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Typical Tuesday (Friday?) Suggestions - 10/11/2024

 

Hello everybody! I come to you with a help request.

I'm currently designing the alchemy system for Medieval 2. Alchemy is meant to be very similar to Serum crafting in Anomaly DLC - you will gather ingredients and cook 'draughts' that can be consumed by your colonists for temporary effects.

These are not meant to be super strong, but they're not meant to be weak either - as gathering the ingredients and crafting those draughts is a meticuluous job.

Usually, draughts come with 2 stages of effects:

Potent - this is immediately after drinking and usually lasts 2 days. The effects are the strongest, but there are also side effects (negative effects).

Fading - this is after the 2 days have passed, the effects are much weaker but the side effects no longer occur. This lasts another 3 days.

Now, what I need is ideas for draughts. What sort of draughts would you like to see? And what effects could they have?

I currently have the following:

Immunization draught

Healing draught

Clarity draught (Royalty only)

Comments

maybe you could add darts and blowpipes to apply negative potion effects sorta like in minecraft

dj

Drink one inmortality elixir could very well become an aspiration to a pawn, or becoming inmortal

Paton Yecla

Hi! new suscriber here but a long time fan, my very first comment (: Looking at historical "potions" and remedies, i would suggest - Berserker draught: highly potent, highly addictive, reduces pain by a lot and boosts melee. Perfect for a viking run. - Fertility/birth control: historically one of the most sought remedies. Boosts fertility/ prevents pregnancy. - Mystic concoction: highly addictive, boosts psychic sensitivity by a lot. Perfect for your local mystic/mage of the castle - Sacred oils: i dont know how this could be implemented, but could be cool to have one that automatically boosts ritual results - Love elixir: Boosts seduction attemps - Miraculous elixir: Only found trading. Has a fifty/fifty chance of inmediately curing an illness, or giving the pawn a strong penalty to immunity. Your classical medieval gambit on health! - Hunters Aid: Masks your natural smell, effectively preventing animals to become enraged when you try to hunt/tame them - Cleansing Concoction: removes gut worms and food poisoning, but takes a REALLY long time to make and requires a skilled alchemist - Inmortality elixir: A mix of herbs, genetic material, mixed wiith various bits of archeonanotechnology of dubious procedence. Only found on ruins or as quest rewards. Has a REALLY high value. 10% oportunity to give the pawn some of the benefits of a vampire (no aging, strong healing, etc) without the drawbacks and the blood. 80% chance of getting food poisoning. 10% chance of death (even better: spectacular death. something like bursting in flames or exploding, or becoming a ghoul... even better if its a random death) Hope you find this kind of useful, im really looking forward to make a viking colony again!

Paton Yecla

Mind wipe draught made with psychoid leaves and extra , colonist is dazzed and wonders round for 5ish hours and collapses and goes into mind wipe coma (is sick vomiting when awake) when recovered has a % chance to remove any bad memories (father died) . This is low dose, 1 used , if you use 2 or more has more chance to add trait where I can make them insane (or health debuff) , can also make prisoners take it and reduces resistance but only has a % chance to reduce so much , so you have to decide if u want to risk it and give them more. Or a way to make them insane if u want to give 7

Bigsam

Mutation Draught: Induce random flesh mutations into the target Anti-Immunity Draught: Makes the target much more susceptible to diseases

Gustavo Righetti

I know what you mean haha i agree. Will continue thinking, maybe some good ideia come along to help shapping the mod, thanks for the aswer!

PPF94

Hmmm sadly I think these sound a bit too ‚magical’, almost like potions from some fantasy game. I’m more looking for essentially different types of teas and draughts that slightly alter the behaviour of characters. Something you’d find in game of thrones and not in dungeons and dragons, if you know what I mean.

Oskar Potocki

Salve everyone, maybe... - "Golden Barrier" draugth, the pawn drinks it and receive one magic shield equivalent to the shieldbelt, not rechargeble, or maybe one bigger but fixed to one spot in the ideia that the pawn broke the bottle on the ground to protect his group. from a arrow rain. -Flame Draugth, gives basic habilities from the psycast expanded to a pawn that is not a psycaster for some days, but as his body and mind are not trained he can actually burn himself to death by using the habilities, the same to a - ice equivalent, the dude lose his fingers to frostbite after some cast in a row. -Time potion, give to the kids and they will grown faster. may suffer pain and dont develop all passions and traits as a normal grown kid - Animal frend Druagth, increases the probability of a sucesseful tamming for some time but also attract predators putting at risk kids and pets. -in this front of draugths and potions i believe it would be cool to have high demands to deal with the alchemy, demanding not only intellectual, medical, crafting and a determined level of psycast, a true mage and intelectual from this medieval fantasy reality. -Also maybe when dealing to this kind of draugths the quality system could be cool, having big draw backs to some juice some iliterate peasant made, from one sage from the empire that produce that life elixir that can heal all wounds and make you go back to the battlefield. ----------------------------------------------------------------------- -Aditional ideia, maybe on the alchemy station you can convert some material at cost of psych focus, not an easy process and kind slow so cant be sploited much -armor enchantement, increase durability or stats from some armor, same for damage from swords. ------------------------------------------------------------------------- Sorry if i went too magical, been playng a lot of the witcher 3 and im on that mood to do some medieval fantasy run hahaha Also i would like to thank you Oskar, and your team. Playing rimworld by it self is already a great experience, but with the content you guys created this experience is potencialized in a very positive way, giving so many other possibilities to this game. Congrats on the job and hope you guys can continue with the great service you been sharing with the community. Take care!

