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[Dev Diary] Whats keeping us busy?

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Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Could we also have Rapiers or other similiar swords that would hit faster than normally by dealing 1 damage after a hit or a specific amount of time after a hit, removing the invincibility timer in the same way as DoTs?
We aren't wanting to have attacks firing off that fast for various reasons and balance concerns. Simply put, no.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
Dv2tK90.png
 

lioIIoil

Legacy Supporter 7
Joined
Jun 23, 2012
It would be cool if there was a lifesteal hoe. All damage magic/melee will restore a given % of health.

With hero weapons and attributes we could make for example, a hoe that increases intellect by 5 points. Sword that increases strength attributes. Leather boots that increase agility. Book that increases wisdom when in hot bar.

It would be cool if we could make a item build on top of the attribute build. Depending on how common would depend how powerful they would be. More common would obviously be more powerful as everyone could get them.

This kind of stuff could be made by runestones. Monsters drop fragments --> combined and made into something else by a profession that combines to like a block. The block is used to make a item enchant.

I think it would be cool if different fragments combined would do different effects. For example a zombie has a percent chance to drop a speed fragment the fragments can be combined with the same kind or different types of fragments and there could be endless combinations.
 
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Northac

Obsidian
Joined
Jul 31, 2012
a diamond armor set that doesn't add weight.
Top list items instantly.
uuhhh, that would be a bit over powering i think, since then the player would not have to put points into the stat to carry it, just think of a mage or necro in full diomand and able to chase you since it doesnt weigh anything......"shudder"
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
It would be cool if:

Zombies killed in Plains drop Hops
Zombies killed in Mountainous drop Iron Scrap
Zombies killed in Swamps drop Glowing Mushrooms (enchanted mushroom, grey or red.) (very rare drop)
Skeletons killed in Swamps drop Flax
Skeletons killed in Snowy drop Gold Teeth
Skeletons killed in Plains drop Torn Chainmail
Spiders killed in etc.

Item Exchange Quests:

Player takes 10 Hops to Brewer-NPC (one of 4?) around the map, to exchange it for Ale (relabeled brown potion?)
Player takes 10 / 100 Iron Scrap to Architect-NPC (one at spawn, one in hell) to exchange it for Building Permit / ??? (respectively)
Player takes 10 Glowing Mushrooms to Druglord-NPC (hidden at spawn) to exchange it for Herocrack
Player takes 10 Flax to Bowry-NPC (one of each race?) around the map, to exchange it for Reinforcements
Player takes 10 Gold Teeth to Bounty-NPC to exchange for an Award.
Player takes 10 Item to NPC to exchange for an Award.

Additional Requirements/Information:

10-100 Ale could be a township requirement and upgrade fee.
10-100 Building Permits could be a township requirement and upgrade fee.
5 Herocrack could be a Hamlet start up fee.

Township fees.
Township upgrade fees.
Kingdom taxes.
Monetary rewards.
Stackable slips exchangeable for currency or unique items/services. (NPC enchanting, smithing, and building blocks such as smooth stoneslab as a solid block.)

This would add some form of a unique economy that could be used by players to acquire goods through manual labor outside mob hunting around their township.

They'd be forced to find NPC's who want the items they get, and exchange them for a reward. Some items could be accepted by multiple NPC's.

The command for the NPC to buy it could be simplified.

"Buy my Iron Scrap 5"
-If in range of an NPC will prompt it.
"Sorry! I don't buy those!"
-Nothing happens.
"I will give you 50 Coins for that."
-You receive 50 Coins via Economy plugin.

(There doesn't need to be an additional check to see what you get for the item. That can be explained with a sign beside the NPC or in it's building.)

IOW: no need to program

"What is Iron Scrap 5 worth?"
-Nothing happens.
"I buy Iron Scrap for 10 coins each"
-Nothing happens.

This could be done with a Graphical user interface perhaps, if you could click things in a book that could issue commands like these. (Hopefully not abusable.)

Anyway, just a random thought I had.. and it would give the quest and lore team a basic direction to go in regards to what the scope is of the NPC's they're looking to have placed around the map.

PS.

I don't even know if this is possible.
 
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