Magic quiver terraria12/3/2023 Desktop 1.2.4: Fixed a grammar issue in the tooltip ("Increase arrow speed and damage by 10%" and "20% chance to not consume arrow").Desktop 1.3.0.1: Tooltip changed from "Increases arrow speed and damage by 10%" to "Increases damage by 10% and greatly increases arrow speed".Tooltip changed from "Increases damage by 10% and greatly increases arrow speed" to "Increases arrow damage by 10% and greatly increases arrow speed".Now used to craft the Stalker's Quiver and Molten Quiver.Previously, it only increased the bow's projectile velocity value. Velocity bonus now also increases velocity gained from ammo.Damage bonus is now additive with other ranged damage bonuses, instead of multiplicative.Desktop 1.4.4.1: No longer rounds down the increased knockback value, which resulted in a knockback decrease for some weapons.This does not affect Jester's Arrows, Ichor Arrows, Venom Arrows, or Stakes, as they already have an extraUpdates value of 1 (or greater). ![]() Extra arrow velocity works by setting the arrow's extraUpdates value to 1.Shadowflame Bow (Desktop, Console and Mobile versions) Hellwing Bow (Desktop, Console and Mobile versions) Knockback-affecting modifiers and other knockback boosts are not considered they cause different results.Īerial Bane (Desktop, Console and Mobile versions)ĭaedalus Stormbow (Desktop, Console and Mobile versions) For all other arrow- and Stake-firing weapons, the effect is listed in the table below. For most weapons, it has no effect at all due to their base knockback being a low natural number. Therefore, the effect on the knockback depends on each weapon's base knockback. (Old-gen console and 3DS versions) The Magic Quiver increases the knockback of arrows and Stakes by 10% and then rounds down that increased value.(Desktop, Console and Mobile versions) The Magic Quiver always correctly increases the knockback by 10% as expected.Equipping the Magic Quiver will boost the velocity of existing fired arrows, regardless of whether the arrows were fired before the accessory was equipped.Putrid Scent (Desktop, Console and Mobile versions) Ive been farming for ever and I cant seem to get the Magic Quiver, I have a farm in the underground hallow/marble biome where I seen to see some skeleton.The world must be in Hardmode and the only item inside the Chest must be a single Key of Night. Stalker's Quiver (Desktop, Console and Mobile versions) The Key of Night is a craftable item that spawns a Corrupt Mimic or a Crimson Mimic when placed in any slot of any empty Chest, depending on whether the world generated with The Corruption or The Crimson, respectively. The Greedy Ring is one of the most difficult items to obtain, given that the components have some of the lowest drop chances in the game.Molten Quiver (Desktop, Console and Mobile versions).The sprite strongly resembles a golden ring with three rubies, being made of valuable materials, hence the "greedy" part of the name.Equipping this item before reforging your items can make a world of difference, especially because the Goblin Tinkerer can sometimes repeat prefixes, good or bad.This, combined with their rarity, makes them much more valuable as multiplayer trade items. PC version, Console version, Mobile version, Old Chinese version, tModLoader version, and tModLoader 1.3. Furthermore, it grants the ability to increase view range while holding a bullet-firing gun by pressing and holding Interact and moving the cursor. Despite the money-making and money-saving potential of the Greedy Ring and its components, none of them are particularly valuable when sold. The Sniper Scope is a Hardmode, post-Golem accessory that provides 10 increased ranged damage and 10 increased critical strike chance. ![]()
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Starsector console commands not working12/3/2023 ![]() Ships will get hit, have high flux, pull back and then push forward again. Most battles, if they don't plunge into chaos, will have an ebb and flow of powers. If you do pilot a ship, use a fast one and be opportunistic. Pause the game and check the map often, as you probably already do since you don't pilot a ship yourself. Especially the slow, forward firing ships might get cornered even with escorts. ![]() The AI is better with some ships and weapons than others. It is easy to lose reckless type officers if you don't watch them carefully. Officers enhance ships a lot, but observe their character (aggressive, timid) and learn a bit how they behave. You can use two spots for larger fleets to keep them from clogging up too much. Make sure all ships you want to attack a target actually have the arrow indicating this order.ĭefend Orders at any spot on the map (not on a ship) are great if you want you ships to stay and fight in one certain area without splitting up too much. Select actual ships per order, instead of just giving an order - without selecting, the game itself might select a number of ships for a task but not all of them. It takes time to get a feeling for it, but there are some tactics that can generally make things easier for you: Place buildings an show the changes to income, stability, access etc.Combat, and the AI are difficult to master. Select a search result and load it into the industry planning screen. Now you can search and get a result of the most fitting systems sorted by number of resources available. Select the number of colonies first (X or X-Z or "up to Z"), select gates, stable locations and add the resources (or industry) you want, but don't tie them to a specific colony, only to the selected number of planet in the system overall. Maybe disconnect the system / planet search from planning the industry? It's irrelevant if my colony makes 150k or 200k, it's more important that it grows at a decent rate, has all potential resources and can defend itself. Income comes with all of the above and can be fine tuned later. When I search for a system to settle in, I look for resources first, then hazard ratings and planet modifiers (for industry items like mantle bore) and number of planets (defense). ![]() If I add industries and I have planets with great resources, but not the right combination or not the right planet modifiers for the selected industries, I could miss out of a lot of otherwise great systems. If I add 5 colonies, I could miss a system with only 4 but godlike planets. Optimizing a system that I have already chosen works great, but how do you go about finding a system. That way we can see what industry we can build with the overhead or need to build to fulfil the in-faction supply. One of the most important info to plan industry placement, the local resources, can only be seen in the search screen, when you put your cursor over the planet type.Įdit: Would be helpful if you could add the total for production and demand in the search screen (left of the total Income). changes on the same screen, when we chose a building. It would be great if we could select a search result and "load" the stats into the industry planning screen, see the resources and modifiers and have the income, stability, access etc. Today I used your tool to plan my settling order as well as verifying and tuning my industry placements. Yesterday I spend a few hours making plans for my colonies, trying to decide which of two systems I want to settle in. I love to theorycraft and often spend more time making plans and filling out excel sheets than actually playing. For example, here are the colonies GrumpyThumper built in his Zero To Hero videos. I've tested it with vanilla Starsector 0.95.1a-RC6 save files.īy the way, you can also use it to share colony builds. It'll only show fully-surveyed planets by default, but you can configure it to show spoilers as well if you want to. The search results are sorted by profitability, but you can also see statistics like stability, fleet size, ship quality, and ground defenses. So it can help you decide whether to colonize a nearby planet with a low hazard rating or a more distant planet with more resources or better conditions for special items, for example. It factors in accessibility, hazard rating, planetary conditions, structure configurations (improvements, AI cores, and special items), administrators, cross-faction imports, and the demand for commodities in your economy. I tried to make the simulation as accurate as possible. It lets you specify how you want to build your (size-6) colonies, then reads your save file and simulates those colonies on planets in your sector, showing you how they'll turn out. I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize. AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |