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8 September 2017
- Journey's End was released on 8 September 2017.
en.wikipedia.org/wiki/Journey's_End_(2017_film)
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Journey's End was released on 8 September 2017. The film received a wider theatrical release in Spring 2018, the centenary of the German spring offensive, the events of the German attacks which it depicts.
Journey's End: Directed by Saul Dibb. With Paul Bettany, Sam Claflin, Stephen Graham, Tom Sturridge. Set in a dugout in Aisne in 1918, it is the story of a group of British officers, led by mentally-disintegrating young Officer Stanhope, as they await their fate.
- (11K)
- Drama, War
- Saul Dibb
- 2018-02-02
The Western Front, April 1918. With a massive German attack imminent, a company moves up for its 6-day spell on the line. The company is lead by the war-weary, tightly wound, alcoholic Captain Stanhope. Joining the company is 2nd Lieutenant Raleigh, fresh out of training.
- Additions
- Changes
- Balance tweaks
- Bug Fixes
- Notes
- Trivia
Major Features
•Added Journey Mode, a brand new world and character difficulty mode that offers unprecedented control over the way you play. Features unique powers such as item duplication, weather control, spawn rate and difficulty sliders, and more. •Added Master Mode, a new highest difficulty surpassing that of Expert. Test your skills against even harder challenges, and be rewarded with some unique rewards from each boss. •Added two brand new bosses to seek out and challenge: Queen Slime and Empress of Light. •Added the Bestiary, an encyclopedia of the enemies, allies, and critters you encounter on your journey. •Added Golf, a new fun pastime for when you want to take a break from all the monster slaying. •Added Windy Day weather, along with various ambient effects and even some enemies. •Added Town Pylons and NPC Happiness, an expansion on the town system that culminates with the ability to build a teleportation network to towns around the world. •Added hidden Luck system.
Menu/UI
•Officially adding Texture Pack support, which now has its own option in the main menu. •Added RGB Lighting to the game for Razer, Corsair, and Logitech hardware. •Added Block Swap, a mechanic that allows the player to replace pre-existing blocks with new ones, without having to mine them up first. As a bonus, this also allows you to swap Chests and Dressers, while keeping the chest inventory intact! •Terraria now has a brand new series of intro splash screens and an intro sequence. •Added completely overhauled character and world creation menus. •Added boss health bars. •Added Emote Commands and menu. •Adding loading screen informative help text when generating worlds. •Added two new Health/Mana Bar style options. •Added a number of new minimap border options. •Added a Recommended Achievement icon to guide the player. •Added a new achievement to craft a workbench.
Ambience
•Added a variety of ambient background objects in the sky. •Added a new celebratory event after defeating a boss or invasion for the first time. What a fortunate time to be a Terrarian! •Added the graveyard minibiome. •Added uncommon thunderstorm ambient weather. •Added a chance for meteor showers, which dramatically increase falling star rates. •Added new falling star animations in the sky. •Added the ability for the player character to blink, close their eyes, or squint, as circumstances call for it.
UI, Menus, Options, and Quality of Life
•The game will now initially launch by default in borderless windowed mode, and attempt to auto-detect your proper resolution. •Characters on the player select screen will now animate when selected. •Launching the game should now automatically generate a ResourcePacks folder in your save folder for texture packs. •The main menu shows a new background every time a “day” passes. •The world creation menu can generate random world names for you. •Improved the visibility of the Cloud On/Off buttons on the Player and World menus to improve clarity. •There is now improved UI feedback when attempting to delete favorited characters. •The player/world menu scroll bar is removed if there are not enough saves to need scrolling. •There is now a button to instantly apply resolution changes from the menu settings. •The Death screen now has a timer until you respawn, and you can also quit out of the game while dead. Your timer will continue to tick down while on the main menu, and if you rejoin while it is still active, you will still be dead. •You can now change the eye and skin color of your character at a Dresser. •Added a setting option that allows you to toggle whether Hovering Wings work by holding down, or by pressing down once. Particularly impactful on Gamepad. •If various things happen while the game is minimized on your task bar, it will now flash. This includes things like taking damage, spawning, or worldgen finishing. •There are now icons on your map showing your world spawn and your current bed spawn point. •Player, NPC, and Boss Icons, as well as several other icons, now have a white outline on the map to increase visibility. •Added the ability