Post
by Agata » Wed Apr 04, 2012 2:49 pm
Many features are still under discussion and playtesting, but one of the easiest and most fleshed out (not yet implemented, though) is the Crafters Guild or Crafters Order. Members will gain "fame" from crafting and repairing, and this will influence their title. It doesn't sound very great on the surface, but the truth is it will give non-combatant crafters a way to actually advance in title.
Another feature under discussion is the possibility of recharging the charged items. Fire resistance, cold resistance, poison resistance, and energy resistance indicators will be used to display the total number of charges left in your items worn. The different types of resistance charges, in case you don't remember, are fire resistance, frost resistance, poison protection, electrical resistance, and magic reflection. For the last one we might use the Luck indicator. I will not go deep in the workings of how to recharge the items, that's under discussion.
This led to some brainstorming about the Imbuing skill. Currently we have Benson with his potions of magical randomness. We talked about gambling more points for a "more concentrated" potion, but then we thought about opening this as a skill to players. This is still in a brainstorming phase.
Another, the data files have two octaves of notes for the lap harp, standing harp, and lute. We have been thinking about making some harpola and luteola or similar thing. We have yet to define the way to interface with it, but my idea is a gump with "punch-holes" to mimic a pianola's roll. We even considered giving the player a way to define a short tune for provocation, another for discordance, and yet another for peacemaking, and play them on a successful check of those skills instead of the normal sounds, but we don't know how that will respond with the amount of network traffic during combat.
Then there are some ideas about pet training, reworking pet AI scripts and stuff. Think of pets with more advanced battle orders, some regarding spellcasting and healing. This led to the idea of having spellcasting on henchmen too.
Also speaking of pets, the pet training and revamped AI sprang the idea of having the Giant Beetle not only as a pack animal, but as a mining pet. "Buggy mine", target location, beetle starts mining and storing the stuff into its pack. There would be a way to put the pet to train, preferably by paying gold to a pet trainer.
Those are the most fleshed out. I didn't give most of the details to them because they are prone to change in the future. There are some others, each of them related to the new artwork and features of the latest clients, but those discussions belong to the Staff forum yet.
I'm familiar with the acacia. I know how immortality is achieved.