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Hawkey
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I'd actually like that, too... /scared of spiders I've started using the select your own exotic familiar mod and rolling dice to replace it, but just having it out of the roulette would be much nicer.

 

I hate it when Phillipe sics his stupid spider on me, too, but I suppose I can't do anything about that. Besides bully him in to a quivering mess, anyway.

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I'd actually like that, too... /scared of spiders I've started using the select your own exotic familiar mod and rolling dice to replace it, but just having it out of the roulette would be much nicer.

 

I hate it when Phillipe sics his stupid spider on me, too, but I suppose I can't do anything about that. Besides bully him in to a quivering mess, anyway.

 

I'm currently publishing a mod that kicks the spider out of the Exotics rotation and gives it a background slot of its own.

 

It also kicks the squamous creatures into their own roulette. This is for quite the opposite reason, although I suppose it could be a mercy to herpetaphobes as well. I like reptiles, and foresee myself selecting the 'random reptile' option consistently.

 

I've already done the work setting up the mod base. It's just a matter of waiting now. If the mod publishes cleanly and passes a quick test, it may be available for download as soon as tomorrow.

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How about making weapon it's own inventory slot, separate from hand? From what I understand, on grounds the students walk around with the weapon peace-tied to their side usually (unless they're dueling, in which they use it to sword each other to death, apparently, because magical duels are silly without swords). So it wouldn't usually be in their hand anyway and it gives the impression of students going in to class with a sword in their left hand as they write with their right (or vice versus, for southpaws).

 

And it would allow me to carry around three attribute boosting items at once, which would be a serious bonus.

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I remember one of my characters was researching something... Something crazy possibly roots or something and there was something about the Legate and the professors restoring soem kind of tree that was conected to just about every other tree in the Academagia grounds.

 

It mentioned how the Professors got exhausted by casting that restoration spell, (guessing it was some kind of Revision healing spell)anyway, Will that be in the next game? Exhaustion from doing difficult things?

Getting your magic exhaused for a while or will that be part of your stress bar?

Maybe other skills like forexample if you're trapped in soem weird ship with a lot of coggs or something that you have to turn to make an exit, then if you got Clockwork skills or Geometry then you coudl figure out the least exhausting way to shhift the gear with a Little magic or Brute force.

If you don't then you have to expend a lot more magic or brute strength and gain a certain amount of stress point's.

 

Then after leaving your trap you encounter another problem where other skills coudl make things easier for you or give you ideas on how to procede with the least amount of effort. Or you could just force your way through all of the obstacles building up more stress and possibly get you hurt a Little along the way.

 

At the end of it all you meet your nemesis or get your price or whatever.

 

For example that system of plants that the Professorts were trying to heal, someone knowing a few things about plants and possibly medicine would likely be able to channel their healing Powers with less effort.

 

Knowing architecture could help you wreck walls or doors more easily by knowing structural weakneses.

 

Adninistrastional, organizational or planning skills could help you setup more complicated spells and rituals or whatever it is you're doing that requiers several steps. With less effort.

 

Having those minor non-magical skills payoff in your persuit of magical studies or ordeals would be nice.

 

If you trained you familiar at cordination it could lend a hand/Paw whatever you're doing.

 

 

Also I read somewhere that half your familiars skills are added to the Wizard, hopefully those mechanics will be explained a Little bit more clearly in the future. I don't Think my familairs skilsl added to the exam result however, maybe it's just an event and adventure thing?

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The player's dorm room definitely needs to be an equipable space. I want to hang up a painting, an inspirational poem, or maybe a little corkboard of clique-coordinating plans. Maybe keep a trophy from past glories. For the most glamorous and popular characters, perhaps a corkboard of letters from admirers!

 

Even if the rooms are cramped and shared, there ought to be a few slots for such knickknackery.

 

This is a Y2 suggestion, to be clear. It's not really Y1 appropriate. Especially not the collection of letters from admirers. That one in particular may be a Y3 suggestion.

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I really hope that there won't be some kind of magical ressource. Maybe the Spell the Professors were casting requires concentration or its some kind of ritual (do we have that here? Because thats what I always imgined C&R to be) that taxes the body, but would really like it if it was the skill and willpower of the wizard, not their magical mana reserves, that set them apart.

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The player's dorm room definitely needs to be an equipable space. I want to hang up a painting, an inspirational poem, or maybe a little corkboard of clique-coordinating plans. Maybe keep a trophy from past glories. For the most glamorous and popular characters, perhaps a corkboard of letters from admirers!

 

Even if the rooms are cramped and shared, there ought to be a few slots for such knickknackery.

 

This is a Y2 suggestion, to be clear. It's not really Y1 appropriate. Especially not the collection of letters from admirers. That one in particular may be a Y3 suggestion.

