tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Magic trees #310

Open tukkek opened 3 years ago

tukkek commented 3 years ago

Redesign the current Tree Dungeon Feature to instead be Potion-based, having a 50% recursive chance of having one or more fruits when first found. The resulting Fruits are simply renamed Potion instances or subclass.

When empty, they can also be accelerated to bear Fruit by the sacrifice of a Potion or Flask charge. The sacrifice has a recursive goldtocr(charge#price) /goldtocr(fruit#price) chance to bear one or more fruit (if the sacrificed value is larger, generate one Fruit per surplus then continue recursively).

The type of resulting fruit can be identified beforehand with enough Knowledge and the resulting fruit will be identified or not accordingly. A knowledgeable party member can also identify a vague chance of a Potion sacrifice resulting in at least one fruit.

This approach is more interesting because:

  1. Camps and Fountains already do what Trees currently do.
  2. There's much more variety.
  3. Being able to carry and sell Fruit is much more strategic than just using as-is.
  4. It can be seen as a Potion-per-Potion exchange, allowing players to (almost literally) farm Fruit, making Trees (and the Temple of Earth in particular) very valuable finds.
  5. Automatically expanded by adding more Potion-able Spells

The particular Potion Spell for a given Tree is based on the Dungeon Floor level, possibly modified as per the Difficulty Class table. This might result in few high-level-viable trees but that can be remedied through adding more high-level Spells (possibly), giving off more Fruit when first found and adding freebie Cure Wounds effects to the fruit.

To prevent players from micro-managing and abusing Trees too much, it should be easy to make food have a 1-in-5 chance per day of rotting, turning into worthless Rotten Fruit instead.

tukkek commented 3 years ago

More ideas for types of fruit. Ideally would find similar-enough Spells #59 to mimic those effects but as a last-case scenario can just be made into custom instances as well.

tukkek commented 3 years ago

If even high-level Spells are not enough to make viable high-level Trees, simply choose lower-level Spells that instead guarantee a certain number of Fruits when found. That's not ideal (because why wouldn't the inhabitants have used these fruits themselves?) but it works out balance-wise.

The same can be done to add variety to lower-level Dungeons: pick any valid Potion in the same level range but give it, say a 10% chance only of spawning initial fruit if the Potion price is 10x higher than baseline, for example.