to double click on the map to make a ping for other players to see. •Teammate names now display on the screen in an easier to read way. •Holding backspace in chat deletes text faster. •You can now chat/talk in single player, for using emotes or seeing past world messages. •You can now copy/paste sign text and it will include line breaks. •Quick Stack will now prioritize Piggy Banks, Safes, Defender's Forge, Void Vault, and the portable Money Trough and Void Bag. •The viable range when Quick Stacking to nearby chests has increased by 25%. •You can no longer place favorited Money Troughs inside of themselves. •Added a blue box under item mouseover text in the inventory to increase text readability. This feature has an option to turn it off if preferred. •Currently selected recipe now has a gold highlight. •The currently active hotbar slot is now brighter when the inventory is open. •Paint, Actuators, and Ale can now be placed in Ammo Slots. •Sorting your inventory will now attempt to put ammo in any free Ammo slots. •Sorting your inventory will attempt to sort your coin slots in order. •Music Boxes now make an audio indication that they have recorded. •You can now place Music Boxes in your vanity slot to listen to them. •Buff durations timer display now rounds up instead of down. •Expanded and improved the Biome visual settings in the Camera mode. •Added an option that allows decreasing the size of the minimap. •There is now an option setting to activate/deactivate the Tile Grid overlay on both Gamepad and Keyboard/Mouse. •UI Scale can now be set as low as 50%, with a maximum of 200%. •The default cursor now has a white outline, but you can still change this in the options. •Achievements now make a sound when unlocked. •If someone attempts to quit out of the game mid-save, the game will still attempt to finish saving, which should prevent a lot of save corruptions. •Multiplayer dedicated servers now save every 10 minutes, rather than every morning. •The dedicated server should now prevent your PC from going to sleep when inactive, which would stop the server. •Gamepad Related Changes: •Changed how Gamepad LT and RT buttons navigate through the inventory menus. They will make a complete loop if you continue pressing the same button, while previously LT and RT could each only send you to different parts of the UI. •There is now a Gamepad option in the Keybinding settings to change the speed of moving the cursor through the inventory, called “Interface Movement Delay”. •Added improved Gamepad button options for removing housing status for NPCs. •Added an option in the config file to completely disable Gamepad support (for people who have their own custom Gamepad setup that can't work with ours). •When utilizing the Gamepad “Use from inventory” feature, it will use consumable items like potions or magic mirrors immediately. •Attempting to craft another item while holding the previous crafted item on Gamepad will place the first item in your inventory to free up space. •Quick Craft on Gamepad no longer crafts items as fast, to prevent it from flooding your inventory and multi-crafting items by accident. •When using Gamepad, only NPCs near the player will show their names, instead of all of them on screen.
Worldgen and Biomes
•Heavily optimized worldgen speed. •A wide variety of natural background walls from different biomes can now be interchangeably Clentaminated. Several Jungle backgrounds can be converted, but cannot be cleansed back to Jungle, only to stone. Previously, they were completely immune to the Clentaminator. •Dramatically changed the layout and frequency of deserts in worldgen, they should be larger but less common, with more natural dunes. •The Ice Biome should now generate further away from spawn, and in a more narrow shape. Previously they were trapezoidal in shape - now they slant away from the spawn point. •Natural underground minecart tracks can now be much longer and come in more interesting configurations. •Underground Mushroom worldgen is now much larger and redesigned. •Updated mushroom tree tops and some underground mushroom backwalls. •Improved how Marble Biome walls generate, no longer quite as “square”. •Icicles in infected biomes now take on the color of that biome, rather than being blue. •Rain now takes on the water color of the biome it is falling in. •Increased chest limit from 1000 to 8000. •In response to the increasingly complex world gen making Underground Cabins more broken down and full of furniture, the odds of cabin paintings spawning has been increased until they are more reasonably found. •Grass growing in front of Grassy/Flowery Walls will grow flowers too, unlike in front of other backgrounds. •Sunflowers now block the spread of Hallow. •Critter statues now generate during worldgen. •Wood Chests now have a chance to contain a stack of wood. •Added a system that would fill in very small holes in naturally generated walls on worldgen to make a more polished backwall appearance. •Sandstorms are now significantly less common, particularly in the early game. •Reduced the intensity of Mighty Wind, it will now push you less. •Rain is slightly less common.
