Game Mechanics Nightmare Mode

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JDot

Terrarian
General Idea:
Like Expert Mode, nightmare mode offers an accelerated difficulty that creates a fun challenge for the player. Unlike Expert Mode, nightmare mode does not do this by ramping up the difficulty of various bosses and enemies, but does so by introducing new mechanics that require absolute focus from the player to maintain.

Mechanic 1: Temperature.
A player's temperature is displayed to the left of their health bar. It's color-code is as follows:

Blue (-10 C and below): Freezing (50% Reduced movement speed and jump height, no regeneration, player takes 4 damage/second)
Light Blue (9 C to -9 C): Chilly (25% reduced movement speed, 50% reduced regeneration)
White (30 C to 10 C): Temperate
Orange (31 C to 49 C): Hot (25% reduced weapon swing/fire speed, 50% reduced regeneration)
Red (50 C and up): Burning (50% reduced weapon speed swing/firing speed, no regeneration, player takes 4 damage/second)

The temperature will continuously increase until noon, and decrease until midnight. This increase/decrease will become sharper around dawn/dusk.

Average Temperature For Each Biome (noon to midnight):

Grass Biome (25 C to 5 C)
Desert Biome (40 C to 15 C)

Ice Biome (5 C to -15 C)
Jungle Biome (35 C to 5 C)
Ocean Biome (20 C to 0 C)
Corruption (20 C to 5 C)
Crimson (35 C to 20 C)
Underground (Regular) (15 C to 15 C)
Underground Desert (25 C to 25 C)
Underground Ice Biome (-20 C to -20 C)
Underground Jungle Biome (20 C to 20 C)
Underground Corruption (10 C to 10 C)

Underground Crimson (30 C to 30 C)
Space Biome (55 C to -15 C)
Hell (75 C to 75 C)

As far as marble, granite, dungeon, etc. go, they would just be the same as regular underground.

Manually Modifying Temperature:
Torches/Lava (Near lava, not in lava) (+5 C, -1 C for every 2 blocks you are away from them.)
Standing in the sun (+5 C, only applicable during the day)
Ice Torches (-5 C, +1 C for every 2 blocks you are away from them.)
Being in water (-10 C, temperature decrease stays for 10 seconds after exiting.)
Demon Torches (+10 C, -1 C for every block you are away from them.)
Using any weapon/tool that involves fire (+5 C for 3 seconds.)
Using any weapon/tool that involves ice/water (-5 C for 3 seconds.)
Getting any fire/warming debuff (+15 C for duration.)
Getting any ice/cooling debuff (-15 C for duration.)
Standing in lava (+25 C for duration.) (Yes, lava still hurts you normally.)
Drinking a Water Bottle (-10 C for 1 min)
Wearing any armor associated with a hot biome (Desert, Hell, Crimson: +5 C/armor piece)
Wearing any armor associated with a cold biome (Ice, Corruption, Ocean: -5 C/armor piece)
Hot Potion (+15 C for 2 min. Stacks 3 times, granting +45 C total)
Cold Potion (-15 C for 2 min. Stacks 3 times, granting -45 C total)
Hot/Cold potions are crafted at an alchemy table with a water bottle and an ice/obsidian block. They are also sold by the wizard in hardmode for 2 silver.

NPC characters do not suffer from temperature-related buffs/debuffs.

The next mechanic comes in 4 parts, one for each class.


Mechanic 2 part I: Defense Break
No, it is not Armor Break - Defense Break happens when you are hit multiple times in a row by enemies.

When you are hit by an enemy/trap/any damage that's not a debuff, you get a stackable debuff called 'Defense Break'. While it only lasts for 8 seconds, getting Defense Break again will give you Defense Break II for 8 seconds (removes Defense Break I), then if you get hit again, Defense Break III (removes II), and so on.

Each level of Defense Break you receive increases the amount of non-debuff damage you take by 2^n% for that 8 seconds, except for defense break VII (when it''s maxed out) which increases it to a massive 150% increased damage. In addition, Melee Weapons lose 5% of their damage for every level of DB you have. Receiving damage again only resets the timer for DB VII.

You can create two new potions: DB immunity potion, and inflict DB potion. The first grants you 3 min of immunity to DB, and is crafted with a water bottle, a shooting star and a piece of demonite/crimtane ore. The second lets you inflict up to DB V to enemies (cannot be increased further) for 3 min, and is crafted with a water bottle and a demonite/crimtane bar.


Mechanic 2 part II: Accuracy Drop
Accuracy Drop only applies to ranged non-magic weaponry: shooting a bow/gun 8+ times within 3 seconds automatically gives you 3 seconds of Accuracy Drop. Shooting 8+ times again while Accuracy Drop is still active gives you Accuracy Drop II (replaces Accuracy Drop I), then Accuracy Drop III, etc.

Each level of Accuracy Drop
increases the maximum spread on your bullets by 5 degrees, maxing out at Accuracy Drop IX, where the bullets/arrows have up to 45 degrees of freedom.

A new potion can be crafted, the
AD immunity potion, which makes you immune to Accuracy Drop for 3 min. It is crafted with a water bottle, 3 lenses and a gold/platinum bar.


Mechanic 2 part III: Dis-Enchanted
Disenchanted applies only to magic weapons (excluding summoner items). Using a magic item while your mana bar is not full gives you Dis-Enchanted I for 5 seconds, using it again while it's not full gives you Dis-Enchanted II, then III... I think you get how this works by now.

Each level of Dis-Enchanted
increases the mana cost of all your magic weapons by 10%, maxing out at Dis-Enchanted X, doubling the cost of all your magic weapons.

A new potion can be crafted, the
DE immunity potion, which makes you immune to Dis-Enchanted for 3 minutes. Crafted with a water bottle, a mana crystal and a silver/tungsten bar.


Mechanic 2 part IV: Minion Overload
Minion Overload (you guessed it) only applies to summoner weapons - it increases by I level for every minion you have out.

Each level of Minion Overload
multiplies the damage that minions do by 0.9 - to no limit (so 3 minions = 0.9 x 0.9 x 0.9 = x0.729 damage). Stardust dragon summoned multiple times does count as having multiple minions out.

A new potion can be crafted, the
MO immunity potion, which gives immunity to Minion Overload for 3 min. Crafted with a water bottle, 15 bones and an iron/lead bar.


The sell price of each potion is 10 silver, and they stack up to 20. They cannot be bought.


Mechanic Part 3: Bloodthirsty
Bloodthirsty is a debuff that is literally triggered by killing anything, and does both good and bad things.

At the bottom of your screen, you have a blood bar - more or less an EXP bar. Every time you kill an enemy, the blood level increases by the enemy's HP. Each level of bloodthirsty requires the following HP:
1. 5
2. 15
3. 25
4. 50
5. 75
6. 125
7. 225
8. 400
9. 750
10. 1000
11. 2000
12. 3500
13. 5000
14. 8000
15. 12000
16.17500
17. 25000
18. 35000
19. 50000
20. 75000
21. 100000
22. 125000
23. 175000
24. 350000
25. 1000000
Also, the amount of blood you have decreases by (n+1) per second (so at level 10, it would decrease by 11 per second). Additionally, you can buy 'Anti-Blood' potions from the Dryad for 1 gold, that set your blood level back to 0. They cannot be crafted.

Each level of bloodthirsty you achieve increases the amount of damage you do by 3% (except against bosses), and also makes your screen 3% darker, except for NPC's and enemies. Past bloodthirsty 10, the screen will start slightly shaking, and past bloodthirsty 20 it will start violently shaking. Hitting bloodthirsty 25 will trigger a boss fight.

Grimm Boss Fight
First achieving bloodthirsty level 25 will make it so your blood does not decrease, and the screen will black out for 2 seconds, and put you back at your spawnpoint (if you were in the middle of something when this happens, tough luck - there's no way you got to level 25 by chance). The message will appear on screen "This world has grown so cold...", and 20 seconds later, Grimm will spawn.

I'm sorry, but I posses no art skills - if anyone wants to try to draw him, be my guest.

Grimm first stage: 100'000/100'000
Defense: 30

Grimm looks exactly like a reaper, with the body being the background and the hood/head being the thing that takes damage. Touching Grimm himself actually does no damage.

In his first stage, Grimm opens several 'Death Holes', that suck in players and NPC's nearby - they have 6'000 health each and no defense, and they do 120 damage if you touch them. On death, they explode into 3-5 hearts. Aside from these holes, he spawns 'Servant of Death' enemies, that fly towards the player in a similar manor to vampires form the solar eclipse. Each of them does 100 damage, has 3'000 health, 45 defense, and takes 25% knockback (and can go through blocks). They drop nothing on death. They spawn at a rate of about 1 per 4 seconds offscreen, and a maximum of 8 can spawn.

Grimm second stage: 50'000/100'000
Defense: 250

A message flashes on screen: "You think you know pain?"

Grimm's hood falls off, revealing a skeletal head (don't put skeletron/prime's head, if you're doing this please), and he gets out 6 scythes, that share a total of 60'000 health, each do 125 damage, and have 25 defense. All stage 1 activity stops in this stage. While Grimm can be killed before killing the scythes, killing the scythes first drops his defense down to 50. The scythes preform one of 3 joint attacks every 8 seconds:

Circle Chop
The scythes start circling the player rapidly, gently slowing down over the course of 5 seconds before quickly rushing towards the centre of the circle.

Whirlwind Strike
The scythes form a long wyvern-like chain for 6 seconds, and chase the player quite quickly.

Quick Slash
Each scythe freezes in places, and rapidly launch themselves, a different one every 0.5 seconds, at the player. This attack lasts 7.5 seconds.

Killing all the scythes initiates a similar phase to stage 1, except occasionally Grimm will freeze in place and fire 10 heat-seeking mini-scythes that only stop after hitting a block or a player, and do 100 damage each. On his death, your blood level is reset to 0 and the final message "Death is only the Beginning" appears onscreen. The bossfight however, is over.

Drops:
Soul Cleaver (Melee) 12.5%
Type: Sword
Rarity: Yellow
Damage: 100
Swing Speed: Fast (Auto)
Knockback: Strong
Killing an enemy doubles its damage for 4 seconds, does not stack. Fires a black skull projectile that does 100 damage and strong knockback each swing.
Sell price: 2 gold

Heartbeat (Melee) 12.5%
Type: YoYo
Rarity: Yellow
Damage: 80
Hang Time: Forever
Knockback: Strong
Range: 30 tiles
Every 0.5 seconds, emits a small pulse that does 110 damage. Pulse has a range of 10 tiles and does no knockback.
Sell price: 2 gold

Spirit Ripper (Ranged) 12.5%
Type: Bow
Rarity: Yellow
Damage: 65
Fire Speed: Extremely Fast
Knockback: Weak
50% chance not to consume ammo
Arrows, upon hitting a wall/enemy, spawn 2-3 'Death Arrows' (50 damage, no knockback) that intelligently seek out more enemies to hit. These cannot spawn more death arrows. Disappear upon hitting a single target.
Sell price: 2 gold

Skeletal Sniper (Ranged) 12.5%
Type: Gun
Rarity: Yellow
Damage: 300
Fire Speed: Very Slow
Knockback: Very Strong
75% chance not to consume ammo
Bullets bounce from one enemy to another, up to 4 times.
Sell price: 2 gold

Breath of Grimm (Ranged) 12.5%
Type: Explosive
Rarity: Yellow
Damage: 125
Fire Speed: Medium
Knockback: Insane
Rockets travel through blocks, only explode upon hitting an enemy. Travel up to 300 blocks before exploding.
Sell price: 2 gold

Death's Grip (Magic) 12.5%
Type: Beam
Rarity: Yellow
Damage: 110
Mana Cost: 8
Fire Speed: Very Fast
Knockback: none
Range: 35 tiles
Enemies hit by the beam have 30% reduced damage for 10 seconds ('Death's Grip' debuff)
Sell price: 2 gold

Minigrimm Staff (Summoner) 12.5%
Type: Summoner
Rarity: Yellow
Summon Damage: 75
Mana Cost: 12
Speed: Slow
Knockback: Weak
Summons a 'Minigrimm' minion, which damages enemies. Minigrimm's body stays close to the player, but his 6 scythes find nearby enemies to attack with a permanent version of his quick-slash attack. Each scythe does 50 damage to enemies.
Sell price: 2 gold

Bloody Chalice (Equipment) 12.5%
While equipped, the player's blood cannot increase, and the player gains 15-30 health for every enemy kill. 4 second cooldown.
Sell price: 2 gold

Mask of Grimm (10%)
Sell price: 10 gold

Grimm Trophy
Sell price: 10 gold

Greater Potion of Healing (10-20)

Hearts (10-20)


Additional Notes:
When you are above 15 Bloodthirsty Level, the dryad does not offer dialogue when you go into her shop. Past 20, she only says 'Be careful'.

The suggested potions do nothing in regular/expert worlds.

Yes, there's no such thing as 'Ocean Armor', but on the off-chance there is in the future...

Hallow has the same temperature of grassland.

Dying during the Grimm fight will reset your bloodthirsty level to 0 - dying outside the Grimm fight will halve it.

I will take any suggestions. I'm sorry for not color-coding too much past Mechanic 2, but I got really tired and I needed to get this out.

Thank you for reading!
 
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