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Wildwood initial #81353
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Wildwood initial #81353
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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
No more items for now, planned are a wren for exploration and an idol for crafting.
Also added the recipe to the appropraite list
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Typooo
update calorie and size
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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.
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. |
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) |
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!
I did add a solar-powered boat for wood elementals in XE: #78359 . Maybe that might help? |
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. |
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. |
Bed item should have comfort and bedding warmth.
Hmm, testing a new item and looks like the components in one field is no longer acceptable. Breaking it out into "using": |
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