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Ranged Weapons and Ammo

Onyx Blaster

Damage decreased by 4
Use time increased from 45 to 48

Quad-Barrel Shotgun

Damage decreased from 24 to 17
Projectile count increased from 4 to 6
Use time increased from 45 to 55
The Arms Dealer now only sells this after Skeletron

Stake Launcher

Use time decreased from 26 to 12
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces

Blowpipe

Use time decreased from 45 to 25
Increased Seed (Ammo) damage from 3 to 4

Jack 'O Lantern Launcher

Use time decreased from 30 to 25
Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60

Dart Pistol/Dart Rifle (Revision/re-assessment of 1.4 changes)

The balance changes made to the Dart Pistol and Dart Rifle in 1.4 are being reverted
However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is

Tsunami

Damage decreased from 60 to 53

Nano Bullets

Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
Post-bounce bullets only deal 66% damage

Beenades

Damage reduced from 14 to 12

Bone Arrows

Damage increased 6 to 8

Chlorophyte Bullets

Damage decreased from 10 to 9

Cursed Bullets

Increased speed to match Ichor Bullets
Also, see Debuffs section for details of Cursed Inferno changes

Meteor Shot

Damage decreased from 9 to 8
Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames

High Velocity Bullets

Damage increased from 10 to 11
Projectile now pierces twice, hitting up to 3 enemies
Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames

Crystal Bullets

Only generate 2 shards on impact instead of 3

Jester's Arrows

Applies a 10% damage penalty to the next hit for each enemy a projectile pierces

Unholy Arrows

Applies a 5% damage penalty to the next hit for each enemy a projectile pierces

Magic Weapons

Life Drain

Damage increased from 30 to 35
Like Medusa Head, should now no longer consume mana when being used but not hitting anything

Nightglow

Mana cost decreased from 26 to 23
Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)

Shadowbeam Staff

Damage increased from 53 to 60
Use time decreased from 16 to 15
Damage reduction for each target hit reduced from 20% to 10%

Unholy Trident

Damage increased from 73 to 88
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces

Poison Staff

Ranged increased slightly, from roughly 30 to 37 blocks

Venom Staff

Ranged increased slightly, from roughly 45 to 58 blocks

Medusa Head

Range of effect increased by 25%

Crystal Vile Shard

Now ignores up to 10 enemy defense

Nettle Burst

Now ignores up to 10 enemy defense

Wasp Gun

Wasps now ignore up to 10 enemy defense

Razorblade Typhoon

Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and Use time.
However, that projectile now deals 50% more (increased from 60 to 90)

Magical Harp

Damage increased from 32 to 42
Knockback increased from 0 to 0.25 (in other words, it now has knockback)
Mana cost increased from 4 to 5
Applies a 5% damage penalty to the next hit for each enemy a projectile pierces

Blood Thorn

Damage increased from 29 to 34
Each projectile can now hit a third time (previously they could only hit twice)
Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
Use time increased from 21 to 33

Magic Missile

Use time decreased from 18 to 22
Mana cost increased from 12 to 14

Flamelash

Damage decreased from 36 to 32
Mana cost increased from 18 to 21

Flower of Fire

Use time decreased from 20 to 16
Mana cost decreased from 15 to 12

Space Gun

Damage decreased from 19 to 17
Mana cost decreased from 7 to 6

Charged Blaster Cannon

The player can now aim the beam when it is in the full beam mode

Betsy's Wrath

Damage increased from 65 to 110

Stellar Tune

Damage increased from 75 to 85

Summoning Weapons

Whips Damage Penalty on multiple targets
Whip Damage penalty per target struck has been reduced for most whips
Cool Whip's damage penalty is reduced from 33% to 30%
Durendal's damage penalty is reduced from 30% to 20%
Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
Dark Harvest's damage penalty is reduced from 30% to 10%
Kaleidoscope's damage penalty is reduced from 15% to 10%

Whip Range
Every whip (except for Leather Whip) has had a range increase
This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)

Whips + Flasks

Whips can now gain the benefits of Flask buffs

Leather Whip

Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn

Finch Staff

Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch

Optic Staff

Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.

Sanguine Staff

The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)

Xeno Staff

Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)

Tempest Staff

Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
Projectile Speed of the Sharkrons increased from 14 to 20
Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly
Post edited October 15, 2020 by Blade01
Hornet Staff

Damage increased from 9 to 11

Vampire Frog Staff

Damage increased from 11 to 13
Enemies can now be damaged by their entire body, not just the tongue, when they are attacking
Like with Optic Staff, this was technically a bug, but Vampire Frogs were not set to use independent immunity timers like most other minions. This has been remedied, so they should no longer interfere with other piercing projectiles.

Pygmy Staff

Projectile speed increased from 12 to 18 (with additional adjustments made to their fall rate to keep it consistent)
Increased the range at which Pygmies will fire their spears by roughly 40%

Desert Tiger Staff

Base damage increased from 33 to 41
Hitbox size while using the special attack increased to reduce the situations where it misses while using it

Frost Hydra Staff

Projectile now pierces twice, hitting up to 3 enemies
Applies a 15% damage penalty to the next hit for each enemy a projectile pierces

Explosive Trap Staff

Increased explosion size and detection for said explosion by 50%
Reduced the explosion cooldown from 110 to 90
Reduced the Huntress/Riding Hood special set cooldowns from 74 to 60 and 40 to 30, respectively
For more information about changes to the Oiled debuff, see the Buff/Debuff section

Kaleidoscope

Damage increased from 165 to 180

Armor

Cactus armor

Removed the 1 Defense set bonus.
New set bonus: Cactus Armor now deals a flat 15 Thorns damage. This damage is multiplied to 30 and 45 respectively in Expert and Master mode.

Mining armor

Increased the drop rate of the Mining Shirt and Mining Pants from 2.4% to 12%.

Gladiator armor

Increased the defense of the Helmet and Leggings by 1
Increased the defense of the Breastplate by 2
New set bonus: Players wearing the full Gladiator set are immune to knockback
Increased the drop rate from a 1/20 chance to drop a random piece to a 1/7 chance

Fossil armor

Increased defense of Helmet and Greaves from 2 to 4
Increased Ranged critical chance on Helmet and Greaves from 3% to 4%
Increased defense of Plate from 4 to 5
Replaced the 3% Ranged critical bonus on the Plate with a 5% Ranged damage bonus

Wizard Hat

Magic damage decreased from 15% to 5%
Defense increased from 2 to 4

Magic Hat

Magic damage/critical chance bonus decreased from 7 to 6

Meteor armor

Increased the Magic damage bonus on each piece from 7% to 9% (21%->27% total)
(Cross-listing from Magic section) Space Gun's damage decreased by 2, and its mana cost reduced by 1

Jungle armor (and Ancient Cobalt armor)

Increased the Magic critical chance bonus on the Hat and Pants from 4% to 6%
Replaced the 4% Magic critical bonus on the Shirt with a 6% Magic damage bonus

Necro armor

Decreased the set bonus Ranged critical chance from 15% to 10%
Increasing defense of each piece by 1 (3 total) Included Ancient Necro Helmet

Obsidian armor

Converted the Obsidian Armor into a Whip-centric Summoner armor
Obsidian Armor set pieces can now only be crafted at a Hellforge, and requires Shadow Scales/Tissue Samples
Obsidian Outlaw Hat now gives 9% Summon damage
Obsidian Longcoat now gives +1 Minion count
Obsidian Greaves now give 9% Summon damage
New Set bonus: Increase Whip Range and Speed by 50%. Additionally, gain another 25% Summon damage (43% total across the entire set)
Note: This set will deal very high summon damage, but at the expense of a lower minion count. Instead, it focuses on dramatically improving the performance and damage of whips, and can still be obtained earlier, or as an alternative, to Bee Armor, but it may require a bit more legwork to obtain the set, given its new crafting station requirement.

Molten armor

Molten Helmet now gives 7% Melee Critical Chance
Molten Breastplate now gives 7% Melee Damage
Molten Leggings now give 7% Melee Speed
The 17% Melee Damage set bonus has been reduced to 10% (the 7% moved to the Breastplate)
New Set bonus: Players wearing the full Molten set cannot be inflicted with the On Fire debuff. This is in addition to the pre-existing 10% damage bonus.

