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Herblore Rework #396

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brightrim opened this issue Jan 10, 2024 · 1 comment
Open
14 tasks

Herblore Rework #396

brightrim opened this issue Jan 10, 2024 · 1 comment
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feature This issue adds a new feature to the game.

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@brightrim
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brightrim commented Jan 10, 2024

This rework adds new ingredients to the cooking system, new alchemy ingredients, assigns required levels to harvest the herblore resources and adjusts the amounts available of each resource and the values of herbs and food resources accordingly.

  • Rename "berries" to "deer berries" as that is what they were meant to be based on graphics file name, and we have many types of berries so just "berries" for one item does not really fit.
  • Create distinct sources for all herblore related resources. No more of the same grass objects having different herbs based on tile only. Alternatively (to reduce workload) have the different grass etc while visually the same, have different tooltips when you hover over them that state the name of the plant/level based on what terrain it is on.
  • Creation and addition of new food herblore resources
  • Rework the herblore gathering script to be in line with other gathering scripts making use of distinct sources for each resource and the shared functions
  • Assign level requirements to the sources
  • Assign relevant, immersive descriptions to the sources
  • Add the sources to the lookat to display required levels
  • Order food so that there is one new item per 10 levels, starting at 0 and going up to 100
  • Out of the 32 herb resources, 29 are herblore while 3(nuts, tangerines, grapes) are forageables. To bring it all in line, these three should be replaced by our currently unused fairy ring mushrooms, stinkhorns and elf caps. The script for alchemy needs to be written in a way where recipes that currently list these three ingredients are automatically recognised as their new equivalent that they are replaced with. The alchemy book by Merung also needs to be updated to reflect this.
  • Scale the levels of these herbs, while accounting for the ones that are also part of cooking, so that each substance has one positive and one negative herb in each bracket of 25 levels, given that there are 4 of each. This might be a nuisance for alchemist players, myself included, at first as we might have to rewrite our recipes. However I think long-term, this economical aspect of what herbs to use in recipes will be beneficial and just add to the puzzle that is alchemy.
  • Assign values to items based on level, new and old. The values must be low enough to not disturb alchemy by too much. Can instead adjust the amount of available resources per node, nodes and amount required in cooking.
  • Redistribute the allocation of these resources, old and new, on the map, using the same numbers as fishing and husbandry for food, while allocating them based on their home terrain (sand herbs in the desert, etc) and levels for herbs that aren't part of cooking since alchemy is faction neutral and not primary/secondary based.
  • Add these new resources to food and herb vendors where fitting.

Additional note:

  • Discuss with staff whether or not low level herbs, berries and fruits should be possible to plant in housing, albeit most likely with a significantly reduced yield and increased regrowth timer, as it would be more about aesthetics and immersion than something to be able to grind.
@brightrim brightrim added the feature This issue adds a new feature to the game. label Jan 10, 2024
@brightrim brightrim added this to the Update C 2024 milestone Jan 10, 2024
@brightrim brightrim self-assigned this Jan 10, 2024
@brightrim brightrim changed the title Partial Herblore Rework Herblore Rework Jan 10, 2024
@github-project-automation github-project-automation bot moved this to To do in Gathering Aug 27, 2024
@GodOfPenguins
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Scale the levels of these herbs, while accounting for the ones that are also part of cooking, so that each substance has one positive and one negative herb in each bracket of 25 levels, given that there are 4 of each. This might be a nuisance for alchemist players, myself included, at first as we might have to rewrite our recipes. However I think long-term, this economical aspect of what herbs to use in recipes will be beneficial and just add to the puzzle that is alchemy.

If I'm reading this correctly, the idea is to add common herbs into the game to account for each possible substance pair. That will give 56 common herbs (if I'm counting right), with an additional 16 rare, and the RTB for a total of 73 alchemically usable herbs. Currently, the weight of an herb is set at 2, meaning that the weight of carrying significant quantities of all the common herbs becomes non-trivial.

I think that an increase in the number of available reagents WRT the substance combinations would increase the amount of bookkeeping that alchemists had to do and the amount of grinding for various reagents, without actually increasing the interest or complexity of the stock-creation puzzle--I actually wonder if removing the barrier between the first and second grouping of four substances would make the puzzle easier and diminish the value of rare herbs in creating more efficient mixtures; but I haven't simulated what various stock creations would look like with a full matrix to know for certain.

I could also be totally misreading this, and I apologise if I am.

Create distinct sources for all herblore related resources. No more of the same grass objects having different herbs based on tile only. Alternatively (to reduce workload) have the different grass etc while visually the same, have different tooltips when you hover over them that state the name of the plant/level based on what terrain it is on.

Yes please. This would be an amazing QoL feature for herb-gathering!

@brightrim brightrim modified the milestones: Update C 2024, Update B 2024 Oct 6, 2024
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