
Pack Animal Pack

A collection of pack animals with a little somethin' somethin'.

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This pack adds a few new animals with variations, an outfitter, new animal products, and new interactions
between pack animals and some trek members. Still a work in progress with a few more ideas to implement
and some art to complete, but everything currently included is fully functional. Feedback is welcome.

New animals:
Bactrian camels (2 variations)
Goats (3 female + 3 male variations)
Horses (3 variations)

Modified animals:
Camels have been re-classified as Dromedary Camels with modified female variations.
Water Buffalo have modified female variations.

New items include varieties of milk and a couple cheeses.

If you have the appropriate trek member, milking a dairy animal is done automagically during travel or waiting.
You can turn this off by clicking the "Do Not Milk" button on the animal card, when available, and will see the
dairy icon change appropriately. Be careful while travelling with an active dairy animal and a full inventory as
an added milk jug can overburden you. Liters of milk are heavy! It's best to leave a space for it or stop milking
the poor animal(s).

There are some other additions that I'll keep secret, so as not to spoil an opportunity to discover them on your own.
A hint: all the trek members found in the screenshots have new passive or direct interactions. :)

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Source and image templates: https://github.com/robbforce/tce_mods


- Goat notes: ~$100, produces about 1 gallon of milk per day, 300 lbs., 75 lbs. carrying capacity, both male and
    female goats have horns.
- Donkey notes: ~$600, 200 lbs. carry
- Mule notes: ~$1500, 200 lbs. carry
- Horse notes: ~$2000, pack horse in 1850 was $25, riding horse $75, 300 lbs. live weight carry
- Water buffalo notes: ~$2000, produces milk, about 5 gallons per day, 2000+ lbs,  longer legs, angular bodies,
    shorter horns that curl back and upward into spirals, slow mount, adaptable to most climates.
- Yak notes: ~$2000, Milk producer (similar to goat, 1 gallon per day) and can be combed to collect their wool. 1500+ lbs.,
    650 lbs. carrying capacity, adapted to high altitude and cold weather, will suffer heat exhaustion in warm weather.
- Dromedary camel notes: ~$400, Produces milk, about 5 gallons per day. Cheese is difficult to make from the milk.
- Bactrian camel notes: Produces milk, 1 gallon per day, difficult to make cheese.
- Husky notes: ~$500

TODOs (comtains spoilers):
- Update outfitter tiles to match the event images (specifically updating the enclosures).
- The remaining animals: yak, ox, zebu, mule.
- Look into using milk for desert movement.
- Now that chat messages are fixed and randomize between characters, add more chat variety based on
    detected personality traits. Cheese to do. Maybe add messages to the goat sacrfice - specifically religious,
    "What have you done?!" "This is an affront to my sensibilities!"
- Look into adding a location check for altars and only add one if needed.
- Add a persistence flag to the goat quest? Traveling with a cultist multiple times should force the quest to get
    picked eventually.
- Consider adding a curse for failure on the cthulhu quest.
- Mutations from the goat quest will need further play testing as they may be underpowered considering their
    rarity, the potential difficulty of the quest, and due to gaining an ailment with them.
- Add particle effects to location tiles to simulate animals grazing.
- Consider adding the barter flavor text when exiting the barter screen. "I noticed the outfitter's
    equipment selection looked rather bare."
- World standing should affect the outfitter's wares on offer. Maybe the price too?
- Consider addding recipes. Khoa is a cheese that can be made easily from buffalo milk in a heated pan, but this cheese
    is usually used in sweets. Maybe if the party has chocolate and milk, make gulab jamun, which is common in
    many regions. Another is barfi, which needs fruit (mangos) or coconut.
- Yaks will need a high altitude biome to be recruited from, research that...
- Yak should produce hair bundles, which have small value in trade. Add a harvest wool button, available every 15 days.
    Maybe a sprite with a wooly yak normally, then sheared after harvesting.
- Yak hair can be processed into yarn by a herdsman (animal handler), but let's make mountain troopers more useful
    by having survival skills ("I learned this during cold weather|high altitude training in Tibet"). Allow them to be
    able to make the hair into yarn, to produce rope, a blanket ("An unbelievably soft and warm blanket made from the
    down under layer of a yak. Provides psychological comfort.") - having one in inventory allows the party to rest in
    nature unmolested by psychosis, climbing gear (where does the metal come from?), and eventually a tent. Implement
    with buttons for mountain trooper that are available when a yak is in the party, but greyed-out until yarn count
    conditions are met.
- Yaks should suffer heat exhaustion in desert or jungle biomes and eventually die.
- Add "Slaughter for meat" buttons to any pack animal when a bedoiun or native warrior are in the party.
- Recruiting an animal then leaving the village and staying within "sight" (4 tiles or less) and slaughtering the
    animal for meat, should trigger an angry response from the village. A -1 to standing should work. A trek
    member should have a chat line about it.
- Fix arctic outfitter event image, there are a couple white pixels on an igloo that force animals to appear
    on it. Happens in the village event image as well.
- Finish the arctic paddock fences by adding gates and snow.
- Add worn, green dirt and sand piles to the nomad event image.
- Add a lizard outfitter location tile and event image.
- Having a lizard shaman will enable egg laying with the parasaurolophus, which can be traded, hatched or made
    into an omelet by a cook.
- When a trek contains an ox, a sailor and is in an appropriate wooded biome, add a "Build a Wagon" button to him
    which will trigger an event where the sailor discusses his amateur shipbuilding / woodworking skills and suggests
    he could build a wagon in 3 days with some help. He should also explain he can create a yoke that works for bovines
    only (horses, donkeys, mules, camels would need a different harness). This will greatly increase storage slots (12?)
    without requiring an animal handler. The trade off is risky traveling through shallows (a la Oregon Trail!). The
    wagon is left behind at the end of each map. Add a wagon "character" to the party. This could then be displayed with
    the animals in event screens. Check on replacing the dismiss button with "Abandon". Losing an ox or buffalo should
    trigger an event where the wagon must be abandoned as well.
- Traveling with a wagon through jungle or anything heavily wooded should be impossible without machetes and even
    then will increase travel costs.

