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authorjc_gargma <jc_gargma@iserlohn-fortress.net>2021-04-24 10:45:19 -0700
committerjc_gargma <jc_gargma@iserlohn-fortress.net>2021-04-24 10:45:19 -0700
commit16a67c799cec7c70d7bb002f267e04ec6f0fb883 (patch)
tree29ba7d1cea6fae0258c1964572b903a547b23889 /vamp_stuff/readme
parentMerge in the updated tileset (diff)
downloadcataclysm-bn-mod_vampire-stuff-redone-16a67c799cec7c70d7bb002f267e04ec6f0fb883.tar.xz
Lots of updates to the Hemomancer
Various design notes
Diffstat (limited to 'vamp_stuff/readme')
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1 files changed, 26 insertions, 8 deletions
diff --git a/vamp_stuff/readme b/vamp_stuff/readme
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@@ -11,10 +11,18 @@ Added more new vampire mutations.
Tweak the vampire npcs to use these new and modified mutations.
Buff the vampire immunity in line with what makes sense.
-Immune to viri, disease, and parasites, except for ooze and fungal.
--No need to breath, thus immune to inhaled gases. And to asthma.
+-No need to breathe, thus immune to inhaled gases. And to asthma.
-Immune to nutrient deficiency, as blood should be enough.
-Partial immunity to drugs and alcohol. You won't die, but you'll still get hella buzzed. ala VtM.
+-Spells
+Redo the Hemomancer descriptions to be less broken english.
+Rename some Hemomancer spells to sound better.
+Remove the meta decriptions from the Hemomancer spells.
+Make the Leech Whip into a Sword. No sweeping strike, but 100% leech chance.
+Make the Crimson Coat cover all body parts and use the close layer.
+Implement the on-attack and when-hit mechanics alluded to in the original Blood Avatar description, plus add the crimson coat retaliation on top.
+
-Traits
Added a background story to recruited isolated vampires.
@@ -44,32 +52,42 @@ Change overmap names and icons of vampire lairs to match to base terrain they sp
Change underground vampire lair icons to not be black. Afaik there isn't any way to see the underground sections in advance of going there anyway.
Change ancient graveyard name to field, so they cannot just be seached on the world map.
+-Tileset
+Use the UndeadPeople-Base tileset instead of the original.
+Add tileset references for new items.
+Add extra tile for the vampire eyes mutation.
+
-Bugfixes
Add the missing ghost town configuration that was causing errors.
Add the filthy tag to mod zombies so their item drops are filthy.
Clean up a lot of broken english.
+-Source patches
+Patch the warnings upon entering gas fields vampires are immune to in the source code.
+Patch underwater breathing in the source code.
+
-To-Do
+Add a story to the goals conversation topic for vampires.
+Expand the vampire towns.
+
Fix the vampire immunity to apply properly.
-Fix the warnings inside gas fields vampires are immune to.
+Add a way to become a mage.
+Redo the Warlock and Profane Conjurer spells and descriptions.
Get the arcana side of the mod working as well.
Create a way to become a vampire.
Change vampire replies to notice if you are a vampire.
Rebalance blood more so it won't make you fat so quickly.
-Come up with some other way to get human blood without killing.
+Come up with some other way to get human blood without killing. (Via conversation topic? Depends on relationship? By force too?)
Make blood an addiction.
Add a way to actually obtain the vampire crafting books. (It appears that SD cards can randomly provide the recipes.)
-Fix or remove the vampire equpiment.
+Fix or remove the vampire equpiment. (Convert battery powered kits into static tools?)
Add a vampire martial art based on the vampire weapon skills.
Patch blood to be healthy for vampires in the source.
-
-Patch the warnings upon entering gas fields vampires are immune to in the source code. -Done
-Patch underwater breathing in the source code. -Done
-Merge in the new tileset. -Done
+Patch mutation layering for vampire skin in the source.