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Summary

Mods "Magiclysm - Implement Enchanted Druid Items"

Purpose of change

Implement some new enchanted items for druids. Eventually add enchanted items for each spellcasting class in an effort to remove bland +1/+2 enchantments.

Describe the solution

Add themed druid enchanted items that only druids can make. Current idea is a living item theme that requires specialized water/fertilizer that enables them to grow to the next stage. Wildwood items should enhance the gameplay of a nomadic druid.

Describe alternatives you've considered

For other classes here's some basic thoughts.
Kelvinist/Stormshaper: Vehicle focused. Kelvinist creating magically fueled combustion engines, stormshapers creating negative weight attachments or enchanted sails.
Technomancer/Earthshaper: Work with existing items. Technomancer could be able to take the endless flask and use it as either a perpetual magazine (probably uses battery for the triggering mechanism) or as an automated fuel source. Earthshaper I'd envision a set of recipes that require the specific earthshaper tools (they have duration of days to weeks, so there's not an issue with them being required in a recipe).
Animist/Magus: Unsure at the moment. Animist has the obvious ossified items, they have a feel of creating ritual items that enact at semi-random moments and are one time use. Magus feels your more classic magic is science (alchemy) feel, but wouldn't want to lock alchemy behind Magus, something about the base enchanter fits them well.
Biomancer: Should be field ready like the Druid, but a more combat and flesh focus. Temporary integrated items that rot away after a period of time, and can be crafted from raw butchery results. I'd envision them as having biology proficiency requirements for further unlocks down the tree of things they could do. For instance anything that uses mi-go butchery products should require mi-go anatomy proficiencies.

Testing

Implemented and tested crafting the items, brewing the water, aging the items, and casting the spells.

Additional context

Plan is to create a set of themed enchatned items for each spell class.
Didn't seem to be adding anything functional to the process
Change to a vehicle/appliance for added functionality.
Need to add a construction for creating web walls since the shelter
does not hide the player like an improvised shelter normally does.
No more items for now, planned are a wren for exploration and an idol
for crafting.
@github-actions github-actions bot added the Mods Issues related to mods or modding label Jun 19, 2025
@github-actions github-actions bot requested a review from KorGgenT June 19, 2025 17:07
@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies Monsters Monsters both friendly and unfriendly. Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Mods: Magiclysm Anything to do with the Magiclysm mod Mechanics: Enchantments / Spells Enchantments and spells json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Jun 19, 2025
Also added the recipe to the appropraite list
@github-actions github-actions bot added the Spawn Creatures, items, vehicles, locations appearing on map label Jun 19, 2025
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Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details.

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  • This weaver is immature, it needs to be fed with awakened water to grow. It listfully observes it's surroundings.

This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to tools/spell_checker/dictionary.txt so they will not trigger an alert next time.

Hints for adding a new word to the dictionary
  • If the word is normally in all lowercase, such as the noun word or the verb does, add it in its lower-case form; if the word is a proper noun, such as the surname George, add it in its initial-caps form; if the word is an acronym or has special letter case, such as the acronym CDDA or the unit mW, add it by preserving the case of all the letters. A word in the dictionary will also match its initial-caps form (if the word is in all lowercase) and all-uppercase form, so a word should be added to the dictionary in its normal letter case even if used in a different letter case in a sentence.
  • For a word to be added to the dictionary, it should either be a real, properly-spelled modern American English word, a foreign loan word (including romanized foreign names), or a foreign or made-up word that is used consistently and commonly enough in the game. Intentional misspelling (including eye dialect) of a word should not be added unless it has become a common terminology in the game, because while someone may have a legitimate use for it, another person may spell it that way accidentally.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jun 20, 2025
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I found one typo and I'm going to ask @Standing-Storm to review for if this meshes with the balance and intentions he's looking for here.

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SittingDucken commented Jun 22, 2025

Thanks, fixed the typo. @Standing-Storm I do have other thematic ideas for druid that take a different direction if this isn't a fit. The remaining ideas I have for this bit is a wren carving and a tree idol (may have already said this) all to finish out a roaming/wayward gameloop without a vehicle. The other ideas are more in loop with adding interactions with the druid summons or growing a base via various growing items that eventually turn into buildings (would love to enable a druidic circle as a concept to engage further wuth faction mechanics). None of these are exclusionary of course, just putting focus into where.

Would like to figure out how to bind bags to the stag beetle summon for carry capacity. Tree idol unrealistically I'd like to figure out item persistence with appliances like the workshop/kitchen and extend that to the idol, and make it solar powered. Eventually I figure persistence will be figured out for the workshop/kitchen one way or another so eh.

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SittingDucken commented Jun 22, 2025

Not exactly the place for it but dont want to forget. Currently the idea floating in my head for biomancer ties heavily into the various physiology proficiencies. Mastering bird physiology unlocks flight related items (short flight burst items, vocal mimicry, fall reduction) mi-go mastery (artifact style items that are single use random activation items, generally beneficial). I'd generally avoid zombie related mastery since that feels like it conflicts with the great nemesis storyline.

Technomancer currently working ideas for exosuit attachments that are potentially not worth investigating. Most of them involve current magic items (like attaching an endless flask to a portable continuous distillation unit to generate ethanol for power and various technomatic progammations)

@github-actions github-actions bot removed the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jun 22, 2025
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Thanks, fixed the typo. @Standing-Storm I do have other thematic ideas for druid that take a different direction if this isn't a fit. The remaining ideas I have for this bit is a wren carving and a tree idol (may have already said this) all to finish out a roaming/wayward gameloop without a vehicle. The other ideas are more in loop with adding interactions with the druid summons or growing a base via various growing items that eventually turn into buildings (would love to enable a druidic circle as a concept to engage further wuth faction mechanics). None of these are exclusionary of course, just putting focus into where.

I have an NPC in the works to teach druids who don't start as shifters shapeshifting after a quest and part of her dialogue is that she grew her own camp in the woods, so any actual in-game mechanics to support that would be good!

Would like to figure out how to bind bags to the stag beetle summon for carry capacity. Tree idol unrealistically I'd like to figure out item persistence with appliances like the workshop/kitchen and extend that to the idol, and make it solar powered. Eventually I figure persistence will be figured out for the workshop/kitchen one way or another so eh.

I did add a solar-powered boat for wood elementals in XE: #78359 . Maybe that might help?

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Ah I think I might be overthinking it. The solar power parts of the arvore vehicle should work perfectly. Wanted to use the VEH_TOOLS flag, but a summoned vehicle can just have the pseudo_tools defined for a new item that provides what tools the druid shelter should provide.
Also love the idea for the NPC, I feel like shifters fit perfectly with the theme/lore growing in my head. I could see a set of roaming wildwoods that are generally hostile, and serve a similar role to the hub drones but for the triffid faction instead.

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Will add to another PR if this gets approved, but considering the dependence on the gourd (largely a thematic choice, it could be extended out to use a canteen_wood), may extend bottle gourd spawn locations.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jun 23, 2025
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Hmm, testing a new item and looks like the components in one field is no longer acceptable. Breaking it out into "using":

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astyled astyled PR, label is assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [JSON] Changes (can be) made in JSON json-styled JSON lint passed, label assigned by github actions Mechanics: Enchantments / Spells Enchantments and spells Mods: Magiclysm Anything to do with the Magiclysm mod Mods Issues related to mods or modding Monsters Monsters both friendly and unfriendly. Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies Spawn Creatures, items, vehicles, locations appearing on map
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