Silverlight is in the mod already (it's used to deactivate the tormented demon's shield). Darklight will be added later, when the greater demon model is ready (which will be used for the vast majority of different demon types). Delrith will be added into the game whenever I feel like working on varrock structures.
Hello, came from pat's mod review. Do you think this mod is compatible with all of the other Bigger Mods out there? Like DivineRPG, Eternal Isles, and Orespawn. I really want like 2-4 huge mods combined together just for a really long and fun modpack. Also do you think the mobs in the mod can take on DivineRPG, Eternal Isles, and Orespawn in a mob battle? I just really want to see that as well because all 4 mods have huge bosses with 1000+ health and OP weapons that do around 75-100 damage.
The Meaning of Life, the Universe, and Everything.
on a marble
awesome . where exactly does graardor spawn? cant wait for gwd update, although you should use the old sprites for the godswords as the sara one is the only one that still remotely looks good after graphical update
Really, thanks for responding man. I didn't know SilverLight was already in because I haven't downloaded the mod yet because I'm re-working my modpack for it. But yeah anyway thanks so much and the sooner you could work on Darklight the better please.
@nolpfij You didn't mention anything about Agrith-Nar in my last post, Sorry for asking again but is he going to be implemented?
Love this mod, doing a survival for it. May I make a few suggestions, though?
Make the Sawmill a generated structure
Make the other God Wars Dungeon bosses into the mod
Add Dark Bow
Add Void Knight armor (and if you have a heart, you will use the classic VK armor, and not the new one.)
Make the Tree Gnome Village Tree a naturally spawned structre
Make Nomad, Elvarg, The Everlasting (and The Illusive), Echo of Jas, Yourself (from Lunar Dimplomany), and the leader of the Vyrewatches (something Vanstrom?) all bosses, with uniqe drops (Nomad:Soul Wars cape, Elvarg:Dragonfire Shield (gives huge fire resistence boost), The Everlasting:Lunar Staff, The Illusive:Lunar Armor, Echo of Jas:Staff of Armadyl, Yourself:A random item in your inventory, Vanstrom:Bloodstake Staff (or whatever it was called, the staff you use against the Vyrewatches))
Include the Regular, Lunar, and Ancient magic books, which allow you to activate certain attacks (like in the game)
Include the God Staves (Saradomin's summons lightning, Guthix's sufficates foes in dirt, and Zamorak's places fire on the target)
I don't think I'll be adding bronze armor. You can already get to iron tier armor rather fast.
@rubyminer123 I'm not sure about compatibility with those specific mods, but the 1.6.4 version should not have issues with most other mods beyond id conflicts. I wouldn't know about mob strengths so I can only suggest that you try it out
Agrith Naar and Delrith are already in the code, but Agrith Naar doesn't have a structure to house it yet.
@DanTheGengar Sawmill: will consider
Bolas: will consider
Dark Bow: planned
Void Knight Armor: eventually?
Skillcapes: no skills and capes are banned by mojang.
Tree Gnome Village: a pain to build, maybe
Vyrewatches: planned Morytania content
Nomad: what would he drop other than soul capes? Maybe eventually...
Echo of Jas: not planned
Yourself: that might be interesting...
Lunar Bosses: a separate dimension would be needed. The extra dimension will probably be where I will put all the extradimensional stuff in Runescape. However I probably will not work on this for a while.
Spell Books: Will consider, but will probably only work for certain staves and rune costs will be a lot higher
God Staves: maybe