Today I added 3 new mobs:
- Lava Flower
- Coal Monster
Thank you :)D00Med wrote:Nice villages!
Just use /clearobjects quick for now :)azekill_DIABLO wrote:...i can't play anything, the map is covered of blue square monsters which are nearly unkillable
yes, kits are a bit overused. If you have a kit basic, you don't need to craft much things.rubenwardy wrote:I personally dislike the idea of kits. Imo, the player should spawn in a village or somewhere where they can pick up some starting equipment. From there, they can do quests, trade, explore and complete dungeons in order to get new tools and items. For example, to get the farming kit they could do the first farming quest.
asanetargoss wrote:I just played the latest version. There are some annoying things:
The crafting UI within the player inventory looks like it's an armor inventory. Please add something to distinguish the fact that it's used for crafting. (Even the text "Crafting" should suffice)
Enemies can hurt you without touching you.
Jungle logs can't be used in the Simple Hammer recipe.
/kit basic makes the Stone Axe nearly useless.
It's too hard to find stones in early game. I would recommend either making them more common, or adding a dig event to dirt that has a chance of giving the player stone instead of dirt if the player harvests dirt/grass with something other than a shovel. (Ideally check if tool_capabilities.groupcaps.crumbly == nil)
Having multiple starting options is great, but the early game for rpgtest needs refinement. I've forked the wiki and made some changes to the "Gameplay" section which clarifies some of the early-game progression. Github doesn't let me edit your rpgtest wiki or submit pull requests to it, so I would appreciate it if you could take a look:
It's not perfect (and frankly it's still missing some things), but it offers the most painless way to progress. IMO kits should be removed once gameplay is improved, and then the wiki should be updated accordingly.