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Search the Community: Showing results for tags 'combat'.

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Found 5 results

  1. Bleeding / Weapon Tweaks

    Self-explanatory. If you are hit with a sharp object, you will "bleed". There will be a trail of "blood-stain" decoration blocks behind you and coming from you, and new particles will drip from the screen looking like red water droplets. You will lose 5 health points every 3 seconds until you put a new item of a bandage on you (right clicking, should be crafted by 2 string or 2 wool, depends) then you will stop bleeding, or you will stop bleeding naturally (2 minutes after last sharp object hit). Bleeding is also caused by arrows. This will only happen with a "Sharp" object, which brings me to another good point. Maces and hammers should have a gray tag under them that says "Blunt" and they don't make an enemy bleed, but do more damage combat wise. Knives and javelins will have a white tag under them called "Sharp". They do a lot of damage combat wise and induce "bleeding" to the mob (Unless it is a skeleton, for obvious reasons). This can also happen to you, if a javelin throwing skeleton or a friend hits you with a sharp object. Anything I missed or you want to add, feel free to say so!
  2. Weapons, sheats, and ranged weapons

    VERY IMPORTANT: I messed up while making the poll, the options were supposed to be five but I accidentally clicked enter while writing. The options are the following: Yes, I love it!!!! Yes, it's a nice idea. I'm indifferent about it. No, it could be better (explain why). No, I hate it and you should feel ashamed for writing it. Please let me know in the comments what you think of this suggestion NEW: PARRYING AND INTERRUPTING ACTIONS SUPER-MEGA-SPOILER TL-DR I suggest to add a variety of shields, armours and weapons, each with its different characteristics. Also a sheath item that adds dedicated weapons slots to your inventory that show up as an extension of your hotbar, saving you from having to use precious hotbar slots for weapons.
  3. My Ideas

    +Tables, Chairs, Bigger beds (4x4), Dying beds. +More flower pots, Hedges, Dyeable ceramic stuff (not molds and other things like gold pan). +Bear tracks in trees when you are 5 chunks within the bear spawn chunks (11×11 chunks). -Bear tracks are scratches on only first 3 trunk blocks of a tree. Bears can eventually leave scraches on logs, though if placed by the Player. -Bears bigger (not stronger). +Monsters spawn only in magic places and there are animals and hostile believable mobs in nature. -Humans are player-like mobs that want to survive, build, trade, get rich, accumulate resources (if a human find a resource and take it you must foind other resource or trying taking it by hook or by crook.), grief, steal, or simply have someone close. -Humans won't be work FOR you but WITH you if they are friendly. -If hostile they will try, depending on the level of hostility and the human himself, to steal, grief or eventually kill you and other humans -Relations between humans, they can be friendly or hostile and can create communities (an human can join or, more rarely, leave a community) and communities can be friendly or hostile among them. -Every human have him personal character, that will change their reactions to events (some of them will flee when attacked and some will fight. -Anyway, Humans are VERY RARE to find, I think I don't have to explain why. +Item physics. -Items more light than water float. -Some stone types, cobblestone types, rock types, gems types, blue steel don't burn in lava. -Stone, cobblestone, rocks, gems, metals, ores, don't burn in fire. -some food decay faster when wet (in the ground or the inventory during rain or 2 blocks underwater). -Light items move when there are wind (rainstorms or on hills). +Damage and effects change depending on the body part hit, for example; -Head: 150% damage 90% chance of stunning III 20% chance passing over armor defense (and then 50% chance of blindness and 20% chance of instat-kill) 2% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Body: 100% damage 50% chance of stunning II 1% chance of bleeding 15% chance passing over armor defense (and then 5% chance of instat-kill) 5% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Arms: 50% damage 1% chance of stunning I 10% chance ofbleeding 15% chance passing over armor defense (and then 25% chance of mining fatigue and 40% chance of weakness) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Legs: 75% damage 5% chance of stunning I 10% chance of bleeding 15% chance passing over armor defense (and then 80% chance of slowness and 2% chance of instat-kill) 1% chance piercing armor (damage +10% durability -5% durability from armor and weapon) -Damage is calculated on the weapon's base attack. -Stunning I makes you see blurred for 0.25 seconds, when you take damage. Gives slowness I for 0.25 seconds. -Stunning II makes you see blurred for 1 second and doubled for 0.25 seconds, when you takes at least 250 damage. Gives slowness III for 0.75 seconds. -Stunning III makes you see blurred for 5 seconds, doubled for 3 seconds, and a red outline effect for 10 seconds, when you take at least 500 damage. Gives slowness IIII for 3 seconds, then slowness III for 2 seconds and then slowness I for 1 second. -Bleeding makes you losing 1-10 health points every second for 15-120 seconds. When you begin bleeding the games choses a random width for the injury between 1-10. You will take the same damage per second for all the duration of the effect, and the damage will be based on the width of the injury -Passing over armor defence won't comsume durability of the armor and will ever happens if the target doesn't have armor in that body part. -Piercing armor will give same effects as passing over armor defence, plus 10% damage a reduction of 5% of armor and weapon's durability. Space for more ideas... Excuse for my english, i'm italian. DD
  4. Combat Revamp Opinion Poll

