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any plan of adding boots? having a full set of endgame magic metal armor and being stuck with the boots you made in thaumaturgy 102 always struck me as odd (especially as they are leather-tier with a low durability).
You could either try to make an upgrade path for the boots, or just make the missing boots for each armor and a way to turn the boots into an enchant
and please rip off the boots of the meteor/comet too
oh, and a way to look spectral (potion? deflect chance?) and a way to float like the eldritch guardian would be pretty cool too.
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I kinda avoided boots because I was just trying to get everything else to work first, and because unfucking recipes and managing custom model shit (for ranger, especially) was more difficult than I thought.
Also the vanilla TC boots seemed fine as is.
>upgrade path
Traveller>Thaumium Wanderers>Void Explorers?
>a way to turn the boots into an enchant
wat
>boots of the meteor/comet
Why not just use T.Exploration?
>custom rendering/potions
100% 0 skill here. Doesn't WG have a cloak or something that does that?
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>Traveller>Thaumium Wanderers>Void Explorers?
i was more thinking like
>add thaumium+magic cloth on it [thaum robes tier] > add Crimson stuff, these idiots have style [would probably fit every cultist armor]> oh shit MAGICS (meteor/comet enhancements)> add voidmetal> add MORE thaumium> iron for the cheap fucks
>wat
thaumcraft already has a speed boost enchant, so a way to get the other boot improvements (high step, jump boost, lava/frost walk, meteor jump/pounce) on any footwear would be great
but yeah, looking at it, the boots are really low definition compared to the armors, so i don't know if you can do something good about it (same can be said when comparing vanilla and crimson helmets, for example. Is that really hard to do?)
Todo:
- iron fortress tier, basic
- thaum robe tier, step+speed
- void robe tier, step+speed
- maybe look into enchants
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Convo copy/paste
Todo:
The text was updated successfully, but these errors were encountered: