Ok, so I've recently read an awesome book, and it occurred to me tonight that the core plot the book is based around would work incredibly well with Minecraft - some elements of the current system are even the same.
Here's the basics. The overworld is safe by day, but at night, demons rise up from the world's core (in Minecraft, this would be from beneath bedrock) to terrorise the surface dwelling humans. The demons come in many forms, have nearly impenetrable armour, and are all but invincible to every weapon brought to bear against them. To the unprepared - the entire surface world, as it were - they are invincible. They are conducting a campaign of extermination, and they are very, very successful.
There are some factors in the humans' favour, however; the surviving humans share knowledge of warding. Warding is the use of runes, painted onto surfaces and linked together in certain patterns, to create nets of magic the demons are incapable of passing through. Until the later stages of the timeline, this is the only safety to be found; the solid, permanent wards etched into the masonry of housing, and the portal warding circles carried by Messengers, who travel from town to town with news and exports from the free cities.
^ This is an overview of the beginning of the book. I'm not going to go any further into the story (in case some of you actually decide you want to read it, and don't want spoilers; the book is called The Painted Man). What follows is the mod content, which will contain spoilers. If you don't care or would like more information, be it out of simple curiosity or a desire to turn this into a mod, read on.
You have a few basic elements that are fundamental to the mod: the demons, the human cities & villages, the messengers and the wards.
For reference, all damage figures below are counted as with no armour or weapons. Speed is based on the player's standard running speed.
Corelings (Demons)
- All demons posses a common move set: claw, bite, and pounce. Specials are additions to this moveset unique to the demon in question. The only current exception to the common moveset is the mind demon.
- When struck by sunlight, demons will catch fire begin taking damage in 25% intervals and immediately attempt to flee to the core. If they are standing on stone brick of any sort, or nether brick, they will be unable to dissipate, and must flee the block in order to reach normal ground. Any demon items (parts of their bodies), be they on the ground or in the player's inventory, will begin to burn; items burning in the player's inventory will set the player on fire and deal extra fire damage for a single turn before being destroyed. Demon items may be protected by crafting a specific protective item made solely for the purpose of carrying them.
Flame Demon
Flame demons are roughly knee-high on an adult human, and one of the most common variants found roaming the surface during the night. They are fast, usually attack in packs and are capable of spitting a combustible liquid that ignites whatever it hits. Flame demons are incredibly dangerous to wardnets not specifically warded against their saliva or made of a non-flammable material (such as stone).
HP: 10 hearts Commonly found in: every biome save snow, desert and ocean. Speed: 3x Damage: 2 hearts, ongoing fire damage Special: Fire spit - Up to 5 blocks' range, this ignites whatever it touches. Any even remotely flammable material ignited by fire spit will immediately catch, and be consumed by the fire at roughly four times the normal rate of block destruction (spread rate is the same). Players struck by fire spit must enter water in order to put spit out on hard/core difficulty; on easy/normal, the fire burns for 7.5-10 hearts, respectively. Drops: Blaze Powder (rare), Demon Flesh (common), Flame Demon Fang (very rare), Demon Bone (uncommon)
Sand Demon
Sand demons are most common in the desert. Roughly chest-height, these creatures have no outstanding characteristics that separate them from their kin, save their looks. They move in numbers, and are thickest around the hamlets and cities that occupy their preferred hunting ground.
HP: 10 hearts Commonly found in: Desert Not found in: Anywhere else Speed: 3x Damage: 3 hearts Special: Slightly faster attack speed than flame demons. Drops: Demon Flesh (common), Demon Bone (uncommon), Sand Demon Skull (very rare)
Rock Demon
Rock demons boast an incredibly thick hide, colossal height and strength. Standing at anywhere from ten to twenty feet tall, rock demons are a danger not only to their prey, but also to their fellow demons; any who get in the way during the chase are often pulverised for their lack of caution. A thick, barbed tail - usually longer than a man is tall - completes the demon's arsenal. The rock demon is the juggernaut of the demon horde, and certainly the most dangerous of the lesser breeds.
HP: 50 hearts Commonly found in: Mountain, plain, cave Not found in: Desert, water Speed: 1.5x Damage: 15 hearts, knockback Special: Tail swipe - Deals 30 damage to anything in its path and heavily knocks back any who survive. Damage can be mitigated by wards or Protection enchantments.
Incredible strength - Capable of tearing up worked stone in order to allow themselves to dissipate. Stone blocks are broken in a mild explosion pattern where they strike during a dissipation attempt, which will always be straight down. Drops: Rock Demon Claw (rare), Rock Demon Tail (very rare), Demon Flesh (common), Demon Bone (uncommon), stone (common)
Wood Demon
Wood demons are the second large demon species, and nearly as dangerous as their larger kin. Standing at anywhere from ten to fifteen feet tall, these demons are capable of blending with the textures of wood and leaf blocks, becoming all but invisible to the unprepared. Wood demons abhor fire, and will often decimate fire demons that get to close to them or their forests to ensure their own survival.
HP: 30 hearts Commonly found in: Forest, snow Not found in: Desert, water, cave Speed: 1.8x Damage: 10 hearts, knockback Special: Camouflage - Able to blend with leaf and wood blocks. The area occupied by the demon will generally replace any blocks it spawns in; close to the ground, they can be seen as abnormally sized tree trunks or irregularly shaped leaf clusters, if not both.
Hatred of fire demons - Will immediately move to slay any fire demons within their line of sight once spotted regardless of its priorities at the point which the fire demon is spotted at.There is a ten percent chance with each wood demon strike that the striker will catch fire. Drops: Log (common), Demon Bone (uncommon), Wood Demon Limb (very rare)
Water Demon
Water demons are found solely near, or in, bodies of water large enough to accommodate their size. These demons vaguely resemble frogs and are large enough to swallow a man whole - a fate which many unsuspecting or unlucky travellers have succumbed to. Water demons move by leaping, and can extend their attack range by flinging their tongue at a prospective meal, using it to drag the target into range and eventually into its mouth.
HP: 20 hearts Commonly found in: Water of any sort (at least 4 blocks wide, 2 deep, unwarded) Not found in: Anywhere else Speed: 0.2x (roughly slime movement speed) Damage: 3 hearts (claw), 10 hearts (pounce), 5 hearts (tongue) Special: Tongue - Can use its tongue as a rope, latching onto the player and slowly dragging them into its mouth. If the player fails to cut the tongue or kill the demon before they enter its mouth, they are swallowed whole, heavily poisoned and usually killed within the space of three seconds unless sporting warded or enchanted equipment. Water demons cannot move while attempting to eat a player; once engorged, however, the player is incapable of moving as well.
Hop - Water demons, by virtue of their weight and method of pouncing, deal much more damage than most demons when pouncing; unlike most other heavy breeds, they also pounce onto the player, rather than at them. Drops: Demon Flesh (common), Demon Bone (uncommon), Water Demon Skin (common), Demon Tongue (rare)
Wind Demon
Wind demons are the only lesser breed capable of flight. Their wingspan is four feet across both wings. While relatively small, wind demons are deadly; when flying, silent dives can take prey unaware, giving them little time to react before they're carried to and dropped from a fatal height. Wind demons are found alone as often as together, and work together with other breeds on the hunt.
