Have you seen the new shield 🛡 texture?
What do you think the next update be about
I think it's gonna be about new weapons Warhammer and all that....
Have you seen the new shield 🛡 texture?
What do you think the next update be about
I think it's gonna be about new weapons Warhammer and all that....
New special moves for different weapons(Dagger thrust,Pike damage,Hammer Smash,Axe Swing,Lance Strike).
New Unit Commands(Rally Defence,Forward,Fall Back,Ride Forth,Feast).
New weapons(Great Horn,Bottled mushroom extract).
New npc techniques,buff,Ai,(Elves do jump attack,Hobbit stealth,Dwarves fire resistance,Troll upperthrow,Uruk Intimidation,Orcs throw head skulls,Ent appreciates planting).
Introduction: Some of you can agree that sometimes fighting in vanilla minecraft is can be boring especially when you all do is just spamclick.Im glad that the mod offers some mechanics to make fighting interesting and balanced,like the melee reach and speed.But how about special moves?In the game we already have sword block,but how about more?Below is a list of my suggestions to make combat more fun,exciting and balanced as the same time.
Notice: If you notice a mistake from my grammars,please i ask for an apology and for your understanding,because im not a native english speaker.But i will try my best to explain my concepts.So please take a few minutes to read this......Arigatou!
-similar ways to a vanilla trident enchanted with riptide.Difference is you can do this without the need of water.First,you need to hold a dagger.Second,hold the righclick button,and the dagger will charge showing some animations.Third,target the enemy and release it.It deals 2-4damage to the enemy.It also knockbacks the enemy 1block away.
To Balanced: To make this not to Op,it will drain your hunger or saturation bar faster.And will not work if your hunger bar is low.
2.)Pike deals damage while sneaking
-Im well aware that pike face forward while sneaking.But whats the point then if it deals no damage?I suggest it will deal 3-5damage if the enemy gets too closed at your front.It is connected with the "Rally Defence" command.
To Balanced:Idk if this will be overpowered,because it slows your movement making you vulnerable against range units. It will drain the pikedurabilty faster.
-Special move exclusive for hammers or bludgeons.First,hold a hammer,then hold the right click button then you need to jump and release it while mid air.Make sure to jump and hit the enemy mid air to make sure you hit their heads.It will deal 6.5damage also gives nausea effect(3-5sec)making your enemies to stop moving and acting like a drunkard,spinning their heads.
To Balanced: takes a long time to charge.It also drain your hunger bar faster.Will not work if low hunger.
4.)Axe Wide Swing
-A move similar to vanilla "sword sweep" attack,but exclusive for axe's.Upon right clicking your battleaxe will swing wildly dealing 3-5damage to up to 3 enemies in your front.Making fighting with great swarm of enemies easily.
To Balanced: Slow,50-60attack speed.Drains your hunger slightly faster and will not work if you are low of hunger.
-Similar to "Pike Damage" but you can only do this while in mount.First,you need to hold continous the right click button while at mount and holding a lance,then it will make your lance to face forward.Then you can charge forward to your enemies dealing 4-7damage upon impact.
To Balanced: While holding the rightclick button while charging,you cant turn left or right your mount,only forward,limiting your movement.It also breaks your lance faster.
Photo source:Pinterest,Dwarves shield wall-Hobbit Movie:Battle of Five Armies.
-Inspired by the phalanx of Spartans and other medieval war stuffs.What does it do?well as name suggest it acts as a defense tactic for a units wielding a pike and shield.Upon blowing the horn of command with "rally defense.This will make your units with pike and shields to form a horizontal line,making a defense,building their shields,and making their pikes to face forward.It will deal 3-5damage if the enemy gets too close to the pike reach.Making it pretty effective against enemy cavalry.
To balanced: I cant see that this will be too op,for its been used in real life battles,right?But to make the game fair it will have some dis-advantages.
- units vulnerable from the rear.
-if you are the enemy and you attack them from behind they will not attack back because they are similar to halted units,you only take damage by their pikes not through directly by their attacks.
-Although proven effective against cavalry its pretty useless against Rhino and Mumakil(not yet implemented) wriders,which will break their lines.
-Command specially used for the movement of hired units.It will make your units to advance forward with a specific range.You can alter or set for how many blocks will they go forward.To be able to this you need to press rightclick button once with a horn of command at hand,which will show its GUI,there you can specifically set for how many blocks they will move,if you set 10 then they will move 10blocks forward,once you blew the horn.The max limit is 30blocks.And then you need to hold the rightclick to blow the horn and execute your command.It can also combine with the "rally defence" tactic causing your units to advanced while maintaining a defense line.
