Sakya Posted March 17 Report Posted March 17 Runescape, but in Vintage Story, mod idea: New structures: >villages (with npcs); >surface ores (Require minimum level + take lot of tool durability; but replenish within 20-60 sec); >underground ores (for better stuff + modded stuff) (Spawn like ruins, so next to caves) >respawning trees (specific lategame variants; leaves can drop seed for decorative version that doesn't work for modded items BUT is still pretty tree) >Fishing spots (for skill-based fishing) >Dungeons (overground/underground; enclosed with enterances so it's opt-in to engage) >Altars (pray, sacrifice bones...) Ore/tree spots would work by "base" checking for block over it, respawning (after delay) if its empty (that or just hold right click to interact) Skills: >HP (gain points when recovering hp outside of respawns) (higher HP = get more HP) >Def (gain points when receiving combat damage; the higher tier of incoming damage the more xp you get) (equip modded armor) >Strength (gain points when attacking with specific weapons) (Increases melee weapon dmg; extra item slots?) >Attack (gain points when attacking with specific weapons) (Equip modded weapons) >Ranged (gain points when attacking with ranged weapons) (equip modded weapons; better accuracy) >Cooking (cook.) (make modded cooking stuff; temp max hp or slight healing as bonus but for some have to pay attention with clay oven to ensure it doesnt burn fast) >Mining (mine) (unlock better modded ore spots) >Smithing (process ore, smith) (create modded weapons/armor/tools; use material to trim existing and new armor/shields) >Building (crafting non-functional items) (Unlock extra recipes for decor, cheaper alt recipes for build stuff) >Crafting (crafting that doesnt fall in other categories) (decorative pottery, jewelry etc) (at late stage, summon infinite copper chisel) >Fishing (fish.) (more reliable as you learn; more meat; can fish out stuff from panning randomly) >Woodcutting (cut trees) (unlock modded trees; save axe durability) >Prayer (use bones/bonemeal on ground, bones on altar) (variable buffs) >Runemaking (make runes) (make better runes; needed for casting) >Magic (use magic) (learn more than basic magic!) >Farming (plant seeds, harvest crops) (modded seeds, new composts) >Herblore (forage, craft potions) (gain ability to properly handle more potion ingredients, create better potions) Fletching should really be under Crafting here imho, and Slayer/Sailing/Thieving/Agility would require more custom content... and Hunter just no idea how to implement it New items: >Combat axes (STR), maces (STR), Shortswords (Att), Scimicars (Att) - extra "basic" weapon options, requiring sufficient Attack to use tiers better than Bronze >White (consecrated steel), Black (defiled steel), Adamantine, Runite items - require Attack/Defense/Mining/Woodcutting to use corresponding items >Trimmed versions of basic armor types (just for decor) >Holy/Unholy symbol (consecrated/defiled by npc or at altar) (prayer bonus) Would likely work best if integrated with existing mods like smithing + (for smithing), QP chisel + clayworks (to make prettier clay stuff), CAN Jewelry (jewelry with stats) etc. Honestly the whole idea was just intrusive thought but if you want to make it feel free to - I think it'd be interesting to implement on long-running server, esp. if skill gain is slowish 2
Zack The Unknown Posted April 8 Report Posted April 8 NGL, this feels like it would be more like an entire modpack than just a mod by itself. We already got things like xSkills, Expanded Foods, Seraph Levelling, et al. But, if somebody could put something like this together, with everything involved... Oh, man. That would be one heck of a nostalgia trip! Also- how fitting that I'd find this right after suggesting a mod idea for adding cakes to the game (including a cake tin).
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