v 0.45
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Phoebus!
This adds default PipBucks for all Stable Ponies, Rifle turrets and radio propagation of performances.
And here is my thoughts on what goes into the Everfree arc.
The first thing in the Everfree arc is to do the Everfree forest, which involves fleshing out the "Good" biomes. The idea is that these biomes were not irradiated during the megaspell fallout, allowing all sort of things to grow in it, along with whatever flora and fauna were there in the first place. Thus, all the trees that are going to be found in that good biomes are "normal' trees, with salvage being extremely rare, in addition to the grass actually being green. On the other hand, ghouls (hopefully) would not make an appearence and there will be no radiation. As for plants and animals, I have already added grapes, and plan to add harvestable apple trees in addition to timberwolves (which will have an interaction to transform into a much larger timberwolf when in proximity to the corpses of its fellow comrades) and killing joke. Killing joke, regrettably, will be an animal. At this point, there are two options. One is to give it a lot of different melee attacks and tie different interactions that will simulate killing joke effects to them. The other is to give it specifically tailored effects for every single caste in creature_pony.txt.
If you have any other ideas for animals and plants, please do not hesitate to post them here.
After the Everfree forest, there is irradiated changelings, which will be found in cavern layer two, underneath the cities. Since they are insectoid, they will follow a caste system similiar to ant men, with drones and a queen. The drones will have the ability to hide themselves like hellhounds/blue Unity Alicorns and an interaction chain that gradually decreases the social stats and speed of a single target. The rare queen would have the ability to do many of those chains at once in addition to being able to shoot a webbing attack.
As for the recruitable Talon mercenaries, I think that this can be implemented by having an item "Talon contract" that is sold by the slave traders. From there, you can either use a chicken reaction to summon a Talon mercenary that will fight for you Stable or use the contracts in expeditions to increase chances of survival/amount of loot. After the expedition is over, you only have a percent chance of retrieving the contract, representing random things like the Talon dying or leaving.
To be honest with you, I have no idea what places the expedition system went wrong in since I've never played that. Can anyone contribute what went wrong with expeditions please?
If you have any comments/suggestions, please do not hesitate to post.
EDIT: I've also been toying around with the idea of a perk system that rewards you for killing things in adventure mode. Since now you are able to butcher intelligent creatures, there could be some reactions that require the hearts of a certain number of creatures, for example the hearts of 3 raiders or the heart of one dragon, and produce a syndrome bearing cloud. The syndrome can then give you a choice of interactions offering different advantages that you can target yourself with, but you can only target yourself with one of them, due to SYN_CLASSES and stuff. There will be different perks stemming from different creatures, for example radscorpion could give higher disease resistance or something. Then again, I may have grossly misinterpreted the meaning of a perk. Any comments?