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Also, it would be nice to have a mechanic to activate the event that revives old dwarven cultures, because in base mod, either you console command it, or you hope RNG is on your side.
Further thoughts, Rubyhold and Silverforge are relatively recent holds, and like Ozovar, are disconnected from the Serpentspine, so unlike serpentspine holds, they aren't reclaiming lost grounds, but rather digging new stuff to expand. That being said, I suspect creating a specific system for those three holds would be painful and impractical, so ... I don't think it's worth exploring that too much.
I am glad to hear it! There is a list of Holds which already have some content in the mod description, It is the censored part at the end of the features list. If you want to think about some other Hold, pick whatever you want from the ones which are not listed there.
I am currently in exam session, so I have no time to implement your ideas in the next month, but i will gladly do so afterwards.
Well, obviously, I first have to approve what you thought about, but it should be ok, as long as it is something true or plausible lorewise and is not overpowered
I understand your point, I will do it, maybe i will put a requirement to have at least a dig lvl 4 to be done manually.
And you are right, too much work for too little content. If i have time i will think about it but that is unlikely to happen.
Why not make a story there? Let's say starting at dig level 3, you discover a story about a Dwarf king that sold his people to Ducaniel in exchange for immortality and/or power, with his personnal guard discovering the betrayal too late to save anyone, instead sealing the traitorous king inside a room in the deepest bowels of the hold, bellow even the deepest levels inhabited. The King, immortal and powerful, technically still alive but utterly mad and deprived of nourishment and water, has been reduced to a quasi, and is still trapped in the depth, behind a heavily warded door, the runes imprisoning him still holding after millenia. Whispers of betrayal and cruel ideas filter through the door, the King's malice the only thing passing through.
Potential reward : a monument giving covert ops bonuses, or just a modifier doing that.
Potential format : narrative found through journals or stone engravings left behind by his surviving guards, some even surviving the hold but remaining behind to leave warnings and tell of the betrayal.
There's a potential there too, maybe something with modifiers for diplomacy. I suggest an ancient library of forgotten diplomatic texts. It could be a modifier giving increased improved relations. Monument optional, and I'm not sure it would add much more than just a modifier
i am not gonna lie, that would be an engaging event chain.
If it is just an improve relations modifier, a monument would be too much, a modifier should be more than enough there.
I appreciate your ideas, feel free to write as many of them as you want here or in private chat, but i have to return to study so implementation of said ideas will take a while. Enjoy the mod in the meantime!