Tovlyn
Skeletron Prime
Introduction
When I first made the Contagion I had no idea that the debate surrounding the alternative evils was such a pressing matter, but now I do, and I think I have some interesting ideas to add to the mix. Unlike some previous tries made by others, I actually entertain the thought of the Alternative evils as just that, 3 different encounters, 3 different playthroughs. I view it like one big world with all 3 evils present, but different playthroughs take place near different sources. The demon eyes that have been tainted differently, and the Brotherhood dungeons being formed in resemblance to different evils are both examples of this bigger picture. The Hallow is set aside as it is a completely different tier, and thereby a completely different debate whether it should have an alternative or not. Adding my additional suggestions below will give this lore even more context.
This thread will process some different ways of achieving real alteration, since some found the Crimson to be lacking in this role, even overshadowing the "Original" evil, The Corruption. In my reasoning I will also relate to a previous suggestion of mine; The third evil of The Contagion, since this debate is as relevant for it as it is for The Crimson.
Summary For Lazy People
-Introducing ways to make the different evils stand out from the crowd without becomming OP.
-Balanced power, none should be stronger than the other.
-Different spreading-mechanics.
-Different Corruption Thorn bush-type hazards.
-Different amounts of other mob-spawns like Zombies and Demon Eyes.
The First Part: Evening The Odds
One of the main complaints with the Crimson, one that I am fully in agreement with, is that it comes with unmotivatedly higher stats than The Corruption's so called counterparts. I think that this needs sorting. In its current state, The Crimson is in no way harder than the Corruption, so for one I think all these smaller stat-variations must be nerfed, they don't add anything other than making one favourable and easier than the other, -the fishing rods being a good example of this.
One thing that has REALLY disturbed me since 1.2 came out is that the Band Of Starpower can be aquired in Corruption only. This item is FAR too vital for the mage's prowess to be bound to an alternative, I am open for suggestions as to where it should be aquired, but the Corruption clearly isn't the place if the Alternatives are ever to be equal. The first place that comes to mind is the jungle, the place where most early game-mage gear is aquired. That or the golden chests in the caverns.
The Second Part: Difference Through Spread
One of the key features of the Evils is their ability to slowly creep across the surface and devour everything in their path, converting it in the process. This is a key-element and has potential to be one of the greater differences between them. Additionally I propose an individual alternative way for each evil to spread:
-Corruptors should regain their corruptive spit. This was a really unique ability of the Corruption, once it grew near the Player's domain, The Corruptors would make things even more difficult, and would at all times work to make it spread even further, only thick barricades could shut it out. It was removed in 1.2 as it was considered overpowered, but with the implementation of the Clentaminator I beg to differ.
-The Crimson should feature a new liquid, Ichor, that upon impact with blocks spreads Crimson, set it into motion and it will pour out over surfaces and convert everything in its path. Similar in physics to honeyblocks, destroying Crimstone has a chance of letting go of about half a bucket worth of this liquid. Breaking pots has this effect as well. - Firing random shots into the dark, or trying to mine away the Crimson would therefore NOT be very smart moves, as it may just spread even further by you doing so. Purification Powder and Clentaminator is the way to go. Touching ichor will inflict the Ichor-debuff, and will therefore become one of the major hazards discussed later on.
-The Burrowers, both Rotted and Normal would spread Contagious spores upon death, converting a small area of a few blocks where they die to Contagion. Waging wars against the Contagion outside of its own domain will be a futile effort since the more you slay, the further it spreads. (Minor reference to Gibli Studios' Nausicäe) Dealing with the mobs inside quarantines or within the biome itself would therefore be a more recommended approach.
One thing in common for all of these alternative means of spread is that they are hardmode exclusive. It is upon releasing the ancient spirits of light and dark that the Evils gain new ambition to devour. The Clentaminator will be much more needed in this revamp. -That or sealing off areas with thick barricades, or just do what people have done in all ages, which is not care at all.
I have also had suggested that these alternate spreadings should be featured in expert-worlds only, something I find most agreeable. Alternatively it could be its own alternative altogether, but personally I prefer having it as part of the increased difficulty of Expert, since players there would then be more prone to ward off evils than regular, with their aims a bit higher than the average player in terms of challenge.
The Third Part: Hazards
One way to further set apart the 3 would be through adding unique hazards similar to The Corruptions thornbushes. I also think that Instead of just having a raw damage, a better way to intensify the threat of these hazards would be to make them have a percentual damage of a players total hit points, fairly small but noticable, it could still be negated by defense though. This would mean that they will remain a threat even in hardmode, making the players watch their steps around the evils.
The Corruption would feature Thornbushes, another idea would be occasional puddles of Vile Spit, dealing moderate damage, essentially introducing a new liquid to The Corruption. The mandible-stalagtites and stalagmites will also deal moderate damage upon contact, so breaking them is recommendable but they will eventually grow back.
The Crimson would already have a lot of hazardous potential as it stands, with Ichor seeping out of everything you break, essentially rendering you vulnerable as soon as you do almost anything from mining blocks to breaking pots, be it intentionally or not. Furthermore it has been suggested by Twaintoss that when Ichor collides with any other liquid it will crystalize and form spikes similar to the mandibles of the Corruption.
There would be a special kind of mushroom in the Contagion, similar in shape to the Mushroom workbench, two blocks wide, but with a distinct appearance. When stepping on it it explodes dealing moderate damage, but also releases a cloud of spores. If you are unlucky enough to be hit by these spores you will get a debuff inflicted upon you, Contamination. This debuff covers your characters in spore-particles and makes the player themself temporarily spread Contagion wherever they go, binding the player to the Mires as long as the debuff lasts. (Want suggestions regarding how long this debuff should last, thinking maybe 2 mins).
The result of these hazards is that each evil has its own danger-zone, Crimson being its spike-filled caverns, Corruption's thorny surface, and a lesser threat everywhere in the Contagion from spore-blowing mushrooms. The biome-unique mobs enhance this further, with Burrowers enhancing the Corrosions lesser hazards, and Corruptions Clingers strengthening the underground, and the various aquatic Crimson-types swimming around in the Crimson-exclusive liguid which will quickly start to pile up as you explore.
The Fourth Part: Smaller Generation Differences
This idea is till under works, and I have many approaches in consideration. I will get back to it when I feel that I have something more interesting to put here.
The Final Part: Difference Through Mobs
A final way to set differences between the 3 evils is through not only their own mobs, but the other ones.
The difference should be purely an aesthetic, with alternate sprites per evil. For example more green demon eyes and marshzombies in Contagion worlds, more purple Demon eyes and some new sprites for zombies, and so on. The difference shouldn't be complete though, there should still spawn different sprited enemies than the evil for a particular world, since they shouldn't be completely different universes, just different locations in one big world, having the occasional Contagion-eye in a Crimson-playthrough enhances the feeling of being near something evil, a source of one of the many foul things that lurk in Terraria.
Thanks For Reading
When I first made the Contagion I had no idea that the debate surrounding the alternative evils was such a pressing matter, but now I do, and I think I have some interesting ideas to add to the mix. Unlike some previous tries made by others, I actually entertain the thought of the Alternative evils as just that, 3 different encounters, 3 different playthroughs. I view it like one big world with all 3 evils present, but different playthroughs take place near different sources. The demon eyes that have been tainted differently, and the Brotherhood dungeons being formed in resemblance to different evils are both examples of this bigger picture. The Hallow is set aside as it is a completely different tier, and thereby a completely different debate whether it should have an alternative or not. Adding my additional suggestions below will give this lore even more context.
This thread will process some different ways of achieving real alteration, since some found the Crimson to be lacking in this role, even overshadowing the "Original" evil, The Corruption. In my reasoning I will also relate to a previous suggestion of mine; The third evil of The Contagion, since this debate is as relevant for it as it is for The Crimson.
Summary For Lazy People
-Introducing ways to make the different evils stand out from the crowd without becomming OP.
-Balanced power, none should be stronger than the other.
-Different spreading-mechanics.
-Different Corruption Thorn bush-type hazards.
-Different amounts of other mob-spawns like Zombies and Demon Eyes.
The First Part: Evening The Odds
One of the main complaints with the Crimson, one that I am fully in agreement with, is that it comes with unmotivatedly higher stats than The Corruption's so called counterparts. I think that this needs sorting. In its current state, The Crimson is in no way harder than the Corruption, so for one I think all these smaller stat-variations must be nerfed, they don't add anything other than making one favourable and easier than the other, -the fishing rods being a good example of this.
One thing that has REALLY disturbed me since 1.2 came out is that the Band Of Starpower can be aquired in Corruption only. This item is FAR too vital for the mage's prowess to be bound to an alternative, I am open for suggestions as to where it should be aquired, but the Corruption clearly isn't the place if the Alternatives are ever to be equal. The first place that comes to mind is the jungle, the place where most early game-mage gear is aquired. That or the golden chests in the caverns.
