• 1

    posted a message on More variability in Beacon Blocks
    Basic idea
    Beacon does not have it's own power, but instead derives its powers from an item you put in. The item is consumed immediately (it cannot be retrieved, but it would be good to see it in the interface - just as a way to remember what power has been given to the block. Even better would be to see it floating inside the block.
    Exact set of powers, as well as area of effect, would depend from the pyramid size and item's enchantments.

    Reasons
    Implementing this would add much more variability for the beacon blocks, and as such an incentive to obtain one. It would also allow for designing some interesting scenarios that don't require use of command blocks.

    Basic effects
    These should be quite easy to add, since proper game mechanics are in place already. See below for the full description.
    • Armor - increased resistance in general, enhancing armor of the same type (i.e. helmets for a helmet)
    • Sword - more powerful melee attacks, enchancing swords
    • Bow - enchanced ranged attacks
    • Tool - enchancing all tools of the same type (pickaxes for a pickaxe and so on)
    • Potion - applies potion effect, no matter harmful or helpful
    Material multiplier
    In case of armor, swords and tools, some materials are better than the others for fueling the beacon. Effect multipliers are suggested to be as following:
    • Wood/Leather - 0.66
    • Stone - 0.75
    • Iron - 1.0
    • Gold - 1.5
    • Diamond - 1.66

    Experimental effects
    These are harder to add, but it still would be nice to have them!
    • Buckets - affects weather in the area.
    • Watches - prevents time of day in the area from changing (fixed sun/moon position, fixed skylight)
    Enchanted items
    Enchanted tools and armor should share their enchantments if pyramid is big enough. Enchantments only affect the same type of items (pickaxes, swords, helmets and so on). In order to balance it out, enchantments take penalty in levels when shared. For example, level 3 pyramid shares enchantments with 2 levels penalty. Enchantments of level less than III are ignored. E.g. if you put in a chestplate with Unbreaking IV, Thorns II and Protection III, you'll get effects of Protection I and Unbreaking II on every chestplate worn by a player. Thorns are not given because its level is less than 3. Same chestplate put into a beacon sitting on Level 4 pyramid would give you Protection II, Unbreaking III and Thorns I.
    It also means there is no way to share enchantments that only can be of level I, like Infinity or Silk Touch.

    Enchantment conflicts
    If the item has an enchantment with the same effect as beacon power itself, only the strongest effect is applied.
    If shared enchantment matches enchantment on item in use by a player, only the strongest one is applied.
    If shared enchantment conflicts with existing enchantment on an item in use by a player, enchantment on the item has priority.
    To put it short, beacons can not depower enchanted items.

    (Below by levels I mean levels of the pyramid. )

    Armor
    • Level 1 - increased defence, similar to existing "Resistance" power (or equivalent or Protection I spell)
    • Level 2 - further increased defence (equivalent of Protection II)
    • Level 3 - defence increases as for level 2, but also adds all enchantments from the used item with 2 level penalty.
    • Level 4 - same as level 3, but enchantments only take 1 level penalty.
    Sword
    • Level 1 - increased melee attack power, similar to existing Strength effect (or equivalent of Extended Potion of Strength)
    • Level 2 - futher increased melee attack power (equivalent of normal Potion of Strength)
    • Level 3 - attack increases as for level 2, but enchantments are shared with 2 levels penalty.
    • Level 4 - attack increases as for level 2, but enchantments are shared with 1 level penalty.
    Bow
    • Level 1 - increased attack power and range
    • Level 2 - futher increased attack power and range
    • Level 3 - attack/range increase as for level 2, but enchantments are shared with 2 levels penalty.
    • Level 4 - attack/range increase as for level 2, but enchantments are shared with 1 level penalty.
    Tools
    • Level 1 - increased mining speed (like existing Haste power)
    • Level 2 - futher increased mining speed
    • Level 3 - increase as for level 2, but enchantments are shared with 2 levels penalty.
    • Level 4 - increase as for level 2, but enchantments are shared with 1 level penalty.
    Potions
    For balance purposes, potions only give any effect for level 3 and level 4 pyramids. On level 3 it's usually equivalent of Extended Potion (one with redstone added), and on level 4 it's equivalent of regular Potion. If a potion effect does not have a "weakened" version, it's either not applied at level 3 at all, or is replaced with some other effect (read potion entry).
    Type of the potion (extended/thick/regular/splash) inserted into the beacon does not matter.
    • Healing - instead of usual effect, gives 1 (for level 3) or 2 (for level 4) extra hearts on the health bar. Hearts are depleted and removed when effect ends.
    • Regeneration - as usual
    • Swiftness - as usual
    • Fire resistance - nothing on level 3, as usual on level 4.
    • Night vision - reduced effect on level 3, as usual on level 4.
    • Invisibility - nothing on level 3, as usual on level 4.
    • Strength - as usual
    • Poison - same as Harming
    • Weakness - as usual
    • Slowness - as usual
    • Harming - removes 1 heart from the health bar on level 3, 2 hearts on level 4.
    Experimental effects
    As experimental features, those might be hard to add into the game. But still it would add a nice touch while not being way too powerful (I hope so at least).
    • Empty bucket - enforces clean weather in beacon area of effect.
    • Bucket of water - encforces constant downpour in AoE.
    • Bucket of lava - enforces constant thunderstorm in AoE.
    • Bucket of milk - either nothing, or same as bucket of water.
    • Watches - prevents time of day in the area from changing (fixed sun/moon position, fixed skylight value)
    Posted in: Suggestions
  • 1

    posted a message on Biome-colored creepers
    Hmmm, what if creeper's base texture is taken from block it spawned on?
    So, if creeper spawns on grass - he'll be green, if it spawns on stone - grey, on snow covered block - white, and so on.
    Obsidian black or blood-stone red creepers would be awesome.
    Posted in: Suggestions
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