I was just thinking about splash potions and status effects, especially of how potions and status effects are not currently obtainable in Middle-Earth. Of course, there is brewing, but that can only be done on yourself. So I was thinking about how other status effects could be implemented in the mod, and maybe what more status effects you could have.
With inflicting status effects, one thing almost immediately came into my mind: Magic. I don't think you can be more canon than that. But how would you do it, you might ask? Short answer: I don't know, but it certainly must be possible in a gameplay-friendly way. My best thing would be the already confirmed (?) mechanic of ring-forging, so you make magical rings that allow you to use different "Spells" (Maybe just create an AoE on your cursor), and those could then have different effects depending on what ring you use. I was thinking about giving some examples, but can't find any good ones, but maybe they could faction-specific, so elven factions might be able to give strength and regeneration, while mordor factions could give weakness and wither (probably under another name though).
So, new status effects could also be added.
Some examples that I could come up with is the "Mordor poison", "Strengthening" and "Agility"
Mordor poison: Similar in effect to the "Freezing" effect of Forodwaith, by hurting you every now and then if you don't have significant Mordor alignment. Now that Mordor is getting more fertile this might be an option, as you might find edible food there now.
Strengthening: Would basically just make you immune to negative status effects.
Agility: Might make you faster, but most importantly gives you a chance to dodge hits.
So, that's my idea for implementing more outwards-aimed status effects in the mod, please leave your opinions in the comments!
I have some thoughts on the Cerinrim and vertical slabs.
The Cerinrim, although a popular planned faction, are now possibly not going to be added, probably due to alignment overlap. To elaborate, the Cerinrim are enemies of every faction in Far Harad, which poses some alignment problems. For example, if you were allied to the Taurithrim but killed some Cerinrim in a Mowaith area of influence, then you would gain alignment with the Morwaith, or vice versa.
I think that the lore should be rewritten to make the Cerinrim somehow the friends of the Morwaith or Taurethrim to avoid this issue.
Vertical slabs are going to be added in the next renewed snapshot, hence the long update time. However, vertical slabs are probably going to be added to Minecraft in the future, so it seem that some of the vanilla block vertical slabs will have to be deleted if a update adds them.
The Avari elves are going to live on the Island of Tol Rhunear, and the woods of Eryn Garan. However, I have also head that they will be in the Wild Wood, which just has a placeholder biome of Rhun Forests. It feels that the Avari in the Redwood forests or the Isle in the Mist are just to close to the Hostile forces of Rhudel. So, is it going to be one or the other, both, or both with different subfactions?
I know quests are planned. Please don't spam ReEd DuH PlaNNd FEchurS.
The NPCs like Rohirric Marshals of Hobbit Shirriffs that are used to hire NPCs would get a button labelled "Quest" in their GUI. Clicking on it would open a display similar to that of Mini-Quests, but for bigger, more dangerous tasks. The Red Book would also have a quests tab showing the progress an information of your quests.
If the player has accepted a quest, they will be unable to fast-travel.
Types of Quests
Conquest Quest - The player will be told something like "Orcs are here invading" or something and there will be an image of a map area displayed. A few grid squares will be coloured red like conquest squares in a conquest map. The quest will be to go there and attain a certain level of conquest in those squares. This quest will only be given if the player has pledged to the faction of the quest-giving NPC.
Headhunt Quest - The player will be told to hunt down an NPC. The general area of the NPC will be given (for example the quest-giver could say that the NPC to hunt has been causing trouble in the Shire or in Wilderland or something). There will also be a time-limit of 4-8 days based on the distance to travel. If the quest is accepted, the player will see an icon of the NPC's face similarly the player icons, on the map. This icon will slowly move around, either towards or away from nearby waypoints (it could be specified if they are going towards a waypoint for example towards Edoras). The icon might be unable to travel through certain areas like the Misty Mountains. When the player gets close enough to the map location of the icon, a troop of NPCs will spawn. This will include the NPC to be hunted. If the NPC is killed by the player or their hired troops/wolves/natural causes while the player is nearby, the quest will be completed. If the player that is hunting the NPC is not detected nearby, the whole troop of NPCs will instantly disappear.
