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Patch 2.7 | Skill System 2.0

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Hey Asulon,

That's right, time for another HUGE, EPIC content patch! I'm going to keep the changelog as trimmed as possible, because SO MUCH HAS CHANGED! Some changes won't be listed here, but everything is very self-explanatory and easy to understand in-game as long as you read the messages the server provides you with.

Before I jump into the raw changes, let me just give you a very quick summary of what we wanted to accomplish with this patch. We are a Role-playing server, and therefore want to encourage roleplaying as much as possible. To do this, we need to make it almost impossible for any single person to be able to go off on their own in the middle of no where, and return to the mainland a few days later with 64 blocks of diamond and chests full of wheat and bread. That's unrealistic, and it kills our server. So, we want to take our skill system and categorize each skill into three categories. Gathering, Crafting, and Combat. By doing this, no one person can mine diamond, then craft it into armor, and use it as a master swordsman all at once. You should have to work countless hours to get your precious diamond, then seek out a master blacksmith to forge it into a powerful weapon, then take that weapon to a master swordsman, offer it as tribute in order to begin your training. The entire purpose of this update is to remind the entire LOTC community that we are all about ROLE PLAYING!



  • All tools, armor, weapons, food, bows, fishing rods, arrows, and other misc. gear now have SKILL LEVEL REQUIREMENTS TO CRAFT. Depending on how advanced you are in the skill, your item will be created with more or less durability than it's max. At low levels, items will be created with very few uses, while at level 100 almost all items will be made with full durability automatically.
  • We've expanded our current skills into a few new sub-categories; although they are not actually seen in-game, the skills should be treated as such.
  • Lumberjacking has been expanded into woodworking and fletching.
  • Farming has been expanded into butchering and skinning.
  • Cooking has been expanded into baking and survival skills.
  • Fishing has been expanded into diving and sailing.
  • Renamed the IRON_BLOCK object from "Blacksmith's Anvil" to "Equipment Repair Table", and removed the level requirement to place it.
  • Repairing now has a chance to fail based on your level.
  • Leather requires archery levels to craft and repair.
  • Wood requires lumberjacking levels to craft and repair.
  • Iron, Diamond, and Gold tools and armor now require blacksmithing levels to craft and repair.
  • Nerfed damage done by golden axes by 1 and 1/2 hearts.
  • Increased chance of sword parry.
  • Unarmed / Wrestling now has 2 new abilities, and a damage and high armor buff. (1) Disarm - Disarms your enemy and forces them to drop their weapon to the ground. (2) Block - Much like parry, but will occur more often. Unarmed is a defensive skill, swords is passive, and axe is aggressive.
  • Fishing has been reworked; you now get additional EXP per fish based on the fish's "weight", a randomized value. The treasure loot tables have also been completely redone, and the chances of getting treasure while fishing are substantially higher.
  • Mid-level fishers (Level 50) can now wear "diving helmets" (glass block) on their heads. While underwater, you can go into sneak mode at any time to consume 1 glass block from your head and refill your breathing capacity back to full.
  • Higher level farmers will now enjoy more drops from passive mob kills due to their experience in butchering. (Pigs, Chickens, Cows, and Sheep.)
  • Shift+click crafting has been TEMPORARILY disabled to avoid an exploit.
  • Refining wood, bowls, sticks, and chests now require lumberjacking levels to create; the higher your lumberjacking level the more you'll be able to create per raw material.
  • Cookies, cakes, golden apples, bread, and mushroom soup now require cooking levels to create; the higher your cooking level the lower your chance of burning your food!
  • Removed magma cubes due to their buggy hitbox, replaced with zombies.
  • Removed slimes due to their buggy hitbox, replaced with pig zombies.
  • Buffed archery's fire arrows, they last longer based on level.
  • Fishing levels are now required to cook fish properly.
  • Many more mix changes and bugfixes that will become apparent in-game!

I want to make one thing very clear here; none of this is set in stone. We will adjust these values, the level requirements, and the skills entirely if it becomes necessary in order for this patch to have the full , positive effect we want it to on the server.

Have fun #LOTC, and once again, HAPPY SUMMER!

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I understand that this is a roleplaying server, but I fail to see anything wrong with being a LITTLE independant.

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I'd perfer we didn't have it because it really limits people to having to have one thing or the other. I'd perfer we just keep it as it was before this patch.

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I understand that this is a roleplaying server, but I fail to see anything wrong with being a LITTLE independant.

You can still have 100 blacksmithing, 100 swords, and 75 cooking lol.

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*Right in the middle of an good rp when the server goes down to patch*

WHAT!? RAGE!!

*reads what the patch does*

OHHHHHHH YEAH!

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I'd perfer we didn't have it because it really limits people to having to have one thing or the other. I'd perfer we just keep it as it was before this patch.

I agree, this is kind of making me uneasy.

Will there be a possible skill reset?

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Yes! That makes sense! Putting glass on our head gives us oxygen and we can put new glass for new oxygen! Wait what..?

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Yippee! Support! Love! Everything!

The only thing I dislike about this patch is you took the server down in the middle of my role-play to do it T_T

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