod's Dirt Ball projectiles destroying some decorative tiles
 * Fixed an issue where Smart Cursor would sometimes target solid blocks when trying to place Herb Seeds
 * Fixed a similar issue where Smart Cursor would try to plant Pumpkins in non-valid locations
 * Fixed a long running inconsistency where Tall Grass couldn't grow in front of most fences
 * Fixed Mushroom Grass not breaking in one hit when using Gravedigger's Shovel
 * Fixed the player being able to fish up Dungeon items before Skeletron is defeated
 * Fixed an issue where NPCs could teleport home instantly at any time when standing on Dungeon Brick
 * Fixed Dye Plants growing in Honey
 * Fixed Jungle Torches not being used by Torch God's Favor when inside of the Temple
 * Fixed some Rubble types "surviving" tile change via infection/Clentaminator when they should not.
 * Fixed Pumpkins not breaking themselves when the tile beneath them was changed to be non-valid for plant growth
 * Fixed a bug where Gold Goldfish could not spawn in underwater living tree tunnels
 * Fixed Lucky Coin not working properly in Multiplayer on Expert and Master mode

Visual / Audio Issues

 * Fixed an issue where unsafe and safe versions of the same Wall type did not properly merge together
 * Fixed an issue with OGG resource pack tracks not detecting loops properly
 * Fixed an issue with some held projectiles (Spears, Flails) jittering a bit when the player goes up and down half-blocks
 * Fixed the offset on Geyser trap tiles so that they merge more seamlessly with blocks they are placed on
 * Fixed an issue with some gore moving at extremely high speeds through the entire world
 * Fixed an issue with infected Cacti, Oasis plants, and Sea Oats only showing as green on the map
 * Fixed an issue with falling Slush Blocks not having a sound or dust when Slush Balls break
 * Fixed a sprite issue where most fences that were "floating" were visually cut-off at the bottom
 * Fixed the top row of the underground background layer not allowing light, causing visual artifacts
 * Fixed an issue where Crystal Shards could grow on sloped blocks, resulting in them floating
 * Fixed an audio desync with certain guns in multiplayer
 * Fixed a number of Rubble piles creating the wrong dust color when broken
 * Fixed a minor visual offset with Video Visage's screen sprite when facing different directions
 * Fixed a positioning issue with Furnace and Hellforge to resolve some tile sheet issues in texture packs
 * Fixed cattails and vines not maintaining paint when growing
 * Fixed King Slime's crown not properly adjusting its size under some circumstances
 * Fixed an issue where Money Hair Dye's color system would break and cycle through colors of the rainbow when reaching particularly large quantities of money
 * Fixed Frozen Chandelier's light being the wrong color
 * Fixed Hardmode ores generating with paint when replacing a painted tile
 * Fixed an issue where Silly Sunflower Bottoms and Frog Legs, when worn together, would show the player with no legs at all
 * Fixed some spriting issues in the Minotaur pet's animation
 * Fixed an issue where sitting in a chair while underwater and while also wearing an Inner Tube would make the player's legs draw incorrectly
 * Fixed the Ocean not being bloody during a Blood Moon
 * Fixed Kimono pants being treated like a robe, breaking sitting frames, as well as an issue with the female Kimono "jumping" sprite

