|
Post by GreenWolf13 on Nov 20, 2012 11:55:22 GMT -7
I want to get your feedback on some features I've been thinking of adding to future MageCraft releases. So I'm gonna give you guys a list of planed features, and i want you guys to tell me what you think.
More Ores and Ingots: Silver Ore and Silver Ingots - Used in low tier magic items. Adamant Ingots - Made via alchemy. Used in even higher tier magic items. Electrum Ingots - Made by combining silver and gold. Used in medium and high tier items.
More Items: An item to boost defense against magic attacks An item to boost damage dealt by magic attacks An item to boost defense against Familiars An item to boost damage dealt by Familiars Alchemy based weapons New artifacts for decreasing mana usage A (very expensive) crafting recipe for crystalized mana stars More catalysts
New mobs: Mages - Passive and aggressive. Use different spells depending on their type. Summoners - passive and aggressive. Summon familiars to aid them in battle. Alchemists - Passive and aggressive. Use different alchemy weapons.
World Gen: Ancient ruins - ruins of an ancient city. Lots of loot and monsters. Alchemist Lab - An alchemy lab. Contains one or more alchemists. Druidic Circle - A stone circle. Contains one or more summoners. Tomb - a small tomb that contains some monsters and a necromancer. Crypt - a large tomb that contains lots of monsters and several necromancers.
New dimension: The ability to travel to the dimension containing the city of New Alexandria
More spells More familiars
Tell me what you think of these ideas, and feel free to make suggestions.
|
|
|
Post by Jorcer on Nov 20, 2012 12:25:17 GMT -7
I noticed you didn't say you were planning on adding more Vikings this makes me sad. More Ores: Sounds fine to me but I would recommend making it so that you can turn it off to avoid duplicate ores (silver ore from other mods should be able to fill in for silver from your mod and there should be an option to turn off duplicate ores) EDIT: I assume you meant Adamantine/Adamantite/etc. Because as you have it now, it sounds like it is a really strong willed ore Items: I like the idea of more useful items that can interact with the items in the mod. It gives the feeling of more customizability. Mobs: Might want to be careful with this one/make the spawn rates tweakable. World Gen: I love the idea, but consider making it optional/tweakable. Dimension: Only if there would be something really special/important about it (but not too important [see: Aether]) More spells: Always good More familiars: Sounds fun
|
|
|
Post by darkdevpunk on Nov 20, 2012 12:47:06 GMT -7
More Ores and Ingots: Sounds fine, just make sure you add them to the ore dictionary using the common oredict name so they can overlap with other mods.
More Items: Cool. I have some other thoughts, but I'll keep them to myself till they are better developed.
New mobs: Mages - Love (Teacher Types for learning new things?) Summoners - Same Alchemists - Same EDIT: All these mobs, I think, should be confined to their respective areas (labs, circles, and (Mage Towers?)) much like testificates. However, I like the idea of new monster mobs (Magic aspect mobs?) like familiars without masters who just run rampant, or maybe different mobs with the same aspects as the familiars whos drops you need to summon the familiars.
World Gen: Ancient ruins - Love it. Alchemist Lab - Perhaps add it to the town-gen method so it gets added in, and add a place you can trade non-agro alchemists for herbs, tools, etc? Druidic Circle - Ehhh, I might suggest this get added into the ancient ruins gen, to keep people from labeling this the runescape-mod. Tomb - I also suggest this be added into the ancient ruins gen, and leaving the crypt gen as the only singular overworld-gen for necromancers. Crypt - Love it, I would defiantly add some decent loot, and varying difficulty. The harder the necro, the better the loot.
New dimension: I like as an end-game mechanic, adds something else to be done, just for fun. EDIT: Perhaps gen the ruins and crypts more heavily in here, to solidify it as the MageCraft dimension.
More Spells & Familiars: Sure, but I would defiantly work on getting the existing ones to work before setting off in this direction. After all, once you have a mod template down for them, adding new ones should be a breeze.
|
|
|
Post by GreenWolf13 on Nov 20, 2012 13:41:06 GMT -7
Jorcer: I meant adamant. The dictionary has this to say about adamant.
Adamant Noun (Archaic) A legendary rock or mineral to which many, often contradictory, properties were attributed, formerly associated with Diamond or Lodestone.
I will include a config file for disabling ore and mob spawning, although it will not be in the initial release (configs are a pain to code).
