Hive Keeper (Worm/DungeonKeeper/WFTO Alt!Power)

I’ve had writers block for over a year on ch16. What solution would you all like to see?


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I can't see Taylor doing anything with the Scavenger Room other than locking it behind heavy security and in a concealed part of the Dungeon. Because that sort of wide-range mental contact would just have people looking for the Smurf as soon as it happened.
I didn't say I expected Taylor to do anything with the room, just that I wanted to see her reaction to building a room that promptly looks at her with wriggly psychic eyeballs on tentacles.

Because I bet that's not what she thinks of when she sees the words 'Scavenger Room', I know it wasn't what I thought of the first time I played DK1.
 
If DK2, then the Casino perhaps?
Or maybe upgrade the Tavern into a Sports Bar with pool tables and TVs so minions can eat, drink, and gamble all in one location, thus saving space until Taylor is certain about the practicality of building a casino room.

Goblins: (chanting) "Let's go defense, let's go! Uh-uh!"
Taylor: (weeps in despair) :cry: "...what have done?..."

Any Resource Acquisition (Alchemy Lab, Sanctuary)
Can WFTO's Spirit Chamber and Witch Doctor be unlocked through research?

Or would Witch Doctors be too similar to Glastig Unaine (sp?) for Taylor's tastes?

Yes, it'd be cute to have a frazzled Panacea working alongside Nagas and Witch Doctors in the hospital.

QUESTION:
If parahumans or regular people sign a magical contract to become Taylor's "employees", can they train in a class to gain the ability to cast spells?
 
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QUESTION:
If parahumans or regular people sign a magical contract to become Taylor's "employees", can they train in a class to gain the ability to cast spells?
And if that works, do they get that auto-aggro function for minions when Taylor plants a Rally Banner, along with the automatic navigation featre for directions?
 
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Can WFTO's Spirit Chamber and Witch Doctor be unlocked through research?

If it's a standard room or creature available to the player in any of the games, it's available to Taylor, with the (possible, I havent decided) exception of some of the WFTO Sacrifice recipes that result in Boss Characters. Anything outside of that (like hero units, campaign props and rooms, evilness generstors, etc) is on a case-by-case basis, but in general the answer is usually 'yes, if she thinks of it and takes the time'

Thing is, Taylor can't 'see' most of what she could be going after. She has her 'mental catalogue' (which is a lot like Teacher's), which does so potential unlocks along with what she currently has, but she can't 'see' most of it

Next chapter she actually finally figures out how that works, incidentally.

If parahumans or regular people sign a magical contract to become Taylor's "employees", can they train in a class to gain the ability to cast spells?

It's not as formalized as them 'choosing a class', but yes, binding themselves would allow them to learn spells. If you recall, Danny makes a joke about him not having powers, to which Taylor replies "We could change that, you know."

And if that works, do they get that auto-aggro function for minions when Taylor plants a Rally Banner, along with the automatic navigation featre for directions?

Hmm. Interesting question. I suppose they would, at that. My basic concept framework for familiar contracts is that it basically works like guest characters or the neutrals that you find in some levels and can join you, and those all function basically the same as normal minions. With 'guests' tending to be a little more independent.

Otoh, by that same token Taylor would be able to pick them up and move them around, or give them orders, unless the specific contract allowed otherwise.

Hey, @Ashkari. Am I *the* resident beta, or *a* resident beta? I lost track somewhere.

Only one atm. I never did end up making a request post, mostly because I dunno where I would, and you were the only person to volunteer. The other guy who joined the Bits & Bobs preview convo was from reddit who just wanted to read the snippets (which I still need to post, lol) when I mentioned them.

I could use more betas, though, lol. You and I both still miss the really small stuff, lol. I reread chapters all the time to refresh my memory to avoid continuity errors and am constantly finding small typos (almost always left out / duplicate words) and editing them. (Like seriously, look at the edit dates vs post dates hahaha)
 
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It's not as formalized as them 'choosing a class', but yes, binding themselves would allow them to learn spells. If you recall, Danny makes a joke about him not having powers, to which Taylor replies "We could change that, you know."
When I read that, I imagined Danny turning into a demon to fight as one of the final bosses of the dungeons.
 
