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Stonecrafting
Posted: Wed Feb 29, 2012 11:04 pm
by Skjotur
I've used woodcrafting to make a nice flatbow, now I want to make myself an axe and a hammer. The trick is that I'd prefer not to involve metal, preferring to instead go more all-natural, avoiding the industrial smelting and forging processes. I was wondering if there would be the possibility for stonecrafting, where we could make stone weapon components. Flint and obsidian are some historical examples.
I've seen obsidian-headed spears in the game, but I don't know if they're inferior in any way to ones with metal heads. If we wanted to keep things realistic, these stone weapons could do less damage as they wear down, and break after so many uses. I would actually enjoy crafting myself a new tool when the old one is too worn out.
An obsidian or flint axe would be excellent against bare skin and decent against leather armors, but the edge would be pretty useless against armor of harder materials, I think, though the sheer force of impact should still deliver some damage, but at huge expense to the edge of the weapon. Thankfully the hafted weapons skill is diverse in its weapons array, so I could carry around a good old-fashioned stone hammer for enemies in heavier armor, and save the wicked sharp obsidian axe for enemies in lighter armor or without armor.
Along with weapons, it'd be nice to be able to carve some trinkets and tools as well, like you can with woodcrafting.
Posted: Wed Feb 29, 2012 11:35 pm
by Landion
It is definitely something to consider. I'll talk with Rias about it and see.
You are listing a lot of different components in this idea.
- New materials (Obsidian was almost added to mining, but I left it out.)
- A way to gather those materials (Quarrying)
- A new crafting style/skill
- Updates to all weapon for damage and repair (Already on the distant to-do list for the future, just a lower priority)
Certainly possible, so we'll see, I'll add it to my crafting ideas to go over.
Posted: Thu Mar 01, 2012 10:45 am
by Isiaa
Are we getting carpeting? Cause then you'll have to add metal work and stone masonry for the relevant materials.
Posted: Thu Mar 01, 2012 11:05 am
by Rias
Get to it, Landion! *cracks the whip*
Posted: Thu Mar 01, 2012 3:20 pm
by Landion
Now that we have skinning, I do want to create a process of creating leather, and a leather working skill which allows people to make armor and possibly some clothing(boots, tunics, gloves)
Thicker armors like Brigandine would take twice as much leather, and the studded leather types would require a bit of blacksmithery added in(spikes from blacksmithing)
I'll see...
I'm currently doing some research on leather tanning and its process. I want it to be realistic, but not painfully annoying in game. Actually tannning leather takes days and days.
Posted: Thu Mar 01, 2012 3:25 pm
by Rias
Brigandine should require metalsmithing, as it has a layer of metal rings/plates/discs/studs attached to it.
We've got leather scale, and I've recently considered adding a rigid leather (boiled/cuir boilli) class. I should do that, it'd be easy to do.
Posted: Thu Mar 01, 2012 3:43 pm
by Landion
Mmm, yeah. I see a lot of the mid-class armors using both metal and leather.
I need to figure out how to let people make chain type armors, eventually. But... first things first!
Posted: Fri Mar 02, 2012 1:42 am
by Isiaa
Chain armour: Links made then separately riveted together. Unless of course your a ridiculously fast master blacksmith where you just make ye links and hammer them together before they've cooled. They cool really quickly though cause they are so small.
Posted: Fri Mar 02, 2012 10:44 am
by Isiaa
On this subject can we have artistic metalworking and masonry at some point?
Posted: Fri Mar 02, 2012 10:48 am
by Isiaa
And glasswork to gain the ability to make stained glass to upgrade homes with artistic additions?
Posted: Fri Mar 02, 2012 11:55 am
by Jaster
If I'm not mistaken there has been talk of player architecture in the past.
Posted: Fri Mar 02, 2012 12:19 pm
by Rias
Player architecture has been on the "stuff we really want to do ... sometime" list for a while. Getting a little closer, since Landion added sawmills for processing lumber.
Posted: Fri Mar 02, 2012 2:33 pm
by Landion
Yeah, the fun thing (or troublesome depending on how you look at it) about crafting skills is they all build on eachother.
We couldn't release blacksmithing without mining and smelting being worked out completely, for example.
This is my long list of "to design and code" stuff that I'll work on as time goes on:
You can kind of see the skills that build off of eachother here.
- Skinning (Coded/Released by Rias)
- Leather creation (Released)
- Leather working (Clothing/containers/armor creation)
- Quarrying? (Right now we're planning to simply add flint/obsidian to mining.)
- Stoneworking/Masonry
- Weapon crafting - (More natural process and seperate from blacksmithing. using both woodworking and stoneworking)
- Logging - (Complete)
- Sawmill - (Complete)
- Plank cutting
- Carpentry/Architecture
Mining(Released)
Smelting(Released)
Blacksmithing(Released)
Lapidary(Released)
- Jewelry crafting (Uses products of lapidary and blacksmithing)
- Mid range Armor creation (Brigandine, scaled leather, scaled metal, chain armor etc.)
Rithiel's realm:
Woodcarving(released)
Fletching(released)
Foraging(released)
Alchemy
So, if you see things you'd like to suggest, or add to this list, feel free. I've been a lot busier with work lately than I normally am, so it may taking longer than in the past to get some of these systems rolled out.
Posted: Tue Mar 13, 2012 3:03 pm
by Rithiel
And don't expect anything big from me until the summer (but then I'll have no excuse to not get stuff done.).