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  1. They seek, they roam, they are hungry. Be prepared to meet your new neighbours from parallel plane, but don't expect the warm welcome. Why are these strange beings here for? Are they eager to capture the land? Or maybe they are just lost? The one thing that is known - they are vile and tough. So, be very careful when dealing with your new neighbours. The mod adds five fantasy entities to make your survival harder and more interesting. Use the file TheNeighboursConfig.json in your VintagestoryData/ModConfig folder to disable monsters which are too scary for your gameplay. File generates automatically after the first game run. Tickling: Tall slow bipedal with huge horn-like outgrowths. It seems that he has no eyes, but he doesn't need it to catch its prey. Parameters: Height: 3.2 Width: 1.2 Health points: 40 Attack Strength: 12 Attack Tier: 3 Shintorickae: Small sharp-tailed insect with a pair of cute eyes which are glows in the dark. The fastest creature of them all and the most dangerous. Can kill you on sight, or run away from you if it feel danger. Parameters: Height: 0.7 Width: 1.8 Health points: 40 Attack Strength: 8 Attack Tier: 3 Brayer: This cold-blooded reptile isn't aggressive. Of course, if left alone. Otherwise, you can check a sharpness of its teeth. Parameters: Height: 0.5 Width: 1.6 Health points: 30 Attack Strength: 6 Attack Tier: 2 Turtor: This one looks like usual Turtle. And it prefers to stay in water all the time. Doesn't like to be chased, so, it's kinda challenge to catch one if you urgently want to eat something unusual. Parameters: Height: 0.4 Width: 0.8 Health points: 30 Glowshroom: This mushroom glows in a darkness, emitting blueish particles and making strange sounds. Effects beside this is currently unknown. Ampel: The only being, which appear with its family. Ampel females are larger than males and more aggressive. Children however are calm and friendly most of time as long as you're leaving them alone. Ampels are natural enemies to wolves, so if you're lucky enough, you can watch that deadly battle and stay alive... before winner decide to pursue his next victim. Parameters (male/female/child): Height: 1.3/1.5/0.9 Width: 0.9/1.0/0.6 Health points: 40/50/20 And a something special for collectors That's it for now. Keep your eyes open not to miss any updates on this! And I didn't reveal all the secrets Latest release (1.15.2): https://mods.vintagestory.at/download?fileid=1996 (forum doesn't allow me to upload this version directly, so, it's located at my website for now) (1.14.0+): theneighbours_v1.14.0-0.4.8.zip Changelog: 0.4.10: - Possibly fixed the crash when touching Glowshrooms
  2. I think it's enough that we have storms, unstable areas on the surface and that stability goes down underground. Give builders and casual players a place to relax & build, if they choose so. And if you want challenge, well, go to the unstable areas, there are plenty of them. Also, tweaked light level spawning would be a nice addition.
  3. Option (before and after a world generation) to disable monsters spawning in the world. Either one of them (certain type), or all of them (I really hate that constant moaning around me)... It even discourages me to explore the caves at all (and for me personally, caves are already scary without any monsters, strange noises are more than enough), and without exploring them - what's the point? Also the same with the temporal storms. Nature & animals are more than enough for me to be challenged . Especially, since the bears are coming to town... Most of the people are too sensitive, but still want to play this cool game, to chill & relax (survive in the nature) with the lower level of challenges. Those options should be easy to on & off from the menu. Thank you for reading!
  4. As the title says: just some of my ideas written down. - Smoking of meat/fish. Similarly constructed as the bloomery. - Fishing. - Fish traps. - Graved salmon. - Creating oil lamp by clicking with fat on the bowl instead of crafting it in the grid. - Grinding/repairing tools. For example with grindstone, leather or on the anvil. To a certain extent until they are no longer suitable for grinding/repairing and finaly brake completely. - Recipes By clicking the ingredients on buckets, pots or a working surface (like a cutting board). - Cut into slices and top breads with, for example, jam. - Super moon spawns monster (werewolves?) - temporal Storm while super moon spawns even more Stronger and "stranger" monsters - Irrigation by mechanical energy (Archimedean screw?) to fill waterchanels within the fields. This would need to overhaul the water mechanic i guess. - Stick "tent" for early shelter, with NO storage or fire. just to hide and sleep. Out of sticks and dry grass maybe? Simple A-frame shelter. - Stick wall. Very basic "defense". Decays into rotten stuff for a composter or just fall apart after a few days. - Reduced stability after x days of no sleep