DarkDev: I also was a bit worried about naming the summoner area a druidic circle, and I like your suggestion of combining it with the ancient ruins. The Alchemist lab will very likely be part of town generation. Tombs will likely either be changed, merged into crypts, or combined with ancient ruins. All of the new mobs (the passive ones) can be traded with. With mages, most of them are naturally passive, but attacking them or using magic of the opposite alignment near them will anger them. (Using fire near a water mage will anger the mage, for example). A handful of mobs are naturally aggressive, like Insane Alchemists, Dæmon Summoners, Necromancers, and Dark Wizards. New Alexandria will probably be similar to the end, but with a large city instead of an empty island. It will also be much, much larger. It will have a large number of passive mobs (wizards, alchemists, summoners, etc..) as well as a ton of loot.
|
|
|
Post by Jorcer on Nov 20, 2012 14:07:48 GMT -7
In that case, sounds great! (Other than the lack of Vikings)
|
|
roors99
Member
MageCraft Texture Artist
Welcome to the wigularity!
Posts: 11
|
Post by roors99 on Nov 20, 2012 14:32:07 GMT -7
All of this seems good to me, more quality content is nice. EDIT: Will the NPCs be Steve?s or testificate villagers?
|
|
|
Post by darkdevpunk on Nov 20, 2012 14:40:20 GMT -7
All of this seems good to me, more quality content is nice. EDIT: Will the NPCs be Steve?s or testificate villagers? I don't speak for Greenwolf, but I would guess they will contain testificate AI's as a base, and move to a modified Blaze/Skeleton AI when agro'd. Thats how I would do it anyway
|
|
roors99
Member
MageCraft Texture Artist
Welcome to the wigularity!
Posts: 11
|
Post by roors99 on Nov 20, 2012 14:47:11 GMT -7
I was meaning in model so I could get a feel of how textures would look for them. HEY GUIZE ADAMANT BAR Some sorta water-based alchemical sword
|
|
|
Post by GreenWolf13 on Nov 20, 2012 14:57:57 GMT -7
All of this seems good to me, more quality content is nice. EDIT: Will the NPCs be Steve?s or testificate villagers? I don't speak for Greenwolf, but I would guess they will contain testificate AI's as a base, and move to a modified Blaze/Skeleton AI when agro'd. Thats how I would do it anyway You would be correct. Basically they will be reskinned Testificates that use some cutom code for when they are angry. But yeah, I'm not gonna go make a whole new NPC model and AI when there's already one that works.
|
|
roors99
Member
MageCraft Texture Artist
Welcome to the wigularity!
Posts: 11
|
Post by roors99 on Nov 20, 2012 15:06:29 GMT -7
I AM BAD WITH BBCODE [Insert stuff about trading with new mobs here]
When trading with mobs, will they use a currency item like emeralds in vanilla trading or a currency value that gets stored out of your inventory like Hack/Mine does with its trading?
|
|
|
Post by GreenWolf13 on Nov 20, 2012 15:11:17 GMT -7
I AM BAD WITH BBCODE [Insert stuff about trading with new mobs here] When trading with mobs, will they use a currency item like emeralds in vanilla trading or a currency value like Hack/Mine does with its trading? Most likely Mana Crystals, since emeralds are very easy to get, as they are (technically) renewable. Although the lore says that emeralds can't be turned into essence because they are resistant to acid, the real reason is because they can be used to bypass the low-value renewable resource blacklist. Give a villager 17 wool, get an emerald, turn into essence, turn essence into wool, repeat. See what I'm getting at?
|
|
roors99
Member
MageCraft Texture Artist
Welcome to the wigularity!
Posts: 11
|
Post by roors99 on Nov 20, 2012 15:34:58 GMT -7
Yeah, exploits =/= fun. Thanks for clearing up my questions.
|
|
|
Post by Munaus on Nov 20, 2012 15:46:44 GMT -7
New Alexandria. Somehow the image of a ruined walled city pops in my mind. Is that your idea? Clogging up a dimension with different world gen ruins you have at overworld to the dimension seems a bit messy and ... well frankly a bit lazy too. I would gladly help build a city, if I wasn't too darn taken with work and real-life crap. I'm sure the kellergarden members and the kitty jailers could create something that you could implement You only need to ask.
|
|
|
Post by GreenWolf13 on Nov 20, 2012 15:51:21 GMT -7
New Alexandria. Somehow the image of a ruined walled city pops in my mind. Is that your idea? Clogging up a dimension with different world gen ruins you have at overworld to the dimension seems a bit messy and ... well frankly a bit lazy too. I would gladly help build a city, if I wasn't too darn taken with work and real-life crap. I'm sure the kellergarden members and the kitty jailers could create something that you could implement You only need to ask. You saw the Lore I gave for New Alexandria on Technic Forums, right? I don't intend for it to be a giant mess of random world gen. It will be generated similar to NPC villages, but much, much, larger. And possibly make it so that it is unique to each player, thus allowing everyone to explore it.
|
|