Art Improvements and Visual Effects
•The following things have been resprited/polished: •Hallowed armor has been completely reworked visually, and now has an Ancient Hallowed Armor variant to use the old style. •The Skyware furniture set. •All of the cloud background art, including the addition of some familiar looking clouds... •Golem, Queen Bee, and Everscream have been re-sprited. •Eye Patch, Goggles, 0x33's Aviators and Glasses item icons, so that they are easier to see in the inventory. •Harpy, Mummy, and Wolf enemies have been re-sprited. •The Goblin Invasion enemies have been re-sprited. •Dungeon Skeletons have been re-sprited. •The Truffle NPC has been re-sprited. •Many previously color-swapped Biome-wood-variant furniture items have been made more unique. •Spikes in the Dungeon have been re-sprited. •Dozens of background rubble piles from different biomes. •The sprites for many tree tops. •The Lunar Invasion planets visible in the sky. •The Hardmode Dungeon Chests. •On a more subtle note, due to a revision of how player armor animations work, all of the chest armor and vanity outfits in the game have been touched up, with changes ranging from a few pixels to complete revisions to some, such as the Cowboy and Pixie outfits. •Made it so that Jack 'O Lantern (the tile) and explosive Jack 'O Lanterns no longer use the same sprite. •Several dozen wall item icons were adjusted so that the vast majority of wall items are now consistently sized. •Food, Drinks, and Potions are now held in the players hand and have improved eating/drinking animations. •A number of hats which previously did not show hair now show hair! •Boss Bags now look much more sparkly and visible, to help people find them after a fight. •Fallen Stars have been given a visual overhaul, both during their falling animation, and their item art. •Improved how Eater of Worlds and Destroyer visually spawn into the world. •A number of worm enemies now have added sprites in a curved pose under the same file name as their head sprites. •Nebula's shader is now slightly less pink, and the enemies in it have a pulsing effect to make them stand out more visually. •All of the Jump in a Bottles that did not previously have visible vanity options now can be visibly seen on the player. •Lunar Armor sets no longer lose some of their visual brightness when only wearing one piece. Individual pieces will still have the same brightness as if you wore the full set. •Elf Copter, Santa-NK1, and Everscream's projectiles were given increased light and visibility. •Queen Bee's stinger projectile was given a larger sprite and is easier to see. •Ambient night lighting may vary depending on the moon phase. •There are now many more stars in the night sky. •Redesigned the targeting icon for summoner lock-on.
Bosses
Moon Lord •Moon Lord's attack pattern has been slightly tweaked to be more consistent, as the different eyes would become desynced over time, resulting in a more random fight (which was not intended). In addition, the amount of time that his forehead eye spends open is slightly increased. •Moon Lord's Phantasmal Death Ray will now penetrate blocks that are between it and the player. •Enemies should no longer spawn during Moon Lord's fight, unless they spawn outside of his radius in multiplayer •Moon Lord will now drop his loot even if you die during his death animation. Golem •Golem attacks more aggressively the more players are present in Expert, and also slightly harder to cheese. •Golem will now enrage when out of the jungle or on the surface. Plantera •Plantera's Tentacle Chompers now have health scaling in Expert Multiplayer. Skeletron Prime •Expert Skeletron Prime now moves faster when spinning. Brain of Cthulhu •Expert Brain of Cthulhu and his Creepers now have increased knockback resistance per player present on a server, ultimately becoming immune to knockback. •Brain of Cthulhu's Creepers now have health scaling in Expert Multiplayer. Eater of Worlds •Eater of Worlds now has more segments, even more so in Expert mode. King Slime •King Slime is now somewhat harder to abuse with ropes. Martian Saucer •Martian Saucers in difficulties below Expert no longer have a phase two, and die as soon as their turrets are destroyed. •There are now less Martian Saucers per invasion, and they are less likely to chain spawn. •Martian Saucers can now shoot their death beam through blocks. However, they are slower and their beams are much easier to avoid.
