orian34 Posted July 27, 2014 Share Posted July 27, 2014 i was thinking about electrical damage heals voalt goat and constructs.Perhaps we need some water damage(dor the rain and damage constructs like wx) with spells like water bolt(that slow down a bit) And the greatest suggestion i tell you is :Make a mod(not a mod but an option when lauching the game) that don't allow you to craft more than the basics(grass armor, straw hat, fires, tools, shovel etc) and you can craft blueprints with rare ressources(like one type of blueprint for a tab of crafts : poop seeds honey and nightmare fuel to get one blueprint that allows you to craft one of the foods craft). 1 Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 27, 2014 Share Posted July 27, 2014 Volt goats are immune to elec now - I guess it would make sense to heal them instead. I'm not sure about constructs tho, there are many types that may react differently. Should existing ones (chess pieces) get healed by electricity (overcharge), have resistance to electricity, or not at all (electricity is frying their circuitry)? Hard-mode prototyping hmm, yeah I think that would fit the mod's direction nicely. It would need planning for all the stuff tho, and then it would need some better interface control... I guess dynamic add/remove/replace of blueprint recipe with the actual one on 'learning' or something, or we'd end up with horrible ui overload. Something to think about for sure. Link to comment Share on other sites More sharing options...
orian34 Posted July 27, 2014 Share Posted July 27, 2014 (edited) cause i love playing this mod with the other out dated but good enough mod "Rpg Mod" cause one of the class is the vagabond : his hands make a liitle more damage than spear, he can't craft(except lvl 0 science and blueprints) and he have a specil craft to make torch/bed one use.You take wizard + vagabond, make almost everythings int eh world settings to less or none, make tumbleweeds to more , start with the survival + preset(for the starting food and the essencials crafts) and you're ready to explore a lot less fully world but with the basics and every things of the HitD mod edit : and the rpg mod adds villages with 2 blueprints each time so you can make an objective to learn all the recipes(cause being vagabond don't allow you to craft ever ruins things and the science/magic machines don't unlocks craft) by travelling trough worlds without dying and learning recipes each time(cause survival + makes you learn the divining rod recipe at the start) Edited July 27, 2014 by orian34 Link to comment Share on other sites More sharing options...
orian34 Posted July 29, 2014 Share Posted July 29, 2014 another thinking :beefalos and koalefant have a good resistance to frost dmg and winter koalefant heals with it. pigmens have bad resistance to magic, beefalo same to fire. Link to comment Share on other sites More sharing options...
kraken121 Posted July 29, 2014 Author Share Posted July 29, 2014 another thinking :beefalos and koalefant have a good resistance to frost dmg and winter koalefant heals with it. pigmens have bad resistance to magic, beefalo same to fire.for the past week I have been working on mod balances, part of the balances are resists, so I think you will be happy with the next update Link to comment Share on other sites More sharing options...
orian34 Posted July 30, 2014 Share Posted July 30, 2014 another sugg: the wizard lvl 20 have a cap(like loh for paladin) that up him fakelyto lvl 30 during 480 sec to increase spells. Link to comment Share on other sites More sharing options...
kraken121 Posted July 30, 2014 Author Share Posted July 30, 2014 another sugg: the wizard lvl 20 have a cap(like loh for paladin) that up him fakelyto lvl 30 during 480 sec to increase spells.the current cap special ability is temporary, I've been messing around with ideas of what I want for cap, and this is similar to one of them. Link to comment Share on other sites More sharing options...
orian34 Posted July 30, 2014 Share Posted July 30, 2014 and another sugg(that i think is currently added), dresses for spellcasters. each dress have a color that upgrade the power of the school(by colors) when wearing it. Link to comment Share on other sites More sharing options...
kraken121 Posted July 30, 2014 Author Share Posted July 30, 2014 and another sugg(that i think is currently added), dresses for spellcasters. each dress have a color that upgrade the power of the school(by colors) when wearing it. Yeah, we have caster items planned, we just need the art for them, but they are low priority at the moment. There are other things I want to get in the mod first. Link to comment Share on other sites More sharing options...
orian34 Posted July 30, 2014 Share Posted July 30, 2014 like the monk's high kick? Link to comment Share on other sites More sharing options...
