I Misread the part about the contagion dungeon, but i can provide a rebuttal for the other parts.
- Yea, there is a fancy gimmick (you kinda danced around it.) Firstly, dungeon brick is modified to match the biome type. Not too hard to do, but not too easy. Secondly, the game has to store a copy of the original dungeon (for the trace cleaning,) and a system has to be put in store to decide where and how the traps are placed. Also, the game has to decide how to handle chests, npcs and other important things in the dungeon (this includes any poor saps that happen to be in the dungeon during the WOF fight!)
- Also, this is something that i forgot to mention, but the paladin dropping the key to the chamber seems like an incredible battle against RNG!
- You can build in the sky, wyverns are easily dealt with. Much more easily dealt with than blocks that cant be removed.
- And yes. Implementing bosses is a pretty darn difficult task. The number of bosses currently in the game doesn't justify it. You are suggesting a boss with 3 different first phases that needs to be heavily balanced (after all, you don't get to choose what version of him that you get to fight, and it would be ridiculous to have a final boss influence what type of world people will go with.) But don't don't get me wrong, that boss has to be the coolest part of any suggestion that I have seen yet. It would possibly be better balanced if it would cycle through first phase parts ever 1/3 of its health.
- New traps require balance, and an idea in the first place.
- We already have new appearances for post Plantera enemies! Not that the sprites don't look cool, or that they couldn't be changed.
Ok, fair enough, re-rendering the dungeon is something new, but not necessarily something particularly difficult, that would require an actual developer's vote. -And if some poor soul is in the dungeon at the time of re-generation, then that will be something that person has to deal with. What that person was doing in the dungeon and not helping out with WoF is beyond me though... <.<
Leaving progression up to RNG is already a thing, The Voodoo Demon, Plantera's bulbs and the finding of the Lihzard in a large world are all separate examples of this trend. And I don't think that the drop will be an issue, since any sensible player grinds for the other loot of the dungeon at that point anyways. Even so I could at least bump up the drop chance a bit, depending on people's opinions.
Here you are the one dancing around the point, mining around in the dungeon is one thing, building a base that gets flooded with semi-dangerous enemies without any way of stopping it is another. I find it far easier to accept the most deadly spot on the map as the place where you shouldn't build or manipulate unnecessarily rather than the upper half of the world map.
-Here I don't even get what you're trying to say. Just responding -yes to a -no doesn't make it any more true in any direction of the debate, provide me with hard evidence that adding one more boss somehow tips the scale overboard. Balance is never an issue, it comes naturally with time, and yes, you do get to choose which version you will fight, for it is predetermined the moment the game tells you it's either making the world evil, bloody or rot. Thanks for the compliment, but I really don't see the issues you see in it.
Balance is again, not really an issue, and judging by the discussion had just before this one we were all leaning towards adding traps of entity-format rather than wiring and blocks, things in similar fashion to the blazing wheels and ball and chains, this would also have the added benefit of reducing the generation-process severely for not having to handle trap/wire placement of that degree, and preventing players from tinkering with it or even knowing where to expect them since they will swap places every now and then.
The new appearance of the post-plantera skeletons doesn't fully suit each individual dungeon-type the way I wish them to, replacing blue bones in any other world than corruption would be as simple as excluding them from that npc-list, or even just pallet-swap them and keep the stats. The end result would be much more appetizing for those of us that think blue bones belong in the blue dungeon.