Can confirm bug with Gondor Bricks. I haven't tested extensively with other crafting recipes, but when crafting Gondor Bricks manually -- that is, not shift-clicking to autocraft all possible -- the number of Gondor rock per stack is increased by (2 - existing number per stack) per each recipe made. This means that when crafting with only 1 in the existing stacks, it works properly. When crafting with 2 per stack, it costs nothing. When crafting with 3 or more per stack, it rapidly increases your rock supply. With minor experimentation, it applies to seemingly all recipes on a Gondor crafting table. Presumably all modded cts have the same issue.
Also note that the increase-remain-decrease calculation is performed for each slot in the crafting table independently.
Quote: Yep, thanks. Problem is, I was hoping it was a config item to change so I didn't have to turn off achievements. This will cause me to not earn extra waypoints, correct? *Sigh*
You should be fine. To the best of my knowledge, you will still earn achievements..
2607:FB90:321D:2F08:69D8:CE12:9AC0:E61E wrote: Mithril is gotten by: killing Utumno units, killing barrow wights, killing dwarf miners/wicked dwarves, killing marsh wraiths, elven ruins, all habited structures excluding orcish ones, mystery webs, dalish crackers, black Uruks, mithril ore in the mistys, Arnor ruins, creative menu, just to name SOME of the possible ways. Not all of the minerals/ores/plants (but fangon plants and athelas should not be) athelas should be more common but only give regeneration, as it is a common herb. Edhelmir and other minerals/ores should be able to be bought, in general the prices for everything should increase, and massive strip mines for minerals are ugly and deform the terrain.
What you say about mithril is basically true, but it is true in a technical sense, not a practical sense. I do not believe you have ever tried to farm mithril in any of these ways. Looting structures is the only method here which can really rival straight-up mining in speed of mithril production. This is true in pretty much all scenarios -- the only scenario when it isn't true would be on a very well established server which has had many players use x-ray to deplete the mountains. Technical renewability is not practical renewability.
Additionally, many ores already can be bought.
Many plants are already renewable, including Athelas(similar to mithril, it is renewable in a technical but not a practical sense).
Meneltarma is a distinct biome -- not 'Island.'
I like the idea of making Utumno more rewarding, but I don't like the mechanic of choosing a reward when you get out. It feels forced and immersion-breaking.. Instead, I'd suggest making the rewards obtained within Utumno.. For instance, add the potential for alignment gain by making Utumno mobs give more alignment than similarly-strengthed outside of Utumno.. Except to gain that alignment, you would have to bring soldiers in with you. For the items, add in various treasury-rooms spawning in different rarities at different depths.
U S A!
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I don't think it's intentional, but it's not malevolent.
Just as a consideration, Middle Earth had a hella lot of walking.
Middle Earth did not look like LA, or the East Coast's Giant Fucking Megalopolis, but rather a whole bunch of wilderness with some settlements.
Proper appearance for ME wouldn't be by adding more structures spawning more frequently. Proper appearance would be making terrain generation better - and it already is substantially better than vanilla - and enhancing the overall wilderness aesthetic, combined with increasing the quality - not quantity - of spawned structures as to the aesthetic of whatever its civilization. If you want to discuss ways to improve the aesthetic of the settlements, or of the wilderness, or maybe provide concrete styles for buildings of various factions, that'd be cool..
Except griping about how Middle Earth isn't just a patchwork of buildings and so isn't Middle Earth is neither helpful nor consistent.
Excuse me, comrade, but that individual mind of yours must be collectivized. Sorry for any inconvenience.
It should be very difficult. It should not be impossible. No item in the game should be a guaranteed 'i-have-resources-so-i-win.' That's acceptable balance for PvE, but not at all for PvP.
30-seconds-wither gives a single survival scenario, which I described above: The fight ends shortly after you are hit, and you have near instant access to a remove-status-effects. For all practical purposes, you are dead from the moment you are hit. If they get in a couple of hits on you with a decent weapon as you run to safety, or if you have to dig around in chests for a bit to find your cure, you are dead. It's literally a guaranteed kill if you're attacked in the wilderness.
A long-term-death of less than 10 minutes with an athelas cure is basically a one-hit-kill. The only time it isn't is when the victim has athelas readily available. If they don't have it already made, they literally cannot survive.
