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.
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
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.
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.
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.
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.