I think having the loot accessible immediately would be better; it's like a "welcome gift" from the villagers. Also, why should we make unnecessary changes?
First of all, it's NBT, not NPB. Second of all, why should only books that are made with the printing press be able to stack with one another?
Oh, I don't know, maybe because
was mentioned in the post, implying that the intent was for them to be expensive.
Ummm... okay? Still, illagers are more like wizards than steampunks. Wouldn't it make more sense for them to use some kind of spell? Also, why would they destroy their own mansion just to do damage to you, when they could easily use a spell or traditional weapon to harm you?
Making the chest a reward would provide a clear reason to increase popularity, and would prevent it from being a Disc-One Nuke. Of course, there could also be another chest in the village center that can be always opened as well, which would have worse loot, acting as the actual "welcome gift".
I misspelt NBT as NPB ¯\_(ツ)_/¯. And I was mentioning how the game already seems to cause copies of the same book that weren't made in the same "batch". Then again, it may be that they get another NBT tag once opened for the first time.
However, prints could be used to be able to make copies have different traits from signed books, such as color text, or possibly even graphics such as charts or drawings...
They are already quite costly by themselves in terms of making them in large amounts, considering that each one costs 4 Iron Ingots, which, if making a lot of them, can easily mean that even a few (4-5) Guards can be quite expensive until you have more resources.
Villagers have guns in this suggestion. If Illagers are hostile, more proactive offshots of them, why wouldn't the latter have them as well? After all, if they can make relics that can bring the user back from death and that the Player can't replicate in spite of being otherwise able to make magical items such as enchanting tables by themselves (Implying that the PC has less magical knowledge than Illagers), have premade gear in their chests, use iron axes to fight AND their mansions can contain smithies with nearly-broken anvils (All showing that they are also adept at metalworking), why would they be suddenly unable to use a musket that their less proactive cousins can make?
As for damaging the terrain, as I said before, Grenades should spawn shrapnel or otherwise be unable to break blocks, which would indirectly prevent the issue you mentioned of Grenadiers damaging their own homes and driving players mad if fought during Illager attacks on Villages.
Okay, because of the blockquote system being sort of glitchy for me at the moment, I am just going to address what I like and don't like with as little block quoting as possible.
First, I would like to say that I disagree with Nitwits spawning more frequently and the player losing reputation for stealing items from the blacksmith's chest. To be honest, finding multiple Nitwits in a village is quite disappointing. Unless Nitwits are given a use (my personal suggestion is to make them hirable by the player, like a personal salesman), I think this would be sort of pointless and honestly frustrating.
Now, if it hadn't been that the loot from the blacksmith's chest was originally made for the player, I might have agreed with you that the player should lose reputation for taking stuff from it. However, I think having the player lose reputation for taking things from the chest would be 1. Poorly communicated to the player, 2. Confusing for some players, and 3. Annoying for returning players. I propose instead that every village with a blacksmith's shop should spawn with a blacksmith, and the blacksmith should tell the player to take the items from the chest as a gift or survival kit.
Alternatively, village chests could be locked, have better loot, and be unable to be acessed unless the reputation maxes out.
Now, I would like to point out a (small) thing I noticed that has a flaw in it:
So will there be a bed in the church, blacksmith's shop, butcher's shop, etc.? I think only "house" buildings should have beds. Whether there is a building could also determine if a villager chooses to go in it at night or not. Also, what if the Butcher's shop was expanded to have an "attic" where there was a bed?
I don't think attacks by illagers should be completely out of the picture, but I think this would be too common by the sounds of it. How common would this be exactly?
As for the printing press, the printing press building, and the printer: I think they're alright ideas. However, the printing press would not be that useful since books can already be copied by hand. Using the printing press would only save a feather per book. So, maybe make it so that copying a book by hand either takes a while or is no longer a possibility.
The printing press also avoids the annoying tendency of craft-copying of causing copies of different batches to be unable to be stacked for some reason due to different NBT tags.
Now for guards, muskets, and grenadiers:
3. If there are to be arquebus-based weapons, I think they should be the kind that have a stand like this. Also, the recipe is extremely cheap. It should require at least one iron block in the recipe.
Why should they be more expensive? They already have expensive ammo and low fire rate. The gun itself doesn't have to be expensive, specially not if 4 of them cost more than an Iron Golem.