Cobalt armor

Cobalt Breastplate Critical Damage increased from 3% to 5%
Cobalt Leggings Defense increased from 7 to 8
Added a 3% Damage bonus to the Cobalt Leggings
Cobalt Helmet (Melee) Defense increased from 11 to 12
Cobalt Helmet Movement Speed increased from 7% to 10%
Cobalt Helmet Melee Speed bonus (12%) changed into a Melee Damage Bonus (15%)
Cobalt Mask (Ranged) Critical Chance increased from 6% to 10%
Added a 10% Magic Damage bonus to the Cobalt Hat (Magic)

Palladium armor

Reduced the potency of the healing set bonus from 6 to 4
Palladium Mask (Melee) Damage bonus increased from 8% to 12%
Palladium Headgear (Magic) Damage bonus increased from 7% to 9%
Palladium Headgear Damage bonus increased from 7% to 9%

Mythril armor

Mythril Chainmail Damage bonus increased from 5% to 7%
Mythril Greaves Critical chance increased from 3% to 10%
Mythril Helmet (Melee) Critical chance increased from 5% to 8%
Mythril Melee set bonus increased from 5% to 10% Critical Chance

Orichalcum armor

Orichalcum Mask (Melee) Damage bonus increased from 7% to 11%
Orichalcum Mask Melee Critical chance increased from 7% to 11%

Adamantite armor

Adamantite Breastplate Damage bonus increased from 6% to 8%
Adamantite Leggings Critical bonus increased from 4% to 7%
Adamantite Melee Set Bonus (Melee/Movement Speed Boost) increased from 18% to 20%
Adamantite Mask (Ranged) Critical chance increased from 8% to 10%
Adamantite Headgear (Magic) Damage increased from 11% to 12%
Adamantite Headgear Magic Critical chance increased from 11% to 12%

Titanium armor

Titanium Mask (Melee) Damage/Critical/Speed bonus increased from 8% to 9%
Frost armor

Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8

Forbidden armor

Forbidden Robes now have a 10% Summon Damage bonus
Forbidden Treads now have a 10% Magic Damage bonus

Chlorophyte armor

Decreased the cooldown on the Leaf Crystal shot from 50 to 40

Spectre armor (with Mask)

Increased the Magic Damage/Critical Chance bonus from 5% to 10%
Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)

Spectre armor (with Hood)

Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.

Crystal Assassin armor

Added 10% Mana Cost reduction to the Hood
Added 10% Ammo Cost reduction to the Shirt
Added 10% Melee Speed increase to the Pants
Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
New Set Bonus: Players wearing the full Crystal set can now Dash

Squire armor

Decreased Greaves Melee Critical chance from 20% to 15%
Frost armor

Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8

Forbidden armor

Forbidden Robes now have a 10% Summon Damage bonus
Forbidden Treads now have a 10% Magic Damage bonus

Chlorophyte armor

Decreased the cooldown on the Leaf Crystal shot from 50 to 40

Spectre armor (with Mask)

Increased the Magic Damage/Critical Chance bonus from 5% to 10%
Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)

Spectre armor (with Hood)

Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.

Crystal Assassin armor

Added 10% Mana Cost reduction to the Hood
Added 10% Ammo Cost reduction to the Shirt
Added 10% Melee Speed increase to the Pants
Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
New Set Bonus: Players wearing the full Crystal set can now Dash

Squire armor

Decreased Greaves Melee Critical chance from 20% to 15%
Post edited October 15, 2020 by Blade01
Frost armor

Frost Armor's Set Bonus now gives an additional 10% Melee/Ranged Damage
Frost Armor's Set Bonus now inflicts a special version of On Fire that deals 25 DPS instead of 8

Forbidden armor

Forbidden Robes now have a 10% Summon Damage bonus
Forbidden Treads now have a 10% Magic Damage bonus

Chlorophyte armor

Decreased the cooldown on the Leaf Crystal shot from 50 to 40

Spectre armor (with Mask)

Increased the Magic Damage/Critical Chance bonus from 5% to 10%
Increased the limit on how much burst damage can be dealt by the set bonus at once from 1000 to 1500
The "recovery rate" that determines how many new projectiles can be generated over time has increased from 250 to 400 (it was increased from 150 to 250 in 1.4)

Spectre armor (with Hood)

Note: Statistically speaking, this set has not changed! This is merely a re-organizing of stat changes and tooltip revision to be more clear to players
The -40% damage penalty has been moved from the Spectre Hood itself (which now gives no bonuses at all, either positive or negative) and now comes from the Set Bonus
The tooltip on the set bonus now attempts to be more clear about the fact that you are trading offensive power for healing benefits. Hopefully, this will lead to less confusion in the future about why this set works the way it does.

Crystal Assassin armor

Added 10% Mana Cost reduction to the Hood
Added 10% Ammo Cost reduction to the Shirt
Added 10% Melee Speed increase to the Pants
Removed the 15% Movement Speed increase Set Bonus, but increased the Movement bonus on the boots from 10% to 20% (only 5% loss)
New Set Bonus: Players wearing the full Crystal set can now Dash

Squire armor

Decreased Greaves Melee Critical chance from 20% to 15%


Monk armor

Increased Pants Melee Critical chance from 10% to 15%

Huntress armor

Added +10% Ammo Cost Reduction to the Jerkin

Apprentice armor

Added +10% Magic Damage on Helmet

Valhalla Knight armor

Added +10% Melee damage on helmet
Decreased Greaves Movement Speed bonus from 30% to 20%

Shinobi Infiltrator armor

Increased Pants Movement Speed bonus from 20% to 30%
Added +5% Melee Critical chance on Torso

Red Riding armor

Added +10% Ranged Critical chance on Leggings
Added +20% Ammo Cost Reduction on Dress

Dark Artist armor

Added +20% Movement Speed Bonus on Leggings
Added +15% Mana Cost Reduction on Robes
Moved 5% of the Minion/Magic Damage from Robes to Hat

Accessories

Band of Regeneration/Charm of Myths

Increased healing gain from 0.5 HP per second to 1 HP per second

Band of Starpower/Panic Necklace

(Cross-listing from Crafting Changes) Band of Starpower and Panic Necklace are now more easily available in all worlds. They can be crafted in a Graveyard at a Tinkerer's Workshop, by taking one of them and combining it with a Life or Mana Crystal. Band of Starpower + Life Crystal = Panic Necklace. Panic Necklace + Mana Crystal = Band of Starpower.

Bone Glove

This item has been completely overhauled and turned into an accessory
When equipped, the player will shoot Crossbones towards their cursor whenever they are attacking, once per second. Consider it like a sword projectile, except it works for every weapon.
The bones deal 25 class-neutral damage, but additionally ignore up to 25 enemy defense.
Now also has vanity visibility in the Gloves spot
Note: In practice, this should allow the Bone Gloves to be simultaneously viable for more classes than just Ranged, and also give it a bit more longevity

Brain of Confusion

Reduced the Critical chance bonus of the Mind Trick buff from 20% to 10%.
Reduced the duration of Mind Trick by 1 second

Celestial Cuffs

Now has the +20 mana bonus that its component accessories granted

Diving Helmet and all of its tinkers

Increased the breath capacity bonus by 50%

Feral Claws and Titan Glove

Moved the "gives autoswing for Melee weapons" perk to Feral Claws, making it available earlier for players. This perk still continues up the tinker chain, it is simply no longer present on Titan Glove specifically
Titan Glove now has a new perk that increases the size of (eligible) melee weapons by 10%. This perk is also present on all of its tinkers; however, the effect does not stack.

