Quote from raa1337
Oh wow. I didn't expect a near 1k aura node to be in a desert...
Azanor, you sneaky.
Sunce Sand is a solid indirect source of magic aspect, this doesn't shock me.
Quote from TwoThe
Played TC3 for the last few days and I sadly have to say I am pretty much disappointed. I really loved TC2, although there were some flaws, however TC3 doesn't really feel like good successor.
The research system in TC2 was... boring, but at least you could fill it up with cobble and let it do its job. In TC3 research feels even more tedious and (at least for me) no fun at all. The sheer amount of resources you need to gather just to research even the easiest stuff is insane. In addition while the essence idea allows for some targeting and you can usually figure out half of them by thinking, the rest is just plain try and error, which doesn't feel like it is any improvement over TC2. And at some point I got a little impatient and used TooManyItems to fast-forward the research just to learn that there isn't really much to actually research yet. Is this still WIP or is this supposed to be just 4 wands and some golems?
Now I have some golems running around - brilliant idea and excellent work on them btw - but feel like I just wasted 2 days researching for just these. The wands are nice but since you cannot recharge them, they cannot be used permanently, which was one of the strongest magician feeling in TC2. The enchanting is vanilla MC and doesn't really blend well with TC3. The tools/weapons can be enchanted with the standard pointless stuff (except for the hoe, which I guess is a bug), but don't work with the Anvil. So again you can spend an impressive amount of resources and 30 levels on a sword that will fall apart after 5 minutes of using it, if you happen to actually get a useful enchantment. And I do miss the seals - some of them - they gave my home the right magical touch and the golems aren't really making up for it.
The order of research feels logical but frustrating. I research Nitor and it doesn't seem to be usable at all. Either this has to be combined in some way I haven't figured out yet or it is not yet done. I would have put the wands first, as these imo let you feel like a Thaumaturge right away, then follow with the blocks (wood/stone) and allow the player then to upgrade those wands into self-recharging ones. Then you get at least something right at the beginning to tinker around with as a break from the tedious researching.
The change in Aura system is convenient but feels too much dumbed down to me. While taint wasn't really a threat if you knew what to do, it at least felt like one. The occasional wisp I get now just feels random and boring, and definitely not like a real magic environment at all. And the strange sparkling aura thing just feels out of place and doesn't seem to have a purpose as far as I can tell other than to sparkle. The cost for transmutation using the crucible feels way too expensive to be of any use, there should be an upgrade method like in TC2.
Documentation is well done, except that I still couldn't figure out how to actually fill those flasks with essences, and the book isn't helping on that. I as well don't feel like the arcane table had any real purpose.
I strongly hope that this was just a pre-release and the real version is still in progress, as TC3 is currently for me lacking too much to be a good successor for the incredible well done TC2.
Quote from JoshBrickstien »Even if they are 4x4, it will actually make them EASIER to defeat. How? Small doorways. You know it.
Quote from TurtleeyMC »Quote from colorfusion »Something like this?
-snippity- or -snip-
I think they should be rare and mainly underground, but sometimes on the side of a cliff.
They always face a space.
If even just one of the blocks is destroyed, the lava instantly stops flowing and the portal is broken.
I really like the texture and idea;
But how would the "They always face a space" work?
What if it spawned in an incredibly tiny cave, with just one space from inbetween the wall?
How could the generator know the difference?
I think they should be treated as plantable items;
You'd find them in a dungeon (the same percentage as apples of showing up),
Then you can place them.
That way, you don't craft them like how the "They should be found!" people wanted it, but placeable like the "They should be crafted!" people want.
Quote from MalachiConstant »Watch it, I'm not an atheist. Some people are, some people aren't. You're just enticing me to go deeper :wink.gif:.
Why would any benevolent and supposedly perfect God be so immoral that in order to inspire morality and good will in his creations he decrees a set of commandments, penalties (hell), and bribes (heaven)? I posit that a perfect God would not be so immoral.
Also, heaven and hell are obviously mythological places. In fact, I don't think there is any other location in all of literature that is more obvious in its mythology.
Quote from gaaraxebeard »Indev seems like so long ago...
I think I'd prefer indev's floating islands for heaven. And yeah, I don't remember a 'Heaven' map in indev. You mean paradise?