User:MithranArkanere

Mithrán S. Arkanere is a Steam Terraria player.

Feedback sandbox
The following is a list to sort and organize suggestions and feedback before sending it back.

General gameplay

 * New mechanic: degeneration effects:
 * Types:There are two kinds of degeneration:
 * Toxin. Dealt mostly by bugs in the jungle, but also by black jellies and goblin thieves. It doesn't deal damage, instead, it reduces the maximum health. The character's skin takes a greenish tint and have green flare sparks coming from them (like the molten armor, just green), and the hearts slowly turn orange, then yellow and then green one by one. Each green heart is 20 maximum HP 'lost' to toxin, 1 health is trapped like that each second. Green hearts are 'hijacked' by the toxin and can't be healed until the toxin is removed. When there's no more hearts to turn green, you die. When the effect is over, the green hearts become empty, and they must be healed.
 * Contagion. Dealth mostly by purple slimes, zombies, and enemies from the corruption biome. Much slower, but harder to remove. Spreads to other players and NPCs when the sprites touch. NPCs and characters with contagion have a purple tint in their skin, and have a purple corruption spark effect coming from them (like the oen from the shadow armor, but brighter). Deals damage equal to 1% of maximum health each second in players, and up to 5 damage for other monsters. No hit damage numbers being show, instead, health goes down like when drowning, and all red hearts turn purple.
 * It is possible to have both contagion and toxin at the same time, in which case hearts turn from purple to green instead from red to green.
 * The effects don't stack, and can't be applied again until they are removed. You can't deal another 200 seconds of toxin to someone that is already poisoned.
 * Removal.
 * Both effects go away on their own after 200 seconds, or if the character dies.
 * There are currently two flowers randomly spawning in grass and clay pots. They would become available to gather. Blue ones would be named 'lilies' and purple ones 'violets'. Lilies are used to craft 2 antidote(2 bottle + 2 gel + lily, removes toxin) and violets to craft 2 antiviral (2 bottle + 2 gel + violet, removes contagion). Flowers in grass have a 100% chance to drop a flower when cut, but flowers in pots have only a 33.333...% chance.
 * Exploitation
 * Players can apply toxin and disease to their projectiles and weapons.
 * Projectiles:
 * 5 Poison arrows: 1 Hornet stinger + 15 arrows.
 * 1 Disease arrow: 1 Vile mushroom + 4 arrows.
 * 10 Toxic bullets: 1 Hornet stinger + 30 bullets.
 * 5 Corrupted arrow: 1 Vile mushroom + 20 bullets.
 * Weapons:
 * 10 Toxin vials: 1 hornet stinger + 2 bottle + 2 gel.
 * 5 Contagion vials: 1 hornet stinger + 2 bottle + 2 gel.
 * Use the vials, and your melee attacks (with both weapons and tools) will deal toxin or contagion the next 20 times they hit. Only one of each works at the same time.
 * New mechanic: Weather
 * Weather affects areas, not the entire map, the sky changes when entering an area with a different weather. Only surface areas are affected.
 * Sunny area - The sun gets brighter, and there are no clouds - Grass and trees grow faster if the previous weather was rain. Water slowly disappears.
 * Rainy area - Water slowly increases. Corruption spread is slowered.
 * Cloudy area - Default. Nothing special happen, just like now.
 * Snowy area - Freezes dirt and mud in the area. Corruption spread is hastened.
 * Stormy area - Random lightning strikes hit the area. They kill monsters like the fallen stars. They also destroy all dynamite can destroy, but in a thin line. Players can make lightning rods from iron and place them in their houses to prevent this.

Online gameplay

 * Claiming land
 * To claim land, one most make stakes out of wood. No workbench is necessary. Stakes are small 1x2 sticks that are put on the ground. Once in palace, only the host and the owner can remove them.
 * Land is claimed by placing 4 stakes in a rectangular area. After placignthe first stake, anytime you select stakes to place, 4 red lines appear from all of your other stakes. You can now place more stakes in the path of those red lines. When all 4 stakes are in place, your area is claimed and the red lines become green lines. You can see the claim lines when holding a stake in your hand, or by having the inventory open, your own lines are green, other player's are blue. The lines have a limit of two screens (about 50 tiles/100feet), so the max amount of terrain one can claim is 50x50. Each player can claim only one mass of land, and it must contain at least 10 tiles over surface level.
 * Only the owner and the host can remove items from claimed land.
 * Server-side character saving
 * Servers can set the option to keep the characters in the server. Each user gets an unique id (for example, steam user ID). This prevents people from entering worlds with all gear when the host wants only people starting from scratch.

