Sorcery Clans 1.4

Finishing up Sorcery Clans 1.4.0 and these are my Thoughts™:

  • 1.4.0 additions:
    • Angel magic (redid to include targeted icon research, Nephilim, and improved statue stats)
    • Demon magic (continues to be the same ol’ kickass demons)
    • Necromancers can only control up to mag*2 lesser undead, and can only safely raise lesser undead less powerful than themselves
    • Spirit magic has had some cool additions, including healing spirits and Greater Spirits that gain power and are controlled through an artifact
    • Each soldier has a hidden stat for their maximum power (not a literal max but above it their power gains are cut by factor of 10+), probably random but 2+(Σstats/3) + (rand*Σstats/3) in thousands (so 2000 for a soldier with average stats of 0, through 12,000-22,000 for a soldier with all 10s)
    • Calculated on initial generation, graduation from academy or opening of old save file, so only includes clan powers but not powers added after the fact
  • Planned additions (1.4.0?)
    • Research artifacts (tomes, etc)
    • CURRENTLY IN PROGRESS. Can be collected from Rivals (spy or defeat) (maybe add catching a spy has a chance to get one?). Also occur randomly like artifacts and a mission is generated to retrieve it (needs testing) (also need to finish the file save stuff for it)
    • ISSUE: Need some ID system for retrieving missions. Only need it for Wild Spells (once they’re in the library they don’t need an ID)
      • OPTIONS:
      • Assign some kind of ID number to the Spell (probably an int in the object?) that relates directly to the pend mission number
        • PROBLEM: can’t be loosely unbounded because artifact missions are already unbounded at 150+. Would have to use a unified counter for both artifact and spell IDs and that’s just weird….
      • Only permit a limited number of wild artifacts to exist at a time (easiest is just one), and use some unused negative code in the mission number space
        • PROBLEM: Allowing only one at a time is laaaame. Allowing five at a time or something probably makes more sense but then they still need some kind of identifier (I guess the msList can have an array of size 5 and use some kind of way to make sure the msList.getMission() returns some way to identify the spell, maybe by using a test on creation to ensure each spell has a unique amount of exact power (probably minimally necessary since it’s literally 1 in a million)
        • Probably a good time to make a map of the pend mission ID space
      • Carve out a specific area within the space, like 150-160 and bump up the artifact missions
        • PROBLEM: why not just do it the other way? lol
  • Possible addition (1.4.1?)
    • Soldiers have a hidden Integrity stat (and a max, probably)
    • Integrity is damaged by having teammates die and by becoming critically injured (traumas)
    • Integrity cannot be directly assessed or known but soldiers over a certain power and integrity (and subtletly?) show as being able to be recruited for counseling or something similar
    • Integrity required to use Icons and maybe other things, and can be damaged by implanting demons, etc.
    • Soldiers whose integrity goes to 0 have something bad happen:
      • Permanently retire
      • Commit suicide
      • Go rogue (and then missions may come up to bring them back in?? That would get complicated but also be cool)
  • Another possibility (1.4.0)
    • FIX THE ACADEMY
    • The academy is currently a piece of shit
    • Let’s make it suck less <3
    • I think it’s fixed! The trick was using the logistic function!
  • Futures
    • Make Artifacts and Powers have +heal slots
    • Countries have more complex infrastructure, reputations to uphold, etc
    • KAIJU!!!! Probably 1.5 tho