Armor:
- 1 ingot - shoulder pad - gloves
- 2 ingots - helmet - boots
- 3 ingots - breastplate - leggings
The multiple items would be made from the same combination of ingots in the same way as the double axe head and the pickaxe head.
Hey Yuki To Ame,
I appreciate your suggestion.
As Kurzidan mentioned, it is in the plan and some work has been done on it but I would like to fix all the issues currently with crafting weapons before working on Shields and Armor, which unfortunately require new code. I am really looking forward to working on shields and armor and finally getting it into your hands to enjoy, so it will come. :)
Could you maybe make it so you can drop the tool in your hand with E, and make it so that weapons aren't pre-programmed to a certain spot? Also, you could implement the swords by making some sort of cursed mine that when entered releases zombies or some sort of creature you can kill, which drop gold. You could turn into a sort of dungeon, with a cooldown time on the creature spawning similar to the ore regeneration. You could have multiple floors that each require you to be a certain level increasing with each floor. You could have tougher and tougher enemies as the floors go down. This would be very helpful if you ran out of money and had no grips, which means that you cannot do anything because to earn money you have to make weapons and to make weapons you need grips.
Well. the current version is "Hold in your hand"
It's been suggested/planned/discussed for the "equip" one and I assume that just means the next version (content version) will have it
along side flails and the beginnings of some other things... ( think tax... Alloys and handles might also been in that too.. maybe.. I dunno. we'll see what all can fit nicely when we finally see a stable update/release for the next content version (Content version like "0.0.9" like how this is "0.0.8" with the additional version/hotfix/etc being "x.x.x2"))
Some more ideas (Yes I'm full of ideas):
(Just so you know, I will talk about my ideas as if they are already in the game. Also, if you do plan on adding any of my ideas, feel free to change them however you want)
I'm sure you could find this on your own but just it case it slips by I'll just cheekily slide this link in here.
https://trello.com/c/fJRrbPur/166-suggestion-23-masonatorroblox
I too didn't know the Trello was quite so much the "Hub" of .... Progress?... Roadmap? - Just thought at the time (a while back) that it was something akin to Discord/Teamspeak/Ventrillo (Mostly though it was some new Vent- I mean 'Trillo" "Trello")
Please don't keep saying that...
Apart from that.
Afaik there only a few... or perhaps. Simply only Dasius. Working on this game.
If you want it in Portuguese, The only way its likely going to happen is if you or someone else who Speaks English and Portuguese semi-fluently - pitches in a fan-translation.
Pretty much the same story as it is with Mac, and any other language. - They don't have it, and likely won't have it for quite some unknown amount of time. Unless Someone else contributes "it"...
If you want, you could use Google Translate to translate the in-game text yourself and then make some changes so that it would be gramatically correct in Portuguese. When you think you have it done you can send the individual dialogs to Dasius and tell him that you made a Portuguese translation. Make sure you associate the original with the translation so that he knows where to put what.
I have some ideas to sum up :
first, transporting ingots from the foundry to the "BBQ" make the process a bit slowy to me, would it be a good idea to add like a conveyor type stuff that would convey ingots from the foundry directly on the BBQ, it could also be built using some materials, it is up to you to decide :) do you think it would kinda ruin this part of the game spirit ?
secondly : would it be possible to add a menu which would inform the customer of the type of metal you treat by ticking or unticking options referring to each metal : for example if you don't want to work with copper, you untick the copper option so that customers will not ask for coppered stuff anymore, it would be useful when customers start asking another metal and not the one you were currently working with so you can sell your first metal wares, then you would not have to incenerate the wares or be overstocked of it
Currently, my customers just started asking for tined wares and I do not know if they are going to ask for coppered ones again, hence my question.
English is not my mother tongue, so I hope I made myself clear, do not hesitate to ask if I have not been accurate enough. Still, keep the good work ;) !
I could definitely get behind second idea, if it hasn't already been changed, which it very well might have been, since that was...rather largely... mentioned... "mechanic" (*cough bug ("feature")(I dunno really) cough cough*)
I dislike dealing with copper at titanium, and yes, while it becomes less and less requested because there's more choice in customer request, Copper is still requested up to just before Titanium, at least... I didn't see Titanium much before I.... decided... That a fresh save was required...Haven't played hard enough since to be back at titanium again yet.
As for Conveyor. - I know there's ideas suggested/taken into consideration for speed and efficiency of the two units, among other things.. Maybe to "logic" and "theme" something "better" (Conveyor-ish) It can just be an upgrade which "Magically" stores and draws the ingots from one to the other.
One's stats could maybe determine the availability of the upgrade (it'd still cost money but perhaps wouldn't unlock till level 10 and/or whatever stats) and/or the number of times per day one could use the mechanic before being forced to have to do it by hand - Perhaps 1 absolute last time could be drawn after the fact but it'd force the player into fatigue and prevent further usage of the mechanic - as well, if its the end of the day normally and you're fatigued, it'd result in the same - the inability to use it.
