Oh goodie, another 5 nights teaser. You probably knew this already, but I'm still not impressed. That thing's belly just looks like a jack-o-lantern to me. And I can't "unsee" it. Maybe I'm just being perverse for its own sake though.
Anyway, next mechanic on the chopping block: alchemies. I have two problems with the alchemy system. 1) they tend to discourage creativity and 2) the duplicator.
The base damage boost from alchemies seems to encourage people to stick with basic alchemy attacks because an uncreative attack with an alchemy does just as much damage as a creative one without, or even more. So, in order to make alchemies still rewarding to get, I'd suggest that they instead of giving a damage boost or multiplier, they increase the maximum damage possible in one attack. Either that, or they increase the creativity multiplier thing. That way, a non creative attack will still deal the same amount of damage no matter what weapon you use. But a creative attack with a powerful weapon can do much more damage.
Second, the duplicator. This is mainly regarding potions. The duplicator makes getting potions absurdly easy. So much so, that for most of the game, I don't even consider them consumables. Being able to get potions so easily makes them very weak. Plus, it creates an effective strategy of making a very high level material, duplicating it a bunch, then using that to make all your level 10 alchemies. Its effective because that saves a bunch of alchemy posts. That might not be too bad, but it does make all your alchemies fairly similar. So, I'd say remove the duplicator to encourage scarcity.
Those are my thoughts anyway. Are there any mechanics anyone else wants to comment on? And possibly my most important question, should I start planning my final entity (Willow) now? And that would be for either DTG0 or 3.
And BTW: Wilson wasn't actually supposed to be all that defensive. I had messaged Twin eariler with Wilson's stats, and Twin gave him 300,000 hp over the standard 200,000, probably because I flat out stated he took a lot of effort and was my most complicated entity ever. I actually kinda wanted him to die because I had another 50 post charge saved for that.
OK, first off: On FNaF, I'm going to take a wild guess here and say the reason behind those ridiculous designs (and they are kind of ridiculous) is because the game is about, among other things, the Bite of '87. For the uneducated: The Bite was an event wherein someone got their frontal lobe removed by an Animatronic. No points for guessing how. This, on top of the Nightmare thing, makes me think these are legitimate nightmares of whoever got on the unlucky end of the Bite (because you can, in fact, survive frontal lobe removal. Dead serious). After all, no way in heck could an Animatronic designed to entertain CHILDREN have such scary, prominent teeth and utterly demonic expressions and designs. I have nothing on the Fredbear Family Diner thing, though. Or the new black Animatronic. It's speculated to be Shadow Freddy, but I doubt it.
I'm still not playing these games, for the record. Jumpscares NEVER fail to get me, and I hate them. I hate sudden things in general, really. This game is legitimately all about really scary Jumpscares. Too spooky for me, indeed. I can't even watch videos of them. I've watched videos of Alien: Isolation, perfectly stoic. But I cannot watch FNaF. I cannot.
Second off: Just because of the complications of recording all of them, I was going to remove Alchemies anyways. Twin has insisted that gear is not transferring-even if you time travel, kiss all your weapons goodbye. For those who will refuse on RP grounds, I will legitimately not recognize that they have any more any more so than a regular attack would in the same circumstances, so you might as well just dump them anyways. Plus, less hamsteak. This does not mean you cannot make your own weapons via charges, but they would not be Alchemies. People who play TvTropes should know what I mean by this. But no more Alchemiter, period. Just, give up now. I can't legitimately have that, even if I'm only taking into account maintaining a list without any other Alchemies on it.
On Willow: Talist, I would save your best Entity for whenever you think you can make it and it feels appropriate.
The Meaning of Life, the Universe, and Everything.
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Lorepost;
An overview of the wargear of Anachron, circa 1500 AC {After construction};
--
Section seven: Superheavy weapons;
--
The superheavy armaments of Anachron's forces are divided among three main categories; Raw-Energetic, Hyperluminal-Kinetic, and Guided-Warhead. Those classes are further subdivided into many specialized varieties of weapon, but this text focuses upon the most common versions of these weapons; Capitol Beams, Hyperluminal Rams, and Planetary Obliteration Missiles.
