Jump to content

Recommended Posts

Posted

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?).

Posted

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.

Posted

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.

Posted

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.

 

Posted

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.

Posted
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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...