Blight Breakers [Paladins v 0.1]
I have gone through and re-read all the posts, and I think I have an idea where this would best go. I think what people really want is the addition of consequences, taint, and purity to the games mechanics. So perhaps a race that is entirely built upon the druidism mechanic. (WAY beyond me) I had tried to capture this, using trade with factions, writ and diplomacy to measure worth, but I think most people are less than excited by that. That's really the only major change so far, just some polish here and there. Oh, loved the honored dead idea!
I still envision a knightly order (No need to implement, just how I will always see them), perhaps having a 'pet' that does all labors (no SKILLED CRAFTSMAN at all). There is no need for 'progression' in the sense of castes. Just implementing multiple races will be cluttered enough. So no job specific castes. Just let the original engine do it's thing. You want a priest, teach him. You want a warrior, train him, bless him, etc.
Priests -> holy relics (The factions main resource. I envision this being like a craftsman, no real cost, just slow to make)
Holy relics -> Rituals -> Blessings for both men and weapons...
Blessing of Courage (Fearless)
Blessing of the Stalwart (No Pain)
Blessed weapon (+X% combat stats)
Taint is a a fairly major piece of polish, but I really think it gives my idea the ol'DF polish.
Taint is perhaps the evil version of blessings, it would be 'easier' to create many powerful soldiers, and I think its focus would be maiming and slowly killing. But obviously locks out the 'good' guy element. If your corruption goes to -1, you also become [EVIL] and automatically get attacked by factions and loose all support. However, it will give access to everything you will eventually need. Perhaps you will be forced to spend several years without immigrants and new population, if you survive you get access to new toys.
Tainted warrior (A bloodlust mechanic, more blood on character = better combat stats) [Very early concept]
Tainted weapon (Poison type mechanics, way more potential power. As poison quickly alters balance of power)
Morality changing factors(-) Killing
(-) Looting (Is it possible? Maybe a negative point for touching any refuse? [Keep in mind these are not hunter/gatherers])
(-) Dark Rituals
(-) Tormenting Souls (Create evil worker pet)
(-) Dark Mother (Creating new devotee's [Birthing])
(-) Twist animals (Create undead/monster versions of wildlife)
(-) Desecrate Dead (Totem type pet, syndromes, fear, multiple options, perhaps random)
(-) Release zombie uprising
(+/-) Growing plants/deforestation?
(+) Healing the land (ties in with right above. Want to tie it into the cavern mechanic. IE create new 'caverns biomes' that you can spawn to slowly terraform a region. Start with Blighted land end with feather trees, golden sap, and teletubbies. Or the other way around...Zombie teletubbies anyone?)
(+) Healing wounded (No idea how to heal enemy)
(+) Holy Rituals
(+) Purifying Animals (take a zombie animal corpse, run reaction -> living, healthy animal)
(+) Animal Servants (Monkey builders, etc? [joke?])
(+) Curing madness (Artifact moods, no more artifacts...If you don't cure it, he will go mad...)
(+) Honoring the dead (I loved this idea. Take an enemy invader corpse, run reaction -> an instantly dead citizen, that you must now bury)
(=) Crusades/defense (raids) mechanics. I was never in love with this, just felt it was a necessary component to explain why the other factions where giving you stuff. A little sad at losing the trade/diplomacy things
, but that is the march of progress. It was not that good a system.
An example of an end game holy spell:
Blessing of Serenity (no cost, assuming you are actually pure enough to use it) - All hostiles go to sleep, and then die, peacefully. (Paralysis) This causes a lot of corruption, and the player must scramble to honor the dead, to balance the corruption.Or.... They don't have to die, maybe they just never wake from the dream, and become a 'member'. You must provide for them, draining limited resources.
I like the idea of hidden corruption inside your fort as well. So perhaps immigrants carry outside influences, some of them are good and some evil. You must find and purify all those who alter your sphere. (NOT KILL! unless your evil... just realized, purify does not equal kill in all of my posts. It also doesn't mean torture. I think of a hospital as a place of purity. The sterile white shows clean, without taint...)
I think that this could very easily capture the warhammer feel many people want, while still allowing a huge range of styles of play. No traditional DF gameplay. Just a survival mode....
Qutestion: Could the blessings consume purity points? I wouldn't want it to count as 'corruption' however. So perhaps a second system to track the [ABSOLUTE] Value of your accumulated deeds. An simpler alternative would be to use the number as a modifier. EG... Blessed Armor gives +X% to defensive value...Keep in mind if x = 1000... That wooden shield is very powerful. To balance, make it easy to corrupt, hard to stay pure.
What I want/need- More Ideas! (Thanks for all the awesome suggestions!)
- Morality script (Negative = Corrupted & Positive = Pure) I cannot do this (yet), unless there is a way free of DFHack someone can recommend.
- White Cloaked figures [Graphic] (I can probably do this, but...Far from artist, am I)
- A means of protecting men from the elements: Hot, Cold, evil rains, zombie bites, etc. I don't want ANOTHER tunnel underground to survive...I mean, I DON'T do that with my orcs, humans, etc....kobolds.... I envision a workshop that can heal/protect against these things.
- A source of equipment, I dislike the idea of just making it. If I want to run a city of craftsman and engineers, I play dwarves, orcs, warlocks, gnomes, or succubi. Where's my trading now! *goes off and cries*
*mutters* maybe just try humans....boring bland humans...