It includes an evade-like ability for swords/greatswords, a sprint, and jump attack for waraxes/battleaxes, nothing fancy but slowness for maces(those who just want to bash), and a heavy strike for tantos/katanas
hm.. pretty much whatever can be done better, mainly would be the crafting system ofcourse(not using shapes, for easier working). combat would be a bit more dynamic(with a new parry mechanic, and some special abilities). a stamina system to balance actions with weapons and tools, a few new special tools added, more expansion into food, and simplified armours to just light(basic stuff) and heavy(plate)
Not too sure about the new armor system, I always tended to stay in med level armor to be safe and saved the plate for things like go into lich towers in the twilight forest.
well light armour itself wasn't really that useful to begin with, so the mail armour should handle your average needs for plate to be saved for later. but I got the armour dye working, so they can be coloured similar to vanilla leather.
Though yes, swing animations are cosmetic and take place after hitting, parrying still sort of works, there's no way to detect hits as you've been hit before a swing is commenced: parrying takes place as long as you're blocking, and it blocks a threshold of damage.
Stamina is a simple bar on the corner of the screen, it regens slower in armour, and decays faster in heavy armour. there's also food that can effect regen and max stamina for a time.
The crafting system will be catelogue based, like many games nowerdays
Heavy pick mines a 3x3x3 block, but is slow and less effective against ores (especially item drops like coal), there's also a heavy shovel(similar to heavy pick): both them use stamina, a trow that can tile grass for seeds, and get special drops from dirt, and always drops flint in gravel.
Heavy pick mines a 3x3x3 block, but is slow and less effective against ores (especially item drops like coal), there's also a heavy shovel(similar to heavy pick): both them use stamina, a trow that can tile grass for seeds, and get special drops from dirt, and always drops flint in gravel.
The flint thing seems infinitely useful. All of them seem like they would save people a lot of time that could otherwise be spent advancing in tier, rather than something boring like breaking all your gravel until you get flint.
Rollback Post to RevisionRollBack
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
well light armour itself wasn't really that useful to begin with, so the mail armour should handle your average needs for plate to be saved for later. but I got the armour dye working, so they can be coloured similar to vanilla leather.
Though yes, swing animations are cosmetic and take place after hitting, parrying still sort of works, there's no way to detect hits as you've been hit before a swing is commenced: parrying takes place as long as you're blocking, and it blocks a threshold of damage.
Stamina is a simple bar on the corner of the screen, it regens slower in armour, and decays faster in heavy armour. there's also food that can effect regen and max stamina for a time.
The crafting system will be catelogue based, like many games nowerdays
Interested to see a revamped armor system. I have always been a fan of having some pretty serious pro's and con's to the different armor types, something to keep people from constantly just wearing the best they can make/buy. Always good to see something that defines a role by a negative or positive rather than a simple class mechanic aka archers wearing light/no armor for agility compared to certain classes being hardcoded against certain items/armor.
The stamina system sound interesting. Including more prepared foods or whole meals that offer benefits over just eating cooked meat or the the like, would be very cool.
The crafting change is the only bad news. That is currently one of my favorite parts of MineFantasy is the roughly skill based crafting setup. It has led to many situations that dynamically create professions on my server due to the intensive nature of creating goods. This has gone so far as creating apprentices and increasing the value of once easily created items. If this is a purely technical reason being too complicated to update than I understand but otherwise I don't see anyone that plays your mod that dislikes the current style. I would go so far to say that the current crafting system is what makes MineFantasy really stand out compared to so many other bland mods out there. Relying on gui's and non-physical interaction is necessary for some systems but to have it replace a rather engaging and visceral existing interaction would seem a step backwards.
somehow, i still cannot find slate. I've searched for hours in creative, and i think maybe its spawn rate needs to be upped from twenty to ~2, or it needs to spawn more predictably, like how granite spawns more in mountain biomes. when i first suggested slate to AP, i suggested it spawn in the nether, so maybe you could make it spawn there as well, because this is getting ridiculous.
OK, works with the dagger, the wand on a bench top still breaks the world.
I've developed a method to cure this issue which I will implement in the next release of the bridge mod, and, into AwesomeGem's MF repo if no other solution can be found.