Fledgling Wings and Lucky Horseshoe

The Lucky Horseshoe is no longer found in Sky Chests, and has been added to the underground Gold Chest loot pool
In its place, Fledgling Wings have been added to Sky Chests and Sky Crates

Flesh Knuckles/Berserker's Glove

Defense increased from 7 to 8

Fire Gauntlet

Increased the 10% Damage and Melee Speed bonus to 12%
Gains the new benefit added to the Titan Glove (see Titan Glove)
Gains the new benefit added to the Magma Stone (see Magma Stone)

Hero Shield

Defense increased from 7 to 10

Honeycomb (and Bee Cloak, Honey Balloon, Stinger Necklace, and Sweetheart Necklace)

The base damage of the Bees generated by these has been increased from 7 to 13. If using a Hive Pack, this damage is 18.
This damage is multiplied by 1.5x in Expert mode, and 2x in Master mode
Additionally, if hit while wearing any of these accessories, the player gains the Honey buff for 5 seconds

Jellyfish Necklace and all of its tinkers

Now lets off an extremely faint glow when out of water (less than the Shadow Orb light pet)
Dramatically increased the brightness when in water

Lava Charm

Doubled its spawn rate, giving it a 1/20 chance to be found in Lava-layer chests or Lava fishing crates

Magma Stone

Now inflicts a special version of On Fire that deals 15 DPS instead of 4
Post edited October 15, 2020 by Blade01
Molten Quiver

Technically a bug fix, but Wooden Arrows converted to Flaming Arrows by using this accessory now properly gain the +2 damage that Flaming Arrows have. This bonus is only applied to Wooden Arrows, if using the Quiver with superior arrows it will not apply the bonus (as it would be using the superior damage bonus of those arrows instead)

Obsidian Rose

Increased the lava damage reduction from 30 to 45. This change applies to all of its tinkers, however, as a consequence, lava damage has been moved to its own immunity timer, as the change would allow lava to very easily be reduced to 1 damage with the proper loadout.
Is now a component in the Lava Waders, extending its lava damage reduction to the Lava Waders, Hellfire Treads, and Terraspark Boots. This change is retroactive for people who have already crafted those items, of course!

Panic Necklace/Sweetheart Necklace

Increased duration of the Panic! buff from 5 to 8 seconds

Pygmy Necklace

Is now sold by the Witch Doctor in pre-Hardmode, giving summoning accessories some earlier-game accessibility.

Star Cloak, Bee Cloak, Star Veil, and Mana Cloak

The base damage of the Stars generated by these accessories has been increased from 30 to 75. In addition, these stars will ignore up to 25 enemy defense.
This damage is multiplied by 2x in Expert mode, and 3x in Master mode (the defense penetration remains unchanged)
Now uses local immune frames, will not interfere with other piercing projectiles

Tools and Mounts

Reaver Shark

Use time decreased from 18 to 13

Bone Pickaxe

Drop rate increased from 2% to 5%

Chlorophyte Jackhammer

Included this item in the Drill/Chainsaw mechanics overhaul. It now has increased speed at the expense of range

Mechanic's Rod

Fishing power increased from 30% to 35%
Now sold by the Mechanic as soon as she can be rescued, not just in Hardmode
Is now available every other moon phase, rather than only a single moon phase

Fiberglass Fishing Pole

Fishing power increased from 27% to 30%
Increased odds of finding it in a chest from 1/30 to 1/15

Scarab Fishing Rod

Fishing Power increased from 25% to 30%

Sitting Duck's Fishing Pole

The Traveling Merchant will now only sell this after Skeletron has been defeated

Living Wands

The Living Wood Wand and Leaf Wand have a 1/300 chance of being dropped from TreeHit purity forest trees, offering a rare but renewable source of them
The Living Mahogany Wand and Rich Mahogany Leaf Wand have a 1/200 chance of being dropped from TreeHit Jungle Trees

The Black Spot

Top speed and acceleration decreased dramatically. Previously its top speed was higher than the UFO mount, but now it is less.
Can no longer dash-into-mount to instantly reach top acceleration

Scutlix Mount

There was an unlisted change in 1.4 that dramatically reduced the range of the Scutlix mount's attack. This was a performance change, not a balance change, and cannot be fully reverted as a result.
However, the reduced range (500) was able to be increased to 850 without reintroducing performance issues.
Additionally, to compensate for the lost range, the damage of the Scutlix shots has been increased from 100 to 150

Dark Mage's Tome

This mount now steps up slopes and 1-block tiles like the Flying Carpet

Witch's Broom

Slightly increased speed values so that it is a minor upgrade over the UFO Mount (since it is Expert exclusive)

Flamingo Mount

Top speed decreased from 7.5 to 6

Pre-Hardmode Horse Mounts (Dusty Rawhide, Royal Gilded, and Black Studded Saddles)

Top speed increased from 8 to 9

Jewel of Light and Pumpkin Scented Candle (Light Pets)

Brightness increased by roughly 50%

Suspicious Looking Tentacle (Light Pet)

Brightness increased by roughly 33%

Crafting Recipes and Drops

Blood Rain Bow, Chum Caster, and Vampire Frog Staff

Previously, killing a Wandering Eye Fish or a Zombie Merman had a flat 1/8 chance for the game to select ONE of the three items to drop, and it would only drop one. This has been changed so that each of the three items has their own independent 1/8 chance to drop. This means that you could potentially get more than one drop at once, and the three are no longer competing with each other, effectively increasing their drop rate by 3x.

Bloody Tear

Increased drop rate from 1/200 to 1/100 for standard Blood Moon enemies
Increased drop rate from 1/200 to 1/25 for Blood Moon fishing enemies (Eyeball Fish, Zombie Merman, Blood Eel, Hemogoblin Shark)
Increased drop rate from 1/9 to 1/5 for The Groom and The Bride
Increased drop rate from 1/9 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.

Sanguine Staff

Increased drop rate from 1/5 to 1/2 for Dreadnautilus. In Expert/Master, this drop rate is 100%.

Blade Staff

Now drops from Queen Slime instead of Enchanted Swords

Kites (From Windy Balloons)

Kites dropped from Balloon Slimes are roughly 3x more likely to drop. Paper airplanes are mostly the same, but now drop in small stacks

Bone Serpent Kite

Drop rate increased from 4% to 6%
.......
Post edited October 15, 2020 by Blade01
Sturdy Fossil

Tomb Crawlers now have a chance to drop small amounts of Sturdy Fossil
Oasis/Mirage Crates now have a chance to include Sturdy Fossil

Valor/Muramasa and Golden Lock Boxes

(Technically a bug) fixed an issue where Muramasa had twice the odds of dropping from a Golden Lock Box compared to other items
Valor can now be found from Golden Lock Boxes

Torches

Jungle Torches now have a more efficient recipe, giving more torches per Jungle Spore
If you have less than 20 torches at any point, you have an increased chance to get torches when breaking pots

Mana Crystal

In light of the increased spawn rate of Falling Stars in 1.4, the crafting recipe for Mana Crystals has been increased from 3 to 5 Fallen Stars

Early Game Ore Tools, Weapons, and Armor

The cost of making early game Ore equipment has been re-evaluated across the board with cost reductions to most items. This applies to Copper, Tin, Iron, Lead, Silver, Tungsten, Gold, and Platinum
Pickaxes have had their crafting costs reduced from 12 to 10. Copper/Tin Pickaxes have been reduced to 8.
Axes have had their crafting costs reduced from 9 to 8. Copper/Tin Axes have been reduced to 6.
Broadsword crafting costs are generally unchanged, but Copper/Tin Broadswords have been reduced from 8 to 6
Shortswords have had their crafting costs reduced from 7 to 6. Copper/Tin Shortswords have been reduced to 5.
Hammers have had their crafting costs reduced from 10 to 8.
Bows have NOT had their crafting costs changed.
Copper and Tin Armor's costs (ordered from Helmet>Chest>Legs) have been reduced from 15/25/20 Bars to 12/20/16 Bars
Iron and Lead Armor's costs have been reduced from 20/30/25 to 15/25/20
Silver and Tungsten Armor's costs have been reduced from 20/30/25 to 15/25/20
Gold and Platinum Armor's costs have been reduced from 25/35/30 to 20/30/25

Hardmode Ore Swords

The crafting cost for Cobalt and Mythril Swords has been reduced from 10 to 8 Bars
The crafting cost of Palladium and Orichalcum Swords has been reduced from 12 to 10 Bars
The required bars to craft Adamantite and Titanium Swords has not changed, but see the next section for more info

Adamantite Bars/Titanium Bars

The crafting cost of Adamantite/Titanium Bars has been reduced from 5 to 4 Ore. Subsequently, this reduces the cost of all Adamantite/Titanium armor, weapons, and tools

Jester's Arrows

The crafting efficiency per Fallen Star has been reduced by half. You now get 10 arrows per star rather than 20.