Ideas that can't be built currently:
- Think about more combo variety for the new mutation dice since these are character attacks:
    tentacle + awareness = parry / disable? - shield and stun weapon dice?
    vclaw_1 + magic = antidote? - small heal, removes poison
- If it can be done, modify the avatar image with the recieved mutations. Specifically add horns and a tentacle.
    And the tentacle could wiggle.

Changelog
v0.4.0.0 - Tedium Torture - 2019-03-29
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- Renamed all objects with "pap" in the name or as a prefix to increase uniqueness, trying to avoid conflicts
  with other mods.
- Moved all images (excepts events and preview) into sprite sheets, which greatly simplifies the image folder.
  The sheets and index files are easily built using smart folders in the TexturePacker projects for each sheet.

v0.3.1.0 - 2019-03-15
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- Re-factored the milk button to make it more dynamic. It will appear on an animal card only when you have the
  appropriate party member and text will change on each click between "Do Not Milk" and "Milk While Travelling".

v0.3.0.0 - Milk Fountain - 2019-03-07
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- Added a "(Do / Do not) Milk" button for dairy animals, which will set a dummy status, essentially turning
  off milk production while the party travels. This button will only be available if an animal handler or
  bedouin are in the party.
- Added more milk expiration hacks so traveling with a dairy goat, while not partaking in it's output, doesn't
  result in a flood of milk in the party inventory.
- Changed the outfitter into a true location that can be spawned next to a village. Sublocations didn't allow
  for select or partyEvents, so controlling when they spawn was limited.
- Added outfitter fixture tiles for all biomes.
- Added the remaining base game pack animals to the outfitter, with selections made according to the biome.
- Added a barter animal action, where the player recieves a credit to take from the outfitter inventory.
  This will allow a player to "trade up" one pack animal for another or gather much needed food supplies
  or equipment. Also added an interaction if a player tries to abuse this action by recruiting an animal from
  the village for free, then trying to immediately trade it for goods.
- Bartering a pack animal adds it to the outfitter's purchase stock, limited to 5 animals.
- Purchasing an animal from the outfitter opens a custom event screen where the animals are on display within
  the pen.
- Refactored the camel pack animal as single-humped male dromedary camels.
- Added female dromedary camels and milk.
- Added bactrian camels and milk.
- Refactored the water buffalo pack animal as male water buffalo.
- Added female water buffalo, milk and cheese.
- Added "lite" versions of most pack animals for use in event images. They're assigned the custom2 imgslot
  property, so I have more control over where they spawn, but otherwise have limited properties and no
  crates, so they spawn in bare.
- Added "lite" versions of the camels that are sitting with a saddle, so they don't flip horizontally.
- Added optional chat messages for alcoholics and some personalities drinking milk.

v0.2.0.0 - Urban Goatfitters - 2018-09-21
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- Added a working outfitter event / location that is spawned with native villages as a sublocation. When an
  outfitter is available, the village will have an Outfitter action that "moves" the party via teleport to
  the outfitter location, which then provides a unique barter inventory as well as a selection of pack
  animals for trade. The goat sacrifice quest would've required a good deal of luck to recruit a goat in a
  village, so this outfitter was added to mitigate that. If the party has the goat sacrifice quest then an
  outfitter will always have at least 1 goat for purchase.
- Tweaks to goat cheese values to make a perfect round more valuable in missions and polar stations. Also
  added autoremove = true since goat cheese would get moldy before the next expedition.
- Added horse and goat chat messages for celebrations.

v0.1.0.0 - Initial build - 2018-09-07
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- Combined the goat and horse mods into an organized single large mod, using corrupted lands as an example.