UI, Input, Text and Tooltip Issues

 * Gamepad now tries matching Button Instructions to the inventory slot your cursor is on immediately. Hovering over a button or item with the cursor will show the relevant Gamepad instructions.
 * Fixed an issue where exiting the research menu mid-animation would result in the animation resuming when you opened it back up later
 * Fixed Info Accessories not properly updating their display when the game is paused
 * Fixed an issue allowing Armor Swapping with sold items
 * Fixed Moon Lord's health bar flickering when he spawns
 * Fixed Gravedigger Shovel using two different recipes for Iron and Lead. It now just uses a single AnyIron recipe
 * Fixed world names/seeds being able to exceed the size limit of the text box under certain conditions
 * Fixed an issue where sorting Chests and then changing directly from that Chest to another Chest (without closing) would maintain the color highlight of the sorted slots
 * Fixed an issue where Boss health bars that have scaled health due to multiplayer would have an incorrect display for players joining the server mid fight
 * Fixed link buttons on main menu not working on Mac/Linux
 * Fixed a bug where the Tongued debuff did not actually give its unique death message if it killed you
 * Fixed a minor capitalization issue in the "Web Spit" projectile
 * Wasp Gun's tooltip now properly indicates that it penetrates defense (Wasp Gun Wasp Gun)
 * Fixed an issue where all of the 3 Shroomite Helmets caused the tooltip damage of weapons they boosted to be slightly inaccurate. It would make the tooltip damage round up by 1 extra, making for a displayed damage that was incorrect compared to the actual amount of damage done. The actual damage done has not changed.
 * Fixed a bug where player kills by self-destructing enemies might give a death message for the wrong enemy
 * Fixed an issue where the game would not display your dropped coin count if you dropped an inordinately large amount of platinum on death
 * Fixed a text inconsistency in the Venom Flask tooltip
 * Fixed an issue where NPCs would refer to the Underground as "NormalUnderground"
 * Fixed some text menus in the game not being compatible with the virtual keyboard when using Gamepad
 * Fixed Lava Moss' tooltip and rarity color not matching the other glowing moss
 * Fixed a number of other inconsistencies with item rarity colors and sell values
 * Fixed Djinn's Curse having "vanity" tooltip line, as it does actually confer mechanical benefits

Multiplayer Syncing and Functionality Issues

 * Fixed Tombstones desyncing when landing in multiplayer
 * Fixed an issue with Moss growth not syncing in multiplayer when the moss was above ground
 * Fixed some syncing issues with Nimbus Rod and Crimson Rod
 * Fixed a certain server exploit
 * Fixed a desync with Whips and Spears in multiplayer
 * Fixed a server launch failure caused when providing an invalid world file pathway via the server config file
 * Fixed a visual swing animation issue with Flying Knife when using Feral Claw-type accessories in multiplayer
 * Fixed an issue causing Banner drops to be attributed to an uninvolved player on servers
 * Fixed an issue where Keybrand's particle effects didn't show up for the user in multiplayer
 * Fixed bucket-removed water not syncing properly sometimes in multiplayer
 * Fixed a number of PVP debuffs not syncing properly in multiplayer
 * Fixed a syncing issue with Tesla Turret projectiles in multiplayer
 * Fixed a visual desync with flopping fish critters in multiplayer
 * Fixed an issue where Dry Bombs and similar items would not sync fluid properly on servers
 * Fixed an issue where Rainbow Gun could arc down and draw across the entire world for some people in multiplayer
 * Fixed an issue with sloped blocks not syncing their slope changes when sand fell on them in multiplayer

Introduction and Notes from Leinfors
As the 1.4.4 update is highly focused on Quality of Life changes, there is naturally a substantial amount of overlap between some of these QoL changes and balance changes. It's impossible to draw an absolutely definitive line between the two categories, and so there are going to be some duplicate entries which are present both in this section and in the main changelog. Additionally, there are some particularly balance-impacting bugs which warrant being included in the balance section as well. For the sake of information being provided in the places where it is relevant, and given the significant length of the total changelog, we felt it was worth the extra clarity to include these changes in both sections of the changelog.

1.4.4 has the most extensive set of balance changes added in an update, even more so than 1.4 and 1.4.1; furthermore, it includes some of the most technically complicated changes made to weapons and other systems, including a number of reworks and other backend changes which alter the behavior of weapons beyond simple stat changes. Many of these changes delve into some of the more complex mechanics of Terraria's combat and weapon systems, and without taking all of these mechanics into play, some of the changes made may seem confusing, backwards, or unintuitive.

To help newer players get an understanding of some of these mechanics, or perhaps just as a refresher for veteran players, I've included a reference glossary of some of the core mechanics that were impacted, as well as a detailed description of the concept of Piercing Immunity Frames (which feature heavily in many of the changes made). We've included this as a resource for reference, but it is not necessary to read for the changelog, and does not include any changes itself. Feel free to skip the glossary if you'd rather get to the actual changes.