-Long i remember the time when onced i lead a great legions of 40gondorians,18elves,28dwarves,4hobbits through mordor by my quest to throw the golden ring on the peaks of mount doom.But it was a tragedy,for i have witness their fall,i witness all of them being slaughtered one by one by the orcs and olog hai.But i was able to proceed and complete my quest by the help of a warhorn.I cast the ring through the deeps of mount doom completing my long conquest,After the fall of my men i built a large great hall to honor their sacrifices,fighting valiantly,following me through their end.I blamed myself even now for their doom,for many silver coins has been wasted.Anyway,im sorry for wasting your time on that.So blowing the command with "Fall back" will cause your hired units to retreat which means they will stop from attacking the target enemy npc and they will run away from the enemy avoiding battle,similar behaviour to a villager while chasing by a zombie.But they will attack if the enemy gets too close.
-A command exclusive only for mounted units wielding a lance or spear.When you blow the horn of command with these action,this will cause for your mounted units to get ready for a charge,they will set their spears and lance at front forward.And then they will say and chant "Death!" "Death!!!" "Death!!!" over and over.Soon they will began to charge forward to break and crush the enemy lines dealing 7.5damage thru impact.Upon succesfully hitting a enemy thru impact they will change back to normal mode and attacks.
To Balanced: Idk if this is Op,but this can be a form of suicide attack specially when you are dealing with a large numbers of enemies.Rally Defence can counter this.
-Being a commander is no easy task,its not a joke.Its not only a privilege,its a responsibility.Real life commanders make sure they supply the needs of theirs soldiers,providing enough food and rest .Which is why i suggest a command called "feasting".
What does it do?When you blow the horn of command with these,it will cause for all of your hired units to eat a food and drink a beverage,acting like a rest command.And your hired units will say "Thank you,my lord Person" each unit will have their own speech bank to express their reaction.Example,Hobbits will say, "Hurray,finally time for a second breakfast/meal". and dwarf unit will say "Aye,long i crave for a salted porkchop",Uruks will say"Looks meat back on menu boys!",while the orc will say "Maggotly bread again?I already have these for 3 stinking days!!!".And sometimes a Rohan Shieldmaiden will goes near to a ranger unit and will say "Do you want to taste my stew?I cooked it" giving a mysterious stew to the ranger.The ranger will try to eat the stew but he will get a nausea effect making him to look like a drunk.But beware,sometimes a shieldmaiden will offer and give you her stew.Doing this command can be beneficial for it will boost the morale of a hired unit which we will talk about later.
-Inspired from the Great Horn of Gondor, the horn of Boromir.In the books,he blew it while they are under attack in Moria,causing the orcs and even the balrog(Durins Bane) to pause in their advanced.Upon blowing this horn will strike fear causing your enemies to stop moving or run away from you for 6seconds.Pretty much useful when you find yourself being sorrounded by the enemies.
Crafting Recipe: Horn of the Kine of araw and 2silver ingots in a vanilla crafting.
To Balanced: Cooldown maybe?
2.)Bottled mushroom extract
-throwing this to your opponent gives them nausea(3-5seconds) making them acting like a drunkard,spinning their heads.
Crafting Recipe: Idk maybe a psychedelic mushroom aka magic mushrooms and a bottle in a crafting table.
To Balanced: Mushroom Rarity
1.)Elves do jump attacks
- Elves are well known for their grace,agility and great skill in battle.As i recall vanilla wolfs do jump while attacking(idk if this feature is removed).So i suggest that elves sometimes or ocassionally do jump attacks while in melee.Dealing a critical damage,emmiting a critical particles.
-Ow c'mon,Hobbits is the weakest race in the mod,with a low health.Being the smallest race is advantage for them, allowing them to hide easily.Even the other races sometimes didnt even notice the presence of hobbit in the area.Like example,Elrond's reaction when he sees Merry and Pippin coming out to join the fellowship in the Lord of the Rings:Fellowship Movie.According to his reaction,he sure looks no idea about the presence of the hobbits in the meeting.So i suggest in the mod,maybe hobbits can halve the sight range of the enemy upon them,making them less target.
3.)Dwarves Fire Resistance
-Aulë created the dwarves,design to be tough and resistant.They can even withstand the dragon fire attack,for their armor and natural fire resistance.So maybe the dwarves will be immune to fire or give them natural fire protection against fire.Or simply make them spawn naturally with a high fireprotection armor.
-Similar to the Iron golem attack.Trolls can throw you upward.
-Uruks bred to be a fearsome creature,striking fear to their enemy.In the movies at the siege of helms deep,i remembered the uruks making loud noise before the battle began,merely to intimidate their enemies.So in the mod maybe the Uruks will sometimes make a roar or a loud noise causing their enemy(even your own units)to flee or run from them by 5seconds.
6.)Orcs throw Skeleton Heads
-In the movie,in the siege of Minas Tirith,i remembered orcs throw heads to the gondorian guards maybe to scared them.So i suggest that ocassionally Orcs will throw skeleton skulls to their enemy.Upon hitting, their target will be stunned unable to move for 2-3seconds.
7.)Ent appreciates planting
-In the mod you'll lose alignment if you cut trees in Fangorn forest.Worst case scenario Ents will also attack you if they caught you lumbering their trees.Ents are tree herders they value the trees so if they will get mad at you if your are cut some trees then maybe they will thank you when they see you planting a tree in Fangorn.You will get +0.5 allignment per tree you planted and grow.This will be balanced because,the area in Fangorn is dense,so you need to find a open area to plant.Remember you will only gain alignment if a Ent saw you planting.
-Introducing the Morale system for your hired units.
What does it do?
1.)Courage: The morale will determine for how brave your hired unit is.If your hired unit morale drops lower than 25,that unit will flee,when fighting a elite enemy units.
Good units: will flee from uruks,olog hai.
Evil units: will flee from Swan Knights and Hourns.
2.)Loyalty:Morale also determine for how a unit will follow your command.If the hired unit morale drops to 20,theres a 25%chance that they will not follow your "command or orders"if morale drops to 10 then 50%chance and 80%when it drops to 5 and 95%when morale drops to -5.They will also not desert you even you have -100allignment thru their factions.They will only desert you if their morale drops to -10.
HOW TO ACCESS
-Right click the hired unit then click the command button from there you can see the morale value of the unit,max value is 50.It can also decrease and increase.
Increase:To increase the morale value of the unit,you need to execute the "Feast" command which will boost their morale to its maximum value of 50.It also increase when levelling up.
Decrease: It will decrease naturally from time to time,maybe -15 a full day.So be wary and sure you execute the feast command even onced a day.It will also decrease if you attack their own kin or allies.Note that the units in the same chunk will the only ones affected by this.
Buffs: If the hired unit reaches 49-50 morale,it will powered them up, giving them 1attack damage and movement speed.
-I know some of you will say that this is lame or it will ruin the aspect of the game making it harder.But as a role player i propose this system to make the player responsible about their army.And to add realism,because real life warriors need a proper rest and a lot of courage to fight effectively and if they want to achieve victory.But for those who dont want these feature,you can disable it via configuration.
Well, i commend you for reaching this far.My list of suggestions ends here.I will be happy if some of this will be implemented but i will still, even if not.As a fellow coder or programmer,i commend and admire Mevans and the Mod team for their dedication,hardwork,,,,seriously they put their heart and soul to make this mod a masterpiece.If the mod team needs a little of my assistance,im happy to oblige.For i know how to code,and familiar with some computer languages such as c++ and java.
1.)What will happen if a half troll and a Uruk -hai crossbreed?
One Last Question
WHERE WAS GONDOR WHEN WESTFOLD FELL?
I'm posting this under general discussion since tons of stuff like this has been suggested before, and I think alot of it was rejected. It's really more for discussing about would it be possible and would people want it, rather than "MEVANS PLS ADD MY SUGGESTION IT COOL!!!!!!". I also won't add this to the suggestion forum since I wanted to point out many points (no pun intended) of similiar topic on one thread and in less detail. As a suggestion, I'd have to add more detail to each one and write them out seperately.
Players would be unable to use most melee weapons while swimming. Weapons that would be able to be used during swimming would be restricted to daggers, (shorter?) swords, pickaxes, (tool) axes and (not really a weapon ) hoes. The thing is that using a two-handed weapon while swimming just isn't possible IRL, and I believe it would be fairly simple to code.
Hoes would be added some damage. They are certainly pointy to some point (pun not intended..) and definitly are more dangerous than blunt fists.
Bows would be unshootable while swimming. Same reason as melee weapons.