HP: 8 hearts Commonly found in: Above ground Not found in: Caves Speed: 10x (gliding, diving), 1x (climbing with prey) Damage: 3 hearts Special: Dive - when diving, wind demons move incredibly fast, often striking before the player has a chance to react. The only queue to a wind demon's dive is a slight noise given off by their wings snapping open, usually only half a second or so before the creature strikes. There is a 30% chance during a dive strike that the demon will grab hold of the player and begin carrying them near-vertically, to let go once a total of 30 blocks has been ascended. Drops: Demon Flesh (common), Wing Membrane (uncommon)
Demon Mimic
Mimics are the exclusive property of the demon princes, and mentally linked to their masters. A mimic is capable of taking the shape of any lesser creature (not limited to the demon breeds), and can take on human shapes and mannerisms with frightening accuracy. Mimics are thankfully few in number, only ever found in the presence of a demon prince. Regardless of shape, however, they deal a few hearts more damage than their shape-sake and are much smarter than their lesser kin while their master lives.
HP: 75 hearts Commonly found in: Nowhere (demon prince appearances only) Speed: Varies Damage: Varies (15 damage in normal form) Special: Mimic - Takes on the form of another creature. When in the presence of a large number of other demons, will often take on multiple different shapes in sequence depending on the combat situation. When in wind form, mimics may be ridden by mind demons.
Minion - Mimics will always turn to defend their masters should they come under attack, regardless of the combat situation. Should the mimic's mind demon be slain before it is, the mimic will enrage, taking on its natural form and going berserk. Drops: Demon Flesh (common), Mimic Heart (uncommon)
Demon Prince (Mind Demon)
Demon princes are rare, only making appearances as the player progresses through the mod and becomes stronger and more knowledgeable of combat warding; they are, however, incredibly powerful in their own right. Setting aside their ability to command lesser demons and the constant presence of a watchful mimic, mind demons are capable of possessing players without warded headgear and bending them to their will. A human possessed by the mind demon is unlikely to survive; as mind demons can possess large numbers of creatures at once, warded headgear is a necessity when seeking to kill one.
HP: 30 hearts Commonly found in: Nowhere (mod progression only) Speed: 1x Damage: None (possession & minion damage only) Special:
Possession - Mind demons are capable of possessing anything in the game that doesn't have warded headgear (or, in the case of the Painted Man, warded skin). Once in possession of the player's will, the mind demon will turn it on its allies, forcing it to attack anything assisting the player in slaying the mind demon or its allies, then begin pulverising its mind until it dies.
Command - When in the presence of a demon prince, all demons gain better AI. The larger breeds become capable of throwing blocks at wards to damage or destroy them; smaller breeds will focus on specific targets to overwhelm them quickly; creatures that normally would not work together or behave in certain patterns will ignore their usual conditioning and unite to serve the mind demon's will. Demons under the guidance of a mind demon will prioritise their targets according to their wards, their remaining health, and their proximity to the mind demon. When endangered, the mind demon is capable of summoning additional demons to the field for assistance.
Frail - Mind demons are, by their very nature, incredibly frail; being struck by even an unwarded fist or weapon will temporarily stun them, breaking all compulsion on other creatures and forcing any nearby demons to attack the player or creature endangering them. When severely weakened, mind demons will attempt to dissipate and flee to the core if left long enough to recover from a stunning blow.
Dissipation - Mind demons are capable of dissipating at will to avoid damage, and will usually do this to escape to a safe range if an attacker is too slow in taking advantage of close proximity.
Protective Warding - Mind demons are capable of weaving protective wards which destroy projectiles and explosives near them.
Drops: Eye of Ender (common), Demon Flesh (common), Mind Demon Skull (one certain drop per world; very rare afterward)
Humans
The human race has been under constant assault by the demon horde for more years than written history can count. All accounts of the times before their appearance are hazy at best; almost all information pertaining to the old world has been lost to the ravages of time and demonkind, as the last bastions of humanity fall prey to attrition. They are, it would seem, fighting a losing war; while the wards of forbidding and a handful of others remain common knowledge, the combat wards - humanity's only hope in even surviving the war - have been lost for centuries...
NPC Types
- Villager: Unarmed and unarmoured, these people work by day and hide by night, cowering within their wards as the demons prowl the night and test the ward circles protecting their prey. Strictly speaking, they are useful for little more than trading and temporary protection against demons during the night - except for ward spawns. Warders in the villagers will sometimes sell rare or unique ward designs that are unavailable in the cities or ruins about the map, making exploration an important priority in any player's routine.
- City dweller: City dwellers are little better than their counterparts in the hamlets. They are, however, somewhat richer, and the ward repertoires of their merchants are larger, with a uniform ward base available in all cities, along with a small number of unique wards.
- Krasian: The Krasian people are the only human force that still retains the will to fight against the demons; wards or no, they mobilise each night to push the demons into traps to await the coming dawn. Krasians are rare, but well worth searching for; they possess weapon and warding technology found literally nowhere else in the game, and all Krasian hamlet and city ward repertoires are uniform, unlike the other cities and hamlets. Krasians are also the only race who posses crafted demon items, and the schematics for the items required to carry them.
- Warder: Warders are present in every village and city. They are merchants and workers, selling and buying ward grimoires along with the tools necessary to craft both wards and the grimoires themselves. Each warder in a city or hamlet accelerates the speed of repair to any damaged warding in the area. Warders almost always have multistory housing.
- Smith: Crafters that possess the requisite crafting designs for all tools, weapons, and armour. They are also capable of forging warded armour and weapons once the player acquires combat wards and sells a city or village a grimoire containing them. Lastly, smiths can sell the equipment required to forge certain higher-tier items, though it is expensive.
- Herbalist: Usually women, these NPCs possess medicinal techniques that can be used to treat demon-inflicted conditions that are almost always fatal without their aid. They are also capable of crafting demonfire, a throwable splash potion that ignites anything it touches, much like firespit. Herbalists sell alchemical designs and utilities.
- Messenger: Sporadically appearing in cities and villages, as well as on the roads, these NPCs are friendly and capable of selling town locations and other information to the player, along with the standard ward set required for survival on the road. One of these will almost always spawn close to the player's starting location. Wards aside, messengers sell a scattering of random items, except for crafting utilities.
Cities
Human cities are rare. In the books, there are only five still standing; given the size of the Minecraft world, this could be adjusted to accommodate the possible size of the map. A restriction of at least four thousand blocks between cities would provide a realistic distance from one to another, and allow for sufficient space for village spawns.
Cities have many purposes, not the least of which is trading; many items not available in the hamlets may be purchased in bulk in the cities, and city merchants have a great deal of money as compared to villages or messengers.They also have better prices. Making a city one's home is a sound strategy in the early stages of the game, as each city is protected by a greatward that is renewed with every day cycle for so long as a sufficient number of warders is present in the city.
