you should add more stuff but i wont really explain not that your really interested in what i have to say
I noticed that you added a shop keep on the other side for grips i was wondering that once the castle was available to enter if you could make a miner shop or something basicly a shop where he sells the respectable ores the reason for this is that you must walk a pretty long distance to even purches this and you also still need to process the ore it self even after purches this would give you the choice of either buying the ingots for full price at the delivery service or walk up to the castle and buy ore for maybe a little discount but you still have to process it...
If it's important to keep people out of the quarentined castle for now than you should make the rock hills around steeper because I managed to get all the way too Geophery and Geophery by walking and jumping my way there. Plus in one spot farther up I managed to crouch jump over the wall to what I can only assume are the pallas doors. Sadly you have most doors unopenable. I also used the same techniques to get to Ironwill King. I found it awesome that he has a line of dialogue scripted even though he's probably not intended to be reached yet. Also please make the mine/cave deeper or at least add more ore deposits, or something..
there's like, 800 ways, to get to the king, Including one where you can almost walk right up to him from the front (its like a small staircase of rock faces)
so that one is probably intended.
The castle isn't intended, but its not important to actually keep people out of it, and I imagine as the Castle is fleshed out more in the future, that there won't even be a quarantine, unless the Quarantine relates to a certain something(s) else, in which case, You, the blacksmith, will have control over/a heavy... say, in when it can be accessed again. (as in quarantine lifted/fixed/etc)
Pets like a wolf/dog/cat, ability to make structures from wood/metal materials such as a shed an animal house/horse stable, repair requests to take an items add a specific ingot to it and repair it, lock in item locations for ingots/handles/shield parts ect ect (maybe like a chest or something), findable skill books that teach you how to craft new types of gear (or just add a perm + in certain stat when used or perm +5% sale price), house color scheme changer to customize the look of your house(for a cost)
Here is another suggestion i have but its more aiming to the stats when you level up:
Lucky Ore: Each level in this stat will incese the chance of ores instead of stone by 1.5%
Lucky Vine: Each level in this stat will earn you 0.5% chance of twice the yield in an ore vine (Basicly it loses 5% instead of 10% on every hit)
Quick Learner: Each level in this stat will incese your experience earned by 1-5?%
Loot Goblin: Each level in this stat will give you a 2% chance of more loot when opening the secret chest.
Wood Cutter: Each level in this stat will give you a 1.5% chance of a rare log when chopping tree's (uncommon or rare)
Wood Expert: Each level in this stat gives you a 0.5% chance of earning more wood then usual (+1-3)
Carbon Troll: This stat will incese the chance by 1.5% of carbon instead of coal/stone.
Coal Miner: This stat will incese the chance by 1.5% of coal instead of carbon/stone.
If i come up with more ideas i might edit this one else i cant really think of more atm...
Can you make it so that I can sell polearms with axe heads on them? It just seems to make sense to me that many polearms, and most halberds, have some kind of head resembling an axe shape.
Been following this game for over a year now, and it's amazing how much progress has been made. Def my favorite game to play on Itch.
the mine or mines already has plans of being changed
There is no PVE, and its extremely unlikely that there will ever be blacksmith addressed pve - if there is anything, its likely to be something you hire customers to deal with, not yourself.
The horse is buggy. in 9e it was removed to stop the ultra common issues that occurred because people didn't always see the warnings
Hello Dasius! I've been playing this for a month now, and I thought that this was an amazing game! I'd like to suggest some things.
1. Magical Weapons
Yeah, I'm suggesting fantasy-like mechanics. But we do have magical crystals. Once you level up, There is Magic Option other than Charisma, Agility, Strength, and Intelligence. It will be easy if every level up gives 5 points, like in IGP's new video.
How It Works
Once you forge a weapon head, you take it to a Magical Desk and fuse your magic with the weapon. You either fuse Fire, Water, Earth, or Wind Magic into it. Then you can take it to the Crafting Table.
If you sell a magical weapon, they give magical currency ( eg. Cursed Copper or Spiritual Silver) that you can use to buy items for your Shop. ( ex. Magical Earth Tin Great Hammer )
New things I mentioned :
Magical Weapons
Magic Level
Magical Desk
Elemental Powers
Magical Currency
Magic Items ( Like Magic One Hand Grips)
Edit : This might be stupid of me, so it's your choice if you want to do it.
I might think about other ideas. (Hmmm....... What about mini-games?)
Loving this game! So, suggestions...
Wondering through the woods I thought it would be good if there was animals, like wolves which gives a reason to equip a weapon. So, perhaps combat.
Seasons would be interesting. Different weathers.
Hiring people to work for you could be fun, for example travelling far for unique materials, instead of yourself. Or running shops in other places. Perhaps taking on apprentices? Also, if there was combat, hiring bodyguards.
Making armour, however I have a feeling this is already planned (armour is on the scarecrow)
Reasons for travelling. I loved exploring, but other than finding crystals and unfinished content there was not much I got out of it. Perhaps unique metals or blueprints for weapons.
Other blacksmiths! Compete with them, share information and products. Rivals or friend. Perhaps they wish to sabotage your business!
Unique commissions from special NPC's where you must gather special materials, and have a long time to do it. Going on adventures to create the ultimate weapon, for a price of course!
Bulk purchases! A large amount of weapons over a long period of time, but I could see this becoming a grind to complete...
Deeper mining! Explore deeper, perhaps even dungeons with pre-made ancient weapons, but dangerous to get!
Better optimisation overall. My PC CAN handle the game, but not very well.
More customisation of weaponry, perhaps special decorations make of jewels?
Factions! Raise loyalty with factions and in turn you get extra customers, like working for a king supplying his army.