Cooldown between switching items in hotbar. Now, this might be very obnoxious, and most players would probably hate it, but it would greatly add to the realism and difficulty, and also, encourage players to stick to one weapon type, and practice fighting with it. The cooldown wouldn't be very long, maybe around the time of a 90% attack speed, but it would disable such unrealistic combos such as hitting with a hammer, instantly following up with a spear and then a pike, or the loaded crossbow hotbar tactic. The cooldown would apply to ALL items, making it harder to wall off enemies and adding a requirement to find a somewhat safe place to eat in.
Crouching/lying down. I know a mod that adds this, I've played with it, and it's actually more useful than you may have ever though. One thing I noticed while playing games such as GTA is the importance of taking cover. I used to not care much about it while playing minecraft, and so do not other people, most just think the key to surviving in combat is OP armour and weapons. Something that would allow you to hide behind 1-high blocks would certainly come to use, atleast in my opinion.
I know there have been several requests and rejectments for "smarter AI", but is it really that hard? Would it, for example, be possible for an NPC to detect a player's gear, and act according to it? Such as if an unit with a sword detects a unit wielding a pike, it will keep distance and try to attack by charging in, hitting, then backing off agian. Pretty sure I've seen something similiar before.
There was also a mod which had mobs on low health backing off and consuming potions, maybe there could be a slim chance for this to happen with the mod's NPC-s. There would be a chance that NPC-s with low health would sprint away and consume a food item to regen. For hired units, there could be an option to turn it off.
Feel free to share your opinion on these ideas, and share your own.
Each weapon type, while varying in reach and speed, are rather similar. I did another post on the speed and reach for different factions, but different weapons entirely should have different buffs that set them apart.
Armor Piercing: Pointed weapons have a set chance to partially ignore armor.
Weapons affected: Daggers, Lances, Longspears, Tridents, and Spears. And Rolling Pins.
Criticals: Heavy weapons have a chance to deal a critical hit without the player jumping.
Weapon affected: Hammer, Mace, Clubs, Battleaxes, Poleaxes and Pikes. And Rolling Pins.
Slicing: Weapons with blades have a chance to inflict a higher level of bleeding on an opponent.
Weapons affected: Swords, Daggers, Warscythes, and Battlestaves. And Rolling Pins.
More varied additions might be made later, depending on what I read in the comments below.
Thanks for reading! Constructive criticism and kudos welcome!
A bunch of equipment mods I thought up on the bus. All should only be able to be gotten from reforging with the exception of butchery.
A modifier which can be applied to swords, axes, and battlestaffs (or warscythes). When you hit an enemy, there is a 5% chance (10% if its a critical hit) to hamstring/cripple them, effectively giving them Slowness 3 for 5 seconds.
A modifier which can be applied to any melee weapon and basically deals an extra point of damage to unarmored enemies. Not compatible with any damage bonuses.
A modifier which can be applied to a blunt melee weapon (mace, hammer, warhammer, etc) which has a 5% (10 if critical) to blind and give weakness 1 to enemies. Not compatible with hamstring.
A modifier which can be applied to any non-blunt melee weapon which has a 5% chance (not changed if its a critical hit) to inflict "Bleed", a small DOT which lasts for 5 seconds and is effectively wither 1. Not compatible with Hamstring, damage bonuses, or damage un-bonuses.
A modifier which can be applied to any melee weapon. Killed targets have a higher chance to drop their meat (whether rotten flesh, pork, venison, man-flesh, etc). Not compatible with luck bonuses.
A rare modifier which can only be found on faction-specific weapons and which deals 2 extra points of damage to one of that faction's enemies. For example, a Rohirrm Bow of Uruk Bane, or a Mordor Warscythe of Gondorian Bane, or maybe a Gundabad Bane Spear of Bladorthin. This should not be a common modifier, but should be easier to obtain in trading. Not compatible with any other bane.
“He gathered the huge pine-cones from the branches of the tree. Then he set one alight with a bright blue fire, and threw it whizzing down among the circle of the wolves. It struck one on the back, and immediately his shaggy coat caught fire, and he was leaping to and fro yelping horribly. Then another came and another, one in blue flames, one in red, another in green. They burst upon the ground in the middle of the circle and went off in colored sparks and smoke. A specially large one hit the chief wolf on the nose, and he leaped in the air ten feet, and then rushed round and round the circle biting and snapping even at the other wolves in his anger and fright.” - The Hobbit
I propose that pinecones be added as a block and item. The purpose would be realism, roleplay, and decoration. It would just simply be fun. They are mentioned in lore, and we already have pine trees, so it is a logical addition.
Pinecones would be a unique item with a variety of uses. Pine cones will from now on occasionally drop as an item from pine trees like conkers, perhaps a little more frequently. They can also be obtained by breaking pine tree leaves.