 

I don't know how accomodations differ between different colleges but most of the time it sounds like my Vernin student's got their own room. I Think there are event's where studnet's got bunk beds aswell... I'm really not sure how it works.

Having your own room as a wizard student seems liek a good idea considering all the crazy things students might be doing in their rooms.

I think I sugested being able to customize your room earlier.

I Think it was mentioned that different students and different colleges got different student rooms and dorms.

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I really hope that there won't be some kind of magical ressource. Maybe the Spell the Professors were casting requires concentration or its some kind of ritual (do we have that here? Because thats what I always imgined C&R to be) that taxes the body, but would really like it if it was the skill and willpower of the wizard, not their magical mana reserves, that set them apart.

I don't know, but it would surely be something that recovers over time. I would think it woudl be exhaustion, the mroe skill you got the less exhausting an action would be. The smarter your solution the less taxing it will be to carry it out.. in General.

 

Anyway that Little piece of lore showed that the Legate was far less exhausted by the action than the other professors, or maybe he was just better at hiding it..

 

In a similar way as someone who's working hard get's tired after a while.

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All;

 

Magic can be quite exhausting physically and mentally, but in the same way that utmost concentration will fatigue you when doing any stressful task. There are some forms of magic which directly sap your energy, whether mental or physical, but you have to set them up this way.

 

Decoratable dorm rooms I can 99% assure will be in Y2. There's not likely to be a strong graphical implementation of this, though.

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Decoratable dorm rooms I can 99% assure will be in Y2. There's not likely to be a strong graphical implementation of this, though.

 

I wasn't expecting a strong graphical implementation, personally. I'm sort of expecting a few equipment slots. At most, a unique equipment tab accessible via a "redecorate" action.

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Certain items should be reconfigurable to change their item classification. The most obvious example of this would be wrapping a bauble in wire to turn it into a quick-and-dirty bracelet or amulet. I've done that before in real life. With jeweler skills, more elaborate reconfigurations would make sense.

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There ought to be an adventure at some point where a bright green "Ask nicely" option is contrasted with several difficult deception-based approaches. All of the deception-based approaches trigger an optional (and hard) three steps of adventure, while just asking nicely skips ahead in the adventure without so much as a skill check.

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There ought to be an adventure at some point where a bright green "Ask nicely" option is contrasted with several difficult deception-based approaches. All of the deception-based approaches trigger an optional (and hard) three steps of adventure, while just asking nicely skips ahead in the adventure without so much as a skill check.

 

And a large decrease to Reason for good measure! :P

 

----

 

Certain items should be reconfigurable to change their item classification. The most obvious example of this would be wrapping a bauble in wire to turn it into a quick-and-dirty bracelet or amulet. I've done that before in real life. With jeweler skills, more elaborate reconfigurations would make sense.

 

A possible solution would be to have a Ability tied to these items, which remove said item and grant a re-classified version of it that comes with a Ability that return the original version.

Might be a nightmare if you implemented it and had to port it to the next year that implemented your suggestion, though.

 

(Also it sucks in Year 1 because that would mean you skipped three classes just to wrap a bauble in wire)

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I think it would be great if the Modtools for year 2 would memorize the last position where the user have opened a mod even after closing the modtool.

Its always a hassle to change the drive and then go trough 6 folder to get to the modbase.

 

Also Student Adventure Durand 5 should be continue direct to the next steps as there you just make a simple choice that the Char shouldnt take any time.

(beside that step 6 have rolls vs 16 or 18 and then giving out the skill the player just rolled against)

 

I know the NPCs have special Abilitys how about give them a Specialised Study for each Class that also add a Random skill and disable this Study as soon the relevant Study is at 10?

(This require also that the default Study becomes invisible for the NPCs)

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I know the NPCs have special Abilitys how about give them a Specialised Study for each Class that also add a Random skill and disable this Study as soon the relevant Study is at 10?

(This require also that the default Study becomes invisible for the NPCs)

 

!!!

That can be implemented in the modtools, and I know how to do it. BRB, modding.

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I know one thing that I would love to add to my doormroom... One of those fancy magical waterfall showers!

 

Craftign some furniture (carpentry) like a better bed or desk to do your homework on or an alchemy set or something.. I don't know... Maybe some paintings(would be great of your character got some Painting skills or Illustration skills). Perhaps there would be some furniture that you could order or buy from a shop. Or adventure rewards.

 

Maybe some protective wards if you got the Orthography skill. I'm not sure what they would do though. Or perhaps Orthography and a few disguised gates phemes to give you a teleportation focus when needing to go back home fast and more reliably. (Just disguise them to look like some kind of Astrology goodluck charm and manage it by using two different types of ink/paint. one that Powers the Gates focus and one that's just there to cover it and make it look like something else.

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