Mechanically, it should be about the same as the existing offspring map, just with a different target. That said, the offspring map did have issues for a while where it would freeze the game or worse until that was patched. The biggest issue here is that there is no real indicator of how many actual enforcer NPCs load into any one play through, at least not in game, and there may not actually be a limit, which means the load time for this new item to spawn an enforcer would be greater and possibly by a wide margin depending on how many can be spawned. I would have to take a look at the event code for it to see if there is such a limitation or if it is basically just set to spawn an infinite number of new enforcer NPCs that then get added to the list displayed once you get an encounter and are on those tiles. The number is the biggest factor in how long items like the offspring map take to work.After quickloading a bunch of time to trigger a patrol to spawn on a certain tile for roleplay reasons, an idea came to mind:
how difficult would it be to implement an item that would force/greatly increase the chances of an Enforcers patrol to spawn?
I do not know the first thing about coding, so I have only the faintest grasp on the challenge that it would pose, but looking back a few good pages, someone did make a pregnancy-deleting pill (I believe) rather quickly.
This item (a walkie-talkie? signal flare?) could be acquired at the armory at the end of the Enforcers storyline.
I'm sorry to hear that and hope it doesn't discourage you. As for what I think, it sounds like you're taking the Strive For Power: Conquest route. For context, the latest Maverck game, Strive For Power: Conquest, has a system like this where there are requests for items and slaves to be fulfilled with varying degrees of difficulty that raise or lower the item's or slave's necessary stats or even the difficulty of enemies if it is a kill quest. Similarly, your system might include quests with varying requirements and difficulties. I don't tend to look unfavorably on a system like this unless it is implemented in a way that allows higher tier quests with higher requirements to spawn early enough to be a potential issue, but it sounds like those will be locked behind workshop progression that will allow the player to build up to being able to meet those requirements. This would be the only concern I would have had if it was valid, but it appears not to be.So bad news. My SSD died in the process of upgrading my computer and took with it pretty much everything. So progress was rolled back a bit.
The good news is I can talk more about what I was/am working on. I'm currently revamping the enchantment and (probably) equipment system to utilize rarities. Right now they're just arbitrarily placed with no meaning.
I haven't quite decided on how I would like this part implemented, but when creating a potion, you will have an X% chance to obtain the next level in rarity. This percent can be boosted up to a maximum threshold for each rarity. Rarities will actually have impact on items, and provide an additional statistical bonus for the item.
E.g., when crafting a potion of seduction, the rarity will start as common with a chance of upgrading to rare when you craft it. Once it's crafted, if you failed to increase the rarity, you can choose to spend more essences to reroll for an increase of up to, let's say 90% to achieve a rare potion of seduction. And you can repeat that process with lower chances of success up to legendary.
So what's all this for? Before my SSD died, I was in the middle of developing an alchemy workshop. The workshop generates an amount of quests each day. I'm probably going to add a new type of quest section called "job quests", but these will be another source of income outside of slavery. These quests will ask for varying levels of potions and/or items depending on the difficulty. As you complete more quests, the workshop's level will improve, and you'll be able to receive more difficult requests for more flames.
Anyway, that's all I had for now. Let me know what you think / ideas you have.
As for the part about the potions, you're right, all the rarity is right now is a light show while enchanting. This chance system will help to balance out the rarities as they are only contingent on having certain stats or a certain number of enchantments. You can literally get a gold level item by just sticking 25 major boost enchantments on it, but this will let each rarity live up to the expectation that comes with it even if only partially. Items should be rarer at higher rarities, that's why the system is called rarity, and it shouldn't be as easy as it is to pump an item all the way up.
Last edited: