Can we not call the Mist Nitrogen Mist. It sounds kind of awkward from all the semi-scientific-semi-magic nature of the Dimension. Perhaps call it Frozen Mist or something?
Also, The Automaton perhaps could have some sort of texture with runic but a little futuristic like the ancient tech from BOTW. The current white with red eyes looks too futuristic in my opinion.
As for the Russian Villagers (i'm gonna call that). I'm not saying it's bad, but it's a bit too similar to the Villager. I don't know, it's just my opinion.
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Frist Dimension. 4th Dimension of Minecraft created through collaboration and brainstorming. Join now:
Can we not call the Mist Nitrogen Mist. It sounds kind of awkward from all the semi-scientific-semi-magic nature of the Dimension. Perhaps call it Frozen Mist or something?
Also, The Automaton perhaps could have some sort of texture with runic but a little futuristic like the ancient tech from BOTW. The current white with red eyes looks too futuristic in my opinion.
As for the Russian Villagers (i'm gonna call that). I'm not saying it's bad, but it's a bit too similar to the Villager. I don't know, it's just my opinion.
I hugely agree with changing Nitrogen's name. It'd be far more flexible and less directly scientific if it was merely Mist, Frost, or whatever we'd call it.
The sketch of the Automaton was not colored aside from the red running lights, because I had run out of patience and it's got a fairly complex color. The machine is primarily a sort of battleship gray, with dark bronze gears, copper framework, and various burnished parts. It's meant to heavily look like what some crazy Victorian-era inventor would envision if he drew up the plans for a battle robot with not a single digital part in it. The runic look would clash with the Gear biome's general heavy-steampunk theme, but as I touched on before it could be spun into something entirely new for the dimension. (That brings the thought of "when do we stop?", but since this is a post-endgame sort of place, it only makes sense that it should be so feature-rich, since otherwise you would have no reason to stay there for more than 5 in-game days.)
The Tundrans (what I think the consensus's become on the Russian-style villagers) originally had blue skin, as envisioned by fishg; but I felt that looked way too much like illagers. If it wasn't for my atrocious NovaSkin ability I'd have already modified a Villager skin to indicate it. But generally, you can tell them apart from a few immediate factors:
Modified mumbles and grunts that sound Russian-esque and are generally deeper than Overworld villagers.
Thick, dark gray fur coats with brown trim for all Tundrans.
Gray hats with various detailing and colored trims indicating profession.
Thick black mustaches.
Generally a more "hardened" and tough look.
They all carry a musket. I'm not sure whether they'd carry it slung on their back or just magically produce it from hyperspace when entering battle, but perhaps the former would immediately work to establish the fact that these guys aren't so helpless as compared to their Overworlders.
You can pay them a large enough fee of emeralds in their trades to get them to follow you and respond to basic commands (stay/follow) like Wolves, so even after you fully explore the Frist you can take them back to the Overworld and make further use out of them.
With 35 hearts of health, a whopping 10 armor, and the powerful Steam Cannon as its primary armament, the Juggernaut was a very powerful robot built by the Engineer as its primary soldiers in the early days of its rebellion against its Tundran creators. But it was very expensive and its steam engine could not maintain the pressure to keep firing its artillery piece, leaving the bolted behemoth vulnerable after each blast.
Though the production lines now churn out cheaper, more practical Automatons, the Juggernauts were never retired from service, and are some of the deadliest machines the Engineer commands. They aren't seen on the farthest outposts; only in the innermost corridors can these powerful battle machines be seen.
The Juggernaut is roughly the size of an Iron Golem. It doesn't have as much raw durability, since it's got a lot of sensitive internal machinery inside of it, but that thick outer plating makes up for it. The Steam Cannon attached to its right arm fires a large copper cannonball that can punch through enemy armor and simply pass through them, striking all enemies along its path as it flies and then bounces to a stop. However, the cannon requires a load of steam power to shoot.
The Juggernaut signals its attack with a loud locomotive whistle and a large volume of steam issuing from its twin smokestacks. Once it fires it will expend a large amount of steam and temporarily become "stunned"; the machine can't move or attack for 5 seconds after shooting, and will track the player more sluggishly.
Don't take that as an invitation to rush in, though; the Juggernaut can rear back its left arm and deliver a steel suckerpunch that will send you reeling if you get too close. To defeat it, you'll have to avoid its shot, strike, and then dodge its punch, made sluggish by its reduced steam pressure.
The Juggernaut features more gearing and secondary analog processors than the cheaper Automatons, demanding more blueprints and parts to repair; and it's even more fuel consuming, eating a single piece of Coal every 15 seconds. But if you can somehow cobble one of these things back into working order, and have the fuel to keep the thing steaming, it can and will blow any mob it faces out of the water. Helps that if you "upgrade" it with another Blueprint, you can reduce the low steam pressure to 2 seconds.
With 35 hearts of health, a whopping 10 armor, and the powerful Steam Cannon as its primary armament, the Juggernaut was a very powerful robot built by the Engineer as its primary soldiers in the early days of its rebellion against its Tundran creators. But it was very expensive and its steam engine could not maintain the pressure to keep firing its artillery piece, leaving the bolted behemoth vulnerable after each blast.
Though the production lines now churn out cheaper, more practical Automatons, the Juggernauts were never retired from service, and are some of the deadliest machines the Engineer commands. They aren't seen on the farthest outposts; only in the innermost corridors can these powerful battle machines be seen.
The Juggernaut is roughly the size of an Iron Golem. It doesn't have as much raw durability, since it's got a lot of sensitive internal machinery inside of it, but that thick outer plating makes up for it. The Steam Cannon attached to its right arm fires a large copper cannonball that can punch through enemy armor and simply pass through them, striking all enemies along its path as it flies and then bounces to a stop. However, the cannon requires a load of steam power to shoot.
The Juggernaut signals its attack with a loud locomotive whistle and a large volume of steam issuing from its twin smokestacks. Once it fires it will expend a large amount of steam and temporarily become "stunned"; the machine can't move or attack for 5 seconds after shooting, and will track the player more sluggishly.
Don't take that as an invitation to rush in, though; the Juggernaut can rear back its left arm and deliver a steel suckerpunch that will send you reeling if you get too close. To defeat it, you'll have to avoid its shot, strike, and then dodge its punch, made sluggish by its reduced steam pressure.
The Juggernaut features more gearing and secondary analog processors than the cheaper Automatons, demanding more blueprints and parts to repair; and it's even more fuel consuming, eating a single piece of Coal every 15 seconds. But if you can somehow cobble one of these things back into working order, and have the fuel to keep the thing steaming, it can and will blow any mob it faces out of the water. Helps that if you "upgrade" it with another Blueprint, you can reduce the low steam pressure to 2 seconds.
couldn't have put it better myself, though i must ask, sense when where Blueprints used to upgrade automatons? did i miss the memo somewhere?
Also, i think it's near time to move on from the gear, i think we've pretty much fleshed it out, minus boss drops, i think, did we ever agree on that? anyways, i'm not saying we should drop in entirely, i'm just saying we should make some new things for the rest of the dimension, as i'm doing here.
I propose a new mob which, for the time being, i'm referring he the technical name of "Wind Spirit". though there are multiple variations of them. All "Wind Spirits" have the same general traits, being that they take the forms of small tornados. they also don't really "die", they "dissipate" more or less. some of them also have the ability to catch projectiles such as arrows in there gusts and throw them in a random direction.
the first Varient i'm dubbing "Wind Nymph". these are playful spirits that appear as 3 block high tornados full of snowflakes, the Nymphs themselves aren't visible, but you can often here there child-like giggling when they're near. wen they notice a player, they'll advanced twords the player at about walking speed, and when they catch players they don't attack, instead they spin the player around quickly and launch them 4-6 blocks into the air. when defeat a Nymph they have a 5% chance of dropping a "stagnant wind". something interesting about nymphs is that they're fond of Tundran children. They can often be found near villages entertaining said children by tossing them 3 blocks into the air, or by launching them much higher, but catching there fall. the best easy to deal with them would be to let them start spinning you and then swinging your sword, afterwards there "death" sound would be a moan, not a moan of death, mind you, but a moan of teenager who's parents just killed there weekend plans.
The second
variant would be the "Tempest". it would appear as a tornado of Swirling storm clouds, complete with Thundering noises. These can be found in the Frist's harsher environments and during Blizzards. these are much more violent Spirits, actively seeking out and attacking players with burst of lightning, however, they don't really care to suck players in like the nymphs. When defeated the tempest have a 50-75% chance to drop 1-2 "stagnant wind" (and yes, i know that's just air.) However, as you might guess, all that lightning in them makes them a good power source. so while in the gear you may find a room where one's contained in a test tube-like structure. here, if you where to defeat the Automatons and release it, it would disappear, only to reappear in the center's chamber where it will help you battle automatons.
The third variant is highly situational, and would only be used with a Hypothetical dungeon with a Hypothetical library. This one i'm dubbing the "Ancient winds" and are possibly the most powerful. They're the smallest of them all, only about 1 block high, and appear as cyclones filled with books and paper. They'd rather be left to there research, but if provoked they will hover in the higher areas of the Hypothetical library, however, due to all the books in them, they're vulnerable to projectiles, and VERY vulnerable to fire. in addition, every now and again they have a chance of launching a magic projectile at you, which applies 30 seconds of a random de-buff. When defeated, they drop paper, books, and have a 10% chance of dropping an enchanted book, with better books being rarer.
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Anyone know how to change my user name?
"And just when you thought you where the sexiest one here, i show up" -Fernando
At the current state we've come up with a lot of neat ideas, but for most of them haven't closed the discussion. The current list of potential mobs:
Wintry- Wolftopia has mentioned a plant called frostlength that these creatures eat. We should finalize what exactly that is.
Mammoth- With tamable frores mammoths are all but useless. One idea I had for them is when ridden they slowly take the player to the Gear, as if they are on a pilgrimage to the ancient site where it was constructed. Shift right clicking would toggle this on and off, so they could still be controllable.
Frore- This ties into the mammoth question. If we still intend on making frores tamable, who will it work? I think the best way would be the rarely find an abandoned egg, and should you take care of it it'll hatch and be your friend. Remember that the foremost priority of frores is to be a hostile threat.
Badprenup's Cloud- We need to decide a name. Names previously suggested: sorrowind, frigit, boread, gust, chill. Everything else is done.
Cloud Terrors- Only the concept has been suggested. We still need to work on the full appearance and spawning rates. The behavior may end up more annoying than interesting, and the name may be too similar to the appearance of the cloud mob.
Ice Trolls- I reskinned the mutant zombie to try and get something close to it's appearance. I spent hours trying to get the darn 1.7.10 mod to run.
Wind Spirits- Just suggested. I like the idea of a tornado mob, but I think it should be kept to only one variant. I also fear we may be adding too many mobs now...
Gear Mobs
Automations, Shockers, and Engineers- For the most part these are done. Steam, could you finish the coloring of the first two? Alternatively someone could make a model. Lastly we'll need the drops decided on, probably just copper scarps with the rare chance of a musket (or crossbow).
Villagers- Because this seems everyone has their own opinion on this topic, let's make a poll on which NPCs should be added. The options will be Tundrans, Wolfmen, Neither (no NPC's in the dimension), and Other (please comment). I still feel like NPCs wouldn't fit that well into the Frist, currently no other dimension has villagers and the ones you've presented (while interesting and with impressive drawings) just don't fit imo. But this is a collaborative thread so we'll see what the majority thinks.
Juggernauts- Now this sounds good. I like how we have an anti-speed (shockers) anti-tank (juggernaut) and middle ground (automations). These could function almost like minibosses throughout the Gear. Their sound could be a deeper version of automations that breathes terror into the player. But they should become more common once you get to the Engineer's room. I like the concept for it, but I think the head should change to differentiate it from the Autos and fit with the brute theme. I'm imagining it built into the body, almost so that it is one giant rectangle, with a long narrow "eye" running across. Like this:
Wintry- Wolftopia has mentioned a plant called frostlength that these creatures eat. We should finalize what exactly that is.
I think there's a little confusion here. "Frostlength" is the material that is dropped from the wintry, and is one of the ingredients used to make the gelid (the ice gauntlet). The name for the plant that the wintry eats hasn't really been mentioned. I was thinking some sort of frozen coral-like plant, but it's subject to change.
The "frostlength" has the following texture:
With tamable frores mammoths are all but useless. One idea I had for them is when ridden they slowly take the player to the Gear, as if they are on a pilgrimage to the ancient site where it was constructed. Shift right clicking would toggle this on and off, so they could still be controllable.
Maybe they could detect when a sorrowind/frigit/boread/gust/chill is about to approach, similar to how some animals can sense when a storm is coming. You should probably make a poll for the name of Badprenup's mob by the way.
Frore- This ties into the mammoth question. If we still intend on making frores tamable, who will it work? I think the best
way would be the rarely find an abandoned egg, and should you take care of it it'll hatch and be your friend. Remember
that the foremost priority of frores is to be a hostile threat.
I personally like the idea of frores being tamed (and maybe ridden) with an item dropped by the miniboss. By the way, do we still need to come up with the steampunk towers and such, or is the Controller the miniboss? The current explanation of the Controller and Gear biome and mobs is kind of spread out among the comments, so could someone please create a compilation of the whole thing?
Ice Trolls-
I reskinned the mutant zombie to try and get something close to it's
appearance. I spent hours trying to get the darn 1.7.10 mod to run.
Spoiler (click to show)
Looks great! What will the Ice Trolls drop?
Automations, Shockers, and Engineers- For the most part these are done. Steam, could you finish the coloring of the first two? Alternatively someone could make a model. Lastly we'll need the drops decided on, probably just copper scarps with the rare chance of a musket (or crossbow).
I'm not making any promises, but I might make some of the models.
Villagers- Because this seems everyone has their own opinion on this topic, let's make a poll on which NPCs should
be added. The options will be Tundrans, Wolfmen, Neither (no NPC's in the dimension), and Other (please comment). I still feel like NPCs
wouldn't fit that well into the Frist, currently no other dimension has villagers and the ones you've presented (while interesting and with
impressive drawings) just don't fit imo. But this is a collaborative thread so we'll see what the majority thinks.
I agree that they wouldn't really fit in, especially if they were reskinned villagers.
Wind Spirits-
Just suggested. I like the idea of a tornado mob, but I think it should be kept to only one variant. I also fear we may be adding too many mobs now...
At some point in the near future we need to stop being open to new mob suggestions unless they are extremely unique and amazing, necessary for a particular role, or should replace an existing mob. Then, we need to decide how many mobs there should be, and which mobs might need to go if we have too many.
I went ahead and created some Tundran buildings for their smallish villages. The stone bricks can be replaced by Fristum Bricks, which would be slightly lighter in color (not as light as Fristum itself) but otherwise identical. Here is an Imgur album with internal and external views of each building.