Enemies
Crimslimes •Now inflict the Blindness debuff and drop Blindfolds Crimson Axe •Now inflicts the Cursed debuff Giant Cursed Skull •Now inflicts the Cursed debuff on contact and via projectile, and drops Nazars Tomb Crawler •Head Damage decreased from 16 to 14 •Body and Tail Damage decreased from 10 to 7 •Life decreased from 50 to 40 •Reduced size •Only 1 Tomb Crawler should spawn at a time under normal circumstances Sand Slime •Damage increased from 10 to 15 •Life increased from 40 to 50 •Knockback multiplier decreased from 0.8 to 0.7 •Now only spawns as uncommon enemies in the Underground Desert Flying Fish •Money drop value increased from 90 Copper to 3 Silver •Flying Fish are now slightly less common on Rainy Days Clown •Damage increased from 50 to 60 •Defense increased from 20 to 25 •Life increased from 400 to 800 •Knockback multiplier decreased from 0.4 to 0.2 •They now attack much faster •Happy Bombs now explode when near the player •They now throw Chattering Teeth Bombs as well Etherian Lightning Bug •Projectile damage increased from 20 to 100 (Note: This was actually an accidental placeholder number. It did 1 damage to the Eternia Crystal, and was likely to do the same to most players) Hoplite •Decreased Javelin Damage from 48 to 36 Angry Tumbler •Defense decreased from 10 to 6 •Max speed decreased from 4 to 3 •Money drop value decreased from 1.3 Silver to 1 Silver Bone Throwing Skeletons •Projectile Damage decreased from 80 to 60 (Expert only) Other •Purple, Red, Yellow, and Black Slimes now drop 1-3 extra gel each •Man Eater type enemies can no longer be killed by mining the block they are attached to •Umbrella Slime money drop value increased from 25 Copper to 1 Silver •Granite Elementals can no longer fly through walls •Beehive Bees in the Jungle will now target enemies as well as the player (not including the Queen Bee)
Armor
Ninja armor •Instead of throwing bonuses, each piece now gives a global 3% damage and 3% critical chance •New Set bonus: 20% movement speed Gladiator armor •Helmet, Breastplate, and Leggings defense increased by 1 each Fossil armor •Fossil Helmet defense decreased from 3 to 2 •Fossil Plate defense decreased from 6 to 4 •Fossil Greaves defense decreased from 4 to 2 •Each piece of the set now gives 3% Ranged critical chance •New Set bonus: 20% chance not to consume ammo •Now available earlier due to the change to Desert Fossil mining Green Cap •Defense increased from 0 to 2 Night Vision Helmet •Defense increased from 2 to 4 Cactus armor •Cactus Breastplate defense decreased from 2 to 1 Forbidden armor •As a whole set, Forbidden is unchanged. However, the benefits of Forbidden Robes and Treads have been split evenly, with each now giving 40 mana and +1 Minion count Titanium armor •New Set Bonus: Titanium Barrier •As you attack enemies, titanium shards accumulate and spin around you •These shards deal damage to enemies at close range, and inflict knockback. •Use them defensively to keep enemies away, or for the bold, aggressively to inflict extra damage. Hallowed armor •New Set Bonus: Holy Protection •Familiar to most users as Shadow Dodge, Hallowed has had its previously stat-based set bonus replaced with a periodic immunity to damage. •Upon attacking an enemy, you will gain a buff. If an enemy hits you during this buff, you will gain a very brief immunity to damage. •After this period of immunity, at least 30 seconds must pass before you can re-activate the immunity buff. Squire armor •Squire Great Helm and Greaves defense each increased by 1 •Squire Great Helm's healing decreased by 50% Chlorophyte armor •Chlorophyte Mask defense decreased from 25 to 20 •Chlorophyte set bonus now gives an additional 5% Damage Reduction if you are wearing the Chlorophyte Mask Turtle armor •Set bonus now gives 15% Damage Reduction •Set bonus Thorns damage now does twice as much Spectre armor (with Mask) •Set bonus projectiles now deal 100% of the original damage instead of 50% •The "recovery rate" that determines how many new projectiles can be generated over time has increased from 150 to 250 Spooky armor •Overall defense increased from 27 to 30, with each piece gaining 1 defense •Spooky Breastplate now gives +2 Minion count instead of +1 •Spooky Leggings now give 20% movement speed Valhalla Knight armor •Total defense of the set is increased by 4, but has been redistributed •Valhalla Helmet defense increased from 14 to 20 •Valhalla Breastplate defense decreased from 30 to 24 •Valhalla Greaves defense increased from 20 to 24 •Valhalla Breastplate's healing decreased by 50% Nebula armor •Healing Booster effect now gives 3 HP/s instead of 5, with a maximum of 9 HP/s possible now Solar Flare armor •Solar Helmet critical chance bonus increased from 17% to 26% •Solar Breastplate melee damage bonus increased from 22% to 29% •Each piece of the set now gives 1 HP/s regen •Instead of 30% damage reduction whenever you have charges, you now have 12% damage reduction at all times, and 20% additional damage reduction while charges are active. In practice, this is roughly equivalent to the same 30% it used to give due to how the two values are multiplied. •Recharge time between shield charges reduced by 1 second Stardust armor •Stardust Guardian now has a much more vigorous and aggressive attack, and he will attack automatically without prompting. All resemblance to a certain anime is purely coincidental.
