Hey, a longer post for once.
Doing the manual gave me a greater overview of what is in the game and what is in the mod. Many things that made sense at the time now appear somewhat... unplanned. I think I will change quite a lot in the end. Everything should be a lot better sorted and balanced. 2 evil/good/savage plants and trees, each with special abilities, a complete rebalance of the underground creatures, and a more specialised megabeasts. Here some few idea I had:
MetalworkingMajor overhaul. I want to make it easier, especially the "grind to powder, smelt powder"stuff, and balance everything better. Mithril should be steel-grade, but lighter. I think it is too strong against invaders at the moment. Higher grade alloys can be better then steel, and volcanic a bit harder to make, with a massive damage boost against frostgiants. I dont know yet how I feel about the alternative-metals, like steeloak or bloodsteel. Yes, they have the same value. But different origins. I got rid of steeloak and made it produce steel instead, and people were fine with it. I kept bloodsteel as a seperate metal, and people are fine with it as well. I will also make a poll about "wrought iron/crude iron" that has to be refined first.
LibraryInstead of one way to learn, I want to introduce three.
1. Take a book => Read => Small skill increase. Book will stay.
2. Take a book => Take ink/paper => Study a topic. Book might be used up. The dwarf will write several "pages" that go into a container the "textbook" This way I can create a big amount of items, like the skill essence. The full "textbook" is then destroyed by "storing" it in the library, automatically. By placing all items into the book I also avoid the stockpiling problem the essence currently has. All this gives a medium skill increase.
3. Take an "epic" book. These are created with a low chance while writing books or can be traded for or found in archeology. Same system as above, with a high skill increase.
Philosophers Garden & Fountain & potted plant & totem (buildings)Nice looking, but rather pointless. I think I might remove them, move the learning reactions into the libraries, and make the "decoration-only" buildings optional, and turn them off by default.
Landmines & TurretsUpgrade systems for those, based on transformation. Each unit can get one upgrade only. Walking mines OR invisible mines. Long-range turrets OR fast-fire turrets. I could use boiling stones, display name changes and syndromes that give interactions, but I think transformations are easier, because you get the definite message when the reaction worked. It also limits it to one upgrade per creature.
ArcheologyShould be more of a lottery. You can only find "fossil" in the inorganic mats. Then it is brought to the workshop to be identified and then restored. I think I will do about 100 different outcomes, from ancient masterpiece books, over chests full of gems and coins, special unique weapons, anything you can think of. Currently the system itself works, but people said that they barely get anything useful from it.
Mages & FamiliarsI do like the XYZ-bound and XYZ-mancer system, but only for its simplicity. I think I might create more complex and more different mages. They also should get familiars. Familiars are special pets, restricted by number, bound to a mage. A "puppetmaster"-mage could for example transform up to 4 scarecrows into scarecrow-men that do his melee fighting for him. A demonbound could transform one dog into a cerberus or hellhound. A heavily buffed guard dog. These should be assigned to the specific mages, because of a special ability they have: The mages get interactions that make the pet stronger, and the pet gets interaction that make the mage stronger. This way you only profit from them if they are near each other.
MegabeastsI really like some ideas that came to me about megabeasts. One would be an unkillable blob with a syndrome. No way to kill it means that you have to use caveins or trap it. Creativity is needed, and you can weaponize it if you are good enough. Another would be a creature that creates a clone of itself for every bodypart that has been hacked off. This means you should only fight it with blunt weapons, or be overrun. In general megabeasts should feel... bigger, badder and more difficult. They seem too weak currently. I will also increase the reward for killing them. Instead of 1 legendary skill you will get 3 things: 1. a trophy. Be it a mounted head, a bronze-colossus statue or whatever, something to remember the beast by. 2. Items. 50 steel bars for killing a steel colossus ? Sounds fair. 20 menacing spikes made from dragonteeth ? A giants potion to create a giant-dwarf for some time? Check. Each would be specific to the beast that has been killed. 3. The skill essence/soul. You will still get to upgrade a combat skill from it.
CultsSince I got so much positive feedback about the cult of the carp god (mostly because of the FUN it caused, and because people were not expecting it) I think I will improve on this system and add 2 more. One could be a zombification-curse that is going on, or your archeologist digs up "the marker" from deadspace. Definetly something hidden, horrible, with a lot of rpg-style ingame logs. Ideas welcome. Oh, and I can totally see something Magic-the-Gathering Phyrexian in this... and another fun little thing, but I wont spoil it here.
DiseasesThe current system is really bad, sorry for that. I will trim down on diseases, but do more realistic ones. I want a chicken pox that kills your lifestock, a plaque that is contracted from vermin (should have killed those rats) and rabies that turn your guard animals on yourself. Something that people do know from real life, not too much made up stuff. This way people can identify it more easily and have a guess at what will happen.
CavernsI want to make the third cavern a lot (and I mean A LOT) more difficult. Just as there is a massive difference between steel and adamantine, there is a massive difference between cavern3 and the HFS. I want it to become progressivly harder, with cavern1, cavern2, cavern3, then flying clowns, then even harder non-flying clowns. Each cavern has some special rewards for conquering them, with special plants, trees (no more fire trees) and item-drops.
Races15 races in total. 4 allies, 2 thief-races, 3 cave-races, 6 invaders. Each with several different castes/creatures in the race. I dont want to spam too much here, but the races should be more mixed. Instead of goblin,goblin,goblin,goblin you should have goblin,orc,troll,ogre in one army. With different sprites. In general they should have more personality, Antmen for example should arrive with a small number of antmen and a big number of ants. Antmen sheperds walking their vast herds of giant ants through the caverns... I like that mental image. Each race will have a different item-drop that enables one industry.
Music StageMusic System would be better if the dwarf would be transformed into a bard for a while. Immobile he would stand on the music stage and only leave when his song is done. Makes a lot more sense then the current one. This way people lose the dwarf-power of the bard for as long as he plays, and I could make them play actual songs, with texts in the interaction log. Of course by using transformation mages wouldnt work for this... but I think thats excuseable.
Random stuffLeatherworking is a bit of a mess currently, I want to make it better. Same goes for the armor and weapons of different races. There is no clear guide on what is what, so I probably will change them a bit, make them simpler, and then add them to the manual. Oh, the manual: Search engine is in progress, and I decided to scrap 2 chapters: Tables and Spoilers. I will just include all the tables and spoilers in the categories.So instead of going to "creatures" and finding a "go to spoilers section" you just go to "creatures" and have the creature-specific spoiler text directly in there. Should make things easier to find. Same for the tables. Why should a table about dwarven castes not be at the caste-explanation, or the table for metals not be in the inorganic mat section ? I also added ALL vanilla creatures to it
Finally figured out how to sort that section. I then added a new chapter called "Areas" which explain the difference in vanilla biomes and caverns and the masterwork versions.
tl;dr: I have a pretty clear idea of what I want to do with the mod. And how to do it. Mostly waiting for the python gui, then I can give more info on that. EDIT: Dont get overexcited yet. Still 3 weeks to travel, then start modding. So minimum 1 month till anything of this sees the light of day.