Spruce and fir trees are not technically pines, but they are conifers, so perhaps they would drop cones as well. To simplify things maybe they could all drop pinecones, or they could each have separate cones, but that would be unnecessarily complex.
Pinecones can be thrown like conkers. They would only do 1/4 HP of damage, and small knockback, making them much less dangerous. It would be cool if they could be shot out of the air with arrows or hit out of the air with melee weapons on a direct hit. Damage from pinecones is affected by armour, unlike conkers. However, there is a way to make them more useful: fire.
Clicking a block of fire will set the pinecone on fire. This can be fire on a hearth block, lava, or a beacon of Gondor. If you right-click the pinecone with flames from Khamûl's Fire it will catch a blue flame.
Once lit on fire the pinecone will disappear from the player’s inventory in five seconds unless thrown. If the player attempts to put it in a chest or other block’s inventory such as a dispenser, it will disappear immediately.
The flaming pinecone can then be thrown at enemies. On a direct hit it will set the enemy on fire (Only a direct hit, so as not to replace fire-pots). The fire will only do 2 () damage, making it less deadly than fire-pots (unless it is lit from Khamûl’s fire, in which case it will do 5 () damage). Thrown pinecones are recoverable, but thrown burning pinecones are not.
Unfortunately it is not always a good idea to play with fire. Upon lighting the pinecone the player will receive 1 () damage, and another 1 () damage one second later. One second after that the player will catch on fire and keep burning until the pinecone disappears or is thrown away.
Pine tree leaf blocks will now have a new texture. It will look exactly the same except appear to have several pinecones, similar to a berry bush. Most pine tree leaf blocks will be free of pinecones, but depending on coordinates (like coral) a few leaf blocks in every tree will appear to have pinecones. All leaf blocks will have the exact same chance to drop a pinecone when broken. Collecting both types of leaves will yield the same block, but when placed they will have a chance of displaying pinecones or not.
Here is my idea for a pinecone texture.
Please let me know if you think this would be a fun addition or not, and if you have any other ideas for pinecones. Kudos and constructive criticism are both appreciated.
EDIT: Possible controls to throw/place.
EDIT: Spruce/Fir cone discussion.
EDIT: Hobbits also try not to step on pinecones.
EDIT: Due to the comments of various users, I have decided to remove the pinecone block.
EDIT: Added texture.
Am I the only one who uses the LOTR EntityRegistry in the config file folder? I haven't seen it mentioned that much anywhere on this wiki. I like to use it to bind mobs from other mods to factions, and then, make fights, for example, between orcs and villagers (I use a mod that adds village guards).
Well, I would like to see a feature similiar. I am introducing the LOTR ItemRegistry.
It is a text file, similiar to the LOTR EntityRegistry. It is found in the config folder. It can be used to bind weapons from minecraft and other mods to weapon types. Example:
All possible item names. Defined by non-numerical item ID. Possibly metadata could be added too, but I don't see much of use in it.
The weapon type you want to assign the weapon to. Assigning a weapon gives the weapon the knockback, range and attack speed of the weapon type. Possible types: SWORD, SPEAR, HAMMER, PIKE, LANCE, BATTLESTAFF, BATTLEAXE, DAGGER, TRIDENT. Trident obtains the fishing ability and spear obtains the throwing ability.
Defines if the weapon type's damage bonus is added to the assigned weapon. If the assigned weapon is example a warhammer, then if the damageBonus=true, +3 attack damage is added. If set to false, the weapon's original attack damage won't change.
For compatibility with other mods. It really sucks when you grab a dagger or a spear from another mod and it is assigned as a sword.
There has been a lot of talk about making factions/subfactions more unique. I have designed several weapons (and I'll be adding more to the suggestion later) to jazz up some of the mod's factions.
First up is Gondor. Many of its fiefdoms are practically identical to each other, aside from textures, so here are a couple of weapons to give their fiefdoms a little identity.
First up, the Pinnath Gelin mace. This is part of a previous suggestion of mine, and its mechanics are detailed there. Upon suggestion by High King Ithilion, the mace has been given to Pinnath Gelin as opposed to Lamedon, which will instead use claymores.
Next is the Pelargir Harpoon. This is a fitting weapon for a largely seafaring fiefdom. It is thrown in a manner similar to a spear, except it is much quicker to pull back. As a result, it has a lower range and deals slightly lower damage than a spear. It can also be used as a melee weapon that has the same melee stats as a spear. It is wielded by a unit called the Pelargir Harpooner, which attacks in a manner alike to a Gondor Tower Guard, except with Harpoons, and does not walk towards the target until it enters melee mode. It can be crafted in the same pattern as a Dalish pitchfork.
