Biomes & Nature Sky island boss/ new structure: my take

muovd🌳

Official Terrarian
There are currently 2 stages where you would want to go to sky islands:
1 At the start of the game/pre boss, to get the accessories and a Starfury.
2 At the start of Hardmode, to get souls of flight from wyverns.
There could be a post- skeletron stage in progression where you can go to a special floating island. At this floating island, you can get a guaranteed pair of fledgling wings and an upgraded Starfury in a chest unlocked with a golden key or shadow key. This starfury can be used to fight the new sky island boss.
This boss is a giant harpy that shoots out slashes of wind in an arc, after dashing at you. It then goes into a brief rest, in which you can hit it easily with your starfury.
Being in low gravity actually helps you with dodging the slash of wind, as you can jump over the arc easier, together with the wings.
When below half health, the boss starts using its feathers to attack. 10 feathers get shot out at a time very quickly, requiring you to move up or around the boss to avoid getting hit. This is where the fledgling wings come in really handy, as you can use the flight time to dodge the feathers.
 
The star wrath is already an upgrade so how about a new weapon. Also what if the arch wyvern came back as a boss fight exclusive. And what if the new island was a type of arena with a special type of brick that are different from the one in the houses.
 
I like the idea of a boss in the sky because like you said we don't explore the sky much, but if this happens they should make fledgling wings ONLY come from this boss, like the spider grappling hook. That way there's an incentive to fight it instead of upgrading an already for it's time sword.
 
Aren't the fledgling wings the worst wings in the agem though? If the boss would be fought in hardmode, making it drop the fledgling wings be fairly redundant. By the time you'd fight it, you'd most likely already have a better pair of wings. The boss idea is a cool concept though!
 