Glossary

 * Damage :Literally the damage dealt by an enemy or weapon. The damage listed is reduced by the target's defense stat, and then it will be applied to the enemy or player. There is an inherent randomization effect on all damage dealt, which causes damage to fluctuate slightly both above and below the listed value. However, the average amount of damage done per hit will match the listed damage value.


 * Critical Chance :Almost all damage sources from the player can inflict Critical damage. A Critical hit will always deal double damage (though it is still subject to defense). No matter what your stats and equipment, the DEFAULT critical chance is always 4%. Certain weapons add a bonus critical chance, and various equipment and buffs can increase it as well. A Critical hit chance that is higher than 100% confers no additional advantage; the player will deal a critical on every hit. Notably, Summon damage does not typically inflict critical hits except under certain special conditions.


 * Defense :Reduces damage taken. In Classic Mode, and for enemies in every difficulty mode, every 2 points of Defense reduce damage by 1. In Expert, every 1.5 points of Defense reduce player damage by 1. In Master, every point of Defense reduces player damage by 1.


 * Use Time :The time between swings/uses on a weapon or item. If a weapon has a Use Time of 20, this means that after using a weapon, 20 frames must pass before you can use it again. The lower the number, the faster a weapon is. A higher number is slower. You cannot directly see an item's Use Time number in game, but it is reflected in its speed tooltip (Fast, Very Fast, etc)


 * Frames (Time) :There are 60 "frames" in every second. If a weapon has a Use Time of 30, then you can use it twice per second (30 + 30 = 60). This impacts some other aspects of gameplay as well, such as Immune Frame times.


 * Scale :Scale is modifier which can be used to increase the size of weapon sprites, typically swords. The size of swords is normally exactly the same as their sprite, but the scale modifier can make them visually larger in game, which also allows them to reach further distances when hitting enemies. For example, increasing the scale of a weapon from 1 to 1.3x will increase its size and range by roughly 30%.


 * Knockback :Almost all attacks against enemies inflict knockback. The amount of knockback is increased by a multiplier on a weapon's knockback stat, and then reduced by the enemy's knockback resistance.


 * Piercing and Pierce Count :The ability for a projectile to continue on after hitting an enemy, and hit additional enemies or to hit the same enemy again. The Pierce count stat indicates how many times a projectile can hit. For example, a pierce count of 5 will allow up to 5 enemies to be hit before the projectile vanishes/stops hitting. Some projectiles have no pierce limit at all.


 * Piercing Damage Reduction :Some weapons will deal less damage each time they Pierce an enemy. For example, a weapon with a 20% Piercing Damage Reduction modifier will do 20% less every time it pierces. In such a scenario, it might deal 100 damage on the first hit, 80 damage on the second hit, 64 damage on the third hit, and so on.


 * Defense Penetration :Some player attacks have the ability to "ignore" a certain amount of enemy Defense. This will not directly increase the maximum amount of damage they can do, but it will reduce the effect of enemy's defense. A weapon that penetrates 20 Defense will do full damage with no reduction to any enemy that has up to 20 Defense, after which point, Defense will reduce it normally. Some attacks have a low damage, but a high defense penetration, which ensures that they deal a more consistent amount of damage on enemies of different levels of defense.


 * Autoswing / AutoReuse :The ability for a weapon to keep firing/swinging if you hold the attack button down. Weapons which do not have Autoswing/AutoReuse will require the button to be pressed again to be used again.


 * UseTurn :A feature present mostly on certain autoswing swords. If a weapon HAS Use Turn, moving left and right while swinging the sword will make the sword and the player change directions. If a weapon does NOT have Use Turn, the player will continue facing the direction they were when they started swinging.


 * Minion and Sentry Slots :All Summon Minions and Sentries take up a "slot" to use. Players all have 1 Minion Slot and 1 Sentry Slot available at all times; various buffs and equipment can increase this quantity. With additional slots, the player can summon more active minions or sentries. Some Summon minions grow stronger/bigger when expending extra Minion Slots on them, instead of gaining additional Minions. For example, you only ever have 1 Stardust Dragon, but its size and damage increase with every additional Minion Slot spent on it.


