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Mr1k3

Vintarian
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Mr1k3 last won the day on August 24

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  1. -updated Russian translations thanks to ZigTheHedge! not entirely sure how xskills determines weapon type? I'd assume if theirs another skill that buffs spears as a separate thing it might be based off of the c# class, if so then it would be undefined since I use a custom class here for animation changes.
  2. 1.0.1- -added ability to place down bags on the ground like in vanilla (thank you Craluminum2413 for the heads up) -removed rope requirement from baskets -can now reclaim 2 small hides from hunter backpacks
  3. 2.2.9- -updated russian translations thanks to ZigTheHedge, and Jay_! -slight buffs to drill and glove durability -trying to at least somewhat bring the armor sets to some resemblance of vanilla stuff and reduce power creep: utility armor- speed boots now double hunger rate, now mixed with stasis pack you have +55% hunger drain because my idea of nullifying all the negatives was too crazy stasis pack provides 25% protection but now slows ranged weapons by 20% buffed protection of ranged helmet to 90% but now has a tiny hunger and speed penalty Combat armor- pretty minor stat adjustments to all values, should be practical enough to wear around all the time with lower penalties, protection values unchanged.
  4. The summoner has a grid recipe, and yes drifters still drop temporal gears.
  5. 2.0.3: To prevent a crash with peat in firepits you now need to craft vanilla peat in the grid to get a dryable version
  6. Adds two new food preserving blocks for long term food storage. They require no maintenance and will always work at their full potential and will only be affected by regional food spoilage rates, great for dedicated servers. The two new containers are: Ice Box- Preserves food at the following rates: Vegetables-50% slower decay Grains-75% slower decay Fruits-75% slower decay Proteins-50% slower decay Dairy-75% slower decay Salt Box- Preserves food at the following rates: Vegetables-75% slower decay Grains-50% slower decay Fruits-50% slower decay Proteins-75% slower decay Dairy-50% slower decay Each box has 8 slots, the same as the basket. The decay values can be improved further by putting the blocks in a cellar, food items with no category currently decay at their standard rate. Includes sounds, animations and custom models for the blocks: Download: https://mods.vintagestory.at/show/mod/1231
  7. Since the topic of class balance was brought up via a poll on the news forums, I thought it might be interesting to further discuss the topic in a bit more detail since I am currently also looking into renovating aspects of my "more-classes" mod. I feel like some further discussion here will help the development for a proper class system for either a modded or base game setting. I feel it is important to note that from the data so far shows that the commoner is the most popular class by a large margin, which is expected for several reasons that I will be getting into, but it still highlights a point that the entire system needs to be balanced in a way where the commoner lies in a completely neutral area, meaning that no other class should be a complete upgrade or downgrade compared to them. This core philosophy should be the foundation to the entire system in order to preserve a freedom of choice and remove any "metas" for sake of an authentic sandbox experience. The preference of the commoner over the other classes is to be expected to a degree, as some people do not care for the system and that should be preserved as stated before, but currently it is being influenced by other aspects- first and foremost the inability to change classes through in-game means. Currently I am a little worried about further diluting the pool of classes with my mod due to an ever-increasing degree of option paralysis that is amplified even more so when you are unable to change your class though "legitimate means", and while a series of commands can be used to enable class changing, it is up to a server/players discretion to administer this command. The ability to change classes through in-game means was stated to be planned in an earlier devlog, but it is critical in a renovation to the system for this to be added alongside it. This system should be difficult enough to avoid constant or free class changing because that may bring exploits or more importantly develop a want/need to change class to another before you can harvest/do something, otherwise it would tarnish the sandbox theme, yet the system should not be impossibly difficult or grindy for the average player to achieve. What should define a class? Classes as they currently stand are not that far off in statistics from the commoner, meaning they don't hold nearly as much influence on game play as I have them tuned in moreclasses. Should the system remain like this or should the system be tuned to be more influential on aspects of game play? I personally love the way the malefactor class plays and feels in moreclasses as it allows a completely different method of play over the commoner (a huge emphasis on stealth and getting in and out of combat without engaging an enemy), yet remains balanced in a way to not be straight up "better" than the normal play-style. Classes should also hold enough perks/downsides to be able to have their own individually unique play-style, and I consider the tailor as a good example of a class not deep enough to really be their own "class", as they stand they feel and play just like a commoner that can make clothes. It's also important to note that the entire system must be balanced around not only these aspects, but both be viable in a multiplayer and co-op setting. Classes should have an area/areas of expertise/incompetence but these should not be tuned to a degree that would make the class either nearly-useless or the only option in those areas, otherwise it would have too large an impact on selection for each game mode. Wrapping things up, these are some thoughts/philosophies I've developed over my time modifying this system. As usual balancing is the most important thing to consider here and the ultimate goal, and a system this deep requires multiple iterations and lots of testing in order to find a balanced area. Coming up with these classes and especially what downsides they should have is particularly difficult from my experience, but with enough work any class or idea can eventually make it to this goal. As always I'd like to hear what other people think.
