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[DEVBLOG#278] Vanilla Medieval Expanded 2 - Alchemy system

Hello everyone!

In today's little blog, I'd like to tell you about the brand new alchemy system in Vanilla Factions Expanded - Medieval 2.

Alchemy is something I wanted to do for a long time, but I was always worried it's a little bit 'too high fantasy' for RimWorld. We want the Medieval mod to be a bit more down-to-earth, almost realistic-like.

And then came the Anomaly DLC with the Serums. It's an interesting and easy-to-understand system that allows you to craft a handful of strong 'drugs' if you choose to interact with Anomaly system at all.

I have decided to do something quite similar for Medieval 2. Lets start by saying: You will NOT need Anomaly DLC to have alchemy in your save. It works without any DLCs - but I fully plan to add some interesting draughts if you have some specific DLCs!

Draughts - which is essentially our spin on potions - are a bit different to Serums. While Serums provide strong benefits that last quite a while, Draughts last a few days, and their effects diminish quite quickly. They also often come with some drawbacks, but those drawbacks completely disappear when the effects of the draught start fading.

So, each draught starts off with 100% potency. It diminishes at the rate of 20% per day.

When potency hits 65%, the effects of the draught change from Potent to Fading. Fading effects are significantly weaker, but they also usually don't cause any side effects.

Draughts are created on a special Alchemy lab workbench, which I haven't drawn yet, so I won't show it to you, but just imagine a simple research bench with some alchemical apparatus.

Now here came a big question: How do we add alchemical ingredients without bloating the game with new plants? Because I really didn't want to add new plants to the game with this mod.

Lets first assess what existing ingame items can act as alchemical ingredients:

Not really enough, is it?

Thus, we need to add more. But again, I don't want to add more plants. How do we tackle this conundrum?

     

Rafflesia, Alocasia, Clivia, Astragalus and Glowstool. These plants are cosmetic only in the game. They do not yield any resources when harvested. They just exist, only to be cut down.

In the spirit of Vanilla Expanded, I figured the best way would be to make this plantable with some special research project, and to make these harvestable for some alchemical/edible ingredients!

Rafflesia petals

Description:Giant petals of the rafflesia flower. Smell like rotting flesh and are very likely to cause food poisoning when consumed raw. Rafflesia petals have been used by medieval civilizations in creation of different draughts.

Astragalus flowers

Description:Small perennial wildflowers that grow in alpine climates. Astragalus flowers have been used by medieval civilizations in creation of different draughts.

Clivia petals

Description:Petals of an unusual plant with tall, pretty flowers, called ‘bush lily’ by some. Clivia petals have been used by medieval civilizations in creation of different draughts.

Alocasia leaves

Description:Extremely broad leaves of a plant that’s a commonly-recognized signifier of tropical forests. Alocasia leaves have been used by medieval civilizations in creation of different draughts.

Raw glowstool

Description:Raw glowstool fungus obtained by harvesting glowstools growing in caves. Raw glowstool have been used by medieval civilizations in creation of different draughts.

Some of these can be eaten, some of these cannot, but all of them can be used to make alchemical draughts!

Now, when it comes to draughts, I wanted your opinions and ideas, and I have collected many of them. Thank you very much for contributing them!

I have turned some of these ideas into interesting draughts that you can craft from specific ingredients. Below, I will list out all that I have right now, but I envision there will be more. And who knows, some other modders might add their own!

Each draught will have their Potent and Fading effects listed, so you know what to expect!

Immunization draught

Description: An amber-colored drink with tiny particles floating in it that bolsters the immune system of anyone that drinks it. While it helps them fight off sickness better, the downside is that it makes the user feel much more tired after drinking it, as well as overall makes the user get sleepy much faster than usual. The effects of the draught are strongest immediately after consumption, and then slowly fade away over the following days.

Upon consumption, immediately removes 25% of remaining Rest.