Fame! As your weapons are used by heroes successfully increase your fame! A marker of your progress other than money. Perhaps makes you more willing to increase the quality of products otherwise you get bad reputation.
Sorry for the long list, and thank you for the game! I have been loving it, and you have got me interested in a genre I seem of have neglected. Good luck for the future!
Consoles - Extremely not priority, but like steam and VR I imagine it is being considered already. (Priority for just those three would be steam, VR and Console are a bit of a different horse ride)
Combat + Blacksmith = Not happening, It's one of the suggestions that is usually shot down pretty.... definitively?.. by Dasius, though I imagine he's not going to shoot em down every time. - Wildlife is likely pretty low on priority as well, but hiring NPCs/customers to fight for materials is something that hasn't been dismissed, so SEEING wildlife might happen. - something like watching the occasional (insert flyer) go over head or something
Seasons I believe are being heavily considered, Though it may just end up being "Seasonal update so the map gets a weather change"
Hiring suggestion - several times suggested, hasn't been dismissed, seems like it might be under consideration.
Making armor - Planned
Repairing armor/items for customers instead of making and selling them - Planned as well, If I recall.... Or maybe I read too much into responses to these suggestions, I dunno.
Quickly back on the Hiring - Assistants are actually on the Roadmap - So. Very Planned.
Shop raids/Theives/etc - Dasius stated that he was considering and working on something "similar" to that effect, so - semi-planned - Not Combat, but a "while you were away, you left your door open and" kinda thing, I would assume, and assistants would probably play into that, one of which likely being security, while having them, in general, in the shop while you're not, would reduce the likelihood and such
Reasons for Traveling (Mining was spread further apart I assume mostly for that purpose) there's also stuff hidden around the map (apart from the crystals) and there will likely be more and in different places in different updates (probably) - Something about Blueprints/unique though I think is likely, though not sure to what kinda extent, I feel like there was a tease of something like that this christmas seasonal stuff, but I never personally saw/found it.
Multiplayer is heavily in consideration, though not priority, just planned to possibly be had.
Unique is kinda a branch of what we already have in specifications, as well as coming from sources like the Church or King - So I imagine, Planned, but don't quote me on that one, I could very easily be misreading statements.
Deeper mine - very planned, and we already have one segment of deeper mine with one area of "pre-built" and its "dangerous" (hard, technically deadly but not combat wise) to reach and you do get "goodies" for doing so, though not special goodies that would be worth a fortune. (yet)
Optimization is always something devs have planned and work on and off on.
"more weaponry and things" - Pretty planned.
factions/fame (Reputation) - Has been... juggled? around here and there as being a possibility, though I don't think I've seen it definitely considered.
Hey SDragonXxX,
Thank you fro your ideas.
I do plan on adding armor, pets and mounts. Same for unique handles and guards. Currently, in the Patron version of the game, there is some customization options for placements of workstations, next I am working on players being able to craft shelves, tables, counters, etc.. Then finally I hope to allow players to build a new shop from scratch.
I really like your idea of lantern fuel. I'll look into that one.
Thanx again.
An apprentice or assistant would be cool. Someone to do some of the work, like for example: mining for ore on every cycle, of course you'd have to make the pick and he could only mine the appropriate ore with that pick; assembling items by handing him the appropriate parts (if you gave him a guard, two hand grip, and one hand mallet, naturally he wouldn't be able to make anything. Give him a polearm grip and a small blade however, he'd make the polearm), and perhaps after he finishes assembling the part, automatically taking it to the customer. Traveling blacksmiths or merchants that teach you new weapons (Egyptian Kopesh, Japanese Tanto or Dikatana, German Halberd or Zwiehander, Chinese Dao, etc... ) and alloys, such as Damascus steel or just carbon steel, nickle iron (meteoric iron), amalgams for gilding weapons and shields, or various other steel alloys, like cobalt steel.
For historical accuracy: Historically speaking, swords were the most common weapon for self defense. Axes, maces, and hammers were used predominately in war. Maces were used to crush and weaken plate armor. Hammers, such as the maul, were also used to crush the enemy, but were often paired with spikes for uses against thinner armors. Axes were found among the high class rabble outside of war more commonly than hammers and maces, but not quite as common as the sword, as they were less versatile and it is often frowned upon for a nobleman to carry any weapon other than a sword. They were designed to cleave through enemies limbs, not for self defense per sey. The polearm form of the battle axes, such as the sparth axe, were primarily used in war due to how hard they were to wield. However, many places in the medieval time banned peasants from carrying weaponry. In this case, axes were more common, because they had a domestic function, axes were often not included in this ban. Axes are also cheaper to make than swords, and ultimately lighter. Battle axes were not included in this, as they were made for battle.
In short, axes and swords should be the most common weapon requested to be made, in that order because axes had a higher demand due to the domestic use. Then one hand hammers (for their domestic use), followed by the polearms, and the remaining two hand weapons as well as the other blunts (the flanged mace and morningstar). Shields would be requested as commonly as the polearms and they other war weapons.
These last two paragraphs are, of course, only important if you wanted it to be more historically accurate. I see no reason as to make it this game accurate, and I'm not requesting it. I'm simply informing you in case you wanted it to be.
-Jorðr, hobby smith of modern and archaic methods
Hey JustAFriendlyContributor,
Thank you for your contribution. We are planning on adding an assistant eventually. I actually want to do it now but that would just push the update to the public even further, so it will be in another update.
The game, as you are aware, isn't aiming for realism.
My philosophy is, why escape reality to video games when only to live in the same reality.. again. Where do you escape to next? So, I do want to have some elements of "realism" but not too much. Very little as possible. This is more about having fun in the end.
Thank you again.
:)