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Search the Community: Showing results for tags 'revamp'.
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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.
Ok so I was thinking, what if TFC had a lighting revamp? It would allow for different types of lighting, and it would just look better overall. What I mean is, the sun would emit a strong, white or slightly yellowish light. Forges and campfires would emit brighter, stronger light as the temp got hotter. At first, dark red light, orange, yellow, then white. Same with campfires. Torches could emit soft(get more into this later) yellow light. Lava orangish light, etc, etc. Light could now have different values or properties instead of the one we have now. Brightness would obviously be how strong the light is. There would have to be weak light for things like dying campfires or forges, and the strongest light for the sun. Color would be the color of the light. There could be the typical 16 minecraft light colors. but leather armour can now be dyed in vanilla up to like 14 million colors, so I don't know how that would work. This would also allow for some really cool stained glass things, and some very medieval looking creations.Alos, colored light would mix so... yeah. Hardness is how fast the light dissipates. A very hard light would be very bright in the center, and quickly dissipate into very weak light. It would have a small AOE, but within that AOE, the light would be quite strong. A soft light would be just the opposite. It would be bright in the center, but it would dissipate slowly, and have a large AOE, but within the AOE, the average light level would be the same as hard light, but distributed over a larger area, therefore making it look less bright, and softer. So, what do you guys think? I will add ideas you guys have to the OP and let me know what you guys think?