User:Kribbel
Character
<player type="include">kribbel</player>
Ideas
NPCs
Retired entertainer
NPC who tells the player a random joke if he gives him a beer. Placed in Kirdneh because one doesn't know what to do with the beers from clurichauns anyway.
- gather at least 50 better 100 jokes that fit in the game and in the best case use players, npcs, creatures and places of the game. More at User:Kribbel/Texts
- dialogs for NPC [DONE but needs check from so. with better english skills]
- create a NPC codewise (talking, taking beer, random joke selection)
- create/draw sprite for NPC or use setOutfit method [DONE with setOutfit, drawn would be better]
- create a house with garden for him to live [DONE]
beggar/pauper
NPC in a city (Deniran, Ados) who sits or stands at some place players often walk by – near a bank or a NPC who gives a repeatable quest. The NPC has a hat lying in front of him/her waiting for someone to put a coin or more in it. The NPC could be a disabled person or war-disabled, maybe without legs (Eddie Murphy at the beginning of »Trading Places«). If players put money in the hat they receive 1 karma once a day or every 16h. The player could see a message like:"After doing a good deed you feel a little more fortunate." The money should not vanish after 10 minutes as usual but accumulate in the hat up to a certain amount (50 coins). And players should be able to see the money and take it out of the hat. But this would lead to a great loss of karma – 100 karma or so. The player could see a message like:"After stealing from the poor you can feel your luck running out." Other items should behave as usual (no karma, no penalty for taking, vanishing after 10 minutes) or it will be impossible to put them there. The pink areas that block movement but allow placement of items could be good for the hat. (zones/*.xml)
Maps and areas
Turn 0_kalavan_castle_w into a forest area where currently lumberjacks are cutting down trees and clearing parts of the area on command of the king of Kalavan to get more fields to feed the growing population.
- at least two lumberjack NPCs (could be combined with a quest to fetch supplies (torcibud?)).
- an NPC who tries to prevent the clearing by tying itself to the tree-trunk or sitting in the crown of the tree. Maybe an elf (tree-fondling hippie) or a nymph ("She loves nature very much!") with monologue behavior (The woods die first, mankind second. | Trees have feelings too. | Trees are living beings too. | etc.) And the tree stands is in the middle of the new ploughed field :-D
- a draught horse or other animal pulling cut down tree-trunks to the edge of the forest (east)
- an ox or other animal with a simple plough ploughing the cleared area (view from the side might suffice especially if turning points can be covered by trees or so)
Events
Would be cool, wouldn't it? Maybe in one or two years. If it is doable at all…
Fighting
Hard winter / Onset of winter
- effect on the semos, orril an ados mountains
- covered in snow (i.e. auto replace ochre and brown earth with snow, blue water with ice. At least create trees (the fat greens and the firs) with snow, plus more
- special enemies (snow/ice orc, snow/ice trolls …) conquer the mountains
Raid of pirates /vikings
- effect on the shores of the islands or river in general but only 0_kirdneh_city, 0_fado_city and 0_athor_island would make sense
- pirates/vikings attack the area
- ship at the shore
- people call for help like the Ados major
- there could be an announcement a few hours earlier "Fisherman report the sighting of foreign ships in the Faiumoni waters"
- pirates/vikings emerge from the ship and the houses (should move away from there first and than behave as usual)
- a determinated amount of pirates/vikings that will appear. If all are slayed the event is over. Ship leaves/disappears
- a trophy (a special item one of the pirates/vikings carries obtainable only through that event)
Raid of albino elves
Albino elves attack Kirdneh
Dark elves try to overtake Nalwor City
- Major/King? Maerion calls for help
- dark elves emerge from the drow tunnels (should move away from there first and than behave as usual)
- elves should stop to respawn during event or even some minutes before the beginning (players having to fight both seems absurd. Would be even cooler if dark elves kill the elves theirselves.)
Flora fights back
Plant creatures and nymphs take revenge for the damage people did south of the river over the decades. The clearing of 0_kalavan_castle_w was the straw that broke the camel's back.
Gathering/Fetching
Besides those events with the main emphasis on fighting there can be some with gathering/fetching. With changes done between 2020-09-19 and 2020-09-26 for the Mine Town Revival Weeks foundation for this kind of quests is done.
New ferry to Athor
The ferry to Athor got damaged / sunk in a storm / cannibals burnt it down. Therefore nobody can travel to Athor anymore, well except for travelling by scroll, until the ferry got repaired or build a new one. For repairing or building a new one there is a great need of wood (and nails or iron ore for iron for nails, ropes (hemp or flax fibre), sails (fabric of hemp or flax fibre) etc.). All players are asked to fetch the resources so travelling to Athor by ferry will be possible again.
Ferry needs to be disabled for some time. NPCs there either disabled too or can be found elsewhere with new dialogs, talking about what happened etc. ("Traps for Klaas" not possible) Athor sea floor not accessible Athor and Athor underground not accessible --> being not accessible will hinder players from doing quests, but this is (necessary) motivation to help
Amount of wood would be quite high, so players will have to work for a while and high level players are not able do finish event before it really began: 10 000?
Materials:
- wood by gathering in forests or creatures: beaver (1-2, 20%), wooden golem (1-2, 15%), nymph (1-3, 10%), ent (1-4, 60%), old ent (1-3, 70%), entwife (2-6, 70%)
- iron ore by gathering (Orill dwarf mine, Athor underground, Ados abandoned keep, (where else?))