At the current state we've come up with a lot of neat ideas, but for most of them haven't closed the discussion. The current list of potential mobs:
Wintry- Wolftopia has mentioned a plant called frostlength that these creatures eat. We should finalize what exactly that is. Some small whiplike plant that's edible only to them.
Mammoth- With tamable frores mammoths are all but useless. One idea I had for them is when ridden they slowly take the player to the Gear, as if they are on a pilgrimage to the ancient site where it was constructed. Shift right clicking would toggle this on and off, so they could still be controllable. Sounds good. They could also drop LOTS of raw mammoth when killed- which would offer a bit of cold resistance in a blizzard- and either way explain how Tundrans eat when their farms are just small supplemental sources.
Frore- This ties into the mammoth question. If we still intend on making frores tamable, who will it work? I think the best way would be the rarely find an abandoned egg, and should you take care of it it'll hatch and be your friend. Remember that the foremost priority of frores is to be a hostile threat. Make them like the Jurassic Park raptors- they might "test" you by rushing forward a little and backing off. If you turn tail they'll attack.
Badprenup's Cloud- We need to decide a name. Names previously suggested: sorrowind, frigit, boread, gust, chill. Everything else is done. Zephyr, to blatantly steal borrow from the Aether.
Cloud Terrors- Only the concept has been suggested. We still need to work on the full appearance and spawning rates. The behavior may end up more annoying than interesting, and the name may be too similar to the appearance of the cloud mob.
Ice Trolls- I reskinned the mutant zombie to try and get something close to it's appearance. I spent hours trying to get the darn 1.7.10 mod to run.
Spoiler (click to show)
Wind Spirits- Just suggested. I like the idea of a tornado mob, but I think it should be kept to only one variant. I also fear we may be adding too many mobs now...
Gear Mobs
Automations, Shockers, and Engineers- For the most part these are done. Steam, could you finish the coloring of the first two? Alternatively someone could make a model. Lastly we'll need the drops decided on, probably just copper scarps with the rare chance of a musket (or crossbow). Because my sketchy artstyle means that there's a lot of ugly white spaces left over on any complex character, I'm kinda reluctant to color them; but you can imagine the usual Victorian steel gray, copper, and bronze to them. They should drop musket balls, some metal or coal, and rarely their musket in a good condition.
Villagers- Because this seems everyone has their own opinion on this topic, let's make a poll on which NPCs should be added. The options will be Tundrans, Wolfmen, Neither (no NPC's in the dimension), and Other (please comment). I still feel like NPCs wouldn't fit that well into the Frist, currently no other dimension has villagers and the ones you've presented (while interesting and with impressive drawings) just don't fit imo. But this is a collaborative thread so we'll see what the majority thinks. I thought about splitting Wolfmen off from the "friendly/neutral NPC" route a few posts ago; perhaps, using the mentioned concept of ancient ruins, have them there as "guardians" or simply barbarians who set up shop. As for whether or not NPCs are needed, I think they fulfill a useful set of roles; they bring some more variety, they add a (semi) safe space to rest in, they help soften the effort of defeating the Engineer, and they offer something interesting to have even after you've completely fulfilled everything to be done in the Frist. Without them it'd feel a lot more barren in my opinion. If they don't look as visually interesting as people would like, we could return the bluer skin or other unique features to shake things up. I myself think they're just fine with thick coats, facial hair, and color identification, since that tells them apart from the robed Overworlders at a glance already. And besides, nobody ever confuses a Witch with a regular Villager, even though she arguably has less to differentiate her at a glance. The point on how no other non-Overworld dimension has Testificates of any type is valid, but I reckon that would be a nice little link for players to contemplate; maybe the Tundrans came to the Frist long ago through one way or another, or maybe it's parallel evolution at work.
Juggernauts- Now this sounds good. I like how we have an anti-speed (shockers) anti-tank (juggernaut) and middle ground (automations). These could function almost like minibosses throughout the Gear. Sounds good. Their sound could be a deeper version of automations that breathes terror into the player. Automatons clank and hiss when they move, and vocalize telegraph-style rapid beeping. Downpitch that and add locomotive whistles when it's about to shoot, and you have it. But they should become more common once you get to the Engineer's room. Right. I like the concept for it, but I think the head should change to differentiate it from the Autos and fit with the brute theme. I'm imagining it built into the body, almost so that it is one giant rectangle, with a long narrow "eye" running across. Like this: Sounds good. I should redraw that.
Spoiler (click to show)
Perhaps the Floating airships could be inhabited by Automatons. This is interesting, but I don't think the Engineer would use airships if it can just deploy a horde of Shockers to scout out the area and report back. I think that any Airships would be Tundran controlled. One idea for them that I've had is that they would look like old Portuguese trading caravels with no sails and a gas bag. Because the Frist has no real wide "oceans" for ship transport it would make sense that any commerce or exploration that wasn't on foot would go by air. They would either be operational- basically tiny aerial villages in their own right- or crashed and abandoned. There could also be giant runic-like airships (that wouldn't have a gasbag or anything) that would be crashed, maybe with a Tundran village or the aforementioned wolfmen around it.
Responses in bold.
EDIT: Apparently fishg's quote and my responses vanished the first time it was posted.
At the current state we've come up with a lot of neat ideas, but for most of them haven't closed the discussion. The current list of potential mobs:Wintry- Wolftopia has mentioned a plant called frostlength that these creatures eat. We should finalize what exactly that is. Mammoth- With tamable frores mammoths are all but useless. One idea I had for them is when ridden they slowly take the player to the Gear, as if they are on a pilgrimage to the ancient site where it was constructed. Shift right clicking would toggle this on and off, so they could still be controllable. Frore- This ties into the mammoth question. If we still intend on making frores tamable, who will it work? I think the best way would be the rarely find an abandoned egg, and should you take care of it it'll hatch and be your friend. Remember that the foremost priority of frores is to be a hostile threat. Badprenup's Cloud- We need to decide a name. Names previously suggested: sorrowind, frigit, boread, gust, chill. Everything else is done. Cloud Terrors- Only the concept has been suggested. We still need to work on the full appearance and spawning rates. The behavior may end up more annoying than interesting, and the name may be too similar to the appearance of the cloud mob. Ice Trolls- I reskinned the mutant zombie to try and get something close to it's appearance. I spent hours trying to get the darn 1.7.10 mod to run.
Wind Spirits- Just suggested. I like the idea of a tornado mob, but I think it should be kept to only one variant. I also fear we may be adding too many mobs now...
Gear MobsAutomations, Shockers, and Engineers- For the most part these are done. Steam, could you finish the coloring of the first two? Alternatively someone could make a model. Lastly we'll need the drops decided on, probably just copper scarps with the rare chance of a musket (or crossbow). Villagers- Because this seems everyone has their own opinion on this topic, let's make a poll on which NPCs should be added. The options will be Tundrans, Wolfmen, Neither (no NPC's in the dimension), and Other (please comment). I still feel like NPCs wouldn't fit that well into the Frist, currently no other dimension has villagers and the ones you've presented (while interesting and with impressive drawings) just don't fit imo. But this is a collaborative thread so we'll see what the majority thinks. Juggernauts- Now this sounds good. I like how we have an anti-speed (shockers) anti-tank (juggernaut) and middle ground (automations). These could function almost like minibosses throughout the Gear. Their sound could be a deeper version of automations that breathes terror into the player. But they should become more common once you get to the Engineer's room. I like the concept for it, but I think the head should change to differentiate it from the Autos and fit with the brute theme. I'm imagining it built into the body, almost so that it is one giant rectangle, with a long narrow "eye" running across. Like this:
[/indent]
How did that mod take hours to get running? xD That's my big question!