Perhaps additional to that; Since Storage options have been 'discussed' as well - Perhaps a special crate could be sold or come with the upgrade as well. It'd consume one of those uses every time ore was placed into it (consume the ore like the "turned on" smelter would (when it's already hot/progress (instantly consumes new ore, instead of "melting' them into nothingness)))
Of course the purpose of the 'special' crate would be to act as a trigger for using "the skill" to transport ore from the mine quickly into the smelter, So that one could remain in the mine for a longer period of time actively mining - since no matter how good a haul or not you get, you're simply incapable of carrying more than one jammed full and over crate at a time, even if you have additional crates to swap off with, it still requires carrying each back out before it's "too late" (fatigue16h/24h)
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Alternatively. the Shining crystal nodes that reside in the mine - could be changed so they could "fuel magic" and be mined/procured and required for the function to work (or perhaps both methods could be used, "free" uses based on stats/level and "fuel" uses based on stock of (fuel item for magic) )
Apart from that: "conveyor" sounds .. or at least brings to mind, things that would be outside of the "theme" shown so far...
But that hasn't stop other games from utilizing "technological wonders" far exceeding the theme/era/etc (Dwemer machinations in elder scrolls, for example.)
So who knows.
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However back to the point of Copper. While i dislike it too, and feel there should be a hard player-controlled way to negate it...
Part of me does appreciate it's existence... The part that goes "This is a customer either getting what they can afford, or what they can equip"
When I'm level 12 and can use the "4th" weapon of my class or some such thing in pretty much any other rpg game, I desire, at best, buying the "4th" weapon.
I wouldn't want a shop offering me the 1st weapon, just like the shop wouldn't want me to demand the 1st weapon if they didn't sell it.
but at the same time, I wouldn't want a shop offering me weapons 8-12, either, nor one offering 40-50, even if they have a ridiculously good sale that for whatever reason makes a "9th" weapon cost less than a 4th weapon - I can't use it, and I don't have a billion trillion of the currency to go willy nilly spending spree at every deal I see, and then beyond that is ability to equip/use it, which usually by the time I could I'll have found something either rarer and lower tier that is stronger, or better than it in general, perhaps even same tier and rare - or perhaps found literally it, but better stats.
But I'd still like to be the one in control of that. - Unless.
Unless there was a feature added which would drastically change smith/store operation.
a sort've "stock" vs "showcase" - If you've seen Recettear - there's a... sort've... similar thing there.
What most customers see is what is showcase, but if they're looking for "something" in particular, they can come and ask "you" to see if you have "something" or similar in "stock" (inventory) Even though its not on showcase in the limit space you have to "display" items.
There way I could something of that scale easily working for MLB - is eventually getting the option to "Upgrade" the store to contain a "specific" stock storage. - like Copper "stock"
I wouldn't say "require" it to be "fully assembled items" though maybe it should, you /can/ still build them in off-hours, but for the purpose of this post, I'm going to say "not required"
Basically. It'd be an.. additionally and crate/chest (similar appearance as the customer scroll and coin chest)
And you'd be able to drop ingots (not ore), and finished tool parts - and fully assembled items matching the metal type (to "discount" the price to "assemble for stock")
That'd be the function of the crate/chest.
The function of the scroll would be to
That way displayed items can be the Epic magical +45015 enhance murdersword of galactic doom and "Authentic" +9001 "Over 9000 backstab knife" (Collector's edition, rainbow BlackSmith-New skin)
And the customer can still get their fill of low tier requests, and the player doesn't have to get frustrated over either having to have copper/make it, basically wasting their time or reputation (suggested feature, turning a customer away can happen, but would result in bad publicity/loss of rep)
I'm unsure whether I'd say "allow grip parts/guard parts" to be stored separately in it because its been talked about as well for grips to see massive changes too - making grips (wood) yourself as well as the possibility of future grips being "upgrades" (metal)
Obviously.
a lot of things would be "worse" with the "stock" scroll
Tool heads would "have" to lose their enhances, or rather, They wouldn't lose them, but simply wouldn't benefit from them - The scroll would just treat them as the part they are and nothing more.
Fully Assembled items would likely only sell for the basic grip/guard+ toolhead price, even if it had a better grip going in - again, for simplicity/code-ease/optimization.
But you could at least have -124591-580815089 on hand - I mean. once you get to iron/steel prices, you could probably get 100 of every item in copper - not that currently you'd want to cause it'd suck making them for like a month in game... but you could. - That'd be what I'd think is a good way of going about it...
However, another "worse" would probably be I'd say that "Church/King" requests wouldn't be fillable with it.