Healing draught

Description: A vibrant red liquid. When the user drinks it, it greatly enhances their injury healing rate, speeding up the process of wound closure and tissue repair. This potion works by boosting the body’s natural healing mechanisms, making recovery from injuries much quicker.

Clarity draught (Royalty only)

Description: A light blue liquid that’s sparkling with a subtle effervescence. When the user drinks it, it restores some of their psychic focus and enhances their psychic sensitivity, allowing for clearer mental processing and heightened awareness. However, this increased mental activity significantly raises the user's hunger rate, making them need to eat more often. Additionally, the relentless mental buzz from the draught leads to a noticeable drop in mood due to the overwhelming flow of thoughts.

Consuming it also grants Clarity-buzz mood thought for 2 days.

Clarity buzz - “My mind is racing. I can’t stop all the thoughts.” -5 mood.

Consuming it immediately restores 10% Psyfocus.

Strength draught

Description: A bold, deep red liquid. When the user drinks it, it significantly increases their physical strength, giving them the power to perform feats they normally couldn't. However, the potion also raises the user's mental break threshold, making them more prone to psychological stress. Additionally, the intense surge of strength increases the likelihood of conflicts, leading to a higher chance of social fights.

Efficiency draught

Description: A slate-gray liquid that when drunk, enhances the user’s global work speed and reduces their energy depletion, allowing them to work faster and longer without feeling tired. However, the intense boost in productivity comes at a significant risk, increasing the chance of a heart attack due to the strain on the body. After the potion's effects diminish, the user experiences a sharp increase in the rate at which they become sleepy, necessitating immediate rest to recover.

Painkiller draught

Description: A pale blue liquid known as Painkiller Draught. When the user drinks it, it effectively reduces their sensation of pain, providing relief from discomfort and injuries. However, the sedative components of the draught also diminish the user's productivity and focus, making it harder to concentrate and complete tasks efficiently. This makes it suitable for recovery periods but less ideal when active mental or physical effort is required.

Torturer draught

Description: A dark, foreboding purple liquid. When the user drinks it, it induces severe pain, incapacitating them to the point where movement becomes impossible. For prisoners, this intense agony causes a rapid decline in their will to resist, breaking down any mental barriers they may have. In the case of slaves, the draught completely suppresses their spirit, leaving them entirely subdued. This potion is used with caution due to its extreme effects.

Consuming it also grants Twisting pain mood thought for 2 days.

Twisting pain - “This wicked concoction set my insides on fire! It hurts all over!” -15 mood.

Masochist does not get this mood thought.


Label: potent

Focus draught

Description: A crisp, energizing turquoise liquid that when drank, significantly enhances learning abilities of the user, enabling them to absorb and retain more information rapidly. Additionally, the draught increases the efficiency of eating and resting, allowing quicker nourishment and recovery. It also boosts the accumulation of psyfocus, enhancing mental clarity and psychic abilities. However, once the effects of the draught begin to fade, these enhancements reverse, leading to decreased learning capacity, slower eating and resting rates, and diminished psyfocus.

Fertility draught

Description: A gentle, rose-pink liquid. When the user drinks it, it artificially boosts their fertility, giving even those who are infertile a chance to conceive. This slight increase in fertility opens the possibility for individuals or couples struggling with infertility to become parents, focusing on enhancing natural reproductive processes.

Inspiration draught

Description: A radiant, golden-colored liquid. When the user drinks it, it provides them with mental clarity, sharpening their focus specifically on acquiring new knowledge in areas they are passionate about. However, the draught comes at the cost of diminished combat capabilities, as the user's attention is diverted away from physical prowess and towards intellectual pursuits.

Stoneskin draught

Description: A deep, slate-gray liquid. When the user drinks it, their skin undergoes a dramatic transformation, thickening and hardening to resemble a built-in suit of armor. The entire epidermis becomes tough enough to resist burns, while jointed exterior keratin plates form over the body, including the head and face, providing additional protection. This formidable physical shield makes it extremely difficult to inflict physical harm on the user. However, the appearance of the plates and hardened skin significantly reduces the user's physical attractiveness, impacting their social interactions.

