Created
Status
Ongoing
Watchers
130
Recent readers
0

You wake up to the bothersome feelings of planetary reentry, and are confused. The Prime Crystal...
Mechanics & Research
Copying stuff out into the thread to make it easier to find. This post has Mechanics & Research:

Mechanics
Cycles: A cycle is half a day, unless the day is exceptionally short; then a cycle is a whole day. Cycles on this planet are the normal half-day kind.
  • Sub-cycles (if needed) are 3 hours each, for 4 per cycle. These are mostly for talking to beings who are not rocks, for precision work, or for anything else you can fit into the timeframe.
  • If we are out of energy, time skips to the next cycle unless we are doing stuff that doesn't require it, like communications.
Scale & Vision: A single crystal unit is 10m, or 1 map square big. The core has 10 squares vision, and crystals with 1st Visual Augmentation do as well. Normal crystals extend vision by only 4 squares.

Energy: Energy is very important to Crystalline. So much so that there is no hard cap on what you can store, although exceeding the capacity of storage crystals can lead to anything between slight glow and ruinous detonations depending on how far over you are.
Excess energy can either be used up quickly, vented safely(though this will eat an entire sub-cycle to do so properly, and is not safe to surrounding non-geological life), or vented aggressively into things like superheated surroundings or laser blasts.
Venting too much energy aggressively through too-weak of crystal may backfire into explosions. Storage crystals penetrated during combat can and likely will also explode violently, since they hold far more than flows through most of the rest.
  • Generation: Each cycle, a pulse radiates from the core crystal into all connected crystal, leading to that cycle's round of energy gen from crystals that can do so. Any disconnected power-generating crystals will not output into the main pool and will remain inactive, and other power sources will react in different ways. Any energy leftover from previous cycles is kept and can be used. Energy can also be reserved for special projects. You can't reserve more than a cycle of energy at once.
Movement: You can, via a full cycle of energy and time (and sufficient empty space), move your entire structure somewhere else.

Conversion: For materials, you must be adjacent to it in someway. Then you simply need enough energy to change it to crystal of the type you want. For converting crystal types, the energy cost is half of the more expensive crystal between the two.

Repairs: You cannot upgrade crystals that are damaged until they're repaired. Repair however, is simple. Crystals are either 'damaged' or 'heavily damaged'. Damaged costs the crystal's fab cost, Heavily Damaged requires twice that. The two have different overlay symbols in the map legend to tell them apart.

Research
There is two type of research available: Experimentals & Reverse engineering, which is tearing specific things apart and/or throwing energy at them and seeing what happens. Less predictable results but less time and energy required usually. Actions outside of the lab may also produce useful insights, so feel free to conduct some large scale experiments!

Second is General research: This is for pointing in a direction and seeing what is there, research-wise. Lab work and theories. Takes longer and more energy but usually leads to more obvious results, like improved techs or new lines of research to examine. This way can also be used to try and add things onto the tech tree that weren't there previously by throwing things at the wall and see if they stick, if you have an idea of where you want to go.

The Core crystal produces a research point per cycle, it and points accumulated by researcher crystals may be spent on either group each cycle, but may not be banked. Research progress is kept, though. Tech tree lines that point towards nothing have known further sections but are missing prerequisites.

Tech tree
Starting tech: Base Crystal, Storage Crystal, Template: Refined, Template:Space-filling, Template: Intrusive, Template: Matter, Trait: Defensive Offense, Trait: Data Storage, Trait: Reinforcement.
Tree Link!