- hemp and flax would need introduction and places to grow/buy/gain
NPCs:
- boatbuilder/carpenter
- smith (existing one could do it)
- rope-maker
- weaver
- sailmaker
- On ferry: Captain, Edward, Jackie, Klaas, Laura, Ramon need disableing or changing
- at pier: Eliza, Jessica need change in dialog
Buildings:
- (dry) dock (port city Ados)
- smithy (existing one could do)
- rope-maker workshop (either Ados or near the resources)
- weaver workshop (near the resources)
- sailmaker workshop (port city Ados)
Rewards:
- Ferry is back
- depending on amount materials brought XP (and money?)
- laurel wreath or something in profile for most helpful players (major donator(?) for new ferry) or a sign/commemorative plaque/monument at the pier that lists them.
New Tavern for Semos
The tavern in Semos City burned down because a drunk wizard wanted to boast with his fire magic / there was no fiery water to drink for fire elemental. For repairing or building a new one there is a great need of wood (and stones and nails or iron ore for iron for nails, clay roof tiles etc.). All players are asked to fetch the resources so Margaret's great tavern will be back.
Tavern needs to be disabled for some time. Instead smouldering and burning rests or building site. NPCs there either disabled too or can be found elsewhere with new dialogs, talking about what happened etc. Harold disabled as as additional motivation to help. He lies in a bed in the Semos hostel or temple were Carmen or Ilisa takes care of him. He got badly burned while heroically dragging out players' items out of the burning tavern. He saved everything, but trading is not possible until recovery (same time as finish rebuilding).
Amount of wood would be quite high, so players will have to work for a while and high level players are not able do finish event before it really began: 10 000?
Materials:
- wood by gathering in forests creatures: beaver (1-2, 20%), wooden golem (1-2, 15%), nymph (1-3, 10%), ent (1-4, 60%), old ent (1-3, 70%), entwife (2-6, 70%)
- iron ore by gathering (Orill dwarf mine, Athor underground, Ados abandoned keep, (where else?))
- stone would need introduction and places to mine
- clay would need introduction and places to mine
NPCs:
- carpenter
- smith (existing one could do it)
- mason
- so. at clay pit
- so. at Klin / brickyard
- in Tavern: Ricardo (disabeled), Margaret (selling outside), Xin Blanca (selling outside), McPegleg (selling outside), Ouchit (selling outside), Harold (disabled) times for offered items need to be frozen or simply reset.
Buildings:
- carpenter or building site
- stonemason or quarry
- smithy (existing one could do)
- clay pit
- Klin / brickyard
- market stands or so for the seller NPCs
Rewards:
- Margret's great tavern is back, Harold is back, gambling with Ricardo again, business as usual
- depending on amount materials brought XP (and money?)
- laurel wreath or something in profile for most helpful players (major donator(?) for new tavern) or a sign/commemorative plaque that lists them inside or next to the tavern.
Access to Sikhw
Opening new areas to the players could be combined with a unique Event.
When opening the Sikhw region there could be a great need of supplies for the soldiers. Imagine a wide gorge that is the only passage between Deniran an Sikhw. It is blocked by a (an improvised wooden) fortification with a (great) gate guarded by soldiers, mainly archers. They fight back the Blordrough. Fortunately it was quiet the past days after the last great attempt of the Blordrough to take the gate. During that attempt most of the arrows were used up and new supplies are ordered but have not arrived yet. The commander fears that letting the players go past the gate would attract the Blordrough and make them attack again. The players need to restock the defenders' supplies. This could be a good way to drain players' money pouches. High level players could need to fetch high amounts of power arrows, newbies low amounts of wooden arrows (for archers' or new recruits' training). Also newly arrived recruits could be in need of all kind of leather armor (assume archers wear leather).
Access to the north
When adding areas north of Semos region it could be necessary to remove a landslide first (remember the sign at 0_semos_mountain_n_w2 39 23!?). An area maybe 4 squares times 5. Every square has 100 or maybe 1000 units. Use a pickaxe to loosen the material then use a shovel to put the material into a wheelbarrow. Move the wheelbarrow with a maximum of x units (depending on distance) to the dumping zone and use it to empty it. Important is, that pickaxe and shovel need to be hold in the hand with the other hand empty and the wheelbarrow needs two empty hands and one square can not hold more than two units of loose material. That way it would be to annoying to do it alone. And moving with full shovel is somehow prohibited so wheelbarrow is needed. Picking and shoveling should need some seconds for execution and pushing the wheelbarrow should slow down movement. The idea is that three or four players work at one square – one with pickaxe, one with shovel and one or two pushing wheelbarrows.
- pickaxe
- shovel
- pushable wheelbarrow to fill material in and to move it to a dumping zone (precipice or chasm)
- or to add more to it let players build railway tracks from wood and iron and use mine carts
One could think of even more. The working players need to take of all their armor, because it's to heavy and warm for working. This makes them vulnerable. But creatures targeting the workers spawn all the time so there need to be some guards who protect the workers. Questionable if that kind of division of labour would work. Risk for workers to loose XP/ATK/DEF if guards fail to do their job seems to be too big.