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Author Topic: [WARLOCK] - Discussion and Suggestions  (Read 176523 times)

Meph

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Re: [WARLOCK] - Dev Log - Day 10 - Alpha V0.2 - New Download
« Reply #435 on: January 11, 2014, 01:19:54 pm »

HackWish is fixed now as well. No more crashes, so the Darkpact is definetly in. :) Everything went better than expected. :)

I am currently testing books and writing. This hackwish is so amazing for items, it makes testing very easy, because I can just spawn what I need.

And what I need is more human.skin bound books.

« Last Edit: January 11, 2014, 01:59:04 pm by Meph »
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Boltgun

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Re: [WARLOCK] - Dev Log - Day 10 - Alpha V0.2 - New Download
« Reply #436 on: January 11, 2014, 02:55:11 pm »

So much good ideas, that library is gorgeous. I am so going to mirror some workshop so my succubi see the other end of those pacts.
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Meph

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Re: [WARLOCK] - Dev Log - Day 10 - Alpha V0.2 - New Download
« Reply #437 on: January 11, 2014, 03:07:46 pm »

I am just finishing up book writing. Leather and bone-bound books, 10 are needed per library, and the libraries can write special books that unlock the high-ritual workshops.

Anyone knows these titles from somewhere? Because you can write them. :) These are the 8 special books, from the eight library sections.  The center one can write the Tome of Sator, takes 50 worksteps. The eight ones below are one workstep, but take special reagents. All of which unlock workshops. :)

Quote
Book of Eibon
Cultes des Goules
De Vermis Mysteriis
Necronomicon
Liber Ivonis
Unaussprechlichen Kulten
Book of Azathoth
Testament of Carnamagos
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jaxy15

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Re: [WARLOCK] - Dev Log - Day 10 - Alpha V0.2 - New Download
« Reply #438 on: January 11, 2014, 03:13:19 pm »

The Sator thing sounds like a hell of a workshop. What is a word search puzzle going to do that's so important?
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Meph

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Re: [WARLOCK] - Dev Log - Day 10 - Alpha V0.2 - New Download
« Reply #439 on: January 11, 2014, 03:30:04 pm »

I am not sure yet, but I will try to add a world-related riddle into it, using reaction names.
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Meph

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Re: [WARLOCK] - Dev Log - Day 10 - Alpha V0.2 - New Download
« Reply #440 on: January 11, 2014, 04:03:29 pm »

Dev Log - Day 11

Today was a rather slow day. I did add books and writing of books. You can create bone-bound or leather-bound books, in the center library. They cost 1 glue, 1 ink, 4 paper/vellum and 1 bone/leather. The glue can be made in the kitchen, just like in dwarf mode. Warlocks are a bit better at it, they can also make glue from bone marrow. The paper comes from the screw press or vellum/leather in the tanner. Ink is made in the center library directly, with jugs. Same system as dwarf mode.

You need 10 books for each library. There is only this one "write book" reaction, there is no micromanagement needed. 80 books in total till you get all library parts.

Each library part also has a special book it can write. Center can write the Book of Sator. It has 50 worksteps, and costs 1 glue, 1 ink, 50 pages/vellum (one for each step). It unlocks the fitting workshop.

The other libraries can write unique named books.

Code: [Select]
Book of Eibon
Cultes des Goules
De Vermis Mysteriis
Necronomicon
Liber Ivonis
Unaussprechlichen Kulten
Book of Azathoth
Testament of Carnamagos

They cost exactly what normal books cost, plus a few extra ingredients each. Nothing too fancy. All 8 of them are needed to build the "Grand Convocation", another high-tier workshop. This means you need all libraries to unlock it. It will be able to run fort-wide combat spells, the strongest being SLAYRACE. It will instakill any siege entirely. But beware... there might be side-effects. (dont ask me what, because I havent written them yet. ^^)

The other thing I did today is talking to Warmist and Putnam, testing scripts. Spawnunit and Hackwish got big upgrades. Spawned units can now be hostile, can join the military and use interactions. Hackwish, which is used in the Darkpact, runs perfectly now, no crashes. You can even ask it for "WEAPON" or "GLOVES" or "SHIELD" and get a random result, in case you dont really know what to ask for. So "SHIELD" "ADAMANTINE" will give you a random type of shield, made of adamantine.

Tomorrow I will finally add the reagents to the spell learning, and I might port some spells from dwarf, kobold and orc mode to the Warlocks, if I find something that fits. :) Suggestions are welcome, even if my todo list is still more than full enough.

After this I want to have a look at the enchanters. Making runerobes and enchanted weapons. :) Oh, and I fixed that hostile Bloodbeast thing, they are friendly now. :)

No pics today, because there are no new workshops.

PS: I havent tested skin-bound books, but I would assume that they will rot away... thats why I took leather.
« Last Edit: January 11, 2014, 04:12:52 pm by Meph »
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SharpKris

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #441 on: January 11, 2014, 05:30:54 pm »

isn't it a bit game breaking to be able to wish for any item?
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Meph

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #442 on: January 11, 2014, 05:32:09 pm »

isn't it a bit game breaking to be able to wish for any item?
Do you have any idea what it costs, and what negative sideeffects it might have?  8)
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #443 on: January 11, 2014, 05:50:55 pm »

isn't it a bit game breaking to be able to wish for any item?
Do you have any idea what it costs, and what negative sideeffects it might have?  8)

No idea. Why not tell us!

Also call the organic grinder a "corpse grinder" since that sounds awesome and defines how it works.
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megahelmet

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #444 on: January 11, 2014, 05:57:15 pm »

Spell Idea: Reverse Gravity.

Since gravity can't actually be reversed I'm guessing, I think a purple dust cloud that flings mobs about would rock. (Source, the DnD sidescrolling arcade game)
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Meph

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #445 on: January 11, 2014, 05:58:35 pm »

Rockslide does that. ;) (and dust landmines)

And I dont know what the Darkpact will cost yet. I just got it to work relyably today. How should I have a complete system written for it already? ^^ Make suggestions. :P

Corpse grinder makes perfect sense. :)
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #446 on: January 11, 2014, 06:01:41 pm »

Kills the warlock who uses it. Requiring that they be revived after.
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Teneb

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #447 on: January 11, 2014, 06:07:53 pm »

Think of the meanest things you can do to a player. Like, say, giving the warlock an interaction that will kick in an in-game year or so afterwards and do very fun things. Sudden demon from nowhere, or... other things*.


Spoiler: * (click to show/hide)
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #448 on: January 11, 2014, 06:17:07 pm »

All items have a chance to becoming empyrean items.

All phylacteries become normal souls.

Workshops have a random chance of locking up.

Your warlocks all enter felmoods regardless of whether they've entered a mood or not.

Edit: chance of melting all iron grade materials.
« Last Edit: January 11, 2014, 06:36:47 pm by shadowclasper »
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Grimmash

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Re: [WARLOCK] - Dev Log - Day 11 - Alpha V0.2 - New Download
« Reply #449 on: January 11, 2014, 06:39:23 pm »

I think the real question with the bad stuff is making sure it is commensurate with the item received. Or the number of items received.  Not sure if that is possible...

But it would be fun to have annoying but not game breaking things be common, like blindness, syndromes that infect other undead, demon spawns.  Although it seems like the whole tampering with reality thing would often has large and obvious results, or small and insidious, but not game breaking results.  Or not.  Balancing that should be fun.
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