I want each biome to have 2 bosses: 1 prehardmode and 1 hardmode. Some biomes also have late game bosses.
1. Generic forest: prehardmode: king slime and eye of cthulhu (Don't forget the goblin invasion) I still want lepus to be brought back/ hardmode: the twins, Late game we have the pumpkin moon. I also want turkor the ungrateful to be brought back.
2. Sky or space: prehardmode: instead of evil biome bosses, this is the boss that drops the meteor. Make it like a large harpy that drops some meteorite on defeat, but also drops the large harpy feather as well. Summoning item is made like the eye but with feathers instead of lenses. Its hp is between the brain and eater of worlds. Its summoning item also requires either tissue samples or shadow scales. This will make it available later on in hardmode. Hardmode: Bring back the arch wyvern and make it a boss. Late game: The martian invasion is space biome related, so is the end game battles from cultist to moon lord.
3. Snow: prehardmode we have deerclops. Please make frost legion prehardmode why 2 invasions from this biome in hardmode and none in prehardmode?
Hardmode: Make the ice golem that boss? Late game we have the frost moon.
4. Desert: Bring back the albino antlion and make it big and spawns from crafting its item from antlion mandibles. Hardmode: Make a giant sand monster of some sort. Late game: Make a sandstone golem or upgrade the sand elemental into a boss, requires the original golem to be defeated and bring the altar to the desert to summon him with a battery like the first golem.
5. Ocean: I am thinking about a large crab shaped boss for prehardmode. For hardmode we have duke fishron but please lower that 50 defense of his why his defense so high for that point in the game and he is tough with high hp. His defense should be like 35 or so given that the only other boss with 50 defense is the top eye of moon lord who is the final boss of the game and a few exceptions with other things having high defense. There is also the pirate invasion.
6. Jungle: The is no not honey related prehardmode boss in this biome. Bring back the dragon snatcher and make it big and make it a boss. Hardmode: plantera which is a boss required for game progression or is it? The jungle temple usually has the golem room at the bottom. Can the player obtain cells early and be able to fight golem possibly even before wall of flesh? Same goes for the solar tablet. I was able to get lizhard monsters to spawn on the main surface of my get fixed boi world. They can drop cells and tablet fragments prehardmode!
7. Honey: prehardmode: Queen Bee. Love the items that can be provided but she is a challenge without beating the king slime, eye or brain (not fully just tissue or scale) for better items to make the fight easier. Hardmode: Simply make a hardmode version of queen bee with things like gives you an infinite flight upgrade to the mount. Also makes mining hive and crispy honey block give you the block with no penalties. Make larva craftable requiring abeemination. The abeemination has the upgrade with chlorophyte in the recipe to make the item to battle this boss.
8. Lihzard: Make lihzard blocks don't count as jungle. This biome is hardmode only except exploits listed above (unless they get patched). The solar eclipse is the invasion of this biome and the boss is golem required for the cultists to spawn.
9. Glowing Mushroom: This biome has no bosses, the truffle worm is used for hardmode boss in the ocean biome. Make a vilicious mushroom boss for prehardmode. Make the truffle sell an item that summons a hardmode super sized glowing mushroom boss.
10. Spider: this biome for sure can get bosses. Make a giant spider boss in prehardmode and can drop items such as the webslinger make the web covered chest and a whole furniture set craftable from a block that is dropped by this boss along with some weapons. Hardmode: The queen spider this boss item is made from black recluse fangs and is very difficult but defeating it provides an item that helps the player defeat duke fishron by ignoring his armor. The queen spider has 50,000 75,000 100,000 hp and just 10 defense, can venom the player and has huge damage 150 300 450.
11. Cavern: This is simply the middle of the map and biomes would have their underground versions from 0 depth to the underworld.
12. Hallow: Worlds now generate with a hallow spot on the opposite side of the world from the shimmer area. There is a lake where fishing can give the player prehardmode hallow crates. A few pearlwood trees are in the area and hallow grass seeds can be obtained from such trees along with their fruit. Not only there is holy water recipe made available prehardmode, but also there is holy powder and there is clean water for the thrown waters. Critters except prismatic lacewing can spawn. Similar to the shimmer area, this biome is an oval of pearlstone blocks with dirt with hallow grass on it inside and a lake. Has a chest at the bottom of the lake with 25 hallowed seeds in it. The gastropod can spawn in prehardmode but rare along with rainbow slime and illuminant slime, this also applies to any hardmode slime can spawn prehardmode at very low 1% chance. The spectral gastropod returns and hardmode exclusive. Pixies spawn prehardmode, but without access to the anvil upgrades the player can only upgrade healing potions and make holy water. Make prehardmode hallow boss: a large prism shaped monster that can drop: ankh items, rainbow cursor, rainbow bricks, prismatic dye, crystal shards, hallow seeds, pearlsand of all 3 types, and pink ice blocks. The hardmode bosses remain the same, but empress can rarely drop terraprisma at night like 5% chance and not from treasure bag need to rebattle the empress of light especially in journey. On master, empress treasure bags drop terraprisma.
13. Corruption: Eater of worlds, and destroyer. Make destroyer exclusive to this biome.
14. Crimson: Brain of cthulhu, and bring back ocram and make him the mechanical brain of cthulhu and exclusive to crimson.
For both of those biomes and worlds that require mechdusa, it will have both an ocram above the skeletron prime head and below it is destroyer. It will also require 4 items to craft the ocram's razor.
15. Dungeon: starting area: make bone and books available before skeletron. This allows crafting bookcases and pianos before skeletron. Remove the dungeon guardian and make 3 rows of dungeon brick blocking the way. Require skeletron to be defeated to be able to mine dungeon bricks and walls. Skeletron will drop the bone key 1% chance. Aside from a few near entrance monsters that spawn and drop bones and books before skeletron, entering via shimmer or any other exploit will result in a dungeon that does not spawn anything. Preventing the player from unlocking any chests and fishing in there will not give any dungeon crates until skeletron is defeated. The furniture and stuff like that can still be looted by the player with exploits. There is a second boss in the dungeon after skeletron but before plantera and before wall of flesh. This is a full body skeletron that is the boss that makes the golden keys not get used when opening gold chests and shadow keys will stack if the player obtains multiple. The entry skeletron can drop gold keys and shadow keys. The full skeletron drops skeletron items and can be rebattled with a summon item crafted using bone and black thread. Hardmode: plantera must be defeated for this boss to appear. This means upgraded dungeon and the boss item is crafted from ectoplasm. The boss is a giant ectoplasm like monster that can drop more ectoplasm among his powerful drops. The boss may also drop things that would be like the ancient manipulator or fragments in small quantities.
16. Underworld. Also needs prehardmode boss: This will be a large fire type shark that can swim in the lava and drops powerful late prehardmode items that can help with the wall of flesh. Meat grinder item now drops only from wall of flesh. Wall of flesh is considered a gradient boss that converts the world into hardmode. Once red devils can spawn, they have a boss that is the demon king. He is powerful but drops strong items (strong enough to handle the entire end game battles [lunar events and moon lord]) He has at least 40 defense and high hp.
 
