Jump to content

So, the new cave shadow update speculations/questions


Recommended Posts

They said its not a qol update, but has lots of shadow related content for the caves to make it rewarding.

 

Are they referring to riffs alone (will there be pre-riff stuff)? Are they talking about shadow content mostly exclusively? 

They said its not nesissarly a qol update, though that could either mean they are doing big changes around the cave, or they are focusing on the mentioned shadow stuff.

 

 

What do you guys think? I feel like we might get a pure horror ruins.

10 minutes ago, Jakepeng99 said:

They said its not a qol update, but has lots of shadow related content for the caves to make it rewarding.

 

Are they referring to riffs alone (will there be pre-riff stuff)? Are they talking about shadow content mostly exclusively? 

They said its not nesissarly a qol update, though that could either mean they are doing big changes around the cave, or they are focusing on the mentioned shadow stuff.

 

 

What do you guys think? I feel like we might get a pure horror ruins.

a) I hope not just rift content

b) BIOMES, actually meaningful biomes that justify going into the caves or even settling there more regulary is what I hope

c) one could make those biomes still be focused on shadow stuff, maybe a good source for nightmare fuel and pure horror seperated from the thuelcite collecting places?

I assumed a couple of days ago that they could add unrealized mobs and a boss for caves to make them more useful. If we analyze their post, I think that most of the content will be tied to shadows, ruins and shadow rifts. Although perhaps they will update each biome a little more by adding a reward search system, as they did with the ocean.

What I'm expecting is some post-rifts shadow bosses as a counterpart to Host of Horrors. They'd not be reimagined old bosses since the caves don't really have enough bosses for that - I'd expect them to be new nightmare abominations emerging from below.

The main thing I'm hoping for is a rework to the ruins to make them generate a bit more like Don't Starve's ruins. Less weird bridges, more actual ruins with clockworks and statues and nightmare lights and stuff. Also, they'd generally be bigger.

Something that's a bit of a pipe dream is that this update is meant to be a counterpart to the recent Staying Afloat update, which'd mean us getting some new cave mobs and a Fuelweaver full rework à la the Crab King rework. The devs didn't mention skill trees in the post about the upcoming update, so this one might be more focused on adding stuff to the caves instead. 

1 minute ago, DegenerateFurry said:

What I'm expecting is some post-rifts shadow bosses as a counterpart to Host of Horrors. They'd not be reimagined old bosses since the caves don't really have enough bosses for that - I'd expect them to be new nightmare abominations emerging from below.

The main thing I'm hoping for is a rework to the ruins to make them generate a bit more like Don't Starve's ruins. Less weird bridges, more actual ruins with clockworks and statues and nightmare lights and stuff. Also, they'd generally be bigger.

Something that's a bit of a pipe dream is that this update is meant to be a counterpart to the recent Staying Afloat update, which'd mean us getting some new cave mobs and a Fuelweaver full rework à la the Crab King rework. The devs didn't mention skill trees in the post about the upcoming update, so this one might be more focused on adding stuff to the caves instead. 

I actually miss the standard DS ruins a LOT in DST. So making them more similar would probably be my favourite choice that would make me play DST a bit more again.

1 minute ago, NPCMaxwell said:

I actually miss the standard DS ruins a LOT in DST. So making them more similar would probably be my favourite choice that would make me play DST a bit more again.

There's actually a mod called Don't Starve-like Ruins on the workshop that adds in DS-style ruins generation to DST and it's a major improvement, I use it in all my solo worlds. I dunno if you're on PC, but it's definitely worth trying out if you are.

11 minutes ago, DegenerateFurry said:

There's actually a mod called Don't Starve-like Ruins on the workshop that adds in DS-style ruins generation to DST and it's a major improvement, I use it in all my solo worlds. I dunno if you're on PC, but it's definitely worth trying out if you are.

