Thanks for the support, guys
Glad ye like it!
Also one more thing from me: As I was pondering on Creativity and how nice it goes on Berembert, I thought how much better it could be if it wasn't a skill for just one NPC in the game (it's a bit too restrained for something that takes up one of so few skill slots in the game). I came up with giving the player ability to use Creativity (tied with Engineering or even Magic Power in some rare occasions) and restraining it by "Lore" thing, so the player wouldn't have all the juicy stuff just because he has the skill.
Lore could be a thing that would be obtained only (or mostly) by befriending a faction. It'd either be passively unlocked by:
A. Just a check for faction_relation > X and then the player automatically gets an "invention" in his new Camp Menu subcategory - "Tinkering". This is somewhat limiting, because in this system, the player would magically "forget" about such an invention, should he lose relations with said faction.
B: Befriending a faction would unlock an option to learn lores by purchasing schematics (mimics the system of scrolls and spell learning). This however would limit possible cross-racial inventions, should Guspav want such, as schematics would be per item rather than just general things.
C. Books! Dem wonderful books <3 This is an option I'd favor. Lore books that would pop up in faction merchants when player's relation with them is good (if such thing is possible, if not then just buying it like schematics), be granted as a reward for some quests (why not?), sometimes be found on Book Merchant and veeeery rarely as a loot from faction's lords warbands. Ideally such books wouldn't provide a prepared set of items to craft, but instead just give a lore points themselves (checkable in "Tinkering" camp submenu).
Also: A player should start with at least some lore of the race/nation he chooses upon character creation.
Given we'd choose option C, the tinkering menu would give the player an option to "Invent" that'd take time and cost money "for resources". The outcomes would be:
- Fail: You could have invent something, but you didn't.
- Lack of knowledge: You've already invented everything you could with your current skills and lores. Expand your knowledge.
- Success: Player invents a random item from the hidden list that's created based on player skills (creativity, engineering, perhaps magic power, maybe some others) and lores of different races (cross-racial items would most likely be a damn rarity, but still it would be nice to have them). The invention would be then visible in the "tinker" action, which is:
Tinker - here the player can see all his inventions and by clicking on one of them, he'd see everything he needs to provide in order to tinker (Lichdom ritual collectibles system would be suitable for that). Given that there's all the process of skilling, obtaining the lore, and collecting the materials, I think that the tinkering itself should always succeed.
And what could we tinker with such system? Hell... anything Guspav allows us to!
Some of my ideas (note that I'm not providing the information regarding on how much lore and skills would be needed to invent those things. This is a balance issue I'd gladly help Guspav with if he'd even consider implemeting my idea):
Dwarven Lore:
- Blunderbuss: A shotgun-style firearm that has laughable range, next to zero accuracy, but fires in a great cone (akin to missile storm) of bullets, dealing enormous damage. Basically a cavalry-stopper and peasant-genocide-machine. Would use grapeshot ammo instead of normal cartiges (maybe tinkering a blunderbuss would automatically give 1 of those? Or make it a separate invention of the most basic lvl of Dwarven lore). Made from a good amount of iron, oil, cartridges, tools and money.
- Smoke Grenade (perhaps under some more fancy name): Akin to Berembert's flasks, a thrown weapon that applies Darkness spell in small AoE, but doesn't spread to others as the spell itself does. Made from oil, tools, darkness scroll, and money.
- Siege Arquebus: If it's even possible to make a weapon that'd have collision like shield, then it'd be just an arquebus (stat-wise) but it'd shield you from enemy fire while you aim. Made from an arquebus, a tower shield / pavise, tools, some iron, and money.
- Dwarven Liquor: Who said all inventions must be battle-ready? This is a good quality dwarven alcohol to boost your army's morale! High morale bonus
Made from wine, spice and fruit (nothing expensive since it's a finite item of mediocre value).
- Pistol: Nothing special. Just a one-handed mini-arquebus with less range and damage. Shorter reload.
