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Nightingale Legacy Portal
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Created by Guest
Created on Jul 24, 2024

Refined Items Expanded - Community Theorycraft Project

Refined Items Expanded

Greetings Devpeoples,

This post is part of the Community Theorycraft Project. Something where multiple members of the community gather together to discuss existing and potential new additions to the different elements of this wonderful game. Things we would like to see, we would like to change, and ways to go about doing so.

This particular post is in regards to fleshing out the variety of Refined Items, adding options for certain parts (such as buttons) beyond what is available currently. It moves some recipes around. It adds quite a lot of new refined items to crafting stations that have a severe lack of refined items (compared to other stations), adding versatility and variety, including ways to combine different materials together.

It also provides a more detailed mechanical process towards Etched Ingots, focusing upon the flavour text such ingots already have. To do so, we’ve supplied a handful of new Resource POI’s focused upon the materials needed, to add a bit of extra depth.


As always, we would like to thank you for your time and continued development of this wonderful game.


Refined Items

We have made several changes to the recipes of several existing refined items, including moving some to different workstations we feel would be more suitable. Part of what we're aiming to achieve with this submission is to expand the interplay between the different resource categories, to combine them flavourfully and logically in ways that can be accessed by different item recipes.

Many of these changes would open the door for significant variety materials wise with regards to clothing recipes especially.

With any changes listed here, to really make use of these would require going through the existing item recipes and making changes to those, to include these new items.

We know this would be a significant undertaking, but it is one we feel would be extremely valuable for the games crafting aspect to go through, especially when looking toward the future and the growth of these categories and available materials within them.

The crafting within Nightingale is one of the more unique elements for games within this genre, where the items themselves are heavily altered simply by the materials being used in the crafting, rather than the norm of just crafting a specific item with fixed statistics.

We want to expand upon this, to have this element flourish and grow healthily, rather than watch it wither, and become just like other existing systems.

Part of this is to continue expanding the interplay between the materials, to allow Players to find interactions suited to their play style and individual goals, and really customise the statistics of their finished items.



List of Changes

Alchemical Boiler

  • Alchemical Acid (Material) x1 – 1x Solvent + 1x Glass
    Requires an augment from the Boil augment category.

Note: See the Materials section toward the end of this post for what materials we submit be classified as Solvents.


Masonry Bench

  • 1x Buttons (Gem) – 2x Cut Gem

  • 1x Cut Gem – 2x Raw Gem + 1x Powder (Stone)

  • 1x Ornament (Coral) – 2x Polished Coral

  • 1x Polished Coral – 2x Coral + 1x Oil

  • 1x Polished Gem – 2x Cut Gem + 1x Oil

  • Stone Powder – Removed (moved to Mortar Station)

  • Gunpowder – Removed (Moved to Mortar Station)


Mortar Station

  • 6x Alchemical Ink (Material) – 1x Pigment + 1x Oil + 1x Glass

  • 6x Vibrant Ink – 6x Alchemical Ink + 1x Powder (Precious Metal)

  • 6x Lustrous Ink – 6x Vibrant Ink + 1x Powder (Raw Gem)

  • 3x Dye (Material) – 2x Pigment + 1x Oil + 1x Glass

  • 1x Gunpowder (Material) – 1x Sulphur Powder + 1x Coal Powder

  • 2x Paint (Material) – 2x Pigment + 2x Oil + 1x Reservoir

  • 1x Pigment (Material) – 2x Powder (Material)

  • 1x Powder (Material) – 2x Raw Ore /or/ 2x Raw Mineral (Coal, Sulphur etc) /or/ 2x Stone Block /or/ 2x Raw Gem /or/ 2x Flower


Note: This change is important for future system implementation of customisation of clothing, opening up the ability to create dyes/etc, with the different reasonings we shall list below:

  1. It shifts making -all- powders to the Mortar Station, which is sensible.

  2. It allows the creation of all powders from all varieties of materials one could logically make powder from, also including the fact you can find most of these powders at POI’s.

  3. It shifts the materials required to create the products to closer match historical creation of these elements, using oils as a binding solution, and adding the carrying containers to the craft.

  4. It changes the naming sequence, so all the finished products list the “pigment” material in the items name. Currently the paint you craft yourself does not do this, it lists the Stone Powder, since it is the first material in the crafting order, rather than the pigment. Changing the order to put the pigments first makes finding the materials much easier and logical.

