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Jistuma

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Everything posted by Jistuma

  1. If you ever wanted to play something different, you can try a Deviant!

    1. Mrlollytime

      Mrlollytime

      #LetMeBeABryophyte pls!

    2. Matheus

      Matheus

      #deviantmasterrace

  2. Repair times by skill level should be fixed by next restart.

    1. Show previous comments  4 more
    2. MetaSolaray

      MetaSolaray

      Is it possible to get a 'stove' to count as a way to cook food D: It's the only crafting bench that requires something else besides itself to work ((Books enhance enchanting so HA >_>)) I can't have kitchens on first floors looking nice because of needing cauldrons to be two blocks high and having to hide the damn fire as best as I can.

    3. 501warhead

      501warhead

      When I say "laughably small" I mean less than one point

    4. Bvie

      Bvie

      Yea, that's a quite sad laugh. :(

  3. Smelting is a thing, last minute addition to the update. Check out the guide.

    1. Show previous comments  8 more
    2. Jistuma

      Jistuma

      Do you know how the code for recipes is? How many lines each recipe has? How many recipes there are, and how hard it is to calculate times based on the skill level of someone? We trusted the recipes created by the one that previously coded. For most things, that is enough. In this case, the purpose of the staves was scrapped, but the recipes remained. We found several new uses for the staves, but forgot that the previous purpose was magic, which meant that the time it would take to make the staves would be bigger than normal. We aren't perfect, we're coders and developers, we can't know all the recipes that exist, together with all the times, tiers and other things concerning each recipe. So no, I didn't look with much detail at the recipe for the staves, because the time to make it is one number lost in lines and lines of code.

    3. Eggles the Beagles

      Eggles the Beagles

      I understand that you all are volunteers and I appreciate the time you have taken to help out the server. But in regards to this topic you yourself made it more of a mess. The fact that you have this problem is on you and you all alone. You should have maybe play tested the patches with players of the community, that way all these bugs and issues popping up could've been quickly resolved BEFORE you released this patch. Also not rushing out this patch would've been a good idea, but hey I'm not a Dev so I guess I don't understand that play testing is not needed. Even though many companies do it... Strange...

    4. Salvo

      Salvo

      Holy **** they're literally working for free instead of being an upright ***** try to give them supportive criticism