Cities are unique in their design; no demon can materialise within their walls, nor fly in from the sky. They can, however, enter the city through open gates; once the wardnet surrounding a city is damaged, demons may begin damaging the walls to allow themselves entry should their progress be blocked through an existing point of entry. Until the player sells combat ward grimoires to the cities, an open gate during the night is an almost certain death sentence for the entire city. Be very careful when entering and exiting a city if you wish for it to survive.
Krasian cities are unique in that only one may be found per map, regardless of size; this city will have a specific number of hamlets in the area surrounding it, and always spawn within a large desert biome area. Krasian people cannot be found beyond the borders of the biome their homes are present in, but are the only human race that may be found outside during the night in force.
Villages
Villages, while smaller than cities, are more common and often possess a scattering of wards that cannot be found in the cities themselves, along with medicinal crafting recipes that are only found in the hamlets.
The Painted Man
The Painted Man will only appear very rarely, and always during combat with demonic forces. He will kill any demons in the area, as well as the player if attacked multiple times. Once all nearby demons are dead, he will gift the player with a random selection of mid to high tier combat ward grimoires, then mount his horse and ride away. He is invincible, as is his horse, and moves faster than the player can run with the higher level speed buff; his horse is the same, and is not rideable. There is a minimum amount of time between appearances, to ensure that players are given time to find the wards themselves rather than obtain half the available library through a crazy streak of luck.
Wards
Wards are the sole means of survival in combat against demons, be it structure protection or personal defense in the night. Early on, the basic wardset is available from either a village vendor or a messenger, and the player always starts with enough currency to buy the necessary grimoires. Wards vary in nature, but are loosely grouped into two categories: defensive and offensive. These can overlap to some degree, but are most effective in use with their normal application.
Wards are reactionary; they require contact with coreling magic in order to activate. Some wards, such as cutting and piercing, will become dormant once more after the condition that activates them has been met and run its course; others, such as those used to make unbreakable glass and artifacts, will remain active indefinitely.
Defensive/Protection Wards
Defensive wards are common and widespread in use, although most hamlets and cities only possess a small portion of the total number of available wards. All human cities and hamlets possess the basic wards of forbiddance, which bar each demon caste from entering their circles of influence while they last. The cities usually possess a good selection of uncommon wards with a scattering of rares, but the best place to search for basic and intermediate defensive wards is in the hamlets.
Defensive wards may be used on their own to form basic wardnets, or conjoined to create nets with multiple functions built on the basic wards used in the net. A ward of forbiddance, for example, is a combination of the collective wards of repulsion that deny access to a demon keyed to the individual castes, arrayed in a specific pattern.
Offensive/Combat Wards
Combat wards are all but forgotten, relegated to legend and largely believed to be completely lost. Even the most basic of combat wards requires seeking out the buried ruins and strongholds that litter the wilderness, though basic wards can generally be found in ruins closer to the surface.
Combat wards differ from defensive wards in that they don't create new functions when linked. This is offset by the simple fact that they allow the user to directly damage demons and siphon off their energy, speeding regeneration and granting stamina, speed and strength to the user for the duration of the night.
Krasian Wards
The Krasian priestess caste possess a highly secretive method of warding, which they use on demon bones and other anatomy to create powerful artifacts. These artifacts, though vulnerable to sunlight, are deadly to demons and humans alike, being among the only items on which effects such as advanced elemental conversion may be properly networked. Krasian warding is also required to make pouches to house and protect these items from sunlight; unless securely stashed in a chest and in a low light level, artifacts bearing Krasian wards will quickly decay and lose durability until destroyed.
Advanced Wards
Advanced wards can be found in ruins and strongholds around the map, but these areas rarely have working wardnets and demons prowl the dark. Exploring ruins is the only way to obtain combat wards, and only the deepest possess the most advanced wards; digging into them is possible, but time-consuming and risky.
Advanced wards, however, are well worth the effort to find them. The advanced ward repertoire includes individual wards that convert demon magic into elemental energy, wards that protect against advanced demon magic, wards that allow the user to obtain certain demon abilities during the night, permanent strength, speed, health and stamina enhancements, and more.
These wards come with a price, however, for those who use them frequently will soon find themselves becoming accustomed to the night, feeling the pull of the core and a growing sensitivity to the effects of their own wards of protection. Should a user go too far, the sun itself may become anathema to them, forcing them to hide during the day like the demons they hunt...
Wardnets
Wardnets are systems of wards that, when placed in a certain pattern in conjunction with one another, create a circle of protection over the area covered by their diametre. Correctly woven wardnets will prevent demons from rising with their sphere of influence, and repel any corelings attempting to breach the net. Most warding in use by humans in the early stages of the game have at least a basic understanding of the workings of wardnets, although in the cities only warders actually have an extensive knowledge of how to make and maintain them. In the hamlets (except for those of Krasia), the villagers all count as warders, except for children, and as such are all capable of contributing to the repair and construction of wardnets.
Wardnets are required to make use of nearly every ward in the system. Some very few may be used on their own, such as confusion and elemental conversion; the majority require at least basic networking, angled and positioned correctly to align with one another and form a net. Nets do not necessarily have to be circular, nor connected from end to end; they can form circles, squares, or even simple lines from one point to another. Complete shapes do, however, have higher durability than lines or incomplete shapes, and are therefore more desirable for protection wards.
Advanced wardnets are capable of rendering an item indestructible, but finding the correct application of wards to reach this state is very, very difficult...
Ward Decay
Field wards - those that are carved into blocks and placed to create nets - require constant maintenance due to the effects of repeated stress from demon assaults and general wear and tear. Weather states such as snow and rain can cause significant damage to wards, especially those written in soft substances such as dirt or sand; even walking over wards on some surfaces can damage them. Obviously, some substances such as stone and diamond have high durability, and therefore are capable of holding wards for longer periods of time. All will decay with time, however, and so constant attention is required to maintain them.
Equipment Warding
Items such as weapons and armour may be warded to prevent damage from demons; these have a much higher rate of wear and tear compared to other items, however, especially armour. The most basic equipment warding is the use of forbiddance on armour and shields; a demon striking a warded shield will be thrown back by the feedback, and armour will cause a slight stun and mild knockback. Combat wards are much more extensively used on equipment than protection wards, as combat nets can be stacked to deadly effect.
Character Warding
The player may apply wards to their bare flesh if they so choose, making the temporary buffs granted by demon magic during the night permanent, but the price for this is heavy; the rate of attunement to demon energy is much, much faster through skin warding, and permanent wards can potentially make sunlight deadly to you, and deny you access to areas covered by wards of forbiddance.
***
I've covered the basic mechanics for pretty much everything in this post, but the more advanced mechanics are going to require a lot more room and a fair bit of discussion with whoever decides to take on the mod in order to work out balancing and whatnot. The mod will require hell of a lot of work to get up and running, given it incorporates a few systems that are basically entire mods on their own (villager AI, for example). I would love to see it in-game, though, and would be happy to assist any modder or modding team who decides to take the project on with concept design and anything else I can help with. I'll be adding information to the thread as I remember it.
