Harken Scythe: Reap -What- You Sow *Biomass Blocks and Adjustments*[V2.1.6 UPD: MAY 14]
Poll: How are you enjoying the new Axe Augment: Decapitate?
Ended May 15, 2014
Poll: HOw is the Defiled Flame Residue Adjustment working out?
Ended May 15, 2014
Poll: What feature are you waiting for the most?
Ended May 15, 2014
That being said, if it's a "low level" pet, I'd say just make a spell that lets you keep feeding it souls/blood at a reduced rate and they remain there forever. If it's a "uber-pet" then I agree Nether Star or maybe Emeralds - absolutely has to be diamonds or better
Also be careful not to fall into the pit of "Too Awesome to Use" there is a line where a spell/item goes from "hard to get" to "I'm saving this for ONLY the final boss battle!"
EDIT:
Also a suggestion:
a high-cost spell that will temporarily change you into a Harbringer, increasing strength allowing you short-range teleportation, but makes you take damage from sunlight (or alternately a "vampire" spell that restores blood automatically but makes you take damage from sunlight)
also,the code for a spell is not easy to make too,reanimated wolf will have some adjustments,as the reanimation system is still in a alpha state
I'm just a wanderer.....
Sorry, I tend to lump all "invoking magic" as "spells" I was implying it use the current mechanics, same as the idea of a process to make the ressurected pet permanent.
I'm just a wanderer.....
I'm just a wanderer.....
Odd you should say. I have finished the Spectral Pets and been doing many tests with my close RL friends. (Started a fresh world, only my mods installed, no cheats).
My friends are new to Minecraft so this was the prefect chance to get some Noobie feedback
My assessments after day one, which I need to correct/improve Harken Scythe and my Thoughts of the other mods (My sorta Blog for you guys).
-Harbingers need updated from what they are. (Which I knew).
-- Spawn Rates: I do enjoy seeing a Harbinger during days or in random dungeons. They are lethal, sneaky (need a new sound rather then skeley), spawn rate seems decent enough (Not too much or too rare), and they always temp me... (Should I try to kill one for a chance at the Essence Keeper? or go the other direction). However I believe i am going to lower there spawn rates a bit more.
-- Range Attacks: I need them to dodge projectiles like Enderman.... Using a bow or the Slingshot (Yes I use a Slingshot , gives a purpose for all the different types of seeds as ammo ^_-), seems to lock down the Harbinger too easy. I want players to face messages of death head on.
-- Loots: The Essence Keeper atm is the only reason to risk you life... I want to give them something else special... (Either a rare weapon, see below, or an item of some importance).
-- Weapon: While it was nice having them run around with the Diamond Scythe, (One dropped a half damaged diamond, Smite3, loot1, and knockback1 ), However... I will bring back the Bone Scythe, which will have something interesting about it... (Reaping a soul grants potion buffs? Or charging a Reap attack far away from a target will teleport you to the target?)
-- Fun Fact and a sad day for me: I locked about 3 villagers in their house with blocks to stop zombies from killing them... I fought a Harbinger and got it low enough health for it to start teleporting, at which it teleported inside the house and began killing them... The Harbinger was so quick to disbatch them and thus I could not save my Squidwards... D: Kids.... Harbingers will go anywhere when they teleport, becareful of your basements, addicts, secret hideouts because even daylight burning Harbingers will seek shelter XD
-Another Funny Story: My friend was making his "Man cave" in which over Skype Chat he asks "Who is knocking on my Door?" Next thing he knows a Harbinger bashes through his door and Reaps his soul. Yes Harbingers are smarter then Zombies, more aggressive then Skeletons, and get more interesting the lower their health gets.
Scythes and Glaives:
- At a fresh start of a new world, Both seem odd to use over a Sword and Shield (or Giant Sword), mainly because of the blocking feature.
- Scythes: Are really only handy for farming (extra harvest) while the player does not have an Essence keeper. They are dangerous to use with friends close by.... (Ouchy).
-- Improvements: I found it was pain in the butt to reap chicken when they hid in grass.... I am going to change that ^_-. Other then that they feel fine.
- Glaives: At the start of a new world.... they are only handy to Impale things further away with its increased range, else they are useless until the player can craft an Essence Keeper....
-- Improvements: Same as the Scythe, hard to kill grass hiding things. Maybe a new use for them in farming? (Earthy crops: Potatos, carrots....) I am not sure but they need some extra ummph for New worlds.... =/
Mod Ramp up time: How progression feels.
- I love the fact players can craft a few simple items off the bat (Scythe, Glaives, creepballs, ect).
- It takes awhile to hunt down endermen and even more to be able to kill them without dieing (Btw I only play MC on Hard , so 2 shots happen). So far after 9 hours of playing I was able to get 3 Enderpearls XD (I farm, build, save villagers, mine, then hunt). So jumping into the Harken Scythe mod took quite a bit of time in that aspect, however now I am finally ramping up.
- My GF got lucky twice and was about to obtain 2 Essence Vessels, after about 18 Harbinger kills (remember, 9 hours of game play).... I only have 1 Essence Keeper D:
- Over all I believe it feels pretty natural, and unlike many mods... Your not a god after 2 items are crafted.
Necronomicon page hunting and ReAnimation:
- I personly enjoyed opening a random chest to hope/find a Necronomicon Page! Which I successfully found 5 pages
Where I found pages:
- 1 in the 2nd Found Village Blacksmith building.
- 2 in a Pyrimide Chests (1 in 2 of the 4 chests)
- 1 In a Jungle Temple.