PPF94

Gosh, you said exactly what I was looking for! Brilliant idea!

Zita2046

I like this idea. Especially as there is currently nothing in the game (neither the base game nor any mod I know of) that achieves the same thing. But there must always be a negative to the positive effect. What might that be here? Reduced healing speed (-50/-20%) because the body is focused on regaining its special ability?

Deggial

This can be a different answer to your suggestion, but I do because I am desperate for this function: What about abortion pills? Abortion pills seem too normal to make with alchemy, but given the far-off medical journey to actually make one, I think we will have to make one with alchemy. I think this will be especially useful in gameplay that only uses Herbal Medicine. This drug will give pawn a few days of debuffing of consciousness and increasing pain, and it will take a day or two (few days in game time) for an abortion to be successful. Also, the probability of success of an abortion may vary depending on the quality of the drug. In conjunction with medieval witchcraft images('witches handing suspicious drugs to women in despair!'), I think this idea will be both symbolic and practical. If we're thinking of playing games in a medieval background, that's because it would be more common to terminate a pregnancy with drugs rather than with physical technology. I find this idea attractive.

ELYNAIH

a Learning Speed draught might be cool. Maybe instead of having side effects frontloaded, it could cause a crash at the end of it's effectiveness? the downside of an increased learning speed being wooziness and loss of manipulation for a couple days after 3 days of fast learning at normal workspeeds

Aev

They already have alcohol in the game

Frank Cotton

Another one might be to increase crafting/research speed (basically, stationary work) at the expense of movement speed.

Kristian West

First thing that came to mind was a paired draught that either boosts work speed at the expense of combat efficiency or combat efficiency at the cost of work speed.

Kristian West

Yeah, just fired these off as they came to me. I do like your negatives, though.

HansTheHuman

How about a draught that speeds up the recovery time of powers from biotech, like flame spit or the animal call that yttakin have? Can’t think of a name for it though beyond something like “ancestral draught” or “metabolic draught”. Metabolic draught sounds like it would do something to the metabolism of the drinker or something. But yeah there’s my idea.

Super Epic1908

A draught of beauty that increases a pawn's beauty and social impact. Side effects could include increasing the likelihood of the pawn insulting someone and starting social fights, due to the inflated sense of self worth at it's peak. A draught of sleeping beauty that halts wound and disease progress during the peak, but puts the user into a coma for the full duration of the draught's effects.

Aidoniovits

My suggestion would be something related to inspirations, either increase the chance of getting one or help target a desired one . Not sure what the downside to balance this could be. Possibly lowering mood for a period after?

BlueBottle

Very nice ideas! :) No negatives included, though. What about: Learning draught - ... but only for skills above >= 10. All skills < 10 can not be learned at all. (Or vice versa.) Fading: still higher, but a bit reduced learning speed increased for skills >=10 and learning speed halved for skills <10. Love draught - Doesn't socially interact with any pawns *other* than the one he/she is in love with. Fading: Chance for social interaction reduced by 50% Tranquility draught - Nums pawn (equals 50% "inhuminized" effects). Fading: all effects 25% Vigor draught: Hyperactivity. +15% likelyness of botched tasks/interrupted work. Fading: Chance for botched tasks/interrupted work increased by +5%. Nutrition draught - Increased tiredness due to lack of energy resulting in a +15% need for sleep. Fading: +5% Beast draught - ... but reduces manipulation by 25%. Fading: 10% ... (I ran out of time. ;) )

Deggial

Druidic draught Description: A dark green syrup with a musty smell. When the user drinks it, their plants and animals skills increase. [Additional ideas: temporary tree connection, animal warcry, Lycanthrope or Phytokin traits?] However, this attunement to nature makes them dislike being indoors and feel a sudden hatred for many manmade things, especially weaponry. Their social skills and relationships may also suffer as they feel the feral call of the wild.

Pawn

I don't usually use Empire in a colony I intend to be medieval. I like sticking to one era. So yeah, it's redundant. I'm throwing all ideas out there and seeing what sticks.