UI improvements

 * Pause menu (Default key ESC) with access to settings.
 * Screen resolution
 * Show the ammo that will be used and the total amount left of it (adding all stacks in the inventory) over the respective weapons, when they appear in any of the the 10 quick slots. Numbers don't appear when the inventory is open, only when closed.
 * Get everything: Under the name of the container appears the 'Get everything' text label. Click on the label to get all items in the container f possible, until your inventory is full.
 * Quick item move: Hold key (Default:Ctrl) to sell or move items when clicking on them while a showing an open container or shop.
 * Quick toolbar change: Hold Ctrl, Shift or Alt while the inventory is closed to show the 2nd, 3rd and 4th rows of the inventory instead the 1st.
 * Rotate slot: Hold a number and mouse wheel up/down to rotate the items in that column in the inventory.

Tiles

 * Coal - As rare as gold. Used to make steel. May contain diamonds.
 * Lead - As rare as gold. Used to make pipes and bullets.
 * Ice - Found in tundras.
 * Slippery surface: accelerating and decelerating movement takes much longer.
 * Cold: All attack and tool usage is 25 slower unless wearing warm boots.
 * Can't be stacked.
 * Touching dirt and mud tiles: turns dirt tiles into 'frozen dirt' and mud into 'frozen mud'. Nothing grows in frozen soil, and it takes longer to dig.
 * Touching water: if touching another 3 ice blocks, always freezes water. If touching 2 ice blocks, randomly thaws or freezes water.
 * Touching meteorite, lava or hellstone: always thaws into water.
 * Touching other 2 ice blocks
 * Touching other tiles: remains frozen.
 * Randomly thaws.
 * Randomly or freezes adjacent water.
 * Touching 1 or less other ice blocks: Thaws into water over time.
 * Fozen soil: Dirt tiles touching ice blocks.
 * Forzen mud: Mud tiles touching ice blocks.

Desert 2.0

 * A single big mass of sand that spawns between your house and before the dungeon. It can also be around the dungeon (as if the dungeon where ancient ruins in a desert)
 * Slimes get killed if they get too deep inside.
 * Water is 'absorbed' by sand inside the desert and disappears.
 * Monsters:
 * Golem: Move like zombies, may drop clay when dead.
 * Flying fly: May apply poison.
 * Sand worms: water bolts heal them. Extremely attracted to water candles.

Ocean

 * A huge mass of water in one of the sides of the map.
 * It has several swimming monsters inside.
 * The lower parts contain several ship wreckages and chests (ship wreckages are made out of wood, roughly shaped as ships)
 * Monsters:
 * Jellyfish: Flutter around, slowly following the player.
 * Sword Shark: Move fast in the water, like flying monsters in the air.
 * Crab: They dwell in the ground, but can jump high if needed.
 * Seahag: Appear at night like zombies. They can also open doors during blood boons.
 * Items:
 * From monsters, items to craft an oxygen tank using copper, when equipped, it allows to stay underwater for 1 minute longer. Can be upgraded to iron(2 minutes longer) and steel oxygen tank (a total of 5 minutes).
 * DPV (Diver propulsion vehicle) Allows the player to move much freely underwater.

Frozen land

 * Appears at the opposite side of the desert and dungeon, over the jungle, in the middle of a huge mass of water.
 * Cointains lots of Ice blocks.
 * Has a series of ice caverns, lower levels connect to the jungle.
 * Monsters:
 * Ice imp: Like the fire imps, but casting ice bolts. Ice bolts bounce off all surfaces but water and lava 5 times, but freezes water when in contact. When it comes to lava, they just go 'poof' and do nothing.
 * Frost worm: Like giant worms, but with more health. High armor vs anything but fire.
 * Deep blue slimes. They will freeze wanter when they touch it.
 * Items:
 * Ice wand. Casts ice bolts. From chests and ice imps.
 * Warm boots.
 * Frozen armor set and weapons.