Techs:

Warfare:
Offense (100/100): Your weaponry is not artillery...yet. But its a good start.
Offensive Export (0/1000): Technically, you can already do this. But being able to do it without being perilously overcharged is a plus for sure. That way you can be more particular about the output.
Defense (100/100): This was kinda obvious in retrospect. Of course you wanted to protect against energy surges first!
Absorption Fields (1000/1000) - Hah, like you'd let something else beat you at energy! Go ahead and power your foe with your attacks! (unless they are particularly high-powered)
Dampening Fields (1000/1000): Anti-mining and general impact resistance are both good. Thunks will remain thunks now.
Trait: Repair Protocols (24/20): Maintenance is important and you now have to do your own. Unlocks a Trait.
Improved Self-Repair Systems (0/250): Surely you can do this better? Might take awhile to refine.
Damage Reduction Fields (0/1000): The two defense fields are not exactly...compatible, but with some tinkering and a lot of iteration, perhaps you can use both at once?
Shielding Theory (0/800): Getting hit directly? Terrible idea if you can project enough energy to deflect any attacks. The question is how do you do that without you having to focus on the projection field not exploding all the time?​

Energy Generation:
Base Crystal Upgrade (0/1000): You really need to improve these things now that they aren't just a means to connect to the actual power generation. They work...but thats it. Not good enough. Worth investigation at the least.
Strengthened Conduits (0/250): Just upscaling your base crystals goes poorly when simulated. You need some time to analyze where things are blowing up in your design and make it better. On the plus side, this means you can probably upgrade the power output as well… Repeatable.
Fusion Amplification (0/???): Engineering is not your specialty, and Engineering Crystalline are bullshit for even coming up with this without it blowing up the entire damn place. Where do you even start?​

Storage:
Energy Condensing (0/250): There must be a way to fit more into the same space, otherwise it'd make no sense for how compact the Prime's storage was…
Enhanced Stabilization (0/250): With enough adjustments and optimizations to the structure and containment systems, you should be able to construct larger single-storages with less risk of fracturing during fabrication. Repeatable.

Research:

Research Crystal (4/4): If you're stuck here for now, you shouldn't be down to only one thought process. You need more of them, or assistants.

Command Network:
Delegation (0/500): Not counting lucky sudden appearances of the Prime Crystal, you're going to be here awhile. Might as well get started on the long, difficult road towards having assistants. Maybe even companions!

Sensors & Expansion:
Trait: Visual Augmentation (126/120): There we go. Now you can properly see things if the crystal is adjusted properly, or with some extensive fine-tuning, double the range! Unlocks a Trait.
Trait: Vis-Link (0/500): Perhaps you can mesh together crystal sights for enhanced effective range now? Its worth investigation. Unlocks a trait.
Improved (matter) Output (0/750): You can probably get mroe out of this stuff if you try, but is it worth it over just getting better crystal instead?
Wireless Theory (0/1900): Well, you didn't get to finish working on it back home. But now you have to start from scratch, which might...take awhile. A long while. And remember to locally back things up this time!
 
Last edited:
All things Crystal
And this post has our current crystal types and traits!

Crystal creation
First pick a name for the crystal type, a color (hex color preferred, so I can just stick it directly into paint.net), and a template. If you want, also add a design if it fits within 10px by 10px (basic storage crystals have an S on them, for example). If the design is for a Big Crystal, you've got a 20x20 sized space for designs, or bigger if upgraded sizes have been researched.

Next, there is a list of traits below, some of which can be stacked. Pick the ones you want within the current max cap. New traits can be found via research, whether thats tech tree research, reverse engineering, or just interesting-enough suggestions from posters.

Templates
Templates are for brand-new crystal types, ones that aren't upgrades or variants of others. They determine the build category and any default traits, and if theres no additional traits, they also determine the energy cost.

Matter: Various kinds of assimilated matter. You can't customize this, but you might be able to improve it a little.

Refined Crystal: Refined crystal built from material or other crystal. Used for energy generation and normal functions. Base properties: 50 energy production, 200 energy cost. Build from matter or other crystal.
Space-Filling Crystal: Crystal grown to fill a void. Used for scaling energy storage, test chambers, and other space-intensive interesting things. Base properties: Energy storage, 200 energy cost. Build in empty space.
Intrusive Crystal: Crystal that can go anywhere, either veins moving through space or growing through terrain. Used for cheap growth and scouting. Base properties: 250 Energy cost, +1 vision, build anywhere.