Super Star Shooter

Rather than being sold randomly from the Traveling Merchant, this weapon is now crafted with the Star Cannon and Hallowed Bars

Buffs/Debuffs

Frostburn

"Player" Frostburn now does 8 DPS like "Enemy" Frostburn

Cursed Inferno

Technically a bug fix: 1.4 purported to increase Cursed Inferno damage from 12 to 24, but this was in error due to misreading the code. In truth, this was an increase from 6 to 12. This has now been remedied, and Cursed Inferno now properly does 24 DPS. However, player-based Cursed Inferno has NOT been increased correspondingly, so they will still take 12 DPS.

Venom

Technically a bug fix: 1.4 purported to increase Venom damage from 12 to 30, but this was in error due to misreading the code. In truth, this was an increase from 6 to 15. This has now been remedied, and Venom now properly does 30 DPS. However, player-based Venom has NOT been increased correspondingly, so they will still take 15 DPS.
Venom has been renamed to "Acid Venom". This is to reflect a dramatic overhaul to its enemy immunity. Enemies who are immune to Poison are no longer necessarily immune to Acid Venom, and Acid Venom will now usually impact undead, stone, metal, and poisonous enemies.

Ichor

Defense reduction has been reduced from 20 to 15

Oiled

Rather than individually boosting different On Fire-like debuffs with, admittedly arbitrary amounts, Oiled now adds an additional flat 25 DPS if the target is suffering from any of these debuffs. For example, if the target is On Fire (4 DPS), it will take 29 total if Oiled.

Thorns Potion

The Thorns effect from this potion has been increased from 1/3rd of the damage taken to 100% of the damage taken

Dryad's Blessing

The Thorns effect from this buff has been increased from 20% of the damage taken to 50% of the damage taken

Debuff Immunity Overhaul

Though far too extensive to fully document, hundreds of changes have been made to enemy debuff immunities across the game. Generally speaking, the majority of these changes were making enemies susceptible to debuffs which they were previously immune to.
The Venom change previously mentioned is the most prominent example, with the vast majority of Venom immune enemies no longer being immune.
A large number of enemies which were previously immune to Cursed Inferno no longer are, particularly many stone/metal enemies
Previously, enemies which were immune to Cursed Inferno were also always immune to Shadowflame. This is no longer the case, and there are now enemies immune to one or the other, though on the whole, a lot less enemies are immune to Shadowflame than before
Ghost-like enemies (Wraiths, Poltergeists, etc) are now almost always immune to all major debuffs, including Ichor. This does not extend to Whip-debuffs.
A large number of enemies which were "immune to everything" no longer are. This includes several Pumpkin Moon enemies and Celestial Invasion enemies that were immune to everything for no apparent reason. They are now immune, or not immune, to various debuffs depending on their nature.
Several enemies which are "immune to everything" intentionally (such as the Destroyer) are no longer immune to Whip-debuffs, as those are meant to be universal.
Though there are a few exceptions, the vast majority of Confusion-immune enemies still are. Unfortunately, this is because Confusion requires specialized code for every type of enemy, and so the cost investment to make more enemies susceptible to Confusion is dramatically higher than simply "setting them to not immune" like the other debuffs.
Threats and Enemies

Vicious Goldfish

Now spawns naturally in Crimson water. Never actually spawned naturally before, with regular goldfish spawning instead.

Blood Feeder

Life increased from 20 to 150
Damage increased from 30 to 50
Defense increased from 4 to 20
Money drop value increased from 350 to 500

Ghosts

Life decreased from 70 to 50
Damage decreased from 18 to 15
Defense decreased from 8 to 4
Knockback susceptibility increased from 40% to 50%

Antlion Larva

Life decreased from 45 to 35
Damage reduced from 12 to 10

Antlion Eggs

Antlion Eggs are now less common in initial worldgen, so there should be less of them overall, making the Underground Desert slightly less dangerous
Antlion Eggs will now slowly regrow over time, like Bee Hives in the Jungle, but like Bee Hives, only until there are a certain number in an area, to prevent over-saturation

Rolling Cactus

Reduced the base boulder damage by about a third, making them slightly less lethal (though still considerably dangerous) threats
Increased the Cactus Thorn projectile damage from 20 to 30

Angry Dandelion

Technically a bug fix: fixed an issue where Angry Dandelion's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master

Rock Golem

Technically a bug fix: fixed an issue where Rock Golem's projectile damage scaled twice, resulting in it doing far more than it should have, especially in Expert/Master

Wall of Flesh

Wall of Flesh now causes the screen to fade to black and will despawn if all nearby players are dead, or there are no more players nearby.

Ice Elemental

Projectile attack can now inflict Frostburn

Jungle Creeper

Life increased from 120 to 400
Defence increased from 14 to 40
Damage increased from 50 to 100
Now moves faster
Attacks can now inflict Venom
Spits Web in Expert/Master like Black Recluses

Lac Beetle, Cyan Beetle, and Cochineal Beetles

Reduced "rarity" from 1 to 2 on the Lifeform Analyser. Will no longer take priority over even more rare enemies, such as Lost Girls.

Phantasm Dragon

Life increased from 4000 to 10000
Head Defence increased from 10 to 15
Body and Tail Defence increased from 20 to 30
Head Damage increased from 80 to 100
Body and Tail Damage increased from 40 to 50

Hoppin Jack

Can now spawn in Graveyards in Hardmode, any time of year

Vortex Lightning

Increased the damage of both types of lightning bolts during the Vortex Invasion to 100
Miscellaneous and Quality of Life

Graveyard Threshold

The number of graves required to trigger both a full graveyard and the various levels of graveyard ambience has been increased by 1

Town Happiness

The boost from the "So Much Space" factor has been reduced by half
The boost/penalty for Like/Dislike/Love/Hate factors have been increased by 20%. Everything is worth a little bit more in any direction.
The number of NPCs before "crowding" starts has been increased from a town of 3 to 4. Furthermore, the size of the penalty starts smaller than before (though it will grow faster with each additional NPC)
The size of the town detection has been doubled

Block Swap and Sand/Other Falling Tiles

You can now block swap the top-most block of sand or other falling blocks.
Additionally, once your pickaxe power is high enough (Cobalt or higher), you can block swap any falling tiles freely

Meteorite ore

While still immune to explosions under normal circumstances, like other explosion resistant materials, they will become breakable with explosives after entering Hardmode

The Jungle and Corruption/Crimson Worldgen

Worldgen will attempt to avoid overlapping Corruption and Crimson biomes with the Jungle during initial worldgen. While it is possible to still have overlap, the worldgen system will strongly discourage it in general, so expect to see far less worlds with Corrupt/Crimson Jungles. This does not apply to the Hardmode infection strips.

Armed Zombie/Bone Skeleton Statues

These can now be found in worldgen in any world difficulty, and will function normally in those worlds

Shadow Chests in Worldgen

Shadow Chests are now more numerous in worldgen, with the limit increasing from 7-10 to 10-15

Pyramid Rarity

Worldgen's chance to place Pyramids has been increased by 50%.

Enchanted Sword Shrines

Worldgen's chance to place Enchanted Sword Shrines has been doubled (more accurately, each attempt to generate had only a 1/4 chance to succeed, and that has been increased to 1/2)

Sandstorm Frequency

Increased Sandstorm chances by 2x in Hardmode, and by 1.33x pre-Hardmode

Rock Lobster

Sell value decreased from 20 Silver to 10 Silver

Sakura Saplings/Yellow Willow Saplings

Price decreased from 3 Gold to 1 Gold

Special Furniture Crafting Stations

The Steampunker will now sell most of the special furniture stations if you are in the correct biome.
Snow biome = Ice Machine, Space = Sky Mill, etc
The Bone Welder is sold when in a Graveyard, as the Dungeon is no proper home
Living Looms will be sold if the player is carrying a Living Wood Wand (please see the Tools section about Living Wood Wand renewability)
The Flesh Cloning Vat and Decay Chamber, while still sold by the Steampunker only in one type of evil world, can be crafted into each other in a Graveyard, with some Souls of Night

Mirage Fish/Pixiefish

Adjusted Mirage Fish and Pixiefish to be "uncommon" instead of "rare", to match other Quest fish

TreeHit for Loot

The limit on the number of TreeHits you can attempt per day has been increased from 200 to 500

Sharpening Stations

The Merchant will now sell Sharpening Stations in Hardmode
Post edited October 15, 2020 by Blade01
Books

The Wizard will now sell books. Their cost has been increased somewhat as a result, from 3 to 15 Silver.