Defense Quest - The player will be asked to reach a certain waypoint, and will be informed of an enemy army travelling there. There will be a time-limit of 3-7 days depending on the distance to travel. Once the player reaches, a special invasion will spawn at the waypoint. This invasion will have significantly higher spawn-rates, as well as a higher number of NPCs. If the invasion is defeated before the time limit finishes, the quest is won. Else, the quest fails and the invasion self-destructs. The quest-giving NPC will say something indicating that the local army was barely able to handle the invasion, but that great losses were suffered, if the quest fails. In the event of a failed quest, the faction that had invaded will get 100 conquest points in the area (100 at the epicenter, diminishing radially outwards).
Escort Quest - Any NPC, though less commonly Orcish, will have a chance to offer a quest to escort them to a certain waypoint. If the quest is accepted, the NPC will follow the player similarly to a hired unit, but will not be able to be commanded to halt/summon and will not attack except in self-defence. If the NPC dies, the quest fails.
Quests should have huge rewards. 500-1000 coins seems adequate, along with 250 alignment with the faction that gave the quest. For escort quests, the coin and alignment rewards will depend on the distance travelled (1 coin for every 500 blocks travelled).
If a player has -500 or less alignment with a faction, there should be a chance, increasing with low alignment, that the faction will start a Headhunt for that player. I do not mean the Headhunting Quests already existent. These headhunts will exist even in singleplayer. There will be a config option to disable them.
Headhunts will have a high chance of occuring regardless of alignment if a player has undertaken a conquest quest in an area in the influence sphere of an enemy faction or if the player accepts a defence quest to defend against an enemy faction.
A message will first be displayed in chat when a headhunt starts:
"<NPC_NAME> has started hunting <PLAYER_NAME>!"
From this point until the headhunt ends, the player will be unable to fast-travel.
Then an icon of the NPC's head will appear on the map. This icon will start moving towards the player. It will be unable to pass through certain biomes like the Misty Mountains except by roads, unless the player or headhunt icon is in the biome. When the icon reaches the player's location, unless in banner protected land, a message will be displayed in chat:
"<NPC_NAME> spotted <PLAYER_NAME>!"
The NPC along with a small army of NPCs (20-30 NPCs) from their faction will spawn nearby. This army will head towards the player. Orcs from this army will not flee from the player. There will be a 50% chance that all the units of this army will be mounted. This will not occur for factions/subfactions where the main units are never mounted (for example Isengard and Black Uruks). Troll-like NPCs will not spawn. Rohan and Rhudel headhunts will always have only mounted units. Isengard will have a 10% chance to launch a Uruk Berserker headhunt instead of normal headhunts (normal Isengard headhunts will only have Uruks). These NPCs will have a much higher follow-range (100 blocks?).
The leader NPC will be a seperate kind of NPC and will have 50 health, and will be suited in the strongest faction armour and weapons. Orcish leaders will have a separate 50% chance of wearing full Morgul Armour. For Orcish factions, the leader will also be a kind of Uruk (but will still be able to ride a Warg, they can probably find at least one Warg strong enough to carry them). The leader will also wield a melee weapon of their choice from their faction, preferring weapons with 150% or higher reach if mounted. They will never use daggers. Their weapon will also have a 25% chance of having a bane modifier of an enemy race. Their weapon will also have a 50% chance of having the mighty or legendary modifier.
If the player kills the NPC leader, the headhunt ends, though the player still has to deal with the army. The player will also gain 50 conquest in the area.
If the player is killed, the headhunt ends. The NPCs will then be able to despawn like normal NPCs.
The NPCs will disappear if the player is not detected nearby.
Leaders of headhunts or NPCs that the player is told to hunt will drop between 100 and 300 coins, and a random smith's scroll. They will also have a 50% chance of dropping thier held weapon.
Additionally, each faction could have its own special armour/weapons similar to the Mallorn Mace or Gondolinian armour/sword, but not quite as powerful, that could be dropped by their NPC leaders.
At Henneth Annûn, an NPC named Captain of the Rangers of Ithilien could appear. Upon interaction, a message would appear:
"The armies of the Enemy grow stronger! If we could recapture Ithilien, perhaps we could delay the advent of his attack on Gondor, You would be forever honoured in Gondor if you could Obtain 97 Conquest Points in this area!"
The crappy circles would be replaced by a red area like areas with conquests in the conquest map.
If you obtained the conquest points, a toast would appear saying "Quest Completed - Henneth Annûn. If you went to the NPC and interacted with him again, he would give you a large sum of coins and your alignment would increase and he'd say something like "oh yeas nic gondor honours u now get outa here".