Lesser Crystalline: Basically proto-Crystalline. Base properties: 2000 energy cost, build anywhere that is not adjacent to other Lesser Crystalline or the Core.

Big Crystal: A crystal that naturally takes up more than one map square at once. Generally does more but less efficiently for the build cost required, but can also be specialty crystals that simply require more space. Starts at 2x2 and scales up to 3x3,4x4, etc.

Half-crystal: Base material is interwoven instead of fully converted into crystalline stock, granting additional benefits specific to the material used. Half-crystals are unable to be duplicated until the base material is researched, and cannot convert into other types of crystal without an extra energy cost to dismantle and rebuild. Variable cost.
-Armite Half-Crystal: Heavy energy-resistant armor meshed together with reinforced crystal. Base properties: 750 energy cost, Heavily Armored (Energy, Ablative) builtin, Reinforcement 1 builtin, build from matter or other crystal.

Crystal Traits

Energy Generator (Basic): Builtin trait for Template: Refined, can be replaced (no energy cost refunded). 50/cycle energy generation. Unlikely to explode when damaged, as it is the simplest type of crystalline powergen.

Energy Storage (Basic): Builtin trait for Template: Space-filling, can be replaced (no energy cost refunded). Scales up when part of a connected region of energy storage. No bonus.
Energy Storage (Advanced): 500 energy base, 10.5k total at rank 10. Scales up when part of a connected region of energy storage. Can be stacked for additional storage bonuses up to 10 times, each additional stack costs 1000 total.

Storage maths: 2000 energy each, plus (500 * connected sections) to describe them scaling up when in bulk. Add an additional (250 * storage bonus stacks) for adv crystals to add in the extra storage bonus.

Data Storage: 500 energy. Energy storage reassembled into mass data storage instead, for research purposes. Non-research data storage is in the Core, and is unlikely to run out anytime soon.

Visual Augmentation: Longer vision range than normal crystal. First level is Core level (10) and costs 500 energy, Second level is 20 squares and costs 2000 energy. They do not stack.

Reinforcement: 300 energy at 1st rank, 3300 total at rank 5. Structural optimizations and refinements add armoring to this crystal. Can be stacked up to five times, each additional stack costs 600 total.

Dampening Fields: 2000 energy. Crystal is infused with dampening fields that inefficiently dump physical impact energies into flow connection, diluting damage through the network but causing worse injuries if overburdened. Conflicts with Absorption Fields.

Absorption Fields: 2000 energy. Crystal is infused with fields that vent as much attack energy into the network as possible to dissipate the attack, but potentially shattering its flow connection if overwhelmed. Conflicts with Dampening Fields.

Damage Reduction Field: 2500 energy. Crystal contains both Dampening and Absorption fields, reduced to half-strength for compatibility.

Integrity Protection Matrix: 3000 energy. Crystal contains reinforced compartmentalization and multiple DR Fields, being able to remain operational for much longer than average but lacking effective self-repair systems due to internal interference.

Repair Protocols: 1000 energy. Crystal is optimized for repair work, speeding up nearby repairs and able to continue being effective while Damaged, but not Heavily Damaged.

Unbreakable Force: 3000 energy. The majority of this crystal is redundant highly-optimized self-repair systems, making it capable of rebooting out of any damage short of total destruction quickly, but unable to support general repair work or use other functions until fully repaired.

Invulnerable Fortress: 7500 energy. Crystal can now share the effects of Unbreakable Force to directly adjacent crystals while active; if that crystal also has this ability it may chain adjacencies until a non-IF crystal is found. Crystal also is able to drain network energy for enhanced repair bursts. Incompatible with all other traits except for Reinforcement.

Vis-Link: 1000 energy. Crystal can connect with adjacent non vis-link ones to boost their sight range by 2.

Command Crystal: Lesser - 400 energy. Stupid but commandable is still a step up from having to do everything yourself. Although it is not a very big step. Adds a build req. (Not adjacent to other command-types or core).

Command Crystal: Greater - 800 energy. While this level is actually somewhat competent, don't expect it to think outside of the box. Or around the box. Adds a build req. (Not adjacent to other command-types or core).