I want each biome to have 2 bosses: 1 prehardmode and 1 hardmode. Some biomes also have late game bosses.
1. Generic forest: prehardmode: king slime and eye of cthulhu (Don't forget the goblin invasion) I still want lepus to be brought back/ hardmode: the twins, Late game we have the pumpkin moon. I also want turkor the ungrateful to be brought back.
2. Sky or space: prehardmode: instead of evil biome bosses, this is the boss that drops the meteor. Make it like a large harpy that drops some meteorite on defeat, but also drops the large harpy feather as well. Summoning item is made like the eye but with feathers instead of lenses. Its hp is between the brain and eater of worlds. Its summoning item also requires either tissue samples or shadow scales. This will make it available later on in hardmode. Hardmode: Bring back the arch wyvern and make it a boss. Late game: The martian invasion is space biome related, so is the end game battles from cultist to moon lord.
3. Snow: prehardmode we have deerclops. Please make frost legion prehardmode why 2 invasions from this biome in hardmode and none in prehardmode?
Hardmode: Make the ice golem that boss? Late game we have the frost moon.
4. Desert: Bring back the albino antlion and make it big and spawns from crafting its item from antlion mandibles. Hardmode: Make a giant sand monster of some sort. Late game: Make a sandstone golem or upgrade the sand elemental into a boss, requires the original golem to be defeated and bring the altar to the desert to summon him with a battery like the first golem.
5. Ocean: I am thinking about a large crab shaped boss for prehardmode. For hardmode we have duke fishron but please lower that 50 defense of his why his defense so high for that point in the game and he is tough with high hp. His defense should be like 35 or so given that the only other boss with 50 defense is the top eye of moon lord who is the final boss of the game and a few exceptions with other things having high defense. There is also the pirate invasion.
6. Jungle: The is no not honey related prehardmode boss in this biome. Bring back the dragon snatcher and make it big and make it a boss. Hardmode: plantera which is a boss required for game progression or is it? The jungle temple usually has the golem room at the bottom. Can the player obtain cells early and be able to fight golem possibly even before wall of flesh? Same goes for the solar tablet. I was able to get lizhard monsters to spawn on the main surface of my get fixed boi world. They can drop cells and tablet fragments prehardmode!
7. Honey: prehardmode: Queen Bee. Love the items that can be provided but she is a challenge without beating the king slime, eye or brain (not fully just tissue or scale) for better items to make the fight easier. Hardmode: Simply make a hardmode version of queen bee with things like gives you an infinite flight upgrade to the mount. Also makes mining hive and crispy honey block give you the block with no penalties. Make larva craftable requiring abeemination. The abeemination has the upgrade with chlorophyte in the recipe to make the item to battle this boss.
8. Lihzard: Make lihzard blocks don't count as jungle. This biome is hardmode only except exploits listed above (unless they get patched). The solar eclipse is the invasion of this biome and the boss is golem required for the cultists to spawn.
9. Glowing Mushroom: This biome has no bosses, the truffle worm is used for hardmode boss in the ocean biome. Make a vilicious mushroom boss for prehardmode. Make the truffle sell an item that summons a hardmode super sized glowing mushroom boss.
10. Spider: this biome for sure can get bosses. Make a giant spider boss in prehardmode and can drop items such as the webslinger make the web covered chest and a whole furniture set craftable from a block that is dropped by this boss along with some weapons. Hardmode: The queen spider this boss item is made from black recluse fangs and is very difficult but defeating it provides an item that helps the player defeat duke fishron by ignoring his armor. The queen spider has 50,000 75,000 100,000 hp and just 10 defense, can venom the player and has huge damage 150 300 450.
11. Cavern: This is simply the middle of the map and biomes would have their underground versions from 0 depth to the underworld.
