#Modding Capabilities

1 messages · Page 1 of 1 (latest)

final pawn
#

A couple structural capabilities I'd like to see the game support for modding purposes:

  1. Pre- and post- stage insertion. I want to add stages before or after a mission stage, without having them show up in the initial plan. Example use cases: a) on the way to the mission, you are spotted by a security patrol. Evade and continue the mission. b) There is an ambush at the drop off. Get away. Optionally, grab the briefcase with your mission pay. Optionally, kill your employer's VIP go-between on the assumption that he's the traitor.

  2. Ability to track negative Wound Resist or Stress Resist totals and do something with the values. Same with Stress totals over 100%. Ability to know how much stress was added in a given mission and decide whether it rolls over to the strategic layer. Example use cases: a) Have a more severe or cascading type of wounds or mental breakdowns. b) Have in-mission events that cause stress and might cause a reaction like hesitation or panic. These might be temporary stress that only partially carry over to the strategic layer.

  3. Hidden zones with triggers that are similar to traps, and can trigger dialog or map behavior. (Might already exist, I realize.) Example use case: Hunt for a "hidden safe" object on the map, and trigger an invisible loot box to spawn in when characters are in proximity. Bonus points if I could make that spawn conditional on the character carrying a specific consumable ("safe detector").

torpid hazel
#

I really like #1 and I would use that feature as well