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Author Topic: Artifact magic suggestion  (Read 1111 times)

etgfrog

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Artifact magic suggestion
« on: August 25, 2008, 10:21:33 pm »

Whenever magic gets implemented and artifacts are suppose to be great powers. i was thinking about uses like floodgates can either pour out water or even lava when open(be an awesome trap). Then it could also be something like an artifact cabinet is set up as a unlimited food and/or booze source that any dwarf can grab a single random food from it and it replenishes automatically(then if it was an evil artifact it would give poisoned food). Being the random nature of artifacts it would be hard to get the exact artifact magic. Another thought is a goblin siege comes and the leader comes holding an artifact door, place it down and opens a portal into the center of the fortress that all the goblins rush through...or open it into the middle of a resivour. My opinion this is how artifacts should be for the value that they have.
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G-Flex

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Re: Artifact magic suggestion
« Reply #1 on: August 25, 2008, 10:26:31 pm »

These kinds of suggestions actually present and interesting problem with deciding what magic should and shouldn't do in DF.

On one hand, stuff like that would be awesome. It makes sense for dwarves to create insanely utilitiarian/useful magical items and such.

On the other hand, if it's possible then people will likely end up doing it routinely, in a sense giving people TOO much flexibility; after all, if you can make gold in the alchemy lab, or make a floodgate that pours out magma, or have a magical food source, that means you have to care just that much less about how you're actually playing the game.
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Hyndis

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Re: Artifact magic suggestion
« Reply #2 on: August 25, 2008, 10:29:47 pm »

You can't simply have artifacts produced on a whim. Its often times quite difficult to get a piece of artifact furniture, and you don't get to select what kind of furniture it is. It would be interesting if such artifacts had secondary things, including non-furniture items, such as armor, weapons, and even trinkets.

Also, DF is a magic heavy setting. There's zombies, skeletons, dragons, unicorns, demons, fairies, pixies, elementals, wizards (at least in the raws), giant living statues, and a whole bunch of other magical type critters around.
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Pilsu

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Re: Artifact magic suggestion
« Reply #3 on: August 26, 2008, 12:13:29 am »

Don't really agree on free items pouring out of every platinum cup the haulers decide to make. Probably because I have a hard time taking magic cabinets seriously

Trapping spirits of fire into adamantium swords and making statues come alive seem more like dwarven magic. Maybe a little necromancy for the more macabre settlements as the tainted environment's influence seeps into the halls. Would be fun for the embark location affect the dwarves themselves
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Muz

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Re: Artifact magic suggestion
« Reply #4 on: August 26, 2008, 03:14:21 am »

Artifacts should definitely be magic. I think they're just too damn useless as it is. I'd like to be able to pick which dwarves use artifacts (or have the king mandate that all artifacts be given to him).

I don't think they should be too powerful. Maybe a random 'magic' could be assigned to them, like with D&D. Artifact bracelets could provide armor or efficiency bonuses. Artifact beds will allow the dwarf sleeping on it to be instantly refreshed. Mechanism/grates work faster (as they do now). Maybe artifact weapon racks, armor racks, or cabinets could... well... be warded against thieves.

Ohhhh... and I'd want to see some super-expensive (or cursed) artifacts have a mind of their own. A few are non-subtle and would demand things just like the nobles and throw a tantrum when they don't get it (which does nothing, unless it's a grate or mechanism or battle axe).

A few will possess other creatures, spawning more 'baby' artifacts, but otherwise be quite quiet. If you notice someone getting possessed a lot, it's possible that the artifact cabinet in his room is possessing him.

A very rare percentage (about 2% of all intelligent ones) could possibly try to overtake the fortress, maybe by permanently possessing a noble when it's been assigned to a noble and making mandates. More demands than usual, and usually object-based ones like "create blocks, create cloth", then suddenly the possessed noble will start producing other artifacts. The only way to stop this is to destroy the artifact or the wielder.. which is tough because anyone who picks it up gets possessed. If left long enough, the artifact will create enough sub-artifacts to be given to half the dwarves, and will start a coup :P

Also, I'd kinda like artifacts to be more geared towards 'useful' wearable things. And assignable :)
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eerr

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Re: Artifact magic suggestion
« Reply #5 on: August 26, 2008, 09:59:25 am »

artifact coffins given to nobles to speed their untimely death?
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Granite26

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Re: Artifact magic suggestion
« Reply #6 on: August 26, 2008, 10:57:40 am »

Actually, that's kind of cool.

Rafal99

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Re: Artifact magic suggestion
« Reply #7 on: August 26, 2008, 01:38:36 pm »

Ohhhh... and I'd want to see some super-expensive (or cursed) artifacts have a mind of their own. A few are non-subtle and would demand things just like the nobles and throw a tantrum when they don't get it (which does nothing, unless it's a grate or mechanism or battle axe).

Mcartifactaxe, Steel Battle Axe is throwing a tantrum!
The spinning Mcartifactaxe strikes Urist McWoodcutter in the head!
It flies off in a bloody arc!
Urist McWoodcutter has been struck down.

:D
« Last Edit: August 26, 2008, 01:42:27 pm by Rafal99 »
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sweitx

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Re: Artifact magic suggestion
« Reply #8 on: August 26, 2008, 01:57:04 pm »

Hm... artifact bed that allows rapid healing...  or slowly decrease dwarf happiness... or...

Urist McDwarven has died:  Strangled by tentacled bed.
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Neonivek

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Re: Artifact magic suggestion
« Reply #9 on: August 26, 2008, 02:04:22 pm »

Maybe I should find the list of artifact powers I made a while back and repost it here... hmmm...
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axus

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Re: Artifact magic suggestion
« Reply #10 on: August 26, 2008, 02:05:26 pm »

Magic is going to need a scripting language, and spells will be named scripts.

These kinds of suggestions actually present and interesting problem with deciding what magic should and shouldn't do in DF.

On one hand, stuff like that would be awesome. It makes sense for dwarves to create insanely utilitiarian/useful magical items and such.

On the other hand, if it's possible then people will likely end up doing it routinely, in a sense giving people TOO much flexibility; after all, if you can make gold in the alchemy lab, or make a floodgate that pours out magma, or have a magical food source, that means you have to care just that much less about how you're actually playing the game.
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Neonivek

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Re: Artifact magic suggestion
« Reply #11 on: August 28, 2008, 10:42:46 am »

I somehow believe that Artifacts should work on a different level then magic does if/when it is put into the game.

If only so that Artifacts can have unique effects that are a "No" for magic
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