--
Capitol Beams are frequently spinal-mounted weapons, drawing from a vessel or citadel's main power plant, usually heavily augmented by any supernatural forces at the asset's disposal, for Capitol Beams are the best-suited of the three for combating beings of unnatural nature {Gods, Grand Demons, Genius Loci, Pure-Energy Species}. The nature of Capitol Beams is unfortunately too widely varied, even between vessels of the same class, for proper documentation.
--
Hyperluminal Rams are better documented by far, given their standardized nature, and due to their limited need for support infrastructure, most assets with enough spare munitions capacity are issued at least one. Effectively an ultracompact high-burst-output power core, a small, self-contained torch engine, and, most importantly, a real-space supraluminal acceleration unit. These highly-classified devices take up much of the mass and volume of the weapon, and are constructed- {REDACTED BY DEM MANDATE} -the weapons themselves are effectively a medium-sized kinetic-kill missiles, launched from standard silos, allowed to achieve the optimum distance-to-target, then accelerated by the RSSLAU to some multiple value of C, usually around 250 times faster than light through normal space. Given their ability to penetrate absolutely any solid object that happens to get in the way and ruin anything caught in the plasma bloom created by impact with a target, they are best suited to precise and total extermination of ultraheavy assets or deep-subterranean fortresses. These, unlike the other two classes, have yet to be replicated by any known outside force.
--
The third class, Planetary Obliteration Missiles, are exactly what they sound like; missiles armed with a warhead capable of completely destroying a planet upon close-detonation. Despite the specialized-sounding name, they are the most versatile of these weapons, given their limited ability to perform any kill-mission not requiring precision. The nature of the warheads varies widely, but most frequently they operate by creating a momentary burst of light or radiation, with energetic yields in the low yottaton-range. Fusillades of several such missiles have, on occasion, been used to great effect against main-sequence stars. While the warheads are quite varied, the missiles themselves all use the same basic chasse; a heavily-armored cylindrical hull around 100x50 meters in size, equipped with a Destroyer-grade torch engine, several Heavy Cruiser-grade shield arrays, and an A72-grade pseudosentient guidance system. Many models even mount point-defence weapons. Only Capitol Ships above grade four can even mount these weapons, for with any smaller vessel it would be simpler to deploy the missiles themselves as a battlegroup, with an accompanying CBC for target-selection.
--
Many Capitol Ships above grade eight, along with all Manufactory class assets mount all three types of weapon, in the event of some disaster above Scale G12 separating them from reinforcement.
But about getting rid of the alchemiter and not allowing you to create weapons with charges... well let me explain. Imagine that you have two players, me and some other guy. We're both fighting a powerful tank (the vehicle). The other player does a really creative flurry of sword slashes (but with an ordinary steel sword). I just say "Lothyra fires her toroidal plasma gun at the Tank." Of course, the guy will do more damage. A bunch of sword slashes deal more damage than ten thousand degree hot ionized gas travelling at multiple times the speed of sound. I understand that hammerspacing, say an Exterimatus bomb, just for one attack should be judged my its creativity and not its actual power. That is reasonable. However, Lothyra didn't just hammerspace a plasma gun. She uses it as her main weapon. It's RP. She uses it because of its power and non-physics-breakiness. And the whole point of these weapons is that you don't have to be super creative with them and not use them too long because of a "Curse of Repetitiveness." While you can and should be creative with their use, standardized technological weapons allow you to just shoot things over and over until they die, and for you to use them for significant periods of time. A U.S. Army private with a machine gun could easily take down the Finest Knight in All the Lands just by aiming and using the power of More Dakka (unless the Finest Knight in All the Landswas using tons of magic). However in DTG the private would be at a disadvantage just because the Finest Knight in All the Lands would be more creative with his attacks. The private wasn't hammerspacing or counter-godmodding; it's just his RP. But the Finest Knight in All the Lands would still win. The alchemy/charged weapon mechanics are there to guarantee that even if you don't have a super creative attack you can deal a good amount of damage because it would do a good amount of damage in a real situation. Maybe I tend to run into the Curse of Repetitiveness a lot because Lothyra (and the kerbals and HAL 9000)'s modus operandi are quite different from most of the other players. Don't break reality. Do things like in RL. And that in turn is unique, because they're not just hammerspacing or doing super OP attacks like Engie or Amperz. The Planet Express Crew are a different beast altogether, but, well... it's kind of obvious why. So that's the reason why we need an Alchemiter/Charged weapons that aren't all one shots.
