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Ideas

The Grand Skynode Schmeechee (Boss variant for caves) | Concept Art
The Grand Skynode Schmeechee is an entity that can be located in the shrooms' biome. the shroom biome is an ecosystem similar to a terrarium. It's full of self-preserving life. In the terrarium, tons of new foods can be located here. The Skynode Schmeechee is a massive entity boss-like creature and only two can be found every 25 floors. All schmeechee variants exist within this biome, however, the small ones are afraid of this creature and will run away. If a schmeechee gets too close, it will be killed. The Grand Skynode Schmeechee has vines that can swing and hit players dealing 2.5 hearts per hit(Just .5 hearts more than a spriggull hit). Shields can stun the vine temporarily before the next attack. This leaves open an opportunity to strike. Players can use an axe to chop down the vines. Hit the vine 3 times to break it. it will not regenerate. Vines can spike up from the ground like a Gotera. Be mindful of where you step. The grand schmeechee can move around, but not very well. The Grand Skynode Schmeechee has a weak point at its face. It's near the bottom of the shroom. Arrows do extra damage when you hit the yellow gemstone on its forehead. Regular Skynode Schmeechees are not harmful. When defeated, you will be given vines as a crafting material to create new items. "Vine bow": Vine bows sacrifice distance for DPS and Power. The power of an arrow is increased by 1.2x durability, the same as birch. Draw speed and weight of 2.5. "Alternative to rope and dried grass" vines can be used as a replacement for ropes or dried grass; more weapon customization. It can be a very useful burning material but burns out slightly faster than coal. Additional feedback is heavily encouraged and additional ideas are welcomed! (Make sure they’re reasonable lol)
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New Enemies
We’ve had the same enemies for over a year on quest at this point, and even longer since pc has had an update! No longer will we fight oak gotera and the same 2 wyrms, we will fight harder enemies in new places! First of all, we need some new area ideas. This should be implemented AFTER Armor makes a return, as you would need insulated armor to protect against the temperature. The first area would be the Frosty Peaks, a snowy area that requires a special potion, winter coats, or armor/cloaks padded with spriggull feather to avoid a frostbite effect, slowly dealing damage to the unprepared. In this area, the Frost Wisps, flowing elemental ice creatures, are floating along, docile unless provoked. When they attack they deal small amounts of frost damage, yet they start the frostbite effect even on those wearing armor. From here, the best way to remove the frostbite would be to sit near a campfire or hold a torch or lantern for a longer period of time. They drop resources to use in cooling potions and frost magic. The next area would be the Molten Depths, accessed by following a path on level 50 of the mines that spirals down into a lava cavern. Any adventurer unprepared and wearing any form of extra armor will take heat damage. You can avoid this by drinking a cooling potion. The Flame Wisps float down here and will attack without provocation, dealing fire damage over time. They drop resources used in flame magic and heating potions, which can subsequently be used to access the Frosty Peaks without the need for insulated armor. When thrown, Heating Potions and Cooling Potions will instantly evaporate the opposite wisp. Finally, the Overgrown Cavern, a large ravine accessible from the wooded valley that is overflowing with Gotera and vegetation. There are creatures named Grappling Vines here that will latch onto the player and drag them further into the cave. This cavern has a lot of chests and barrels around, as well as exotic fruits and vegetables that prove as advanced components for potion making as well as good materials for nature and earth magics. I love this game, but the lack of content updates have left it a little dry. Let’s put some moisture back into it.
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