Malan-Tai Posted July 30, 2014 Share Posted July 30, 2014 Or the trolling troll ? Link to comment Share on other sites More sharing options...
kraken121 Posted July 30, 2014 Author Share Posted July 30, 2014 like the monk's high kick? We don't have the art for the monk yet Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 30, 2014 Share Posted July 30, 2014 troll in dark elf illusion Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted July 30, 2014 Share Posted July 30, 2014 (edited) *cue adventure time music*Suggestion time, c'mon underlings, ask for unrealistic things. Gia-HRRKRKRK- *dies*Languages? Edited July 30, 2014 by KidneyBeanBoy Link to comment Share on other sites More sharing options...
kraken121 Posted July 30, 2014 Author Share Posted July 30, 2014 *cue adventure time music*Suggestion time, c'mon underlings, ask for unrealistic things. Gia-HRRKRKRK- *dies*Languages?wb kbb, languages? Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted July 30, 2014 Share Posted July 30, 2014 (edited) wb kbb,Languages?(Sorry if I misinterpreted this)You know, like auran/draconic/stuff. Edited July 30, 2014 by KidneyBeanBoy Link to comment Share on other sites More sharing options...
orian34 Posted July 30, 2014 Share Posted July 30, 2014 erh but why? we don't need unreadable things...except iff......OMG High level scrolls only readable with some "glass" to read old languages!!! blblblblblblbl :333333 2 Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted July 30, 2014 Share Posted July 30, 2014 (edited) erh but why? we don't need unreadable things...except iff......OMG High level scrolls only readable with some "glass" to read old languages!!! blblblblblblbl :333333Or just knowing that language. I figured it could be an extra barrier for things like trading or befriending allies/a way to "unlock" conditional telegraphing for certain types of creatures. Edited July 30, 2014 by KidneyBeanBoy Link to comment Share on other sites More sharing options...
DeathDisciple Posted July 30, 2014 Share Posted July 30, 2014 Hm. Or per-character options? (As if a barb could understand ancient dwarven scriptures - spells unlockable just by learning the language, multi-step leveling or just miniquests)Or simply identifying stuff for... whatever reason, that would make you have to run through multiple different zones to complete/upgrade an item. But that would only make sense on unbreakables, which is kinda against the game logic. 3 Link to comment Share on other sites More sharing options...
Malan-Tai Posted July 31, 2014 Share Posted July 31, 2014 Link to comment Share on other sites More sharing options...
orian34 Posted July 31, 2014 Share Posted July 31, 2014 don't bring back the dovahkin!!! Link to comment Share on other sites More sharing options...
kraken121 Posted August 2, 2014 Author Share Posted August 2, 2014 Hm. Or per-character options? (As if a barb could understand ancient dwarven scriptures - spells unlockable just by learning the language, multi-step leveling or just miniquests)Or simply identifying stuff for... whatever reason, that would make you have to run through multiple different zones to complete/upgrade an item. But that would only make sense on unbreakables, which is kinda against the game logic.Early in development I had thought about adding in a "Lore" skill checking system. But later decided to put the idea away for the time being. Think we discussed this a couple months back as well. For example, each character has a starting lore skill set at a different number, wizard would probably have the highest starting lore and the barb would probably have the lowest starting lore skill. Throughout the mod you could get your lore skill increased several different ways, by leveling, unlocking things, items that increase the lore skill, quests, etc etc The lore skill would determine things like the ability to speak certain languages, read certain scrolls, read certain scrolls to scribe into your book (for the wizard), use certain type of magic items, etc etc 2 Link to comment Share on other sites More sharing options...
orian34 Posted August 3, 2014 Share Posted August 3, 2014 i think we need lizardmen camps in rockyland and badlands like goblins...and desert dongeon with LOT of traps( ;)kraken)!!!and we need a spell that changes the cycle in the ruins! 1 Link to comment Share on other sites More sharing options...
DeathDisciple Posted August 3, 2014 Share Posted August 3, 2014 Lizards in marsh, among tentacles and merms, make more sense to me than in rocky zones tbh. Link to comment Share on other sites More sharing options...
KidneyBeanBoy Posted August 3, 2014 Share Posted August 3, 2014 (edited) Lizards in marsh, among tentacles and merms, make more sense to me than in rocky zones tbh.i think we need lizardmen camps in rockyland and badlands like goblins...and desert dongeon with LOT of traps( ;)kraken)!!!and we need a spell that changes the cycle in the ruins!I agree with this.Perhaps they would be like pigmen, until you outrank them by a certain amount, at which point they use all means available of shutting you out. Edited August 3, 2014 by KidneyBeanBoy Link to comment Share on other sites More sharing options...
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