The Meaning of Life, the Universe, and Everything.
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I believe multiple-use charged weapons, like DTGTVT's Artifact system, will be allowed, though that doesn't stop someone who poured a 500 post charge into an Utterly Mundane Sword from completely and irrevocably outclassing the trained sniper with a fully-automatic 40mm rail-accelerated guided-projectile antimateriel rifle half a mile behind them, who by the laws of physics should be able to kill a guy with a sword effortlessly, then move on to his eighty-seven identical buddies and do the same.
On the subject of alchemies, I agree. I had an artifact system in tvtropes (which tazz is referring to) which would allow you to charge items, but the alchemies were originally intended to counteract the increase in entity health (I guess) that didn't work out.
So yeah, I don't like the alchemy system either. I let tazz use nailtimatum, but he didn't get any bonus from using it.
On the subject of alchemies, I agree. I had an artifact system in tvtropes (which tazz is referring to) which would allow you to charge items, but the alchemies were originally intended to counteract the increase in entity health (I guess) that didn't work out.
So yeah, I don't like the alchemy system either. I let tazz use nailtimatum, but he didn't get any bonus from using it.
This, pretty much. I'm going to carry over a part of the Artifact system. I'm not about to go hard-mode on this, they may or may not break. Most likely, a very small set of items won't break, while the rest will, and you get to choose what breaks and what does not. From an RP standpoint, some people just like consistent weapons to do awesome stuff with. I will be more strict about weapon upgrades, though. I'll admit. The Hazel Wand was kind of absurd about that. No offense-there were others like it, myself included-but there had to be a stopping point.
I'll be honest, I'm not really thinking of damages (directly) when I make Alchemies. Those were cool from an RP standpoint, and sometimes I just get inspired just by looking at a list of Alchemies I have.
So, more hammerspace, but in exchange creativity has to happen. I...suppose.
Rollback Post to RevisionRollBack
Weird Things Mods Say When Booting
[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
The Meaning of Life, the Universe, and Everything.
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Well, here's a more serious question that I'm somewhat scarred to ask... Well, two actually.
First, who would be interested in me running some other version on a different forum? And secondly, what forum?
Something less serious, is anyone else planning on DTG0 time shenanigans? Plus, I made myself a new avatar. But, its stuck as a .swf file and I can't convert into a .gif. Exporting it as an image series (what I did with my current avatar) causes it to lose some ripple effects I gave it.
I would be interested, not sure why you'd move forums if you don't have to, but I made a tvtropes account for the game there, so either way's cool with me.
Not really. On another note, I'm probably going to drop the GOC thing.
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Yeah, I find I get inspired by alchemy and artifact themes more than I use them for damage. Like the plethora of law-themed attacks I can use with Deus Ex Machina, or any number of universal laws I could temporarily annihilate with the Abolisher. Plus it's kinda hard to justify the high-powered attacks without a powerful implement of some sort in the mix. I'll mainly miss the theming of them, but I figure I can always recreate my favorites with charges in later games, perhaps altered to get around any Curses of Repetitiveness. (Deus Ex Machina being the one I'm considering. That one has so many uses I can think of that it's scary.) And I'm definitely bringing True Crystallum and the Rod of Phyrexia back in later games with charges. Assuming GMs allow it, that is.
I kind of want to say Bay12, but then again, it's Dwarf Fortress, how do you have a Godmodder?
Rollback Post to RevisionRollBack
Weird Things Mods Say When Booting
[Client thread/INFO] [TConstruct]: Natura, what are we going to do tomorrow night?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
[Client thread/INFO] [inpure|core]: Beating Minecraft's resource loading system with a shovel. Please stand by...
[Client thread/INFO] [MagicBees]: Replacing stupid-block with 'Here, have some delicious textures' ItemBlock. This is 100% normal.
Godmodder means a mod maker who is godly at that is not it?
Nope.
A godmodder is someone who believes that their logic is so infallible and that they are so powerful that nothing can hurt them and they can do anything. Anything you do to their character won't work: they will always somehow block or dodge or counterattack it. And they can do anything to you, since they will always have the skill or slip past your defenses.
It is clearly suggested that godcraft is ultra heavily modified there is clearly not all those things in normal minecraft worlds.
If he did not even created those mods he would really be a pitiful player who gets angry for one kill.
