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- Item trading as opposed to just money (sellable treasure other than equipment?)
- Chests that open like doors before you can pick up their contents
And also just cuz I'm still unclear about this, what does the agility stat do exactly? I can only assume it makes you ready up your attacks more quickly.
Great work so far, keep it going!
- underground dungeon shop (with that misterious merchant)
- roads connecting villages to villages (i know it's pretty hard to happen)
- snowy mountain tops
- an actual model for town/village houses (since you mentioned that you want to do it)
- abandoned (or not) mines
- castles and bandit strongholds
- a little more notes alongside with readable books
- sidequests (if possible)
- the main game dungeon as the endgame dungeon
- more weapon types (axes, two-handed swords crossbows)
- giving the ability to players rest in cities and villages (Inns or camp tents)
- more tree types
- world limit (because im pretty sure everyone loves rg worlds but not rg eternal limbos)
- more misc like barrels, chests and banners
An extention of the idea of random dungeons would be to have different danger rankings for them i.e. Easy, Difficult, Dangerous etc which would level the loot found in them respectively, and to have a "main dungeon" which you would possibly have to complete quests and obtain certain items to enter. I also thing a Day/ Night cycle would be beneficiary accompanied with different Mobs/ Enemies spawning depending on the time of day. Another addition that would be quite cool would be more "biomes" or different areas also accompanied by different enemy types.
Thank you guys for working so hard on the game. Keep up the good work!
Great mod though, absoloutely fantastic work
That's already happening, it just takes a bit too long to generate at the moment. I'm working on moving the chunk loading to threads so that they can happen asynchronously without impacting the game at all.
Having mini dungeons with loot at the end would be pretty cool. Also I noticed a bug where flying enemies spawn in the sky and do not come down. They can still atack form up there so it gets pretty annoying. Would be nice to have this fixed.
If possible I say lower the render distance of the level's world. Loading up so many chunks of the map at once seemingly creates massive lagspikes, and obviously, that'll get irritating after taking a few steps and suddenly freezing in place due to framerate losses.
Maybe make less of the little chunks of ground sticking up? Those tend to get in the way more than anything.
There is definitely an issue with NPCs getting caught on objects, like trees, or tents.
Balancing suggestions-
Less skeletons. Just simply less skeletons. They're too close to the player's spawn, and they tear you a new arsehole if you let'em when you're at a low level.