In Hobbiton, you meet a blue dwarf called Shorty McShortface. He says to you when you interact with him:
"I've sold my jewels and smithcraft far and wide, and now my feet turn towards home. But traveling is no easy task, and more than once I have come upon Orcs on my journeys! I wish to return home safe, and I would gladly pay you handsomely if you could accompany me to Thorin's Halls!
Accompany Shorty McShortface to Thorin's Halls"
You accept the quest. Shorty McShortface now follows you around and apparently doesn't notice if you lead him to Mordor instead of the Blue Mountains. Still, you decide to take him to his destination.
While travelling through Eriador, a message displays in chat:
Orchead has started hunting QuestGuy!
You proceed to go faster. In the map you see an Orc's head moving towards you from the Far Downs.
While in the Blue Mountain Foothills, a message displays in chat:
Orchead has spotted QuestGuy!
Suddenly you see a pack of about 25 Warg-Riding Gundabad Orcs. There is also a Warg-Riding Gundabad Uruk Leader wearing Morgul Armour. You somehow manage to kill them all. The Leader drops his helmet. You take this as a prize.
You finally reach Thorin's Halls, and Shorty McShortface gives you a sum of money, thanks you, and then proceeds to act like he doesn't know you.
Comments will be appreciated, and I would like ideas for more kinds of quests, along with possible loot/weapons/armour to be obtained from killing Leader NPCs.
Could you add Grond, the Hammer of the Underworld? Every blow of the hammer brought down a lightning strike and left a smoldering crater. So, it's just a cool weapon and i would like to see it added to the mod.
vanilla tools should have normal durability, and the mod tools should have higher durability and speed according to which faction table you are using. For example, a huge part of dwarven culture is mining, so the dwarven mining tools should have the highest durability and speed of the pickaxes. Elves on the other hand tend to live in forests, so Elven axes should have the highest durability and speed of the axes.
First of all, the Gray Mountain dwarves were where Dain came from and one of the most wealthiest so I dont see why they souldn't be in here even tho they were all killed off my a cold drake, but then again, the Rangers and Angmar were supposed to be dispersed. Secondly, the Orocani dwarves. They should be a thing because it just makes sense, and also, they should be evil. The wicked dwarves aren't really a faction so there should be at least one joinable evil dwarf faction. Thirdly, the Misty Mountain dwarves, or Moria dwarves. They are a MAJOR thing in here considering their whole history, so I dont have to talk much about why they should be included. The white mountain dwarves are not something most players would think of. But, if one were to read some lore about Lotr, they would find that the White Mountain dwarves were founded my Gimili in the glittering caves behing Helms Deep after the War of the Ring. They would eventualy become the most prosperous and strong dwarven kingdom to ever have existed so theres no real reason why they shouldn't exist in-game. And finialy, even though it has nothing whatsoever to do with dwarves, the Ithilin elves. They were also founded after the War of the Ring, but this time by Legolas. He liked Ithilin so much that he decided to divert from his cave dwelling family and settle a colony in Ithilin by bringing some other elves along. Needless to say, there is again no reason why this faction shouldn't exist. That wraps it up for now, and I hope that a LOTR Mod staff member will read this and actually consider this.
P.S: Almost all of taken from Lore so Im not just maing things up. Again PLEASE PLEASE PLEASE actually take this into consideration. And, just to prove Im not trying to be arrogant, I understand the work that would have to be put in to make this actually happen.
Edit by Ithilion: shortened title as it was interfering with the main page
I feel as if Dorwinion is slightly left behind atm, especially next to their Easterling neighbours who have full fledged towns, etc. I've been playing as Dorwinion, campaigning against said Easterlings and have found myself devling massive amounts of resources for seemingly simple attacks.
So, considering this, maybe it would be nice for the wine lovers to get a bit more attention?
I know my last thread got closed cuz I wanted them to think about adding something that was already planned (BIG whoops). BUT, lets talk TITLES! I was thinking (Big deal for me) what if, if you get... lets say 10000+ alignment with a group, then you can call yourself the king/queen/lord/leader/boss dude OF that group, EXAMPLE: 10000+ alignments wit hGondor = TITLE: Lord of Gondor/Kingof Gondor (you know?) please dont think im being picky and/or scolding the modding team (and all others that apply) im simply making a suggestion that seems like (in my years of playing this mod,) a obvious thing to add, THANK YOUUUUUUUUUUUUUUUUUUUUU.