  5. As part of the Realm Cards Rebalanced CTP (https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-306), we submitted that the Artisan card be repurposed to increasing the yields of crafting at the Mortar Station. We shifted the output quantities of the station with the ideal interaction being the usage of this card to boost the yields, but not make it absurd in quantity.


Textile Station

  • 1x Tassels – 2x Yarn

  • 1x Yarn – 2x Fur

  • 1x Embroidered Cloth – 1x Cloth + 2x Filigree /or/ 2x Refined Fibre /or/ 2x Yarn

  • 1x Sequined Cloth - 1x Cloth + 2x Cut Gem


Tanning Station

  • 1x Belt – 1x Straps + 1x Buckles

  • 1x Blade (Bone) – 2x Bone Shaft

  • 1x Buttons (Bone) – 2x Bone

  • 1x Handle (Bone) – 1x Bone Shaft + 1x Fasteners

  • 1x Horn – 2x Bone

  • 1x Fur – 2x Pelt

  • 1x Lined Leather – 1x Leather + 1x Lining

  • 1x Lined Fur – 1x Fur +1x Lining

  • 1x Shaft (Bone) – 2x Bone

  • 1x Supple Leather – 1x Leather + 1x Oil


Note: Several added refined items here aim to make use of existing materials in new ways. Adding additional options for combining leathers, using Pelts to make furs, and the carving of Bone into various items. We aimed to keep all "creature" refined items in general limited to the Tanning Station, just for the sake of simplicity. Whilst we could see many of the Bone items being placed in other stations (like the saw table), it would likely be easier for Players to find if they're all generally kept to a single Bench.


Saw Table

  • 1x Buttons (Wood) – 2x Lumber

  • 1x Polished Lumber – 1x Lumber + 1x Oil (Cannot be made into Gilded Lumber, nor use it)


Smelter

  • 1x Artisanal Hammerhead – 1x Hammerhead + 1x Precious Metal Ingot

  • 1x Chains – 2x Ingot

  • 1x Etched Ingot – 1x Ingot + 1x Alchemical Acid

  • 1x Martial Blade – 1x Blade + 1x Alloy Ingot

  • 1x Scope – 1x Barrel + 1x Lens

  • 1x Magick Lens – 1x Lens + 1x Weak Seal (any type)

  • 1x Marksman’s Scope – 1x Marksman’s Barrel + 1x Lens

  • 1x Mystic’s Scope – 1x Precious Metal Barrel + 1x Magick Lens


Note 1: We decided to implement the Alchemical Acid etching process, designed around the flavour text provided on Etched Ingots, being that etching can increase magick whilst decreasing durability. To accomplish this, we decided to add solvents with negative durability attributes, with rarer solvents having potentially more beneficial / varied attributes to counter-balance it. We didn’t want to make them -too- strong, because ultimately the process means 1x Metal + 1x Glass +1x Solvent material’s worth of stats. So the detriment from Solvent durability we feel will be quite easy to balance, but the process should only become available quite late.


New & Old Materials:

Here we shall list the changes to old materials, along with some new materials to provide variety in the crafting purposes, focused around the category of Solvents:

Aqua Regia

New Material: 230 GS Resource POI
Material Counts As: Mineral, Solvent
Biome: Forests
Appears As:

Above-ground Geysers with small bubbling pools of orange liquid. Requires Wood Axe GS 230 to break geyser open, dropping vials of Aqua Regia on the ground. When the geysers are broken, a brief spray of orange liquid erupts from it.

Attributes:

+20 Magick Power
-10 Durability


Hag’s Bile

New Material: 100 GS Resource POI
Material Counts As: Mineral, Solvent
Biomes: Swamp
Appears As:

A sickly green and red bulbous pillar with what seems like boils scattered over it. Requires Wood Axe GS 100 to break boils open, dropping vials of Hag’s Bile on the ground. When a boil pops, a brief flare of fire and smoke erupts from it.

Attributes:

+15% Fire Damage
-10 Durability


Sulphur

Material Counts As: Mineral, Solvent

Attributes Become:

-10 Durability


Note: As part of the Realm Cards Rebalanced CTP (https://playnightingale.ideas.aha.io/ideas/FEEDBACK-I-306), we submitted ideas regarding the Minor Realm Cards, including effect changes, which would both apply to the harvesting of these Minerals, and the refinement of them into Alchemical Acid.


Contributors:

Apothete, Double Space Su, Kahz, Katari, Phylon, Shrike

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