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Life is feudal wiki alchemist table
Life is feudal wiki alchemist table












There should be a lot more diplomacy between your outpost and the outside world, especially as you get more nobles. The dwarven relationships and personalities can also be expanded upon.Ĭore59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119. You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The civilization leaders should be fleshed out in many ways.Ĭore11, Core15, Core40, Req161, Req277, Bloat48, Bloat68, Bloat176, PowerGoal98, PowerGoal101, PowerGoal102 and PowerGoal122. Upset entities could patrol near their sites, leading to new wilderness encounters etc.Ĭore26, Core27, Core35, Core45, Core46, Req18, Req29, Req61, Req71, Req81, Req125, Req126, Req221, Req273, Req301, Req371, Req398, Req414, Req417, Req427, Req444, Req449, Req475, Req478, Req496, Req503, Req545, Req571, Bloat44, Bloat117, Bloat130, Bloat131, Bloat175, Bloat289, PowerGoal1, PowerGoal2, PowerGoal3, PowerGoal4, PowerGoal5, PowerGoal6, PowerGoal7, PowerGoal8, PowerGoal11, PowerGoal17, PowerGoal40, PowerGoal59, PowerGoal70, PowerGoal71, PowerGoal76, PowerGoal92, PowerGoal98, PowerGoal119, PowerGoal127, PowerGoal130, PowerGoal138, PowerGoal140, PowerGoal141, PowerGoal142, PowerGoal143, PowerGoal144 and PowerGoal147.

#Life is feudal wiki alchemist table full#

Entities should war with each other from bandit and monster raids to full fledged wars. In dwarf mode, you should have the option to control your individual patrol members as you would in adventure mode. The adventurer should be able to both go with and command armies. You should be able to control patrols and then armies in dwarf mode. You should be able to develop a larger settlement outside the confines of the immediate play area. You should be able to find items you traded in your fortress in adventure mode, and a caravan could come to your fortress with an adventure mode item.Ĭore3, Core38, Core81, Req21, Req132, Req133, Req175, Req204, Req218, Req220, Req260, Req279, Req364, Req463, Req516, Req555, Bloat155, Bloat263, Bloat267, PowerGoal24, PowerGoal33, PowerGoal56 and PowerGoal148.

life is feudal wiki alchemist table

They'll move between each city on the map, though we'll try to stay away from supporting a real economy for the time being. Tutorials and advisors could help with this, as well as decent in-game help.Īs a prelude to armies, we'll have caravans actually move around the world map rather than just appear at your outpost.

life is feudal wiki alchemist table

Yeah, dwarves has a steep learning curve. This includes many of the haul/pile reqs. Make dwarves live and restrict their movements to sections ("burrows") of the cave to reduce the amount of hauling. Fire can also come up in dwarf mode in various ways. Once that's in, your adventurer will want fire. This is also true of moonless cloudy nights. The lighting in caves is artificial right now. There need to be various items in town outside of what's in the stores. The peasants need to do less aimless wandering and more standard activities.

life is feudal wiki alchemist table life is feudal wiki alchemist table

Long-term arcs, on the other hand, will be added much later or even after version 1.0 is done. Short-term arcs are the arcs that are likely to be done in the near future. Many of an arc's features can, but don't need to, be done simultaneously - as such, the status of completeness can't be determined that easily. An arc is a number of features that add to one theme-field.












Life is feudal wiki alchemist table