1/3/5 Timers

These are still craftable, but are also sold by the Mechanic

Mushrooms

Regular orange mushrooms now have a potion sickness time of 30 seconds, instead of the full 60.

Fishing Decreasing Returns

Removed decreasing returns on Fishing Power at high levels.

Pylons and the Celestial Invasion

Pylons can now be used during the Celestial Invasion to traverse the world to combat the various pillars. This exception does not include Moon Lord, and they are still unusable during other invasions/boss fights.

Journey Mode Starting Inventory

Players in Journey Mode now spawn with the basic Grappling Hook

Boss Related Bestiary Entries

Boss minions which have their own Bestiary entries are now unlocked fully upon defeating their corresponding boss
Dark Mage and Ogre only need to be killed once now to fully unlock their Bestiary entries

Bug Fixes
Major Issues and Crashes

Rolling backups should properly fully delete extra files, instead of putting them in the recycle bin
Fixed an extensive issue relating to Jungle Shrines which causes many other important structures to not generate properly to the east of them, including Living Mahogany Trees and Underground Cabins
Fixed an issue where player map icons would sometimes cause a crash
Fixed a rare crash issue relating to mount idle animations
Fixed some Peripheral lighting related issues, particularly when closing the game
Fixed an issue where Mac/Linux could not set resolution above 1900x1200
Fixed the game sometimes indefinitely hanging after closing the game (preventing it from being launched again)
Fixed a crash that occurred when other programs would prevent Terraria from copying to clipboard
Fixed an issue that prevented map data from properly syncing with Cloud saving, so maps should reliably update via Cloud Save now

Enemy/NPC Bugs

Fixed an issue with NPCs deciding to stand in escapable water until they drowned
Fixed an issue where valid day-time completions of Empress of Light would not drop Terraprisma under specific circumstances
Fixed a rare issue where Eye of Cthulhu, Retinazer, and Spazmatism had a chance to spin forever when changing to their second form
Fixed an issue where Lunatic Cultist and Martian Saucer would not properly attempt to find a new target if his current target left or died
Fixed an typo causing Antlion Swarmers to drop 10x too much money
Fixed an issue where Angry Nimbus could not pass through platforms properly
Fixed an issue where defeating Queen Slime boosted the power of Town NPCs twice as much as intended, while Empress did not boost them at all
Fixed an issue where floating enemies (Pixies, Wraiths, Dripplers, Ice Elementals, etc) could not fall through platforms or float up through platforms properly to reach the player
Fixed an issue where surface wooden Mimics were not capable of spawning naturally anymore
Fixed an issue where the OOA Tier 2 Goblin Bombers did the damage of Tier 1 Goblin Bombers
Fixed an issue where Slime Rain slimes would spawn regardless of the Journey mode spawn slider
Fixed an issue where Flying Dutchman would desync and behave oddly or die spontaneously
Fixed a syncing issue with Big Mimics that would result in erratic behavior in Multiplayer
Fixed an issue where Devourer kills on the body or tail didn't count towards banners
Fixed an issue where "Digging" Truffle Worms no longer appeared on the Lifeform Analyzer
Fixed an issue where the last Twins to die might not drop their boss bag if you only damaged the other one in multiplayer
Fixed an issue where Hemogoblin Sharks fall through platforms the player is standing on, failing to walk on them normally

Fixed some issues with some spider enemies not using all of their animation frames when walking, resulting in stuttering movement
Fixed an issue where Golem's body parts would appear oddly when spawned if you had too many enemies alive at once
Moon Lord no longer uses the NPC Smoothing setting to prevent several issues
Fixed an issue where Torch God would "count torches twice" resulting in the sequence happening too early
Fixed an issue where Torch God would not lose progress if the player died
Fixed an issue where some Corruption-invalidated housing would just say "invalid" rather than indicating it was due to Corruption/Crimson
Fixed some issues with Angry Dandelions targeting the wrong player in MP
Fixed an issue with Traveling Merchant spawning when time was paused with Journey powers
Fixed an issue where Ocean critters were spawning on screen
Fixed an issue where one of Moon Lord's attacks didn't properly attack or move in multiplayer

Combat, Gameplay, and Item Usage Bugs

Fixed an issue where size modifiers on Whips had an inverse effect on speed, meaning big whips were always slow and small whips were always fast
Fixed Blood Arrows not being considered ranged projectiles (which prevented them from dealing criticals)
Fixed an issue where Desert Tiger pounce was flagged as a magic attack instead of summon, preventing it from activating Whip debuffs
Fixed an issue where Golf Cart impact damage did not scale with minion damage like other charging mounts
Fixed an issue where Horse-type mount impact damage scaled with melee damage instead of minion damage
Fixed an issue where Lucky Coin money drops on Expert/Master servers would not drop properly
Fixed an issue where Terraprisma would take too long to return when teleporting far away
Fixed an issue where Titanium ranged set had an unlisted chance not to consume ammo (it was not meant to have that bonus at all)
Fixed an issue where certain homing projectiles (Bat Scepter, Bee Gun) would not target Duke Fishron
Fixed an issue where Hornet, Imp, Tempest, UFO, and Stardust Cell minions did not inflict knockback
Fixed an issue where Beach Balls had no real movement speed limit, resulting in them getting yeeted like Team Rocket if you hit them with Zenith, never to be seen again
Fixed some syncing issues with Queen Bee that resulted in erratic charging/teleportation in multiplayer
Fixed Zenith not having full screen range on Gamepad
Fixed some hit detection issues with Life Drain
Fixed an issue where Celestial Starboard would dramatically reduce the distance of dashes used while flying
Fixed an issue where teleporting from the Snow biome into non-Snow Biome water would inflict Chilled in Expert/Master mode
Fixed an issue where Snowman Cluster Fragments did not dealing damage or breaking tiles
Fixed a number of attacks and items that had extreme range, usually due to Golf Ball camera
Fixed some issues stemming from right-clicking Weapon Racks/Item Frames/Food Platters while actively using the item you were trying to place
Fixed an issue where the majority of items held visibly in the player's hand would float in weird locations if you pet an animal
Fixed Smart Cursor Painting having a different slot priority setup than actual Paint Tools, resulting in inconsistent behavior when putting Paint into Ammo Slots
Fixed (again) the issue where Dart Pistols had two possible Deadly Prefixes
Fixed an issue where Sanguine Staff and Terraprisma did not properly use Summon Lock On
Fixed an issue with Valor in Golden Lock Boxes not dropping correctly
Fixed a rare issue where the Gender button in character creation could break and show up off the UI bar
Fixed an issue where "dodged" attacks could still result in debuffs on the player
Fixed an issue where Magic Missile-class weapons could clip through some blocks when in liquids
Fixed an issue with catching stacked fish (Bombfish, Daggerfish) with a full inventory deleting most of pre-existing stacks
Fixed an issue where the game would be minimized but stay active under certain circumstances
Fixed Journey/Expert mode not multiplying debuff times properly
Post edited October 15, 2020 by Blade01
Tile, Block and Worldgen Bugs

