Magical Items and Arcana Skill [No longer merged, hosted on Github]

Hmm. I did wind up working on a couple items so far. One of them is a spear in fact, though its magical function is instead one of the remaining artifact functions I hadn’t made use of. @_@

Aside from items being able to recharge in sunlight via he artifact properties, I’m not sure if that’d work.

And as for morale, a few of them do. Couple of the books count as religious books, while the chalice and the hammer of the hunter can be used like holy symbols.

Hmm. Recently had some professions and a scenario added to allow quick testing of the mapgen additions. Will hope for feedback on that since it was merged without comment. I always hunger for feedback. owo

Also still pondering how best to implement some of the other ideas that have come up in the past.

I must inform you that bites nor longer work as [“BITE”, 10] but as
{
“type” : “bite”,
“cooldown” : 10
}

This made errors from some monsters in this mod.

Ah, I should’ve remembered that. Thank you.

From the looks of it, it seems all mods were left untouched when the new bite PR occurred. >w>

Yeah, updated the game then a bunch of errors ensued, risk of using experimental I guess.

I’d blame myself for not paying attention, but at the same time the one adding that PR didn’t remember to check the mods. :V

Magic FTW, thanks for creating this! I was wondering if there were magic weapons mods for the game.

And thank you. There is also the pseudo-magic via CBMs given to the magic-flavored professions in the roguelike classes mod by Rivet, and science-flavored necromancy in the…well, necromancy mod by Dambuk1. o3o

tried repairing wyrmskin armor through a tailoring kit/sewing kit but they both state that its not made of leather

Check the material that it is made out of and use the appropriate tool. Cloths (cotton,leather,fur,etc.) use sewing, metals and Kevlar use the soldering iron.

It’s made of wyrmskin. The description IS misleading. I don’t think it’s meant to be repairable, probably need to make another.

Maybe with enough essence? Disassembly will not give materials to make a new own since it will require the hammer of the hunter and will yield dull essence.

Aw fucking bollocks. I KNEW there was a reason it used to be dual-material leather and wyrmskin.

Someone’s going to need to change it back to dual-material and possibly bump the acid resist of wyrmskin to compensate.

I’d do it myself except, well, can’t anymore.

Why can’t you change it?

Drama on Github.

Is it that complicated a change? Someone else go do it.

I’ve submitted a PR adding leather back to the wyrmskin armor, but I don’t understand how dual-material resistances affect the final amount of resistance.
Wyrmskin material has 20 acid_resist
leather material has 4 acid_resist.
Are the totals averaged and the result the final resistance for the item? That would leave us at 12. I’d need to set it to 36 to end up at 20, assuming everything is averaged. Input needed.

edit: found the relevant code, it does average the total of all materials.

Should be simple enough to make it have higher resistance to make up for that.

Note that since wyrmskin armor doesn’t include boots, the acid resistance is mostly just a flavor detail.

And merged: https://github.com/CleverRaven/Cataclysm-DDA/pull/15340
Enjoy repairing your wyrmskin armor once again. I ended up setting its acid_resist to 36 to keep the original value of 20 intact.

Ah, thank you.

Is it just me or do all the items seem underpowered? Theres not a single article of clothing or a weapon that seems worth the trouble of making. Some of them would be great early game but there are significantly better options to all the things.