I'm a little iffy on mammoths. Sorrowind sounds like a good name for the cloud dude. I'd like if at all possible to include cloud terrors and wind spirits/whirlwinds. Not quite a fan of the NPCs at this time. Ice troll... Eh. Don't care for it. For juggs, sounds like it could be a neat idea.
Really, I'm frustrated that I can't keep my focus on this and finalize cloud terrors or the slimes. =/ [I'm working on a few other projects so this is straining.]
ndent=30px]
At the current state we've come up with a lot of neat ideas, but for most of them haven't closed the discussion. The current list of potential mobs:Wintry- Wolftopia has mentioned a plant called frostlength that these creatures eat. We should finalize what exactly that is. Mammoth- With tamable frores mammoths are all but useless. One idea I had for them is when ridden they slowly take the player to the Gear, as if they are on a pilgrimage to the ancient site where it was constructed. Shift right clicking would toggle this on and off, so they could still be controllable.[/indent]
[indent=30px]wait, are Mammoths robotic now? also, i was thinking they would be a transport alternative for the llama, being able to carry much more, but they're slower, and lack the Caravan mechanic.[/indent]
[indent=30px] Frore- This ties into the mammoth question. If we still intend on making frores tamable, who will it work? I think the best way would be the rarely find an abandoned egg, and should you take care of it it'll hatch and be your friend. Remember that the foremost priority of frores is to be a hostile threat.[/indent]
[indent=30px]*cough* Glacipod *cough* i still think that Frores and Glacipods can co-exist. also, Glacipods are kina important for what i'm about to suggest Badprenup's Cloud- We need to decide a name. Names previously suggested: sorrowind, frigit, boread, gust, chill. Everything else is done. Cloud Terrors- Only the concept has been suggested. We still need to work on the full appearance and spawning rates. The behavior may end up more annoying than interesting, and the name may be too similar to the appearance of the cloud mob. Ice Trolls- I reskinned the mutant zombie to try and get something close to it's appearance. I spent hours trying to get the darn 1.7.10 mod to run.
Wind Spirits- Just suggested. I like the idea of a tornado mob, but I think it should be kept to only one variant. I also fear we may be adding too many mobs now... yeah, if i had to keep one, it would be the wind nymph. But the real question is, are we giving this dimension to many mobs, or are there to few mobs in the other dimensions? Gear MobsAutomations, Shockers, and Engineers- For the most part these are done. Steam, could you finish the coloring of the first two? Alternatively someone could make a model. Lastly we'll need the drops decided on, probably just copper scarps with the rare chance of a musket (or crossbow). Villagers- Because this seems everyone has their own opinion on this topic, let's make a poll on which NPCs should be added. The options will be Tundrans, Wolfmen, Neither (no NPC's in the dimension), and Other (please comment). I still feel like NPCs wouldn't fit that well into the Frist, currently no other dimension has villagers and the ones you've presented (while interesting and with impressive drawings) just don't fit imo. But this is a collaborative thread so we'll see what the majority thinks.[/indent]
[indent=30px]well, there are hints at the endermen being a sentient species. just thought i'd point it out. Juggernauts- Now this sounds good. I like how we have an anti-speed (shockers) anti-tank (juggernaut) and middle ground (automations). These could function almost like minibosses throughout the Gear. Their sound could be a deeper version of automations that breathes terror into the player. But they should become more common once you get to the Engineer's room. I like the concept for it, but I think the head should change to differentiate it from the Autos and fit with the brute theme. I'm imagining it built into the body, almost so that it is one giant rectangle, with a long narrow "eye" running across. Like this:[/indent]
[indent=30px]
seems good.
[/indent]
So remember way back when we where suggesting concepts and i suggested Norse inspiration? well, i remembered, and i'm bringing it back
The Jotun Are a huge, brutish race, towering over anything else you'd encounter, they raise Mammoths as hogs and Glacipods as war dogs. If you plan to do battle, you'd need an army of your own. -me, right now.
so yes, the jotun, the infamous Giants of Norse mythology. In my rendition, they would take the role of what people call a "Raid boss". not only would they be extremely powerful, equivalent to about 2-3 iron golems, but there are A LOT of them, easily between 2-3 dozen. Jotun are 10-15 blocks tall, appear as blue-skinned players, but with a more primitive "skin", and come in 3 variety. the brute, which is melee-focused. it walks with a spruce tree that it uses as a club. it has ~300 hp, and deals heavy melee damage. The second variety is the thrower. it walks around with it's arms free, but if it spots a player it picks up a huge block of snow and earth to chuck it at the target. they have 200 HP. And finally there's the beast tamer. it wars a pelt cloak and a mammoth skull. it only has 100 HP, but only attacks you directly if necessary, otherwise it sets it's pack of 3 Glacipods to attack you. Jotun don't have any drops themselves, but after they're all dead there homes are full of riches.
as for where you encounter the Jotun, They would be found in the "jotun Village". the main structure would be the basic house, which are modeled after Viking longships. (fun fact, the Vikings would often flip there boats upside down and live in them when they came to a new land). inside there would be a chest with various riches. some rare structures would be packmaster's lodge, which would contain a few Glacipod eggs. the Cooking pot, which would be a clay pot sitting ontop a fire. and for added effect, a couple NPCs would spawn in there.
As for loot, obviously there would be minerals, Glacipod eggs. honestly not sure what else there could be. I just like the idea of something you need to prepare and invest for. Glacipods, Automatons, tundrans, they'd all be crucial to clearing the village.
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"And just when you thought you where the sexiest one here, i show up" -Fernando
On the subject of making the Tundrans less like Overworld villagers, I went and built a new generated "structure": the Tundran Trade Airship.
"While most travel and trade in the Frist between Tundran villages is done by foot, owing to the lack of large bodies of liquid to sail, the wealthiest townships are known to deploy trade airships for exploration and commerce. With a powerful steam engine, a large wool gas balloon, and a hold that can store plenty of goods, the trade airship can go pretty much anywhere in the Frist."
Trade airships uncommonly generate around the Frist elevated over the ground. Unlike Tundran villages, which generate only in more hospitable biomes, the trade airship can generate pretty much anywhere. It has a crew of 3-5 random Tundrans who generate on deck or in the hold.
The purpose of the trade airship is to give the player a little boost if they see it (as there's some random items generating in the hold chests), to make the environment a little more diverse, and to further differentiate Tundrans from their lazy Overworld counterparts by accentuating their further advancement and giving them a place to be outside of Gear prison cells and Tundran villages. Here is an Imgur album with full detailing of both the outside and inside rooms of the trade airship.
While NPCs would be really cool, I'm still not convinced that we should really have them in this dimension. It wouldn't make sense to have NPCs as developed as these when the current ones are total derps, and you can't just link a villager improvements suggestion in the Frist suggestion. We will probably need to cut off some mobs since we have so many now, so the NPCs would probably be the best to get rid of.
I guess we'll see the decision once everyone's voted in the poll.
While NPCs would be really cool, I'm still not convinced that we should really have them in this dimension. It wouldn't make sense to have NPCs as developed as these when the current ones are total derps, and you can't just link a villager improvements suggestion in the Frist suggestion. We will probably need to cut off some mobs since we have so many now, so the NPCs would probably be the best to get rid of.
I guess we'll see the decision once everyone's voted in the poll.
