UltimateGrungo Posted February 15 Report Posted February 15 (edited) WORKING TITLE: THE VINTAGE ARTS In any game I play, I end up craving perhaps the most primal of humanity’s desires: to transcend the burdens of an imperfect form, and take on the world with nothing but my fighting spirit and my bare hands. I'd like to see a mod that brings that fantasy to the world of Vintage Story, making unarmed combat a satisfying and viable option. I don't have any notable experience in coding, so unless someone is feeling particularly inspired and/or generous, this is all a flight of fancy. But I'm curious to hear your thoughts, or additional ideas y'all might have for a mod like this! CORE FEATURES (the basic stuff): A fluid new moveset for unarmed attacks, including: Light attacks Heavy attacks Punches Kicks Unarmed parrying A dedicated “empty hand” hotbar slot for unarmed attacks. Dramatic sound effects! If lacking the kind of progression seen below, the damage and tier of unarmed strikes could increase through the use of hand-wraps or caestus weapons (whose damage and tier would correspond with the metal used to make them). STRETCH FEATURES (the pipe dream stuff): Cast off your armor and weapons to cultivate mystical powers (see lists below) with an immersive progression system, including: A meditation minigame, which changes dynamically based on the player's state and surroundings. Thematic challenges to advance to higher tiers of Conditioning. Scrolls and tapestries detailing ancient Techniques (see below), either sold by merchants, taught by hermit masters, or found in thematic ruins. Wild Techniques: Learned from Hermit Master NPC's cloistered away in the wilderness. Goat Charge: Higher knockback and damage while sprinting forwards. Tiger Pounce: Higher damage for a brief period after jumping. Falcon Dive: Higher damage while falling (increases with distance fallen). Pike Thrash: Higher damage while swimming. Snake Strike: Higher range while grounded. Boar Toss: Lift an enemy skyward with a mighty uppercut. Elk Kick: Higher range and knockback while sprinting backwards. Badger’s Fury: Hit harder and faster at lower health. Monkey’s Paw: Parrying a projectile launches it back at your assailant. Spirit Techniques (cost Satiety to use): Learned from ancient scrolls. One-voxel Punch: Short windup, heavy damage, with a long stun on a hit, and a long recovery penalty on a miss. Healing Palm: Rapidly convert your Satiety into Health for yourself or another creature. One Hundred Fists: Unleash a volley of rapid punches. Spirit Strike: Charge up a concentrated sphere of energy and release it for a powerful ranged attack. Rising Moon (Passive): Enemies knocked into the air are suspended there for a brief time. Falling Star: A powerful, mid-air axe-kick that drives airborne foes forcefully downwards. Forbidden Techniques (cost Temporal Stability to use): Learned from mad scrawlings found in the deepest parts of the earth. Mad Monk’s Jaunt: Enter the Rust Dimension to become intangible for a short time. Life-stealing Fist: After spending health to charge up a punch, swing for heavy damage and self-healing if the strike connects. Taste of Blood: Butchering a corpse with an empty hand instead drains it, restoring Health and Satiety and increasing Protein nutrition. Demonic Howl: Send nearby creatures into a frenzy, wherein friend and foe are indistinguishable. Ultimate Techniques: Learned through tapestries found in particularly challenging dungeons, which test a player's levels of Conditioning through combat, riddles, and obstacle courses. Maps to such locations can be purchased from Treasure Hunter merchants. One Thousand Fists (requires One Hundred Fists): Unleash a typhoon of rapid punches. Quivering Palm (requires One-voxel Punch): Stunning an enemy opens them to a strike that does low initial damage, but explodes them for heavy area damage after a short delay. Serenity (requires Monkey's Paw): Parrying instead grants a brief moment of invulnerability, which is extended when it negates an enemy’s attack. Attacking shortly after launches a devastating counter-attack. Vengeful Fortitude (requires Mad Monk's Jaunt): When dealt a lethal blow, you shunt your body partially into the Rust Dimension, staving off death. You remain alive at 1 HP and enter a zombie-like state, during which you are invulnerable, your movement speed is slowed, and your Temporal Stability rapidly increases, starting at 0. Slaying the creature responsible restores your health to 50% and ends the zombie state, but if your Temporal Stability reaches 100% before then, you die. (This ability should have a cooldown.) Conditioning (passive abilities): Each of the skills listed below are trained separately, either by playing the Meditation minigame in specific conditions or performing certain actions (denoted in each section after "Train by:"). Once a player's experience reaches a threshold in a given skill, they can't gain any more experience for it until they complete a specific Challenge (denoted after "Advance by:"), which advances that skill to the next level and allows them to continue gaining experience. Some skills grant special boons after the player reaches that skill's mid-point (denoted after "Midstone:") and that skill's maximum (denoted after "Capstone:"). Stone Splitter: Increases mining power of your empty hands and the damage (and tier) of your unarmed strikes. Train by: successfully using unarmed strikes. Advance by: breaking blocks of incrementally tougher materials. Skin of Metal: Increases damage resistance and the tier of your defense while unarmored. Train by: meditating at low health, successfully parrying. Advance by: surviving a particularly deadly attack. The Fasting Way: Decreases hunger rate. Train by: meditating at low hunger. Advance by: meditating while dying of hunger. Midstone: Satiety gained from food is doubled. Capstone: Hunger no longer decays naturally. Inner Fire: Increases natural healing rate and tolerance of extreme temperatures. Train by: meditating under running water or at extreme temperatures. Advance by: meditating at harmful temperatures (freezing or burning). Capstone: Your tolerance of extreme temperatures extends to players near you. Windwalk: Increases sprint speed, jump height, and the distance the player can fall before taking damage. After advancing past the first tier, holding “Jump” allows the player to run through the air or hover in place, which depletes a Windwalk meter. This meter replenishes while the player is touching solid ground. Advancing Windwalk increases the meter's maximum, allowing the player to fly or hover for longer. Train by: uninterrupted sprinting/Windwalking, meditating outside on windy days. Advance by: falling a great distance without taking damage (say, into water). Midstone: You can sprint on water indefinitely. Capstone: Touching any block (solid or not) refreshes your Windwalk meter. Inner Peace: Increases your resistance to ambient Temporal Instability. Train by: meditating next to running water. Advance by: meditating for longer periods, and/or while losing Temporal Stability (during Temporal Storms or while deep underground, for example). Midstone: All animals are neutral towards you. Capstone: You no longer lose temporal stability (except through Forbidden Techniques). Sight Beyond Sight: Detect the auras of other creatures through walls while sneaking. Train by: meditating in total darkness. Advance by: meditating at deeper depths in total darkness. Midstone: Creatures’ auras change color to show their health state. Capstone: You can see in the dark, and periodically, unique pressure points are highlighted for you on nearby creatures. Striking a pressure point deactivates it, deals bonus damage, and hinders the creature's movement and attack speed. Edited Monday at 04:45 PM by UltimateGrungo Consistency (and some punctuation) 1
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