Now for Lamedon. As requested by several users, here are the designs for the Lamedon claymore. The stats of this new kind of weapon can be found on this thread.
This faction needs something special more than any other. At the moment, Dunlending Berserkers wield regular battleaxes. However, while they are a powerful unit, their attack strength is pretty ordinary. A weapon of their own would set them apart, and make them look a little more formidable. The Dunlending Berserker battleaxe is a more powerful version of the battleaxe, which should replace the regular battleaxes currently used by these units. It deals 2 more damage (1 heart) than an iron battleaxe, and is crafted with three sticks in a diagonal line, with every other space filled by iron ingots.
Mordor is a powerful evil faction, but even so, I think it could do with a few more weapons.
The Black Uruk pike is a little extra something for the elites of Mordor. At the moment Mordor doesn't have any particularly effective polearms (granted, they have the warscythe, but that isn't too effective against cavalry). The Black Uruk pike gives Gondor a reason to fear the elites of Mordor. In addition, Black Uruks should also get maces, covered in this suggestion.
Now for Morgul equipment, the most evil of evil weapons. The Morgul Blade is a good weapon, but there are some places where it deviates from the lore. First of all, it is a dagger, so shouldn't have the stats and crafting recipe of a sword. Secondly, it was supposed to be a single use weapon. For gameplay's sake, instead of being single use, its durability should be lowered significantly, but compensated by a longer lasting wither effect. But don't worry Mordor players. Your fragile Morgul Blade now has company! The Morgul sword is crafted using the current Morgul Blade recipe. It deals 7 damage, plus a short wither effect (significantly shorter than the Morgul Blade). It has good durability. The Morgul Mace has the stats of a mace, detailed in my previous suggestion, and gives a wither effect of equal duration to that of the sword.
Thanks for reading! Kudos and constructive criticism appreciated as always!
|Armour||Aramirtheranger||Dwarves, Elves, and Orcs||Buff mitrhill trimmed dwarven arnour|
|Armour||TheDwarvenGuy||A few special helmets||Various types of helmets|
|Armour||Elestel||A Few Suggestions and Ideas for the Dwarves and other factions.||Lanterns and torches, weapons, blocks, statues and armour|
|Armour||High_King_Ithilion||On the Removal of Plate Armor (EDIT: Added Concept Art)||Lore base plea for removal of plate armour and replacement with chain mail, merely aestetically|
|Armour||Legoarmy505||Dalish Dwarf-mail||Add dwarven chainmail armour for Dale|
|Armour||The_Lord_of_Minas_Morgul||Elven Improvements||Galadhrim achievements, High elven armour and Galvorn Smithing|
|Armour||Lord_Eldacar||Fitting Armour for Different Cultures||Various proposals to improve armour for various factions|
|Armour||Anon||Morgul Armor||Add a negative statues effect to players who attack units with Morgul Armour.|
|Armour||Jimmy_Dude_21||Trimmed Blue Dwarven Armour (with textures)||Add Blue Mountains variants for trimmed armour, includes texture proposals|
|Armour||Lady_Melron||Replacing "Shields" With Coat Of Arms "Clothing"||Add a coat of arms as an additonal texture layer over armour and make shields usable in combat|
|Hired NPCs||The_NASIranger||Food for troops!||Add a simple, minimum player effort requiring, mechanism to implement food upkeep of hired units|
|Invasions||LOTRGuy||Wall Destruction, Big Invasions, and Claiming Of Land.||A number of proposals for more complex invasion types in relation to siege weapons|
|Mechanics||High_King_Ithilion||Armor-Piercing, Critical Hits, and Elven Weaponry||Add some special weapon and armour effects|
|Mechanics||Snoopy_WWI_Ace||Combat after beta 25||Weapon stats tweaks: Implemented!|
|Mechanics||AlteOgre||Armour weight and unit movement speed||Detailed proposal to implement armour weight and movement speed, also affecting NPCs|
|Mechanics||AlteOgre||Player traits, gear enhancement and advanced crafting||Alternative item/gear enhancement through smithing and little enchanting, based on experience|
|Mechanics||AlteOgre||Player traits, gear enhancement and advanced crafting||Player (and possibly hired NPC) traits, based on a levelling system and experience orbs/points|
|Mechanics||AlteOgre||Decrease chances of NPCs running into grinding traps||Proposal for NPC AI that makes many avoid certain death + related suggestions|
|Mechanics||GandalftheTurquoise||Horse Archery||Get that horses head out of my sight!|
|Mechanics||LordDainTheAwsome||Concerning lances...||On lance wielding and use of them by cavalry units|
|Mechanics||Legoarmy505||Go for the throat||Hitbox location dependent damage|
|Mechanics||Moontide3||What to do with experience orbs...||Use a levelling system to upgrade weapons with experience orbs on upgrading stations (anvils …)|