 * NPC Slots :Enemies all take up a certain number of "slots". At any one time, there is a enemy slot capacity, dictating how many enemies can spawn. Once this slot capacity is reached, most enemies will stop spawning, though it will not forcibly remove enemies over the capacity. Certain factors can increase or decrease this slot cap, such as Blood Moon, Battle Potion, or Calming Potion. Furthermore, some enemies can have a slot count that is higher or lower than 1. Enemies such as bosses or minibosses may take up extra slots since they are more of a threat than regular enemies.


 * Difficulty Mode (Enemy Stats) :Generally referring to Classic, Expert, and Master mode. Many enemies have different stats depending on the difficulty mode in question, such as increased health or damage. In such a case where something like this is changed, I will often list the changes as 20/40/60, reflecting Classic/Expert/Master stats. Journey mode is not typically going to be listed, as base Journey difficult stats are roughly half of Classic.


 * Traveling Merchant "Rarity" Tiers :All of the items the Traveling Merchant sells are organized into 6 different "rarity tiers", with items in the higher tiers being more rare than items in the lower tiers. Moving items between tiers will have a significant impact on how commonly he sells them.


 * Immunity Frames
 * Overview :When an enemy is hit by a piercing projectile (a weapon, projectile, or minion that can hit multiple times), the game has to use what is called immunity frames to prevent the enemy from taking damage from the projectile repeatedly every single frame, which could otherwise be as many as 60x hits a second. After hit, the enemy becomes temporarily immune to being hit again, though this duration is almost always measured in fractions of a second, which is more than enough for most projectiles to move through the enemy and be on their way. Particularly slow projectiles may still hit a target multiple times, but their immune frames prevent them from hitting every single frame, so this is within expected behavior. The amount of immune time inflicted by a projectile can be adjusted to make it hit more or less frequently. Immune frame time does not apply to non-piercing attacks (regular bullets, for instance, which only hit once).


 * Global Immunity :By default, all piercing weapons in the game inflict what is called global immunity when hitting enemies. These enemies become invulnerable to ALL sources of piercing damage, including other types of attacks, for the duration of that period. This period is typically a default of 10 frames (1/6th of a second), but can be changed to allow faster or slower hitting. This was the original implementation of Terraria's immune frame system, though we are shifting away from it over time. An unfortunate consequence of global immunity is that it "blocks" you from doing damage with different types of damage sources. Unless manually set otherwise, all piercing projectiles in the game, especially older ones, use the global immunity system. Many Global Immunity projectiles were balanced around this limitation, doing more damage than they might otherwise if they were not.


 * Static Immunity :Some piercing projectiles have been changed to use "Static" immunity. This form of immunity will still induce immune time, but this immune time will ONLY block damage from that specific TYPE projectile. Though repeated hits from the same type of piercing projectile during the immunity period will not be able to land, hits from any other type of piercing projectile WILL be able to deal damage. Similar to Global, Static immunity time duration can be changed as needed. Though Static projectiles will not interfere with other sources of damage, there are still scenarios where firing multiple projectiles of the same type will be counter productive. For example, putting Jester Arrows (which inflict Static Immunity) on Tsunami will result in only one of the piercing arrows hitting, because the enemy will be temporarily immune to Jester Arrows as the other arrows pass through. Most projectiles that use static are balanced around this.


 * Local Immunity :Finally, the third type of piercing projectile behavior is called Local. It will still induce immune time, but this immune time will only apply to the exact specific projectile which did the damage. This means that if you have two of the same type of Summon minion using local immunity, EACH minion will operate on its own independent immune timer, and they will not conflict with each other at all, nor will they block damage from any other sort of piercing damage. Local projectiles will never interfere with your ability to land hits with other projectiles, nor will firing large quantities of a local projectile be inefficient or fail to land hits. However, because the system was not usable for majority of the game's history, almost all piercing weapons were not balanced around it. Because local projectile damage allows for very rapidly scaling damage, changing weapons which currently use Global or Static to use Local often results in an excessive damage boost. As a result, Local is only used in specific circumstances when the boost is acceptable, with new equipment, or with weapons which are being entirely reworked. Simply changing everything to use local would require tremendous reworks to many of the weapons in the game.


