Biomes & Nature Evil and Hallow Biome Reputation based on player spreading/purifying Biomes

Amorphus

Terrarian
I have an idea that might make Terraria more immersive. I've always wondered why the player can just purify an evil or hallow biome without any consequences. I mean, you'd think that the biome would become enraged at the fact that it's being eradicated. Biome based Reputation would fix that and provide an incentive for the player to get better gear instead of being able to fully eradicate the biome post plantera. It would also force the player to strategize which biome to take down first, or which biome they want to own the world, based on the specific benefits.

A neutral start:
In my idea, each player would have a reputation score with each biome. The score starts off neutral and can either go up or down with certain actions. Having a neutral reputation with a biome would be just like terraria is now, where enemies attack you on sight. For the sake of farming, the killing of biome specific bosses and enemies wouldn't affect that biome's reputation.

Loosing reputation:
A player can lose reputation with a biome if they start purifying it or breaking biome specific structures like altars, crimson hearts and shadow orbs. They will also lose reputation by spreading the biome's opposing biome. There are multiple tiers of biome enragement. In the first tier, enemies in that biome will do more damage. In the second tier, enemy spawn rates will increase.
In the third tier, a new biome specific event(I call it a biome scourge) will occasionally take place where that biome will send hordes of high level enemies to hunt the player down, wherever they happen to be. The fourth and fifth tiers will serve to increase the amount of waves in the event, how powerful the enemies are, and how many(and which) mini-bosses will spawn. If the player is defeated in the event, that biome's spread rate will quadruple for a short time. A new potion( I call it the potion of repentance) could be added to temporarily negate the effects of low biome reputation(excluding the events).

In multiplayer games, it would be easy for multiple people to quickly eradicate a biome, so the reputation consequences per player would need to be drastically increased. Also, with the potential for any player to quadruple the spread of a biome, this would ensure that biomes are harder to take down, even at the hands of multiple players, giving new players a chance to utilize the biome long after the world has been started.

Gaining Reputation:
A player gains biome reputation through spreading that biome or by purifying that biome's opposing biome. The first tier of positive reputation with any biome would reduce enemy damage, the second would lower enemy spawn rates, the third would make enemies passive unless attacked, and the fourth would grant you extra luck when opening loot chests and that biome's crates. It also improves luck for fishing in general and biome specific enemies will show up to aid you in the opposite biome's events while you are in that biome(their stats will scale with yours).

The fifth tier is unique in that it is three fold. For evil biomes, houses can no longer become corrupted, meaning that you can populate that biome with npc's, albeit with a happiness penalty. In addition to that, for any biome, bosses will not spawn naturally. This will help the player to avoid accidentally spawning empress of light or be able to break orbs/hearts without spawning EoW or BoC. This does not prevent artificial summoning items from working, and a new potion( I call it the potion of betrayal) could be added to temporarily negate the effects of high biome reputation. Finally, a new biome specific npc that loves the biome will spawn in and sell special biome specific items, including an evil pylon for evil biomes.

I think this would be interesting to see for multiplayer worlds, as you might have some players trying to gain favor with opposite biomes and competing against each other to spread or eradicate each other's biomes. I think it would cause an ebb and flow that would balance out the biomes.

Biome Eradication:

If a biome has less than a thousand blocks left in the world, it can no longer enforce the benefits/consequences of high or low reputation. If a biome is totally annihilated, the opposite biome's spread will double and any player that contributed at least 10% to the annihilation will be granted a biome blessing buff by the opposing biome. Each biome will have a unique biome blessing buff that will be of significant benefit to the player. The buff will last until there are at least one thousand blocks of the opposite biome in the world(or the biome that the blessing came from falls under 1k blocks). In the case with a world with both evil biomes, you'll get the blessing from the biggest biome.

Conclusion:

I don't expect all of this to make it into the game, but if even one aspect of this idea makes it in, I'll be happy. I think this would benefit terraria in a lot of ways and bring new interest to old players.
 
I just came up with an idea for the biome blessings:

Crimson - The Last Stand: you gain +15% to all damage, your max minions will increase by 1, and for every minion you have deployed, an additional crimson blade will spawn and attack enemies. Your regeneration is also increased by 1 health per second. your attacks and your minion's attacks do more knockback, inflict the slow debuff, and inflict life steal. You will be revived upon death to 25% health, after which you cannot be revived for another 20 minutes.

Corruption - The Titan's Reprisal: your defense is increased by a factor of 20% and your character will erupt when hit, spewing vile spit in all directions that poisons enemies and lowers their defense. the poison and defense debuffs for enemies stacks up to five times. You are immune to knockback, armor break and all "damage over time" debuffs. Attacks that would hit you for 25 damage or less are reduced to 1 damage. Enemies are more likely to target you and other players will have their defense and damage increased by 10% in your presence.

Hallow - Solace of the Aether: You gain the attack dodge buff from the hallow armor. You also gain extra invincibility frames. Your max mana is increased by 100, your current mana regen is increased by 20%, and your mana cost is reduced by a further 20%. Your critical strike change increases by 20% and you have a 20% chance to not consume ammo. Any debuff inflicted by magic, ranged, or minion projectiles has it's duration and potency doubled. The player also has increased movement speed and jump height/flight time.

Of course, these might need a bit of balancing, since one might be more overpowered than the others, or all of them might be too overpowered. Either way, it would definitely be a good reward for annihilating a specific biome's opposite, and depending on your class/build, you might want to choose carefully which biome to annihilate.
 
