This another modular element of the larger mod I'm working on.

It allows you to break down various loot items into base ingredients. ie. Instead of selling your Skath Fins, Drake Teeth, Mushrooms, Tilda Herbs, Spider Silk and Demon Horns, you craft them into things you can make. With this mod (and the Alchemy ability it introduces) you can make these ingredients with Reagents to craft the following potions.

Demon Horn - Brews a Dark Concoction potion

Drake Teeth - Fire Resistance potion

Tilda Herbs - Strong healing potion.

Mushrooms - healing nectar.

Skath Fin - aoe acid bomb throwable in combat

Spider Silk - aoe web bomb, throwable in combat

While any hero can break down ingredients you will need the Alchemy Ability to brew them. It should start showing up at level 5.

The Herbalist is a new level 2 level-up building that gives you 1 of each ingredient when it is built, and produces 0.5 Reagents a turn. Collecting enough reagents and loot to make potions is a long business but adds moments of new fun when you get otherwise boring loot.

That's it for this part of the mod.

In my larger mod Umber's capital city produces reagents from turn 1, giving them a strong alchemical edge.

This same principle I'm using here could be used to create a Weaponsmith ability (actually, one of the empire hero's already has it) that would allow a hero to craft a Drake Tooth warhammer, or spider silk chainmail...

If you'd like to try out Alchemy, download it here. It goes in your mods folder.

 

7,210 views 6 replies
Reply #1 Top

Great idea for a mod!

Reply #2 Top

Great idea.  I'll try it out on my next game.   k1

Reply #3 Top

Wouldn't destroying the herbalist building and rebuilding it again bring in more crafting mats than just having it idle in the city?... just speculating.

 

Sincerely
~ Sleepingpill

Reply #4 Top

This seems like a good idea.

Reply #5 Top

Good idea!

There is already spidersilk boots by the way (+dex / No Prone).

Reply #6 Top

@Kongdej - Yes, destroying the Herbalist and rebuilding it would net you another 1 of each of the ingredients, but would hamper your Reagent income, and potions take a lot more Reagents than special ingredients.

Complex improvement mods are definitely susceptible to gaming through that sort of demolition trick. Better balance can be had by adding a severe demolition cost in the ElementalDefs file. The default is set to 0; I have mine set to 1000 gildar. That's a good deterrent. :)