The Second Part: Difference Through Spread
One of the key features of the Evils is their ability to slowly creep across the surface and devour everything in their path, converting it in the process. This is a key-element and has potential to be one of the greater differences between them. Additionally I propose an individual alternative way for each evil to spread:
-Corruptors should regain their corruptive spit. This was a really unique ability of the Corruption, once it grew near the Player's domain, The Corruptors would make things even more difficult, and would at all times work to make it spread even further, only thick barricades could shut it out. It was removed in 1.2 as it was considered overpowered, but with the implementation of the Clentaminator I beg to differ.
-The Crimson should feature a new liquid, Ichor, that upon impact with blocks spreads Crimson, set it into motion and it will pour out over surfaces and convert everything in its path. Similar in physics to honeyblocks, destroying Crimstone has a chance of letting go of about half a bucket worth of this liquid. Breaking pots has this effect as well. - Firing random shots into the dark, or trying to mine away the Crimson would therefore NOT be very smart moves, as it may just spread even further by you doing so. Purification Powder and Clentaminator is the way to go. Touching ichor will inflict the Ichor-debuff, and will therefore become one of the major hazards discussed later on.
-The Burrowers, both Rotted and Normal would spread Contagious spores upon death, converting a small area of a few blocks where they die to Contagion. Waging wars against the Contagion outside of its own domain will be a futile effort since the more you slay, the further it spreads. (Minor reference to Gibli Studios' Nausicäe) Dealing with the mobs inside quarantines or within the biome itself would therefore be a more recommended approach.
One thing in common for all of these alternative means of spread is that they are hardmode exclusive. It is upon releasing the ancient spirits of light and dark that the Evils gain new ambition to devour. The Clentaminator will be much more needed in this revamp. -That or sealing off areas with thick barricades, or just do what people have done in all ages, which is not care at all.
I have also had suggested that these alternate spreadings should be featured in expert-worlds only, something I find most agreeable. Alternatively it could be its own alternative altogether, but personally I prefer having it as part of the increased difficulty of Expert, since players there would then be more prone to ward off evils than regular, with their aims a bit higher than the average player in terms of challenge.
The Third Part: Hazards
One way to further set apart the 3 would be through adding unique hazards similar to The Corruptions thornbushes. I also think that Instead of just having a raw damage, a better way to intensify the threat of these hazards would be to make them have a percentual damage of a players total hit points, fairly small but noticable, it could still be negated by defense though. This would mean that they will remain a threat even in hardmode, making the players watch their steps around the evils.
The Corruption would feature Thornbushes, another idea would be occasional puddles of Vile Spit, dealing moderate damage, essentially introducing a new liquid to The Corruption. The mandible-stalagtites and stalagmites will also deal moderate damage upon contact, so breaking them is recommendable but they will eventually grow back.
The Crimson would already have a lot of hazardous potential as it stands, with Ichor seeping out of everything you break, essentially rendering you vulnerable as soon as you do almost anything from mining blocks to breaking pots, be it intentionally or not. Furthermore it has been suggested by Twaintoss that when Ichor collides with any other liquid it will crystalize and form spikes similar to the mandibles of the Corruption.
There would be a special kind of mushroom in the Contagion, similar in shape to the Mushroom workbench, two blocks wide, but with a distinct appearance. When stepping on it it explodes dealing moderate damage, but also releases a cloud of spores. If you are unlucky enough to be hit by these spores you will get a debuff inflicted upon you, Contamination. This debuff covers your characters in spore-particles and makes the player themself temporarily spread Contagion wherever they go, binding the player to the Mires as long as the debuff lasts. (Want suggestions regarding how long this debuff should last, thinking maybe 2 mins).
The result of these hazards is that each evil has its own danger-zone, Crimson being its spike-filled caverns, Corruption's thorny surface, and a lesser threat everywhere in the Contagion from spore-blowing mushrooms. The biome-unique mobs enhance this further, with Burrowers enhancing the Corrosions lesser hazards, and Corruptions Clingers strengthening the underground, and the various aquatic Crimson-types swimming around in the Crimson-exclusive liguid which will quickly start to pile up as you explore.
The Fourth Part: Smaller Generation Differences
This idea is till under works, and I have many approaches in consideration. I will get back to it when I feel that I have something more interesting to put here.
The Final Part: Difference Through Mobs
A final way to set differences between the 3 evils is through not only their own mobs, but the other ones.
The difference should be purely an aesthetic, with alternate sprites per evil. For example more green demon eyes and marshzombies in Contagion worlds, more purple Demon eyes and some new sprites for zombies, and so on. The difference shouldn't be complete though, there should still spawn different sprited enemies than the evil for a particular world, since they shouldn't be completely different universes, just different locations in one big world, having the occasional Contagion-eye in a Crimson-playthrough enhances the feeling of being near something evil, a source of one of the many foul things that lurk in Terraria.
Thanks For Reading
Last edited: