Toparia 0.3.2.116 RC-4 is now out! [16th May 2013] >>> Full 0.3.2 release progress ~ 75% (updated 14th October 2012) Get it: here MP still has some cosmetic issues and the NPC housing mechanics have problems, but the game itself seems to work fine and SP seems to be bug free >> Follow Toparia on Twitter << >> Toparia Wiki (badly incomplete - volunteers appreciated << Overview: Toparia introduces a complete RPG class system, taking any character from very weak beginnings up to a truly powerful hero. There are a few new items to make different classes playable from the outset, and lots of ideas to take the mod further (read the further development sections for examples. If you like the mod, please tell others about it. I'd love suggestions to how it can be further improved - I'm very keen to have input on the direction I take the mod! Installation instructions (Move your mouse to reveal the content) Installation instructions (open) Installation instructions (close) 1. Extract the files from the zipfile into your Steam Terraria folder (if asked to replace anything, say "yes"). 2a. If you don't use Game Launcher, rename Terraria.exe to Terraria.exe.bak and Toparia.exe to Terraria.exe. 2b. If you do use Game Launcher, simply (re)create the .gli hash for Toparia.exe None of your save files will be compromised as it uses a different save folder to the vanilla game for both players and worlds. Screenshots (click to enlarge) (Move your mouse to reveal the content) Screenshots (click to enlarge) (open) Screenshots (click to enlarge) (close) Let's play videos (Move your mouse to reveal the content) Let's play videos (open) Let's play videos (close) Current features (Move your mouse to reveal the content) Current features (open) Current features (close) Classes: On character creation, you can now pick one of twelve classes (10 balanced, 1 overpowered, 1 underpowered), each with affinities to different combat skills. They are as follows: Warrior - A master of melee but weak at everything else Ninja - A master of throwing weapons but weak at everything else Marksman - A master of ranged weapons but weak at everything else Wizard - A master of magic but weak at everything else Bard - A jack of all trades but master of none Rogue - Competent with melee and thrown weapons, but weak with everything else Spellsword - Competent with melee and magic, but awful with ranged weapons Ranger - Competent with melee and ranged weapons, but awful with thrown weapons Assassin - Competent with thrown and ranged weapons, but awful with magic Cultist - Competent with magic and thrown weapons, but awful with melee Demigod - A master of all forms of combat Tourist - Weak at pretty much everything Top level achievable for a specialised character is 50 in their specialist class. All classes have a max level of 50 for crafting and alchemy. Characters with magic potential start with mana. Throwing weapons: Existing items have been given the new class of "thrown". Shurikens and throwing knives are now craftable at an anvil, and the wooden boomerang is now craftable at the sawmill. Enchanted boomerang has been boosted slightly, and poisoned knives are now a lot more powerful, giving an interesting early game reason to brave the corruption. You can also now find Flaming knives in the pots in hell, and craft them at 10 per hellstone bar, which are considerably more powerful than poisoned knives and have a chance of inflicting the burning debuff. Early game magic weapons: You can now create a Goo Staff at the workbench with 5 wood and 10 gel, which creates a useful albeit weak early game magic weapon if you want to play a magic using class. With 8 copper ore, 8 silver ore and 8 gold ore it can be upgraded to a Shining Goo Staff, which should last you until near enough the dungeon. Ninja Emblem: Because of the new thrown class, you can now get the ninja emblem as a drop from the WoF (still no other armour / item sets specifically for thrown items, they just get the bonus from ranged items for the time being, with the exception now of the Ranged Emblem). Levelling system: As you use a skill, you gain XP. Gain enough XP, you go up a level in that skill (up to the max for your class), which then gives corresponding boosts to that aspect of your character. For example, go up melee levels and your melee damage, speed and critical chance will all increase. Go up alchemy levels and your buff lengths will extend and potion sickness length will reduce. You start at level 0 in everything, and the max level is currently 50 for crafting and alchemy, with the combat skills determined by class. Basically, at level 20 you'll be as good at everything as you are in the vanilla game, and by level 50 you'll be ... rather more powerful (dealing over double DPS with melee for example). Crafting level makes a huge difference to the quality of prefix you get from crafting new items and reforging existing ones, so it's well worth levelling up if you want to see legendary and mythical items! The aim of the leveling system is to make the early game more tricky (yellow and red slimes will be tough when you first encounter them), and a solid and consistent feel of character progression as you go through the game. Hardmode will also give a progression-orientated goal beyond just grinding the next tier of new ores. Passive skills: Next to your equipment slots, you now have 4 new slots for passive skills (one for the mind, one body, one arms and one legs). Once your skill has progressed to the point of acquiring a skill trainer (level 10+), you can buy the books required to make the passive skills, collect the remainder of the ingredients, and create passive "always on" bonuses to increase the effectiveness of your character. There are 5 passive skills for each combat type (for levels 10, 20, 30, 40 and 50 in each), and range from a simple permanent +4 defence, to a permanently acting gravitation potion. Active skills: Once you've progressed a bit further, you'll start to find chapters dropping for active skills. These can be found in the cavern (although extremely rare), but once you start exploring the dungeon they will become more common. There are 12 active skills in total, 3 for each combat type, designed for levels 20 (pages found in the dungeon), 30 (pages found in the underworld), and 50 (pages found by killing hardmode bosses), and all provide instantly activatable skills that sit below your main 10 item hotbar (also accessible by Ctrl-X, where X is the skill slot - 1 to 3). Hopalong (WIP): You can toggle this on / off with Ctrl-H, but hopalong allows for instant jumping up single height platforms without having to have your big run across the world stopped by a single jutting out piece of dirt. It's performance isn't ideal right now, so it's still WIP, but it can be very handy for overworld exploration. Levelling system mechanics (Move your mouse to reveal the content) Levelling system mechanics (open) Levelling system mechanics (close) Each combat skill earns points based on doing damage. First, the monster level is taken as a base value. Then, if your combat skill in the weapon you are using is above the monster's level, XP is proportionally reduced. Then for every point of damage you are below the max XP per hit you can achieve, take one point away (to prevent leveling quicker by using weaker weapons). This is then further adjusted by your character class' affinity with that weapon type. On higher world difficulties, the monster level for a given monster is increased (and decreased on easy). Also, challenge characters get XP bonuses, and roguelike characters get large XP bonuses to compensate for the added risk. For crafting and alchemy, you get the full XP value of making the item if you are equal or below it's craft/alchemy level, and for every level you are over the craft/alchemy level of the item, you get 10% less each time. If you have plenty of money, reforging is an excellent way to gain crafting XP. New Items (Move your mouse to reveal the content) New Items (open) New Items (close) Stone pickaxe: A really sucky pickaxe, craftable at a workbench and now the starting pickaxe. Stone axe: A really sucky axe, craftable at a workbench and now the starting axe. Goo Staff: An early game magic weapon, craftable at a workbench with 5 wood and 10 gel. Shining Goo Staff: An early-mid game magic weapon, craftable at an alchemy table with the Goo Staff, 8 copper ore, 8 silver ore and 8 gold ore. Flaming Dagger: A throwing weapon, found in hell pots and craftable at an anvil at 10 per hellstone bar. Ninja Emblem: New WoF drop, giving bonus to thrown damage. All light sources can be made from copper, silver, and all the hardmode ores now as well as just gold. Training dummy: Made from wood and iron bars, this is required for the drillmaster to spawn. Archery target: Made from wood and silk, this is required for the huntress to spawn. Rough bed: As NPCs now require a bed, this creates a wood only recipe for their requirements, but the bed doesn't act as a spawn point. 20 passive skills, with the base item sold be the class trainer and further items to be collected to make. 12 active skills, all found from monster drops and combined to form short term effect utility skills for each combat class Energy cells for laser guns Probably a few more things I've forgotten ... Changelog (Move your mouse to reveal the content) Changelog (open) Changelog (close) v0.3.2 (Move your mouse to reveal the content) v0.3.2 (open) v0.3.2 (close) See the further development log for current updates in the latest build and what's still left to do v0.3.1 (Move your mouse to reveal the content) v0.3.1 (open) v0.3.1 (close) Max health and mana affected by class Starting health affected by class Health and mana increase with level rather than crystals Removed life crystals and mana crystals from world gen and recipes Build distance increases with craft level 30, 40 and 50 Update all NPC spawn rules Add the rest of the NPCs New NPC character names actually save properly Added training dummy and range target Improved quality of housing messages Rebalanced XP gains and higher level monster