|Mechanics||Gliphton||Expert in arms||Levelled enhancing of gear through paying materials and experience levelling|
|Mechanics||Narvin||Blademaster (work in progress)||Weapon impact strength improves with higher alignment|
|Mechanics||The_NASIranger||mounted pvp advantage update||Make mounts do charge impact damage|
|Mechanics||The_NASIranger||NPC combat mechanics (blocking attacks)||Distinguish between NPC types and atrribute combat skills according to the categories|
|Mechanics||AlteOgre||Vigour||Simple trait affecting resistance against melee and environmental impact based on experience orb levels|
|Mechanics||JimMoriartyX||NPC changes||Adjust behaviour of NPCs: prevent some NPCs from attacking|
|Mechanics||TigermanAZ||Faction Animosity||Add more variable stances between non-hostile factions: tense and relaxed.|
|Mechanics||TigermanAZ||On Great Weapons||Personalisable weapons that gain impact strength the longer you use them and do not despawn|
|Mechanics||EliSuperHero||Archer imrovements||Improvement suggestions for archer NPC AI, incl. longer range for ranged attack|
|Mechanics||Moontide3||A new manner of poison.||Implenent a way to poison crops as part of siege warfare.|
|Mechanics||Aldandil||Disguise as the enemy!||Enable the option to disguise as an enemy unit so foes will not attack you|
|Mechanics||Glflegolas||Weapon and armour attributes||Implement a system that uses attribute enhancement of weapons and armour|
|Mechanics||Aran2||new ways to use weapons||Add various special abilities to weapons in the mod|
|Mechanics||Ring9Of9Power||Warg's Super Nose||Make wargs detect Rangers of the North|
|Mechanics||James_of_the_iron_hills||The double edged blade||Implement new mechanism 'Dread and Inspiration' that works like sword wielding experience / alignment.|
|Mechanics||Recneps||Combat Additions||Status and other effects upon taking damage, when blocking and crouching|
|Mechanics||GiladilofMirkwood||Better Mounted Combat||Get that horses head out of my sight!|
|Mechanics||EpicSpacePanda||Armour Weights||Implement armour weight slowing players down|
|NPCs||Zombielizard||Pikemen||New NPC military unit|
|NPCs||Rayn_Turammarth||Give Archers Daggers||All archer NPCs should have daggers or some other melee weapon|
|NPCs||The_NASIranger||troop variation (especially men)||Add a number of military NPC variants|
|NPCs||Fredgenest||Ent Ranged Attack||Make Ents throw rocks|
|NPCs||Cecil69||a change to crossbowers||Add a reload timer to the (non-canon) crossbower NPCs|
|Various||Catfishperson||A few notes on combat.||Various suggestions, a.o.: weapons, effects, mechanics, textures and utility aspects.|
|Weapons||High_King_Ithilion||Armor-Piercing, Critical Hits, and Elven Weaponry||Add a few specifically Elven weapons|
|Weapons||Lord_Eldacar||Orc Factions||Structures, mechanics, weapon tweaks|
|Weapons||EliSuperHero||Crossbows should have stirrups.||Add stirrups to crossbows|
|Weapons||The_White_Council||Mithril equipment retexture||New mithril equipment textures|
|Weapons||Dragonovith||Dalish Billhook and Mace||New weapons for Dale|
|Weapons||Moontide3||What to do with experience orbs...||Use a levelling system to upgrade weapons with experience orbs on upgrading stations (anvils …)|
|Weapons||Gliphton||Expert in arms||Levelled enhancing of gear through paying materials and experience levelling|
|Weapons||Narvin||Blademaster (work in progress)||Weapon impact strength improves with higher alignment|
|Weapons||Prince_of_Eumels||New weapon for Harad and Mordor||Add whips to be used in Mordor and Near Harad|
|Weapons||MysteryFTW||The mythical bucket and other impossible items||Add a bucket recipe based on orc steel; also adjust some poison weaponry|
|Weapons||Catfishperson||Changes to equipment.||Various weapon stat and effect adjustments.|
|Weapons||Prince_of_Eumels||Great swords and nerfing the uruk beserk scimitar||Add a new weapon: greatswords, for various factions; also nerf the Uruk scimitar|
|Weapons||Thaumablazer||Meteoric Iron and Meteoric Iron Swords||Add meteorite deposits, an ore and some smithing of weaponry.|
|Weapons||Anon||Longbows & Tall Torches - A Little Vanilla...||Add taller torches and long bows, both as variant of vanilla items|
|Weapons||Catfishperson||Farming Scythes.||Add scythes that can both be used as weapon and to harvest multiple crop blocks in each move|
|Weapons||Legoarmy505||Slings||Imrpove slings to make them serious weapons to consider|
|Weapons||Rocket_Engineer||Fire Pikes||Add fiery pikes for use as weapon and ignition of orc bombs|
|Weapons||Chazrad||Bow Nerf||Adjust bow usage mechanics and improve balance of bow attributes|
|Weapons||Recneps||Combat Additions||Various tweaks and new weapon proposals|
I have several new additions/changes to combat that would make it more interesting and less based on clicking speed.