That doesn't make any sense. Just because Villagers need some TLC doesn't mean that ALL NPCs should be carbon copies of them. Also, by making them more advanced, we differenciate them from Villagers. IF we gave the dimension NPCs that where just re-colored villagers, then we would have an issue. But Tundrans are Much more distinct then villagers. They're tougher, Smarter, and have managed to not just survive, but thrive in the harsh wastelands of the Frist.
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That doesn't make any sense. Just because Villagers need some TLC doesn't mean that ALL NPCs should be carbon copies of them. Also, by making them more advanced, we differenciate them from Villagers. IF we gave the dimension NPCs that where just re-colored villagers, then we would have an issue. But Tundrans are Much more distinct then villagers. They're tougher, Smarter, and have managed to not just survive, but thrive in the harsh wastelands of the Frist.
Tundramen would literally be villagers in different clothes and with guns. It would seem weird if they were developed a lot more than the Overworld villagers. Plus, players would see villagers in the Overworld a lot more than the villagers in the Frist dimension, so it would make sense to have normal villagers improved before other NPCs are added, especially if those NPCs are in another dimension.
Furthermore, like I mentioned before, we have already put together too many mobs. It would be logical to remove the NPCs because:
1. There is large disagreement about their purpose and how they should be.
2. They are not required to achieve the main goal of this dimension, which is to provide the player with an optional adventure that is not in a specific order with the normal linear progression system, and to reward the player with items/resources that aren't objectively more powerful than normal weapons or tools, but instead powerful in unique ways.
If you haven't already, though, you should vote in the poll so that your voice is heard. Ultimately the decision will be based on what the majority of contributors think.
While NPCs would be really cool, I'm still not convinced that we should really have them in this dimension. It wouldn't make sense to have NPCs as developed as these when the current ones are total derps, and you can't just link a villager improvements suggestion in the Frist suggestion. We will probably need to cut off some mobs since we have so many now, so the NPCs would probably be the best to get rid of.
I guess we'll see the decision once everyone's voted in the poll.
Maybe redesigning them to be non-Testificate in nature would go a ways toward separating them from Overworlders. I still think wolfmen would be rather bland, but making them into humans like the player might be another option, or giving them their blue skin back.
A lot of the problem of Overworld villagers comes from their helplessness. Not only are they bad at navigating their villages, they usually have no defense against hostile mobs but to run, and they're not good at that either. Tundrans circumnavigate this by being armed and their villages smaller, as well as with superior houses. I didn't intend that on being a Villager improvement suggestion- nothing that Tundrans have is related to Overworld villagers aside from perhaps their noses- and I think they have a nice palette of features and unique stuff that would make them a strong candidate for retention.
I do wholly agree that we've hit the mob limit. Let me see the total amount of mobs in the Frist...
Wintry: Small mob. Small model and simple behavior. Low work required.
Mammoth: Large passive mob. Large model but simple behavior. Medium work required.
Ice Troll: Hostile mob. Needs model and animations. Medium work required.
Cloud Terror: Hostile mob. Medium work required.
Cloud Monster: Hostile mob. New AI and animations needed. High work required.
Frore: Hostile/tamable mob. New AI, systems, and animations needed. High work required.
Tundrans: NPC mob with small villages and airships. Retexture of model, but requires some AI work. Structures already created. Medium work required.
Engineer: Stationary Gear boss. Needs Gear to be built. High work required.
Shocker: Hostile mob. New AI and animations. High work required.
Automaton: Hostile mob. New AI and systems. High work required.
Juggernaut: Hostile mob. New AI and systems. High work required.
That's a total of 11 mobs. Compare that to the 42-43 that the Overworld has, the 4-5 the End has, and the 4-5 the Nether has (not exact counts). Given the Frist's endgame nature, it only makes sense it should be bigger and more spacious than the other dimensions, content-wise. But 11 mobs is about double that of the other dimensions, so it should be the maximum in my opinion.
I mostly would work on the mob ideas anyway so I think we need to add some predators like Sabre-toothed tigers or some sort of ice creature. With the sabre tooth I would make it so that if you went near if it would chase you for a certain amount of time (around 30s) and try to kill you. Make sure it has the right tooth shape though and good animation on the attack as this is important for realism, action and quality. If you have watched any of the ice age movies then there are a lot of ideas you can get from there.
We appreciate the ideas and help, but we're already quite far along with the mob ideas. We will probably only add 1 or 2 more creatures (if any) because a lot of mobs have been added to the suggestion. As for common predators, we have the ice troll, frore, and the wintry, and probably others that I'm forgetting.
Maybe redesigning them to be non-Testificate in nature would go a ways toward separating them from Overworlders. I still think wolfmen would be rather bland, but making them into humans like the player might be another option, or giving them their blue skin back.
A lot of the problem of Overworld villagers comes from their helplessness. Not only are they bad at navigating their villages, they usually have no defense against hostile mobs but to run, and they're not good at that either. Tundrans circumnavigate this by being armed and their villages smaller, as well as with superior houses. I didn't intend that on being a Villager improvement suggestion- nothing that Tundrans have is related to Overworld villagers aside from perhaps their noses- and I think they have a nice palette of features and unique stuff that would make them a strong candidate for retention.
I do wholly agree that we've hit the mob limit. Let me see the total amount of mobs in the Frist...
Wintry: Small mob. Small model and simple behavior. Low work required.
Mammoth: Large passive mob. Large model but simple behavior. Medium work required.
Ice Troll: Hostile mob. Needs model and animations. Medium work required.
Cloud Terror: Hostile mob. Medium work required.
Cloud Monster: Hostile mob. New AI and animations needed. High work required.
Frore: Hostile/tamable mob. New AI, systems, and animations needed. High work required.
Tundrans: NPC mob with small villages and airships. Retexture of model, but requires some AI work. Structures already created. Medium work required.
Engineer: Stationary Gear boss. Needs Gear to be built. High work required.
Shocker: Hostile mob. New AI and animations. High work required.
Automaton: Hostile mob. New AI and systems. High work required.
Juggernaut: Hostile mob. New AI and systems. High work required.
That's a total of 11 mobs. Compare that to the 42-43 that the Overworld has, the 4-5 the End has, and the 4-5 the Nether has (not exact counts). Given the Frist's endgame nature, it only makes sense it should be bigger and more spacious than the other dimensions, content-wise. But 11 mobs is about double that of the other dimensions, so it should be the maximum in my opinion.
I still don't get why we need more than one cloud mob. We already have Badprenup's cloud mob, so why do we need another?
I need the following question answered: Are we still going to make the steampunk-themed dungeons, or are the "Gear" mobs taking the place of that?
Tundramen would literally be villagers in different clothes and with guns. It would seem weird if they were developed a lot more than the Overworld villagers. Plus, players would see villagers in the Overworld a lot more than the villagers in the Frist dimension, so it would make sense to have normal villagers improved before other NPCs are added, especially if those NPCs are in another dimension.
Furthermore, like I mentioned before, we have already put together too many mobs. It would be logical to remove the NPCs because:
1. There is large disagreement about their purpose and how they should be.
2. They are not required to achieve the main goal of this dimension, which is to provide the player with an optional adventure that is not in a specific order with the normal linear progression system, and to reward the player with items/resources that aren't objectively more powerful than normal weapons or tools, but instead powerful in unique ways.
If you haven't already, though, you should vote in the poll so that your voice is heard. Ultimately the decision will be based on what the majority of contributors think.