Of course: Because he is a Godmodder, he can mod Minecraft like none other can. He was even canonically a part of the Minecraft Dev. Team. That being said, his Modding skills are merely a noteworthy part of his whole Godmodding abilities, including his nigh-invulnerability and his ability to warp reality, in-game and out.
Yes, out. His powers are IRL as well.
You may now panic.
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No, that wasn't it. I'll try and find it.
OK, first off: On FNaF, I'm going to take a wild guess here and say the reason behind those ridiculous designs (and they are kind of ridiculous) is because the game is about, among other things, the Bite of '87. For the uneducated: The Bite was an event wherein someone got their frontal lobe removed by an Animatronic. No points for guessing how. This, on top of the Nightmare thing, makes me think these are legitimate nightmares of whoever got on the unlucky end of the Bite (because you can, in fact, survive frontal lobe removal. Dead serious). After all, no way in heck could an Animatronic designed to entertain CHILDREN have such scary, prominent teeth and utterly demonic expressions and designs. I have nothing on the Fredbear Family Diner thing, though. Or the new black Animatronic. It's speculated to be Shadow Freddy, but I doubt it.
I'm still not playing these games, for the record. Jumpscares NEVER fail to get me, and I hate them. I hate sudden things in general, really. This game is legitimately all about really scary Jumpscares. Too spooky for me, indeed. I can't even watch videos of them. I've watched videos of Alien: Isolation, perfectly stoic. But I cannot watch FNaF. I cannot.
Second off: Just because of the complications of recording all of them, I was going to remove Alchemies anyways. Twin has insisted that gear is not transferring-even if you time travel, kiss all your weapons goodbye. For those who will refuse on RP grounds, I will legitimately not recognize that they have any more any more so than a regular attack would in the same circumstances, so you might as well just dump them anyways. Plus, less hamsteak. This does not mean you cannot make your own weapons via charges, but they would not be Alchemies. People who play TvTropes should know what I mean by this. But no more Alchemiter, period. Just, give up now. I can't legitimately have that, even if I'm only taking into account maintaining a list without any other Alchemies on it.
On Willow: Talist, I would save your best Entity for whenever you think you can make it and it feels appropriate.
Speed Ball.
Cat drawn by me. Accepting requests, depending on a lot of things. DTG Atsume: http://www.imgur.com/a/tij95
1'-[7']-{'3}-'3-'3 '6-11'-7'-6'-7' '1-{'3}-8'-12'-'3-2'
'10-'5-'8-'11 1'-[7']-8'-7'-'3 '2-11'-2'-'9-7'
'10-'5-'3-'3 1'-[7']-'3 '10-8'-{'3}-['10]-4'-7'
'10-{'3}-'3-'3-'6-8'-4' {'3}-11'-2'-'9-7'
Spam restoration: http://www.minecraftforum.net/forums/forums/forum-discussion-info/2195940-posts-threads-deleted-because-of-spam-filter-place
Official DTG Cards Against Humanity suggestion pad: http://piratepad.net/DTGCAH
Lorepost;
An overview of the wargear of Anachron, circa 1500 AC {After construction};
--
Section seven: Superheavy weapons;
--
The superheavy armaments of Anachron's forces are divided among three main categories; Raw-Energetic, Hyperluminal-Kinetic, and Guided-Warhead. Those classes are further subdivided into many specialized varieties of weapon, but this text focuses upon the most common versions of these weapons; Capitol Beams, Hyperluminal Rams, and Planetary Obliteration Missiles.
--
Capitol Beams are frequently spinal-mounted weapons, drawing from a vessel or citadel's main power plant, usually heavily augmented by any supernatural forces at the asset's disposal, for Capitol Beams are the best-suited of the three for combating beings of unnatural nature {Gods, Grand Demons, Genius Loci, Pure-Energy Species}. The nature of Capitol Beams is unfortunately too widely varied, even between vessels of the same class, for proper documentation.