Gameplay and Combat
•Fixed an issue where Copper and Tin Bows were considered Melee weapons for the purposes of prefixes. •Fixed an issue where firing Tome of Infinite Wisdom on a sloping minecart track would cause the pages to fire in all directions. •Fixed an issue where using Tome of Infinite Wisdom's right click functionality while on a Drill Mount would drain all of your mana almost instantly. •Fixed an exploit where dying to Chaos State while holding a Rod of Discord in the cursor on a Hardcore character would cause the next character used to inherit said Rod of Discord. •Fixed an issue where the last segment of Solar Eruption's blade didn't actually do damage. •Added protections to prevent a very rare bug where the Solar Eruption debuff would kill its own user. •Fixed an oversight in Halloween drop rates based on HP that caused Bladed Gloves and Bloody Machete to be too rare in Expert. •Fixed an issue where extremely high melee speed thresholds would break the behavior of weapons like Sky Dragon's Fury. •You can no longer use Sniper Scopes and Binoculars while dead. •Staff of Regrowth no longer breaks rocks and other rubble. •Fixed an issue where you could use certain channeled weapons but switch to another weapon and use that weapon as well. •Fixed an issue where certain channeled weapons and tools would continue being used even after the player is turned to stone. •Fixed an issue where, after using a cooldown timed projectile sword, switching to another hotbar slot via number key would delete 1 consumable from that slot. •Fixed a number of damage type inconsistencies including projectiles doing the wrong damage type, weapons receiving/not receiving damage type set or potion bonuses in error, critical rates being applied incorrectly, and a lot more. •Fixed a number of edge cases where things like mount damage or Shield of Cthulhu dashing would not register on the DPS meter. •Fixed an issue where having two types of dash abilities and removing one of them mid dash would unexpectedly double your dash distance. •Fixed a similar issue where removing a dash accessory mid dash would prevent Hermes-type boots from letting you run until you put the dash accessory back on. •Fixed some exploits involving Flower Boots. •Fixed a issue where using Sandstorm in a Bottle then instantly shooting multiple grappling hooks to different blocks would leave the character spinning back and forth forever. •Fixed an issue where several wings (Fin, Bat, Mothron) had a faulty acceleration speed. •Fixed an issue where Spore Sac would only work near blocks, but not when only near platforms. •Fixed an issue where Neptune Shell wearing players could stick their head in water and die, because head-submersion wasn't enough to turn you into a merman, but it was enough to drown. •Fixed an inconsistency with how Cloud in a Bottle behaved differently with wings than other Jump Bottles •Fixed an issue where Sharktooth necklace and Banner Buff would not apply to a variety of atypical attacks. •Fixed an issue where Stopwatch wouldn't correctly display player speed while on some mounts, like while falling with the Slime Mount. •Fixed an issue where moving sideways on a rope would be considered 0 MPH for the Stopwatch. •Fixed an issue where some wings would produce light even in vanity slots. •Fixed a number of increased placement range boosters (Toolbelt, Builder Potion) not stacking correctly. •Mime Mask is now properly considered a vanity helmet. •Fixed a tendency for certain automatic attacks like Sentries or Chlorophyte Armor to attack invincible enemies such as Dungeon Spike Balls or Blazing Wheels. •Fixed an issue where some Shroomite and Chlorophyte armor bonuses would not stack. •Fixed some inconsistencies with armor bonuses applied to the damage type of Snowball related attacks. •Fixed an issue where Frost/Necro Armor made inconsistent special armor sounds depending on if they were in vanity/normal armor slots and also when worn with each other. •Fixed an exploit (or made it substantially harder) to avoid damage with the Slime Mount and Target Dummies. •Fixed an issue where flying mounts would very slowly increase in height over time. •Fixed an issue where flying mounts could descend through lowered platforms. •Fixed an issue where you could not use Quick Buff while riding the Drill Containment Unit. •Fixed an extra double jump only when jumping out of water while riding the Slime Mount. •Fixed a minecart issue where tracks that ran directly into conveyor belts would cause the minecart to derail. •Fixed an issue that made jumps fail sometimes in fast moving minecarts. •Fixed an issue where Lightning Sentries that were placed on sloped blocks underwater would sink into the ground. •Fixed an issue where Queen Spider Sentry could not have multiple summons with Sentry boosting