Let me know if you're interested, either here or through private messaging
Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
I'm not really trying to advertise the book lol. I can give the necessary information here if need be, just it will take a lot of text to fully flesh out the warding system and the way wards react to the different coreling breeds. I just want to see a system like this in the game. I reckon it would make an incredible mod, if a good team got behind it.
Going to edit the main post to include the warding system over the next few days.
Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
Hi, I have recently read the books and i thought to myself "Surely this is a great mod for minecraft?"
So i searched the interwebs and found this I think it's a great idea! There should really be some modders who will try to make this happen, i mean, werider stuff has been modded right?
Btw: You said that the Water demon is frog'like in appearance, but that is the River Demon, right? The Water Deamon resembles a giant octopus monster and is mainly found in large bodies of water like the lake around Fort Lakton.
The advanced wards and the krasian wards would be really hard to implement, i think.
Hi, I have recently read the books and i thought to myself "Surely this is a great mod for minecraft?"
So i searched the interwebs and found this I think it's a great idea! There should really be some modders who will try to make this happen, i mean, werider stuff has been modded right?
Btw: You said that the Water demon is frog'like in appearance, but that is the River Demon, right? The Water Deamon resembles a giant octopus monster and is mainly found in large bodies of water like the lake around Fort Lakton.
The advanced wards and the krasian wards would be really hard to implement, i think.
Hmm, you're right I haven't actually read through the background content for it, I was just going off what was mentioned in the story. I assumed the river demons were water demons.
A hint: While it sure does sound cool, you shouldn't add that much text before you're certain someone'll try to create this mod. The more text you add, the less likely someone tries to make it. But I'll give it at try, I suck at making textures though.
Hmm... it's difficult for me to keep things short XD Especially with ideas like this. I like having the details all laid out somewhere, because I have a horrible tendency to forget most of it if I don't write it down >.<
And sounds good! Looking forward to seeing what you can do.
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
I don't check it much >.< When I finally get around to learning Java I might try to actually get this going, but it's going to take a while. It's fairly low on my priority list =/ Unless someone messages me to say they actually want to work on it, or the thread gets enough attention to attract one or two on its own
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
This looks awesome!
I'm a modder myself but... I'm not sure I want to get in such a big project
Still if you need some basic stuff like entity files for the mobs, ask me! I might have some spare time
Awesome, looks like this is finally getting some attention!
I've been tied up with university work, and have been steering clear of Minecraft for a while. However, I'm looking to get started on coding, and this is high on my priority list when I've learned enough to get started.
Rather than starting from scratch, if there is a modder or modding team already working on this, I would like to start contributing after I've learned how to code. Of those who have expressed interest in making the mod, have any of you started? And if so, are you working independently, or together?
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Mod ideas in my profile info! Send me a message or post in one of the threads if you're interested.
To touch Divinity, one must first be prepared to brave reality.
Hey new to the forums but a regular player of minecraft & a huge fan of the books.
I am willing to help but I have zero coding abilities. I do have some experience in graphic design work & have given the notion of a mod based on the books some thought.
For a solo player without looking to NPCs I've come up with the following:
First assign elemental types to all current hostile mobs & bring in mobs to bring in gaps -say make skeletons wood & spiders field, and add a hostile water mob since no water mobs exist beyond squids-. A special note treat the ender dragon & wither as mind demons with a mind ward creating an AoE effect of 100 blocks that makes any attacks by them miss 40% of the time or some similar effect.
Make wards obtainable through mining different types of blocks -dirt would yield field, anything underwater a water, obsidian & coal fire with different drop rates- as an additional rare drop from mining. Have a library & research set up similar to mystcraft, have a written journal to store wards. Make the mind ward only obtainable by having all the other wards researched & inscribed in a single journal.
For the combat wards make them a rare additional drop from forging weapons. Use a standard anvil to add wards to equipment items like an enchantment, figure an upper limit of 15 wards max per item. In general make wards copyable from the notebook to paper sheets, the sheets can then be combined with blocks like cobblestone blocks or pressure plates carpets or half slabs in the standard crafting table.
And a final note allow for items to be researched in the library table with research destroying an item but gaining any wards inscribed on it.
Well these are just my ideas for a single person no NPCs required set up. Like I said no coding skills what so ever otherwise I'd be working on it now, otherwise I've got creative talent for graphics & details. Let me know if I can help out this at all.
Hey Guys, A MASSIVE fan-boy for the Demon Cycle series. This mod is pretty cool looking- If you Need a texture maker and/o a Beta tester, you my friend have found your man. message me if you need the help.
I have Taken the liberty in creating textures for the mod.
List of things done :
Warding Book
Warding kit (like a back pack from the backpack mod, holds warding items and only warding items.)
Ink Jar
Engraving Thingy( don't know items proper name, used to engrave wards into armor and tools"
Needle and Stitch
Quill(for writing in ward book)
And That is it so far, i added a few items because i did not think you took these items into consideration when you wrote the post
Hey guys, OP here. I've made a new profile, since I couldn't change my name in the old one. I will be posting with this from here on out.
I attempted to start learning coding for this and my other mod idea around July last year... didn't go too well, I'm giving it a go again and thought to check in on the threads. I still want to do this, but I've got another idea I want to try first. If anyone wants to go ahead and make this, you have my blessing to use everything I've listed in the thread. That being said, if nobody takes it up, once I've got a grip on what I'm doing and laid out the basic skeleton for my other mod I'll be happy to start on this.
Hey new to the forums but a regular player of minecraft & a huge fan of the books.
I am willing to help but I have zero coding abilities. I do have some experience in graphic design work & have given the notion of a mod based on the books some thought.
For a solo player without looking to NPCs I've come up with the following:
First assign elemental types to all current hostile mobs & bring in mobs to bring in gaps -say make skeletons wood & spiders field, and add a hostile water mob since no water mobs exist beyond squids-. A special note treat the ender dragon & wither as mind demons with a mind ward creating an AoE effect of 100 blocks that makes any attacks by them miss 40% of the time or some similar effect.
Edit: Turtle, is the term you're looking for for the engraving tool a stylus?
Make wards obtainable through mining different types of blocks -dirt would yield field, anything underwater a water, obsidian & coal fire with different drop rates- as an additional rare drop from mining. Have a library & research set up similar to mystcraft, have a written journal to store wards. Make the mind ward only obtainable by having all the other wards researched & inscribed in a single journal.
For the combat wards make them a rare additional drop from forging weapons. Use a standard anvil to add wards to equipment items like an enchantment, figure an upper limit of 15 wards max per item. In general make wards copyable from the notebook to paper sheets, the sheets can then be combined with blocks like cobblestone blocks or pressure plates carpets or half slabs in the standard crafting table.
And a final note allow for items to be researched in the library table with research destroying an item but gaining any wards inscribed on it.
Well these are just my ideas for a single person no NPCs required set up. Like I said no coding skills what so ever otherwise I'd be working on it now, otherwise I've got creative talent for graphics & details. Let me know if I can help out this at all.
The ideas are not bad, but I had different things in mind for a few of them. I was thinking of angling more toward NPC interaction - have it as close to the world the author built as possible. The player actually has to seek out wards and fill up their grimoire before they can safely perform certain activities - you spawn with a warding circle, in a town. The spawn town has a few basic necessities and wards for sale, the vendor lists randomly generated.
