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Refine Item/Armor Enviromine Properties #8

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UndeadZeratul opened this issue Oct 10, 2014 · 0 comments
Open

Refine Item/Armor Enviromine Properties #8

UndeadZeratul opened this issue Oct 10, 2014 · 0 comments

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@UndeadZeratul
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Because it'll give different armors more niche purposes, as well as balance them out aside from just being harder to find/craft.

  • Fur coats and arctic armor should keep the player warmer in cold biomes, but also cause the player to be at risk of overheating in warmer biomes due to the thick coat.
  • Metal armor should warm the player up in the sun, and cool them off at night, making players more susceptible to the bitter cold of ice biomes at night and the searing heat of arid biomes and during the day.
  • Gemstone armors should insulate the player better, no matter what biome they're in.
  • Special cases will be given to certain armors to heat the player up (fiery armor) or cool the player off (yeti armor), as well as decrease their sanity (Phantom Armor), increase the air quality (Steeleaf Armor), or increase their sanity (flower band). The better the armor is on its own, the more intense the environmental effects as well.
  • Items that are supposed to be hot will give off heat (fiery pick/sword, lava bucket, etc.)
  • Items that are supposed to be cold will take lower ambient temperature (snowballs, ice, etc.)
  • Items that are supposed to be eerie/haunting/scary will lower sanity (ender items, skulls, etc.)
@UndeadZeratul UndeadZeratul self-assigned this Oct 10, 2014
@UndeadZeratul UndeadZeratul added this to the Beta Phase milestone Oct 10, 2014
@UndeadZeratul UndeadZeratul changed the title Flesh out Item/Armor Enviromine Properties Refine Item/Armor Enviromine Properties Oct 15, 2014
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