You'd have to fulfill those orders by hand, IMO. Neither of them would want your dime a billion crapstick, even if they still requested for crapsticks, and even if you still make literally the exact same thing stored in stock,
Oh
And Customers would "Query" "Stocks" for their requested item - So If you don't have the stock or don't have it in stock in the stock, and don't have it on display, They'll still stand there at your counter preventing other customers from coming in for the full duration of their "order time" (Unless you manually send them off) (fail or manual send off would still result in whatever future decided drawbacks (loss of rep))
And of course since there's also suggested talk for hired help or sorts and/or theft...
I would assume one can hire a "counter" clerk who'd ensure full sale prices while the blacksmith is out of the shop map-cell
The stock would still sell an item regardless of clerk or smith presence, but might have a chance of like 1-5% at being reduced price by 1-5% (reverse of chance (-5% = 1% chance) ) (and maybe a 0.1 to 0.01% chance of notifying you of "item stolen from stock/display" (100% loss)
I'm pretty much just rambling off onto different ideas at this point....
So I'll end it here.
There should be a button next to the 'decline order' button when a customer buys things that makes the customer come later to pick up the weapon they requested. There should also be a scroll on the wall that tells you what weapons have been requested and how much longer until the person who wants them will pick them up. There should be a box outside the front door where you put items to be picked up. This would get rid of the oh-you-want-this-weapon-so-I-will-make-it-almost-done-yes-I-finally-finished-it-darn-it-they-left-already dilemma. Also, it would give you time to add any perks to the weapon.
In regards to mining i think because of the mandatory tool equivalency setup you have you should make it so that even if a resource isnt mined it resets after say i dont know 3 days instead of the normal respawn rate of one day, solves the issue of running out of minable veins but doesnt allow you to just wait it out everyday till you get the ore you want for the earlier players cause I believe I got 3 days of mining or 3 mining trips with 2-3 nodes before being locked out of the ability to mine ore by it all becoming tin and iron
until a change is made though - You can save and reload - when you reload the nodes are all repopulated from scratch, if I recall correctly.
Just keep in mind that reloading should be kept to a day to day basis - If you randomly save mid-day and reload - your exhaustion time also resets., meaning you won't get tired at the same point of time as normal - which could impact operating hours of the shop - forcing you to be awake when no customer come, and be asleep at customer prime-time
Recent development i am currently at say twelve and for some reason every single customer i get has a less than 30 second time limit on thier order and it becomes next to impossible without perfect movements to get them the item before the walk away, currently have a two handed axe and 2 greatswords plus a one hand hammer that all consecutively failed and only one customer said they were in a rush usually getting them thier item with about 2 secondsish left but not getting it far enough across the counter before they leave, is this difficulty spike intended or is this a bug
at day 12 and its that short???!
Man I've never had that happen. I'd recommend restarting though if that's the case.
No. The difficulty spike wasn't intended but that is the way it is currently. I imagine the difference in times is both intended for earlier days and difficulty modes, but the sensitivity isn't set right, or something like that.
like I said, I've never seen such short times nor before at least a couple weeks in and it does seem like two weeks or so is usually when it starts decreasing more rapidly, but I've been outwards of like.. 80days and more and not seen 30... or maybe I just didn't pay attention.... hmm...
Anyway. I recommend setting up shop before opening if you're planning to continue in that state - make Tool heads and set them near the counter, and keep handles near the workbench - Keep them on the shelf below, floor below, the three cubbies on the backboard of the bench, or the shelf above. This keeps em close but not combinable so you can make sure the right grip is used.
Plus if the grip goes on last, you can continue holding the item, so you don't need to regrab the handle when its combined.
Then you can turn and hand it to them (carefully as to not blast apart your shop in the process)
Additionally. - I'm recommending tool heads and not completed tools because there's a bug (two) which breaks completed tools after reload, and sometimes even just during session. - and if they're built wrong its more of a hassle to clean them up (example: Customer orders a polearm - but you only have a greatsword on hand, completed) -> ( if you had a large blade instead of a greatsword - you could attach the large blade to a polegrip (with or without guard) and make a polearm - and complete the order in a short timeframe) -> (But If you have a greatsword, (and cannot afford to make the polearm any other way) you would have to take the greatsword and disassemble it at the anvil, then reassemble it at the bench which would take a lot more time (or you could just give up, you have a great sword, go away non-greatsword purchase))
and the other bug that having completed items does is if you have multiple Metals of the same type of weapon (Copper Greatsword and Steel Greatsword, for example) and the Customer wants a Iron Greatsword - You have to assemble or forge one, but when you hand it to the customer they won't accept it - because They're locked attempting to accept the Greatsword you had near them to begin - its because of something in the code that does it - and to fix it, you either A) can't have any item completely assembled or b) have to remove the other items from the vicinity that the customer an "detect"