I was also going to remove the existing Minecraft mobs, as they don't fit the theme. There's a fair number of different demons, and I think I could probably get away with a bit of deviation from the plot to create bosses in the forms of stronger demon variants not seen in the books.
Grimoires were planned for, and will probably be a staple in any mods I make involving magic of any sort, if I can get past my block.
Research I also like the idea of - one of my plans for ward discovery was going to be making them dungeon/ruin loot (following Arlen's style of discovery), but Leesha does wind up reverse-engineering a number of wards, so it's lore-friendly. I don't like the idea of wards dropping from blocks or being a biproduct of forging, as it seems too easy in my eyes. Players are able to get out and explore during the day, they just need to make sure any tunnels they dig are lit by natural light and that they're either inside a warding circle with a bed or inside a town if they want to survive at night.
Again, though - in all likelihood it will take a while for me to start on this, so if someone else takes over it's up to them. I'm happy to offer advice and ideas, but until I can do something else productive, I'll try to avoid getting in the way.
Nice to see some interest in this concept, finally If all goes well, I should be able to contribute in some form within a couple of months.
Sounds Intreguing, but its a pretty massive time investment, which unfortunately I cannot afford, as I already have a pretty major mod on-the-go, as well as several minor ones. However, if you guys run into a wall, feel free to PM me, as i may be able to help with individual issues.
The mod I am writing would fit quite well with this I feel, although not stay true to the book, as it allows the player to choose one of several classes with different abilities. Unfortunately, it is not synching data between the server and client at the moment, so it is useless, but several of the techniques may be useful to you guys (although for entities (demons) rather than players)
Here's the basics. The overworld is safe by day, but at night, demons rise up from the world's core (in Minecraft, this would be from beneath bedrock) to terrorise the surface dwelling humans. The demons come in many forms, have nearly impenetrable armour, and are all but invincible to every weapon brought to bear against them. To the unprepared - the entire surface world, as it were - they are invincible. They are conducting a campaign of extermination, and they are very, very successful.
There are some factors in the humans' favour, however; the surviving humans share knowledge of warding. Warding is the use of runes, painted onto surfaces and linked together in certain patterns, to create nets of magic the demons are incapable of passing through. Until the later stages of the timeline, this is the only safety to be found; the solid, permanent wards etched into the masonry of housing, and the portal warding circles carried by Messengers, who travel from town to town with news and exports from the free cities.
^ This is an overview of the beginning of the book. I'm not going to go any further into the story (in case some of you actually decide you want to read it, and don't want spoilers; the book is called The Painted Man). What follows is the mod content, which will contain spoilers. If you don't care or would like more information, be it out of simple curiosity or a desire to turn this into a mod, read on.
You have a few basic elements that are fundamental to the mod: the demons, the human cities & villages, the messengers and the wards.
For reference, all damage figures below are counted as with no armour or weapons. Speed is based on the player's standard running speed.
Corelings (Demons)
- All demons posses a common move set: claw, bite, and pounce. Specials are additions to this moveset unique to the demon in question. The only current exception to the common moveset is the mind demon.
- When struck by sunlight, demons will catch fire begin taking damage in 25% intervals and immediately attempt to flee to the core. If they are standing on stone brick of any sort, or nether brick, they will be unable to dissipate, and must flee the block in order to reach normal ground. Any demon items (parts of their bodies), be they on the ground or in the player's inventory, will begin to burn; items burning in the player's inventory will set the player on fire and deal extra fire damage for a single turn before being destroyed. Demon items may be protected by crafting a specific protective item made solely for the purpose of carrying them.
Flame Demon
Flame demons are roughly knee-high on an adult human, and one of the most common variants found roaming the surface during the night. They are fast, usually attack in packs and are capable of spitting a combustible liquid that ignites whatever it hits. Flame demons are incredibly dangerous to wardnets not specifically warded against their saliva or made of a non-flammable material (such as stone).
HP: 10 hearts
Commonly found in: every biome save snow, desert and ocean.
Speed: 3x
Damage: 2 hearts, ongoing fire damage
Special: Fire spit - Up to 5 blocks' range, this ignites whatever it touches. Any even remotely flammable material ignited by fire spit will immediately catch, and be consumed by the fire at roughly four times the normal rate of block destruction (spread rate is the same). Players struck by fire spit must enter water in order to put spit out on hard/core difficulty; on easy/normal, the fire burns for 7.5-10 hearts, respectively.
Drops: Blaze Powder (rare), Demon Flesh (common), Flame Demon Fang (very rare), Demon Bone (uncommon)
Sand Demon
Sand demons are most common in the desert. Roughly chest-height, these creatures have no outstanding characteristics that separate them from their kin, save their looks. They move in numbers, and are thickest around the hamlets and cities that occupy their preferred hunting ground.
HP: 10 hearts
Commonly found in: Desert
Not found in: Anywhere else
Speed: 3x
Damage: 3 hearts
Special: Slightly faster attack speed than flame demons.
Drops: Demon Flesh (common), Demon Bone (uncommon), Sand Demon Skull (very rare)
Rock Demon
Rock demons boast an incredibly thick hide, colossal height and strength. Standing at anywhere from ten to twenty feet tall, rock demons are a danger not only to their prey, but also to their fellow demons; any who get in the way during the chase are often pulverised for their lack of caution. A thick, barbed tail - usually longer than a man is tall - completes the demon's arsenal. The rock demon is the juggernaut of the demon horde, and certainly the most dangerous of the lesser breeds.
HP: 50 hearts
Commonly found in: Mountain, plain, cave
Not found in: Desert, water
Speed: 1.5x
Damage: 15 hearts, knockback
Special: Tail swipe - Deals 30 damage to anything in its path and heavily knocks back any who survive. Damage can be mitigated by wards or Protection enchantments.
Incredible strength - Capable of tearing up worked stone in order to allow themselves to dissipate. Stone blocks are broken in a mild explosion pattern where they strike during a dissipation attempt, which will always be straight down.
Drops: Rock Demon Claw (rare), Rock Demon Tail (very rare), Demon Flesh (common), Demon Bone (uncommon), stone (common)
Wood Demon
Wood demons are the second large demon species, and nearly as dangerous as their larger kin. Standing at anywhere from ten to fifteen feet tall, these demons are capable of blending with the textures of wood and leaf blocks, becoming all but invisible to the unprepared. Wood demons abhor fire, and will often decimate fire demons that get to close to them or their forests to ensure their own survival.
HP: 30 hearts
Commonly found in: Forest, snow
Not found in: Desert, water, cave
Speed: 1.8x
Damage: 10 hearts, knockback
Special: Camouflage - Able to blend with leaf and wood blocks. The area occupied by the demon will generally replace any blocks it spawns in; close to the ground, they can be seen as abnormally sized tree trunks or irregularly shaped leaf clusters, if not both.
Hatred of fire demons - Will immediately move to slay any fire demons within their line of sight once spotted regardless of its priorities at the point which the fire demon is spotted at.There is a ten percent chance with each wood demon strike that the striker will catch fire.
