Infusion patches
Since "[t]he art of potion making fell into decline after the Spellhunt, and only a rare few now master the gift", I decided to go with the concept of infusion patches, which deliver a modified single-dose formulation of the infusion and then fall off and biodegrade, thus not needing a dedicated inscription slot. Unusable by characters that can't use infusions (assuming I've coded that right...) Current available infusions are:
- of clearing: In my experience, !oCCW's don't get used much for actual healing beyond the early levels, so I split their primary function out into its own patch, which, as the name suggests, clears detrimental effects. All of them; no more Sun Infusion Follies(TM) of, "Oh, gee, thanks for unilluminating me there, mister wild infusion. Not like I needed to actually, y'know, see or anything..."
- of healing: As a first pass, I'm going with five levels of healing patches, one for each tier, doing 100-500hp heal. This can be adjusted as warranted by further playtesting.
The art of scroll making, apparently, has not fallen into decline since the Spellhunt, so no cosmetic renaming needed for them. Unusable by characters that can't use runes, or while blind, confused or silenced.
Currently there are scrolls of phase door and of teleportation; can't think of any others that get used regularly enough to add here (well, Identify, but that's covered by the orb now). I've made an effort to implement an oft-requested related feature, in that reading either of these scrolls should (if I've done this correctly) not use game time or consume the scroll if the game cannot find anywhere within the scroll's range to teleport you. This is untested, however, so let me know if it doesn't work.
Future directions
- In addition to any possible adjustments to the healing patches I may eventually decide we need, I'm considering a speed patch, once I've decided whether it should act more like T2's Potion of Speed or T4's movement infusion.
- Rods usable from inventory are another possible avenue of expansion (possibly under some other name, as many rods seem to be Sher'Tul technology). Haven't decided yet whether there are enough traps left in the game to merit rods of trap detection and disarming, or whether not being able to detect monsters in vaults is annoying enough to merit a rod of monster detection that can.
- And of course, I'm always open to suggestions.

[edit 2013-08-10 9:04pm] Technical info:
Code: Select all
Hooks:
Entity:loadList [to modify stores to stock infusion patches and scrolls]
Superload:
mod.class.Object:
getName() [to handle pluralizing infusion patches and scrolls]
mod.class.Store:
loadup() [to restock infusion patches and scrolls]
mod.class.Trap
canDisarm() [to apply the rod of disarming's 'force_disarm' flag]