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Walter: Allow crafting Melty Marbles (or buff cursed rounds)


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I just hammered thulecite from a good portion of the ruins (after emptying the archives) to make 700 cursed rounds to take on Toadstool which worked quite well.  Killing splumonkies and shadow monsters meant that I probably spent 2 marble rounds for every 3 cursed rounds I created.  The amount of weather pains I saved were about equal to the amount of extra work upgrading from marble to thulecite rounds.  It was worthwhile, but barely.

I think crafting melty marble rounds would be amazing, but trading them to pig king for cash would be too much.  So maybe allow making glass rounds from moon glass that do 59.5 damage just like melty marbles.  Moon glass is pretty limited.

I plan to take on Bee Queen using marble rounds from a beefalo.  I plant the marble shrubs in a tight hexagon just out of aggro range of a rook, then have the rook mine it for me.  Highly recommend - also for Wolfgang who goes through Marble Suits like they're disposable.

On 10/31/2023 at 12:25 AM, cybers2001 said:

Do you hammer the broken clockworks? That's a good source of melty marbles.

I've only hammered about half in my current world.

Between a 5% chance per grave and 25% chance per broken clockwork, I still can't get enough of them.  Most worlds have maybe 10 melty marbles total until you reset the ruins?  I needed 8 stacks (480 rounds) of normal marble rounds for Bee Queen.  10 meltys isn't going to fundamentally change a boss fight.  I'd rather use the inventory space for another stack of 60 regular marble rounds.

I know the ruins can be reset by defeating fuelweaver for an additional 8 melty marbles every 20 days, but that's not even a remotely practical way to make single-shot ammo.  It's probably easier to make darts that do 100 damage each.

The limited quantity of meltys means that I end up trading them to the pig king for 4 gold like every other player.

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