12. Hallow: Worlds now generate with a hallow spot on the opposite side of the world from the shimmer area. There is a lake where fishing can give the player prehardmode hallow crates. A few pearlwood trees are in the area and hallow grass seeds can be obtained from such trees along with their fruit. Not only there is holy water recipe made available prehardmode, but also there is holy powder and there is clean water for the thrown waters. Critters except prismatic lacewing can spawn. Similar to the shimmer area, this biome is an oval of pearlstone blocks with dirt with hallow grass on it inside and a lake. Has a chest at the bottom of the lake with 25 hallowed seeds in it. The gastropod can spawn in prehardmode but rare along with rainbow slime and illuminant slime, this also applies to any hardmode slime can spawn prehardmode at very low 1% chance. The spectral gastropod returns and hardmode exclusive. Pixies spawn prehardmode, but without access to the anvil upgrades the player can only upgrade healing potions and make holy water. Make prehardmode hallow boss: a large prism shaped monster that can drop: ankh items, rainbow cursor, rainbow bricks, prismatic dye, crystal shards, hallow seeds, pearlsand of all 3 types, and pink ice blocks. The hardmode bosses remain the same, but empress can rarely drop terraprisma at night like 5% chance and not from treasure bag need to rebattle the empress of light especially in journey. On master, empress treasure bags drop terraprisma.
13. Corruption: Eater of worlds, and destroyer. Make destroyer exclusive to this biome.
14. Crimson: Brain of cthulhu, and bring back ocram and make him the mechanical brain of cthulhu and exclusive to crimson.
For both of those biomes and worlds that require mechdusa, it will have both an ocram above the skeletron prime head and below it is destroyer. It will also require 4 items to craft the ocram's razor.
15. Dungeon: starting area: make bone and books available before skeletron. This allows crafting bookcases and pianos before skeletron. Remove the dungeon guardian and make 3 rows of dungeon brick blocking the way. Require skeletron to be defeated to be able to mine dungeon bricks and walls. Skeletron will drop the bone key 1% chance. Aside from a few near entrance monsters that spawn and drop bones and books before skeletron, entering via shimmer or any other exploit will result in a dungeon that does not spawn anything. Preventing the player from unlocking any chests and fishing in there will not give any dungeon crates until skeletron is defeated. The furniture and stuff like that can still be looted by the player with exploits. There is a second boss in the dungeon after skeletron but before plantera and before wall of flesh. This is a full body skeletron that is the boss that makes the golden keys not get used when opening gold chests and shadow keys will stack if the player obtains multiple. The entry skeletron can drop gold keys and shadow keys. The full skeletron drops skeletron items and can be rebattled with a summon item crafted using bone and black thread. Hardmode: plantera must be defeated for this boss to appear. This means upgraded dungeon and the boss item is crafted from ectoplasm. The boss is a giant ectoplasm like monster that can drop more ectoplasm among his powerful drops. The boss may also drop things that would be like the ancient manipulator or fragments in small quantities.
16. Underworld. Also needs prehardmode boss: This will be a large fire type shark that can swim in the lava and drops powerful late prehardmode items that can help with the wall of flesh. Meat grinder item now drops only from wall of flesh. Wall of flesh is considered a gradient boss that converts the world into hardmode. Once red devils can spawn, they have a boss that is the demon king. He is powerful but drops strong items (strong enough to handle the entire end game battles [lunar events and moon lord]) He has at least 40 defense and high hp.
That is too many bosses. Most of your proposed bosses would not add anything of value to the game progression, and thus have no reason to be bosses. We do not need a Hardmode honey boss, we do not need a pre-Hardmode Hallow biome, and we really do not need any bosses in the Spider nests. What purpose would any of this serve beyond adding another healthbar onto the screen? There's also the problem of accessibility. There is no way to add this many bosses without some of them either ambushing the player (not fun) or never being fought because they're too out of the way (pointless.) Furthermore, your non-boss proposals, such as making bones available pre-Skeletron and letting Empress drop Terraprisma at any time, would break game balance and progression. I'm sorry, but this is feature bloat at it's absolute peak. This is not a good suggestion.
 
