Forum Discussion
Louise_Goethals
5 years agoSeasoned Ace
Glowing green turnips. Farming pack confirmed lol.
Looks a bit like that voidcritter, Nymphaea. Description from SimsWiki:
Strangerville had alien plants, so I wouldn't be surprised if this pack has ghost fungi. MFPS also had the Babalus, so it wouldn't be strange to add another voidcritter to the game. I don't necessarily think that these glowing turnips are voidcritters, but the possibility is there.
I'm not thrilled by the theme, even less so that it's a SP bc that means that there will barely be gameplay. I don't think we need another Spooky Stuff. Instead of a candy bowl and costume party, we'll probably get a Ghost Buster career and a lot trait. This feels like a waste of the theme. Ghosts alone probably wouldn't make the most intriguing GP, but many supernatural odds and ends could fit into a ghostly pack since ghosts are involved in just about every form of magic and spooky occult. Heck, they could even add zombies.
Build/Buy I would like to see:
Creepy bayou/swamp style and fortune teller aesthetic.
https://i.imgur.com/40wU62p.jpg
https://i.imgur.com/UoUVI5k.jpg
This clearly isn't the style of the render, which is kinda sad to me. The first image attached is official TS4 concept art, and it feels so wasted.
Gameplay I would like to see:
Gameplay I would like to be patched into BG pre-release:
Looks a bit like that voidcritter, Nymphaea. Description from SimsWiki:
These helpless looking critters mimic the budding plants that share their forest home. Generally slow moving and lacking extremities to defend themselves, Nymphaea prefer to use their pollen to charm others into protecting their groves. When under extreme duress, they’re known to produce fungal spores that invade animal hosts and allow them to propagate their species in a safer environment.
Episode 19 dealt with several Nymphaea that took over a flower shop and started reproducing at an alarming rate. It took all of Leif’s ingenuity to free his friends from their hypnotizing pollen and relocate them to a remote nature preserve.
Strangerville had alien plants, so I wouldn't be surprised if this pack has ghost fungi. MFPS also had the Babalus, so it wouldn't be strange to add another voidcritter to the game. I don't necessarily think that these glowing turnips are voidcritters, but the possibility is there.
I'm not thrilled by the theme, even less so that it's a SP bc that means that there will barely be gameplay. I don't think we need another Spooky Stuff. Instead of a candy bowl and costume party, we'll probably get a Ghost Buster career and a lot trait. This feels like a waste of the theme. Ghosts alone probably wouldn't make the most intriguing GP, but many supernatural odds and ends could fit into a ghostly pack since ghosts are involved in just about every form of magic and spooky occult. Heck, they could even add zombies.
Build/Buy I would like to see:
Creepy bayou/swamp style and fortune teller aesthetic.
https://i.imgur.com/40wU62p.jpg
https://i.imgur.com/UoUVI5k.jpgThis clearly isn't the style of the render, which is kinda sad to me. The first image attached is official TS4 concept art, and it feels so wasted.
Gameplay I would like to see:
- Fortune teller wagons appearing randomly around the world, similarly to food stalls. Fortune telling with a glass ball, reading palms and reading tarot cards, as well as matchmaking. You could also purchase some creepy items here: ghost summoning candles, occult crops (plasma fruit, wolfsbane, mandrake root, valerian root etc), special crystals etc.
- Instead of simply getting a seance table, it would be cool if we could get various methods of summoning ghosts and utilizing their energy. Various special candles, drawing shapes on the floor and chanting could be included. Ghost essences and energies can be captured in crystals, which can then be crafted or slotted into different items (jewelry, totems/masks etc) or displayed as is to give off various effects, both positive and negative. The essences can be cursed or blessed to produce negative or positive effects. Essence of death by starvation could let nearby sims' hunger motive deplete more quickly when cursed or deplete less quickly when blessed; essence of death by drowning could make sims nearby drown more easily or less easily etc. Essence of death by old age is a special positive effect, adding lifespan to nearby sims. It can be cursed to reduce lifespan only by a very high-skill process.
- Expansion of the voodoo doll. New spells and charms: putting the doll in the fridge, under the bed, in the closet, burying it outside, placing it under running water in the sink etc. It would probably just give the target sim certain emotions, but it would be cool if you could influence their relationships and careers through spells. Since voodoo and herbalism often go hand-in-hand, this pack could add ghost-repellent and ghost-attracting ointments to be rubbed on sims, voodoo dolls and haunt-able items (ex. the fridge, radio etc).
- Zombies could be the result of an unsuccessful ghost resurrection attempt, or a deliberate spell. Most simmers don't seem to care that much for zombies, so they wouldn't need a whole lot of special gameplay. They could sleep in terrain and gravestones during the day and wreck havoc on gardens at night like in TS3, as well as bite sims to infect them and fight sims to steal their clothes or something (since zombies' clothes get tattered and dirty from sleeping in the ground).
- Plantsims could get a little update. They could maybe receive some evil abilities such as spreading zombie vines and zombie fungi that kill other plants and an "infect with aphids" curse (sims act as if they have lice/fleas and need ointment to get rid of it).
- I imagine a Grim Reaper career to basically work like a Ghost Buster career. You are essentially reaping souls when you capture them.
- Bonehilda.
Gameplay I would like to be patched into BG pre-release:
- Cemeteries. Would be great to have funerals too but they'll probably reserve that for DLC.
- Fear emotion. Probably not though.
- Toggles for which supernaturals occur in your world per save.