If Taylor can spawn sufficiently challenging bosses, I wonder if this might indirectly result in the Endbringers disappearing...
 
Hmmm... If Taylor can offer contracts, all of a sudden I could see a future expansion where her antagonist force for delving parties is made up of crews hired from the DWU. It would seem to be a logical progression. They are used to heavy work, have a familiarity with basic brawling for the most part, and the contracts can be vetted by Danny. The safety protocols should cover most OSHA requirements, and it shouldn't be that hard for Taylor to add aid stations and a few other things to at least minimally comply with the rest.

"Huh, never would have expected a Dungeon to have clearly marked Emergency Exit doors, Uber my man."

"Uncle Sam is everywhere, Leet. I'm just surprised they haven't required maps to be posted showing the entire layout. At least they left that up for the delving parties to handle."
 
More or less complete non-sequitur to the current discussion, but I'm currently working on the chapter and I was finally forced to break down and actually work out the rules for how fast research occurs, and the effect that specializations have on it. Because, you know, Taylor gave out different orders this time than just 'each of you research something really basic individually', lol.

For the curious:

The formula for total research time is as follows:

Code:
T = f(b) / (1 + 0.15(n-1) + 0.3(s))
  • T = Total time required, expressed in hours.
  • f(b) = Base timeframe, which is based on rarity, complexity, and position in the game tech tree. In practice, this is subjectively assigned by myself, with twelve hours being the baseline for 'common, simple, easily acquired'. Jumps in rarity and complexity have a fairly large impact. (As evidenced by the ultra-common Reskin taking only 2 hours for a single non-specialist)
  • n = Number of researchers.
  • s = Number of applicable specialities possessed by involved researchers. Multiple counts of the same specialty do not apply.

(Edit: Made a mistake in typing that up at first. Originally said that 'n' was non-specialists. That's been corrected, it's all researchers)
 
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More or less complete non-sequitur to the current discussion, but I'm currently working on the chapter and I was finally forced to break down and actually work out the rules for how fast research occurs, and the effect that specializations have on it. Because, you know, Taylor gave out different orders this time than just 'each of you research something really basic individually', lol.

For the curious:

The formula for total research time is as follows:

Code:
T = f(b) / (1 + 0.15(n-1) + 0.3(s))
  • T = Total time required, expressed in hours.
  • f(b) = Base timeframe, which is based on rarity, complexity, and position in the game tech tree. In practice, this is subjectively assigned by myself, with twelve hours being the baseline for 'common, simple, easily acquired'. Jumps in rarity and complexity have a fairly large impact. (As evidenced by the ultra-common Reskin taking only 2 hours for a single non-specialist)
  • n = Number of researchers.
  • s = Number of applicable specialties possessed by involved researchers. Multiple counts of the same specialty do not apply.

(Edit: Made a mistake in typing that up at first. Originally said that 'n' was non-specialists. That's been corrected, it's all researchers)

What about "recursive" specialties?

Okay, let's say a Tinker contributed 4-5 blueprints to the Archives that shared a common function, purpose, or methodology. Once the Researchers or Craftsmen "master" those 4-5 blueprints, would they add a new specialty to their skill set?

Link: Dependency (Gamer Kid Win)

Concept loosely based off Gamer!KidWin fic "Dependency", where every time alt-Chris completes a mission or spends enough time around a cape, he earns a blueprint which can leveled up through repeated field use..

If 4-5 blueprints share a common function, purpose, or methodology, he earns a specialty. However, gaining a specialty doesn't increase what he's able to build; it just improves the end-product quality of the blueprints he has access to.
 
If Taylor can spawn sufficiently challenging bosses, I wonder if this might indirectly result in the Endbringers disappearing...
A thought occurs. Gaining someone as a Minion allows you to have them work alongside someone they may have been hostile to before and give orders to the new Minion, up to and including commanding them to not engage in behaviour they did prior to signing the contract. Therefore...

Minion Endbringers? Just have to get them to sign the contract, then you can Reskin them so they don't immediately remind everyone of what they've been doing for the last few decades lol.
 
More or less complete non-sequitur to the current discussion, but I'm currently working on the chapter and I was finally forced to break down and actually work out the rules for how fast research occurs, and the effect that specializations have on it. Because, you know, Taylor gave out different orders this time than just 'each of you research something really basic individually', lol.

For the curious:

The formula for total research time is as follows:

Code:
T = f(b) / (1 + 0.15(n-1) + 0.3(s))
  • T = Total time required, expressed in hours.
  • f(b) = Base timeframe, which is based on rarity, complexity, and position in the game tech tree. In practice, this is subjectively assigned by myself, with twelve hours being the baseline for 'common, simple, easily acquired'. Jumps in rarity and complexity have a fairly large impact. (As evidenced by the ultra-common Reskin taking only 2 hours for a single non-specialist)
  • n = Number of researchers.
  • s = Number of applicable specialities possessed by involved researchers. Multiple counts of the same specialty do not apply.

(Edit: Made a mistake in typing that up at first. Originally said that 'n' was non-specialists. That's been corrected, it's all researchers)

I think you might not want to get yourself too stuck on the actual math. You are in a position to use your protagonists ignorance and some general evasive language to keep things vague enough to allow them to progress at the speed required to advance the plot optimally for the story to work.

Use the formulas as a guideline for yourself, but keep it hidden and have the freedom to declare that stuff was harder or easier to research than anticipated when necessary. The blending of different games give you all the excuse you need to arbitrarily introduce novel factors and the fact that the researchers now have personality gives you an out by simply declaring them to be indivually good or bad at stuff or simply having personal quirks.

Don't let the math get in the way of the story.
 
"She makes minions that can heal, Colin,"

Does 'Heal' restore lost limbs? Or just HP like in D&D?

"Dungeon Keeper" has a curse that temporarily turns enemies into Chickens, which could be modified to regrow missing arms and legs, polymorphing (shapeshifting?) them into an intact form rather than true healing (much like Panacea's secret biokinesis power).

Taylor: "Side effects may include feathers and cravings for corn."
Patient: o_O ???

Semi-serious justification if the modified Chicken spell can make Case53s more human-looking, drawing monstrous capes to Brockton Bay like moths to a flame.

Feather!Newter: (eating KFC)
Gregor: o_O "Dude, what are you eating?!?! That's like cannibalism!!!"
Feather!Newter: "Chickens can and will eat meat products. It's both safe and healthy so long as it's not uncooked."
 

Not just general meat products, but they actually eat other chickens. They do engage in cannibalism sometimes. In fact that's true of most poultry species. It's supposedly a stress response most commonly brought on by poor egg-farming conditions.

Does 'Heal' restore lost limbs? Or just HP like in D&D?

I actually would need to check my notes. I remember getting into this question at one point. But iirc the basic answer is 'yes'. That's largely because I don't believe there is any kind of 'regeneration' spell that restores health over time and could be justified as a separate spell, and, like most RPGs (honestly Fallout is the only one I can think of), the games don't simulate any kind of limb-loss, it's just HP pools.

That's kinda the point of having an HP system: it's an approximation. Every so often you'll have games that degrade combat or skill effectiveness based in HP, but that's really the limit.

Also, given the spell is meant for combat use, in a situation where swords are regularly in use, not restoring limbs is kinda silly. Combat styles would rapidly eschew debilitative magic and torso strikes as being most effective and switch to going for limb severance in such a world.

————————

That said, Taylor can't really do much to fix monstrous features, vial or natural, because there's nothing 'wrong' with them. They've had their biology overwritten by a shard, or the shard is basically just maintaining a copy of their mind in shardspace and letting it puppet an impossible body. Which means that 'healing' a monstrous cape would either do nothing or just cause them to cease to exist. The only way to 'fix' it is to convince the shard that the person isn't supposed to be like that. (Which in the latter case brings up some major ethical questions, since no doubt a shard will just make a new copy and change it... so you're still basically killing somebody.)

