Ok, update time.
Work continues on fleshing out the race.
I have added in coral/pearls/amber in some shape/form to the game, as they are all in the base game in some way, but unused, and all three seem like something the Naga would use. Coral, of course, is a major design idea, adding in dwarf runeforge-type-gameplay into the Naga race. Amber will be a gemforge-like material, able to create high-quality and value furniture and objects for nobles. Pearls will be used at the craftsdwarf or steamforge to decorate and add value to items.
The nobles are almost done, but I'm having a problem thinking of noble names that aren't copies of dwarven or orc/kobold names. I'm struggling to find an identity type that sounds and feels unique enough to fill out the flavor. I currently have a somewhat aquatic military theme with the military section (Admiral, Bosun, Captain etc.), but that is a small part, and might not fit in well with the royalty. I have the traditional priestess/religious divisions as well. I have a scaletender (doctor) which I like, but that's really the only true flavor name I can come up with. I've thought about making a corsair-like "lord of plunder" for the bookkeeper/trader but that is a mouthful, and I can't think of something better. Also, the mayor/leader position needs some work. The idea of the race is that these are all excursions, habitation missions. The Naga are used to living DEEP in the water, and their journey has brought the need for new settlements on land. From that idea, the "town" could have a mayor, but I was thinking more of a settlement/excursion leader, or habitation coordinator. I just don't know what names to use.
I LOVED the cuttlefish idea, and have created a material specifically for that. I've added in an extraction/super butcher building that can harvest and refine special products like that for extra use beyond just leather armor. I have an idea for hydra scales and salamander skin. Shark teeth maybe as well, and cobra fangs. All of these should be used in the production of tribal war gear, similar to the orcish weapons of the same type. I'm considering using the steamforge to "alloy" the items with metals to create upgraded tribal gear on par with steel grade weaponry. Perhaps a rune-like engraving system to avoid making more metals/materials.
Temple/religion system underway, I have the tier designs written down, but not fleshed out completely yet. I'll post them up when I come up with a more concrete list. Right now, though, I'm working through the druidism script to determine a good way to increase/modulate the different levels. Just throwing things against the wall with this, still need a lot more design work before I implement anything. Similar to this is my help system lua script. I've gotten it to pop up when I want to, but not what I want to yet. I have it showing a full screen window, but no text yet. Very frustrating. Once those two scripts are done, I'll focus on this more intently, as I think this whole thing will be a nice, big selling point.
Reaction definitions are coming along, but there are a TON of them. I came into this thinking that there wasn't as much work going into a mod here as there was, say, an unreal tournament mod, but I was wrong, and this is one of the worst offenders. Just tons and tons of reactions that need to be individually tweaked. Still working out bugs with my preliminary work.
Now for some visual updates, two things that I thought might help break up the walls of text that I'm always writing.
1: Addon system issues. I'm having issues in that my addon system is "working" pretty well in r5 (not perfectly, and not automatic yet, but the basics are done), but not at all in r4. I'm missing a lot of code.
2: Rough color-coded progress on different sections of the mod.