Items For RifE?

lemonjelly

Modding For Ethne
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Jan 5, 2008
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So, WildMana has loads of items, and I'd like some in Rise From Erebus, so, if you have any ideas, post them here?
 
Posted in another thread after Valk asked us to move the discussion because it took to long to write.:

Ideas that aren't potions (covered by apothecary) or equipment (covered by the various Master such-and-such buildings)? How about:

Spoiler :

Diary-+.03xp per turn up to 1xp (requires FlatXP mod). Requires Writing tech.

Bronze Star-Grants Corporal promotion (the lowest CoC rank if that's not it). Bannor only.

Improved Feed-+1 Movement. Mounted units only. Requires Corn and Wheat resources.

Beacon of Light-Reduces Armageddon Counter by 1 when equipped, but 1% per turn chance of spawning some big, nasty demon barbarian unit in an adjacent tile. Destroyed rather than dropped on unit defeat. Requires Good player and Righteousness tech.

Weights and Measures-10% reduction in purchases made through this unit. Requires Trade tech.

Bag of Tacks-+20% Defense Strength vs. Giantkin (one use).

Compass-Immunity to Diakonos' Lost spell and some bonus in dealing with Sidar Mist. Requires Iron resource and Cartography tech.

Hunk of Meat-+2 First Strikes against animal/beast units (destroyed with use). Requires any meat resource.

Fur Coat-Prevents blizzard damage. Requires Fur resource.

Everlasting Cantine-Removes desert penalty. Requires Elementalism tech.

Bandit Scarf-Gain Hidden Nationality and auto-pillage, but +10% chance of becoming a barbarian unit each turn.

Precious Locket-Remember your loved ones and find a reason to live. +10% Retreat chance. Requires Crafting tech and Gold resource.

Fireworks-Removes one temporary unhappiness from city when used (must be on a city tile) and destroys item. Requires Gunpowder resource and tech.

Magic Seeds-+5% chance per turn to create a New Forest in a non-forested tile, removes item when it occurs. Requires a recon tech (whatever is a tier later than Priesthood as this mimics the FoL priest ability).

Calf/Sow/Cotton Seeds/etc-Like Magic Seeds, but spread a particular organic resource. 1% chance or less (probably much less, or this needs to be very expensive) per turn of spreading the resource, and none if a resource is present, even if unseen. Requires the resource in question (the idea is you could trade to get access to a resource and then buy several of these to try your luck at getting it domestically.

Citizenship Papers-+5% city defense. Requires Courthouse improvement.

Keg of Drin's Best-+2% Heal rate. Requires Ale resource. [Drin was a elf cleric in a game I GMed 5 or six years who retired to start a Brewery after saving the world. I suppose any name would do].

Lucky Rabbit's Foot-+5% chance to avoid bad lair results.

Hunting Dog-+10% vs barbarian animals/beasts. Requires Hunting tech.

Spyglass-+1 Visibility Range. Requires Optics tech.

Emergency Rations-Can be used once for +2 movement.

Feather in a Cap-+1 Ranged Attack Strength. Archery units only.

Writer's Pen-+20% vs. Swordsman, cannot be equipped by melee units. Requires Writing tech.

Strategy Guide-When projected combat odds are at least 50%, victory is automatic, with no damage, but SG is lost and no experience is gained. Requires Writing tech.

DM Guide-100% chance to avoid negative lair result (once, the reroll could still be bad) 10% per unit level chance that the item is lost when used. Requires Writing tech.

Portable Hole-Activates if unit fails a retreat attempt. Same effect as dungeon "Go through the portal" event. Requires Pass Through the Ether tech.

Reliable Belt-Because keeping your pants on in battle is important. +5% Strength.

Helm of Learning-Same effect as Valor but neither expires nor requires law mana. Cannot be equipped with any other Helm. Requires Divination tech.

Fixed Die-If the possessing unit fails a retreat check or a unit it's fighting succeeds in a retreat check, the result is dismissed and rechecked and the item is lost. Requires Mathematics tech.

Ring of Power-Gives +20% Strength, +30% vs barbarians. Once a certain number have been bought, the One Ring becomes available as a lair reward. Once equipped, all units equipped with a Ring of Power are transferred to the player with the One Ring. Once the One Ring is found, no more Rings of Power are available. Requires Crafting (the idea is that this should be tempting early on with experienced units all going to the lucjy dungeon explorer).

Fizbin of Misfortune (I doubt I spelled that right)-prevents healing of any unit in the stack, and inflicts 5% damage to all units in stack. If possessing unit is defeated in combat, it's transferred to the winner, otherwise it behaves in the same manner as Spirit Guide (receiving unit also gets a Fizbin). AI players need to be taught to suiced such a unit asap.
 
I think you need a ten foot pole which could be the non writing version of the DM Guide, just lower the odds of bad things happening. Also could be fun to have cursed versions of most of these things. They look the same when you pick them up but if you equip them they give you negatives. You could then drop them and let the enemy find them so long as you didn't equip it.
 
For me, the value of items depends on whether or not the promotions involve intense micromanagement. For instance, one of the promotions you mention is Fur Coat which prevents Blizzard Damage. If the Fur Coat requires Fur (and a Tailor?), but is automatically awarded to any new units built in that city, then go ahead. On the other hand, if every time I build a unit I need to remember to cast the "Make Fur Coat spell (cost 2 Gold)" and then tell the unit to "Use Fur Coat" then that's a layer of micromanagement hell I could quite happily play without.
 
Well, I have a system in place at the moment.
Its a spell, castable in cities only, launches a popup that lets you choose items.

But, currently, causes a CtD...
And, it requires the MPL of 1.3 anyway.
So, yeah, its micro-intensive, and the promos are just promos, not equipment really.

For my games, I use it to customize heroes and other special units, like the warrior that I've got attached to, or the mage that defended my capital in the war ect ect :p
 
Guess it works if expensve and limited qso you do nt have to do it fr every unit. then a spell that would autoequip unit with cheaper equipment would be nice also (as for example a sub builing of forge)
 
Well, I just rattled some items off the top of my head because lemonjelly asked for them, so I'm not particularly wedded to any of them. That being said, I didn't intend any of those to be items every single unit you own would want or need (and I specifically didn't guess at prices as that definitely requires playtesting). The Fur Coat mentioned wouldn't be necessary at all unless the Illians or Frozen are in your immediate vicinity (and requiring a Tailor building would, I think, make it Kuriotates specific, which is why I didn't suggest that).

The 10' Pole is a good idea. Maybe a 30% chance to avoid bad lair results once (because you'd drop it in the process of running away). Requires Forest (any kind) in city radius. I thought of a few alternatives, too.

Spoiler :
Canary-+33% chance to avoid bad lair results, but lost when a bad lair result occurs regardless of whether it was avoided (because the canary is dead either way).

TNT-Upon use, removes target lair (collapses the entrance) with no lair result (because you didn't explore it). Requires Gunpowder tech and resource (which unfortunately makes it useless, I think, but I want the prereq to make sense-however that thought led me to the next one)

100 Shovels-Unit is busy for 5 turns (or whatever) upon casting, at the end of which time the lair disappears (because you buried it), also with no lair result. No prereq, but at this point you may just want to make this a default worker action rather than item based.


I like the idea on curses, though I think most such things should be lair "treasures." My thought on the Fizbin was that it would be matched with a bandit scarf, or used during war to introduce it to an opponent. As a solution to it and other cursed items, I suggest
Spoiler :
Scapegoat-100% chance of becoming a barbarian unit if in unclaimed territory. When this occurs, all promotions are removed from unit.
 
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