To reply as to some things:
The Tundrans' origin is left ambiguous. You could say it's parallel evolution or them "crossing over" long ago, but I thought Villager species would be a nice way of provoking some thought as to where they came from.
The reason they are more developed is two reasons: one, because the Frist is comparatively brutal as a survival environment compared to the Overworld, forcing them to "toughen up" to last, and two, to explain why the Gear exists; in the effort of advancing to conquer their snowy surroundings, they created their own worst enemy. There's a lack of anything steampunk in Minecraft, and given the 700 year gap between its "low" and "high" tech anachronism doesn't really mean anything in it, so I figured it would be a nice thing to put in.
We do have enough mobs, but I don't think it's too many, since the Frist is comparatively larger and more well developed than the Nether or End. If people really want to remove mobs, then that's what'll happen, but I think we're fine as it is. I wouldn't go so far as to say we start removing some of the simpler hostile mobs (e.g. ice trolls), but I'd personally prefer less, more complex mobs than more, less complex mobs. I wouldn't call Tundrans "NPCs" (in the fashion of intelligent, speaking, complex entities in other games like Skyrim), but they're certainly not as simple as, say, zombie pigmen, and that's by design.
They have the exact same AI and behaviors aside from their ability to use a musket and becoming hostile at less popularity than a Golem would in the Overworld. I agree that Villagers in the Overworld would demand improvements first, but the only reason they survive longer is because their houses are better and they can shoot back at something instead of blankly standing there or running into a corner while a Golem loafs around on the other side of the village.
And besides, if they already survived in the cold Frist, it only makes sense that they should be better at lasting than the paradise-surrounded Overworlders. The musket itself fits the "niche, not ultimate" role of Frist items; it's slow shooting and lacks any enchanted or specialized abilities, but can ignore a little armor (useful at high level PvP or PvE) and its fast bullet makes it ideal for longer-ranged fights.
I think that there is not really that much disagreement as to what they'd exactly be; we've basically established the core idea. Most of this "disagreement" came from the wolfman concept that was thrown about for a while; we've basically established by now that it's a dead idea and the Tundran will be a villager or human(oid) of some kind, not another animal person in the vein of a zombie pigman.
As for the Frist itself, they do have important roles in it. Tundran villages and trade airships, while threatened by automaton sieges, are temporary places to shelter from blizzards and get a little pick-me-up from the items within, as well as flavoring pieces. If you help them fight the Engineer's machines they'll help you fighting it (and believe me, you will need every bit of help you get against the Engineer, with its death lasers and machine reinforcements); and they have a hiring system that lets you take them out of the Frist for use even after you've beat it (though this last part is rather "moddy" in my opinion, and if people don't like it I don't have a problem with omitting it).
Question: At what point will the poll terminate? It's fluctuated rapidly between majority for and majority against a little. I'd personally give it around 5 days to settle, but that's just an immediate thought.
I need the following question answered: Are we still going to make the steampunk-themed dungeons, or are the "Gear" mobs taking the place of that?
The Gear itself is a large central steampunk dungeon comparable to a nether fortress or woodland mansion, with some minor "tendrils" that serve as dungeons themselves. The "gear" mobs live within these.
We will probably only add 1 or 2 more creatures (if any) because a lot of mobs have been added to the suggestion.
Wait, what? I thought we had already hit the mob limit and were looking to see if any were not good enough to stay in the final draft. If we're adding more mobs, then I don't see why we're pressuring to remove some to lower the amount of mobs in the Frist.
The Gear itself is a large central steampunk dungeon comparable to a nether fortress or woodland mansion, with some minor "tendrils" that serve as dungeons themselves. The "gear" mobs live within these.
We've apparently changed to calling it the "Engineer", which is a better name IMO. It is still a tossup whether there's multiple Gear dungeons and Engineers, but I believe he would be a single boss in his own right, with a boss bar and all that. Would probably warrant a crafting recipe like the Wither too, in case you wanted to fight him again.
In the document, he's that one big red block you see down at the bottom. Surround that with metal blocks in the center of a big circular room, leering down at you, and you have him.
Can we not call the Mist Nitrogen Mist. It sounds kind of awkward from all the semi-scientific-semi-magic nature of the Dimension. Perhaps call it Frozen Mist or something?
Also, The Automaton perhaps could have some sort of texture with runic but a little futuristic like the ancient tech from BOTW. The current white with red eyes looks too futuristic in my opinion.
As for the Russian Villagers (i'm gonna call that). I'm not saying it's bad, but it's a bit too similar to the Villager. I don't know, it's just my opinion.
I hugely agree with changing Nitrogen's name. It'd be far more flexible and less directly scientific if it was merely Mist, Frost, or whatever we'd call it.
The sketch of the Automaton was not colored aside from the red running lights, because I had run out of patience and it's got a fairly complex color. The machine is primarily a sort of battleship gray, with dark bronze gears, copper framework, and various burnished parts. It's meant to heavily look like what some crazy Victorian-era inventor would envision if he drew up the plans for a battle robot with not a single digital part in it. The runic look would clash with the Gear biome's general heavy-steampunk theme, but as I touched on before it could be spun into something entirely new for the dimension. (That brings the thought of "when do we stop?", but since this is a post-endgame sort of place, it only makes sense that it should be so feature-rich, since otherwise you would have no reason to stay there for more than 5 in-game days.)
The Tundrans (what I think the consensus's become on the Russian-style villagers) originally had blue skin, as envisioned by fishg; but I felt that looked way too much like illagers. If it wasn't for my atrocious NovaSkin ability I'd have already modified a Villager skin to indicate it. But generally, you can tell them apart from a few immediate factors:
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Now- some more drawing. Meet the Juggernaut.
With 35 hearts of health, a whopping 10 armor, and the powerful Steam Cannon as its primary armament, the Juggernaut was a very powerful robot built by the Engineer as its primary soldiers in the early days of its rebellion against its Tundran creators. But it was very expensive and its steam engine could not maintain the pressure to keep firing its artillery piece, leaving the bolted behemoth vulnerable after each blast.
Though the production lines now churn out cheaper, more practical Automatons, the Juggernauts were never retired from service, and are some of the deadliest machines the Engineer commands. They aren't seen on the farthest outposts; only in the innermost corridors can these powerful battle machines be seen.
The Juggernaut is roughly the size of an Iron Golem. It doesn't have as much raw durability, since it's got a lot of sensitive internal machinery inside of it, but that thick outer plating makes up for it. The Steam Cannon attached to its right arm fires a large copper cannonball that can punch through enemy armor and simply pass through them, striking all enemies along its path as it flies and then bounces to a stop. However, the cannon requires a load of steam power to shoot.
The Juggernaut signals its attack with a loud locomotive whistle and a large volume of steam issuing from its twin smokestacks. Once it fires it will expend a large amount of steam and temporarily become "stunned"; the machine can't move or attack for 5 seconds after shooting, and will track the player more sluggishly.
Don't take that as an invitation to rush in, though; the Juggernaut can rear back its left arm and deliver a steel suckerpunch that will send you reeling if you get too close. To defeat it, you'll have to avoid its shot, strike, and then dodge its punch, made sluggish by its reduced steam pressure.
The Juggernaut features more gearing and secondary analog processors than the cheaper Automatons, demanding more blueprints and parts to repair; and it's even more fuel consuming, eating a single piece of Coal every 15 seconds. But if you can somehow cobble one of these things back into working order, and have the fuel to keep the thing steaming, it can and will blow any mob it faces out of the water. Helps that if you "upgrade" it with another Blueprint, you can reduce the low steam pressure to 2 seconds.