gear. •Potentially fixed an issue where Smart Cursor would fail constantly when at the very edge of the world. •Fixed an issue where Smart Select did not suggest Desert Fossil for Extractinator. •Fixed an issue where Smart Select would favor a Flare Gun with no flares over a stack of Glowsticks. •Fixed an issue where climbing on rope at the edge of the world would cause the camera to move away from the player. •Fixed a hoik-related issue where using a grapple and ropes could cause the camera to leave the player behind entirely. •Fixed an issue where looking at buff furniture (Campfires, Heart Lanterns) with binoculars or sniper rifles would give you the buff. •Fixed a number of crafting inconsistencies with required crafting stations for different types of platforms. Most are by hand now, but a handful require special stations. •Fixed a bunch of crafting station inconsistencies with furniture sets. •Fixed inconsistencies with reflected projectiles inflicting debuffs on the player* they should not be inflicting debuffs at all. •Fixed some inconsistencies with Warmth Potion and cold based attacks not receiving protection. •Fixed an issue where drinking a Flask while a previous Flask was active would remove the first flask buff but not give the new buff. •Reduced the effectiveness of exploiting portals and fall damage to be immune to bosses and other threats. •Fixed the infamous Infinite Fishing Line exploit. •Fixed an issue where switching items in the moment of reeling in an item from fishing would forfeit that item. •Fixed an issue where Angler Quest rewards decreased in quality after 150 Quests. •Added some protection against an issue where music tracks would keep playing quietly in the background when teleporting to other biomes. •The Kraken Yoyo should now also give the Robbing the Grave achievement. •Fixing (again) an issue where the Funkytown achievement would unlock from teleporting out of an Underground Mushroom Biome. •Fixed an audio issue where Pad Thai made a drinking sound instead of an eating sound. •Fixed an issue where some wall items would be placed substantially slower than other wall items. •Fixed an issue where opening a Money Trough while holding an item would use the item and open the Money Trough. •Fixed a number of minor inconsistencies between 4k and non-4k resolution gameplay. •Fixed an issue where picking up a lot of coins would give the correct amount of money, but the money displayed on screen was incorrect. •Fixed an issue where spawn points at the Ocean of large worlds would constantly reset themselves.
World, Background, and Worldgen
•Dramatically improved sky island house/furniture generation, fixing houses generating with no furniture or doors •Fixed an issue where cobwebs in worldgen would sometimes delete naturally generated wires •Improved failsafes and detection for broken or floating chests in worldgen, which can be unbreakable or even corrupt world files •Fixed a worldgen issue where Mushroom Cabins had mushrooms occupying the same place as other furniture, which tended to break them •Fixed a minor worldgen quirk where a single platform would spawn at the edge of the Dungeon's stairs •Fixed a typo issue that resulted in underground chests having twice as many Water Walking Potions and Dangersense Potions as intended, instead of a chance for Titan Potions •The behavior of the very last Sign when reaching the Sign limit is less buggy now •Fixed an issue where Campfire minibiomes used “player placed” dirt walls •Fixed an issue where naturally generated Statue traps would not have a statue •Fixed an issue where Gold Chests were unable to generate outside of Underground Cabins in the Cavern layer •Fixed the vast majority of situations where underground explosive rigged ore minibiomes would generate without the detonator •Fixed an issue where minecart tracks would generate over Life Crystals and Chests •Fixed an issue where Crimson Vines would spawn in unviable locations, and break spontaneously when the player approached them •Fixed an issue where Hardmode world generation would fill caves with unusual background walls •Fixed a number of worldgen issues that ultimately resulted in beaches being way too small, especially on the right side or when the Jungle was too close •Fixed a rare worldgen issue where Beaches would devour part of the Dungeon, and sometimes, even the Old Man •Fixed a subtle worldgen issue in the Dungeon where Marble/Granite biomes that had generated under it would still leave some of the Dungeon Bricks hammered in the same shape they were when before the Dungeon generated •Fixed a worldgen issue where sometimes Sky Lakes would take priority at the expense of regular Sky Islands •Fixed the infamous “drunken Dungeon” where worldgen has the Dungeon sticking high up out of the ground •Fixed a worldgen issue where