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I also would like to see optional like make a village, zoo, etc. for quests
The quest line seems like a neat idea, I will try to incorporate it, but this will probably take some time :D
The options are also nice, unfortunaly I think making a zoo is not that easily programmed, but I will add the option to make a village of pig houses and so on :)
Again this is just suggesting a configuration option (players can choose to enable) so it doesn't hurt to have. Also its just a nice fit for the RPG aspect if there's an adventure rank incorporated into the quest system. You could even tie in specific rewards from ranking up or stat boosts.
Might be a bit ambitious to do currently but something to work towards once the mod is 100% working.
I think it should also be pretty easy for me to implement, I will see try to do it soon! Thanks a lot!
Questname: Nightly Theft
Quest Description: Every night someone is sneaking in the camp, and stuff is being robbed...
Quest Goal: during full moon night, a player must steal "x" (as much) amount of items (can be resources or character items) and must do without getting caught.
Rewards: The theft could earn, some high quality food stack, health restoration items, or maybe some nice weapons, even some mob hard to find items, could be random, depending on the value of stolen things.
Once completed, the stolen stuff could be restored to original owner, so no teams are broken.
Quest Description: There will 2 variants for this kind of quest.
1. For X seconds, numerous monster from all directions will spawn out of screen. They will target the player unless attacked by other creatures. (Kind of like hound attacks but with other creatures).
2. Waves of creature will spawn and attack the players. There will a set timer between each waves. Each time the countdown is finished the next wave will show up. Sometimes, a super elite version of some mobs will appear on the last wave and you have to kill it to finish the quest, this should be on the higher difficulties. Just think of all the abominations from the Uncompromising Mod.
Note that no mobs spawn from the quest will drop any kind of rewards, maybe only elites.
Quest Goal: Survive for about 2-3' or until the last wave is released and you have killed all attackers.
Rewards: a bundle with some items and food related to the mobs of the waves, if the waves contain bees there should be royal jellies, a bunch of honey, honeycomb, some bees right into your inventory so one can build their bee farms. You can also introduce mobs from Hamlet or Shipwreck into the game. You can even create exclusive items that can only be generated through no other mean but these kind of quest on the highest difficulties. That will build up the diversity.
With this, one might consider building base around some pig village or where there are neutral/ friendly mobs around to help, adding even more strategy into the game.
@heoheo00911 Thanks for your suggestion, I already have something similar in the mod right now, it's only the one quest "The Abandoned Chester", where you need to protect a chester from waves of monster. That's why I probably won't add something like you suggested. But I will add more quests that use the principle of the mentioned quest so there will be some variance there :)