When you are hit and take damage, you should have a chance of gaining a status effect like Slowness or Weakness for 2-3 seconds. This would be based exponentially on how much damage taken, since you are more likely to double over in pain or be unable to move after being hit by a sword than you are after being punched 6 times, even though those both equate to about the same damage. When you are hit, you should momentarily experience sun glare, but turned black instead of white. When you are hit, your view direction should change, in a random direction, by an amount proportional to the damage you received.
When you block, with a ME sword, the chance of receiving a status effect should be multiplied by roughly 4/5. Also when you block, the person who hit you should have a 50% chance of taking roughly 3-5 damage, regardless of armor, to simulate the jolt you receive when you hit an enemy's shield/sword hard. If you are crouching and blocking, the chance of taking damage AND the damage taken by the enemy should be increased. The chance of receiving a status effect would be multiplied by about 7/10, instead of 4/5. When wearing a complete suit of ME armor, the chance of receiving a status effect should be reduced by 3%. If it is all the same type of armor, the chance should again be reduced by 7%.
Spears should be given 1-3 more targeting range, in blocks/meters. They also should deal 2-3 more damage when you are on a mount, and +1 damage to other mounteds.
If you are wearing full faction armor and using a weapon of the same faction, it should give a damage boost of 1-3.
Bows should be crafted with rods and cords(see below) instead of sticks and string.
When you have arrows currently inside of you, it should add a slight Slowness effect, until you remove the arrows by crouching and right clicking with an empty hand.
Rods: A crafting material made by either: A two logs, one on top of another in crafting yielding 2 rods, or B 3 sticks stacked in crafting yielding 1 rod.
Cords: A crafting material made by stacking 3 string on top of each other.
Toy Bows: A faction-neutral weapon similar to the slingshot of the hobbit sheriffs, made with 1 willow plank and 1 string on a crafting table. They would have a drawback of about 10, given that 20 is a vanilla bow. It would about 3 damage at top draw. It would shoot sticks! The choice weapon for children threatening armored knights everywhere!
Willow Trees: A new tree found in swampy areas.
Quarterstaves: A faction-neutral weapon made by 1 rod above 1 bronze ingot above another rod. This would give a slight speed bonus, when equipped, and do 6 damage(+5).
Halberds: A weapon used by Elven and Human factions crafted identically to a Blue Dwarven Mattock. It would only have a .5 damage reduction from swords, and have the buffs of a spear, but with one catch. This, if possible, would be unable to attack anything within 1.1 blocks of you, making it counterable by getting very close to your enemy.
Pike Walls: Pike walls would be crafted with a row of 3 spears with 1 cord above the middle one. This would yield 1 pike wall, which would deal the damage equivalent to a spear, to any mobs touching the block, like a cactus.
Leg Spikes: These would be crafted like a compass/clock, but without redstone in the middle. They would be an equipable item for horses/Wargs which would simply make the mount damage any mob it touched.
Shortbows: These would be bows crafted from 1 rod and 1 cord, they would have less damage, range, and pullback time than normal bows. Hobbits would have access to these and to no other bows.
These would be a form of hobbit military that kills nearby animals and collects their drops. They would wield Shortbows and possibly daggers. They would spawn in Woodlands and very rarely in the Old Forest. They would either spawn in parties and have a leader you could hire them from, or spawn as individuals and let you hire themselves.