Alissa DeWitt

The Empire's aperitives do already help against gut worms. The induced puking gets rid of them for good. ;)

Deggial

Berserker Draught - Makes the target feel less pain and take less damage for 2 days but for the 3 days after they will be more likely to have violent breaks. In the middle of combat they may go into a rage and attack friendlies Brainwashing Draught - makes prisoners more accepting of conversion, recruiting or enslavement. Can also be used on slaves to prevent slave rebellion. Fertility Draught - increases the target fertility Birth Control Draught - Decreases fertility If the Immunization Draught doesn't include gut worms I would suggest something to help with gut worms too. Maybe it wouldn't cure it but it would make the vomiting and pain decrease. I think there's a tea that does this in the Coffee and Tea Expanded but I can never use it for my tribals since the crafting station requires electricity.

Alissa DeWitt

Now that I'm on my laptop I can write some descriptions for these. Truesight: "It is not clear whether the fluid contained within the vessel is a liquid, a thick gas, or some other form of matter. Drinking it (or perhaps inhaling it) improves the consumer's perception, allowing them to land shots that many others would have very little chance of even approximating. This increased perception leads them to see even the tiniest faults in crafted objects, leaving them unable to appreciate their beauty." Purging: "A forest-green slosh of some noxious mixture. Were it not an emetic, it would cause death within hours, however it provokes severe vomiting from the first gulp. Any pathogens in the patient's gut are expelled in spectacular fashion, however the toxicity of the drink will nonetheless leave its consumer with some minor burns." (Side-note; maybe have this expel metalhorrors as well? Might be OP, not sure, something to consider.) Nightblade: "For something so fancifully named, the mixture is unassumingly brown and sludgy. Through its consumption, the user channels the spirits of legendary vampires of old, making them a significant danger in close combat. While sunlight will not turn them to dust, it will render them unconscious, at least until the draught begins to wear off, at which point they will instead develop a headache." Cuckoo: "Named for the brood parasites of long-forgotten planets, the draught of the cuckoo causes the consumer to be beloved by all they meet. Enemies become friends. The ugliest misogynist in the land becomes a lady's hearthrob. Relationships are destroyed as men and women alike throw themselves at their new idol - who, ironically, develops a misanthropic attitude towards all else while under the draught's influence."

Jack Coles

Stoneskin potion, similar to the implant but without the perm side effects, and others of this nature. Drinking this immediately causes your outer layer of skin to harden and callous, reducing pain from most sources, increasing your sharp resistance by a large amount making cuts and bleeds very irregular. The drawback being that this stiffens an unaccustomed body leading to slower move speed and lower manipulation, as well as a lower social value due to the icky appearance this causes. The lasting effect after most of the effects wear off should be a slightly higher base sharp resistance and boost to pain tolerance, but not as strong as the upfront effect.

Izzy

Liquid Courage: An orange liquid that gives the drinker an immunity to pain and increases their speed but increases their need to eat.

Darren Taylor

A potion of labor, something to increase move and work speed, and increase your carry weight all by a small to medium margin, at a trade off that you will experience slightly higher pain- and a physically strained health/pain debuff. Given the relatively minor downside for all these upsides, especially if they can be ticked up for balance, the lasting effect should be a crash where the pain multiplier and basic pain debuff should get quite a bit worse for being physically exhausted. This should taper off towards the end of the time if possible.

Izzy

Another joke Idea that could be reworked into something real. A salve of salt, apply this to a wounded prisoner or unfortunate soul to immediately magnify the pain of open cuts, likely downing them in many circumstances with a downside of lowering their mental break threshold as the pain and suffering being forced on you is seemingly inhumane. The longer lasting effect may be some modifier to resistance or will reduction. The downside of this would mean that you absolutely have to use it with it's intended effect on a wounded pawn to keep them in bed for some time, otherwise they will much more likely freak out in their cell- but as a reward once they're healed up and the pain subsides, they will be more likely to listen to reason.

Izzy

Combustion Draught effect: for 3 days it gives a single use ability for the pawn to explode in a firy explosion (about 100 chemfuel) or if the pawn dies. it does not give fire resistance

Scyobi Empire

Berserker draught description - a blood red, violently bubbly liquid that when consumed boosts ones capability as a fighter to be on par with the toughest of brawlers the downside as the brew wears off the drinker falls into a deep sleep effects - basically gives pawns the equivalent of tough and brawler traits but after the two days they fall into a coma for the remaining three Cheetah draught description - a pale yellow fizzing liquid that upon consumption greatly increases heartrate and blood flow, allowing for faster running, however this has the rather obvious side effect of any wound spilling more blood, while also ever so slightly raising the risk of a heart attack effect - faster movement speed with any wound bleeding for one and a half the normal amount, and as a risk should the pawn not get into any fights a less than one percent chance of a heart attack (ideally with a stacking chance for repeated use) Hyperfocus draught description - a calm golden liquid that once ingested leads one into a haze of focus and drive for things one has a passion for, with the drawback of little to no work of any other kind being enjoyable or worthwhile effect - skills with passions learning rates are doubled, while all other work learning rate is stopped entirely I know you probably weren't looking for descriptions and all but it seemed like fun so I thought I'd try my hand at it