--
Hyperluminal Rams are better documented by far, given their standardized nature, and due to their limited need for support infrastructure, most assets with enough spare munitions capacity are issued at least one. Effectively an ultracompact high-burst-output power core, a small, self-contained torch engine, and, most importantly, a real-space supraluminal acceleration unit. These highly-classified devices take up much of the mass and volume of the weapon, and are constructed- {REDACTED BY DEM MANDATE} -the weapons themselves are effectively a medium-sized kinetic-kill missiles, launched from standard silos, allowed to achieve the optimum distance-to-target, then accelerated by the RSSLAU to some multiple value of C, usually around 250 times faster than light through normal space. Given their ability to penetrate absolutely any solid object that happens to get in the way and ruin anything caught in the plasma bloom created by impact with a target, they are best suited to precise and total extermination of ultraheavy assets or deep-subterranean fortresses. These, unlike the other two classes, have yet to be replicated by any known outside force.
--
The third class, Planetary Obliteration Missiles, are exactly what they sound like; missiles armed with a warhead capable of completely destroying a planet upon close-detonation. Despite the specialized-sounding name, they are the most versatile of these weapons, given their limited ability to perform any kill-mission not requiring precision. The nature of the warheads varies widely, but most frequently they operate by creating a momentary burst of light or radiation, with energetic yields in the low yottaton-range. Fusillades of several such missiles have, on occasion, been used to great effect against main-sequence stars. While the warheads are quite varied, the missiles themselves all use the same basic chasse; a heavily-armored cylindrical hull around 100x50 meters in size, equipped with a Destroyer-grade torch engine, several Heavy Cruiser-grade shield arrays, and an A72-grade pseudosentient guidance system. Many models even mount point-defence weapons. Only Capitol Ships above grade four can even mount these weapons, for with any smaller vessel it would be simpler to deploy the missiles themselves as a battlegroup, with an accompanying CBC for target-selection.
--
Many Capitol Ships above grade eight, along with all Manufactory class assets mount all three types of weapon, in the event of some disaster above Scale G12 separating them from reinforcement.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
Wish I could have fit more than one post in that turn. But at least I made my post a bit longer than usual.
People say "There is a city there, and it will stay there until time stops" hearts filled with bleak hope that it be so...
And indeed, it may be, as even the void has not moved it from its rightful place...
Casting their gaze inwards The Tearful Seeker considers their purpose in the coming events...
Tonight, he sets a stage, and come curtain's raise, A Storm Lord join the hunt.
Dragons, please click~
But about getting rid of the alchemiter and not allowing you to create weapons with charges... well let me explain. Imagine that you have two players, me and some other guy. We're both fighting a powerful tank (the vehicle). The other player does a really creative flurry of sword slashes (but with an ordinary steel sword). I just say "Lothyra fires her toroidal plasma gun at the Tank." Of course, the guy will do more damage. A bunch of sword slashes deal more damage than ten thousand degree hot ionized gas travelling at multiple times the speed of sound. I understand that hammerspacing, say an Exterimatus bomb, just for one attack should be judged my its creativity and not its actual power. That is reasonable. However, Lothyra didn't just hammerspace a plasma gun. She uses it as her main weapon. It's RP. She uses it because of its power and non-physics-breakiness. And the whole point of these weapons is that you don't have to be super creative with them and not use them too long because of a "Curse of Repetitiveness." While you can and should be creative with their use, standardized technological weapons allow you to just shoot things over and over until they die, and for you to use them for significant periods of time. A U.S. Army private with a machine gun could easily take down the Finest Knight in All the Lands just by aiming and using the power of More Dakka (unless the Finest Knight in All the Landswas using tons of magic). However in DTG the private would be at a disadvantage just because the Finest Knight in All the Lands would be more creative with his attacks. The private wasn't hammerspacing or counter-godmodding; it's just his RP. But the Finest Knight in All the Lands would still win. The alchemy/charged weapon mechanics are there to guarantee that even if you don't have a super creative attack you can deal a good amount of damage because it would do a good amount of damage in a real situation. Maybe I tend to run into the Curse of Repetitiveness a lot because Lothyra (and the kerbals and HAL 9000)'s modus operandi are quite different from most of the other players. Don't break reality. Do things like in RL. And that in turn is unique, because they're not just hammerspacing or doing super OP attacks like Engie or Amperz. The Planet Express Crew are a different beast altogether, but, well... it's kind of obvious why. So that's the reason why we need an Alchemiter/Charged weapons that aren't all one shots.