altars of the opposite world evil would sometimes generate in your world •Fixed an issue where Demon/Crimson Altars would spawn in large clusters at the edge of the ocean •Fixed a long running issue where “tall Oceans” would appear in worldgen •Fixed a worldgen issue where Queen Bee's hive should have been full of natural honeyfalls but they weren't working •Fixed an issue where Corrupt/Crimson Chasms generated over the Dungeon and blocked its entrance •Fixed an issue where large clumps of underground sand would generate near spawn, subjecting the player to an immediate desert biome •Fixed an issue where worlds would not use all of the background variants available •Significantly improved how the Temple's Golem room generates to reduce the possibility of being inaccessible •Fixed an issue where Lihzahrd Altars would sometimes spawn on top of breakable spikes and traps •Improved worldgen to reduce the possibility of the Temple's door being blocked off by Lihzahrd Blocks •Fixed an issue where sometimes the hallway leading into the Temple would be full of mud instead of Lihzahrd Walls •Fixed an issue where different operating systems would see slightly different world seed results, though we will have to keep an eye out for this recurring •Increased the minimum range from spawn that Sky Islands require, to prevent spawning on them •Partially fixed an issue where multiple Crimson Caverns would spawn over top of each other, rending their hearts too easy to reach. They should now be encased in Crimstone even when it does happen. •Fixed a very rare issue where a pyramid entrance overlapping a grassy cave would fill the entire pyramid with grass •Fixed an issue where spreading biomes would infect a far larger range than normal on Underground Desert walls •Fixed an issue where quitting while in the middle of a Slime Rain would reset its duration •Fixed a message about Slime Rain ending when quitting out of a Slime Raining world and joining one that has no Slime Rain •Fixed an issue where Corruption always took priority over Crimson, even if Crimson had far more blocks •Fixed a visual issue where background clouds would appear “impossibly low” in the ocean •Fixed a background issue where black borders could be seen at the bottom of the Underworld's background •Fixed some issues with black bars at the bottom of the sky right at the edge of the Underground layer •Fixed an issue where the top edge of the the underground layer's backwall would flicker into visibility on screen instead of off screen
Visual/Spriting Issues
•Fixed a number of visual issues with Space Creature Costume •Fixed some spriting issues on the Raincoat •Removed a stray pixel while swinging weapons when wearing the female Snow Coat •Fixed a stray blue pixel on the Eater of Worlds Mask •Fixed an issue where some dyed Old One's Army armors would dye your backpacks and capes as well •Fixed an issue where some of the Old One's Army armors could not be dyed properly, or would retain colors from the player's default outfit •Fixed a layering issue where a female character's bare hand would be visible even when covered by gloves and shields •Fixed a wide variety of Cape related transparency issues, which should result in Capes looking better overall •Fixed a number of issues with and dramatically improved the way Shields and Capes draw/layer in relation to each other •Fixed a surprisingly difficult to resolve issue where Jim's Leggings had a cape that did not play well with certain other vanity items, such as the Mermaid Adornment •Fixed an issue where Valhalla Knight's Helmet and Tam O' Shanter would bob awkwardly while moving •Fixed a visual issue where Vortex Armor had a weird bobbing effect •Fixed a visual issue where the Kimono would appear in front of Shoes accessories •Fixed a visual issue where players with Lamia/Mermaid Tail would somehow visually wear boots despite having no feet •Fixed an issue where blindfolds drew over the player's hair instead of under •Fixed an issue where dyes for face accessories and the familiar wig would not show up properly on the player's map head icon •Fixed an issue where Twilight Hair Dye only looked right when also using Twilight Armor Dye •Fixed an issue where a number of armors (Aaron's, Vortex, Nebula, Obsidian) had an unsightly band of graphical issues around the waist •Fixed an issue where Shield of Cthulhu would be slightly cut off graphically when dashing •Fixed some issues with the way Belt accessories display on the player during various animation frames •Animated accessories now no longer animate when paused •Fixed an issue where wearing a full set of Lunar Armor would cause Party Hair Dye to generate excessive amounts of confetti •Fixed an issue where Master Ninja Gear, Tabi, and Blackbelt created smoke that reacted oddly to dyes •Fixed an issue where Forbidden