I'd propose a syndrome with gradually increasing symptoms.. A rough scale would be permanent hunger at 2 minutes, slowness at 4, weakness at 6, mining fatigue at 9, nausea at 10, slowness 2 at 12, blindness at 13, and wither at 15. The only way to stop it would be with athelas.. Or, alternatively.. Athelas removes 5 minutes from your timer per potency level per drink. In order to remove the syndrome, you'd have to get it to -30 minutes.. Meaning that a potent athelas(-25 minutes) is not enough to remove it, only to vastly delay it.
What this would do is implement a balance between lore-friendliness and pvp-compatibility. It takes 3/4 of a gameday -- approximately 9 hours -- before you get permanent wither and shortly die. In the meantime, you have gradually increasing symptoms that will harm your combat ability. If you don't have an athelas handy to delay the symptoms, you are pretty much guaranteed to lose the fight.. As long as the wielder of the blade plays it right. Attack, and back off. In a few minutes, the victim will be suffering from permanent hunger. In the context of a fight, this means they cannot escape. They can run, except they will have to slow down and eat more frequently. This means that, as long as the wielder has kept the victim in their sight for 2 minutes, they cannot escape. At 4 minutes, the victim is actively, directly slowed down. They can't win in even a short run, and are massively disadvantaged in melee maneuvers. At 6 minutes, they start dealing less damage. At 9, they attack slower.. And so on. As long as the person attacking them has a basic ability to engage in PvP, they will win. If the victim does win, however.. They will have 15 minutes to get an athelas or die. In the wilderness, this would be 5 minutes to find a barrel, 3 buckets, water, and 6 athelas plants. If the victim was carrying athelas.. Then the strategy for the person attacking changes radically. They should have already consumed some form of combat buff. This means they are now buffed, while the victim may be(the victim may also have already buffed for combat -- which is why they probably dont have an athelas to drink, and this is the less likely scenario). The victim is now standing still, not attacking, for a couple of seconds. This is a couple of seconds for the attacker to deal damage unhindered. You should be able to take away more than half their health in that time. Of course, a smart victim will act like they don't have athelas. They would allow the attacker to back off like the attacker would want to do in the first scenario I described. And then they would drink the athelas, be cured, and charge the attacker.. However, as a morgul-user, this is easily countered. Don't back very far off. Stay close. If your victim starts drinking, start killing.
Iirc, NPCs already attack at a reduced rate -- 2/3? 3/4? -- relative to players. If this is the case, then removing that restriction for the light-armour NPCs could be good.
A long drawn-out death isn't that impractical.. If it's on the order of many minutes, rather than few hours. Especially if it is gradually increasing negative effects, rather than just sudden death after the time. Especially if further hits from a Morgul blade accelerated the symptoms.. I've had fights -- with no bases involved, so its not just people hiding -- last over 20 minutes. One, albeit with around 10 players, lasted more than an hour.
30 seconds of wither is insanely overpowered though. It's a one-hit kill, unless the player is currently carrying something to remove status effects. If they are, then it's a one-hit kill in practicality. In the middle of a fight, you stop for a few seconds and drink something.. If it's a jungle remedy, you should keep your existing buffs. All you'll be down is more than half your health, and whatever they do in those few seconds of you sitting there. If it's milk -- does milk still remove poisons in current mod version?? if so, its far easier to get than jungle remedy -- you'll be down a few seconds, half your health, and have no buffs. The only scenario in which you could really survive is when the fight ends within a few seconds of you being hit.. That is to say, if the other player dies, or you make it to safety.
5-10 minutes max, unless you use athelas, is ridiculous. I'd say it should be 15 minutes. A single brewing step takes 10 minutes, iirc.. And so it being less than 10 minutes guarantees that anyone who doesn't have athelas brew stocked somewhere they can walk to(or fast travel to, if theyre lucky enough to have it off cooldown) will die. It being 15 minutes means they have to rush: if they waste any time, they will die.. Except, they still have the chance to survive. That's far better, in my opinion. Rather than it being a guarantee-you-die unless you prepare, it's a guarantee-you-die unless you know exactly what to do and get a little lucky.
Crocodiles should be less common if they're made stronger.. Only spawning near sand blocks near water probably would help with this, but the spawnrate should be reduced further imo.