/endramble
I believe multiple-use charged weapons, like DTGTVT's Artifact system, will be allowed, though that doesn't stop someone who poured a 500 post charge into an Utterly Mundane Sword from completely and irrevocably outclassing the trained sniper with a fully-automatic 40mm rail-accelerated guided-projectile antimateriel rifle half a mile behind them, who by the laws of physics should be able to kill a guy with a sword effortlessly, then move on to his eighty-seven identical buddies and do the same.
happen
Somehow, I ended up GM-ing this thing over at Bay12;
http://www.bay12forums.com/smf/index.php?topic=149024.870
On the subject of alchemies, I agree. I had an artifact system in tvtropes (which tazz is referring to) which would allow you to charge items, but the alchemies were originally intended to counteract the increase in entity health (I guess) that didn't work out.
So yeah, I don't like the alchemy system either. I let tazz use nailtimatum, but he didn't get any bonus from using it.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
This, pretty much. I'm going to carry over a part of the Artifact system. I'm not about to go hard-mode on this, they may or may not break. Most likely, a very small set of items won't break, while the rest will, and you get to choose what breaks and what does not. From an RP standpoint, some people just like consistent weapons to do awesome stuff with. I will be more strict about weapon upgrades, though. I'll admit. The Hazel Wand was kind of absurd about that. No offense-there were others like it, myself included-but there had to be a stopping point.
I'll be honest, I'm not really thinking of damages (directly) when I make Alchemies. Those were cool from an RP standpoint, and sometimes I just get inspired just by looking at a list of Alchemies I have.
So, more hammerspace, but in exchange creativity has to happen. I...suppose.
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
I agree, nimble's tubas and the hazel wands just got completely ridiculous.
Not that I probably wouldn't have done the same thing given the opportunity...
And yup, that's why I did the alchemies too.
As can be deduced from the fact that I had stopped making them by the time I had Eric take over.
DTG Co Labs
Nope, sorry guys, no Destroy the Godmodder relevant stuff here...
At least, not yet.
Well, here's a more serious question that I'm somewhat scarred to ask... Well, two actually.
First, who would be interested in me running some other version on a different forum? And secondly, what forum?
Something less serious, is anyone else planning on DTG0 time shenanigans? Plus, I made myself a new avatar. But, its stuck as a .swf file and I can't convert into a .gif. Exporting it as an image series (what I did with my current avatar) causes it to lose some ripple effects I gave it.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
I would be interested, not sure why you'd move forums if you don't have to, but I made a tvtropes account for the game there, so either way's cool with me.
Not really. On another note, I'm probably going to drop the GOC thing.
Nope.
Yeah, I find I get inspired by alchemy and artifact themes more than I use them for damage. Like the plethora of law-themed attacks I can use with Deus Ex Machina, or any number of universal laws I could temporarily annihilate with the Abolisher. Plus it's kinda hard to justify the high-powered attacks without a powerful implement of some sort in the mix. I'll mainly miss the theming of them, but I figure I can always recreate my favorites with charges in later games, perhaps altered to get around any Curses of Repetitiveness. (Deus Ex Machina being the one I'm considering. That one has so many uses I can think of that it's scary.) And I'm definitely bringing True Crystallum and the Rod of Phyrexia back in later games with charges. Assuming GMs allow it, that is.
0rigin Point.
Avatar by TwinBuilder.
I'm time/void shenanigansing for 0, probably.
Also, Talist, just do it here.
If you MUST do it elsewhere...Eh.
I kind of want to say Bay12, but then again, it's Dwarf Fortress, how do you have a Godmodder?
[Client thread/INFO] [Natura]: TConstruct, we're going to take over the world!
Godmodder means a mod maker who is godly at that is not it?
Nope.
A godmodder is someone who believes that their logic is so infallible and that they are so powerful that nothing can hurt them and they can do anything. Anything you do to their character won't work: they will always somehow block or dodge or counterattack it. And they can do anything to you, since they will always have the skill or slip past your defenses.
It is clearly suggested that godcraft is ultra heavily modified there is clearly not all those things in normal minecraft worlds.
If he did not even created those mods he would really be a pitiful player who gets angry for one kill.
Of course: Because he is a Godmodder, he can mod Minecraft like none other can. He was even canonically a part of the Minecraft Dev. Team. That being said, his Modding skills are merely a noteworthy part of his whole Godmodding abilities, including his nigh-invulnerability and his ability to warp reality, in-game and out.
Yes, out. His powers are IRL as well.
You may now panic.