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Crafting

Crafting in Hybrasyl

Crafting in Hybrasyl will be a complete divergence from base. Not only will changes need to be made in order to support peasant advancement options, in many instances the base version is unnecessarily cumbersome, needlessly complicated, and often just generally bad. The following changes to base crafting are suggested to both resolve the ballache associated with each, and to allow peasant professions to have an incentive (but not monopoly) on various crafting systems.

Gem Polishing

Currently, gems exist in Raw, Flawed, Uncut and Finished varieties. Proposal is to remove Flawed and Uncut varieties, and focus on finished. As priest spells use "uncut" gems, new gem types would need to be introduced.

Option 1 - Minimal Change

Insert image of gemstones here

Name Tile Associated Stat
Beryl 232 Intelligence (+1)
Coral 234 Intelligence (+2)
Ruby 234 Str (+1)/Int +1)
Spinel 1674 Constitution
Sunstone 1676 Strength
Jade 1678 Wisdom
Amethyst 1680 Dexterity

Option 2 - Holistic Approach

Insert Image of large gemstones here

Name Tile RGB Color
Ruby 687 235,23,67 Red
Citrine 688 239,111,11 Orange
Sunstone 689 251,255,123 Yellow
Peridot 690 183,231,103 Lime
Emerald 691 0,255,0 Green
Jade 692 0,99,0 Dark Green
Sapphire 693 83,87,203 Blue
Moonstone 694 115,111,151 Grey
Amethyst 695 171,83,171 Purple
Ialtag's Eye 696 119,71,39 Brown
Spinel 697 159,231,231 Aqua
Pearl 698 255,255,255 White
Onyx 699 51,51,51 Black
Beryl 700 223,163,103 Tan
Coral 701 203,203,239 Light Blue
Quartz 702 151,151,151 Light Grey

Gems referenced in Gear

Rings: Emerald, Spinel, Beryl, Ruby, Coral, Lapis, Red Jade, Amethyst, Jade, Black Pearl, Sapphire, Ialtag's Eye (bat's eye), "black stone" (can be onyx from above), Garnet, Crystal (Medenia - dumb, so rename)
Earrings: Beryl, Coral, Ruby, (White) Pearl, Amber, Emerald
Gloves: Heartstone, Emerald, Ruby, Sapphire
Necklace: Pearl, Jade, Diamond, Amber, Emerald, Ruby, Sapphire
Shields: Emerald
Weapons: Amber, Diamond, Emerald, Ruby (Warrior Sabers/Rogue Whip)

Duplicate Colors needed to satisfy above

Name Tile RGB Color
Spinel 687 235,23,67 Red
Red Jade 687 235,23,67 Red
Garnet 695 171,83,171 Purple
Black Pearl 699 51,51,51 Black
Heartstone 695 171,83,171 Purple
Amber 688 239,111,11 Orange
Lapis 693 83,87,203 Blue
Diamond 702 151,151,151 Light Grey

Other Item Changes

insert small gemstones here Propose moving "gem" (beryl/coral/ruby/pearl) earrings to using small size of gemstones above

Mechanics

To actually polish gems, the following system is proposed:

  1. No longer takes labor - polishing should be limited by resource availability instead
  2. Identify alternative method to obtain gems that requires more effort than buying them (perhaps leave limited quantity on vendor)
  3. Gem polishing is done via castable
  4. Castable would bring up dialog or manufacture interface

Castable Dialog

  1. Step One - Alone or with Assistant
  2. Step Two - build "smart menu" based off of inventory (alternatively, just list out every gem)
  3. Step Three - Enter quantity to polish
  4. Step Four - polish gems according to skill level + x% assistant skill level, against y% chance of fail
  5. Receive Gems

Manufacture Dialog

  1. Step One - Alone or With Assistant
  2. Step Two - Insert Gem stack
  3. Step Three - "Manufacture Gems" according to skill level + x% assistant skill level, against y% chance of fail
  4. Receive Gems

Blade/Soori Smithing

Minimal changes. No longer takes labor, limited by weapon availability and reagent. Allows only improvement of weapons, not crafting. Remove associated legend marks, refer to as "weapon enhancement"

Thoughts on "Smithing" Reagent

  1. Add craftable sharpening kit item for blacksmith profession - allow crafting independent of NPC.
  2. Allow repeated sharpening of weapon to get better affix, with chance of breaking?
  3. Add "revert crafting" ability/skill to peasant class, gated behind affirming choice to remain peasant.
  4. For NPC crafting, require wolf's fur or some other bullshit?