Drops: Log (common), Demon Bone (uncommon), Wood Demon Limb (very rare)
Water Demon
Water demons are found solely near, or in, bodies of water large enough to accommodate their size. These demons vaguely resemble frogs and are large enough to swallow a man whole - a fate which many unsuspecting or unlucky travellers have succumbed to. Water demons move by leaping, and can extend their attack range by flinging their tongue at a prospective meal, using it to drag the target into range and eventually into its mouth.
HP: 20 hearts
Commonly found in: Water of any sort (at least 4 blocks wide, 2 deep, unwarded)
Not found in: Anywhere else
Speed: 0.2x (roughly slime movement speed)
Damage: 3 hearts (claw), 10 hearts (pounce), 5 hearts (tongue)
Special: Tongue - Can use its tongue as a rope, latching onto the player and slowly dragging them into its mouth. If the player fails to cut the tongue or kill the demon before they enter its mouth, they are swallowed whole, heavily poisoned and usually killed within the space of three seconds unless sporting warded or enchanted equipment. Water demons cannot move while attempting to eat a player; once engorged, however, the player is incapable of moving as well.
Hop - Water demons, by virtue of their weight and method of pouncing, deal much more damage than most demons when pouncing; unlike most other heavy breeds, they also pounce onto the player, rather than at them.
Drops: Demon Flesh (common), Demon Bone (uncommon), Water Demon Skin (common), Demon Tongue (rare)
Wind Demon
Wind demons are the only lesser breed capable of flight. Their wingspan is four feet across both wings. While relatively small, wind demons are deadly; when flying, silent dives can take prey unaware, giving them little time to react before they're carried to and dropped from a fatal height. Wind demons are found alone as often as together, and work together with other breeds on the hunt.
HP: 8 hearts
Commonly found in: Above ground
Not found in: Caves
Speed: 10x (gliding, diving), 1x (climbing with prey)
Damage: 3 hearts
Special: Dive - when diving, wind demons move incredibly fast, often striking before the player has a chance to react. The only queue to a wind demon's dive is a slight noise given off by their wings snapping open, usually only half a second or so before the creature strikes. There is a 30% chance during a dive strike that the demon will grab hold of the player and begin carrying them near-vertically, to let go once a total of 30 blocks has been ascended.
Drops: Demon Flesh (common), Wing Membrane (uncommon)
Demon Mimic
Mimics are the exclusive property of the demon princes, and mentally linked to their masters. A mimic is capable of taking the shape of any lesser creature (not limited to the demon breeds), and can take on human shapes and mannerisms with frightening accuracy. Mimics are thankfully few in number, only ever found in the presence of a demon prince. Regardless of shape, however, they deal a few hearts more damage than their shape-sake and are much smarter than their lesser kin while their master lives.
HP: 75 hearts
Commonly found in: Nowhere (demon prince appearances only)
Speed: Varies
Damage: Varies (15 damage in normal form)
Special: Mimic - Takes on the form of another creature. When in the presence of a large number of other demons, will often take on multiple different shapes in sequence depending on the combat situation. When in wind form, mimics may be ridden by mind demons.
Minion - Mimics will always turn to defend their masters should they come under attack, regardless of the combat situation. Should the mimic's mind demon be slain before it is, the mimic will enrage, taking on its natural form and going berserk.
Drops: Demon Flesh (common), Mimic Heart (uncommon)
Demon Prince (Mind Demon)
Demon princes are rare, only making appearances as the player progresses through the mod and becomes stronger and more knowledgeable of combat warding; they are, however, incredibly powerful in their own right. Setting aside their ability to command lesser demons and the constant presence of a watchful mimic, mind demons are capable of possessing players without warded headgear and bending them to their will. A human possessed by the mind demon is unlikely to survive; as mind demons can possess large numbers of creatures at once, warded headgear is a necessity when seeking to kill one.
HP: 30 hearts
Commonly found in: Nowhere (mod progression only)
Speed: 1x
Damage: None (possession & minion damage only)
Special:
Possession - Mind demons are capable of possessing anything in the game that doesn't have warded headgear (or, in the case of the Painted Man, warded skin). Once in possession of the player's will, the mind demon will turn it on its allies, forcing it to attack anything assisting the player in slaying the mind demon or its allies, then begin pulverising its mind until it dies.
Command - When in the presence of a demon prince, all demons gain better AI. The larger breeds become capable of throwing blocks at wards to damage or destroy them; smaller breeds will focus on specific targets to overwhelm them quickly; creatures that normally would not work together or behave in certain patterns will ignore their usual conditioning and unite to serve the mind demon's will. Demons under the guidance of a mind demon will prioritise their targets according to their wards, their remaining health, and their proximity to the mind demon. When endangered, the mind demon is capable of summoning additional demons to the field for assistance.
Frail - Mind demons are, by their very nature, incredibly frail; being struck by even an unwarded fist or weapon will temporarily stun them, breaking all compulsion on other creatures and forcing any nearby demons to attack the player or creature endangering them. When severely weakened, mind demons will attempt to dissipate and flee to the core if left long enough to recover from a stunning blow.
Dissipation - Mind demons are capable of dissipating at will to avoid damage, and will usually do this to escape to a safe range if an attacker is too slow in taking advantage of close proximity.
Protective Warding - Mind demons are capable of weaving protective wards which destroy projectiles and explosives near them.
Drops: Eye of Ender (common), Demon Flesh (common), Mind Demon Skull (one certain drop per world; very rare afterward)
Humans
The human race has been under constant assault by the demon horde for more years than written history can count. All accounts of the times before their appearance are hazy at best; almost all information pertaining to the old world has been lost to the ravages of time and demonkind, as the last bastions of humanity fall prey to attrition. They are, it would seem, fighting a losing war; while the wards of forbidding and a handful of others remain common knowledge, the combat wards - humanity's only hope in even surviving the war - have been lost for centuries...
NPC Types
- Villager: Unarmed and unarmoured, these people work by day and hide by night, cowering within their wards as the demons prowl the night and test the ward circles protecting their prey. Strictly speaking, they are useful for little more than trading and temporary protection against demons during the night - except for ward spawns. Warders in the villagers will sometimes sell rare or unique ward designs that are unavailable in the cities or ruins about the map, making exploration an important priority in any player's routine.
- City dweller: City dwellers are little better than their counterparts in the hamlets. They are, however, somewhat richer, and the ward repertoires of their merchants are larger, with a uniform ward base available in all cities, along with a small number of unique wards.
- Krasian: The Krasian people are the only human force that still retains the will to fight against the demons; wards or no, they mobilise each night to push the demons into traps to await the coming dawn. Krasians are rare, but well worth searching for; they possess weapon and warding technology found literally nowhere else in the game, and all Krasian hamlet and city ward repertoires are uniform, unlike the other cities and hamlets. Krasians are also the only race who posses crafted demon items, and the schematics for the items required to carry them.
- Warder: Warders are present in every village and city. They are merchants and workers, selling and buying ward grimoires along with the tools necessary to craft both wards and the grimoires themselves. Each warder in a city or hamlet accelerates the speed of repair to any damaged warding in the area. Warders almost always have multistory housing.