 * Non-Piercing :Technically not a 4th type, projectiles which do not pierce (which is to say, they disappear immediately upon hitting an enemy the first time) are not subject to any of the above systems. They will always deal their damage immediately, without a period of immune frames, as there is no reason for them to use such a system. They are also not impacted by the immune frame time inflicted by other types of piercing projectiles.

Defense Penetration

 * (Bug Fix) Fixed a bug where combining more than one sources of defense penetration would cause extra phantom damage ABOVE the base damage of the weapon. This applies to weapons with built-in defense penetration, Ichor/Betsy's Curse, and Sharpening Station

Static Immunity Frames Last Hit

 * All piercing projectiles that use static immunity no longer apply immunity on their "final hit", if they are a projectile which expires after enough pierces. This has very little impact on previously existing static immunity projectiles, but is important for several projectiles which are being changed to use static instead of global. Global Immunity projectiles already do this, so this change was made to account for some projectiles which were being changed from global to static, so that they did not receive an accidental damage nerf.

Buff/Debuff Caps

 * Player buff/debuff maximum increased from 22 to 44.
 * Enemy debuff maximum increased from 5 to 20

Post-Death Invincibility

 * Duration increased from 1 to 3 seconds

King Slime

 * Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that his minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing). This does not impact Slime Rain spawns.

Brain of Cthulhu (Buff)

 * Health increased from 1000 to 1250
 * 5% Knockback resistance added across all difficulties (50/55/60% to 55/60/65%)
 * Expert/Master illusions now become opaque much faster
 * There is now a safe range around the player during Phase 1 to prevent BoC from teleporting directly on top of you (though it can still be extremely close)
 * No longer has a map icon during Phase 2

Deerclops

 * Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight

Wall of Flesh (Nerf)

 * Hungries no longer gain a 3rd stat bonus after 25% Wall of Flesh health. They will continue to use the 2nd stat bonus from 50% WoF health for the remainder of the fight.
 * Wall of Flesh's tongued debuff pull speed now scales with the boss's speed in Expert/Master, to prevent the Wall from moving faster than it pulls you in at the end of the fight

Queen Slime (Nerf)

 * Maximum flight speed and acceleration in Phase 2 have been reduced by about 15%
 * Queen Slime's minion projectile damage reduced from 30/80/150 to 30/68/120
 * These same projectiles now generate some light to be more visible at night
 * Now takes up more enemy slots, reducing or outright eliminating additional enemy spawns during his fight (Note that her minions already took up enemy spawn slots, so this was already unlikely once the fight was in full swing)

Plantera

 * Increased distance before despawn timer begins ticking down dramatically.
 * Note: Plantera has a despawn distance and a timer. The despawn timer resets if she re-enters active range. This change increased the active range substantially. It is still possible to despawn her via evasion and distance, but should be much more difficult to do by accident.

Golem (Buff)

 * Golem Body health increased from 9000 to 15000
 * Golem Head health increased from 16000 to 25000
 * Golem Fists health increased from 7000 to 10000
 * Now charges its punches with a visual effect for half a second before firing them.
 * Golem's Fists can no longer be deflected.
 * Now takes up more enemy slots, reducing or outright eliminating enemy spawns during his fight

Duke Fishron (Buff)

 * Health increased from 50,000 to 60,000
 * Health scaling factor in Expert/Master increased from 1.6x to 1.65x
 * Final Health values have increased from 50k/60k/76.5k to 60k/78k/99k
 * Now invincible immediately after being summoned, and during his phase transitions
 * Fixed an issue where Duke Fishron's Cthulhunado would sometimes instantly spawn on the player and hurt them, unavoidably. It should now spawn a certain distance below the player if there is no floor or platforms directly below, allowing the player time to avoid it
 * When Enraged, Duke Fishron is much faster, and fires more frequent and faster Cthulhunados

Empress of Light

 * Fixed a issue where Empress of Light would sometimes teleport directly on top of the player after an attack
 * Now takes up more MANY more enemy slots, reducing or outright eliminating enemy spawns during her fight. However, if you exit her effective spawn prevention range during the fight, enemies may spawn during the lapse of enemy slot coverage.