  5. Following are totally random ideas for monsters that like to kill the player. Enjoy! ...
  6. I have been thinking over potential threats the player would encounter in the world, especially since Luc released his initial background story for the game. I will put my initial thoughts here for the community to comment on or to ignore, as they see fit. Looking forward to any feedback... Natural Threats Bears- Dangerous but plentiful food supply. Also provides good skins for clothing, and oil for candles/lanterns. Hard to kill, and ferocious once provoked. Hunt with care. If one could capture a cub and raise it up as a companion... that would be sweet!! Wolves- Huge, wild canine animal. Very dangerous, but only if provoked or encountered in conditions where food is scarce- usually snow bound conditions. Given they normally travel, hunt and fight in packs, it is best not to bother them unless absolutely necessary. Captured and domesticated pups make great companions/allies. Yields leather if killed. Snakes- Sneaky, silent little buggers. Found mostly in wooded conditions, snakes are not good for much other than keeping you on your toes. Many are venomous and should be avoided. Yield poison glands if killed, which can be used in the making of poison traps, darts and arrows. Moose- Dangerous but plentiful food supply. Also provides good skins for making leather goods, and strong sinew for the making of strong rope and string for things such as good hunting bows. Moose are extremely aggressive in the wild, and very strong. Their very large horns make traveling through dense forest a slow process, but if caught in the open they can close in on a human with amazing speed, crushing armor and bone into the ground with their great antlers. Approach with caution!!! Leach Squid- Squid-like creature that lives in fresh water lakes and rivers. The critter latches on with great strength and begins to slowly drain the blood of its victim. its slippery skin makes it very hard to get a grip on once attached. Only way to remove it once it latches on is to get out of the water. It cannot stand dry air for more than a few moments before dropping off and returning to the lake or river it came from. Yields squid as a food source if killed. Supernatural Threats Trolls- Read an idea on these in another post, but can't remember which. I really like what I read, so I included them in my list along with a few suggestions... Large, unintelligent creatures that usually like living alone in caves and under bridges. They use large boulders and tree trunks as weapons, hurling them with their great strength. Shields are not much use against a large bolder, and both shields and armor take a beating in a battle with a troll. They prefer to stay out of the light of the full day, but will venture out in the early mornings or evenings, or on cloudy or rainy days. Trolls usually do not yield anything when killed, but usually have a treasure stashed somewhere nearby. Some carry leather bags and keep treasure on them. Orcs - Ugly critters that live in caves in the mountains of our world. No one is sure where they came from. Not overly strong, they tend to travel in packs and like to use bows and small knives as weapons. Their strength is in their numbers... They stay in their mountain caves during the day but hunt on the surface nearby their cave entrance under cover of night, returning to the darkness with the rising sun. Killing them can yield arrows, some tipped with mysterious concoctions that have various effects against an enemy. These concoctions can be understandably problematic for you as well when engaging them.. Drifters- Already used in the game, I would keep the name but make some serious changes. Ideas included below... The first to stray into our world from the shadow realm, drifters are a bit of an unknown. Humanoid in appearance and usually traveling alone or in packs of no more than three, drifters are very intelligent and often carry a weapon of some kind ranging from daggers and bows to swords and more powerful weapons seemingly enhanced through alchemy. They appear only at night, and seem drawn to human presence. They can be found at all hours of the day and night deep in the caves and light-less dungeons of our world, or roaming the surface in the night. When the day dawns however, any drifters caught on the surface begin to quickly dig into the ground. Once covered by the soil, they mysteriously disappear without a trace. No one has ever determined how they do this or where they go when they disappear. Killing them can yield weapons or other items consistent with what they are equipped with when engaged in battle. Implings- Pesky little creatures resembling a small orc with wings. Not very strong, they prefer to assault their enemies with darts fired from blowguns. The darts are mildly poisonous, and too many hits can render one lethargic and unable to regenerate health for some time. They are not very good fliers, and therefore prefer the cover of the forest. When pursued by an enemy they fly for short distances to evade attack, and then land before mounting another assault with their blowguns. They are not too difficult to chase down, but if encountered in numbers they can pose serious problems, especially if you have to engage a stronger enemy while under the slowing effects of their poison darts. Killing them is a good way to obtain large quantities of poison darts, useful for hunting and slowing an enemy down before engaging in battle. When the sun rises, they fly into the early morning sky and vanish from sight. Spider Colonies- Also saw the idea for these in a