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My Ocean/Return Of Them Water Content Ideas, ReFished


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ROT Water in the caves + New cave biomes + ROT water-based content in general: Mostly Self-explanatory. although the water in the caves should generate more like the Lilypad biomes in Hamlet. along with that, cave fish.

More Surface water biomes: Self-explanatory

New Were-Beaver Ability: Could be able to make dams as a way to efficiently make bridges across the "rivers" early on.

Shallow water + Swamp Mud: Shallow water should generate occasionally around shorelines and most often in-between biomes. Shallow water would make any land entities and structures wet and would increase players wetness. Mud, which could generate in the swamp, does the same thing but also temporarily makes entities that are in the mud dirty (entities in the mud become more tinted brown while in the mud, which fades upon leaving the mud) the mud could also cool down the player.

Woodlegs ROThem-ified: Same pirate in terms of base stats, but with different perks. Downsides: still should have his sanity drain, but it should become a Enlightenment gain while Enlightenment is present. this sanity drain could not exist when on boats, docks, and shallow water. wavy jones should more aggressive around Woodlegs (more active while Woodlegs is nearby and will reappear every 8s over 10s). Upsides: do boat based actions faster, make anything from the seafaring tab 25% cheaper (costs rounds up), and starts with a captain's tricorn. Woodlegs also could craft an armored boat, which has more hp and takes less damage than the other boats but is 25% larger than the basic wood boats.

a Primarily Aquatic character: this character would be capable of swimming in the ocean, though not without great cost on land. you swim at +10% speed but walk at -10% speed. this character also needs to stay wet in order to live and becomes slower the less wetness they have (capping at -33% [-43% in total] at 33 wetness). the drier this character is the more he's susceptible to overheating, and when at 0 wetness they'll take damage as if starving. being 50% dry will cause this character to attack 25% slower as well, and dry tools and weapons do 10% less damage, and dry tools are less efficient (using tools, like mining with a pickaxe, it will take longer to break the rock.) this character should start with at 100% wetness, and 5 water ballons. this character could also be able to preform a washing action when at ponds on with a watering can, gaining 25 wetness.

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