Amnesia draught

Description: A crystal-clear, white liquid. When the user drinks it, it causes them to rapidly lose their memory. This effect makes both negative and positive memories fade much quicker than normal, leading to a transient experience of life's events. While this can alleviate the burden of painful memories, it also diminishes the joy and learning gained from positive experiences.

That's about it for Alchemy for now! I'm also playing with some more draught ideas, so if you have any, make sure to post them either in the Typical Tuesday Suggestions thread I made last week, or here in the comments!

Remember, I'm looking for semi-realistic draught ideas. No 'this guy starts breathing fire' type.

Comments

I play mostly on commitment mode but I understand.

Logan Rhodes

That’s not a good balancing approach. A flat chance to die simply means players will reload their save. Don’t lie to me, you’d reload of your special pawn died. This means that it might as well not kill, because in reality it wouldn’t due to players reloading.

Oskar Potocki

I know I’m a little late but I just joined and wanted to say it could instead cause brain death. Like a 5% chance to unlock a psylink but 10% chance to just melt the brain so even deathless pawns risk something. 85% of the time doing nothing and making it pretty expensive, I mainly just want a way to gain psicasting without starting as a tribal or joining one of the spacer factions.

Logan Rhodes

I don’t think so. Unwaveringly loyal is an intentional game limitation to prevent you from getting specific pawns.

Oskar Potocki

Little late to comment, but will the torturer draught be able to convince unwaveringly loyal pawns to potentially join or remove that tag from them?

Leo Durocher

Thanks for the reply, very happy to hear that

Lord Duckian

Oh this is nice and has potential, how about unknown potions which you could receive by quests/trader/.. which you would then have to try or identify!! These could even have random stats/effects! The unknown/identify random bonus stats system could be used in a whole range of mods btw, like with weapons/armors/enchantments. Gotta add the classic cursed items as well then, which if you try without identifying first can't be unequipped easily and have negative bonus stats.

yourmum21

Historical for sure.

Oskar Potocki

Will the armours and weapons included in the medieval mod be based more on historical armours or fantasy style armours?

Lord Duckian

Nice! I know the style mod would look great alongside Medieval.

Nerdy Gardevoir

I’d rather not rush it but I will try to get it out to you asap. The mod you mentioned is just a style mod. It’ll work fine.

Oskar Potocki

Any chance of seeing Medieval 2 sometime this year? It's the last major mod I've been waiting for since the 1.5 update. Also, how well would the Viking content play along side ATH's styles Norse?

Nerdy Gardevoir

You could make a draught that makes it easier to sway people's Ideologions.

Jerry With a G

Detoxifying Draught - Basically a medieval version of RadAway from Fallout. Drinking it either removes toxic buildup from the body, or increases the rate by which toxic buildup decreases per day. Side effects may involve slightly increased pain, decreased mood, or increased hunger rate as the body clears out toxins.

Rossum

I am so hyped for Medieval 2, can't wait to see what else is cooking

Shen D

new idea psysplosion draught cost 100 psychoid leaves 50 astragalus flowers effects: severely increased psychic sensitivity but if the pawn dies while its active they will cause a psychic explosion damaging the brains of all nearby, they also have a lower heat limit and faster heat gain meaning they can easily overload if you are not careful.

dj

I would lean into more moderate effects, like resistance instead of immunity, otherwise these sound great

The Blue Tempalr

Maybe adding different animal meat as ingredients? Eye of newt references always come to mind, also that would increase the number of permutations massively and allow for rare meat like thrumbo to have additional value

Mielga

I'm concerned about the difficulty balancing prisoner resistance that Torturer draught has. If it is strong, there will be no need to convince the captives. If it's weak, there's no need to go out of your way to make medicine. Isn't it very difficult to discern the middle ground? Rather than weakening resistance, why not make the main effect suppress the slaves in exchange for labor efficiency, or inflict severe pain to stop the captives from going berserk? However, I think the effect of Amnesia draught is good. There is no need to use it on prisoners as it has a weak effect, but there is an incentive to divert what was prepared for colonists to prisoners who want to weaken their resistance as quickly as possible.