Dwarven/Gnomish Lore:
- Longshot: Basically a sniper rifle. Accurate as hell, great range and damage, but looooongass reload. Made with arquebus, tools, spyglass (invention at the bottom of my post), iron and cash.
- Rotary Pistol: Fantasy-style "revolver" with many barrels instead of a revolver magazine. Not too much damage, but a great sidearm overall as it gets up to 6 shots each reload.
Dwarven/Drow (yep, I know how it sounds, but there's just one item!
)
Lore:
- Muffleshot (or Assassin's Arquebus): Stat-wise it's an arquebus, perhaps a bit weaker, but it acts as "stealthy" weapon.
Gnomish Lore:
- Basically all current Berembert's inventions.
- Rocket Boots: Make you jump higher and farther (if possible - with some fiery visuals) and if possible: makes your kick much more deadly. If it's possible to code a new jumping mechanics for those boots alone, it'd be good if you could control the lenght of your flight by holding space (to scale a wall in sieges, for example).
- Clockwork Steed: A mechanical horse to meet your steampunk needs. Not the fastest, but due to being a hunk of metal, it'd have a ridiculous armor and a punch (high charge value). Also greatly reduces the map travel speed penalty from carrying too heavy stuff (as far as I know, horses do that anyway while kept in inventory, but clockwork steed should have a greater impact if possible).
Wizard Lore:
- Traveler's Boots: Make you run faster (not as fast as haste, but should stack with it when cast). Should be done as plain speed boost, not as +X to atlethics, to be useful even for full-time warriors.
- Wizard's Ring: Restores mana the same way as Healer's ring restores hp. AoE included. Made from Healer's Ring, mithril, and some gem.
Gnomish/Wizard Lore:
- Clockwork Golem: A tinker that gives you a troop instead of an item, of course. Clockwork golem would be a ranged golem of steampunk-ish looks, equipped with a repeating crossbow. As usual for golems - he'd be tough and magic resistant.
Dwarven/Wizard Lore:
- Mystic Arquebus: This isn't a powerful weapon by itself, as it's just a hella expensive (in tinkering: made from mithril, gold, gems etc.) arquebus with pretty short reload, but its true power is its ammo, as follows:
- Magic Cartridge: Shoots a single, strong magic missile, very accurate and with huge ammo capacity. Made from magic missile scroll and some stuffz.
- Magic Grapeshot: Shoots a missile storm. Made from missile storm scroll (of course) and some stuff.
- Thundershot: Shoots a lightning bolt. Quite limited ammo capacity. Made from you know what.
- Basically any other missile type spell. I'd be careful with fireball, though.
I know that giving magic to non-mages is controversial, but consider this: With arquebus you're limited to TOPS 3 different type of spell and that's only if you discard any other type of weapon or shield, while mages can summon stuff from thing air and have many spells. Also - your ammo is finite and DOESN'T come back as mage spells do with mana. Also - regardless of spell you mimic, you can't use arquebus while mounted and as non-mage you likely won't have Haste to save your ass (unless Traveler's boots). On top of that - you'll still have to reload. Mages do no such thing.
Blazing Hand Lore:
- Holy Hand Grenade (yep, I couldn't resist): A handful of grenades that wreck undeads either by AoE White Bolt effect (but then it'd heal the living) or by mimicking Turn Undead if possible (that'd be favourable). Double points if it'd look and sound like the original from Worms. Hallelujah!
Made from holy symbol, iron and oil.
Some loose ideas. Dunno which lore would be best:
- Spyglass: Improves spotting range on map travel. Preferably it should do it on top of spotting skill instead of adding to it so even 10lv spotting parties could enjoy it, but +X spotting would be good enough if that's the only way.
- Masterwork Medical Tools: Made from tools, linen, iron and cash. Player must have any of the 3 medical skills at level 2 or 3 to invent this. While in party's inventory, this will boost medical capabilities beyond skills. It'd just mimic the effects of first aid, surgery and wound treatment to some degree and stack it with party's medical skills (even if anyone has them all trained to 10). If not - same as spyglass: +X to surgery, first aid and wound treatment.
What do you think, guys?