diff options
Diffstat (limited to 'vamp_stuff')
-rw-r--r-- | vamp_stuff/readme | 26 |
1 files changed, 15 insertions, 11 deletions
diff --git a/vamp_stuff/readme b/vamp_stuff/readme index fec41ae..355815b 100644 --- a/vamp_stuff/readme +++ b/vamp_stuff/readme @@ -32,7 +32,6 @@ Provide mod added vampires with germanic ethnicity. ---Spells -Add spell to simulate combat feeding. Added spellcraft skill. Added scrolls for Hemomancer spells. Redo the Hemomancer descriptions to be less broken english. @@ -43,11 +42,14 @@ 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. Add Spellbooks by DrPariah. Add my extra Hemomancer spells to those books. -Fix damaging spells being being described as "an explosion" via the sound_description field. +Fix damaging spells from being described as "an explosion" via the sound_description field. Rebalance spells again- -Using Arcana mod Sanguine for HP spells, and Arcane for Mana spells. --Though using half that in HP. +-Half those HP costs, but spells level more slowly. 10 for self target, 30 for other target. +-HP cost heals become more expensive as they level, rather than less. -Some spells just defy clear balancing. +Add spell sounds effects. +-They don't seem to work reliably when cast farther than 4 tiles from the player. :/ ---Traits Added a background story to recruited isolated vampires. @@ -88,19 +90,18 @@ Can drink blood from npcs via conversation menu. Can ghoul wary/scared npcs via conversation menu. ---Terrain -Change overmap names and icons of vampire lairs to match to base terrain they spawn to, so they cannot just be searched on the world map. -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 searched on the world map. +Change overmap names and icons of mod added maps to match to base terrain they look similar to, so they are less obvious on the world map. +-ie, vampire cove looks like a generic cave. ---Tileset -Use the UndeadPeople-Base tileset instead of the original. Add tileset references for new items. Add extra tile for the red iris mutation. Add extra tile for the deadened body 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. +-I will probably remove these towns entirely later. +Add the filthy tag to mod zombies so their item drops are filthy like any other zombie. Clean up a lot of broken english. ---Source patches @@ -120,9 +121,8 @@ Prevent vampires from eating other items flagged as CANNIBALISM. ---To-Do Expand the vampire towns. -Create a way to be embraced into a vampire. -Create a way to embrace others into vampires. Change vampire replies to notice if you are a vampire. + Add more vampire dreams. Fix the vampire immunity to apply properly. @@ -134,9 +134,13 @@ Add a tile for when using blood coat and blood ascension. Get the arcana side of the mod working as well. Add a tier 5 hemomancer support spell. Add a recipe to use bloodruns to gain access to spellcasting classes. +Add spell to simulate combat feeding. -Rebalance blood more so it won't make you fat so quickly. (Not a problem in Bright Nights) +Rebalance blood more so it won't make you fat so quickly. +-Not a problem in Bright Nights Finish thrall/vamp dialogue trees. +-Create a way to be embraced into a vampire. +-Create a way to embrace others into vampires. Gate blood drink/ghoul/thrall/vamp dialogue trees behind a trait revealing you as a vampire. Find a way to drink blood via dialogue without spilling or requiring a container as part of it. Figure out why certain foods are still edible despite being invalid food materials: |