Fixed an issue where Bamboo and Wrought Iron Fences would not allow certain trees to grow like other fences
Fixed a dupe exploit involving sand
Fixed an issue where mousing over Logic Sensors with Block Swap on could break them
Fixed an issue where Clentaminator didn't properly convert mushrooms into Vicious Mushrooms
Fixed an issue where Evil thorns stopped growing after initial worldgen
Fixed an issue where Surface Mushroom background darkening was requiring too many mushroom blocks to activate
Fixed an issue where Coral/Shells would regrow overtop of actuated blocks, replacing them
Re-Fixed an issue where Demon Altars could generate on top of Rolling Cacti
Fixed an issue with Golf Flags and wind detection
Ropes no longer merge with Smooth Marble Blocks
Fixed Crystal Shards not properly syncing when placed in multiplayer, which sometimes caused them to turn into Gelatin Crystals
Fixed an issue where Jungle and Mushroom vines wouldn't grow underground, and an issue where Jungle Weeds would not turn into tall Jungle weeds
Fixed some issues with Weapon Racks not properly being removed in multiplayer
Fixed a long running issue where crafting a grappling hook would temporarily allow it to be used manually (which is not intended), leading to confusion when it stopped working later
Fixed an issue where falling blocks would de-slope platforms they passed through
Fixed an issue where Offline Gemspark Blocks did not blend the same way as Online Gemspark Blocks
Fixed an issue where Hardcore Player Ghosts would prevent tiles from being placed behind them
Fixed an issue where Sand would duplicate sometimes when falling as a tile
Fixed some issues with falling blocks where they would land on some tiles they shouldn't land on, and also fixed some syncing issues relating to them turning into an item or not in multiplayer
Fixed an issue where blue Portal Gun Stations would fire confetti if you tried to use confetti on them
Fixed Auto-Select choosing confetti when hovering over a Portal Gun Station
Fixed an issue where pressure plates in world gen would end up floating because they generated on breakable ice
Fixed Living Mahogany Trees not considering Jungle Grass as Jungle when generating
Fixed an issue where Boulder Traps would generate embedded in the Temple
Fixed an issue where you could not build "off" of a beam like other blocks. They were not treated like an adjacent block for the purposes of building.
Fixed a rare out of bounds issue with pots during world generation
Fixed a minor tile framing issue with Gnome Statues
Fixed an issue where Crimsand had no dust when stepping on it
Fixed an issue where Snow Clouds used a slightly inaccurate dust color when stepping on it
Stone Platforms are now immune to lava
Fixed an issue where Dirt Bombs would not cause buried grass to die
Fixed an issue where Pylon NPC detection only checked for the housing flag, and not the actual NPCs being present near their home.
Fixed Smart Cursor acting inconsistently with herb placement with pots and planter boxes
Fixed Mannequins/Hat Racks breaking in MP when bombed
Fixed some issues with Smart Cursor and pumpkin placement

Visual/Art/Sound Issues and Bugs

Mac/Linux players should now be able to see Vertex Shaders (the trails on Zenith, Terraprisma, Magic Missile, etc)
Capes and Tax Collector's Suit now properly disable visibility when sitting, rather than showing up awkwardly in the wrong position
Fixed an issue where Desert Tiger pounce didn't use Summon Dye
Fixed an issue where multiple Minecarts used the Mount-dye slot instead of the Minecart-dye slot for their dust
Fixed a sprite positioning issue with 2 of the Etherian Goblin variants
Fixed a very widespread issue where several dozen armors had a transparent pixel in the armpit
Fixed a cut-off pixel on the Nebula Workbench
Fixed a missing pixel in the Zoologist emote
Fixed an issue where wings would continue to display when the player was dead
Fixed an issue where Water and Peace Candles would generate dust that behaved unusually when the player was on ropes
Fixed some stray pixels in the Hallowed Palm Potted Plant
Fixed Corrupt Torches making snow dust instead of Corrupt dust
Fixed an issue where Goldfish Bowl helmets were one pixel too high while flying
Fixed a stray pixel in the Goldfish Bowl helmet
Fixed the Crimson Capture setting using Blood Moon water instead
Fixed an odd pixel on one of the frames of the Gnome tile
Fixing an issue with the Palm Armor sprite
Fixed an issue where Mystic Snake Coil's pot would disappear when in certain positions
Fixed an issue where parts of the player's body would be in the wrong position when in reverse gravity
Fixed an issue with some tiles ignoring Illuminant Paint
Fixed an issue where several new banners had item sprite that used the full sized tile sprite instead of the smaller item-sized version
Stardust Guardian now stops showing its attack animation when the game is paused
Fixed a number of SFX issues with Martians
Fixed an issue where audio tracks were being compressed at 60% quality instead of 100%. Potentially most detectable in the Underground Desert track.
Music Boxes should no longer play music when music volume is at 0
Fixed an issue with light not spreading properly under some circumstances
Fixed an issue where a Crimson background would cut off under specific circumstances
Fixed an issue where background hellbats would be visible with backgrounds off
Fixed an issue with Tree top framing
Fixed an issue where some minions and pets would flip back and forth rapidly while holding out kites
Fixed an issue where the Angel Halo wasn't fading with stealth, and would float in place if you died and opened the settings menu
Fixed Tea and Coffee's sprites not being centered properly
Fixed an issue where invisible characters had bald map icons
Fixed an issue where invisible inner tubes caused visual issues on the body
Fixed an issue where various coins did not use the correct color sparkles
Fixed issues with long coat extensions when sitting
Fixed some issues with Vine/Seaweed draw tiles not rendering properly when taking screenshots
Attempted fix to an issue where Magic Missile-class items would sometimes visually "spike" towards the upper left corner. As this only happens to some users, and we do not know why and cannot reproduce it, we aren't sure if the fix was successful, so please feel free to report if it is continuing.

UI, Menu, and Journey Power Bugs

Fixed an issue where Guide Crafting/Tinkerer Reforge slots were not linked to the player
Fixed an issue where Celestial Pillar health bars would exceed the health bar meter due to changing difficulty in Journey mode
Fixed Red Squirrel Cage not using the proper map mouseover text
Fixed Peace Candles not having a mouseover icon like other Candles
Fixed an issue where boss minimap icons didn't change direction based on the boss's direction like it used to
Mana Cloak Star is no longer researchable (as it should never be obtainable in the first place)
Fixed an issue where Eye color wouldn't always randomize during character creation
Fixed an issue where Quick Stack to Nearby Chests would not respect whether your coins were favorited or not
Fixed an issue for Journey mode sliders maxing out if you closed them while sliding
Fixed rain starting on its own while time was paused with Journey powers
Fixed several visual Sky-based effects failing to change properly when time was paused with Journey powers
Fixed rain failing to visually start/stop when time was paused with Journey powers
Fixed an issue where invasions would be announced, but would never arrive, when time was paused with Journey powers
Fixed an issue where the Journey Menu hotkey did not work when autopause was on
Fixed an issue where the game did not autopause in the Keybindings menu
Fixed an issue where Journey Enemy Spawn rate slider would not visually go below 0.1x in multiplayer
Fixed an issue where some text search boxes had no limit
Fixed an issue where Fungi Bulbs did not properly indicate in the Bestiary that they spawn in the Surface Mushroom biome
Fixed an issue where Hover Control preference was not actually saved
Fixed an issue where windowed full screen did not stay maximized on relaunch
Fixed an issue where opening settings interrupted any current movement inputs in multiplayer, even though you can still move in the settings menu
Fixed a spacing issue on the ingame options menu that sometimes allowed for toggling two options at once by accident
Fixed Torch God's Favor button breaking builder accessory input on Gamepad
Fixed Gamepad not being able to open the Controls menu
Fixed double inputs for some ingame options, notably Autosave/Autopause
Torch God's Bestiary Entry now properly unlocks in single player when you use the favor item, and when a player first joins a world with favor already active
Torch God's Bestiary Entry now lists Caverns and Underground as biome tags
Post edited October 15, 2020 by Blade01
Text, Tooltips and Dialogue Bugs

Fixed some tooltips that used "crit chance" instead of critical chance
Fixed an issue where one of the Cat pet names was missing, and one of the Cat pet names was split into two different names
Fixed an issue where Tax Collector's were twice as likely to be named Agnew than they should be
Fixed a few dated and no longer accurate loading tips
Fixed some legacy dialogue lines from Demolitionist about "ebonrock", and gave it a Crimson-compatible alternate
Fixed a variety of minor text and grammar issues, primarily in Bestiary or NPC Dialogue
Fixed minor text issues with achievement descriptions
Fixed an issue with several asset files having inconsistent capitalization (which causes some issues for some Linux users). This may require reinstalling Terraria to fix, if it is causing said issues, as Steam does not automatically replace the files just due to capitalization, and we have not found a way to force it to do so.
Fixed an issue where the favorites file could not support some characters and symbols in world/player names