- 1 in a Dungeon Chest.
- Page hunting Improvements: Nothing, works like a charm
ReAnimation System:
-Took awhile to find the pages and get the 1 Essence Keeper to start gathering blood.
- First mob I ReAnimated:.... Was a creeper, which I had my new pet follow me to my friends castle. In which point my friend almost took a number 2 for the sake of my Life (Creeper was behind me), proceeded to engage into combat and had my pet blow up in his face. He died, I lived ( I was the owner ), no damage was done to the castle d( )b Success!!!! Bawhahahahaha.
- I feel people need to try it first before trying to bash it with "Its a wolf", the system feels clean, straight forward and allows players to gain new helpers (Mounted Battle Pig anyone?, have your mount attack your target, while riding it).
- Something odd happens tho... These pets you must always take care of (Feeding blood to keep around) which causes you to bound with it.
That is it so far for Harken Scythe of day 1. Finally am I close to the good stuff.
Chainz Mod:
- I found this mod some far nothing but helpful!!!!!
- Theader: The ability to get string or change Iron Ingots to wire is a life saver for the reasons below.
- Fiberwire: Is just handy to have around, and really makes the player to craft more then one Theader (for string and wire creating).
-My good friend went the Strong Fiberwire Bow route and enjoys its straight shots, power, and durabilty. Good bye Bow!
- Where as I went with the Slingshot... I can say I love the slingshot! Fast fire, sorta low damage (Allows me to fire more shots ), and the passive slow is so very helpful for soloing creepers and spiders, or even as a support role in large mob fights with my friends.
-- Ammo: Seeds where easy to get (break grass) where as Arrows are hard to get at first in new worlds.. I enjoyed the fact as I explored finding a jungle with Cocoa beans was a huge update to seeds and the face my Slingshot would automatically use them first! Lastly... I don't know, but I think I enjoy the Slingshots firing sound too... its... Cute? not sure but i like it
- I can't wait to start up an Elevator (Don't have enough materials yet for pistons and such yet).
- 2 friends and equiped in Chainmail... which helped us save our Iron for other Projects. enough said....
Asgard Shield:
- From the very start of a new World, the Giant Swords were the best thing to carry around. (Leather can be hard to get if no cows spawn in your area, which makes the added resource fee of a Giant Sword not an issue).
- After finding cows and setting up a farm, shields are starting to take the upper hand. The perks are sweet (Helps with arrow collecting, and my Diamond Gilded Shield is a blast to reflect arrows back at skeletons or to the other mobs with the arrows to start a mob on mob war, mawhahahah).
- The Guard Gauge: The Giant sword feels comfortable, and non gilded shields feel pretty quick... Gilded Shields are a heaven sent protection of awesome. Nothing needs changing.
- Vanguard: Can't get an vanguard with a non gilded shield, rough.... Gilded shields are way easier but still hard to get in low mob fights... which was the point of it (Only really helpful when the player gets overwhelmed..)
-Vanguard Changes: However!!!!!!! I am going to change the Vanguard System to allow it to be an Active ability, in which you store blocks to charge it up again. Charges will not reset after you stop blocking. This will allow players to use Vanguards when they want to use them, not only when they are overwhelmed.
- Chance to Block: Is going to be removed..... The guard Gauge is in place, which its good enough amount to time to be immune to damage. Enough said.
- Knockback while guarding: I have a few Ideas on how to fix this issue, and I do plan on fixing it. (Skeletons are rough to block/ progress forward against, unless you have an Diamond Shield to reflect the arrows back at them).
- Over all, Asgard Shield hands down is the best, most useful mod so far in our 1 day play. Harken Scythe is finally ramping up (which then may take the lead), however for new worlds and beyond.... Asgard Shield is kicking ass!
I hope this post was sorta enjoying to read and shows that I truly care for the Quality of the Mods I make. Most of all I am not only having fun Designing the Mods, but also enjoy playing them and seeing others use them
I agree with the latter, I 100% support cross Mod Compatibly and most of all Interfacing.
Speaking about Quests.... I might be adding a new Villager that Collects Bounties of which the player and preform to gain rare rewards (exclusive Items *cough* Relics). Upon to agreeing to preform the task, will the rare (mob, item, chest, ect) will generate in the world. Expect to see this Update after the ReAnimate Update.
Scythes....maybe it can also be used as a hoe too?(it's a bit look like a hoe,lol)
or....maybe the charge time of scythe should be a bit quicker? it's so kind of difficult to reap mobs which has high running speed(spiders,silverfish.....),I actually died a few times when I try to reap a spider..... but getting a obsidian is almost mid-to-late game already....
I'm just a wanderer.....
I'm just a wanderer.....
Not yet added sorry. I want a good way for players to build extra exp. Will I add a way to get Bottle'o'Enchanting? You betcha!!!
Will I add other means to gain exp? Yes once again (thinking along the lines of Quests from Villagers, sacrifice items at the Sacrificial Altar, or other means (one of which is to ReAnimate a Soul then kill it again).
Plan and Simple, just finished the Item and now to link it to pets. The Mod will be called: Pet License. A simple item that allows players to trade their pets to others. Requires both players (current owner and New owner) to sign a paper, then use that paper on the pet to switch owners.
Why am I doing this and now releasing the ReAnimate Update now? Because after playing the server with my friends pets and pet breeding could offer some much more player control..... *cough* besides my GF just had kittens and I want one
Edit:
Is there any way to reduce the spawn on the friggin harbingers? 20+ over powered bastards in a 20x20 square area is annoying.
That is correct Sir.