Savage & Ravage

Savage & Ravage

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1.20.1 suggestions

ficonazo opened this issue ยท 0 comments

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Since savage and ravage is getting a 1.20.1 port release, i was thinking if maybe in the future there would be the possibility to add a few more content to the mod that wouldnt really do much but at the very least give some further uses to some of the items added in the mod...
So to begin with, i have had the idea of a few new enchantments which could be used on some of the items added by the mod:
Conch of conjuring enchantment:

  • Multifang enchantment: this enchantment would allow the players to summon 2 extra rows of fangs that would form a V shape along with the normal fangs that spawn in the middle. this enchantment would only spawn in mansions, and it would not have any other levels since its just 2 more fangs with no extra changes or increase of the ability power.
    In exchange, the enchantment would make the ability cooldown longer, so that this enchantment doesnt get abused too much...

For the cleaver of beheading:

  • Decollating / Beheading (can be upgraded from level 1 up to 3): this enchantment would allow the cleaver of beheading to have an actual chance to make some mobs drop their heads when killed with the cleaver of beheading if it has this enchantment. By default, the enchantment would have a chance of 5% for the mobs to drop their heads when killed, and with each level the chance would be increased up to 15% (The mob head drop chance could also be changed in the config if possible).
    Do note that this enchantment will only allow any mob to drop their heads if they have one, so only mobs like zombies, skeletons and piglins will be able to drop their heads.

And at lastly, a new enchantment for the wand of freezing

  • Hailing; This enchantment would basically make it so the ice chunk have hailing when it is above a mobs head; in other words, there would be some small particles of snow that would rain from the ice chunk, which would give any mob below it get slowness and freeze damage.

At last, there could be a small tweak for the mask of dishonesty: If a player has a totem and uses it while wearing a mask of dishonesty, the player will teleport away from the location they died in, and would basically be teleported to any place where there isnt any hostile mob nearby or basically just teleport the player to a random place near the place.

For small ai tweaks and other stuff from the mod, here are a few suggestions:

  • Executioners should be able to attack you from a slightly longer range, to put it simple, you could make it so it requires the player to be 3 blocks tall in order to be safe from the executioner's attacks instead of 2 blocks. Additionally, executioners could be able to use leads to lead villagers and players, so that they cannot run away and allow the other mobs to attack them (i wouldnt recommend adding the ability though, it might cause bugs)
  • Tricksters should give you nausea effect when they use the place swapping /teleport ability on the players, which would make them more of a bigger problem and ANNOYANCE...
  • Iceologers should run away from iron golems.
  • The pillager ai tweaks should be able to be disabled/enabled in the config, just like how we can disable the evoker's totem of undying ability there.

So at last i just want to let yall know im not asking to add every single one of that suggestions, some of them could get rejected but it would be cool if atleast a single one of these were implemented if it was possible.
Thanks in advance