Well, that or physically alter them somehow to the point that their shard is forced to re-adapt their power in some fashion, like what with happened to Valefor. Such as in Ward when Sveta has her body comepletely reshaped.

But a temporary chicken spell isn't gonna do that.

———
Edit: Though she could probably do it via long-term Reskin in some of the less extreme cases, and even a few of the extreme ones. Weld would probably be the ideal test case.... like give him some kind of 'high school football jock' reskin for an extended period, and his shard might just turn him into Colossus. Newter and Gregor are probably sufficiently human enough as well with non-extreme basic concepts to manage at least something to make their lives better. But that would require Taylor to actually know and understand that powers can change like that. I'm not even sure if the PRT is aware of that in canon. Or Cauldron for that matter.
 
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That said, Taylor can't really do much to fix monstrous features, vial or natural, because there's nothing 'wrong' with them. They've had their biology overwritten by a shard, or the shard is basically just maintaining a copy of their mind in shardspace and letting it puppet an impossible body. Which means that 'healing' a monstrous cape would either do nothing or just cause them to cease to exist. The only way to 'fix' it is to convince the shard that the person isn't supposed to be like that. (Which in the latter case brings up some major ethical questions, since no doubt a shard will just make a new copy and change it... so you're still basically killing somebody.)
It should still restore the puppet body to full functionality, as long as there's an actual biology there to heal
 
Not just general meat products, but they actually eat other chickens. They do engage in cannibalism sometimes. In fact that's true of most poultry species. It's supposedly a stress response most commonly brought on by poor egg-farming conditions.
Speaking as the owner of a couple dozen chickens, chickens will eat anything and do not give a fuck. They won't immediately eat one of the flock that dies, but if the corpse is left for long enough to attract flies and start rotting they'll rapidly reduce it to bones.

Birbs remember an older, harsher era when everything ate everything else, zero fucks were given and their ancestors ruled the world. They may no longer rule the world, but they still don't give a fuck.
 
Speaking as the owner of a couple dozen chickens, chickens will eat anything and do not give a fuck. They won't immediately eat one of the flock that dies, but if the corpse is left for long enough to attract flies and start rotting they'll rapidly reduce it to bones.

Birbs remember an older, harsher era when everything ate everything else, zero fucks were given and their ancestors ruled the world. They may no longer rule the world, but they still don't give a fuck.
Pigs are the same, they are even atracted to blood and will eat another pig alive.
All of them have all the food they can wish but they still try to eat each other
 
That's educational, horrifying and disgusting but educational. I'm not sure I'm happier knowing it.
There is a reason why you can sometimes find human bones in a pig pen.
Someone needed to hide a body
Pigs are the same, they are even atracted to blood and will eat another pig alive.
All of them have all the food they can wish but they still try to eat each other
That also the reason why when, in the Wizard of Oz, when Dorthy fell into the pigpen everyone panicked.
 
Pigs are the same, they are even attracted to blood and will eat another pig alive.
I can't help but wonder if this might be something to do with domestication. It is not as though cannibalism never happens in the wild, but, well, a "good appetite" probably seems like an advantage for a meat-provider... . There is also the matter of whether they have a life outside of eating. Pigs kept in a small pen whose only joy is food will likely be worse than those with some actual environs to explore.

It does lave me wondering exactly how the minds of the dungeon creatures have been altered. Spiders can be predatory hunters, but gathering together with a horde of monsters to charge a heroic team is not normal. How much of Warlocks merry dedication to the cause of misery and suffering is inherent to their design and how much is the influence their environment? Much of the dungeon is domesticated to the cause of Evil, much is playing up narrative conventions, and then there is Taylor trying to steer things in a "let's not set the world on fire and rouse the combined might of the heroes, hero-adjacent, and 'only I may destroy the world'-heroes of circumstance" direction.
 
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