Day & night, lights

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Imrazor
Posts: 87
Joined: Wed Oct 30, 2019 11:43 pm

Re: Day & night, lights

Post by Imrazor »

1 more suggestion, a torch should burn out in like 1-3 hours or mabye in burns out in 1-3 hours randomly but not to quickly...
Ah! like gold fall the leavs in the wind
long years numberless as the wings of
trees!
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_NICKPAN_
Posts: 679
Joined: Mon Jun 22, 2015 6:39 pm

Re: Day & night, lights

Post by _NICKPAN_ »

Oh, there should be added some Torches that produce much light at places with many visitors
Like spawn map, cities, shops.

And i hope Camps wont be abused, i dont want to see a map lagging cuz of hundreds camps.

Maybe not allowing a camp close to another camp can fix this.
But this should also increase the light area.
Boo
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_NICKPAN_
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Joined: Mon Jun 22, 2015 6:39 pm

Re: Day & night, lights

Post by _NICKPAN_ »

Different Light Colors

An idea on doing it is with different Mining Materials
so this will also change the rarity of a torch.

for example,
soul stone + wood = Green Light Torch
meteor + wood = Red Light Torch
iron ore + wood = Grey Light Torch
Carbon ore + wood = Black Light Torch
etc...

Can also work with Camps (but 3 woods instead of 1)
Boo
El.Menda
Posts: 540
Joined: Wed Apr 10, 2019 10:15 am

Re: Day & night, lights

Post by El.Menda »

Los puentes se bloquean con las fogatas.

Lo he echo a propósito para ser si podía ocurrir...

Quizás sería mejor que dejar hacer fogatas en algunos lugares....
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Imrazor
Posts: 87
Joined: Wed Oct 30, 2019 11:43 pm

Re: Day & night, lights

Post by Imrazor »

First thing I thought about with campfires was, can they build walls? And it worked so, make it so that campfires cant be used as indestructible walls.
Do campfires and torches burn out?
Ah! like gold fall the leavs in the wind
long years numberless as the wings of
trees!
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SellSword
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Joined: Tue Aug 29, 2017 11:16 pm
Location: Ardesia

Re: Day & night, lights

Post by SellSword »

I chopped some trees and noticed I was only getting 3 trunks per tree (unless double trunks appeared). I don't know if this is tied to the day/night change.

One simple fix for a magic torch would be to use a magic trunk. Other options like planks of all kinds for other durations too.
Old soldiers never die, they just fade away.
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agen7e sec
Posts: 54
Joined: Wed Feb 22, 2017 7:37 am

Re: Day & night, lights

Post by agen7e sec »

it would be good if the% drops of the enemies rise at night and that more enemies come out at night
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Cleopatra
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Re: Day & night, lights

Post by Cleopatra »

So far I'm loving it but I did start Underground with no logs in my bag almost got lost getting out :D
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I'm a veteran GM of almost 2 years
Dwarf = Worf, Soldier = Captn Kirk, Archer = Tuvok, Ogre = Quark, Mage = Almighty Q
If you can't play honestly then plz honestly don't play!
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Cleopatra
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Location: USA

Re: Day & night, lights

Post by Cleopatra »

I do have one concern. I'm wondering how many people will revert to an older version of ft to have a PVP advantage in the dark. When all the bugs and kinks are worked out of day and night mode could you make the update mandatory???
Languages Spoken: English
Facebook name: Cleopatra Ft
I'm a veteran GM of almost 2 years
Dwarf = Worf, Soldier = Captn Kirk, Archer = Tuvok, Ogre = Quark, Mage = Almighty Q
If you can't play honestly then plz honestly don't play!
WARBRINGER
Posts: 497
Joined: Sun Dec 04, 2016 8:47 pm
Location: Hampshire, England

Re: Day & night, lights

Post by WARBRINGER »

Players are now using campfires to block access go bridges and the river at spawn :roll:

As well as that issue, I propose that if you leave amap, any placed campfires disappear, if they don't already
WARBRINGER [raw][Very Hungry Ogre]
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