I've started creating my first mod(I did create a Dredmor Mod before, but it was never released and was deleted), and it includes a few crafting recipes, a handful of spells, some modified vanilla graphics, and a heap of items. No new monsters/rooms yet though. I'm open to balance suggestions(aside from Trap level for the 2 traps and the Wonder Woman Skill), as well as notifications if currently existing mods already include some of the stuff I had. Feel Free to look through the XMLs. Edit: Here's a new version: With Titanium, Craftable Titanium Bolts(Try to craft the Ingeniously Scythed ones), lots of hidden recipes, and The Android Rogue Skill. Oh, and the Diggle Juice is supposed to give you one of 3 buff/debuffs. Let me know what order the Skills in the Android Rogue tree should be. And the Subtle Getaway skill CANNOT be the 6th, 7th 8th... skill. The point is to be able to access a teleport before you would in Burglary. The Skill in it's entirety is supposed to be a mix of Perception Lucky Finds, Burglary, and Tinkering, so that you don't need to spend alot of points in 3 different skills for your rogue. It's also a boon to Pirate-classes and Warrior/Rogue Combos with the extra armour absorption. This skill will give you room to pick skills like Piracy and Artful Dodger. And I also can't seem to get the "trigger on equip" thing to work. I'm trying to give passive buffs that negate armour's blocking bonus and nimbleness deficiency, but only if you're wearing heavy armour.
Here's another problem: I have a crafting recipe for Ilmentite(ore) that is supposed to craft 2 different kinds of ingots(Iron and Titanium). How do I set up a single crafting recipe to output 2 different items?
The current crafting system only allows for one output per recipe, but if you create an item that triggers a spell effect to produce the two outputs you can produce a similar effect.
Then is it possible to trigger a spell upon crafting something? (maybe triggeroncraft?) Edit: If not, then I guess Ilmentite will have to go without Iron then. By the way, is Ilmentite both a good source of Iron and Titanium?
If you create a thrown weapon that can target the floor flagged as special="1", you could have the thrown weapon trigger a spell that produces iron and titanium.
I think I'll do that with Adamantium Ingots. They're already throwable as-is. It'll spawn an Adamantium platebody at a 1% chance, because addy platebody is stronger than boilerplate and titanium. Edit: Titanium will be for crafting Rogue-friendly Warrior gear via smithing, as a higher tier than aluminium. Reddit: It's gonna be stronger than Ring-mail/Brigandine, but weaker than embossed serpentine(AA wise) Commakaze, Reddit: Ilmentite will only spawn titanium, and only 1 ingot regardless of skill level. I set the skill requirements(ingot press) to 0 so that Tinkering and alchemy can make use of Titanium(potentially). In the meantime, I'll post in Mod Request for the ability to have multiple craft outputs.
I think you can let it produce an item, like Ilmentite(worked), eateable or consumable in some way, that upon consume trigger an effect that spawn both titanium and iron. It could be like a sort of Odious Puffball.
I'll go and give this a run through in a bit. I'll let you know my thoughts on it soon enough. Starting out, the funmonger skill was pretty neat. Survive a level up, and you get yourself back to normal. The diggle juice skill that it adds doesn't seem to do anything. Unless I'm missing something, it just doesn't seem to work. The two traps you added probably should be moved to near the end of the game, and made very very rare. Unless you want people to beat you with sticks.
I think if Essence allows me, I'll call it Essential Arronsyaoran. The Clockwork Android Ability's Piercing buff doesn't seem to work, and Android Armour doesn't seem to be proccing Massive Agility, and it isn't affected by Equipped Armour.
Why not just go for "Arronsyaoran's Essentials"? The same in meaning, but you don't have to wait for him to respond.
Arronsyaoran's Essentials sounds a bit lame(like Arronsyaoran's Fundamentals), and doesn't have that "Essential" mod feel to it. For now I'll just call it Android Rogue Mod.(until I update Funmonger, Add Off Wield and add Football Hooligan.)
You can also create two recipes with the same Regents to create IImentite, one gives you Iron and the other Titanium.
Ilmentite is an ore, found naturally in mines. I actually changed the smelting recipe to only give Titanium(not iron) and require Aluminium Dust and Rust Dust to smelt. Would it be accurate to add things like coal or saltpetre, or will that be inaccurate to real-life Titanium Smelting? Titanium is supposed to be really hard to craft with(even compared to steel), making the absolutely most rewarding items in the game for both Pirate classes and Warriors. Edit: Tip: Pirates use Swords(Swashbuckler), Thrown and Dual Wield. Rogues use Daggers, Tomes, Archery and Assassination.
Titanium may be hard to craft, but it's one of the best heat-resistant metals. It blocks Lava about 30 times better than steel, especially with it's much higher melting point. Okay, so, my flesh has a higher resistance to heat than steel...seriously, it's silly how hot steel gets when exposed to heat. And Aluminum. Titanium is extremely lightweight compared to steel, and armor made from titanium would be much lighter and flexible than steel armor. So, I hope it doesn't contain much Nimbleness penalties in your mod. Also, apparently, Titanium is a bit more brittle than steel. But it's still better at some things.
The titanium I have has far less Nimbleness penalties(intended), with most mid-high level Titanium armour being perfect for melee rogues/pirates/dagger wielders due to having no Nimbleness penalties at all. I should probably add Fire resist to high level titanium gear, starting with 1 Fire resist for the Titanium Brigandine. The Titanium Brigadine has slightly better stats than regular brigandine, and has absolutely no nimbleness penalties. The Titanium Full Plate has only -1 Nimbleness(same as aluminium cuirass) and gives nearly as much protection as Embossed Serpentine Steel Platemail. I'm gonna make the Titanium line go up to Clockwork/Serpentine levels, The highest Platebody offering -3 Nimble and more Armour than Magnetronic. There's also going to be Adamantium Platebody, which is the best warrior chestpiece in the game. Unfortunately, Adamantium only comes in Platebodies and Ingots, Ingots only being useful as throwing bricks and Platebodies giving more than 20 Armour.(Clockwork Titanium gives 18 AA/-3Nim/-0 Dodge, compared to Magnetronic's 16AA and -6Nim/-50 dodge). The Titanium gear is balanced out so that it has less block value than regular armour of the same level(because it's brittle), but still maintain's good piercing resist.
I'm seriously open to balancing suggestions for all content in the current version of my mod. If you feel that my mod is balanced/unbalanced, please state so here.
I didn't try the Android Rogue skill, but the Funmonger. Why the second level nullifies the bonus (more interesting the malus) of the first level?
The first level is supposed to both buff and curse you.(mostly curse your melee ability) The second skill is supposed to uncurse your melee(which is a worse curse than the buff provided) in exchange for some of you buff ability. If you find the level 1 curse too weak or the level 1 buffs too strong, let me know. I'll fix it in my next version, which will be whenever I get around to it.