Loot Drop system of the game has to be adjusted tooYes, I want to completely change the loot system.
If you make crafting too much of a main-system, i.e., you HAVE to craft, you will lose the players who find it too tedious or just not what they signed on for. If you make it too passive, no one will be interested enough to invest their time in it. As much as people enjoy playing, no one enjoys playing and investing time without being rewarded for their hard spent time [playing your mod no less].I agree with this, so I want to make it simple and clear.
"DP"...:D Don`t Panic, it's just "Dark Palace (http://forums.runicgames.com/viewtopic.php?f=47&t=59231&hilit=Dark+Palace)". Well, I could call this "Deep Purple", "Divine Power", "Push and Drop", "Dominate and Play", "Distress and Pain", "Delight and Pleasure", "Drill & Pick" or "Destruction and Punishment", it is not so important, it's just a concept name.
Are you sure you want to call it that?
'Destruction and Punishment'... your next TL2 fanfic novel?Yes, something from classics would be nice. But, I'd rather write a story about my mod creation - "Distress and Pain". :D
:( Now thanks to Vkoslak... all of this names make me think of DP... :-\"DP"..."Push and Drop", "Dominate and Play", "Distress and Pain", "Delight and Pleasure", "Drill & Pick" or "Destruction and Punishment"
Are you sure you want to call it that?
I think I want to say that fewer ingredients is better, will be less confusing playersYes, a lot of ingredients - it's bad. But there is no other option.
Thank you Anarch. I looked at the link. But I'm not sure that all combinations will work in the game. I do not understand how it works in general, we need tests.
For example:
Item1 = 1*Igredient#1 + 2*Igredient#2
Item1 = 2*Igredient#1 + 3*Igredient#2
If I put 1*Igredient#1 + 2*Igredient#2, I get the Item1 - it's clear.
But if I put 2*Igredient#1 + 3*Igredient#2, which item do I get? Item1 or Item2?
Suppose I put 50*Igredient#1 + 100*Igredient#2, and what happens in this case?
I believe that there is some priority, but tests are needed to understand how it works.
Hi Kva! I was just thinking - for recipes to make weapons, how can it be designed so that the base damage value can be made higher? Would that need "grades" of the basic materials, like "metal1", "metal2", etc? (sorry, I've never made a recipe mod yet...)That's a good question PJ. :) I have some thoughts about it, but I'll write it below.
However you can specify the size of the video with the current plugin.Thank you, Wolven, it works fine now. :)
magical essence3d models
...I already have a magic material - Gems, it is a kind pieces of Ember, I need the same material, but associated with living creatures.I like "Mana Essence"...
I like "Mana Essence"...Ok, now I need two names for weak and strong materials.
Mana EssenceI like it. Thanks, gytfunke! ;)
Mana Quintessence
La Quintaessence - that itchy, grimy feeling you have after staying overnight in a La Quinta motel. Possibly involves a rash of some kind.
Do you need help with text for the indexes?You mean a short Description? Well, I think this can be corrected later, in alpha-test.
Excellent work on the icons Kva ;)Well ... technically it's not really my work. ::) I used icons from http://game-icons.net
blood of sturmbeorn, blood of warbeast, etc. Lots of variety!Well, only as unique ingredients for something special.