Communicative Augmenta: 700 energy. This crystal can communicate with other beings within audible range, either by itself (if a lesser crystalline type) or as a mouthpiece for you.

Defensive Offense: 500 energy. Low powered defensive array. Can also be used as point blank offensive weaponry.

Offensive Export: 1000 energy, Energy beam-type armaments. Can be supported with energy venting for additional firepower.

Explosive Entry: 1200 energy, Launched explosive-type armaments. Can be charged before firing for extra boom.

Crystals
Normal Crystals

Assimilated matter
The quick, dirty solution to your lack of range.
Template: Matter
Energy production: 20 per cycle
Fabrication cost: 50 energy, nearby material.

Basic Crystal
Created by converting solid materials, like rock or assimilated matter.
Energy production: 50/cycle
Template: Refined
Fabrication cost: 200 energy, nearby solid material or crystal.

Storage Crystal
A stabilized hunk of additional crystal, giving you more room to store energy without side effects.
Template: Space-filling
Fabrication cost: 200 energy.

Farseer Crystal
An excellent companion to scouting crystal. Energy production alignments have been realigned for exceptional sensory range instead.
Template: Intrusive
Traits: 1st Vision Augmentation (500)
Fabrication Cost: 750 energy

Scrying Crystal
I see you.
Template: Intrusive
Traits: 2nd Visual Augmentation
Fabrication cost: 2250 energy

Research Crystal
Because doing everything yourself is slow and complicated.
Template: Space-filling
Traits: Data Storage (replaces Energy Storage: Basic)
Fabrication cost: 700 energy
Research Output: 1/cycle, Research cost 10 energy/cycle.

Repair Crystal
A good helper.
Energy production: 50/cycle
Template: Refined
Traits: Repair Protocols
Fabrication cost: 1,200 energy

Command Crystals

[Locked: Requires Research]
Focusing Crystal
Half conduit, half relay point, all-around pretty useful crystal. Technically can take commands.
Template: Intrusive
Traits: Command Crystal: Lesser
Fabrication cost: 600 energy, not adjacent to other outposts or core

[Locked: Requires Research]
Overseer Crystal
Better than focusing crystals at commanding. Not so much at focusing.
Base: Focusing Crystal (Intrusive)
Traits: Command Crystal: Greater, Reinforcement 2
Fabrication cost: 1,900 energy, not adjacent to other outposts or core.

Lesser Crystalline

[Locked: Requires Research]
Diplomatic Crystalline
It's a diplomat. Occasionally aggressive in its negotiations.
Template: Lesser Crystalline
Traits: Communicative Augmenta, Reinforcement 2
Fabrication cost: 3,600 energy, not adjacent to other outposts or core.

True Crystalline
Core Crystal
Your core. If this can be replicated, you don't remember how. Don't let it get blown up.
Energy production: 1000/cycle (in a 3x3)
Research output: 1/cycle (when not focusing on research)
Abilities: Command & Energy Control. Researcher.


Big Crystals
To be reworked.

There are currently no big crystal types created. But have an example:

Refined Crystal Cluster
Created by converting a large swath of solid materials simultaneously into a single crystal.
Energy production: 300/cycle
Template: Big Crystal (Refined)
Size: 2x2
Fabrication cost:1,000 energy
 
Last edited:
On command crystals and traits
So first, because they were quoted: Delegation and Vis-link.
The former is the prereq to all things commandy. Finishing it will unlock the least useful but cheapest command crystal, which can do simple things like 'Report back things you see nearby' and 'keep your surroundings repaired' without our direct input. It can also act as an alarm if its setup out at a distant branch outpost and suddenly attacked. The better command type can be given more responsibility.
Lesser crystallines in particular can be given the abstract jobs like 'Help us with these experiments' or 'Be our representative to the xenos base' or 'Try to hack in and steal their datas' or 'Scout over yonder for us, heres x energy to do so.' and, while we certainly could do better personally as long as its research-related, would mean we don't need to cram everything necessary (check on general research/energy/minions/current surroundings, new ideas, old ideas, base expansion, experimentals research, interesting artifacts to experiment on once we find some, things to make, magic to learn once we find some, alterin to trick/suspect/spy on, and decide what else to do today) into only 2 cycles per day.

