What does everyone think about adding more farming features to the game? I would like to see some love be given to players, like myself, that are more interested in support (it wouldn’t hurt to add this to incentivize players to take the structural integrity perk in expertise, to make such playstyles clearly viable). I added another thread for expanding fishing here (by adding a chance for a random item to get caught in the net), but I wanted to expand on this with a couple other requests that I think would be simplish to do, while getting a massive return on investment.
Besides the fishing idea, please consider the ability to summon a random thrall via the circle of power. It would be interesting to see a small scale surge mechanic from siptah be added to the base game through sorcery. It would enable players, after already traveling throughout the map to orient more towards support. It should be expensive in base ingredients (like blood and stone) without requiring overly rare components.
Similarly, it would be amazing to add a breeding pen to the game (for animal husbandry). There is already a template for this via the dryer and seeds mechanic. You would feed an animal in plus some resource and out would come either a duplicate or a baby version of the animal. Furthermore, one should be able to slaughter the animal for their components (the creation of babies should be fairly slow, encouraging players who want to do this to commit). This would keep brimstone rare enough to incentivize players to fight for it, while giving a slow and inefficient method of making it oneself.
Tree husbandry would be amazing. Trees grow, you should be able to grow small trees in the planter. Plant a branch, grow some wood, it seems very straightforward there.
Rocknose should have the ability to eat black ice to create stone. This would allow for the farming of stone in a sensible, yet realistic manner.
Sorcerors should be able to make certain components like bone, demon blood, volatile gland and raw ash. It should be time consuming and expensive to encourage players to seek out more efficient methods of gathering it, but it should still be an option.
Lastly, consider, if you are going to add to sorcery, an item duplication ritual. It should, again, be expensive (lots of demon blood and sacrificial blood, silk, wood, stone, plant fiber, and iron), and yield an item that would be heavily damaged requiring repairs in order to be useful (unless dismantled into components).
Simple things like this could add a new dimension of the game with minimal distribution to the current dimensions, and requiring significantly less man-hours to complete (other than breeding pens, though an alternative could be to add it as a ritual if a new building would be too difficult).
Thank you for your time.