That is too many bosses. Most of your proposed bosses would not add anything of value to the game progression, and thus have no reason to be bosses. We do not need a Hardmode honey boss, we do not need a pre-Hardmode Hallow biome, and we really do not need any bosses in the Spider nests. What purpose would any of this serve beyond adding another healthbar onto the screen? There's also the problem of accessibility. There is no way to add this many bosses without some of them either ambushing the player (not fun) or never being fought because they're too out of the way (pointless.) Furthermore, your non-boss proposals, such as making bones available pre-Skeletron and letting Empress drop Terraprisma at any time, would break game balance and progression. I'm sorry, but this is feature bloat at it's absolute peak. This is not a good suggestion.
Yeah, they'd definitely be fun ideas but adding bosses only for theming reasons without thinking about good content fits is much more of a thing for mods.
It's best to think of something that helps round out some game content, which is giving the player more options in a situation where there are many less options as other stages of the game for example, or helping flesh out an extremely underused feature or area (and not having a boss does not mean they are underused).
If you can think of a way to make something fun in a way that isnt already done, that's also a good way to do it.

Rounding out themed content, which is basically adding something that fits into the game but is unique at the same time (not something extremely odd that feels wrong like a pizza boss, but also not something that feels like a knockoff of something already in the game, such as a Gourd Moon event or Empress Wasp boss) is genuinely important but not as helpful.

If your suggestion can do both of these, then it has a much higher chance to be well-received here than it otherwise would.
 
Continuing the discussion with replying to comments:
1. I forgot to mention that biomes such as honey, spider, sky, lihzard, corruption, crimson, dungeon, and underworld need a pylon. Would be nice to have marble and granite pylons, but I consider those to be part of the cavern biome. Instead of buy, those pylons would be craftable.
2. Those optional bosses would not automatically spawn, you have to craft their item to summon them.
3. The part about empress drop terraprisma any time applies only to get fixed boi worlds. How can I obtain that item on get fixed boi, do I have to simply make sure the clock is day time or do I have to lure her to the surface?
 
Continuing the discussion with replying to comments:
1. I forgot to mention that biomes such as honey, spider, sky, lihzard, corruption, crimson, dungeon, and underworld need a pylon. Would be nice to have marble and granite pylons, but I consider those to be part of the cavern biome. Instead of buy, those pylons would be craftable.
2. Those optional bosses would not automatically spawn, you have to craft their item to summon them.
3. The part about empress drop terraprisma any time applies only to get fixed boi worlds. How can I obtain that item on get fixed boi, do I have to simply make sure the clock is day time or do I have to lure her to the surface?
You consider Granite and Marble as part of Caverns, but spider and honey are their own thing? Honey doesn't even have any enemies besides Queen Bee. What makes Honey and Spider more of a biome than Granite and Marble? Corruption, Crimson, and Dungeon cannot have pylons because NPCs can't live in those biomes. Even taking those three out, there are not enough NPCs to accommodate all of these new pylons. The solution is not more NPCs, it's to not add these pylons. You could even argue that we shouldn't have a Mushroom biome pylon. I wouldn't argue that, but you could.

Needing to craft a boss summon to fight a boss instead of it having another summon method is entirely unprecedented. This would make these bosses even more missable, and thus even less deserving of being bosses. And you still haven't said why these bosses should exist anyway, apart from simply thinking every biome needs a boss. You haven't justified these changes at all.

And Empress can drop the Terraprisma in Don't Dig Up and GFB. You have to fight her entirely on the surface as well as during the day. There is no reason to change it's drop method, and making the weapon easier to obtain in this way would harm the game's balance.

Finally, we need to stop talking about this on this thread. We are significantly off topic at this point. If you want to discuss this further, you can make a new thread and put all of these suggestions there, but I will warn you that you should not expect a positive reception on it.
 
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