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[DEVBLOG#286] Medieval 2 Alchemy

🕑 Added 2025-03-04 13:24:05 +0000 UTC
[DEVBLOG#286] Medieval 2 Alchemy

Comments

Anrileth

DRUGS! HUZZAH!

Scyobi Empire

well at least i now have a way to commit a warcrime through a slow and painful death

saltychipmunk190

Had a question/ suggestion. Are/ should some of these be gated behind the electric bench? Some of the boons they provide are powerful which I get are balanced by the toxic build up they have. But when you think about something like the anti-tox draught this would mean you could trivialize something like toxic fallout or living in relatively extreme pollution with a pre industrial solution. Which is potentially problematic because those systems were seemingly designed around being played around rather than outright solved. It would also give a sense progression if you get some of the draughts early but can only manage their downside effectively with more research But i also understand that this is a medieval first mod so stratifying the draughts by tech tiers higher than medieval would be odd. I am curious what your thoughts are on this.

Zachary Fewins

This is giving me the great idea to play a group of medieval wasters just drowning themselves in droughts and psychite.

Zachary Fewins

I agree. Especially with the amnesia draught reducing resistance it might be better to have the torturer draught affect will.

Oskar Potocki

It should be pretty safe.

Oskar Potocki

Nope

Oskar Potocki

You are not.

Scyobi Empire

the toxic build up could lead to cancer or even death if used too much, i think that’s what the trade off is to balance them

Scyobi Empire

mod it yourself if you don’t like it

Scyobi Empire

are we able to use something like a blow pipe or dart gun to inject the poison draught into enemies? unless i’ve missed something it seems to be a long and expensive way to execute a prisoner

p t

Looks awesome. Will enemies be able to use the droughts? Enemies in the vanilla game buff themselves with go-juice, yayo, etc. It makes sense that medieval raiders would occasionally buff themselves up with stone skin or strength droughts. Maybe this could also be extended to tribals?

Mcguffin

do tox immune pawns still get tox build up?

Wolfy

Thoughts on something to help with addiction withdrawl or removal? I often find the mood for those pawns problematic to deal with humanly in a tribal/medieval setting. The Coma Draught might work, how safe would sedating with it be for something longer term like the 30day withdrawls?

Thomas Grummett

Awesome, I can get behind that! I'm excited for sub mods to drop and add draughts using content from other mods <3

Oskar Potocki

I’m sorry but I can’t say I agree with your suggestions…

Oskar Potocki

That’s the idea!

Thomas Grummett

Doesn't the anti-toxin draught make the toxic build up trade off of the other draughts trivial? Or is that the intent - that once you have enough production established you can crank out anti-toxins to mitigate the effects?

Mocho

Chill

Gustavo Righetti

I dont see any reason to not merge functionalities of both drug and draught benches in this mod and just call it alchemy bench ( the medieval version works more slowly and could randomly be set on fire with low skill pawns operating it LMAO )

Gustavo Righetti

Nice! didnt expect this much content packed in this mod Here are my alchemy suggestions: Just call it Aclhemy bench instead of Draught bench. Or Alchemy workshop. ANyway, medieval has to be called ALCHEMY The bench needs to look more interesting, with alembics, copper tubes, you get the idea. Try mimicking some stuff from the Kingdom Come Deliverance alchemy benches ( youre slavic, i KNOW you play that game dont even try to pretend you dont ) Either call them potions or infusions, but that i dont really mind, the current names for some of the draughts are REALLY BORING. Make them more flavorful, my suggestions: Immunization = Constitution Clarity = Thaumaturgic potion Efficiency = Draught of Diligence Inspiration = Potion of Insight Painkiller = Potion of Alleviation Coma = Draught of Deepsleep Tortures = Draught of Sadism Also, given that we have ALCHEMY now, allow for these workbenches to make medieval grenades and gunpowder: chempowder kegs to setup explosive defences Naptha bombs as a cheap molotov ceramic bowls with smoke grenades Iron shrapnel grenades ( the chinese used these to fuck with the mongols in sieges )

Teebo

This is awesome! Definitely will be a staple mod on my list for years to come!

Oskar Potocki

Noo that’s far too minor to warrant a new job type. Drug production it is

Moros

Looks great. However, Torturer draught reducing Resistance doesn't make any sense. It should reduce Will instead.

Timur Anufriyev

Just curious, if for alchemy works you’ll add new job type?

Mathieu Lalonde

You can't have Alchemy and not be able to do lead(steel?) to gold!

Oskar Potocki

You can poison unwanted people in your colony without having through all the 'trial - guilty - execution'. You can poison prisoners. You can roleplay and have your own romeo and juliett.

Marberguson

I am not sure what purpose poison draught have unless we can throw it like single use weapon.

Oskar Potocki

Adding new graphics as a mod though is very easy, it's a simple process of placing the graphic in the correct filepath and making a very quick Def in notepad++!

cuber

Just curious! Either way, you're doing awesome! I'm so excited for this one

Oskar Potocki

There's no way to inject graphics into the game at runtime, sorry.

cuber

For heraldry, is there any plan to allow us to insert our own small images or would that be a bit too complex? Just curious!

ArcaneJellyfish

Looks amazing! I've always been a huge fan of alchemy systems. If only there was a way to throw them. Then you could weaponize them as grenades. Alchemists' fire or acid flasks would be really interesting additions to early grenades

John Anderson

I can't wait to use this on my desserters playthrough!

The Dragonborn

+20% fertility (works on infertile too) Oh Oskar! For me? You shouldn't have! Hags beware, the potion seller and I have struck a deal!

Brutus Albion

Curious if we will see something similar for VE Health since if we're doing magic potions now then surely scientifically engineered super drugs must be on a whole new level of power wouldn't they? Secondly, we have the drug lab already, I'd assume it should be able to do the same as the draught bench wouldn't it? And lastly I do love the idea of making existing plants have a new function in the game, it's a really great idea to fleshen out what is already there.

eduardo volpe

The hemogen looks incredible

Oskar Potocki

Other fueled workbenches in the base game don't, so I don't think this should either. After all, we want the content to fit in any tech eras (fueled draught lab could work in an industrial colony just as well). It'd be weird if it had some scrolls on it etc. That's actually something I dislike Medieval Overhaul for. Their content looks medieval, which means it looks out of place NOT in medieval period.

Adam Armstrong

This looks great. It would be cool if the fueled draught lab looked a little more... medieval. Excited for the release!

Dawid Ziobrowski

On the first glance, these effects seem to be much too strong for pre-industrial medicine but the idea, graphics and large variety are awesome!

Davide Celli

I'm so hyped up for this mod


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