sasasasa

Drought Draught, only exists if you use dubs bad hygiene and severely dehydrates a 1-3 block radius around it, plants can be included, but thats on u

Rebekah Jones

Love - Instant romance success on this pawn;wears off and pawn has large mood penalty/penalty on relationship to target Fire Resistance - Resistance/immunity to flames Mindshielding - Resistance/immunity to psychic drones Color Change - Dyes skin, hair, and/or body color Purity - Increase blood filtration%; reduce toxic fallout? Coagulating - Decreases bleed and blood pumping Soothing - Decreases/eliminates food poisoning Hypnotic - Increases recreation gain Visions - Add map location or unlock tech; puts pawn into coma Forewarning - If raid event occurs, instead starts a timer for countdown to raid Age Reversal Elixir - Very very rare and expensive ingredients and/or difficult quest Disease Elixir - Very very rare and expensive ingredients and/or difficult quest Regeneration Elixir (orang/body part) - Very very rare and expensive ingredients and/or difficult quest Resurrection Elixir - Very very rare and expensive ingredients and/or difficult quest

Brad Richling

Yes. And yes. And yes again.

Brad Richling

The coma drought could work equally well on massive injuries/disease - like a medieval cryo-casket potion

Brad Richling

You could just tame them back, and psylinks are intentionally hard to get.

Oskar Potocki

Hey everyone, -maybe some animal related to help tame some difficult animal, like.. increase animal hability by 5 points, or increase the tame chance in it self, but now the pawn under the influency of this draugth with animal hormones or whatever can go/ have a chance to go wild for a day, undressing and unnequiping anykind of gear and start eating berries and attacking rabbits. -or some scarnia related, that the guy that takes the draugth become "invisible" to the the manhunter packs and can now leave base during those events, or actually return to the map after a caravan without being attacked, but also come with some negative behavior insulting others and beating them, or joining the animals outside base.

PPF94

Silly but alchemists love gold. Could do a midas touch draught that causes major food poisoning but they barf up a tiny bit of gold.

Ennek

Haha like booze? Could do!

Oskar Potocki

Oh I like that. Sleeping beauty kind of draught.

Oskar Potocki

Yes hops are a good idea. Perhaps berries too!

Oskar Potocki

Which have the benefit of being dangerous to gain - in the beginning, at least (and for Medieval cultures probably for even longer; which this mod is about). Quite rare, though. Whether or not this is a good thing, remains to be decided. I tend to 'good', as it introduces the idea of "a dangerous quest to gain a valuable ingredience for a potion". Hence maybe for a special, potent draught. Hey @Oskar: I hope you dive into all those answers, when skimming through the comments. I think, this is a *great* idea and I want to give it a second heart!

Deggial

Thrumbo horns 👀

PaperClipChip

Skulls (and blood) would be fun! Very alchemy-y and not even just for sanguophage draughts. AFAIR, only certain ideologies allow skull "harvesting", though. That would have to be opened up.

Deggial

A mention with the torturer draught, it seems it multiplies the pain one receives, but not actively ADDS pain. I think you want to change that to add it rather than make them more sensitive to pain.

Stim

Yeah could be very useful if it rapidly alleviated heatstroke / hypothermia

Verity Ottaway

regenerating draught - removes one scar or minor permanent injury, but the process is very painful withdrawal draught - temporarily suppresses the effects of drug withdrawal, but lengthens the time it takes to get rid of dependency charisma draught - improved trade, negotiation, recruiting, and social interactions are always positive. mood penalty if the pawn is not able to socialize

Cool_Guy123

I was thinking something like that was missing...