2. I think the guards are a little advanced for villagers. I see the theme you're going for here, but I think it would be best to keep the villagers pre-17th century. I honestly think it would be best if the village guards were the fletchers (or add a new bowsman villager) that uses bows and arrows and fights alongside the iron golem. The blacksmith could use an iron, enchanted iron, or sometimes even diamond sword, but mainly only for self-defense (i.e. if it's trapped in a corner and there are zombies coming to attack it). If there are to be the guard villagers, I think they should have a stand like mentioned above, and only spawn when there is a
3. Grenadiers seem kind of unneeded. I also think the grenades should do less block damage.
Think of them as an AoE Illager that can also fight at longer ranges than other Illagers.
I, many others, and Mojang probably all agree that villages should not have lamp posts using items that require the player to go to the Nether, so that those items stay exclusive to the Nether.
Finally, you haven't convinced me on airships. I don't see why they're needed or balanced.
Present ideas for 1.3, gleaned from various suggestions:
- Iron Golems and Colossi avoid water at all costs if they cannot climb out of it (e.g. they would ignore a bucket of water placed on the ground). They are now unaffected by water slowing, but at the same time sink quickly in water.
They could also try to avoid water that is more than 1 block-tick at all costs, which would make them less vulnerable.
- Grenades no longer create craters, and instead throw "shrapnel" in a radial pattern that flies until it hits a mob or a block, for around 8 blocks in all directions. This is true for both player and Grenadier grenades.
This would make Grenades more practical when used close to buildings, and make Grenadiers less questionably dumb if fought in Woodland Mansions.
- Larger Ace-only airships that appear around Outlaw Camps, and which can hold up to four Illagers inside (plus the pilot Ace), working as "APCs" of sort that try to land near a Village and disgorge their riders, who are usually Grenadiers, and whom can fire out of the sides of the vessel while it is in flight. These airships have around 30 hearts of durability, but if destroyed will kill all inside of them. Once they have dropped their cargo they will resume flight and behave like souped-up normal Airships. These cannot be ridden by the player, as the Ace is protected from damage while inside the airship (just like any other player or mob) and destroying the airship only drops some coal and sticks.
The airship itself should also drop Iron Ingots, as they're rather rare, and they could be a new source of iron, specially if Iron Golem spawning was modified so they don't spawn in water. Another drop could be an unique item that allows the player to add a second seat to an airship, which, if filled, would slow the airship down. In terms of behavior, they shouldn't merely act like souped-up Aces after dropping the Illagers. Instead, they should seek other Illagers in order to get them to the village more quickly, with some (10% per transport airship) not dropping off all Illagers and instead fighting with a Grenadier to each side after dropping the other 2 Illagers.Rather than making the Ace protected from damage, it would be better to provide transport airships with an unique death animation if the pilot is killed, in which the passengers are dropped off and the Ace seems to trigger some sort of self-destruct mechanism that causes the airship to explode anyways. This would balance out that they have a lot more firepower than normal Aces by giving them a weak point.
- Replacing Infinity, the "Spreadshot" enchantment: allows the Musket to fire multiple bullets (2 for I, 3 for II, 4 for III, 5 for IV) that each deal 5 hearts of damage instead of 7.5. All bullets are now capped at a certain (lowish) accuracy, making for a "shotgun" type weapon that can deal 50 damage (25 hearts) maximum at point blank at level IV.
This should rather be a new type of ammo. As for replacing Infinity, an enchantment that causes the Musket to only use up balls once every X shots would be better.
- New enchantment for the Musket: "Piercing". With each level (I, II, or III) it can pierce a target, dealing normal damage, and continuing to pass through and damage. A shield counts as one "target" in addition to its user's "target", so a level I piercing Musket can hit a player behind a shield, though not anyone behind that player. Every time a piercing occurs, a loud clang occurs.
- New enchantment for the Musket: "Rapid Loading". With each level (I, II, or III), 0.5 seconds are taken off of the reloading cycle. This means that the Musket can go from 3 seconds to just 1.5 at full enchantment.
- Muskets can never get multiple enchantments at once. The only ones they retain with the Bow are Knock Back, Power, Unbreaking, and Mending.
- New Blacksmith career: Gunsmith. This Villager vends Musket Balls, Muskets, Flint and Steels, and can buy Gunpowder, Iron Ingots, Flint and Steel, or Fire Charges.
