Vision

This mod will be built on four “pillars”

These are not in any particular order


First Pillar: Personality | Class/Leveling System/Lots of Vanity

I want to expand the ability to personalize and customize your character build, Terraria narrows most classes to one or two options for weapons, so there’s not really anything unique to how you choose to play the game, I would like to add lots of different options to the point where what one person may like to use for moon lord fight may be different from what another chooses. While I’m aware that vanilla already sorta has this, it is limited to one to two weapon choices per class, especially later in the game.

I hope to accomplish this by:

Adding a class system, in which each class is well parsed out with plenty of options for weapons from the beginning of the game well past moon lord. So far I have 11 different classes, each with at least 3 subclasses for even more specialization.

Adding a leveling system, mostly to help work with the class system, the player, as they use a particular class’s items and abilities, will level up to a max level (this makes it so that they are encouraged to focus on spending skill points on one particular skill set rather than trying to max out everything). Every time the player levels up they will gain one skill point, which can be used to upgrade skills for different classes. After defeating the WoF, the player will gain the ability to spend skill points in another class (before that they must choose a class at the beginning and that character will be limited to one class until they reach hardmode).

Second Pillar: Immersion | Quests/Story Mode/Interesting NPCs

The reason this mod is called Darkest Nights is because it’s based on a game that I’ve been slowly putting together over the past few years. I have literally hundreds of pages of notes and was beginning to think I would never be able to get even close to making it. After playing around with modding, I realized that this might be the best option for me to at least try and make a watered down version of the game I had in mind, while using an already built framework. So, I will slowly be adding in some of the lore, story elements, and other fun stuff I had planned for Darkest Nights here. (as I find the pages… they’re scattered to the wind)

Third Pillar: Challenge | New Bosses/Puzzles

Nothing beats a good challenge, and the majority of the current vanilla bosses are either simply too easy, or in order to make them hard to fight, they have massively inflated stats(this is also common with many mods, they think “more hp and more damage = harder, easy right?”), but I don’t want to go down that route. Inspired partially by LoZ, I want to have bosses and other puzzles/challenges throughout the game that keep the players on their toes and make them think, as well as take full advantage of the combat system. For the most part, boss fights are flying around trying not to get hit while trying to keep your cursor on them, and fifteen minutes later you’re done. Not too exciting (not to diss on vanilla, it’s still way fun, I just feel I could do better). For example, the bosses in shovel knight each have some way to defeat them that’s not entirely obvious or easy, and takes a little bit of brainpower, and they have some attacks that to the naked eye seem overpowered, until, with a little creativity, you realise a way you can outsmart them.

Fourth Pillar: Adventure | Interesting Content to Explore

The biggest/most important thing to me at least when I play a game is how much there is to discover, between the world itself, characters to meet, quests to go on, stories to learn about or even play through, items to find, crafting recipes to figure out, etc. For the most part, once I’ve experienced everything the game has to offer, even if I haven’t yet technically beat the game, I lose interest. There has to be plenty to learn and discover at least personally, and as this is a mod I’m making mostly for myself, I will be attempting to add generally as much content as possible.