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New Gameplay after the Nightmare Wearpig has been killed


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The nightmare were pig is an amazing boss. Its attacks are fair and fun to dodge, it looks amazing, and just by being around it you can realize that it has some important role on the constant. I feel as though killing it should change the rest of the world in some way. I have 2 small ideas right now, and I don’t really want the entire world to flip on its head and add way too many new things after the boss dies. Just a bit of progression. Kind of like how killing bosses in terraria changes your world bit by bit. 
 

Idea # 1: When the boss is killed, there will be a new kind of shadow creature that can spawn when you are insane. It will be called the shadow influencer. When it spawns, it resembles a dripping ball of darkness. It has 1 health and can be killed easily as it doesn’t move very quickly and can’t even fight back. It drops nothing, so it doesn’t even seem good. Well it has a very unique purpose. Once it comes in contact with crawling horror or terrorbeak, it will buff them each, giving them unique abilities and visually changing them by giving them purple streaks. Only one influenced shadow creature or influencer can exist at once, so you will only ever be fighting one influenced shadow monster. The amount of sanity regained by influenced shadow creatures is doubled. Shadow creatures influenced by the influencer will drop an additional 1 - 2 pure horrors. These creatures will stay aggroed onto the player until they or the player are killed. Here are the changes for each shadow creature

Crawling horror: Health tripled. New attack where it takes the form of a drill and charges at the player. If it is too far from the player, it will seep into the ground and come back out in front of wherever the player is moving. One more attack where it charges up for two seconds. (The player will be able to see this) It will then slam the ground and hit everything nearby around it. Drops 1 pure horror when killed.

Terrorbeak: Health doubled: Speed increased by 1.5x New attack where it screeches, and 1.5 seconds later a shockwave of shadow fire will be shot from the terrorbeak going forwards.When the player sees this coming, they will have to run behind the terrorbeak to avoid damage. The terror beak will often teleport immediately after reaching the player instead of attacking like it usually does. This will throw the player off guard. As a final attack, the terror beak will fire a slow beam of pure horror which will spin in a complete circle over the course of 5 seconds around the terrorbeak. The player must fully circle the terrorbeak to prevent damage. The beam will never start immediately on the player or too close to the player.When killed, terrorbeaks will drop 2  pure horror.

Idea # 2 After nightmare werepig has been killed, there will be a 5% chance for one nightmare petrified tree guard to spawn when mining a petrified tree. This boss will have double the health of a normal tree guard variant. It will have a new attack where it creates a petrified tree ring, trapping it and the player together. It will last about the same amount of time as antlion’s sandcastle arena. During this time, the tree guard will stop attacking normally, and instead dark spots will appear in random parts of the arena. After one second of a dark spot appearing, a small petrified tree will shoot out of the ground, damage anything above it, then immediately fall back into the ground. This only happens while the arena is up. Another attack the tree guard has is a log fist smash where it smashes the ground where the player is with its arm. The player must move to the side, and not away from the tree guards to avoid damage. The tree guard will drop:

Small: 2-5 rocks, 0-2 nitre, 1-3flint, and 1-2 pure horror rocks.(I forgot their name)

Medium: 5-8 rocks, 2-4 nitre, 3-5 flint, and 2-3 pure horror rocks.

Large: 8-11 rocks, 4-6 nitre, 5-8 flint, and 3-5 pure horror rocks

 


 

 

 

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changing how the world work shouldn't be triggered by a boss that you can easily kill in the first autumn. Something like that, if ever added, should be a thing for CC or FW

also, mobs increasing their HP x2 or x3 would only be tedious and won't bring anything interesting 

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rather thematic, if these events took place once fuel weaver is dead, more so if killing fuelweaver first buffed the daywalker and changed up the fight a bit.

a bit of work in game but it could open up some fun stuff that is both special in some way and helps with longevity.

(maybe you could kill the day walker, then toss some pure horror in the gateway after fuel weaver dies, starting this process, ramping up the ruins, or adding new creatures warped further by the fuel)

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6 hours ago, ArubaroBeefalo said:

changing how the world work shouldn't be triggered by a boss that you can easily kill in the first autumn. Something like that, if ever added, should be a thing for CC or FW

also, mobs increasing their HP x2 or x3 would only be tedious and won't bring anything interesting 

You can’t kill it in first autumn though. It requires a pick/axe, and if players were already good enough to get those things, they would be able to handle these new enemies. 
 

The health scaling for the shadows is to make them feel more like mini bosses. If they kept what they already had for health, they could be killed extremely quickly. Plus they are dropping a good material. You have to work hard for it.

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5 minutes ago, Papa Scorch said:

You can’t kill it in first autumn though. It requires a pick/axe, and if players were already good enough to get those things, they would be able to handle these new enemies. 

you can get a pick/axe before day 9 or 6 if you are good at ruins rushing and kill the boss way before autumn ends. There are public servers that shouldnt be grief by an experience player triggering a global event in the very first days

global increase difficulty should be triggered with long term or hard to rush stuff so atleast new players dont get kicked by frustration from the game. If a player enters a world on day 100 and there is moonstorm atleast they will know that entering advanced worlds might have a cost

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1 hour ago, Papa Scorch said:

The health scaling for the shadows is to make them feel more like mini bosses. If they kept what they already had for health, they could be killed extremely quickly. Plus they are dropping a good material. You have to work hard for it.

In all honesty, health scaling is not nearly as important as healthy, fun, and unique mechanics. The biggest desire here over all has to be for a change to occur that is meaningful and fun to interact with. A small amount of health scaling is good, but ideally they shouldn't just be dmg sponges so the ideal situation would be a unique method of attacking them, finishing them off or period of vulnerability so there is a point in time the would be attacker actually posses a threat. 

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DST isn’t terraria. Their progression systems are completely different. Terraria is more progression-oriented while DST is more sandbox-y and open world. Permanent changes to the world, especially major ones, wouldn’t work in DST.

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Following that logic, Moon Quay should appear only after CC because Wagstaff uses the Lunar Energy to open the unnatural portal. What you're suggesting isn't how the time in the Constant works. 

Quote

Time moves differently in the Constant. Instead of a monotonous forward march, seconds and eternities seem to throw caution to the wind and do-si-do backwards and forwards as they please.

 

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