Hey everybody! Spoolicus here with another exciting update! Here, we’ll be talking about The Manaforged As a Race and the exciting things that entails.
First, I’d like to show you all something I’ve been working on to help with biome coding: A little color palette tester!
It’s a little diorama world I can use to make sure my colors look okay together, and this is the first draft of it! I don’t have an actual biome picture yet, though the colors for foothills and plains are implemented the same as in the picture. As expected, Biome coding has been a real pain, because the water just does not want to go away. Mind giving me a hand, @BrunoSupremo?
Anyway, that’s not what this post is about. I’m here to talk to you today about The Manaforged and by extension, their starting class. The Mnaforged are a fairly new race to the world of Stonehearth, created by Silas Thorne, a secret practitioner of magic who was unable to have kids of his own. The town he lived in was barely tolerant of the being he created, and eventually drove him, and his creations, out of the town. Silas knew they would eventually come, and created a portal to the Outerlands, a dark forest teeming with raw magical power that no one dared go to, sending them and himself through. He, however, did not come through on the other side. Perhaps a campaign will tell the story of what happened to him?
The Manaforged are a blue crystalline race that thrive on magical energy. They require much of the same things humans do: food, shelter, sleep, etc. There is one thing, however, that allows them to stand apart from normal humans: their natural affinity for magic. The magic in my vision of Stonehearth is a bit… volatile. Unchecked, it can spread to create hostile landscapes and corrupt creatures - much like what has happened in the Outerlands. It is even believed that the very same magic is responsible for the recent developments of walking trees and boulders. As such, many forms of magic were outlawed (or something). The Manaforged, therefore, have a distinct advantage of being created by, and can powerfully wield magic. It’s up to them and by extension, you, to use the magic for something good. Or maybe bad.
The Manaforged’s starting class is the Ritualist. The Ritualist has the ability to unlock new aspects of magic never before seen. Eventually, he might unlock a form of necromancy by studying a musty tome in a graveyard. You could resurrect long-dead settlers into something more. Necromancy, after all, can be used for good.
Or, the Ritualist might unlock new ways to gain resources. By combining magical materials and some stone, you could create iron ore, for example. The Ritualist is one of the key components of the Manaforged, and as such you always start with the Ritualist’s Tome, which you can see here.
Anyway, there’s a basic overview of what I’m planning with the class. It’s probably a lot more than I can chew, so wish me luck!
With that out of the way, lets move on to a few things I was considering. After seeing @8BitCrab’s snazzy Wizard’s n’ Stuff mod WIP, I figured it would be best if I split my mod into modules. Let’s say, one for the biome, one for the base Manaforged race, and another for the magic system? I’m not sure how it’ll work in the end, but the biome will be separate. The reason being that there will be some people out there who may like the concept of the Biome and are looking for a harder challenge, but don’t want a new race to go along with it, or vice versa. Am I being silly here? How many of you guys would like to see everything released separately, with everything the biome needs separate from the race and magic stuff? Answer below!
That about does it for this update! If I can get it working, I’ll have Biome pictures up with the new generation stuff by the end of the week! Cheers!