Vis-link is a trait you can add to crystals. it lets you have +2 sight range to all adjacent non vis-link crystals. its basically a shared pair of crystal binoculars.

The offensive tech I had made 1:1 research to energy cost instead if attempting to just give it a good-enough sounding amount, since I'm still not 100% sure on how one prices research tech when we can quickly gain swathes of new crystals quickly later. Its different types of attacks you can equip to crystal types, and a bunch of defenses that you also can equip.

if you want us to have a new crystal type or a Big crystal type, just give me a color (preferably in hex, but words are fine), a name, a template (refined, space-filling, or intrusive), and any traits you want. If its an upgrade of something, it doesn't need a template. Crystals threadmark has examples for all of the above except an armed crystal, and should have all of the traits we have or can get with current tech tree knowledge. The most recent cycle's status section will have all our currently unlocked traits and current fabrication cost limit.

I hope that helped some?
 
Overworld Map
I'd found out about Inkarnate from reading Hatchling Quest, and both are pretty neat. So have a (not to scale) overworld map that I put together in it. If I've misremembered where I said things were before (like our position relative to their base), then its now how the map is.
Most of the place that we saw on the way down was essentially desert for all the use you'd get out of it without digging up everything at this point. North/northwest of us is mountainous and cold and probably also full of ruins. SE of us is a volcano, and also lava. Lots of lava. There used to be a fortress there. SE of the alterin base is a forestful of dead trees and lingering enchantments that leads towards what was previously just denser forest but is now more of a mire of bad juju and aftereffects from archmagus battles. The island, the base, and us are all marked, and I'll add more markers as we find things worth marking.

 
Last edited:
Mechanical Change?
Hi there, thread. Long time no see, eh?

I'd been thinking about this recently, and after re-reading it lot of that thoughts was 'why is this like this, this is dumb, this is barely moving forward at points'. Some of the thoughts was that there is some way better quests here and that theres no point in me reviving this, but if there really was no point I wouldn't have posted this second version of the quest here in the first place. At the end, I had three major points written down:

  • I've got all this huge detail about our crystal types...and it almost never is relevant. The only times knowing exactly how many of a specific varieties of crystal we had came up in updates was if we were making a new kind, or if nothing special was happening that turn. The map is cool and shows how big we got, but the surface and anywhere that couldn't be described with the sideview map is at best vaguely described. And that everything else is for the most part where what actually moves the quest plot forward happens.
  • Energy production sounds important and I had a spreadsheet for it...but every use of it I wrote down or implied is abstracted away unless its for construction purposes. If expanding our mass of crystals didn't have exact energy costs associated with it, it would be a pretend stat, just there to look impressive from how much energy we pull out of nowhere. I should change this or just throw it out. I'm going with changing it.
  • As much as it'd be cool to just pick up the previous vote and transmute it into a new update for ya'll, I'd rather have a redo in a new thread honestly. it would be easier, and abruptly changing how the quest works after 15 pages (and a year of no update according to the necro warning) sounds like a great way to confuse everyone.
With that, the point of me posting this instead of just keeping it to myself is that I wanted to see what whoever is actually still watching this thread thought of what I was thinking for Crystalline v3. The doc doesn't have the research list or big crystal functions list from this thread since those would just make it a huge wall of text, just mechanics changes to make more sense, have less graphics and spreadsheet work needed per update, and possibly have narratively better turns because of it. The plan (if the new idea isn't terrible, anyway) was to have the same protagonist crystalline, same planet, same xenos, but shifted one dimension over where things went differently. Us landing on the opposite side of the Alterin base, for example.
Hope I didn't disappoint anyone too much with the OP post alert, let me know what you think of it, and have a good day.
 
Back
Top