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Perhaps the Floating airships could be inhabited by Automatons.
couldn't have put it better myself, though i must ask, sense when where Blueprints used to upgrade automatons? did i miss the memo somewhere?
Also, i think it's near time to move on from the gear, i think we've pretty much fleshed it out, minus boss drops, i think, did we ever agree on that? anyways, i'm not saying we should drop in entirely, i'm just saying we should make some new things for the rest of the dimension, as i'm doing here.
I propose a new mob which, for the time being, i'm referring he the technical name of "Wind Spirit". though there are multiple variations of them. All "Wind Spirits" have the same general traits, being that they take the forms of small tornados. they also don't really "die", they "dissipate" more or less. some of them also have the ability to catch projectiles such as arrows in there gusts and throw them in a random direction.
the first Varient i'm dubbing "Wind Nymph". these are playful spirits that appear as 3 block high tornados full of snowflakes, the Nymphs themselves aren't visible, but you can often here there child-like giggling when they're near. wen they notice a player, they'll advanced twords the player at about walking speed, and when they catch players they don't attack, instead they spin the player around quickly and launch them 4-6 blocks into the air. when defeat a Nymph they have a 5% chance of dropping a "stagnant wind". something interesting about nymphs is that they're fond of Tundran children. They can often be found near villages entertaining said children by tossing them 3 blocks into the air, or by launching them much higher, but catching there fall. the best easy to deal with them would be to let them start spinning you and then swinging your sword, afterwards there "death" sound would be a moan, not a moan of death, mind you, but a moan of teenager who's parents just killed there weekend plans.
The second
variant would be the "Tempest". it would appear as a tornado of Swirling storm clouds, complete with Thundering noises. These can be found in the Frist's harsher environments and during Blizzards. these are much more violent Spirits, actively seeking out and attacking players with burst of lightning, however, they don't really care to suck players in like the nymphs. When defeated the tempest have a 50-75% chance to drop 1-2 "stagnant wind" (and yes, i know that's just air.) However, as you might guess, all that lightning in them makes them a good power source. so while in the gear you may find a room where one's contained in a test tube-like structure. here, if you where to defeat the Automatons and release it, it would disappear, only to reappear in the center's chamber where it will help you battle automatons.
The third variant is highly situational, and would only be used with a Hypothetical dungeon with a Hypothetical library. This one i'm dubbing the "Ancient winds" and are possibly the most powerful. They're the smallest of them all, only about 1 block high, and appear as cyclones filled with books and paper. They'd rather be left to there research, but if provoked they will hover in the higher areas of the Hypothetical library, however, due to all the books in them, they're vulnerable to projectiles, and VERY vulnerable to fire. in addition, every now and again they have a chance of launching a magic projectile at you, which applies 30 seconds of a random de-buff. When defeated, they drop paper, books, and have a 10% chance of dropping an enchanted book, with better books being rarer.
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At the current state we've come up with a lot of neat ideas, but for most of them haven't closed the discussion. The current list of potential mobs:
Gear Mobs
I think there's a little confusion here. "Frostlength" is the material that is dropped from the wintry, and is one of the ingredients used to make the gelid (the ice gauntlet). The name for the plant that the wintry eats hasn't really been mentioned. I was thinking some sort of frozen coral-like plant, but it's subject to change.
The "frostlength" has the following texture:
Maybe they could detect when a sorrowind/frigit/boread/gust/chill is about to approach, similar to how some animals can sense when a storm is coming. You should probably make a poll for the name of Badprenup's mob by the way.
I personally like the idea of frores being tamed (and maybe ridden) with an item dropped by the miniboss. By the way, do we still need to come up with the steampunk towers and such, or is the Controller the miniboss? The current explanation of the Controller and Gear biome and mobs is kind of spread out among the comments, so could someone please create a compilation of the whole thing?
Looks great! What will the Ice Trolls drop?
I'm not making any promises, but I might make some of the models.
I agree that they wouldn't really fit in, especially if they were reskinned villagers.
At some point in the near future we need to stop being open to new mob suggestions unless they are extremely unique and amazing, necessary for a particular role, or should replace an existing mob. Then, we need to decide how many mobs there should be, and which mobs might need to go if we have too many.
Check out my suggestions! Here is one of them:
I went ahead and created some Tundran buildings for their smallish villages. The stone bricks can be replaced by Fristum Bricks, which would be slightly lighter in color (not as light as Fristum itself) but otherwise identical. Here is an Imgur album with internal and external views of each building.
Responses in bold.
EDIT: Apparently fishg's quote and my responses vanished the first time it was posted.
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How did that mod take hours to get running? xD That's my big question!
I'm a little iffy on mammoths. Sorrowind sounds like a good name for the cloud dude. I'd like if at all possible to include cloud terrors and wind spirits/whirlwinds. Not quite a fan of the NPCs at this time. Ice troll... Eh. Don't care for it. For juggs, sounds like it could be a neat idea.
Really, I'm frustrated that I can't keep my focus on this and finalize cloud terrors or the slimes. =/ [I'm working on a few other projects so this is straining.]
Figured it was time for a change.
The Jotun Are a huge, brutish race, towering over anything else you'd encounter, they raise Mammoths as hogs and Glacipods as war dogs. If you plan to do battle, you'd need an army of your own. -me, right now.
so yes, the jotun, the infamous Giants of Norse mythology. In my rendition, they would take the role of what people call a "Raid boss". not only would they be extremely powerful, equivalent to about 2-3 iron golems, but there are A LOT of them, easily between 2-3 dozen. Jotun are 10-15 blocks tall, appear as blue-skinned players, but with a more primitive "skin", and come in 3 variety. the brute, which is melee-focused. it walks with a spruce tree that it uses as a club. it has ~300 hp, and deals heavy melee damage. The second variety is the thrower. it walks around with it's arms free, but if it spots a player it picks up a huge block of snow and earth to chuck it at the target. they have 200 HP. And finally there's the beast tamer. it wars a pelt cloak and a mammoth skull. it only has 100 HP, but only attacks you directly if necessary, otherwise it sets it's pack of 3 Glacipods to attack you. Jotun don't have any drops themselves, but after they're all dead there homes are full of riches.
as for where you encounter the Jotun, They would be found in the "jotun Village". the main structure would be the basic house, which are modeled after Viking longships. (fun fact, the Vikings would often flip there boats upside down and live in them when they came to a new land). inside there would be a chest with various riches. some rare structures would be packmaster's lodge, which would contain a few Glacipod eggs. the Cooking pot, which would be a clay pot sitting ontop a fire. and for added effect, a couple NPCs would spawn in there.
As for loot, obviously there would be minerals, Glacipod eggs. honestly not sure what else there could be. I just like the idea of something you need to prepare and invest for. Glacipods, Automatons, tundrans, they'd all be crucial to clearing the village.
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"And just when you thought you where the sexiest one here, i show up" -Fernando
check out my suggestion for Yggdrasil, the great world tree
FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
-Let's make some noise
On the subject of making the Tundrans less like Overworld villagers, I went and built a new generated "structure": the Tundran Trade Airship.
"While most travel and trade in the Frist between Tundran villages is done by foot, owing to the lack of large bodies of liquid to sail, the wealthiest townships are known to deploy trade airships for exploration and commerce. With a powerful steam engine, a large wool gas balloon, and a hold that can store plenty of goods, the trade airship can go pretty much anywhere in the Frist."
Trade airships uncommonly generate around the Frist elevated over the ground. Unlike Tundran villages, which generate only in more hospitable biomes, the trade airship can generate pretty much anywhere. It has a crew of 3-5 random Tundrans who generate on deck or in the hold.