  8. Adds a new type of ingot mold called the "foundry" it comes in two sizes one can solidify 24 ingots at once and the other does 12 at once. The foundry must be filled completely for you to receive the ingots when they cool, otherwise it just holds the amount poured into it until you eventually fill it all the way. Got annoyed with having to make a billion ingot molds and having to find the space for all of them so here's the solution! Would need some fancy modification to base code to have partial outputs which I am unable to do. Also I would like to have faster cooling speed with mechanical power but again I am limited with my abilities for now, if you'd like to contribute I'd really appreciate it. Download: https://mods.vintagestory.at/show/mod/1197
  9. 2.2.8: Fixed temporal sword needing mining glove schematic fixed drill/mining glove having no ceramic mining speed bonus like normal pickaxes
  10. 1.1.2 update: I will no longer be updating the hardcore version as I need to find a better way to implement harder recipes into a single mod. But it's not efficient to keep up with essentially two versions of the same mod, and I just feel like the hardcore version is not really worth maintaining unless I get enough people who want it. New weapons for 1.15 update: Added the Katar- a very short range weapon capable of insane amounts of damage, it's a hit and run weapon so the risk of getting hit is high but that risk rewards you with up to 15 damage at the steel tier meaning it can one-shot surface drifters! Not all is crazy though as they suffer from not only that tiny range but also in their durability, it's also hindered by a slow attack speed like the spear. Added the Throwing-Spear- This spear is meant for throwing, meaning it does even more damage when tossed than the standard spears double damage, its also able to fly a bit farther. Throwing spears can be made from every tool metal and in primitive versions with flint or obsidian. You must forge metal spear heads on an anvil but each ingot will give you 72 spears in total which is important because they are a single-use item meaning they will break when they hit anything and cant be retrieved. They do less damage and have less ranged when used as a direct weapon as compared to a vanilla spear. Other changes this update include slight buffing to scrap weapons and the club, overall tweaks to increase damage across the board but also reduced range overall. The halberd and heavy spear are now fully implemented with respect to attack speeds, they will now attack at the rate of the spear with a similar animation. Also removed resin from pine logs recipe, flax twine to rope, and the plank needed to make the macuahuitl so now it takes a whole log.
  11. 2.2.7 fixed schematics sometimes being used up by setting their durability to a crazy high number made some recipes shapeless
  12. 2.2.6 changes: Tweaked trader buy/sell values for several items to be a little more balanced Increased cost of all temporal armors, turns out I missed the mark I wanted to hit with the recipes so now they should actually be end/lategame only (more steel/ancient plating and combat armor now takes steel plate armor in recipe). Turns out making an item that removes the need to eat in a game that focuses primarily on food destroys the purpose of most of the game, with this in mind the stasis pack now only reduces hunger drain by 50%, on a positive note it now slows you down 5% less and only cuts healing effectiveness down by 50%, still a very strong item. Made the accelerator boots faster by 25% but now they make your hunger drain 35% faster, this is to emphasize use of them with the stasis pack, the increase is really not so bad when you compare it to standard plate armor. Combat helmet and legs now give a +5% to hunger rate now +25% overall for full set of combat armor/forcefield, however the combat leggings now give +5% more movement speed for a total of +20%, so they now cancel out the slow from the helm and chest.
  13. Released a hotfix 2.2.5 which fixes a typo in the trader json, trader was not being loaded because of it.
  14. 2.2.4 update: New armor sets New schematic/trader system New recipies Had to remove custom torch sounds since it was causing crashes sadly.
  15. 2.0.2 changes: Enabled new drifter sounds, should be much more pronounced so you can better tell when drifters are near. Also now they have a very distinct aggro sound so you can learn when one is about to charge. Slightly reduced spawn sizes and chance for lesser drifters so hopefully constant swarms from nowhere are less likely, mixed with their buffs should still have similar difficulty. Now uses a patch rather than a full file replace, hopefully everything works but sometimes the modmaker does weird stuff so let me know if something isn't right. But as a plus other mods that modify drifters should work with this mod.
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