    This is a Repost from the Combat Revamp thread. As I understand it, I hear many players are more interested in PvE. However, I wanted to get a poll of the People interested in this. Like Bioxx, I believe that we cannot treat this like real life. With the features so far, we are able to address many of the challenges we encounter in PvE and PvP. However, while we are not lacking much in principle, there are things that should exist that would make combat more immersive. To list a few: shields, armor weight, More projectiles weapons, Chain mail armor, War animals, Mob Upgrades. Some of which have been said in the Suggestion page. But here is how I see it: [*]Shields: From personal experience with using the Asgard Shields mod I've found that its use against projectiles were well founded, but its use in close courters combat is situational. For example: [*]If Cornered- It could be used to push back your opponent, like a shield bash. [*]If Jumped- it will allow you to stand your ground without breaking the flow of combat. [*]Armor Weight: If used in combination with shields, it could fixe many gaps in the flow of combat. From what I've seen of this mod which is similar to TFC (But more combat oriented), Mine Fantasy it creates a system of armor weight that may be appropriate for us. This would allow for more variety to a players choice of arsenal, may it be the light armor with ranged weapons choice, or heavy armor with melee weapons choice. However, like it was said by p122 in this Thread: This Issue can be resolve through choices by Player A: [*]If shields exist, he can use it to reduce the oncoming damage of his opponent as he advances and/or hope Player B advances into his range or Stops his barrage. [*]if War animals exist, He could use it to attack player B or expose him and/or If it is a Horse (An Armored Horse would be Ideal), use it to outrun his opponent. [*]He himself could attempt to shot his opponent dead while letting his armor take the damage. fast shooting, Preloaded weapons like a Crossbow would suit this need well. [*]More Projectile Weapons: Even though the current features of Ranged attack are sufficient to deal moderate damage, There is lack of GOOD disposable ranged firepower in TFC. The regular bow, although its arrows are disposable, lacks power and the Javelins, although powerful, lack disposability. I imagine this is intentional, yet this also hinders advanced combat and makes ranged weapons only second rate and used for inflicting slight damage and not to kill. This sort of feature was done well by our own home-grown mods ExtraFirma and the now abandoned Terra Bow Mod (Now Renewed). These sort of feature would grant players an edge in combat even if they lack strong armor, In addition, If added with my past mentioned features, It would link well together and make combat a little more strategized. [*]Chainmail Armor: This is more or less a feature that would suit well with Armor Weights, it would create and intermediate class of warrior that could afford to do both melee and ranged attack. The armor would vary against piercing and be better suited to deflect slashing than Crushing blows yet I believe it would receive a warm welcome from the TFC audience. [*]War Animals: This, for the most part, focuses on Horse. I have shared this opinion already in the Suggestion page and Dunkleosteus Stated: So I understand the circumstances of this feature a little better than the others. Yet I will state again, here, that I believe Horses clade in armor would enhance the combat structure of TFC with or without the addition of Armor Weights. It would grant greater mobility to player. In addition, like it was simply put in the Thread, I believe a Critical hit should be granted to horse bound players. On the other-hand, we currently possess Wolves, which if modified correctly, could become a better companion when attacking players. However, because of current changes they can no longer breed. This is sad and I fear that this may kill part of this idea, but I will let the admins correct me. [*]Mob Scaling: This is more of a PvE feature than PvP, but Mob Scaling would be create a vastly improved challenge to night combat. In principal, mobs would start with little armor or weapons and work up to stronger armors as the player or group average EXP exceeds the qualifier for better armed mobs. This would increase the challenge for mob battles. As to features like Skills and Magic, I believe we have to approach it cautiously. Too much focus on skills and the mod becomes like that MMORPG server pluggin. Too much focus on Magic and this mod becomes like Ars Magica or Thaumcraft (Not to say that there is anything wrong with the mods, Its just not my cup of tea). This doesn't mean that skills don't have a place, hell the EXP to Health system is a great feature, but is it necessary to have many more modifiers. As to magic, I do not know were to go with it, I just hope if it ever exists, it is purely additive. To me, this seems more of a Compilation than original idea, but then again, that is what this Thread needs. A little organization. Proposed Ideas: Inventory Limits: By Sting_AuerI think a system like this would work if we had set weights to all items (and weight cap for players). Also, make items have a certain size on the inventory grid. I.E. Equip Time: By RavenleftThis is well said in the Quote, a GUI that if interrupted, forces the player to stop equipping.
  5. Chivalry in Minecraft?

    Just a simple question: for those of you who know of the game Chivalry, what would you think of having a similar combat system in TFC?