#Agriculture and Horticulture update

21 messages · Page 1 of 1 (latest)

gloomy harness
#

TL;DR more plants, more animals, more uses for both

Horticulture:

Definitions:

Massive

Mammoth, Dragon etc. drops 6 food, good luck killing this

Large game

Bears, Cows etc. drops 4 food, very high health pool

Medium game

deer, wolves, sheep, etc. drops 2 food, can take a few hits

Small game

birds, rabbits, foxes, etc. drops 1 food, likely to drop in one hit

Placid animals

most likely will flee when attacked

Territorial animals

will attack you only if attacked, or you get too close (maybe not this considering 2d game), they do not pursue if you flee

Aggressive animals

all most always Carnivores these will attack you on sight and pursue you indefinitely

Animals:

Wolves

these are a Territorial Medium Game Carnivore, they spawn in groups of 2-5 at a time, can be domesticated as a hunter animal, while wild they will attack other animals

Cows

These are Placid Large Game Herbivore, that will either flee (ranged), or fight back (melee), when attacked, they spawn in groups of 1-5 these can be domesticated as work and production animals

Sheep

these are Placid Medium Game Herbivore, they spawn in groups of 4-8, these can be domesticated as production animals

Horse

I feel I would be lynched if I did not mention horses, these are Placid Medium Game Herbivores, much like cows they will fight back if attacked in melee, they spawn in groups of 3-6, and can be domesticated as either work or hunter animals, uniquely when put as a hunter they will pair with a soldier or archer, and become a mounted version of either, increasing damage, health, and speed

Mammoth

this Massive creature is cumbersome and dangerous, even though it's Placid, dealing damage to near by buildings as it passes, Soldiers can deter it, and if you can surround it you might even be able to kill it, if you deal enough damage it will become enraged and fight back, BE READY FOR THIS, they spawn in groups of 1-3, and cannot be tamed

Bear

be careful of caves, as many are home to these Large Aggressive creatures, if season are ever implemented they will hibernate during winter, but this does mean they are easy picking, it just your best chance

New Buildings:

Stables

this structure, requires 4 cut lumber, 4 bricks, and 8 grass to make, and allows you to tame creatures, consumes grass/food (herbivore/carnivore) and water, produces poop when it has any animals inside, after animal has stayed for a time they become domesticated, later levels, this can breed domestic animals instead (very very late game)

If it has a production animal it inside it takes 3 grass and 2 water, with Cows producing milk and poop, with sheep producing wool and poop, instead of it's normal drop

upgrading will allow for it to house two villagers, and two different production animals, or production and taming, upgrading requires 2 metal, 2 brick, 4 grass

when it gets dark all work animals will return to the stables

Existing Buildings:

Farm

after the first villager is place these can accept work animals, when a work animal is attacked the farm requires 1 less poop then normal (this is assuming that later poop requirements may increase), the animal will not poop while it is attached, but be careful they can still be attacked

Carpentry

after first villager is placed these can accept work animals, work animals will go out with gatherers, and act as a drop off point until full, then return to the nearest shrine or silo

Archery

Can accept hunter animals, in addition to villagers, while hunting animals are here they will get hungry like any other villager, and occasionally poop

hunting animals will stick with archers attacking their targets, both day and night

Barracks

can also accept hunter animals, works like the Archery

normal sun
#

@gloomy harness Why are you editing this so much? We are getting lots of reports of this message being edited.

gloomy harness
#

most recent was forgetting the # formatting

#

but I am also are the character limit so yay I can't add more stuff

normal sun
#

Just add in more messages, I can delete my messages to make it more organized for you, would you like that?

#

By the way, great format!

gloomy harness
#

nah, all good I'm gonna start making sub point in chat, might ask to get that pinned when I make that

gloomy harness
#

Agriculture:

this will need the separation of food types mainly into meat and fruits and vegetables, the food counter will count all sources and you will have control over what villagers eat first to avoid consuming rarer resources you may be trying to store, by default villagers will eat wild berries, and meat first

New Plants:

Seeds

when a villager collects from a plant, grass, berry bush, or tree, there's a chance they also drop seeds, used to upgrade plants

Fruit trees

upgraded from standard trees, fruit trees will produce apples, oranges, pears, or any other tree fruit, each giving 2 food, they are not valid target for lumberers, can be used in Alchemy and advanced recipes

Bamboo

upgraded from grass, can be used as a substitute for timber logs, but can't be made into cut lumber, regenerates on it's own

Strawberries/Blueberries/Boysenberries/Tea

upgraded from berry bush, much like their wild counter part these still only give 1 food, but they can be used in Alchemy and advance recipes

Sugar Cane/Corn

upgraded from grass, used in many advanced recipes, gives one food

New Buildings

Grove

Inspired by this post https://discord.com/channels/1196729114669875210/1244843784487964752

the grove stands as a sanctuary of woodlands, grass plains, and more, and is a sustaining structure, similar to the carpentry, but instead it will automatically place trees bushes and grass near by (this requires a lot more space then the building itself to be effective, but does pack them closer then manual placement), building requires 8 acorn, 8 grass, 4 seed

#

Alchemy:

New Buildings:

Alchemy

similar to the shrine (in experimental), this takes various resources, and a skill point to learn the recipe, to produce various Charms and Potions, these can be anything from damage reduction, to healing, to speed boosts

the Alchemy needs 4 grass, 4 cut lumber, and 4 seeds to make, and takes one villager, who will go a gather alchemical resources for whatever recipe is currently selected, can be upgraded to allow multiple recipes to be crafted simultaneously, once they have crafted a talisman or potion you may drag them on to you villager equipping it, potions will have a automatic trigger, e.g. health potion ill trigger when below 33% of health, while talismans will confer a passive bonus that is always active

Talismans:

Protection

this piece of metal protects it's wearer from attacks, -5% damage, requires: 1 metal, 1 grass, 1 water

Fleet

this increases the movement speed of the villager, +10% movement speed, requires: 1 stick, 1 flint, 1 grass

Harvest

gives a chance to spawn 2 resources when gathering resources, +5% double resource chance, requires: 1 acorn, 1 berry, 1 water

Focus

this talisman comes in many shapes and forms and allows a mage to perform greater feats of magic, +10% mana pool, requires: 1 stone, 1 grass, 1 apple (upgraded tree)

Training

Training comes in many forms, but this aids with all of them, +10% exp progression, requires: 1 apple, 1 metal, 1 water

Potions:

Health

the obvious potion, this heals 25%? of a villagers health, requires: 2 berries, 1 orange, 1 water

Magic

drinking this helps with mental clarity in trying times, when consumed restores 25% of mana pool, requires: 1 tea leaf (upgraded berry bush), 1 water, 1 sugar (upgraded grass)

Fervour

drinking this is intoxicating, filling the villager with Passion and Zeal, villager becomes unkillable for a few seconds (1-3 is my thinking but I'll leave balance to others) requires: fantasy berries and fruit

more to be added

gloomy harness
#

@normal sun can these two post above me be pinned to this thread please? don't want them buried if others come and suggest things

normal sun
#

Ofc! I will soon, I need to get on my bus

normal sun
#

@gloomy harness there is a LOT of content here, and the Dev team is only 3 people so this most likely will need to be broken down into multiple smaller updates.

gloomy harness
#

quite possibly

gloomy harness
#

should we do pets as well?

boreal drift
#

Just so uou can help more during attacks than lightning and spam creating the walls when broken

gloomy harness
gloomy harness
#

added mammoth and bear