Credos, Crafting, and you

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Credos, Crafting, and you

Postby ricky » Thu Aug 17, 2017 9:11 pm

Credos are fuckin cool.
I want credos to be a more integral part of your character beyond just receiving cool perks.
Ways to do this include having items or skills require credos as prerequisites. Would put a lot of weight on credos.

for example:
--certain skills, like druidic rites, would require starting or completing the mystic credo.
--Certain foragables would only appear after starting or completing the forager credo.
--certain fish only appear after starting or completing the fisherman's credo.
certain recipes should be unlocked as well.
--Being able to build a stone tower should rely on the quarryman's credo.
--Being able to craft straw dolls should rely on the farmer's credo

these are just examples of the idea, not what I think should happen.
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Re: Credos, Crafting, and you

Postby Wonderful » Thu Aug 17, 2017 11:33 pm

ricky wrote:Credos are fuckin cool.
I want credos to be a more integral part of your character beyond just receiving cool perks.
Ways to do this include having items or skills require credos as prerequisites. Would put a lot of weight on credos.

for example:
--certain skills, like druidic rites, would require starting or completing the mystic credo.
--Certain foragables would only appear after starting or completing the forager credo.
--certain fish only appear after starting or completing the fisherman's credo.
certain recipes should be unlocked as well.
--Being able to build a stone tower should rely on the quarryman's credo.
--Being able to craft straw dolls should rely on the farmer's credo

these are just examples of the idea, not what I think should happen.


+1 To required forageables and fish, -1 To required buildings and craft ables.
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Re: Credos, Crafting, and you

Postby jorb » Thu Mar 01, 2018 1:56 pm

I agree that they could be more integrated in the skill tree, and with building and crafting.
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