post somewhere, but can't remember where. Really like this idea as well, and so included it in my list with some ideas attached. Creepy, dangerous, unpleasant things! Spider colonies occur in cave systems and in very dense forest areas with high, dense tree canopies. Usually there is a very large queen accompanied by many of her smaller offspring. Feeding all those little ones is not easy, and they love the juicy meat of a human being. Once aware of your presence, they descend on their silky webs in mass, trying to surround their prey and pin it down with their webs, which are very sticky and which can be fired from a short distance away. They are particularly vulnerable to damage from fire, and arrows punching holes in them will do the job quickly as well. Their webbing also burns well. For all of these reasons, flaming arrows are a must have when you plan to engage one of these obstacles. Otherwise, run and try to find a better vantage point to engage those that are coming for you. If they manage to surround you in the open, you are in trouble. There is a chance of them yielding spider silk when killed- very strong and very rare. When combined with sinew, among other uses, they make the strongest bow and crossbow strings. Banshee- No one quite knows what these beings really are. They abhor the light, and only come for you in the dark of night on the surface of our world. For this reason no one has every seen one clearly and lived to tell about it. A shrieking and grinding cry in the night, and a shadow seen against the starry night sky. Two dull, pin-points of green-ish yellow light that are its eyes are all that is seen aside from shadow as it comes for you, flying through the air like a wraith. There is no known way of killing them. Your only chance against them is to stay in the light... ------- Will post additional ideas as I have them, assuming what I have shared in this post fits with the desired direction of the game...
  7. Hello everybody! Chris again with some ideas about what could be fun or just possible to add to this game. All of that is just putting some thoughts together and writing them down, so pls do not feel like this has to be done or something :-) -Villages and npcs I have already seen some posts about villagers and thought about how they could be interesting and fit into a rpg like world, where grinding for resources is an improtant element of the game. A variation to different normal deals are "quest" like deals. Let's say the game has certain mobs as standard. Every player will encounter them at some point. Some are spawning in all areas, others only in certain. Now completely independent of where the village is, wouldn't it be nice for them to request all kinds of things as a trade for other things. I'm thinking of a dialogue-like overlay. Where the deals or "quests", a villager has is randomly generated from a pool of possible trades and then saved until that deal has been done or maybe even permantently. What i understand as a quest is a little story of why this certain villager needs that exact item. Let's say you walk into a village and "speak" with one of the villagers. His dialogue will say something like: "We were attacked by monsters (any possible mob in the game) and they have killed one of us. We want revenge! But we are'nt fighters and too scared. Could you kill some of them and bring us their ... (whatever the dead mob drops) I will give you ... ( A number of a certain item. ) for it. So you go ahead and just find some of those mobs and bring back their drops to trade with the villager. This is of course just one very basic idea how a "quest" could look like. It could be everything! From mob-drops to food or even weapons or tools they need. It will create a more rpg like feeling in the overall game. Of course normal deals should also be there. Maybe there could be different kinds of villager. One kind trades with you, another sends you on "quests" and maybe other can teach you something. I don't know exactly how the player progression will work exactly, but let's say you have different skills and in a village can be one "teacher". You talk to him and you have an option to level up a certain skill or maybe trade that level up for something of greater value. After that you cannot get another skillpoint from the teacher. Maybe there will be a standard dialogue with him, where he states that you have already learned all he can teach you. There are so many ways of how this could be done and dialouge is certainly not one of the hardest. I am not even talking about a wall of text there. Just 1-4 sentences about what's going on. -Mobs This is not really something anyone else can influence but those who design and develope the game but as i said at the beginning this is just a post with some strange ideas. Of course there will be "standard" mobs. Monsters and maybe non hostile animals you will encounter in your everyday gameplay. But i think there are so many options to that. As i have seen there will be a time where generated structures is already part of this game. Ruins can include so many forms of different monsters. These areas could have a Minecraft like spawning system like spawnblocks. Or maybe have a diferent way of spawning certain mobs only in this area. From ghosts to special versions of undead creatures. So many things are possible. Crocodiles or reptile like creatures in swamps and rivers located in deserts. Scary monsters in "temples" of maybe even angel like creatures on generated floating islands in the sky. Of course all of this is depending on which way the game will go. In a more realistic world that would be little bit stupid. I always see these kind of blockgames placed in a fantasy enviroment. But of course what can or will be added is up to the team. I just hope the variation will be a little bit bigger than in MC. -Boss battle Now let's have a talk about boss battles. Of course again depending what this game will be in the later developement is setting the foundation on which kinds of mobs and possibly bosses can be found in the players world. I just set it as condition that it is a fantasy world. I read the story page on this site and just the fact it mentions "a god" makes me feel excited about the possibilities this game has. There can be boss battles in normal dungeons and maybe in normal generated structures like ruins and temples but i think there could be ways to involve the story of the game a little bit more. As the player progresses he or she will get stronger and better equipped. Making it possible to face even stronger enemies. Just imagine the thought of a world where gods make you face danger and death at every moment bring fear to whoever tries to just coexists. Now the player finds out there is a way to strike back! As i have seen the possible feature "infinite dimensions" I intantly thought, this is it! Maybe there could be a bunch of certain structures on the map, every player has access to. I imagine floating islands and temples like in " the aether" mod But of course this is an extreme and very fantasy based possibility. Other option would be castles, huge temples, gigantic ruins. Just bigger and more impressive landmarks. This is where you have to face not only special enemies and stronger mobs. But most importantly something i call a "guardian". Fighting the "guardian" alone will be a boss battle itself but what i want to achieve is making it a bigger challenge to get to a "god" or "godlike" creature. Making it possible to kill these guardians, then create a portal to another dimension. A dungeon itself where you have to fight yet again, against special mobs just to fight you through to the final boss of the dimension. Similar to the enderdragon. Every "godlike" creature will drop something of extreme value. It could be just an immense amount of valuable standard items or maybe even something unique. Something worth fighting through all of this and even prepare for it to begin with, by playing the game. What makes me want to have something like this in the game is the fact, that i think a normal sandbox-survival game like this doesn't have enough goals to achieve. Even I, and i have to say that i was one patient guy back then, got bored by just surival and farming. Building your home, mining more and more ores and enchanting your best equip. But what for? Even the enderdragon is either boring as hell or even if you have defeated that thing, it doesn't feel like something too awesome. You just came back to your normal world and that's it. Wow. -Books Another way of including the story with less "fantasy elements" is just with books. Not only are books you can write or read yourself good, but also maybe books, where are already things written down. Books where the story and lore of the game is captured again. Like in some RPG's i played. Most players just see them as trash and they may do so, but i collected tons of books. Each of any book. Just to have and read them whenever i wanted. Maybe they can be rare items found in generated chests randomly or maybe they can be found in villages in a certain building or by trading with a certain villager. If you want to collect them, do it! If not, just ignore them. I think books can make the story of a game get far more involved. Not only having a page on your website where you can read the story, but always have access to the story and surround yourself within the game changes the ambient for some players. The most will ignore them anyways but i think the fact they exist will influence the players passively. -Another villager idea I have written down some ideas concerning villagers. I'd like to add an idea which can be great for both the realistic survival way and the fantasy rpg way. Hire villagers to work and fight for you. It might be a hard thing to do but this is just a list of crazy ideas by a guy who has no idea how to put them to work. But if villagers could be hired to do things for you it would make life a lot easier. Of course the price has to be very high to balance it, but if you need a guardian to protect yourself or maybe just your home. Set up a villager you have hired. If you need someone to mine stuff for you. Hire a villager and give him a direction and tools to dig a tunnel. Set up a chest and maybe it can be somehow "marked" so the villager knows that he has to put the stuff he mined in that chest. It is less of rpg or fantasy or realism functions but a practical. Well as i said, just an idea. Of course you could limit it to a maximum of 5 villagers or maybe even less or more, but i think it could add a lot potential to interest players who are just plain lazy. Let's face it. Many people today could'nt last a few days playing survival mode without getting bored. If you are the kind of guy who likes realism and hard gameplay, just dont hire them. After all they shouldn't be OP or something. Just like a weaker player who does things for you. Also wouldn't it look nice to build a bigger homebase maybe even a settlement and set up your own ppl inside? I'd love that. Well that's it for now! I apologize for my bad english and mistakes i may have made. Also thank you for reading this! Greetings from Germany Chris
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