Upgrade gear [bat cape starter]

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Upgrade gear [bat cape starter]

Postby Enjoyment_2 » Thu Jul 25, 2019 5:13 am

Inspired by this.

We already have stuff made from finished crafted stuff (like foods mde of other food), so I thought it may be not bad idea to make something simillar with gear.
like [novice]bat(cave)-cape + 1kg of slime goo = [advanced] cave cape
+ 4x cave louse chitin = [professional] cave cape
+ 2x boreworm hide = [master] cave cape
+ 1x troll hide = [legedary] cave cape
to make things not so OP (and to keep Caveman credo bonus viable) - let these gear to (animal - 1lvl) not aggro you, like novice - keep you safe from cave rats, advanced - from bats, pro - from slimes etc...
Also consider removing armor from gildable stuff (I saw a lot of ppl who just removes such capes (or boots) into inventory just to not loose it - looks kinda ankward).

The REASON is not to make life in caves easier but to remove unneeded tdium, when your 3 minutes task may turn into some unfunny battle-adventure lasting an hour just because all that pretty underground stuff desided to aggro you by sight. So when one killed a cave habitant of higher tier - any kritter from lower tiers just become annoying, not harder and should be avoidable.

#dontusewordshitty
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Re: Upgrade gear [bat cape starter]

Postby vatas » Thu Jul 25, 2019 3:48 pm

Ability to upgrade gear could be an interesting game mechanic but how would that interact with the current durability system?
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Re: Upgrade gear [bat cape starter]

Postby Enjoyment_2 » Thu Jul 25, 2019 9:39 pm

vatas wrote:Ability to upgrade gear could be an interesting game mechanic but how would that interact with the current durability system?

that's why I suggested removing armor from cape
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