:wilson_drool: I would love to get it, but that must wait for the future, as my current main server and its backup copy already is generated and the cave already being opened. But thanks for letting me know, I will definitely look into this mod next time I start a new world <3 I hope it's compatible with most of my other favourite mods, though I'd probably start a world with this mod alone if necessary just for the sake of having "real" ruins. But I'll definitely download the mod immediately (I hope I will find it) (\o/ I found it!)

13 minutes ago, DegenerateFurry said:

There's actually a mod called Don't Starve-like Ruins on the workshop that adds in DS-style ruins generation to DST and it's a major improvement, I use it in all my solo worlds. I dunno if you're on PC, but it's definitely worth trying out if you are.

Do you know if it's compatible with Uncompromissing Mode ?

Please don't be new biomes, please don't be new biomes, please don't be new biomes.

New biomes are awesome, don't get me wrong, but that's not what caves need. They need their absurd amount of EMPTY repeat biomes and endless horrible generation to be given love first.
It's so much easier to just add new flashy stuff than to go back and give older things love and I fear DST struggles with that a lot as is. I'd 100% want some of the actual problems with existing caves to be touched up before they go and add new stuff.

Of course I'm obviously expecting new stuff but I hope it's not all congealed into a self sustained bubble and we actually get some much needed changes to the rest of the caves.

1 hour ago, DegenerateFurry said:

There's actually a mod called Don't Starve-like Ruins on the workshop that adds in DS-style ruins generation to DST and it's a major improvement, I use it in all my solo worlds. I dunno if you're on PC, but it's definitely worth trying out if you are.

i was thinking of that mod too X''D

1 hour ago, RozeMeteor said:

Do you know if it's compatible with Uncompromising Mode ?

No idea, sorry. I've never tried Uncompromising Mode. What I can tell you is that it's compatible with Tropical Adventures (which adds in Shipwrecked + Hamlet to the overworld and the Shipwrecked volcano/Hamlet underground stuff to the caves). 

I'm hoping for a few omnipresent threats throughout the caves to make the biomes more lively. Just a linking thread throughout them other than spiders.

But if I'm being honest with myself I REALLLLLLLLLYYYYYYYYY want a Shadow variation of the Archives.

Going all in, 100% unrealistic expectation, this is what I'd do.

Somewhere in the ocean, have an island that leads down to a sealed section of the caves. While traversing the caves normally, you can see the entrance to this island, but it's blocked off by a gate that is unopenable from the main caves side. When entering from the island however, there's an near uninhabited ruins biome. Maybe have an Insane surviving ancient as a shopkeeper, trading horror and brilliance for their counterparts.

Then, when Shadow rifts become active, the biome springs to life like the archives. I get the ruins already kinda do this with the nightmare cycle, But go all in on the flair of this, have Miasma cover the entire Biome, with shadow watchers wandering around like they were still alive, have a massive centrepiece with the Eye watching the entire time. When it's active like this, the gate can be unlocked and a new boss can be fought for story purposes. 

Screenshot2024-08-04101151.png.60c8a32687dd725953c7be050121dc3c.png

Some update later, it could even be updated to have a different set of parameters when Lunar rifts are active, or when both are active.

The current thing the rifts are missing IMO is a hub. A new reign had the ruins, while the Lunar island worked as the focus of return of them. From beyond currently lacks anything remotely similar, so that's what I hope they add.

Your all wrong, they’re bringing back the screecher exclusively for caves, and it will be an unstoppable, Unkillable monster that can only be flee’d away from and is definitely not something you want to fight.. think of something along the lines of Resident Evils Nemesis it chases you through the entire game and you can’t just easily get rid of it.

The screecher isn’t a boss, at least not one you can fight… and it’s health is INFINITE, but it will chase you if your low on sanity, all throughout the entire underground cave system.

13 minutes ago, BalkanCockroach said:

I always thought ruins were the shadow variation of archives...