Daytime Empress of Light, Skeletron, Skeletron Prime, and Dungeon Guardian (Buff)

 * "Instant kill" attacks will no longer be avoided by Dodge procs such as Hallowed Armor or Master Ninja Gear

Lunatic Cultist (Buff)

 * Health scaling factor in Expert/Master increased from 1.25 to 1.5
 * Final Health values have increased from 32k/40k/51k to 32k/48k/61k
 * Ancient Light projectiles are no longer instantly killed, but actually take some damage to kill, and will be targeted by homing projectiles, soaking up some of your damage.

Moon Lord (Nerf)

 * Phantasmal Sphere damage reduced by 20%
 * Phantasmal Sphere hitbox size reduced slightly
 * Will now always drop 2 non-identical weapons

Projectile Reflecting Enemies (Large Mimics, Selenians) (Nerf)

 * Reflected Projectiles now only deal half-damage to the player
 * Reflected Projectiles no longer scale and deal extra damage in Expert/Master mode.

Teleporting Enemies (Teleporting Casters, Chaos Elementals, and Nebula Floaters) (Nerf)

 * The protection radius around the player preventing them from teleporting directly onto you has been increased substantially
 * The game will now also take your speed and direction into account when you are moving, and will further attempt to prevent these enemies from spawning directly in your path without time to react. However, this system is not absolute and only gives some extra distance, so it is still possible to crash into a recently teleported enemy if you do not alter course or are moving very fast.
 * The protection radius around the player is even higher for Chaos Elementals and Nebula Floaters due to their not being stationary

Lifeform Analyzer Rarities

 * A number of enemies rare enough to show up on the Lifeform Analyzer have had their rarity levels changed to give proper priority based on enemies which they co-exist with. For example, Dye Beetles have been reduced to Rarity 1, so that any higher Rarity enemy will take priority on the display.
 * Voodoo Demons are now also listed on the Lifeform Analyzer

Pumpkin Moon and Frost Moon (Rework)

 * Pumpkin Moon can now go up to Wave 20. Wave point requirements for Waves 15-20 match Frost Moon.
 * Pumpkin Moon's wave composition has been completely rearranged to account for this.
 * Pumpkin Moon bosses are now capped in number, more closely resembling the behavior of Frost Moon bosses
 * Increased the number of enemy slots taken up by Mourning Wood and Pumpking, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
 * All regular enemies in Pumpkin/Frost Moon now have low per-player Health scaling in Expert/Master multiplayer. The boss units already had scaling.
 * Pumpkin Moon trophies now drop using Frost Moon drop rates, instead of dropping from 100% of Wave 15 kills.
 * Pumpkin Moon boss drop-rate-by-wave multiplier has been reduced, though drops are still more common than Frost Moon levels. This is partly to account for having a higher wave cap, though drops are still slightly less common than before.
 * Both Pumpkin Moon and Frost Moon's "expert drop bonus" modifier has been reduced slightly, with the base drop rates being increased by the same amount. The end result is that Classic mode drops are slightly more generous, while Expert drop rates stay the same. (This is after taking Pumpkin Moon's previous change into account)
 * Both Pumpkin Moon and Frost Moon now receive a 2.5x point multiplier when playing in Master mode. Previously, they received a 2x multiplier in Expert, but no additional gain in Master.
 * (Bug) Fixed Flocko and Krampus not giving wave progression for Frost Moon
 * (Bug) Fixed a very old bug where Frost Moon Waves 2, 3, and 4 required way too few points to complete

Poltergeist (Rework)

 * Can now fly freely into the air, not just on the ground
 * Health reduced from 2000 to 1250
 * Pumpkin Moon wave progression points increased from 8 to 10
 * Due to increased number present in the event, increased the kill count needed for a banner

Splinterling (Buff)

 * Health increased from 900 to 1200
 * Due to increased number present in the event, increased the kill count needed for a banner
 * Reduced base Spooky Wood drop count due to increased numbers of Splinterlings killed per Pumpkin Moon. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.

