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Author Topic: Material & Item overhauls for Adventure mode  (Read 657 times)

Iosis4al1

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Material & Item overhauls for Adventure mode
« on: November 14, 2011, 02:33:15 pm »

Adventure mode is still quite barren, here is a list of things related to items & materials I would like to see added.

-Implement all non heat based material synromes in adventure mode, for "activation" type manual reactions ie bertholite poison gas, currently no ce's work for items, just unarmed injections.
-A way to atach explosive shock to materials when they boil as aposed to the current Deflagration only system.
-Sand/Dirt Bungie terminology "poops", & LIQUID_MISC are currently not implemented with usable reaction tags in adventure mode, A bucket of water for quenching swords, a glass container of some liquid solution/extract rather than a [insert solution] container would be nice.
-Butchery attached to a civ entity or to a special merc/adventurer entity for teh ensuing Fun.
-nerve endings for the special acupuncture style of combat for items with an edge of only 1 & low penetration, currently just causes massive bleeding on multiple reclaim.
-The ol' replacing of non-town/fortress constructions on the map.
-XML or cascading text support for the x menue, on a related note autocast script for fortress mode grenade pot O' pitch armament.
-Throwing a fireball or other ignited item through the open door of a building currently results in all its occupants vaporising in a massive puff of smoke & they're metal items melting to an object only known as metal. should probably be more flame & building damage before the flame reaches the non-visible light spectrum.
« Last Edit: November 14, 2011, 09:09:00 pm by Iosis4al1 »
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