Good questions. I haven't even started looking at this. Honestly I usually develop my mods with the intention of using Tedious Travel. But even with Tedious Travel, you still have the problem of ship travel. It might be that I simply disallow fast travel that includes a full moon. But not sure how to code this and if it might be too awkward.Lokkrin Zhataros wrote: ↑Tue Jun 30, 2020 10:00 pm 'I'm curious though, how this would work with Tedious Travel and classic fast traveling (if you happen to be stuck traveling at the time of a full moon). Would travel be completely interrupted at that exact point of night arriving and transport you to a random place near the spot your travel was interrupted? If so, when using Tedious Travel it would be, well, tedious to find your items and force you to back track to where you were previously (good, not a big deal). If using fast travel, it would be impossible to find your items at that point, so pretty much count them deleted (hence best to plan travel ahead of time). Also, if you happen to be on your ship on a full moon, where would you be teleported to?
Perhaps upon arrival I add a few days for each full moon?
And this is a lot of the reason why I think I'll just strip out the Hunt The Innocent effect and make my own. There are several problems with this effect:Lokkrin Zhataros wrote: ↑Tue Jun 30, 2020 10:00 pm Also, on the part of removing the 'hunt the innocent' aspect, Morrowind just let you hunt down a random NPC. It didn't have to be an innocent, though it didn't restrict you from killing one. So maybe just a random enemy would work? Not sure if that would be considered too easy in DF.
1: What is the lore basis for this? What is an "innocent"? The whole point is that you turn into a beast. What does a beast care about innocence? And are all people living in towns innocent?
"Hunger for the flesh of man" would make a lot more sense. Then it could be fulfilled by killing any commoner or human enemy.
2: The lowered max HP effect feels weird. There is no connection between the effect and the lore. I would think the problem of trying to supress the curse would be a spiritual/mental problem. A debuff of Willpower would make more sense. Where you die if it hits 0. So a person with high willpower would be able to go a lot longer than a low willpower person.
3: The whole gemaplay mechanic of changing to wererwolf, killing a commoner, getting chased by guards who can't hurt you, leave, come back to town as human and nothing happened. It's just awkward, lackluster and not really a penalty.
My vague idea so far is:
1: If you change into beastform, you must kill a human to change back. If not, you change back the next morning.
2: For each day you are not in beastform, you get a slight Willpower debuff. For example 2 per day.
3: Willpower is the governing factor for what happens during a full moon. The higher your willpower is, the greater chance you have of resisting the call of the moon. You will still be forced into beastform but will retain control.