Server Issues/Multiplayer Specific Issues

Fixed an issue where generating a world with the dedicated server would not respect the length limits of world names/seeds
Fixed an issue where generating a world with the dedicated server would not properly work with special seeds
Fixed an issue where worlds generated from the dedicated server were sometimes corrupt (unplayable, not the biome) on creation
Fixed an oversight allowing you to set maxPlayers to over 255 or under 1 with the server config
The Liquid Spam setting should now properly increment up to a kick, instead of instantly kicking a player when they place any liquid
Fixed an issue where the server would endlessly try to shove items into the player's pockets if they don't pick the items up
Fixed an issue where spawn points on the very rightmost edge of a map not functioning properly in Multiplayer
1.4.1.1

Changes and Bug Fixes

Fixed a Mac only issue that caused a crash when attempting to host a server.
Fixed a bug causing it to be much harder than expected to achieve the happiness required for the Leading Landlord achievement.
Fixed an issue that prevented Linux from taking screenshots correctly.
Fixed an oversight within the Game Credits.
Fixed an issue in Dungeon code that was causing the same seed to create different worlds each time.
Fixed an issue preventing Master mode players from accessing all accessory slots with Gamepad.
Fixed a crash related to housing menu interaction with Gamepad.
Daybreak spears embedded in Moon Lord eyes will instantly explode and deal their bonus damage immediately if the eye closes.
Fixed an issue causing a kanji key to automatically replace some key-bindings.
Fixed an issue causing Jungle Armor, Ancient Cobalt, and Molten sets to not have the proper bonuses, while some other items (like Band of Regeneration) got them instead.
Fixed a bug causing the Hot Reels achievement to unlock when fishing in any liquid.
Fixed a bug causing Princess to not properly check for nearby NPCs, resulting in her being lonely even when surrounded by Neighbors.
Players transformed into a Werewolf/Merman no longer have human faces when wearing certain accessories.
Fixed several grammatical/spelling issues in NPC dialogue.
Fixed a few minor item tooltip/flavour text issues.
Fixed a buggy dialogue line from Princess about Santa Claus.
Fixed a buggy dialogue line from Transformed Zoologist about the Princess.
Fixed Video Visage not applying dye to the screen when showing up on the Map.
Fixed an issue with the Witch Costume not properly showing legs underneath of it, even its own Witch Boots.
Fixed an issue when renaming chests that prevented the player from exiting their inventory easily.
Fixed an issue where Town NPCs would try to sit on Dynasty Chairs (they shouldn't be able to).
Fixed an issue where Bone Glove wouldn't equip by right clicking from the inventory, and had to be equipped manually.
Fixed an issue where Town NPCs sometimes wouldn't teleport to their home at night, leading to NPCs staying in a home that was no longer theirs.
Post edited October 15, 2020 by Blade01
Terraria Hotfix Update 1.4.1.2 (for the Desktop version) released on 10. November 2020
=> https://terraria.gamepedia.com/1.4.1.2

Changes and Adjustments

o Localization should now be updated to fully include 1.4.1 content. Special thanks to Criddle and Midnaait for additional contributions in regards to localization changes!
o Reverted Town NPC House/Village check distance increase. This was doubled in 1.4.1, and has now been returned to 1.4 levels.
o NPC Happiness now gives the "Space" bonus for 3-NPC towns. Previously, there was neither a bonus nor a penalty at 3 NPCs, but this was perceived as a penalty, so its been changed.
o Skeletron Prime's bombs now explode on Planter Boxes (like they were changed to do on Platforms)
o Capes now show when sitting or riding mounts. This was previously limited due to conflicts, but feedback indicated it was worth the potential awkwardness at times to have the option.
o Queen Slime's minions can now drop Slime Staff at normal drop rates
o Clicking anywhere on the creative/bestiary menu will pause searching. This should make the UI more intuitive and result in being accidentally "stuck" in the textbar less common.
o Updated Timeless Traveler sprites, as the sprites being used were accidentally out of date versions
o Spectre Goggles no longer override helmets entirely, as they are not full head accessories and were not meant to do so

Bug Fixes

o Attempting a music-related fix for an issue where users cannot increase their music volume above 0%. This may also potentially fix some seemingly unrelated launch crashes which actually stem from the same root issue.
o Fixed an issue with Happiness values that was causing them to round down heavily, negating minor differences and making it harder to reach certain thresholds.
o Fixed an issue where the Crowded penalty for only 1 NPC was acting like there were 2 extra NPCs, making it start more severely than intended
o Fixed a back-end issue that prevented the Chinese localization for 1.4 being added to the game correctly
o Fixed an issue where the Ronin set would not show fireflies on a female character
o Fixed an issue where player skin became much brighter under some circumstances, such as using some Light Pets
o Fixed another syncing issue with Cracked Dungeon Bricks, which should resolve the teleporting enemies in Dungeons
o Fixed an issue where increasing time rate in Journey mode would make the Credits run very fast on the main menu
o Fixed an issue where certain parts of the credits roll did not support texture packs and could result in a crash
o Fixed Life Drain not costing mana to use in PVP
o Fixed a fault in the Prismatic Lacewing sprite file that caused severe issues for a small minority of Linux users
o Fixed Princess discussing bosses/threats that hadn't been defeated yet
o Fixed Princess's party hat not being on her head correctly
o Fixed Video Visage's screen being offset when in reverse gravity
o Fixed an issue where some Vanity ears would show the back-ear in the wrong position when sitting
o Fixed an issue where Tail accessories did not adjust their height correctly when sitting
o Fixed an issue where certain hairs would "draw double" when sitting
o Fixed a wide variety of NPC Dialogue, Bestiary, and Item Flavor Text grammatical/spelling/punctuation issues.
o Fixed an issue with Town NPCs not teleporting into very tall/thin homes at night, or houses where chairs did not have sufficient space
o Fixed Tall Hats having visual issues when riding a mount
o Fixed a visual framing issue with the Bamboo Lantern
o Fixed an issue where Stardust Guardian was no longer transparent when dyed
o Fixed an issue where some critters would super jump while underwater
o Fixed an issue where NPCs and Cats would sit in the same seat at night
o Fixed an issue where Vanity Rocket Boot trails were inconsistently prioritized and not always showing the correct trail
o Fixed an issue where Bones were still flagged as Ammo
o Fixed an issue where Lunar Drills/Chainsaws were getting prefixes they shouldn't
o Fixed an issue where the game did not Autopause in the Achievements menu
o Fixed a sell value inconsistency introduced by 1.4.1's crafting cost change for Adamantite/Titanium Ore bars
o Fixed an issue where Gamepad Master Mode slot visibility toggle did not work properly
o Jousting Lances can no longer receive melee speed prefixes. They already could not benefit from Melee speed, but this fixes some bugs caused by Melee speed modifiers that impacted them.
o Fixed an unusual exploit allowing you to force-teleport other players
o Fixed some stat inaccuracies where several OOA armor's stats did not match their tooltips. Also made a few text adjustments to clarify specific damage types.
o Fixed an issue where Hero's Shield was not giving its aggro boost
o Fixed a minor visual issue with Tinkerer's Workshop where some of its pixels were not visible
o Fixed Sky Dragon's Fury not animating when thrown on the ground
o Fixed Sky Dragon's Fury's secondary fire not inflicting Flask debuffs
o Fixed an issue where Souls in a Bottle were missing animation frames
o Fixed an issue where Hair 6 and Hair 94 had a conflict with capes
o Fixed an issue where Credits would scroll when paused
o Town NPCs will only fire on enemies if that enemy can be targetted (ideally, no more Plantera Hooks and the like)
o Fixed some inefficiency in Minion targetting that had performance impacts
o Fixed some exploits/oversight related to Bee Hives, Bunny Cannons, and Antlion Eggs
o Fixed an issue with enemy Bees attacking invincible enemies
o Fixed an issue where scrolling through Character Difficulty modes with Gamepad or WASD would follow a backwards order
o Fixed a handful of item drop rates that were not properly affected by luck (mostly some OOA drops). Will not impact actual drop rates to much of a substantial degree.
o Fixed an issue with a few leaf sprites that caused them to not correctly handle paint
o Fixed an issue where most falling tile projectiles would fall through platforms, except for regular Sand. All of them now land on the platform, except hostile Sand ball projectiles.
o Fixed an issue where some large texture items would scale down twice in chat
o Fixed an issue where Reaper Hood's head texture had an offset frame
o Fixed an issue where Robot Shirt worked with "hand" accessories, since its hands were incompatible with them. Robot Shirt and Pumpkin Shirt now do not work with Belt accessories either, for the same reason.
o Fixed an issue where some texture sizes weren't updated in the code, which prevented texture packs of those sprites from working properly
o Fixed an issue where the Paper Airplane projectile wasn't considered Ranged
o Fixed an issue where Molotov Cocktail didn't gain Frost Armor's Frostburn debuff
o Fixed an issue where Coin Gun would not prioritize Coin slots over Inventory slots
o Fixed a crash stemming from using the Clinger Staff near the top of the world when in reverse gravity
o Fixed an issue with some helmets drawing incorrectly on the minimap when in reverse gravity
o Fixed an issue where Brain of Cthulhu would despawn if there wasn't enough room to teleport
o Fixed an issue where Paper Airplanes weren't correctly dropping in stacks