I consider

Lunar Island = Ruins (Widely accessible Location with a variety of POI)

Atrium = Pearls Island (More Isolated Location with similar aesthetic which exists for 1 specific quest)

Archives  = ??? (Unlinked Area with unique aesthetic, mobs, etc)

 

Something to fill up the older biomes please for pre-rift content. Then additional stuff for post rift content.
I would be kind of surprised if there isnt a boss given Klei's track record as of late. Alternatively a Toadstool rework/refresh wouldn't be unwelcome either.

Mushroom biomes need some extra stuff. Mixed is just annoying to have spawn, green has bunnymen near by but the biome itself is void of anything. Blue has some hanging spider homes but again void of anything else. Red is the most lively since it has spilagmites and stalagmites. The grass areas are full of resources but very little life in them besides the occasional bunnyman. Mud biome has Slurtles and that's it. Rocky biome has Rock Lobsters which I still forget exist sadly. Guano biome has only bats which is great if you are wormwood and want more batbats or nitre post rift rain, but again. that's it.

Each biome is very "one and done" which is the same way as the surface to some extent, however at least there is more diversity in each biome between Moleworms,  rabbits, beefalo, spiders, pigs sprinkled in each biome alongside biome specific staples.

9 hours ago, DegenerateFurry said:

and a Fuelweaver full rework à la the Crab King rework.

He doesnt need a rework, i dont want. Even if i disliked fuelweaver, it would just leave less time to actually improve the cave, and instead changing a boss a lot of people like which would be extremely controversial. (Crab king was controversial despite being one of the most hated bosses, fuelweaver would be even more so)

3 hours ago, BalkanCockroach said:

I always thought ruins were the shadow variation of archives...

I thought it was the Atrium.

Please, alter, change the copy paste grass, saplings, and USELESS SWAMP...

Grass and twigs could be carnivorous

The swamp could have a new type of cave merm for wurt and maybe gloomy trees, or maybe even all thorny bushes could be replaced by a new type of poisonous grass to compare to the surface?

 

They can add rare golden lizzards throughout the cave, that drop special scales (which can be crafted into a heap of gold, or be used in cool crafts).

Kinda like a shiny pokemon. They would be desirable to catch.

 

They can add deadly large lizzards in the swamp, as a very dangerous foe you would rather avoid. The swamp now has some nightberries in it to make the risk worth the reward.

 

They can add little aggressive insects in the sunken forest biome that hide in grass, twigs, and stuff. These are some ideas.

New plants eroded by shadows can be added to cave swamps, and eating the fruits of these plants can reduce 80% of the effect of reducing sanity caused by darkness.
There is also a bat zone where a new type of shadow bat can be added. This type of bat typically drops two bat wings and one saltpeter. There is still a certain chance to drop the Despair Stone. This way, even if Nightmare Werepig does not refresh (due to Scrapy Werepig), Shadow Post can still be enabled.
Finally, there is the snail shell, which can increase its probability of falling appropriately without wasting too much time. After all, time spent in caves is still precious.

53 minutes ago, Jakepeng99 said:

I thought it was the Atrium.

The Atrium's closer to Pearl's island in my opinion.

They both use a very similar Aesthetic to the "Main" section (Ruins/Lunar Island), Only exist for one specific purpose (Pearl and FW), and generally don't stand out as much. The archives on the other hand, are completely unique both Aesthetically and Mechanically.

maxresdefault.jpg.33818b10af000b9ac9ebe8027c4fbc4d.jpg

20200426200210_1.jpg.4a875d96a911aa33ec3bc035fdf800ab.jpg.dbd236686e50dc78a48f60ed1e7047bb.jpg

322330_screenshots_20190823111522_1.jpg.dc42b3c72ad0233325b62d007d90b39f.jpg

8 hours ago, WenericMember said:

The Atrium's closer to Pearl's island in my opinion.

They both use a very similar Aesthetic to the "Main" section (Ruins/Lunar Island), Only exist for one specific purpose (Pearl and FW), and generally don't stand out as much. The archives on the other hand, are completely unique both Aesthetically and Mechanically.

Lore wise the atrium and archives are similar. They are both linked.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...