This fix can be applied to any item at all, as it simply prevent you from placing the item on the bench by cancelling the event, so, aside from the wands and growthcraft wine, are here any items that I should control?
well light armour itself wasn't really that useful to begin with, so the mail armour should handle your average needs for plate to be saved for later. but I got the armour dye working, so they can be coloured similar to vanilla leather.
Though yes, swing animations are cosmetic and take place after hitting, parrying still sort of works, there's no way to detect hits as you've been hit before a swing is commenced: parrying takes place as long as you're blocking, and it blocks a threshold of damage.
Stamina is a simple bar on the corner of the screen, it regens slower in armour, and decays faster in heavy armour. there's also food that can effect regen and max stamina for a time.
The crafting system will be catelogue based, like many games nowerdays
I think something needs to be done with the switching of weapons and armor. It should not be instant there should be a timer in between removing armor where you cant move until that piece of armor is removed and the heavier the armor the longer it takes to remove. And switching weapons should be the sam
well arrow scripting doesn't work really well on the difference between the item consumed and the arrow fired. (default system fires an arrow and consumes an item after), I have made a new system in the remake that could be a bit more flexible though
I think something needs to be done with the switching of weapons and armor. It should not be instant there should be a timer in between removing armor where you cant move until that piece of armor is removed and the heavier the armor the longer it takes to remove. And switching weapons should be the sam
well yeh.. sort of. but light really didnt have much use anyway: so there'd be leathers and such, with mail armour being classed as light, but still being slightly heavier, so medium still exists, just classed as light
Not too sure about the new armor system, I always tended to stay in med level armor to be safe and saved the plate for things like go into lich towers in the twilight forest.
Though yes, swing animations are cosmetic and take place after hitting, parrying still sort of works, there's no way to detect hits as you've been hit before a swing is commenced: parrying takes place as long as you're blocking, and it blocks a threshold of damage.
Stamina is a simple bar on the corner of the screen, it regens slower in armour, and decays faster in heavy armour. there's also food that can effect regen and max stamina for a time.
The crafting system will be catelogue based, like many games nowerdays
Is that a rendering glitch or a crash? If it's a crash, can you please give me the log?
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
The flint thing seems infinitely useful. All of them seem like they would save people a lot of time that could otherwise be spent advancing in tier, rather than something boring like breaking all your gravel until you get flint.
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
Some other mod is breaking my iron bloom patch too, which is really weird, more research will be conducted.
Interested to see a revamped armor system. I have always been a fan of having some pretty serious pro's and con's to the different armor types, something to keep people from constantly just wearing the best they can make/buy. Always good to see something that defines a role by a negative or positive rather than a simple class mechanic aka archers wearing light/no armor for agility compared to certain classes being hardcoded against certain items/armor.
The stamina system sound interesting. Including more prepared foods or whole meals that offer benefits over just eating cooked meat or the the like, would be very cool.
The crafting change is the only bad news. That is currently one of my favorite parts of MineFantasy is the roughly skill based crafting setup. It has led to many situations that dynamically create professions on my server due to the intensive nature of creating goods. This has gone so far as creating apprentices and increasing the value of once easily created items. If this is a purely technical reason being too complicated to update than I understand but otherwise I don't see anyone that plays your mod that dislikes the current style. I would go so far to say that the current crafting system is what makes MineFantasy really stand out compared to so many other bland mods out there. Relying on gui's and non-physical interaction is necessary for some systems but to have it replace a rather engaging and visceral existing interaction would seem a step backwards.
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
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I've developed a method to cure this issue which I will implement in the next release of the bridge mod, and, into AwesomeGem's MF repo if no other solution can be found.
This fix can be applied to any item at all, as it simply prevent you from placing the item on the bench by cancelling the event, so, aside from the wands and growthcraft wine, are here any items that I should control?
I think something needs to be done with the switching of weapons and armor. It should not be instant there should be a timer in between removing armor where you cant move until that piece of armor is removed and the heavier the armor the longer it takes to remove. And switching weapons should be the sam
well arrow scripting doesn't work really well on the difference between the item consumed and the arrow fired. (default system fires an arrow and consumes an item after), I have made a new system in the remake that could be a bit more flexible though
current vanilla systems will clash with that