levels Rebalanced crafting and alchemy levels Made game events triggered by character level instead of health Converted native image format from .xnb to .png Added world difficulty levels, affecting monster health, damage and spawn rate Increased max character saves to 8 Fixed burning death bug Fixed stone pickaxe reach bug Added chandeliers from the new hardmode ores Added silver, copper and hardmode candles Added silver, copper and hardmode candelabras Added hellfire arrow recipe, and change arrows from 1+1 = 5 to 10+10 = 50 Added a collection of hardmode throwing weapons Added action skills (purchaseable from the trainer) Added a hotbar that only accepts action skills Make the hotbar appear when not in inventory mode Make the action skills activatable by clicking or hotkeys Make the action buffs deactivate when taken out of the slot Made crafting prefix calculations based on crafting skill levels Rebalanced item values Increased item stack to 250 for stackable items Added StepUp Fixed projectile XP bug Fixed flipper prefix bug Added craft XP and level to all uncraftable reforgables Fixed remaining StepUp glitches Redesigned defense calculations Updated monster damage to fit new defense calculations Fixed Accessory prefix display, and combine with main prefix code Added new prefix types, and provide support for armour prefixes Added new armour prefixes and expand existing prefix set Slightly nerfed auto-thrown throwing weapons and poison recipes Goblin invasion now only 2% chance when in hard mode Shadow armour now gives thrown bonuses, tweaked normal mode armours Mediumcore characters lose 25% exp, 25% of items destroyed (the rest drops) Player difficulty is now "style": Hack 'n' Slash, Challenge and Roguelike Made night owl potions more effective The player now loads where they saved rather than back at spawn point Fixed piggy bank, safe, shop and reforge GUI display Made sure only prefixable items can be reforged StepUp now makes an exception for platforms Separate ranged and thrown prefixes properly Fixed bug where medium core was losing 75% of XP instead of 25% Separated skills into passive and active Added new book items and sprites Created recipes for the passive skills Made sure all books appear in the trainer shop Made Eye of Cthulhu only turn up from summoning Completely re-wrote the guide's help text fuction Replaced StepUp with HopAlong Fixed passive magic skill bug that led to disappearing health Fixed GPS display Fixed putting books in passive skill slot crashing the game Fix remaining passive skill HP and Mana bugs Fixed multiple quick reforges bug Fixed chainsaw and drill reforging Fixed reforge XP bug Added active combat skills Added drops / finds / recipes for active combat skills v0.2 (Move your mouse to reveal the content) v0.2 (open) v0.2 (close) Night's Edge now crafted in the Tinkerer's workshop Watches and depth meters now crafted at a workbench Added stone axes and stone pickaxes Starting kit is now a wooden sword, a stone pickaxe and a stone axe Adjusted wooden boomerang recipe to be made at a workbench Added thrown projectile speed modifier Added a build number to each player and world save to make converting to future versions manageable Updated archery potions to precision potions Changed precision potions to increase damage by 20% and critical chance by 10% Added a ninja emblem, and make it spawn from WoF death Added flaming knives Added overall character levels, which are used to adjust move speed Added 12 classes, with XP penalties and level caps Added goo staff and shining goo staff as craftable magic items, firing goo balls and shining goo balls respectively v0.1 (Move your mouse to reveal the content) v0.1 (open) v0.1 (close) Updated life crystals to only add 10 life Separated out ranged and thrown weapons - currently all bonuses apply to both Decreased default base damage to 60% for all types Decreased default melee speed to 80% Increased default mana cost to 140% Decreased projectile speed to 60% Decreased default critical hit values to 2% Added variables to hold character levels and xp for all skills Added monster levels for each monster, used for calculating XP gains Damage and speed (and mana cost) all improve with level Updated the Night's Edge recipe to use the tinkerer's workshop The nurse now arrives with anything over 100 health, rather than 120+ Characters now start with 20 mana Made shurikens and throwing daggers craftable with iron or silver at the anvil Made wooden boomerangs craftable at the sawmill Increased the damage of poisoned daggers and the enchanted boomerang Made all daggers pierce 2 enemies Get crafting and alchemy skill levels incrementing Sort potion cooldown and buff length Last updated 16th May 2013 09:11 UTC Further development (Move your mouse to reveal the content) Further development (open) Further development (close) Intended features for 0.3.2 (Move your mouse to reveal the content) Intended features for 0.3.2 (open) Intended features for 0.3.2 (close) Bugfix - Poison debuff now the correct length Bugfix - Philosopher's Stone and