  4. Fireheart asked me for some input on alchemist's fire lore and the like, and so I'm here! First thing, if you have sugestions, or blanten things you want to say are OP or whatever, please, PLEASE send me a PM, talk to me on skype or make a feedback thread named "How to fix alchemist's fire." This potion is perhaps the most unique potion in LOTC, but I can't make it better if players don't come to me with sugestions and well written explanations of the problems they find with it. Now, onto the lore. Unlike DPM says, alchemist's fire works 100% of the time. Meaning unless the bottle is being passed carefully through hands, it will break. The chances of someone catching a thrown bottle and it not blowing up in the catcher's hand is almost none. Now, the lore also says there is a chance for the bottle to blow up when thrown. The chances are 30% when thrown far, 15% when thrown close, and 0% (Yes, you can not screw this up unless you miss or someone hits you) when being dropped. There is also a 30% chance of it breaking on someone's person if the person is carrying the bottle on them, and they get hit strongly (into a wall, pushed into the ground, etc). The reason for these precentages though, is quite simple, it's to stop players from just having alchemist fire on themselves when needed, since this is for roleplay situations. Players could just BS before and say "I have alchemist's fire on me" whenever they liked, because there was no MC item to represent it. The rule continues now, but now you also have to have the MC item with you when using it in RP. Onto the mechanics. It causes some lag, but it would be minimal. The potion only creates 6 blocks of flowing lava, and that's it, nothing else is created or removed. That is all the potion does, it creates 6 blocks of lava (center, 4 sides and top) and then the lava flows naturaly, and disapears naturaly, this way making coding a LOT easier and a lot less lag. Other ideas were to set all the blocks around where the potion hit on fire, but that has the problem of fire not going out in LOTC. Other things about the mechanics of the potion, is that it fails if it hits too close to water, or hits 3 blocks above a block. This is to stop down flowing lava, and to stop the lava from destroying water. Either way, I believe that was the reason why alchemist's fire might have not worked all the time in the snow battle, there might have been water near the hit. As for combining lore with mechanics. I'm a lore master as well as a coder, so I am of the thoughts that lore and plugin should be made as closely together as they can. Yet, as both a coder and a lore master, I want both the lore and the plugin to be used. This is why the percentages of blowing up on one person don't exist, they would make almost all of the use of alchemist's fire, null. Believe me when I say that if you have a 20% chance (1 in 5) of spawning lava on top of yourself and your allies, you won't ever take the risk. You will be more afraid of a failed thrown, than achieving a good one. That was one of the main things about the percentages being added to alchemist's fire, stopping their exagerated use in roleplay. Still, in roleplay, you don't die if you fail a throw, you get badly burnt and incapacitated, but you are still there, rp'ing, and can be saved, can be killed, can try to run, etc. In mechanics though, it's *right click, potion fails* "**** LAVA SPAWNED ON ME!" It's not someone else throwing the bottle, it's not someone else spending probably 500 minas to kill you, it's you spending 500 minas to kill yourself. As such, placing lava under the thrower will not be an implemented feature in the potion, yet, there can be others. Another idea I have is instead of lava being spawned under the thrower (which would kill him and every ally around him), I could place him on fire. I have some ideas on that, so someone make a feedback thread or something stating the problems of the potion and present a few solutions you might think and I might do a change. The other part of the lore is that the potion breaks when being hit. Have you imagined this in a PVP fight? It'll probably be pretty nice, but... it'll probably mean that no one in their right mind would ever carry around alchemist's fire. And also, considering all the banter hits and joke hits and missclick hits that exist in LOTC, blowing up alchemist's fire after being hit will not be implemented... at least not normally (might be some things I can make to have it as an easter egg explosion sometimes, but it will not be a primal feature.) Last thing to mention is that gathering the ingredients to this potion is VERY hard at the moment (at least until the herbalism plugin is added). This makes each potion very expensive, because it also requires great alchemists. A lot of text, but I hope it's enough to give all the info reguarding alchemist's fire, and help you all reach a conclusion on this. My opinion which is pretty useless, allow alchemist fire only in sieges, and make a feedback thread to try and discuss how to fix the potion. Also, the attackers need to learn that you can throw alchemist fire over walls and through holes. It is a lot worse for defenders to have alchemist's fire blow up inside a narrow place like a room or the top of walls, than it is for the attackers to not be able to attack for 10 seconds.
  5. Accepted - A pretty great app and Deviant. Denied - For now it isn't very extensive and I can't see your idea of the deviant in your app. Add me on skype if you want to try another time and talk to me about the idea, I'll gladly try and help. If you want, you can add me on skype to talk a bit more about it, and I can see a bit more what type of deviant you want to make.
  6. Denied - Your app isn't good enough to accept as a Doppelganger. You can try to talk to me about it if you like, my skype is Jistuma. Accepted instead as a Deviant. Accepted, but a few things need to be talked and agreed with beforehand. Pending - Add me on skype, it's Jistuma, the guy from Portugal. Denied - Your app is not that good, and the creature app you made wasn't up to standards. Sorry about the mix up while I was gone. Denied - Seems you're a bit confused while writing that app.
  7. by Tsabo6 Notice: None of this is known to the public in character. You have to find out IC. The Homunculus’s Alchemy is a group made entirely of homunculi.It started off by one Doppleganger homunculus, which started creating more and more of his own kind. He believes that Homunculi are the greatest beings of the realm, an improvement on the mortal descendents. Having great love, he expands with his brothers and sisters, using what was used to create himself, Alchemy. Goals: The homunculi think themselves above mortals, closer to perfection than any other being can be. They know themselves not perfect, but believe they can achieve perfection with further improvement of their kind through the use of alchemy. Believing themselves better, they task themselves with creating more of themselves, and keeping themselves ‘alive’. They don’t want domination, nor do they want the inferior mortals to be destroyed, they know that the mortals are a necessity. To create a new homunculus, a mortal must lose his life, this means that the mortals are a necessity to their race. Survive, expand, and create the perfect homunculus, these are the goals of The Homunculus’ Alchemy. For this, collection of great ingredients is a necessity, and the use of mortal lives in some times as well. Views: Homunculi have various views on the world, no two are alike. They have thoughts and they have personalities. Even with this in mind, it is normal for homunculus to not have moral, and so, they do not see anything wrong in using force, harm, blackmail, and so many more things to get what they want. Those homunculi that stay with the group, also view themselves as worthy of existence, they view the world as ignoring them for no reason, and as despising them for no reason. Because of this, many homunculi would feel slightly angered at the mortals, but only depending on each homunculus would they act on those feelings. To most, mortals are just inferior beings, used for the creation of new brothers and sisters of their kind. Homunculus are not evil in their own nature, yet mostly without morals. Hierarchy: The Hierarchy is based mostly on trust and skill. The alchemists homunculi are of great importance, yet even so, they do not have absolute control over the group. Even a Deviant, a homunculus which should be of lower caliber than a Doppleganger, may reach the top of the hierarchy, becoming the leader. Besides the Leader and the Alchemists, all other ranks are the same. Guild choices are left to the leader, but even so, the other homunculi can oppose and fight for different things. Games, bets, or fights may happen, of any types, to decide between the ideas of different homunculi. The leader may be overthrown with enough support, and a game, fight or bet will be done. A leader will be ignored and another appointed if the other homunculi find him weak or inactive. Homunculi of the Homunculus’ Alchemy group do not kill each other, even in fights for power. An OOC vote between homunculi players may remove someone from leadership if they feel he isn’t good enough for the task. You’ll need at least 50% of votes to remove the leader. Homunculus lore: https://www.lordofthecraft.net/forums/topic/87863-playableevent-creatures-homunculus-lore/ Alchemy lore: https://www.lordofthecraft.net/forums/topic/123213-alchemy-lore-update/ More homunculus stuff: Do you want to play a Deviant? You can make an application here. Depending on the amount of Homunculi we have active, we might not choose you to be one. We want players that want to roleplay. If you are chosen, you will be contacted again to create a creature app. Dopplegangers might be far rarer, and done through IG means only. PK clause of a Deviant and Doppleganger: Dying very often will result in a PK of the character. This mainly means if you only use your character for going to fight, and fight always in the same places, making the roleplay become repetitive, you may be asked to PK the character. Stop playing the homunculus for a long period of time without warning will result him in being PK’ed. 1-2 months without roleplaying, a warning will be done before it happens. This is to stop long lost creatures from returning to roleplay after a long hiatus. Playing the character so little, it might as well not be played, will result in a PK. 3-4 months with very little interaction or time in the character, a warning will be done before it happens.This is to stop long lost creatures from returning to roleplay after a long hiatus, and allows for others to be created and roleplayed in it’s place. Application to become a deviant Application to become a Aberrant Homunculi red lines: No good Homunculi. - Homunculi don't have to be evil, but they can't be good. They don't have morals for it. An example I give to all homunculi is, a homunculus will never see a girl be attaked and think "Oh no! I have to save her! It's the right thing to do!", but they might think "Oh no! I have to stop the attackers! I need that girl to blackmail the Baron!", but mostly it'll be "Oh... maybe I can use her corpse?" No sex with homunculi - They don't reproduce, and they don't have lust, and they are monsters. They CAN NOT have sex. Torture ftb still exists though. No homunculi doing magic - Any and all magics. Shamanism, Druidism, Necromancy, Arcane, etc. [Edit] Doppleganger apps are no longer available. Since it requires a PK, the dopplegangers will be made IG, from actual characters being played. The player will be offered a chance to PK the character and become a doppleganger. If no new dopplegangers are found, an application will return. [Edit2] Aberrants can now be played!
  8. This Lore has been denied. Topic moved to Denied Lore forum.
  9. This Lore has been denied. Topic moved to Denied Lore forum.
  10. This Lore has been denied. Topic moved to Denied Lore forum.
  11. This Lore has been denied. Topic moved to Denied Lore forum.
  12. This Lore has been denied. Topic moved to Denied Lore forum.
  13. This Lore has been denied. Topic moved to Denied Lore forum.
  14. The lore can't be accepted in it's current form, so it'll be moved to denied. Though, we will work with the lore creators to try and incorporate this lore into the already made one. I advise you make a skype chat for this, talk to a few LMs to add them to the chat, so that communication can work best.
  15. I'm happy to say that this lore has been Accepted! Go boom.
  16. LMs have decided that they have no idea on what to do with this lore... I'll just self deny it...
  17. I'm sorry to say that this lore has been Denied. There's not enough depth in the lore for them to be playable, and their characteristics make them unfit to be played by normal folk. Their size, the ability to fly, and so on. You can try and make them a creature in the creature thread.
  18. I'm sorry to say that this lore has been Denied. With the end of Itherals, the balance made by this lore is not really achieved, but the existance of powerful dark beings (wraiths and others). The holy magic also has the purpose of combating dark magic, which kind of makes it weird that they are equal to what they were designed to defeat. This does not mean that any amount of light magic will defeat taint, but that if the skill of the dark and light being are the same, light will win.