- Smith: Crafters that possess the requisite crafting designs for all tools, weapons, and armour. They are also capable of forging warded armour and weapons once the player acquires combat wards and sells a city or village a grimoire containing them. Lastly, smiths can sell the equipment required to forge certain higher-tier items, though it is expensive.
- Herbalist: Usually women, these NPCs possess medicinal techniques that can be used to treat demon-inflicted conditions that are almost always fatal without their aid. They are also capable of crafting demonfire, a throwable splash potion that ignites anything it touches, much like firespit. Herbalists sell alchemical designs and utilities.
- Messenger: Sporadically appearing in cities and villages, as well as on the roads, these NPCs are friendly and capable of selling town locations and other information to the player, along with the standard ward set required for survival on the road. One of these will almost always spawn close to the player's starting location. Wards aside, messengers sell a scattering of random items, except for crafting utilities.
Cities
Human cities are rare. In the books, there are only five still standing; given the size of the Minecraft world, this could be adjusted to accommodate the possible size of the map. A restriction of at least four thousand blocks between cities would provide a realistic distance from one to another, and allow for sufficient space for village spawns.
Cities have many purposes, not the least of which is trading; many items not available in the hamlets may be purchased in bulk in the cities, and city merchants have a great deal of money as compared to villages or messengers.They also have better prices. Making a city one's home is a sound strategy in the early stages of the game, as each city is protected by a greatward that is renewed with every day cycle for so long as a sufficient number of warders is present in the city.
Cities are unique in their design; no demon can materialise within their walls, nor fly in from the sky. They can, however, enter the city through open gates; once the wardnet surrounding a city is damaged, demons may begin damaging the walls to allow themselves entry should their progress be blocked through an existing point of entry. Until the player sells combat ward grimoires to the cities, an open gate during the night is an almost certain death sentence for the entire city. Be very careful when entering and exiting a city if you wish for it to survive.
Krasian cities are unique in that only one may be found per map, regardless of size; this city will have a specific number of hamlets in the area surrounding it, and always spawn within a large desert biome area. Krasian people cannot be found beyond the borders of the biome their homes are present in, but are the only human race that may be found outside during the night in force.
Villages
Villages, while smaller than cities, are more common and often possess a scattering of wards that cannot be found in the cities themselves, along with medicinal crafting recipes that are only found in the hamlets.
The Painted Man
The Painted Man will only appear very rarely, and always during combat with demonic forces. He will kill any demons in the area, as well as the player if attacked multiple times. Once all nearby demons are dead, he will gift the player with a random selection of mid to high tier combat ward grimoires, then mount his horse and ride away. He is invincible, as is his horse, and moves faster than the player can run with the higher level speed buff; his horse is the same, and is not rideable. There is a minimum amount of time between appearances, to ensure that players are given time to find the wards themselves rather than obtain half the available library through a crazy streak of luck.
Wards
Wards are the sole means of survival in combat against demons, be it structure protection or personal defense in the night. Early on, the basic wardset is available from either a village vendor or a messenger, and the player always starts with enough currency to buy the necessary grimoires. Wards vary in nature, but are loosely grouped into two categories: defensive and offensive. These can overlap to some degree, but are most effective in use with their normal application.
Wards are reactionary; they require contact with coreling magic in order to activate. Some wards, such as cutting and piercing, will become dormant once more after the condition that activates them has been met and run its course; others, such as those used to make unbreakable glass and artifacts, will remain active indefinitely.
Defensive/Protection Wards
Defensive wards are common and widespread in use, although most hamlets and cities only possess a small portion of the total number of available wards. All human cities and hamlets possess the basic wards of forbiddance, which bar each demon caste from entering their circles of influence while they last. The cities usually possess a good selection of uncommon wards with a scattering of rares, but the best place to search for basic and intermediate defensive wards is in the hamlets.
Defensive wards may be used on their own to form basic wardnets, or conjoined to create nets with multiple functions built on the basic wards used in the net. A ward of forbiddance, for example, is a combination of the collective wards of repulsion that deny access to a demon keyed to the individual castes, arrayed in a specific pattern.
Offensive/Combat Wards
Combat wards are all but forgotten, relegated to legend and largely believed to be completely lost. Even the most basic of combat wards requires seeking out the buried ruins and strongholds that litter the wilderness, though basic wards can generally be found in ruins closer to the surface.
Combat wards differ from defensive wards in that they don't create new functions when linked. This is offset by the simple fact that they allow the user to directly damage demons and siphon off their energy, speeding regeneration and granting stamina, speed and strength to the user for the duration of the night.
Krasian Wards
The Krasian priestess caste possess a highly secretive method of warding, which they use on demon bones and other anatomy to create powerful artifacts. These artifacts, though vulnerable to sunlight, are deadly to demons and humans alike, being among the only items on which effects such as advanced elemental conversion may be properly networked. Krasian warding is also required to make pouches to house and protect these items from sunlight; unless securely stashed in a chest and in a low light level, artifacts bearing Krasian wards will quickly decay and lose durability until destroyed.
Advanced Wards
Advanced wards can be found in ruins and strongholds around the map, but these areas rarely have working wardnets and demons prowl the dark. Exploring ruins is the only way to obtain combat wards, and only the deepest possess the most advanced wards; digging into them is possible, but time-consuming and risky.
Advanced wards, however, are well worth the effort to find them. The advanced ward repertoire includes individual wards that convert demon magic into elemental energy, wards that protect against advanced demon magic, wards that allow the user to obtain certain demon abilities during the night, permanent strength, speed, health and stamina enhancements, and more.
These wards come with a price, however, for those who use them frequently will soon find themselves becoming accustomed to the night, feeling the pull of the core and a growing sensitivity to the effects of their own wards of protection. Should a user go too far, the sun itself may become anathema to them, forcing them to hide during the day like the demons they hunt...
Wardnets
Wardnets are systems of wards that, when placed in a certain pattern in conjunction with one another, create a circle of protection over the area covered by their diametre. Correctly woven wardnets will prevent demons from rising with their sphere of influence, and repel any corelings attempting to breach the net. Most warding in use by humans in the early stages of the game have at least a basic understanding of the workings of wardnets, although in the cities only warders actually have an extensive knowledge of how to make and maintain them. In the hamlets (except for those of Krasia), the villagers all count as warders, except for children, and as such are all capable of contributing to the repair and construction of wardnets.
Wardnets are required to make use of nearly every ward in the system. Some very few may be used on their own, such as confusion and elemental conversion; the majority require at least basic networking, angled and positioned correctly to align with one another and form a net. Nets do not necessarily have to be circular, nor connected from end to end; they can form circles, squares, or even simple lines from one point to another. Complete shapes do, however, have higher durability than lines or incomplete shapes, and are therefore more desirable for protection wards.
Advanced wardnets are capable of rendering an item indestructible, but finding the correct application of wards to reach this state is very, very difficult...