Tailoring

Minimal changes. Available to all classes. No longer takes labor, limited by armor availability and reagent. Allows only improvement of armors, not crafting.

Thoughts on "Tailoring" Reagent

  1. Add craftable sewing kit item for craftsman profession - allow crafting independent of NPC.
  2. Allow repeated tailoring of armor to get better affix, with chance of breaking?
  3. Add "revert crafting" ability/skill to peasant class, gated behind affirming choice to remain peasant.
  4. For NPC crafting, require spider's silk or some other bullshit?

Fior Gathering

Removed, added into Wizard Research

Wizard Research

Tbh, scrap whole thing and start from scratch. Overly complicated, very small tangible benefits.

Removed

  1. Alchemy (Smoky Spheres, Red Potions) - Smoky Spheres goes to Rogue via Alchemist NPC, Potions goes to Peasant Profession Alchemist
  2. Sorcery (Songs) - Goes to Peasant Profession Archivist
  3. Enchantment - Enchants Goes to Peasant Profession Archvist; Item creation goes to Craftsman profession
  4. Anaylze Item - Wizards can already do this on demand

Added

  1. Rituals - Create temporary combat assistants, summonable by items
  2. Imbuement - Add elemental properties to necklaces and belts
  3. Distillation - Distill essence from items into fior spiorad

Herbalism

Massive revamp. Available to all, allows for gathering of herbs and brewing of basic (current) potions. Herbs will be interactive nodes (monster sprites) with passthrough active (e.g., can walk through them). Walking through or near them with herbalism item (in inventory/equipped?) will give chance to harvest herbs.

Changes for base Herbalism

  1. For non-alchemists, potion brewing must be done at alchemy npc (to-do: draw up crafting system).
  2. For alchemists, potions can be brewed anywhere with proper materials.
  3. Create new tier of potions, consumables (aka ammunition for alchemist skills)
  4. Hemloch deum remains a poison
  5. Hydele deum remains a healing potion (change to 10% of hp for heal)
  6. Betony deum remains beag naomh aite
  7. Personaca deum remains ao puinsein
  8. beag spiorad deum now craftable, (change to 5% of mp)
  9. Fifleaf deum reamins a healing potion (change to 5% of hp for heal)
  10. Beothaich deum remains remove coma

Additions for Alchemy

  1. Create ammunition potions for bombs, etc
  2. Create red potion cannon (targeted coma remove)
  3. Create status removal potions
  4. Other ideas: support potions (lesser value priest buffs); (to-do: add more)

Fishing (new - replaces old fishing)

No idea what to do here, other than DA fishing is worst implementation of fishing I've ever seen

Farming (concept)

Would need player housing to be a thing, mini Stardew Valley experience

Mining (concept)

Same as herbalism, but for rocks

Lumbering (concept)

Same as herbalism, but for trees

Woodworking (concept)

Staff crafting - regulate to priests?

Cooking (concept)

Time to use all those spare monster parts to create buff food

Advanced Crafting Skills (Peasant Professions)

Work in progress!

Scholar/Archivist

Scrolls, research, enchantments

Craftsman/Artisan

Creation of jewelry, bracers, profession items

Blacksmith/Forgemaster

Weapons, armor, profession items

Apothecary/Alchemist

Creation of potions, tinctures

Trader/Merchant

Regulator of marketplace

Pure Peasant

Should be option to not partake in profession and instead gain social role. Needs system for advancement. Ideas for rank names:

  1. Peasant -> Laborer -> Farmhand -> Countryman
  2. Peasant -> Serf -> Civilian -> Courtier
  3. Something different

"Pure Peasants" would then go on to join existing social orders (would need to establish defaults first, like knaves, bandits, laywers, etc), or found a new order with popular support (in before prostitutes).

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