  19. Homunculi are creatures with imperfect life created by alchemy. Only master and legendary (in rp terms, not skill terms) alchemists can make the greater two types of homunculi, the weaker type can be created even by mistake by mediocre alchemists. This will be controlled by an application. Creature application. Fiends Fiends are the weirdest and most short lived homunculi. They are small, greatly deformed fiendish beings created from normally failed potions. They may have extra limbs, out of place limbs, shortage of limbs, big lumps and tumors growing out of them, hair everywhere or nowhere, and weird colored skin. They are animalistic, with little smarts, and are the only type of homunculi that can be 'tamed'. They are extremelly short lived, only able to live up to 2 IRL months, but most reach only to 1 IRL month. They have no chance of staying alive after being defeated. Being unnatural and a creature, they have weakness to gold, holy magic, and a new weakness that depends on what major symbol they belong to. They don't look normal, they are fiendish and disfigurated.They aren't strong or smart.Played as a Necrolyte race, but they are not allowed to wear armor.Short lived, 2 months tops.No magic.Weak to gold, holy magic and whatever weaker symbol.Being killed means a PK.Deviants To make a deviant the alchemist needs to use a dead body. These are normally creations from attempting a potion of revival. The creations are humanoid figures with small disfigurments, but still a weird skin color. The skin color would be closer to the symbol they associate better with. Blue for water, yellow for earth, white for air, red for fire. The small disfigurments can be a misplaced eye, a lump, a extra finger, or lack of one. These ones aren't smart, but they have instincts that would make them go against being tamed. They can speak and have emotions. They live longer, and can reconstruct their body after being destroyed, though it lowers their lifespam greatly. There is a way for them to live for longer. Being unnatural and a creature, they have weakness to gold, holy magic, and a new weakness that depends on what major symbol they belong to. Must be created from a corpse.Normal strength, not smart but can't be tamed.Played as a Necrolyte race.Short lived, 5-6 months. This can be extended by use of a special potion.No magic.Weak to gold, holy magic and whatever weaker symbol.Being killed does not mean a PK, but they will be forced to PK if they die a lot, or if they go innactive without warning. (1-2 months with not logging in on the char, or 2-4 months with very little roleplay on the char. A warning is done before.)Doppleganger The greatest homunculi kind, and the rarest. They look identical to the person that had to trade it's life for it to be created, meaning someone has to PK for the doppleganger to be created. Even though they are identical in looks, they do not share the same memories, nor do they act the same, though they can be quite smart, depending on the symbol they associate themselves with.The way that a homunculus acts will depend on the symbol they associate themselves with. Air will make a doppleganger very smart and fast, Water will make them calm and careful in their thoughts, Earth will make them resilient to sugestions and make them strongly want to enact their thoughts, and Fire will make them slightly less inteligent, with emotion controling the actions of the homunculus. Even though the memories don't carry with the doppleganger, they will be able to have the same skills as the one used to create them. They live the longest of the homunculi, and their body when killed, desintegrates into the symbol (water/ice, dirt/sand, fire or air), and then rebuilds itself in a safe place. Since their bodies are different, fighting them is normally considered harder than the other homunculi, but they have the same weaknesses of gold, holy magic, and an extreme weakness to the weaker symbol. The greatest worry of a doppleganger is mistaking him for a normal person. Must be created from a living person, which PKs.Looks like the PK'ed person.Greater strength, smart, and has the skills of the PK'ed person.No memories of the PK person.Played as a Construct race for earth and water symbol, and spectral for air and fire.Long lived, yet shorter than the races. This can be extended by use of a special potion.No magic.Weak to gold, holy magic and whatever weaker symbol.Being killed does not mean a PK, but they will be forced to PK if they die a lot, or if they go innactive without warning. (1-2 months with not logging in on the char, or 2-4 months with very little roleplay on the char. A warning is done before.)
  20. This lore has been placing in Pending. For the lore to be accepted, two changes must be done: Removal of creation of creatures if the mage does not also know conjuration. It is the rule for all other evocations that if the mage does not know both the evocation and conjuration, he is not able to create an animal form of the conjuration. Colored whisps, or in other words, blobs or bits of unformed colored arcane magic are alright.Removal or full explanation of the use of weapons. As a mage, the caster would not have the physical capabilities of using a weapon efficiently, and that ability would be lowered even more with the fact that the weapons are a magic that the mage would have to mantain and be in focus.
  21. I'm sorry to say that this lore has been Denied. Creating a character that is blind should be for the purpose of roleplaying a blind character. It is not the same if a character goes blind in roleplay, but for those, there are a multitude of things they may do about it. The potion you propose would make those that drink it have a better 'sight' than those with sight. You also do not speak on how to make the potion, nor about the side effects, nor about what would happen if a person with normal sight drank it.
  22. I'm sorry to say that this lore has been Denied. The explanation of the magic isn't very good, and reading this is quite hard. It doesn't explain how it would be roleplayed IG, and most of the effects can already be done with accepted magics (illusion + enchanting). You should look into other magic lore posts to see how they should be formatted and what should be explained.
  23. Players can now comment on guides! Pandann fixed it!

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