EDIT: Shortened title. Previous title was "SOOOOOOOOOOO. lets talk TITLES!" Let's talk about titles, eh? Keep them short please without spam. ~Noloite
Soooooooooooooooooooooooo, I know Mevans is taking a break cuz hes been workin' on this mod for SEVEN YEARS (holy crap). but a suggestion for when he starts up again, EAGLEZ. I mean, they're kind of a character from the books (basically EVERYTHING in Middle-earth is) but i think if you enlarge and modifiy the body and behavior of bird mob, it should be more than a days work (I know nothing about this so im probably wrong). And think about it, they would only have to spawn at the Eagles' Eyrie! And also mabye a 1 out of a hundred chance they would spawn and help you if you have like four hearts left and ur surrounded, but besides that, they should be pretty rare. (shit, im always getting angry at OTHER poeple for making long things) Thank you for all the great work and I LOOOOOOOOOOOOOVE ur mod!
Coz Grey Wanderer is Gandalf (renamed) should he still be on the planned feature? Please post your comments below.
THIS IS NOT ADD MUMAK NOW ITS HOW TO MAKE THEM POSSIBLE make the npc actually multiple entities other mods prove the concept to be possible not that im suggedting anything like use there code OH NO IM NOT mabye a npc that has like 5 hitboxes then its multiple entities and thus multiple riders oh and as for size it can be like balrog size in hieght and 2.5 times as long and 300 hp perhaps trust me ive seen examples of one mob with multiple hitboxes just cant think of one off top of head also you dont have to be relaint on a mods source code to draw inspiration off of its code and as mojang eula forbids mod copyright thats not an issue anymore for taking just a couple lines from flans mod and coding from there to help get multi hitbox/entity mobs and balrogs prove you can make big things so thats somr help
This photo is from the haradic armor photograph enhanced and zoomed init only looks wierd because i had to enhance resolution
But this proves it mumakil confirmed
Its from haradic armor photo
Zoomed in a lot
Mevans should let people build different major structures and then let them compete against each other and Mevans decide which one should be in the mod. We could all build what we think it should look like, all things from Bag-end to the great halls of the lonely mountain, in accordance with the book series, and then if they are good, they could be implanted into the game. I personally love the LOTR mod, and I use it mostly for role-playing, and it is kind of hard to imagine that a simple Gondorian city is the great Minas Tirith. This would add a great realisticity to the game, and help the developing time as Mevans would not have to design every aspect of a structure in the mod. He could make the structures fixed and never have to worry about them again. Anyone agree?
I would like to see these in the mod I know what happened to them but if you do plan to add the first age. You could maybe add that in Angband or Utumno you can some how get them like in a quest like Beren and Lúthiens story. They were in my opinion a great part of the story in the shaped of Arada. because of the storys behind them. and rather than them being an ore you mine like the other gems make them either a quest or make a special elven smiths that can craft 1 and only make 3. other than that the mod is great you have done wonders for the community.
My question is: What’s the difference between Wraithbane and Wightbane and which one will work on the Nazgûl when they are added? It seems like these modifiers are just separate so are more of a challenge, but in the books there really isn’t a distinction between wraiths and wights. More importantly, Merry damages the Witch-King of Angmar with a Barrow Blade. Here is an interesting quote:
“So passed the sword of the Barrow-downs, work of Westernesse. But glad would he have been to know its fate who wrought it slowly long ago in the North-kingdom when the Dúnedain were young, and chief among their foes was the dread realm of Angmar and its sorcerer king. No other blade, not though mightier hands had wielded it, would have dealt that foe a wound so bitter, cleaving the undead flesh, breaking the spell that knit his unseen sinews to his will.”
Obviously those spells are represented by Wightbane on the barrow-blades in the mod. But the Witch-King is a Ringwraith. So how is this going to be sorted out when they are added?
Thoughts would be appreciated.
I think it would be relatively easy to add a simple hedge along the border of the Old Forest. Simply code it so that everywhere there is a border between a Shire biome and the Old Forest Biome, there is a hedge of leaves.
I got the Idea of Temperature Damage in a lot more Biomes than just Forodwaith.
for example> in all Mountains 'Cold' Damage at night, and you have to drink 'hot' drinks to resist the damage. (like putting a bottle of beer or water in a furnace to make it hot, by drinking you get the effect 'heat Protection'
exuse my very bad spelling and grammer, im German XD
Hey, I don't know if I should post it here but,
When you use a magical hobbit pipe, you got the succes Weed Wizard. Why there is no title Weed Wizard ? It could be awesome ! (there is the title kebab :o)