William Labes

Any idea that I can suggest is already part of my Tribal Medicine mod lol

Argón

Would be far too much micromanagement I think.

Oskar Potocki

Maybe a quest that leads you to a mythical or legendary draught that is much more potent that regular draught, but you can only acquire it via a quest. Something like the elixir of life or, well, it's not really a potion or the like, but the philosopher's stone. Maybe not things that are obviously magical in nature like the elixir of life, but just more powerful draught that you can't mass produce.

Félix Dubois

This reminds me of the last 3 Elder Scrolls games where certain plants have certain effects.

Computica

Adding a potion that forces a minor/long lasting mental break (like psychotic wandering) for those times where colonists have 0 mood and are about to get an extreme mental break. Love potion that triggers romance with the next person interacted with (similar to the psycast expanded word of love? I think). Also useful for forced breeding (if you’re into that kind of thing) I feel like Torturer draught should be: -Gives a buff called Torturer Delight that has stacks from the amount of pain the user has. So Extreme would be 10 stacks. (so it’s a risk reward system of how far you are willing to inflict pain on the user to gain benefits) - Consciousness Max: 50% - Pain x50% - Reduces the rate that (and surrounding) slave suppression is lost by 3% per day per stack. (blocked by walls, or not to let everyone hear their wails) - Reduces prisoner resistance by 0.05 per stack of Torturer Delight Fading: - Consciousness Max: 75% - Pain x25% - Reduces the rate that (and surrounding) slave suppression is lost by 1% per day per stack. - Reduces prisoner(s) resistance by 0.025 per stack of Torturer Delight Biotech: Having a draught that temporarily lowers the metabolism of the user (like -3) but increases the risk of getting carcinoma.

Justin Cook

Or organs as ingredients, such as human hearts?

PaperClipChip

Some sort of Blood draught for sanguoaphages. Using Blood packs and skulls for ingredients

PaperClipChip

I've gotta ask...did you give any thought to mixing draughts together for even more powerful effects but also MASSIVE downsides a feature of this?

North

what if you added as a side effect a chance for your colonist to go wild?

Casey Alce

You could also make a muffalo that can be harvested for an potion ingredient, like the Mooshroom in Minecraft...

Stich Jones

Have you also thought about wine and milk, from what little I know about draughts and concoctions, was used historically. Also, I didn't notice it at first, but each bottle is unique, it's not just the color that's different, really going the extra mile as usual, keep up the great work.

AQUALord23

Yep!

Oskar Potocki

Yes!

Oskar Potocki

That's what I assumed. What about hops and berries? (Which *are* vanilla, aren't they? I tend to lose track ...)

Deggial

Hmmm interesting idea

Oskar Potocki

That is not something we will be exploring in this mod or any mod currently planned, sorry.

Oskar Potocki

Good ideas!

Oskar Potocki

That'd be waaaaaaay too strong. Lol.

Oskar Potocki

We'll tweak it until it feels right!

Oskar Potocki

I don't want to lock content of the mod behind another mod, not if I can avoid it. It creates Fear of Missing Out which is unhealthy.

Oskar Potocki

About possible ingredients: You don't want to use your VPE modules, do you? You would suddenly have an abundance of ingredients to choose from. If you want to stick with vanilla, what about hops? That was *actually* used to make potions, especially for insomnia. Berries should also be useful.

Deggial

Torturer draught seems... really strong? 24 resistance per day is a *lot*, even more so for freshly-captured enemies with low opinion and mood.

Scott Dockery

a potion which reduces hunger rate close to zero and puts pawn into coma for a duration. Used when food stock is super low during winter. a potion which over time consumes existing toxic buildup to rapidly heal wounds (kicks in only when there is damage to be healed and pauses consuming when there is nothing to heal), but immediately gives carcinoma. a potion which removes 25% toxic buildup and prevents gaining more toxic buildup, but also removes 25% of blood and prevents recovering blood while potion is active. Blood packs can still be used thou.