The purpose of the trade airship is to give the player a little boost if they see it (as there's some random items generating in the hold chests), to make the environment a little more diverse, and to further differentiate Tundrans from their lazy Overworld counterparts by accentuating their further advancement and giving them a place to be outside of Gear prison cells and Tundran villages. Here is an Imgur album with full detailing of both the outside and inside rooms of the trade airship.
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While NPCs would be really cool, I'm still not convinced that we should really have them in this dimension. It wouldn't make sense to have NPCs as developed as these when the current ones are total derps, and you can't just link a villager improvements suggestion in the Frist suggestion. We will probably need to cut off some mobs since we have so many now, so the NPCs would probably be the best to get rid of.
I guess we'll see the decision once everyone's voted in the poll.
Check out my suggestions! Here is one of them:
That doesn't make any sense. Just because Villagers need some TLC doesn't mean that ALL NPCs should be carbon copies of them. Also, by making them more advanced, we differenciate them from Villagers. IF we gave the dimension NPCs that where just re-colored villagers, then we would have an issue. But Tundrans are Much more distinct then villagers. They're tougher, Smarter, and have managed to not just survive, but thrive in the harsh wastelands of the Frist.
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FOR THE HOLY LOVE OF ARCEUS AND HELIX COMBINED PALADINS IS NOT AN OVERWATCH CLONE. tf2's the true king anyways
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Tundramen would literally be villagers in different clothes and with guns. It would seem weird if they were developed a lot more than the Overworld villagers. Plus, players would see villagers in the Overworld a lot more than the villagers in the Frist dimension, so it would make sense to have normal villagers improved before other NPCs are added, especially if those NPCs are in another dimension.
Furthermore, like I mentioned before, we have already put together too many mobs. It would be logical to remove the NPCs because:
1. There is large disagreement about their purpose and how they should be.
2. They are not required to achieve the main goal of this dimension, which is to provide the player with an optional adventure that is not in a specific order with the normal linear progression system, and to reward the player with items/resources that aren't objectively more powerful than normal weapons or tools, but instead powerful in unique ways.
If you haven't already, though, you should vote in the poll so that your voice is heard. Ultimately the decision will be based on what the majority of contributors think.
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Maybe redesigning them to be non-Testificate in nature would go a ways toward separating them from Overworlders. I still think wolfmen would be rather bland, but making them into humans like the player might be another option, or giving them their blue skin back.
A lot of the problem of Overworld villagers comes from their helplessness. Not only are they bad at navigating their villages, they usually have no defense against hostile mobs but to run, and they're not good at that either. Tundrans circumnavigate this by being armed and their villages smaller, as well as with superior houses. I didn't intend that on being a Villager improvement suggestion- nothing that Tundrans have is related to Overworld villagers aside from perhaps their noses- and I think they have a nice palette of features and unique stuff that would make them a strong candidate for retention.
I do wholly agree that we've hit the mob limit. Let me see the total amount of mobs in the Frist...
That's a total of 11 mobs. Compare that to the 42-43 that the Overworld has, the 4-5 the End has, and the 4-5 the Nether has (not exact counts). Given the Frist's endgame nature, it only makes sense it should be bigger and more spacious than the other dimensions, content-wise. But 11 mobs is about double that of the other dimensions, so it should be the maximum in my opinion.
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We appreciate the ideas and help, but we're already quite far along with the mob ideas. We will probably only add 1 or 2 more creatures (if any) because a lot of mobs have been added to the suggestion. As for common predators, we have the ice troll, frore, and the wintry, and probably others that I'm forgetting.
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I still don't get why we need more than one cloud mob. We already have Badprenup's cloud mob, so why do we need another?
I need the following question answered:
Are we still going to make the steampunk-themed dungeons, or are the "Gear" mobs taking the place of that?
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To reply as to some things:
The Tundrans' origin is left ambiguous. You could say it's parallel evolution or them "crossing over" long ago, but I thought Villager species would be a nice way of provoking some thought as to where they came from.
The reason they are more developed is two reasons: one, because the Frist is comparatively brutal as a survival environment compared to the Overworld, forcing them to "toughen up" to last, and two, to explain why the Gear exists; in the effort of advancing to conquer their snowy surroundings, they created their own worst enemy. There's a lack of anything steampunk in Minecraft, and given the 700 year gap between its "low" and "high" tech anachronism doesn't really mean anything in it, so I figured it would be a nice thing to put in.
We do have enough mobs, but I don't think it's too many, since the Frist is comparatively larger and more well developed than the Nether or End. If people really want to remove mobs, then that's what'll happen, but I think we're fine as it is. I wouldn't go so far as to say we start removing some of the simpler hostile mobs (e.g. ice trolls), but I'd personally prefer less, more complex mobs than more, less complex mobs. I wouldn't call Tundrans "NPCs" (in the fashion of intelligent, speaking, complex entities in other games like Skyrim), but they're certainly not as simple as, say, zombie pigmen, and that's by design.
They have the exact same AI and behaviors aside from their ability to use a musket and becoming hostile at less popularity than a Golem would in the Overworld. I agree that Villagers in the Overworld would demand improvements first, but the only reason they survive longer is because their houses are better and they can shoot back at something instead of blankly standing there or running into a corner while a Golem loafs around on the other side of the village.
And besides, if they already survived in the cold Frist, it only makes sense that they should be better at lasting than the paradise-surrounded Overworlders. The musket itself fits the "niche, not ultimate" role of Frist items; it's slow shooting and lacks any enchanted or specialized abilities, but can ignore a little armor (useful at high level PvP or PvE) and its fast bullet makes it ideal for longer-ranged fights.
I think that there is not really that much disagreement as to what they'd exactly be; we've basically established the core idea. Most of this "disagreement" came from the wolfman concept that was thrown about for a while; we've basically established by now that it's a dead idea and the Tundran will be a villager or human(oid) of some kind, not another animal person in the vein of a zombie pigman.
As for the Frist itself, they do have important roles in it. Tundran villages and trade airships, while threatened by automaton sieges, are temporary places to shelter from blizzards and get a little pick-me-up from the items within, as well as flavoring pieces. If you help them fight the Engineer's machines they'll help you fighting it (and believe me, you will need every bit of help you get against the Engineer, with its death lasers and machine reinforcements); and they have a hiring system that lets you take them out of the Frist for use even after you've beat it (though this last part is rather "moddy" in my opinion, and if people don't like it I don't have a problem with omitting it).
Question: At what point will the poll terminate? It's fluctuated rapidly between majority for and majority against a little. I'd personally give it around 5 days to settle, but that's just an immediate thought.
The Gear itself is a large central steampunk dungeon comparable to a nether fortress or woodland mansion, with some minor "tendrils" that serve as dungeons themselves. The "gear" mobs live within these.
Wait, what? I thought we had already hit the mob limit and were looking to see if any were not good enough to stay in the final draft. If we're adding more mobs, then I don't see why we're pressuring to remove some to lower the amount of mobs in the Frist.
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So is the "Controller" the main boss?
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We've apparently changed to calling it the "Engineer", which is a better name IMO. It is still a tossup whether there's multiple Gear dungeons and Engineers, but I believe he would be a single boss in his own right, with a boss bar and all that. Would probably warrant a crafting recipe like the Wither too, in case you wanted to fight him again.
In the document, he's that one big red block you see down at the bottom. Surround that with metal blocks in the center of a big circular room, leering down at you, and you have him.
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