Garrulous Glaahk rantalot Posted June 8, 2008 Posted June 8, 2008 Has anyone tried adding Knowledge Brew to the potions you can make your self like in Avernum 3? Quote
Understated Ur-Drakon Callie Posted June 8, 2008 Posted June 8, 2008 No, but I'm sure it wouldn't be very useful, as I can't think of any scenarios off the top of my head in which you can find mandrake root. If there were any I'd assume mandrake could be found in the Za-Khazi run (spelling?). Quote
Easygoing Eyebeast Enraged Slith Posted June 8, 2008 Posted June 8, 2008 Cave of No Return has a special item called Balu's Exiler which adds 4 to your skill points. This is the only practical case in which this could be done. In order to include it in every scenario, you'd have to hardcode it into the game itself. If you wanted an option to make Knowledge Brews yourself, you'd have to take a Frostbite route which would be too complicated and unrelated to include in most scenarios. Quote
Unflappable Drayk Lazarus. Posted June 8, 2008 Posted June 8, 2008 It would be easy enough to add to one scenario, but near impossible to add to the game itself. I'm not really sure I like the idea of being able to do it in just 1 scenario; the idea of people entering a scenario with herbs they got elsewhere just to brew up a bunch of skill points doesn't sit so well with me. Of course if it was a scenario where you don't take the party elsewhere afterwards, then that would be fine. Quote
Garrulous Glaahk rantalot Posted June 9, 2008 Author Posted June 9, 2008 This might be a dumb question Is it possible to copy and paste the code from avernum 3 for it? The games look virtually identical and the code seems similar. There doesn’t really need to be a picture in the train window just the ability. Or could I simply change the statistics for one of the already existing potions. Change the icon and effect of something like curing elixir. Naturally I would rename it and adjust the ingredients it would take to make it. Quote
Easygoing Eyebeast Enraged Slith Posted June 9, 2008 Posted June 9, 2008 I don't think so, on one count specifically because there is no graphic to support the Knowledge Brew in the Do Alchemy window. If you really want Knowledge Brews, make the item yourself and drop it in a Warrior's Grove scenario. Quote
Well-Actually War Trall Ishad Nha Posted June 9, 2008 Posted June 9, 2008 You could have a machine in a lab that checks for Alchemy skill, removes alchemical reagents from the PC's inventory and produces a custom item, (a Knowledge Brew.) Quote
Magnificent Ornk Kelandon Posted June 9, 2008 Posted June 9, 2008 As has been pointed out, it would be very easy to set up a "custom alchemy" ability just like a custom spells ability. It would be most effective in a largish scenario, where it could become a significant part of long-term game mechanics. Quote
Understated Ur-Drakon Celtic Minstrel Posted June 9, 2008 Posted June 9, 2008 Originally Posted By: rantalot This might be a dumb question Is it possible to copy and paste the code from avernum 3 for it? The games look virtually identical and the code seems similar. There doesn’t really need to be a picture in the train window just the ability. Or could I simply change the statistics for one of the already existing potions. Change the icon and effect of something like curing elixir. Naturally I would rename it and adjust the ingredients it would take to make it. I don't think you could easily do this without access to the source code. Sure, you could edit the data (probably in the executable) so that one of the default potions is changed to Knowledge Brew, but that would affect the whole game, not just one scenario. Making a scenario that relied on such a change would be a very bad idea. Quote
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