SNake575

My Fiance provided the idea by saying "rub some dirt in it" So Something like Salve of dirt? Lol. The immediate strong effect would be a rapid or instant closure of all bleeds, and a lasting effect for all new cuts to close on their own, but as a downside the chance of infection from these wounds would be higher, as they are rabidly scabbing without any cleaning. The extended effect could be medicinal in nature, maybe a rebound effect of a slightly higher recovery rate, even if negligible- Or maybe a boot to blood filtration as the coagulating nature weakens and instead thins the blood.

Izzy

An amnesia draught. Causes the imbiber to rapidly advance/lose timed moods (positive and negative) and memories. Could extend it to skills and recruitment as desired/thematic.

Ambrux

An idea of a draught to boost population by shortening the labour / accelerate child grows. Like the eastern europe fairy tales of heroes that grew really fast in childhood etc

Dodel

Draught of truesight, which increases weapon accuracy but disables positive beauty moodlets. Draught of purging, which immediately cures food poisoning and gut worms, but causes burns to the stomach and jaw. Draught of the nightblade, which improves melee speed and damage but causes unconsciousness in sunlight. And the draught of the cuckoo, which increases opinions to the user by 200, but decreases their opinions of others by 75.

Jack Coles

A few ideas off the top of my head: Learning draught - Increased skill gain speed. Love draught - Made with a pawn's blood. Drinker falls in love with the pawn whose blood was added. Tranquility draught - Puts pawns into a suggestible, emotionless state. Prevents mental breaks. Keeps slaves subdued. Vigor draught - Pauses sleep need. Nutrition draught - Pauses hunger need. Beast draught - Switches pawn's body shape into hulking. Adds strength traits and maxes melee skill. Speed draught - Boosts pawn's walk speed. Ironskin draught - Increases pawn's base armor stats. Brainwashing draught - Increased chance of conversion/recruit success. I would also suggest adding a way to spike meals with draughts, or splash them on other pawns.

HansTheHuman

A work draught that can boost the work speed and move speed. The optimization makes them weaker overall boosting incoming damage and reducing immunity gain (so it prioritizes you keeping your workers away from combat). Or one can split this into a speed potion and a work potion with one or the others. So one does not abuse the speed constantly. Charisma potion - Boosts social impact and trade price, increases mental break threshold. Keep your royals happy. And, of course, a combat draught - Reduces pain, reduces damage, kills psychic sensitivity and makes them terrible elsewhere by reducing work speed, mood and increasing mental break threshold. Yeah, you now have someone much better at fighting... that can be a problem on its own.

Stim

How about a draught that makes one skill better at the cost of every other skill being worse?

nick bishpop

Maybe a draught that makes it so wounds don't bleed (as much). Drawback could be reduced consciousness, although that might be a bit steep.

Peter Dolin

Scar preventing draught Description: A silvery liquid with opalescent swirls. If the user drinks it while wounds are healing, no scars will be left behind. The draught has no effect on existing scars. While under the influence of the draught, the skin becomes very itchy (-2 mood). The itching diminishes over time (-1 mood). __ Heat & Fire resistance draught Description: A matt black liquid. When the user drinks it, his fire resistance is increased substantially (up to immunity to fire?) and his maximal heat resistance raised by +25°C. The side effect is an equally decreased cold resistance (+25°C and later +10°C) and a constant shivering as if suffering of mild hypothermia. (This could also be the baseline for actual hypothermia effects.) __ Cold resistance draught Description: An icy blue-green liquid. Drinking it increases the user's resistance to cold by -40°C. The side effect is a reduced resistance to heat (-35°C and later -15°C) and a constant sweating as if suffering from a mild heat stroke (including the effects on consciousness).

Deggial

Drawback of the healing draught is hunger, as well? As for suggestions: Maybe something like a draught of speed, that makes pawns go fast or a draught of dragon's breath that gives the drinker an impids ability to spit fire. Drawback for speed draught could be increased hunger. Drawback for dragon's breath could be a mood debuff/social debuff because the side effect is awfully bad breath.

Peter Dolin

Adding to this, one that basically gives you muscle parasites, since that's already got some pros and cons to it.

Ryan Foster

Maybe something to counter the illnesses that don't just tick up to death? Counter gut worms by keeping them full, but lower manipulation. Thatcd work for food poisoning maybe too!

Ryan Foster


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