potion sickness working correctly Bugfix - Preserve ammo now works correctly (including megashark and minishark) Bugfix - Dao of Pow now reforges correctly Bugfix - The stars falling from holy arrows now do the correct amount of damage Bugfix - Player now loads at the correct Y co-ord when spawning / returning Bugfix - Shadow armour and necro armour now has the correct tooltip display Bugfix - Two thrown and two magic passive skills had wrong level requirements Bugfix - Fixed passive skill load problems Bugfix - Made sure armour on a mannequin retains its prefixes Bugfix - Removed timer display from endless buffs Bugfix - Skills no longer being activated by the quick buff button Bugfix - Hack 'n' slash passive skill on death bug fixed Bugfix - Goblin battle standard now works at any character level Bugfix - Seeds now classify as ranged Bugfix - Regeneration potion now works as a quick buf Bugfix - Magical harp now adds magic XP not ranged Bugfix - Actually implemented quick throw this time Bugfix - Heal skill now restores 80 HP rather than full heal Bugfix - Flamethrower now does ranged damage Bugfix - Damage / defense calculations completely reworked Bugfix - Fixed buff recharge restrictions Bugfix - Reverse alchemy effects now work properly Bugfix - Magic mirror now works properly when activated Tweak - Tier 2 (level 30) active skill drop chance increased in hell Tweak - HopAlong now toggleable with Crtl-H Tweak - Reforging cost now reduced by 50% Tweak - Crafting XP now comes in 50% faster Tweak - Allow skill chapters to stack Tweak - Meteor armour now offers a bunch of buff bonuses Tweak - Bone serpents can now drop tier 2 skill chapters Tweak - Slightly nerfed the magic heal skill Tweak - Buffed the adamantite / assassin knives Tweak - Guide voodoo dolls now stack to 250 Tweak - Carpenter now only requires the Mayor (not the King) to spawn Tweak - Increased the frequency of page drops in the dungeon Tweak - Skeletron and WoF now drop skill pages Tweak - Ammo now comes in 250 stack sizes in the shops (right click purchases individual ammo) Tweak - World difficulty now affects "effective" monster level Tweak - The orb of light and fairies are now brighter Functionality - Add gel as a recipe for energy cells for space guns and laser rifles Functionality - "I" now uses the magic mirror if the player has it Functionality - Musket ball recipe added Functionality - Magic Mirrors can be crafted at the anvil - check the guide (gold bars are involved) Functionality - Created a few new items to create an item that turns any night into a blood moon Functionality - Toparia fully working with multiplayer MP - Class and level now displays correctly for all characters MP - HP displays in line with class and level MP - Feet away now on the HP line MP - Make armour appear correctly on other clients ** TODO ** MP - Made sure housing functions and displays on all clients MP - Resolved NPC multiple spawning bug MP - Boss summons seem to be working correctly MP - Check bug report on mannequin prefix removal ** TODO ** MP - Make chat display translucent ** TODO ** Intended features for 0.3.3 (Move your mouse to reveal the content) Intended features for 0.3.3 (open) Intended features for 0.3.3 (close) Make sure armour on a mannequin retains its prefixes Add gel as a fuel for space guns and laser rifles Intended features for 0.3.4 (Move your mouse to reveal the content) Intended features for 0.3.4 (open) Intended features for 0.3.4 (close) Add new accessories Add new combined accessory kits Add new combined player buffs Intended features for 0.3.5 (Move your mouse to reveal the content) Intended features for 0.3.5 (open) Intended features for 0.3.5 (close) Implement the rest of the statues Make invisibility potions affect character appearance and work on mobs Intended features for 0.3.6 (Move your mouse to reveal the content) Intended features for 0.3.6 (open) Intended features for 0.3.6 (close) Add class specific starting items Make sure all new held light sources give off light when active Sort new light sources in all light modes Intended features for 0.4.1 (Move your mouse to reveal the content) Intended features for 0.4.1 (open) Intended features for 0.4.1 (close) Add player stats (Strength, Agility, Intelligence and Constitution) Add player races (Human, Elf, Dwarf etc) Intended features for 0.4.2 (Move your mouse to reveal the content) Intended features for 0.4.2 (open) Intended features for 0.4.2 (close) Add smelter and related recipes Allow all chandeliers, candles, candelabras and tiki torches to be coloured with gems Intended features for 0.4.3 (Move your mouse to reveal the content) Intended features for 0.4.3 (open) Intended features for 0.4.3 (close) Add ladders Multiple spawn points accessible by a magic mirror interface Intended features for 0.4.4 (Move your mouse to reveal the content) Intended features for 0.4.4 (open) Intended features for 0.4.4 (close) Add Orc invasion Add elite mobs Intended features for 0.4.5 (Move your mouse to reveal the content) Intended features for 0.4.5 (open) Intended features for 0.4.5 (close) Add two ring slots and an amulet slot Add copious quantities of wallpaper and furniture from Eikester's decorations pack (we have permission) Intended features for 0.5.1 (Move your mouse to reveal the content) Intended features for 0.5.1 (open) Intended features for 0.5.1 (close) Add heat and fear mechanics Add an enchanter NPC and a gem based enchantment system (armour only for now) Intended features for 0.5.2 (Move your mouse to reveal the content) Intended features for 0.5.2 (open) Intended features for 0.5.2 (close) Add weapon enchantments Long term ideas (Move your mouse to reveal the content) Long term ideas (open) Long term ideas (close) Further skill separation: At some stage, I want to separate out skill types further, so sword and spear will have separate skills, but both will fit as melee damage vis a vis kit bonuses. The same with magic, I want schools of magic that have separate skills, but all under the banner of magic damage for kit bonuses. Hardmode: To me, hardmode feels like a very unfinished beastie. I like the fact the game gets considerably harder, but the game loses a lot of the fun factor at that point for me and my characters. It turns from an adventure into a kit grind, and I want to fix that a bit. I also dislike the fact that your home, which you may have spent hours creatively building, gets gutted remarkably quickly by clowns, including the ability to simply lose statues and things that get blown up without you noticing. So, I'm going to include "reinforced" blocks, which will look almost the same as the vanilla tiles but be bomb resistant, with some recipe requirement to create them. Once you've killed all three hardmode bosses, the spread of the hallow and corruption will stop, and the dryad will offer you items to purify both, with the goal of eliminating them from the world. If you successfully achieve that, you'll unlock a portal to her home plane Mysteria, which will act as a sort of super-mode. Epic/elite mobs: Basically, I want to make adventuring a bit more flavoured. I want to have random harder versions of normal mobs prowling around too, possibly with slightly improved drops and a higher XP level. Again, a bit more of a long term plan, mostly because I don't want to work on it until I have a clearer idea the result I'm trying to achieve with it (other than "make adventuring more varied"). I want to implement monster resistances to certain types of damage at some stage too. New Mobs: Dragons. Different planes and dungeons: Eventually, I want to have the ability to portal through to different planes, and have instanced dungeons appear throughout the world randomly - much like the NPCs you need to rescue spawn, but with a much lower probably rate. Each will have different difficulties, and different requirements for you to be able to achieve them. Again, long term thoughts, but elemental planes, hell planes, sky planes etc all sound like a bit of interesting variety, even if they're limited to only spawning when you're in hard mode. Monster AI Some of the AI routines suck a bit. I want to look at the possibility of implementing path finding, cover, monster fear, and a number of additional flavour ideas. Obviously zombies are supposed to be stupid, but some of the mobs shouldn't be. Multiple spawn points: A big frustration of mine is not being able to have a spawn house, a dungeon entrance house, an underground farm house, and a hell house, all accessible by my magic mirror directly. My intention here is to have an interface when assigning a spawn point, and an interface with the magic mirror, that lets you store a set number (3 probably, maybe 5) of spawn points that can be the default activation destination of the mirror. Set items and artifacts: Eventually I'd like to make kit a bit more interesting than the base items + prefix modifier. I'd like to have special artifacts of legendary power hidden in the game, and set items that grant bonuses (more than just armour sets) when they've all been collected and equipped or carried. Wiring, traps, triggers and devices: Laser tripwires (vertical and horizontal) Poison traps Light detectors (e.g to trigger lights on/off with night/day automatically) Acknowledgements (Move your mouse to reveal the content) Acknowledgements (open) Acknowledgements (close) Toparia is a project run by Topajeo Thanks to all those who have helped make this mod happen, particularly: Phlebas for getting me off the ground, ideas, and some really awesome spriting, particularly the animated NPCs Travis and Jeoshua for some excellent help with the codebase Yoraiz0r for code suggestions and ideas, and getting the conversion from .xnb to .png working like a dream Dr. Death[Lexx] for spriting, playtesting and general support drsonic1 for spriting of light sources and some of the new thrown weapons This mod includes a variation of the following excellent mod: Phlebas' StepUp ... And everyone else who has taken the time to download and play the mod, particularly those who have given constructive feedback to help it get better.