Design: Potion System, Player Progression
August 16, 2025​
- @rachaelrose1212
- @Cjzech
- @Galactic_15
- @jyu
- @KiaraJclyn410
- @maloki
- @Rev
- @Sp3cialK
- @WarrenGore
- @ybhappy
Visual Working Board PDF​
Meeting Format​
- Meeting included:
- Idea sharing (15 minutes)
- Weekly focus topic (30 minutes)
- Review of existing and in-progress ideas (15 Miuntes)
Potion System Overhaul​
Core Purpose​
- Vanilla and Vault Hunters potions feel underused and uninspired
- Desire to make potions cool, strategic, and part of core gameplay again
Proposed Features​
- Multi-effect potions with a point buy balancing system:
- Stronger effects must be balanced with drawbacks
- Inspired by The Witcher and Potion Craft
- New potion mechanics:
- Potions that coat weapons with temporary effects
- Rift-exclusive ingredients gathered during runs
- Brewing influenced by ingredient prep (powdering, fermenting, cooking)
- Alternative base liquids (e.g., Rift water types)
- Larger potion bottles with multiple sips
Crafting Enhancements​
- Return potion brewing to cauldrons:
- Could use a multi-block structure or recipe system
- Suggestion: brewing stand must be adjacent to a cauldron to enable advanced functionality
- Inspired by Terraria-style proximity-based crafting
Rift Water Bottles & Liquid Variants​
- Different Rift biomes could offer unique water sources
- These liquids affect potion base stats (e.g., "+1 base potency")
- Encourages exploration and biome variety to access new potion strategies
Essence System Integration​
- Suggestion to merge Essence system with potion crafting
- Convert materials into essences for use, storage, or recombination
- Concerns raised about clashing with other essence-heavy mods (Mystical Agriculture, Botania)
- Recommended focus: custom implementation over kitchen-sink integrations
- Add-ons can be used to tweak existing mods for consistency.
Leveling & Player Progression​
Forum Highlights​
- A forum post on player stats 150+ responses
- Much of the feedback ties into player progression, separation, and identity
- Spreadsheet/graph in development to visualize progression systems
- Guild progression mock-up in chat includes unlock details
Progression Systems​
- Separate modded gear (base gear) from vanilla gear
- Use the XP bar or custom systems for level tracking
- Suggested gates tied to bosses or Rift difficulty to regulate progression
- Inspired by Vault Hunters’ single gate mechanic leveling up
Wanderer’s Charm​
- Proposed upgrades to enhance utility and unlock more escape/return options as the player advances
Rift Key Maker​
- Discussion on upgrading the key maker for higher Rift tiers
- Alternative idea: remove the key maker entirely and bake its logic into the Rift portal itself
Additional Topics​
Mod Architecture & Project Organization​
- Once a pitch passes, ownership becomes unclear
- Concern: no clear team or leader picks up implementation afterward
- Coordination between teams (Art, Lore, Development) is currently lacking Suggested:
- Break feature development into assignable tasks
- Use big meetings to surface cross-team topics
- Example: Hub World needs to be discussed at the Aug 30th large meeting
Combat Crafting & Item Usage​
- Reintroduce vanilla+ combat tools, like crafted arrows or throwable items
- Designed for impactful but consumable use during Rifts
- Desire to retain vanilla gear viability throughout the game
- XP-based progression proposed in place of enchantments
- Armor trims could be used to add modular buffs, referencing the Prominence mod
Next Actions
- Next week’s meeting will continue at a similar time
- Next focus: Loot