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Author Topic: Blessed Itens  (Read 997 times)

NomeQueEuLembro

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Blessed Itens
« on: July 12, 2014, 03:05:41 pm »

Here is a idea I believe is simple to implement, but add pretty much to the game:

It's a fact gods can curse creatures, giving birth go werebeasts; But what if they could also do the good?

There's my idea:

In Legends mode:
Ocasionally, a dwarf, human or any sapient creature who worships a certan deity would have an item blessed by it's deity (my original idea was having only blessed weapons). That item would then be named and there should be a reference in Legends like:

"CoolSpear was a blessed weapon. It was blessed by the goddess ThatAwesomeChick and belonged to Uristc McReligious. It had a cool description about what it was made of, and sparkled with power and some other blessing-related things. And, by the way, It menaces with spikes."

It should have the same frequency as werebeasts, to balance things out.


In Fortress mode:
First, there should be an Altar building. Then, an announcement like "Urist McLucky had a vision of his deity..." would happen and Urist McLucky would undergo a Strange Mood. He would then ask for sacrifices to the altar - I guess it should be related by the god's sphere. A god related to Death would ask some skeletons, for example - and would receive one of them blessed, as a reward. Blessed itens would count as artifacts.

I have no clue how that would work on adventurer mode, however. There's the idea; You can simplify it or make it even more complex. I've had some other thoughts about the Altars, but I won't explain it right now. I don't have a clue if my idea is good, so I'd appreciate some feedbacks.

Thanks guys, that's it. Now I gotta see Brazil score some goals.
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Cobbler89

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Re: Blessed Itens
« Reply #1 on: July 12, 2014, 06:49:40 pm »

Thanks guys, that's it. Now I gotta see Brazil score some goals.
Wait, DF has randomly generated worlds, how did you get Brazil in yours?

(Kidding aside...)

I wonder whether artifacts as dwarves make in strange moods are going to turn out to have any kind of divine influence involved. I believe it's already planned that some or all of them will be magical in the future, or something like that, though that doesn't necessarily imply the gods did it (except indirectly inasmuch as they presumably made the dwarves in a time before time).
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samanato

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Re: Blessed Itens
« Reply #2 on: July 12, 2014, 08:37:19 pm »

To be honest, the gods in Dwarf Fortress don't appear that much into doing good works. I definitely get a hint of an "old god" character in these deities, who at best regard the mortal world indifferently and at worst with outright malice, which may be part of the increasingly dark-fantasy-leaning setting in this game.  (Unfortunately, the biggest evidence for this is massive spoilers...)

That being said, deities are still very much a work-in-progress, and I could very well see rewards for your adventurer being pious — maybe even getting necromancer powers without raiding a tower.  The possessed moods in fort mode sort-of imply some kind of divine influence, and there are bound to be more kinds of secrets in the future (there are already a lot more goals and opened up possibilities for modded secrets)
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Alev

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Re: Blessed Itens
« Reply #3 on: July 12, 2014, 10:34:34 pm »

To be honest, the gods in Dwarf Fortress don't appear that much into doing good works. I definitely get a hint of an "old god" character in these deities, who at best regard the mortal world indifferently and at worst with outright malice, which may be part of the increasingly dark-fantasy-leaning setting in this game.  (Unfortunately, the biggest evidence for this is massive spoilers...)

That being said, deities are still very much a work-in-progress, and I could very well see rewards for your adventurer being pious — maybe even getting necromancer powers without raiding a tower.  The possessed moods in fort mode sort-of imply some kind of divine influence, and there are bound to be more kinds of secrets in the future (there are already a lot more goals and opened up possibilities for modded secrets)
Reading the bolded part of your post, I just realised something: in most games, you kill the necromancer because he's evil and whatnot. In DF, you kill him to get his power.
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NomeQueEuLembro

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Re: Blessed Itens
« Reply #4 on: July 15, 2014, 11:39:50 am »

Exactly because gods looks like "old gods" I've tought they could have more "uses" lol
I just found out there's already something at it in Masterwork (and since I didn't played it I didn't know)

Also, I imagined altars could be dedicated to the fortress' gods (In a fashion similiar to engraving memorials), what could give up good toughts like "She is really happy to know her god has a temple" and bad toughts like "He is really upset by the fact his god doesn't have a temple and other does"
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Likes weremammoths for it's awesomeness. Also, got a trumpet that menaces with spikes of sheep wool.