Exciting! It’s always cool to see ideas evolve, even if they’re suppose to be prototypes.
I have an idea for the talismans though!
This idea was something i was considering for the Mythical Creatures mod but i suppose it’d be good to get it out there for the team at this occasion
The idea was sorta like a trasure-hunt in a narrative way, the idea was like this :
Scinario : A NPC fall sick from a… Snake Bite! Oh no! It’s a special snake and only medici from a mandragora can cure it!
You are tasked with finding a mandragora that spawned somewhere in the world and to kill it and retrieve the herbs to make a cure!
If the player succeeds the NPC lives! And he/she will gift the player’s town with a ‘Special’ item!
For the mod’s sake this would be something magical but for the game the Quest would be anything that suites or is randomly generated, and the reward can be… say… a recipe for a Talisman!
This will make each new talisman (or recipe for it) not be pre-located, and be randomly placed and not brodcasted to the player from the very beginning with some odd icons withing the FoW (maybe they appear/spawn after the quest is given or isn’t there at-all, so the player has to guess, or it’s within the explored area givne that it’s wide enough)
What this does mean though is that the carpenter/potter and footmen have to be given from the start(or at-least one footmen), and since quests might be far in between it may encourage givng the player a recipe instead of a single talisman, but this also means the recipes/talismans can be obtained without having to risk a footman since the player can easily tell if the objective requires combat or not (also meaning that there can be quests that don’t requre combat)
This can also be done in alongisde the ‘changing environment’ since quest can be a consequence or the reason of said change, so there can be some context to the change and the quest
This doens’t mean pre-locatd treasures can’t be a thing of-course! They can be good friends! …maybe