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Hexedian

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Posts posted by Hexedian

  1. After much sciencing, hitting each others with spears and swords, with no armor, and taking into consideration class bonuses, we have come to the following conclusion :

    The combat abilities Swordsman and Spearman do not give any damage bonus at all. There was no difference in damage before and after taking the abilities, even for players with 3 points in the abilities.

  2. Or, possibly, add a Tools Mastery skills under Combat, which gains bonuses the higher your skill for that tool is, i.e. with high Digging, you get more damage with shovels; with more Farming, you get bonuses with scythes.

    • Like 1
  3. So, some ideas.

    The pottery skill should be renamed Handicraft or Primitive Crafting or Manual Labor, or something along those lines. Additional abilities should be added, or existing ones expanded to work on knapping, panning, chiselling and common works that don't fit within other skills. For example,

    - Fast Potter, JackPot and Infallible could be made to work with knapping.

    - Adding another ability that preserves durability of tools that don't fall into other categories.

    - Increase speed of panning animation, chance to get double drops from panning, and adding some items to panning loot chances, or decrease odds of junk-tier items when panning.

    - Unlocking new chisel options... One can only hope.

     

    Some additional ideas :

    - Add a functionality to some abilities to increase the number of blocks chopped by shears on leaves and scythes on crops and grass.

    - Change Shovel Knight to work with any tool, or unarmed, possibly with different abilities depending on tool.

    - Killing animals whose generation is higher than 3 should give Farming experience.

    - An ability to increase the perishable timer for cooked food, collected crops and killed animal meat.

     

    And finally :

    Typo in "composting" : Nutrition, not Nutraition

    • Like 1
  4. If some skills take too much experience to level up... How about giving different classes experience gain bonuses in relevant skills? And this might possibly make commoners and clockmakers more popular, if they get useful experience bonuses.

    Also would be great if it's configurable, so custom classes can have their own skill bonuses.

     

    And a random idea : a cooldown on exp losing on death, so temporal storms don't reset all your skills if things go poorly.

    • Like 1
    • Thanks 1
  5. I have a bug, not sure if it's related to xskills as there's other mods, but it seems likely : With Long life 2, health will flicker up and down by a few points, for example going from 9.5 to 9.8, both in the Character screen and the life bar. This is with a health-reducing class.

    • Thanks 1
  6. Some ideas, then:

    Finishing touch : Chance to instantly finish a smithing work. Work must be at least 80% complete. Increase probability and decrease required completion with skill level.

    Recycling : Chance to drop a nugget of the ingot's metal when using Split.

    Careful hit : Heavy hit will move voxels to appropriate positions, instead of just spreading them.

    Master Hammerer : Can use Upset on a voxel, even when it's not on an edge.

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