FORUM ARCHIVED

A Note To Modders:

Discussion in 'Modding' started by FaxCelestis, May 15, 2012.

  1. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    For the love of diggles, if you put in booze, make a way to turn it into aqua vitae.
     
    mining, Aegho and Essence like this.
  2. Aegho

    Aegho Member

    You too Fax, you too! (None of the cocktails, or even the rum, from faxpax can be turned into aqua vitae!)
     
  3. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I know. I'm still tweaking the cocktails, but I guess I could put that in before they're complete.
     
  4. Megaron

    Megaron Member

    For the record, the only reason I'm not allowing Vitae-ing the drinks in Sweet Foods is because they don't actually contain alcohol.
     
  5. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Good point. Adding appropriate recipes now to ID 2.0: Items sub-mod.
     
  6. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Tried to edit this into my previous post, but I'm getting weird server errors. Testing to see if a fresh post will allow it go through...

    @Megaron: I haven't tried your mod yet, so I could be totally off base here in my ignorance, but I'm gonna say it anyway. Keep in mind that this isn't in response to anything I've seen in your mod, just a general philosophy point. So, you may very well have really good counter-arguments that are self-eviden in Sweet Foods, and I just don't know about them. I've been meaning to give this same bit of feedback to lccorp2 re: roguish renovation for a while now as well, and keep forgetting to mention it to him.

    Here goes:

    As a general rule, I think that if a drink doesn't contain alcohol, it has no place restoring mana.

    Wizards=Drunkards is a pretty big theme in Dredmor, and one of several things that distinguish the setting from just another random generic fantasy world. Including non-alcoholic mana-drinks flies in the face of that.

    A non-alcoholic mana-drink would have to be pretty awesome to not feel out of place in DoD. When I say awesome, I don't mean powerful (though it would need to do something special enough to justify it), I mean "great concept, and has sufficiently entertaining descriptive text". I'm not saying it couldn't be done, but it would be a hard sell.

    I could totally accept some sort of non-alcoholic neer-beer (either gives 1 or 2 mana, or has some custom drawback that makes it less effective than booze), or perhaps items generated by a specific "recovering alcoholic" skill tree. I wouldn't include a non-alcoholic mana-drink in DoD unless it specifically played off the core reality of DoD that being able to cast spells pretty much requires getting tanked. Otherwise you're just watering down the setting.

    Personally, I think nearly all the non-alcoholic beverages I've seen in mods should have been potions instead.

    And just for the record, I'm not saying this because of being some sort of high-functioning alcoholic or college kid who lives to party. Truth be told, I rarely drink, and went through a phase for several years where I abstained entirely. I hate the foggy-headedness that comes with being drunk. I'm one of those "always in control of my own actions" kinda guys. So I have less than 10 drinks in the average calendar year, I'd say, and the last time I had more than 2 beers in one night was at a wedding 6 or 7 years ago. Despite all that tee-totalling, I still consider "wizards are drunks" to be an awesome part of the Dredmor intellectual property and setting, and wouldn't divert from it without real good reason.
     
    Essence likes this.
  7. Megaron

    Megaron Member

    Well, to be fair, I don't have much of an excuse for the kool-aid, the eclair and the croissant, but my excuse for the rest is that they're either enchanted or haunted (milkshake/swiss roll and pumpkin pie), or have some other characteristic that invites magical energies (radiation for the various Nuka-Colas, which also plays as a trade-off for their high mana recovery). I've been thinking of changing the kool-aid into a potion, and I can probably put in an excuse for the eclair and the croissant.
     
  8. I thought you guys just gone done agreeing that vitae is useless in another thread. :confused:
     
    Essence likes this.
  9. mining

    mining Member

    Note: Everything sweet contains alcohol if you try hard enough
     
  10. Lorrelian

    Lorrelian Member

    Vitae is the useful one. Regia and Fortis are the suck. And it allows for easier stacking, a-la grinding cheese and meat.
     
  11. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Aqua Vitae is used in half of alchemy's recipes.

    The items I was complaining about were Aqua Fortis, Aqua Regia, Solution of Gold, Oil of Vitriol, etc. They're all historically and scientifically accurate, which is kinda cool in a geeky way. Sadly, they don't really do much of anything in-game, except convert to one-another, so the top of your crafting interface is filled up by recipes you mostly won't use.

    I'm tentatively working on some solutions to that for ID. I did some alchemy research for a tabletop RPG a while ago, so I may figure out a way to adopt some of that time spent to Dredmor.
     
  12. I'm new here, so I don't know where all the threads are hidden - but Aqua Fortis in combination with Rust could be used with various weapons to make more... decorated versions of the same.