Balance Changes
=> https://terraria.gamepedia.com/1.4.1.2

The Update [1.4.1.1 (41975) => 1.4.1.2 (42620)] was present in GOG's offline installer on 11./14.11.2020.
Post edited November 14, 2020 by JMB9
Standalone installer updated: [Windows] v1.4.2.0 ⇒ v1.4.2.1, [MAC] v1.4.1.2 ⇒ v1.4.2.1, [Linux] v1.4.1.2g ⇒ v1.4.2.1.

Version 1.4.2.1 Changes

BUG FIXES
• Fixed an issue where MP3s used for replacing Music tracks would not loop
• Fixed an issue where replaced Music tracks would be significantly louder than normal tracks
• Fixed an issue where replacing Music tracks did not work on Mac (and possibly Linux as well, unconfirmed)
• Fixed a text issue in the Workshop Upload menu that showed debug text for the "Other" tag
• Fixed an issue that prevented the Title Bar messages from being changed by Resource Packs.
• Changed Striking Moment's Buff text to reflect that it actually adds 400% damage (500% total) rather than adding 500%
• Fixed an loading issue with XNB assets in Resource Packs that prevented them from working properly
• Fixed an issue where Bubble Blocks could not be used as the walls for player-spawn houses
• Fixed a typo in Dune world generation in regards to their position with Snow biomes
• Fixed some minor grammatical and capitalization issues
• Changed the Worldgen Menu to properly indicate that you CAN rename your worlds (as this changed in 1.4.2)
• Fixed an issue where Luminite Ore and Bricks made "Dirt" thud sounds when mined, instead of ore/metal sounds
• Fixed an issue where Doors, Trap Doors, and Tall Gates could render a house invalid if they were open


Unleash Your Creativity- Terraria 1.4.2 & Steam Workshop Support

Greetings, Terrarians... and happy Terraria 1.4.2/Steam Workshop Support launch day!
That's right - at long last, we are able to provide an easy-to-use system and location for Terrarians everywhere to showcase their creative energies in all new ways. Starting today, everyone will be able to create, upload, share, download, and play a variety of types of game modifications within the vanilla Terraria game. Let's break down the new toys at your disposal!

NEW WAYS TO MODIFY THE CORE TERRARIA EXPERIENCE

WORLD UPLOADS
Have a really cool map that you want to share? The best Terraria golf course ever? Maybe an epic adventure map that would blow peoples' minds? This is your chance to share it with the world!

RESOURCE PACKS
Change how Terraria looks, sounds, and reads with custom Packs that can alter various aspects of the game. Resource Packs and alter one, two, or all three of the content types below:

Texture Packs
What if the Zenith were a giant banana? That doesn't sound too apeeling to us, but maybe its your thing - this is your chance to change up one, two, or maybe even all of the sprites in Terraria!

Music Packs
Want to change things up with the in-game soundtrack? Import your custom tunes via this very cool-sounding feature.

Language Packs
Feel like you could make a better translation - or a new one? Want to write your own custom dialogue for the NPCs? This is your lucky day!

Of course, if you want to take your modifications even further, impacting the core gameplay itself, you can take Terraria modding to the next level with the already-available tModLoader.

NOTE: TMODLOADER IS STILL RUNNING ON THE 1.3.5 VERSION OF TERRARIA. THE TML TEAM IS HARD AT WORK GETTING TMODLOADER UP TO THE 1.4 ERA. STAY TUNED FOR MORE ON THAT IN THE FUTURE!

OTHER CHANGES IN THIS UPDATE

Other than the new customization features and Workshop support, we did have the time to squash a few more bugs within the core Terraria experience. That comprehensive list is shared below. Hopefully your "favorite" bug is there and will no longer haunt you. As always, if you run into any issues, please report them via the link below!

Other New Features
• Added Steam Workshop Integration to Terraria, allowing the downloading and sharing of World Files and Resource Packs
• Expanded Resource Pack Functionality to include Language Replacement and Music Replacement
• Added a button to the Research and Bestiary Menus that lets you delete all current search text
• Enemy Banners now also give increased player protection against enemy projectiles (previously they only applied to contact damage)
• Added an option to change the name of characters and worlds

Terraria 1.4.2 Bugfix Changelog
• Fixed a recurring issue with Rolling Cacti spawning on Demon Altars and causing crashes
• Fixed an issue where seeds would not always generate identical worlds, depending on how many worlds had been generated in that play session
• Fixed an issue where some falling tiles would fall through platforms instead of landing on them
• Fixed an issue where Paper Airplanes did not drop in the quantities that the Bestiary said they should be dropping at
• Fixed an issue where falling coins were no longer able to land on top of other coins
• Fixed an issue where Trap Doors would not properly sync in multiplayer, allowing enemies to move through them
• Fixed an issue where sitting players wearing the Gi outfit would be in a "jumping" pose
• Fixed an issue where spreading Moss would not always use the proper frame when on servers
• Fixed an issue where Smooth Marble Blocks would merge with Echo Blocks
• Fixed an issue where Ale Tosser did not properly receive Frostburn effects from Frost Armor
• Fixed an issue where Smoke Blocks did not stay hammered between gameplay sessions
• Fixed an issue where some Ocean enemies could spawn even behind safe walls
• Twinkle Popper's Twinkles no longer pick up money, as they would delete it forever during their explosion attack
• Fixed an issue where Fossil Pickaxe, Tree Globe, and World Globe would fall through blocks forever when dropped
• Fixed an issue where the Wall of Flesh can drop below the world's boundary
• Fixed an issue where Sergeant United Shield was accidentally showing accessory dyes under some specific circumstances, even though it is a weapon
• Fixed an issue where Resonance Scepter and Life Drain could only knockback enemies to the right
• Fixed an issue where High Velocity Bullets could sometimes hit particularly large targets twice (does not apply to multi-segment enemies, this should still allow multiple hits)
• Fixed an issue where Pupfish were sometimes spawning in the Ocean
• Fixed an issue where Wand of Sparking's projectile was using Melee damage modifiers, not Magic
• Fixed a rare issue where the game could freeze if it was literally impossible to spawn a meteorite
• Fixed an issue where Wasp Gun had a tooltip that just said "Wasp Gun"
• Fixed an issue where players who died, or Hardcore player ghosts, would interfere with Player Logic Sensors
• Fixed an issue where Star Cannon's projectile could not land critical hits, and wouldn't always receive proper stat bonuses from player equipment
• Fixed an issue where Star Cannon's projectile could not be fired through platforms
• Fixed a certain duplication exploit
• Fixed an issue where Spikes would not hurt the player from some angles at certain elevations
• Fixed an issue where World Globe would skip some forest backgrounds
• Fixed an issue where Amphibian Boots stacked with other Frog Leg variants, even though Frog Leg variants do not otherwise stack