Armor's set bonus could create a spammy spray of sparks •Fixed a visual issue where head accessories on the map would be offset and jitter slightly when you moved •Fixed an issue where the player's head appeared in the wrong position on the map when riding some mounts •Scutlix Mount no longer makes Honey effects when summoned •Fixed an issue where backpacks and other such things drew at incorrect heights when on mounts •Fixed an issue where the Slime Mount was drawing offset by one half pixel •Fixed several hundred Pet/Dye combinations that came out either broken, invisible, or showing no dye at all, most famously, Zephyr Fish and any Hades Dye •Fixed an issue where the Keybrand wasn't actually in your hand when you swung it •Fixed a visual issue where Betsy's Wrath would hover outside of the player's hand when shooting it in some directions •Fixed an issue where the player swung Magic Daggers backwards when using them •Fixed a visual issue where some magic weapons would shake in the player's hand when you used them while moving •Fixed a visual issue related to holding up while grappling to platforms, and then using weapons •Reduced the chances and hopefully fixed a visual dust bug most often seen when using the Last Prism in a sandstorm, where spinning white crosses would float in place •Fixed a sprite issue that caused some Crimson and Underground background walls to not loop smoothly when moving horizontally •Fixed some stray pixels in a surface Crimson background •Fixed an issue where blocks would not be visible at all in extremely dark locations in the Underworld on Trippy/Retro lighting •Fixed an issue where the glowing parts of Meteorite and Martian Platforms would not change position to match when they were hammered •Fixed a stray pixel that would flicker off and on in the Goldfish Bowl •Fixed a stray pixel on Pumpkin Doors •Fixed an issue where Pumpkin Blocks were missing some pixels •Fixed the Waterleaf Sprout sprite so that it isn't so hard to see •Fixed a sprite issue with several pianos where standing on them or placing items on them looked like they were floating •Fixed a subtle issue that almost no one noticed, where Ancient Manipulator's glow effect was off center by a few pixels •Fixed an issue where Goblin Tinkerer's sprite looked blurry/distorted •Fixed a spriting issue where a number of bipedal enemies had subtly broken walking animations •Fixed some extremely subtle stray pixels floating near Crimson Axe enemies •Fixed an issue where Celestial Pillars that were hovering “in” a small puddle or pond would have the pond appear in front of them •Fixed a visual issue where Tortoise-type enemies would be pushed down into the ground slightly •Fixed a number of minor sprite issues where pixels did not use the proper 2x2 format •Snow should no longer fall indoors when the ceiling is offscreen •Improved an issue where there were unusual red flickers when near the Underworld •Fixed an issue where waterfalls would fall through thin ice •Fixed a visual issue that happened if a player went underground during a Blood Moon, which would break the Blood Moon shader effect for the rest of that gameplay session •Fixed a layering issue where fishing line draw in front of Money Trough but the fishing rod drew behind it •Fixed a UI overlap issue where the name of a Dresser and the Shirt icon for using it would cover each other •Fixed an issue where Ruler UI would scale with Game Zoom, not UI Scale •Fixed an issue where Miner's Wobble hasn't been working for a while •Fixed an issue where Dryad's Blessing leaves would turn black on certain lighting settings
•In spite of Re-Logic calling this version "1.4.0.1", they actually versioned the Terraria executable as 1.4.0.0. The same is true for the "1.4.0.2" release.
•The number of days between the release of 1.3.5.3 and the release of 1.4.0.1 was 1,117 days, the longest time span between any two Terraria updates. In comparison, the time between the release of the game and the release of 1.2.4.1 was 1,096 days.
•This update also holds the record for most items added by a single update with 1,113, beating out 1.2 with 1,010.
Journey’s End was released in the UK on February 2, 2018 and will be released in the US on March 16, 2018. For all international release dates, see here . Does content like this matter to you?
Mar 16, 2018 · Overview. Set in a dugout in Aisne in 1918, a group of British officers, led by the mentally disintegrating young officer Stanhope, variously await their fate. Saul Dibb. R.C. Sherriff. Vernon Bartlett. Simon Reade. Written by CinemaSerf on March 28, 2022.
Journey’s End showcases the uncompromising and realistic horror of humanistic self-perseveration and survival. It’s an incredibly sombre and frightening tale with its observation of uncomfortable comradely in the face of the inevitable.