Andrius

Draught of the prophets Dont know how feaseble this mecanic would be but its essently a Draught that puts the colonist into a daze and at the end he gets a revelation for a new ideologie allowing you to create a new ideologie in game with him as the original believer. Could even make it a fluid ideologie wich would develope over time

Casey Alce

Liquid warmth has been suggested. The opposite a - draught for cooling - that's free to make because it's just a bottle of water would be pretty funny. Or you could make it more like posca that was historically used for hydration

Jacob

Poison Draught This would be a althenative to putting someone down in rimworld. I think it would add alot of story moments like my 5 year accidently drinking it during a drug binge or giving it to one of my pawns who is bedritten as a way to go in peace.

Casey Alce

Mystical Draught Potent Causes a hallucination mental break similar to wandering. Gives a small chance to get a psylink. Fading : decrease consciousness + small boots to happiness

Casey Alce

some ideas Potent Bersek draught : inspired by the vikings a draught that increase melee damage, reduce damage, removes pain and gives chance of berserk state Fading : increase hunger, increase fatigue, decrease work speed and can even put them into a short coma

Casey Alce

Doesn't ambrosia make sense as an alchemy ingredient? How about hops?

Limfjorden

Another draught idea, there could be one that makes a pawn's adrenaline surge, giving them increased movement speed and dodge chance, at the cost of giving them a 1.2 incoming damage multiplier

Tia

Maybe one that increases firing speed and accuracy, but causes jitteriness as it starts fading, resulting in a loss of manipulation. Good for battles but it leaves your pawn less efficient for a few days afterwards.

Tia

Like this one a lot, like a warmth in a bottle one

Tia

Hi, how about the title system so that the player can create titles himself in his settlement?

Kirill

Medieval means traps to me so…something that reduces movement speed but negates the chance to set off traps, as an alternative to putting 20 service doors in my death maze? Maybe adds some mood debuffs (anxiety?)

AD_Patron

How about… a mechanic where a draught might be poison (or something to this effect), but we don’t know about it until it happens? Similar to anomaly metalhorrors or the colonist joined (is a traitor) event, maybe someone who doesn’t like us switches out one of our draughts with a fake one that’ll make give you poison, or a disease or something - that sort of stuff used to go down all the time in medieval times (though I grant it was mostly poisoning of food/wine etc). It might be nice to have this added to an empire run where, for example, a deserter switches stuff out instead of planting bombs etc

Chris B

Cool, I like these. EDIT: The fertility draught, maybe it could also increase the chance of lovin' during the potent stage? Since it increases rest rate, people will not stay in bed as long... EDIT2: Would Tinctoria/dye also make sense as an alchemical ingredient? And what about silver and/or gold? Classic alchemy was about making gold as well...Or maybe a Philosopher's Stone could be an alchemy-related quest reward item (maybe with the Anomaly DLC, granting a single, gold-targeted use of the Transmute Steel-ability)?

Kristian West

Try Pawnmorpher if that's on your bucket list.

R.S.

how about a draught to decrease hunger rates, call it Bread in a Bottle LOL

BrenTenkage's Gaming

How about a nighteye draught. Decreases penalties from darkness, but due to dilated eyes gets day time penalties

James Antares

I need this mod yesterday. Can't wait!

Iwona J.

be cool to get one or two draught genes for biotech, to rp witchers

Victor Hamacek

so i cant combine children with dogs =(

Isimiel

Would a straight poison make sense?

Muronelkaz

Draughts seem neat, I'm guessing they will plug into the drugs system so we can assign pawns to take them on a schedule or carry a supply in their inventory? For Biotech integration maybe you could do one to provide faster relief to Tox buildup, or perhaps one to speed up the Genes Regrowing hediff. For Ideology integration a draught which increases Global Certainty Loss for easier conversions would also be neat.

Steven

What about a temperature regulating draught? Since it can be kind of annoying to stay warm in winter with medieval colonies on the colder biomes.

GGStatusYT

So excited

Quinn


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