Hellhound (Buff)

 * Health increased from 1200 to 1800
 * Pumpkin Moon wave progression points increased from 4 to 5
 * Due to increased number present in the event, increased the kill count needed for a banner

Headless Horseman (Buff)

 * Health reduced from 10000 to 5000.
 * Can now fire a pumpkin projectile at the player
 * Pumpkin Moon wave progression points increased from 25 to 50
 * Now has the same Health scaling as Pumpking and Mourning Wood in Expert/Master multiplayer

Mourning Wood (Buff)

 * Health increased from 12000 to 14000
 * Defense increased from 28 to 34
 * Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time
 * Reduced base Spooky Wood drop count. However, due to the faster point gain in Expert/Master, they now have bonus drop quantities in Expert and Master.

Pumpking (Buff)

 * Health increased from 22000 to 26000
 * Defense increased from 36 to 40
 * Increased the number of enemy slots taken, to be more in line with Frost Moon bosses, dramatically reducing how many can spawn at a time

Old One's Army

 * Etherian Lightning Bugs now spawn in OOA Tier 3 Wave 6 instead of Wyverns
 * The Eternia Crystal now has 2x as much health on Expert and 3x as much health on Master.

Martian Saucer

 * Increased the hitbox size of the core in Phase 2

Dreadnautilus (Rework)

 * Charge attack has less tracking and a wider turning radius, meaning it is easier to avoid
 * Projectiles are now no longer blocked by tiles
 * Projectiles are more lit up/visible at night

Blood Squid (Nerf)

 * Health reduced from 1000 to 750
 * Projectile damage reduced from 100 to 70
 * Projectiles are more lit up/visible at night

Hemogoblin Shark

 * Projectiles are more lit up/visible at night

Clowns (Nerf)

 * Damage of Chattering Teeth Bomb reduced from 200 to 120
 * Damage of Happy Bombs reduced from 160 to 120
 * Happy Bombs now glow, making them easier to see
 * Chattering Teeth Bombs now have a sound effect when spawned and occasionally played passively, helping the player to be aware of them
 * Clown's drop pool has also been overhauled:
 * Is now the sole source of KO Cannon, having a 1/5 chance to drop it
 * Bananarang drop rate has been increased from 1/30 to 1/10 (See Bananarang for other changes to this item)
 * Bloody Tear drop rate increased from 1/100 to 1/10 (like other uncommon Blood Moon enemies)

Antlion Larvae (Nerf)

 * Defense reduced from 4 to 2
 * Health reduced from 35 to 30
 * Maximum speed slightly reduced, particularly when jumping

Giant Antlion Chargers (Nerf)

 * Defense reduced from 22 to 16

Giant Antlion Swarmers (Nerf)

 * Defense reduced from 18 to 12

Tomb Crawlers (Nerf)

 * Defense of body segments reduced from 16 to 12
 * Defense of tail segment reduced from 20 to 14

Tomb Crawlers and Dune Splicers (Nerf)

 * Spawn rates reduced
 * In the upper levels of the Desert, there is a further reduction in spawn rates

Rolling Cacti (Nerf)

 * Damage reduced from 90 to 70

Jellyfish (Buff)

 * Expert Electric Shock attack now applies to projectile contact weapons (Spears, Shortswords, Solar Eruption, Sleepy Octopod, Sky Dragon's Fury, and Whips)

Snow Flinx

 * Snow Flinxes now have a more consistent spawn rate on Ice/Snow. Previously, was incapable of spawning on Snow or Ice under most conditions.

Lost Girl

 * Instead of their spawn rate decreasing in Hardmode, it stays the same the entire game. This means that their Hardmode spawn rate has changed from 1/200 to 1/80
 * Base money drop value reduced from 5 to 2 Gold

Bone Serpents (Buff)

 * Head/Body/Tail Damage increased from 30/15/10 to 36/20/16
 * Head/Body Defense increased from 10/12 to 12/18. Tail unchanged.
 * Health increased from 250 to 300
 * Movement speed increased
 * Further stat bonuses specifically on FTW and Everything Seed

Rune Wizard

 * Spawn rate increased from 1/300 to 1/200

Rock Golems (Nerf)