It's interesting, I can't deny

But I don't see this implemented
 
What will happen if both biomes are fully deleted?
 
I have an idea that might make Terraria more immersive. I've always wondered why the player can just purify an evil or hallow biome without any consequences. I mean, you'd think that the biome would become enraged at the fact that it's being eradicated. Biome based Reputation would fix that and provide an incentive for the player to get better gear instead of being able to fully eradicate the biome post plantera. It would also force the player to strategize which biome to take down first, or which biome they want to own the world, based on the specific benefits.

A neutral start:
In my idea, each player would have a reputation score with each biome. The score starts off neutral and can either go up or down with certain actions. Having a neutral reputation with a biome would be just like terraria is now, where enemies attack you on sight. For the sake of farming, the killing of biome specific bosses and enemies wouldn't affect that biome's reputation.

Loosing reputation:
A player can lose reputation with a biome if they start purifying it or breaking biome specific structures like altars, crimson hearts and shadow orbs. They will also lose reputation by spreading the biome's opposing biome. There are multiple tiers of biome enragement. In the first tier, enemies in that biome will do more damage. In the second tier, enemy spawn rates will increase.
In the third tier, a new biome specific event(I call it a biome scourge) will occasionally take place where that biome will send hordes of high level enemies to hunt the player down, wherever they happen to be. The fourth and fifth tiers will serve to increase the amount of waves in the event, how powerful the enemies are, and how many(and which) mini-bosses will spawn. If the player is defeated in the event, that biome's spread rate will quadruple for a short time. A new potion( I call it the potion of repentance) could be added to temporarily negate the effects of low biome reputation(excluding the events).

In multiplayer games, it would be easy for multiple people to quickly eradicate a biome, so the reputation consequences per player would need to be drastically increased. Also, with the potential for any player to quadruple the spread of a biome, this would ensure that biomes are harder to take down, even at the hands of multiple players, giving new players a chance to utilize the biome long after the world has been started.

Gaining Reputation:
A player gains biome reputation through spreading that biome or by purifying that biome's opposing biome. The first tier of positive reputation with any biome would reduce enemy damage, the second would lower enemy spawn rates, the third would make enemies passive unless attacked, and the fourth would grant you extra luck when opening loot chests and that biome's crates. It also improves luck for fishing in general and biome specific enemies will show up to aid you in the opposite biome's events while you are in that biome(their stats will scale with yours).

The fifth tier is unique in that it is three fold. For evil biomes, houses can no longer become corrupted, meaning that you can populate that biome with npc's, albeit with a happiness penalty. In addition to that, for any biome, bosses will not spawn naturally. This will help the player to avoid accidentally spawning empress of light or be able to break orbs/hearts without spawning EoW or BoC. This does not prevent artificial summoning items from working, and a new potion( I call it the potion of betrayal) could be added to temporarily negate the effects of high biome reputation. Finally, a new biome specific npc that loves the biome will spawn in and sell special biome specific items, including an evil pylon for evil biomes.

I think this would be interesting to see for multiplayer worlds, as you might have some players trying to gain favor with opposite biomes and competing against each other to spread or eradicate each other's biomes. I think it would cause an ebb and flow that would balance out the biomes.

Biome Eradication:

If a biome has less than a thousand blocks left in the world, it can no longer enforce the benefits/consequences of high or low reputation. If a biome is totally annihilated, the opposite biome's spread will double and any player that contributed at least 10% to the annihilation will be granted a biome blessing buff by the opposing biome. Each biome will have a unique biome blessing buff that will be of significant benefit to the player. The buff will last until there are at least one thousand blocks of the opposite biome in the world(or the biome that the blessing came from falls under 1k blocks). In the case with a world with both evil biomes, you'll get the blessing from the biggest biome.

Conclusion:

I don't expect all of this to make it into the game, but if even one aspect of this idea makes it in, I'll be happy. I think this would benefit terraria in a lot of ways and bring new interest to old players.
I remember mod of redemption is adding a reputation system
 
What will happen if both biomes are fully deleted?
Then neither biome can give you a blessing, nor can they enforce the rewards/consequences of having high or low reputation. In order to have a biome blessing active at all times, you need to have at least one biome in your world owning more than 1k tiles and have a tier 5 positive reputation with it. You also need to have taken part in the annihilation of the opposite biome.
 
I agree tbh. The whole point of the terraria story is to eradicate both biomes in order to purify the world, instead of gaining favor with one of the biomes. However, I still think that destroying a biome in multiplayer should be more challenging than it is now and that there should be a negative response from the biome itself due to it being destroyed.
 
I remember mod of redemption is adding a reputation system
Is it biome specific though? That would be interesting. I've never heard of mod of redemption. Maybe I should share this idea with them.
 
So, If I where to purify the world, then take a small slice and spread a quarantined evil, Would I be on their good or bad side?
 
This feels like WAAAY too big of a change to be implemented.
 
So, If I where to purify the world, then take a small slice and spread a quarantined evil, Would I be on their good or bad side?
Depends on size: if the new area is bigger that what you purified, the you get boosted (and vice versa.)
 
There is a reason the evil biomes are called, well, evil. They are an opposing, monstrous force that wants to control the whole world. The only way the terraria devs can make the biome taking over the world have consequence in any significant way is to make NPCs unable to live in Evil housing, so having a way to counteract that will just ruin the point of the evil biomes
 
Back
Top Bottom