tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Inhabitant redesign #311

Open tukkek opened 3 years ago

tukkek commented 3 years ago

Current Inhabitants are very type-heavy. If there was a way to make it so that every inhabitant could have different interaction options, they would be more realistic. A Leader could also have Items to sell, for example.

Each Inhabitant would start with a base type and a cumulative 50% chance of being able to draw from another type. They would then shuffle every available option together and draw from the pool up to a maximum limit or until the pool is empty.

A take-ten Diplomacy check could be used to reveal a certain number of interactions, while others would require a bribe (Item or gold) to unlock. Alternatively, reveal all options and allow a take-ten Diplomacy roll to redeem free ones, with each action increasing the DC (by +5, for example) - and if the DC is not met, a price in gold is required.

Selling up to the NPC's gold value (as in Fight reward) would be a better mechanic than outright gifting Items. Same for every NPC having an Inventory (even if empty), reducing their stock from that gold value instead to maintain balance.

tukkek commented 3 years ago

A Lore-focused type of Inhabitant would also be an interesting addition to the pool of interaction options.

tukkek commented 3 years ago

Teleporter NPCs would also be interesting, although that might work better as its own Feature instead rather than having random high-level spellcasters loitering in Dungeons. It shouldn't be too hard to check the Dungeon level and only allow certain options part a certain level and more often/more rarely than others too.

tukkek commented 2 years ago

With the ever-bigger selection of Rituals in Shrines, a service-caster Inhabitant should be relatively easy to implement.