Ward Decay
Field wards - those that are carved into blocks and placed to create nets - require constant maintenance due to the effects of repeated stress from demon assaults and general wear and tear. Weather states such as snow and rain can cause significant damage to wards, especially those written in soft substances such as dirt or sand; even walking over wards on some surfaces can damage them. Obviously, some substances such as stone and diamond have high durability, and therefore are capable of holding wards for longer periods of time. All will decay with time, however, and so constant attention is required to maintain them.
Equipment Warding
Items such as weapons and armour may be warded to prevent damage from demons; these have a much higher rate of wear and tear compared to other items, however, especially armour. The most basic equipment warding is the use of forbiddance on armour and shields; a demon striking a warded shield will be thrown back by the feedback, and armour will cause a slight stun and mild knockback. Combat wards are much more extensively used on equipment than protection wards, as combat nets can be stacked to deadly effect.
Character Warding
The player may apply wards to their bare flesh if they so choose, making the temporary buffs granted by demon magic during the night permanent, but the price for this is heavy; the rate of attunement to demon energy is much, much faster through skin warding, and permanent wards can potentially make sunlight deadly to you, and deny you access to areas covered by wards of forbiddance.
***
I've covered the basic mechanics for pretty much everything in this post, but the more advanced mechanics are going to require a lot more room and a fair bit of discussion with whoever decides to take on the mod in order to work out balancing and whatnot. The mod will require hell of a lot of work to get up and running, given it incorporates a few systems that are basically entire mods on their own (villager AI, for example). I would love to see it in-game, though, and would be happy to assist any modder or modding team who decides to take the project on with concept design and anything else I can help with. I'll be adding information to the thread as I remember it.
Let me know if you're interested, either here or through private messaging
To touch Divinity, one must first be prepared to brave reality.
To touch Divinity, one must first be prepared to brave reality.
To touch Divinity, one must first be prepared to brave reality.
Going to edit the main post to include the warding system over the next few days.
To touch Divinity, one must first be prepared to brave reality.
So i searched the interwebs and found this
Btw: You said that the Water demon is frog'like in appearance, but that is the River Demon, right? The Water Deamon resembles a giant octopus monster and is mainly found in large bodies of water like the lake around Fort Lakton.
The advanced wards and the krasian wards would be really hard to implement, i think.
Hmm, you're right
Hmm... it's difficult for me to keep things short XD Especially with ideas like this. I like having the details all laid out somewhere, because I have a horrible tendency to forget most of it if I don't write it down >.<
And sounds good! Looking forward to seeing what you can do.
To touch Divinity, one must first be prepared to brave reality.
How are things going Mister Mod-Maker?
Is this thread still alive?
To touch Divinity, one must first be prepared to brave reality.
Hope you learn Java soon.
I'm a modder myself but... I'm not sure I want to get in such a big project
Still if you need some basic stuff like entity files for the mobs, ask me! I might have some spare time
Check out my mod, Placeable Items!
If my comment helped you or you just like me, hit the green arrow down there!
I've been tied up with university work, and have been steering clear of Minecraft for a while. However, I'm looking to get started on coding, and this is high on my priority list when I've learned enough to get started.
Rather than starting from scratch, if there is a modder or modding team already working on this, I would like to start contributing after I've learned how to code. Of those who have expressed interest in making the mod, have any of you started? And if so, are you working independently, or together?
To touch Divinity, one must first be prepared to brave reality.
I am willing to help but I have zero coding abilities. I do have some experience in graphic design work & have given the notion of a mod based on the books some thought.
For a solo player without looking to NPCs I've come up with the following:
First assign elemental types to all current hostile mobs & bring in mobs to bring in gaps -say make skeletons wood & spiders field, and add a hostile water mob since no water mobs exist beyond squids-. A special note treat the ender dragon & wither as mind demons with a mind ward creating an AoE effect of 100 blocks that makes any attacks by them miss 40% of the time or some similar effect.
Make wards obtainable through mining different types of blocks -dirt would yield field, anything underwater a water, obsidian & coal fire with different drop rates- as an additional rare drop from mining. Have a library & research set up similar to mystcraft, have a written journal to store wards. Make the mind ward only obtainable by having all the other wards researched & inscribed in a single journal.
For the combat wards make them a rare additional drop from forging weapons. Use a standard anvil to add wards to equipment items like an enchantment, figure an upper limit of 15 wards max per item. In general make wards copyable from the notebook to paper sheets, the sheets can then be combined with blocks like cobblestone blocks or pressure plates carpets or half slabs in the standard crafting table.
And a final note allow for items to be researched in the library table with research destroying an item but gaining any wards inscribed on it.
Well these are just my ideas for a single person no NPCs required set up. Like I said no coding skills what so ever otherwise I'd be working on it now, otherwise I've got creative talent for graphics & details. Let me know if I can help out this at all.
List of things done :
Warding Book
Warding kit (like a back pack from the backpack mod, holds warding items and only warding items.)
Ink Jar
Engraving Thingy( don't know items proper name, used to engrave wards into armor and tools"
Needle and Stitch
Quill(for writing in ward book)
And That is it so far, i added a few items because i did not think you took these items into consideration when you wrote the post
I attempted to start learning coding for this and my other mod idea around July last year... didn't go too well, I'm giving it a go again and thought to check in on the threads. I still want to do this, but I've got another idea I want to try first. If anyone wants to go ahead and make this, you have my blessing to use everything I've listed in the thread. That being said, if nobody takes it up, once I've got a grip on what I'm doing and laid out the basic skeleton for my other mod I'll be happy to start on this.
The ideas are not bad, but I had different things in mind for a few of them. I was thinking of angling more toward NPC interaction - have it as close to the world the author built as possible. The player actually has to seek out wards and fill up their grimoire before they can safely perform certain activities - you spawn with a warding circle, in a town. The spawn town has a few basic necessities and wards for sale, the vendor lists randomly generated.
I was also going to remove the existing Minecraft mobs, as they don't fit the theme. There's a fair number of different demons, and I think I could probably get away with a bit of deviation from the plot to create bosses in the forms of stronger demon variants not seen in the books.
Grimoires were planned for, and will probably be a staple in any mods I make involving magic of any sort, if I can get past my block.
Research I also like the idea of - one of my plans for ward discovery was going to be making them dungeon/ruin loot (following Arlen's style of discovery), but Leesha does wind up reverse-engineering a number of wards, so it's lore-friendly. I don't like the idea of wards dropping from blocks or being a biproduct of forging, as it seems too easy in my eyes. Players are able to get out and explore during the day, they just need to make sure any tunnels they dig are lit by natural light and that they're either inside a warding circle with a bed or inside a town if they want to survive at night.
Again, though - in all likelihood it will take a while for me to start on this, so if someone else takes over it's up to them. I'm happy to offer advice and ideas, but until I can do something else productive, I'll try to avoid getting in the way.
Nice to see some interest in this concept, finally
To touch Divinity, one must be prepared to brave Reality.
The mod I am writing would fit quite well with this I feel, although not stay true to the book, as it allows the player to choose one of several classes with different abilities. Unfortunately, it is not synching data between the server and client at the moment, so it is useless, but several of the techniques may be useful to you guys (although for entities (demons) rather than players)
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