Dev Log - Day 9
More human updates. I made a concept for an AoE buff like the dwarven tavern gives, just for race-specific workshop. Looks like this:
Another Idea: Stage (empty).
- Warlock magic show
- Succubus burlesque show
- Kobold comedian
- Orc show fight
- Drow shadow play
- Goblin troupe
- Human bard
- Elf singer
- Dwarf storyteller
- Gnome tech exhibition
Each version would either affect anyone nearby, like the Dwarven Tavern, or only the worker.
Renting out the stage gives you gold.
Attending a show costs you gold.
Reactions/Buffs would be similar to Dwarven Tavern, giving buffs to attributes, adding tags or giving good thoughts.
I havent designed these workshop yet, first wanted to wait for feedback.
I did make a massive concept about guilds and a post about it here:
http://www.bay12forums.com/smf/index.php?topic=139731.0. So far it gained positive feedback, so its very likely that I will add it into the mod as described. In short: 12 Guildhalls with 4 extensions each, making a clear, money-driven progression to unlock new industries. It will result in specialized castles, until you manage to build and upgrade all of them.
And I got something else done: The Council. Its four buildings you can switch between, calling migrants, allowing emigration, caravans, sieges and diplomats by other civs. Its the big brother of the dwarven embassy, so to speak.
Somehow the force event script triggers diplomat arrivals whenever a caravan is called, but never when I run "force diplomat race", so... one of the might get scrapped. Further testing needed. Or the diplomats only arrive after you become a barony, that might be it.