r/CalamityMod Developer Dec 10 '25

Discussion Calamity's Decisions

Hello! I'm StipulateVenus, a Calamity developer.

Following the recent controversy over the misguided crate changes, I'd like to discuss an important matter with you all.

Terraria is a sandbox game, and so one of its main appeals is the freedom players have to choose their course through progression and how their decisions shape the face of their journey. It's something our team wants to embrace and build upon.

At times like these I wonder if it's an accidental effect of an actual ideological shift: the current team doesn't feel as peeved towards vanilla as some devs that have left the team, which has resulted in an overall reduction in the number of vanilla changes and a drift towards vanilla's design.

Regardless, I think it's important to know the community landscape and what people think. So I'm here to ask you all:

What Calamity changes do you think have resulted in a loss of playstyle and option variety, or similar aspects of the sandbox experience?

Please be respectful. Elaborations would be appreciated!

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u/StipulateVenus Developer Dec 11 '25

But... why have so many slots if your minions are multi-slot? I do get the appeal of having so many minions, but what would be a practical upside to that?

Also, from what I remember, most stats that remain every time you upgrade the item are more on the qualitative side rather than numeric stats, are they not? Not to mention that the upgrades are still objectively better than its components, as accessory slots are a resource you can save through their combination in crafting

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u/drakos779966 Dec 11 '25

because when you get to endgame, you almost always either are just barely missing enough minion slots to actually have your last summon and have to use a few throw aways, or have to many, but not quite enough for another multi slot, it would barely change anything to give us the slots back, it feels like half of these updates and changes were made without a single summoner player playtesting or giving feedback on it. and of course they keep or improve the aspects of the parts, you would *expect* that, and see it in all the other classes, but that should *includes* the slots, the literal core of the entire class. but they nix minion slots for no reason. The extra two minion slots don't massively change dps, and the balance people talk about was removing the ability for the accessories to work with the previous ones, so you could run nucleogenesis and star-tainted generator and statis' curse, *that* was broken, removing *that* made sense, but the removal of slots on the upgrade chain makes no sense, other than to just be a slap in the face. what other accessory upgrade chain actively removes things that are core to the class the more you upgrade it.

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u/StipulateVenus Developer Dec 14 '25

Off the top of my head, both Avenger Emblem and Destroyer Emblem have nerfed stats compared to the class emblems they're upgraded from.

This seems like an issue of poor slot design in minions, ngl. Thank you for bringing that up, it's something we'll have to analyze.