 * Now throw rocks less frequently and the rocks move a little slower as well
 * Spawn rate reduced
 * Base money drop value reduced from 5 to 2.5 Gold
 * Rock Golem Head drops twice as often to account for the rarity change

Giant Fungi Bulbs (Nerf)

 * Will no longer fire at you if they do not have line of sight
 * Projectiles can no longer move through walls, and will break on impact with blocks

Gastropods (Nerf)

 * Now have some built in inaccuracy when firing, reducing their likelihood of hitting the player from long distances

Cursed Hammer and Crimson Axe (Buff)

 * Fixing a long standing inconsistency in their spawn code, that resulted in them being dramatically rarer than Enchanted Swords. They should be about as common as Enchanted Swords now, particularly notably with Crimson Axes, which were impacted more severely by the inconsistency.

Desert Spirits (Nerf)

 * Projectile damage reduced from 80/120/180 to 60/88/132

Jungle Creeper (Nerf)

 * Defense reduced from 40 to 28

Moss Hornets

 * Now has a chance to drop Stingers

Necromancers and Ragged Casters (Nerf)

 * Now has a grace period of over a second after teleportation before they begin firing. (This is the same as what Diabolists always had)

All Celestial Pillars

 * Expert/Master worlds no longer have an increased Celestial Pillar kill requirement. They need 100 now like Classic Difficulty Worlds.
 * Upon defeating Moon Lord, Lunar Pillars now require only 50 kills to lower the Pillar shields (applies in all difficulties)

Solar Crawltipedes (Nerf)

 * Head damage reduced from 150 to 120
 * Body damage reduced from 100 to 80

Solar Corites (Nerf)

 * Spawn rate reduced by half
 * Should no longer charge at the player from significantly off screen
 * Now have a brief wind up animation before their charge, giving more notice
 * Charge speed is slightly slower

Nebula Floaters (Nerf)

 * Now have a 0.5 second delay after teleportation during which they cannot fire
 * Counter-teleportation chance reduced from 1/4 to 1/6
 * The maximum number of active Nebula Floaters at any one time increased from 2 to 3
 * The spawn rate of Nebula Floaters has been doubled, though they cannot exceed their unit cap

Nebula Predictors

 * The maximum number of active Nebula Predictors at any one time increased from 2 to 3

Nebula Brain Sucklers

 * Spawn rate has been reduced by 40%. Unlike other Nebula enemies, Brain Sucklers have no unit cap, and so will still be the most common enemy overall. This change helps ensure that a decent number other units are spawning up to their unit cap regularly, with the remaining spawns being Brain Sucklers.

Vortex Alien Queens (Rework)

 * Walk and chasing speed increased significantly
 * Projectile speed reduced

Vortex Alien Larvae

 * Now included in the Alien Queen family "cap". For context: the game has a cap on how many Alien Hornets and Alien Queens could be in play, to prevent evolving Queens from becoming too numerous. However, Larvae were not part of that cap, and so could spawn and evolve up into Hornets/Queens normally, eventually creating overwhelming numbers. After this change, Alien Larvae simply won't spawn on Queen death once this internal limit is reached.

Vortex Portals (Both Hornet Portals and Vortexian Portals)

 * Now makes a more distinct sound when spawning, giving the player notice that it is present
 * Vortexian Portals make a more pronounced sound when firing, again, to give audio feedback about the threat

Storm Diver (Buff)

 * Improved its air mobility, to better keep up with the player
 * Widened its firing angle
 * Firing rate dramatically increased
 * Minimum delay before first shot reduced
 * Projectile speed increased
 * One of its projectiles is always accurate
 * Added a visual effect just prior to firing to give advanced warning to the player

Stargazers

 * Beam now has a half second "charge up" beam effect, giving players a chance to react and avoid the incoming beam of damage. The actual duration of the damage period remains the same.

Large Stardust Cells (Buff)

 * Knockback resistance increased from 50% to 70%
 * Are now faster when chasing the player

Milkyway Weavers (Buff)

 * Movement speed increased by 50%
 * Periodically stops chasing to spawn a new Stardust enemy after a few seconds of charging