- New weapon: Repeating Musket. Crafted with two cogs, a Hopper, and a Musket in the crafting table. This weapon visually resembles a musket with a primitive auto-loading mechanism placed at the rear end of the barrel near the lock mechanism. Loading the weapon is still 3 seconds, but it can accept up to 8 shots in its "magazine" (loaded in one go, lasting 6 seconds). Each bullet only deals 5 hearts of damage, and is less accurate than the regular Musket, but in exchange the weapon can rapidly fire in "aiming mode" (with a 1 second cooldown between each shot, same as an Ender Pearl) without exiting. This weapon cannot be used by Guards. It can take any of the standard Musket enchantments but Spreadshot.
Needs tweaking, such as making it a bit cheaper (Probably even an entirely separately-crafted weapon in relation to the Musket that also uses it's own ammo) and giving it a lower ammo count, as 8 shots with this equal 4 dead mobs at range, which means that it would be touching the role of both the bow as a short-mid range, high-fire rate weapon, and the Musket's role as a highly-damaging, long-range weapon unless modified.
- New hostile mob: Skeleton Elite. These are very rare (Chicken Jockey tier) but become more common at higher regional difficulty. They invariably possess full armor (usually Chainmail or Iron) and a Repeating Musket, with Rapid Loading III. However, this Repeating Musket is worn out and can only deal 1 heart of damage per shot. The skeleton's vision range is boosted to 48 blocks, but its attack range remains 16; it will attempt to rapidly load all of its shots on sight, and will then move like a normal Skeleton until entering attack range, upon which it will exhaust all of its bullets in rapid fire and attempt to reload again. If the Skeleton is confronted at point blank, it will draw Grenades and throw them. Upon death, it can drop Gunpowder, Musket Balls, Bones, a damaged Repeating Musket (enchanted or not), and Grenades.
It should be Spider-Jockey rare, as Chicken Jockeys are way too rare. They should also have a higher chance of spawning in certain structures, such as Strongholds.
Feel free to provide feedback on these- they aren't quite part of the suggestion yet, but positive feedback will lead to them being included in 1.3.
The part about musket balls not being able to be tipped is under "Musket Ball".
The bit about making the Musket turn into various other weapons was more of a rambling, as it, in hindsight, would be difficult to do intuitively in the anvil, specially as ammo types could have the same effect instead.
Muskets could have an enchantment that allows them to fire more shots per Musket Ball item instead of Infinity. This would let them have a cost-lowering enchantment without neutralizing the cost of their ammo.
As for the mobs, I was referring to Skeleton Gunners, Aces, and Grenadiers, as only Creepers and Witches to a lesser extent are reliable means of obtaining gunpowder.
Grenades could be changed so, instead of a normal explosion, they instead throw shrapnel that deals damage. The difference is that it can have more range and that the shrapnel only dissapears upon touching a block or mob, so it is possible to hurt mobs even if the grenades exploded above them. Of course, they wouldn't break blocks, making them more useful as direct combat weapons and would also prevent Grenadiers from damaging the terrain (And ruining their own homes if fought in Woodland Mansions).
Airships? We have the Elytra! Sure, but before we get to this very end-game goal which requires patience, perseverance, and the ability to look at bland fields of endstone for long periods of time, why not have an alternative just for certain cases? (Plus, it requires coal. I'd probably make sure that you can only put coal, though, just so that nobody can use wood or other cheap alternative fuels.)And besides, Nether Portals are still faster than any kind of transportation, so the Elytra is more of a time-saver and a fun luxury than an effective transportation. Even shooting arrows at people on that thing is near-impossible to do on the first try...
Muskets? Actually... wait... I think this one's been discussed a thousand times. It's slower, can't curve, and takes more expensive ammunition. (And just to add to the suggestion, I don't think it should be able to receive enchantments or shoot potion effects. Just to make sure that the bow still has it's purpose with it's Infinite ammo and Mending capabilities.)
- I also think that the grenades thrown by Grenadiers shouldn't cause explosions, considering that they get thrown within Villages. (And Villagers won't repair their own buildings, much less the landscape because of how easily this could be exploited.)
Both Elytra and Airships can be used in the Nether, so Nether portals are a moot point.
