Been thinking about making a mod for a while, never really got round to it before. Anywho, the basic premise is the pretty standard risk v reward thing. Skills: 1: You start with Dealer's Visor, which gives 1 2 2 3 and looks like this: 2: "Beginner's Luck" - 1 2 3: "Gambler's Fallacy" - 1 2 4: "Double or Nothing" - 2 & Ability: You get 10 10 10 for ten turns. At the end of those ten turns, you take (Scaling to + ) and you have a % chance of 4 other negative effects occurring, with the % lower the worse the effect. 5: "Advantage Gambling" - 4 2 2 -1 6: "Shooting the Moon" - 2 & Ability: For 7 turns you suffer increasingly worse effects and on the 8th turn all enemies a large area (the 101 template) take severe damage and you have a 15 turn long large boost to 7: "High Roller" - 2 2 2 -1 8: "Bank Breaker" - 2 2 2 4 -2 Other items: Lucky Die: Orb slot item, 5 5 5 2 ( ), crafted with Four Leafed Clover, Rabbit's Foot & Leprechaun Blood Four Leafed Clover: Orb, 5 Leprechaun Blood: Orb, 5 Rabbit's Foot: Orb, 5 I have a reasonable amount of the code done, I've pretty much made the Double or Nothing & Shooting the Moon abilities as well as all the skills and a couple of items. I'm considering nerfing the buffs on the Lucky Die item and adding a Lucky Find effect. I'm also considering adding an ability for High Roller in exchange for nerfing some of the buffs. No doubt the skill is ridiculously unbalanced (amongst other things), so any feedback on it would be greatly appreciated.
It seemed to fit in with the gambling theme, as gambling isn't exactly holy & I thought I'd need at least some debuffs to balance out the large amount of buffs (although I'm pretty sure that the values need to be tweaked a lot anyway)
Yeah, I guess that makes more sense & it would also focus the mod a little more rather than having a fairly random mix of buffs & debuffs
It looks like an interesting set of penalties and paybacks to consider. Are you considering adding anything that costs zorkmids? (which would mean waiting for the next expansion) And that's a nice icon for the visor, but don't accountants/bookies/card-dealers usually wear a green visor?
Yeah, I think that it's probably best to wait and change some of the focus to zorkmids. Visors are quite often green, but ones of other colours are used quite a bit too.
^Nothing stops you from releasing the mod w/o the zorkmid abilities, then add them after. Sure, the expansion ain't far, but, if nothing else, we can give you some feedback on those.