Are Muskets able to shoot potion effects? The only thing in the OP about it is that it's explicitly stated that musket balls cannot be "tipped".
The bow already has a higher fire rate and both it and the ammo are cheaper. Balance-wise, bows should be the ones that can't be enchanted and have less durability to compensate for their low price, and the durability of muskets should be increased (I'm only actually suggesting the latter, considering that they're more expensive). A better way to make muskets more unique, apart from the mechanics, would be to give them several ammo types and unique enchantments. For instance, an alternate ammo type would fire a 3+1-shot spread (3 pellets and 1 full-sized round that deals more damage), while an enchantment would cause it's shots to pierce through mobs, with only Mending, Infinity, and Power being really shared with bows.
Another way to make it unique would be to make it unable to be enchanted at an Enchanting table, but able to be modified with an Anvil or by crafting with it, potentially allowing it to become a completely different weapon.
Finally, Musket Balls aren't that expensive, considering that they can be dropped by 3 mobs, two of which spawn regularly. Of course, the recipe's output could be doubled, and a new Blacksmith career could be added, which would sell Muskets, Musket Balls (Guards already sell those, but it would be more fitting to a Villager profession centered around muskets) and Grenades, and buy Iron Ingots, Gunpowder, and fire charges (Probably due to another ammo type); or those could be put to the Engineer as a career.
Grenadiers are a bit like Overworld Ghasts in that fighting them causes them to damage terrain, as opposed to Creepers, which merely damage it if they're not successfully fought. Of course, they could be made to act like Ghast fireballs in terms of explosion power, so they don't wreck Cobblestone structures. To compensate, as Illagers would then be unable to break through blocks in order to attack Villagers, Outlaw camps could have an unique Ace variant that has an unobtainable airship variant that has more health and can carry up to 4 Illagers, apart from the pilot. The AI would try to make them land close to Villager homes and unload the passengers, or alternatively, orbit around their target, keeping the side with more Grenadiers, Illusioners, or other Aces towards their target if they can't land, with Iron Golems being picked as priority targets.
Their main weakness would be that destroying their airship would kill all Illagers in it, making them priority targets during Illager sieges, as, while they would be pretty dangerous (Each has the firepower of 2 mobs from the side, or 3 if attacked head-on), each killed transport airship would drop a lot of loot (The equivalent of all the passengers and the Ace piloting it).
The only issues I'm seeing is that Airships can easily be OP, as they allow the player to outright avoid mobs. However, that could be avoided by adding some sort of airborne Overworld high-altitude mob that, if possible, only spawns after the Player actually achieves flight, either with Airships or Elytra, possibly even having separate mobs for both.
Grenades shouldn't be able to break terrain, as they're also used by mobs, and would also make them useless as combat weapons due to their inability to be used close to buildings without potentially damaging them.
Muskets should be able to be enchanted. They could also be able to be upgraded at the Anvil, as their mechanics would translate well into some sort of repeating weapon, making it a potential upgrade for it. This would also give it the unique trait of being customizable to a greater extent than just enchanting them, such as being able to spec it into a fast-reloading carbine or a wall gun that needs a tripod (Which would be similar to that of Cameras) to fire. Finally, muskets shouldn't misfire when used while raining, as that would be too random to act as a real balancing factor.
Mobs should have listed drops where applicable:
Skeleton Gunners could drop 0-2 Musket Balls and the same amount of bones, have a 33% chance to drop Flint, and would rarely drop a Musket that may be enchanted.
Grenadiers could drop 0-2 Grenades, 1-4 Musket Balls (Illagers have more health than most normal mobs, so this is to compensate for how they need to take more shots by making them drop more ammo), 0-1 Emeralds (Just like all other Illagers do), and rarely they'd drop their muskets.
Colossi could drop 1-2 Iron Blocks, as they only spawn in Woodland Mansions, and don't respawn.
Village chests should have a marker indicating which items cannot be taken by the Player. A simple way to do this would be to make the naturally-generated items be marked by red slots.
Finally, the title doesn't have to be changed, as it really has enough content that an entire update would be needed to add it, nearly all of it is related to what the title would imply (Apart from muskets and airships, and those are linked to the rest of the update by making the former be used by a new kind of [v]illager and making the latter involve a new Village building), and it can also lure in people who would expect some garbage suggestion such as:
Add guns and airships and villagers with guns and illagers with guns.