• Dwarf Fortress v14 - Clean Socks Save Lives
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Devlog [quote]For the original werebeasts in world gen we're starting with the "profane the temple" route. Unfortunate historical figures will rarely do something silly enough to be cursed with a horrifying affliction, which'll happen to be transforming into a ravening beast man on occasion. Until we have more going on in world gen, it'll be more or less random which people decide to offend the gods. There could very well be other routes to werebeastdom before the release is up (bitten by evil region creatures, poaching the wrong critters in the wrong place, etc.), but we have to begin somewhere. The general mechanism is an interaction as before. Instead of having a regional or secret knowledge origin, this one has a deity source, with a hint to use it as a major curse (as with the mummies). The difference being that deities will currently only consider using their major curses when somebody profanes the temple during world gen. Not sure if you'll be able to profane temples as an adventurer. The were-forms are created randomly and linked to generated curses, but the tags are all available for modding as well.[/quote] So the weres will be randomly generated, not just werewolfs. "At night, I turn into a were-fluffy wambler"
Oh god yes
Sooo, what about where-humans?
Weremole Do want
Too bad Bogeymen will make midnight hunts to kill were-beasts so much more impossible.
i can't wait to mod in a thirty foot tall robot and become a were-transformer
[QUOTE=Canuhearme?;30061252]Too bad Bogeymen will make midnight hunts to kill were-beasts so much more impossible.[/QUOTE] Bogeyman really ruin adventure mode, and I don't honestly like bringing companions with my all the time to be spammed by their combat. They should be a lot more rare and a tad toned down.
The only way to remove them completely is to set the amount of night creatures to zero. This has the horrible side effect of removing all night creatures whatsoever together with them, though.
[QUOTE=Orkel;30068685]The only way to remove them completely is to set the amount of night creatures to zero. This has the horrible side effect of removing all night creatures whatsoever together with them, though.[/QUOTE] Personally it's worth it, the only useful thing Night Creatures have is being a different thing to kill for low-level adventurers, [editline]26th May 2011[/editline] [QUOTE=Mr. N;30068445]Bogeyman really ruin adventure mode, and I don't honestly like bringing companions with my all the time to be spammed by their combat. They should be a lot more rare and a tad toned down.[/QUOTE] Pre-town Adventure Mode felt amazing, really disappointed he made everything either a slightly denser hamlet or castle. I miss the inns, temples, keeps, and the general hustle and bustle of towns.
[QUOTE=Canuhearme?;30068755]Personally it's worth it, the only useful thing Night Creatures have is being a different thing to kill for low-level adventurers, [editline]26th May 2011[/editline] Pre-town Adventure Mode felt amazing, really disappointed he made everything either a slightly denser hamlet or castle. I miss the inns, temples, keeps, and the general hustle and bustle of towns.[/QUOTE] From what I hear 40d seamed to have more content than now, also the fact that launching people flying with hammers is now gone is aggravating.
[QUOTE=Mr. N;30069031]From what I hear 40d seamed to have more content than now, also the fact that launching people flying with hammers is now gone is aggravating.[/QUOTE] It still happens, but only with the strongest of dwarves against small creatures. [editline]26th May 2011[/editline] I might be wrong though
[QUOTE=Orkel;30069272]It still happens, but only with the strongest of dwarves against small creatures. [editline]26th May 2011[/editline] I might be wrong though[/QUOTE] I'd say a legendary hammerdwarf should be able to smash goblins into walls in an explosion of gore, if the wall is around 10-15 tiles away. Also launching them a z level or so should be possible. I understand toady wants more realism, but champions and heroes should surpass realistic boundaries.
[QUOTE=Mr. N;30070774]I'd say a legendary hammerdwarf should be able to smash goblins into walls in an explosion of gore, if the wall is around 10-15 tiles away. Also launching them a z level or so should be possible. [B]I understand toady wants more realism[/B], but champions and heroes should surpass realistic boundaries.[/QUOTE] Oh boy, you should listen to the rage the DF forums exert whenever someone mentions divine, magical, or otherwise supernatural powers. They go batshit insane.
Devlog [quote]Mostly I've been slogging through bugs with the randomly generated interaction framework, but I did manage to get it to the point where the high priestess of Awlist profaned the Blockaded Cathedral in the city of Streamnourishes. Awlist, the goddess of oaths, cursed the high priestess and transformed her into a wereskunk. I haven't done the periodic part of the transformation yet, so in this case, it was just a permanent change. The wereskunk, immortal, went on to terrorize various townspeople and villagers for 150 years and still lurks off in a lair someplace.[/quote]
[QUOTE=Canuhearme?;30071946]Oh boy, you should listen to the rage the DF forums exert whenever someone mentions divine, magical, or otherwise supernatural powers. They go batshit insane.[/QUOTE] I'm aware :v:. But honestly as long as spells, at least for dwarves, are not fireball and lightning hurling generic spells I don't mind them. I still like my idea of dwarven magic being engraving magic ruins on things to give them some sort of simple magical ability. Plus toady has been planning magic for awhile, and curses are pretty much the divines punishing people.
Alright some kid is spamming item inaccessible alerts and he wont go to his room so I can't lock him in and let him die, plus getting his two military parents angry wouldn't be very good.
Devlog [quote]The lunar phases can be applied to any syndrome effect now, including the werebeast transformation, and this is now used for the curses in world gen. We're not going to try to integrate werebeasts with the town now, since the rampages will be too uncontrolled during play. You might not be able to find them until they are in werebeast form even in their lairs, in adventure mode, for the time being, since it would be anticlimactic to kill them in their normal form -- which they are in most of the time. Once they can integrate in towns, that'll change. I haven't done dwarf mode attacks yet, but I'm hopeful that those can work with the lunar phases even with the compressed time frame -- if the werewolf stays transformed for a few days, they should be able to make a beeline for some poor dwarf and savage them and flee, for example, especially if they are given a modest speed boost. We'll have to see. Up next though is the contagious aspect of the transformation! That should increase the entertainment value significantly.[/quote]
Every full moon, I suffer the terrible curse of all my arms and legs dropping off. :smith:
Reclaimed a tantrum fortress since it was made of wood and took [I]forever[/I]. However a pack of angry yaks attacked and injured some dwarves, also theres skeletons errywhere.
I really like my current fortress, it's not that big or cleverly designed or anything (although there are 72 dwarfs for some reason), but I just really like the region, and how I breached 2 levels of an aquifer to get down there...luckily, I don't even think I'm at war with the goblins, military stuff is easily what I dislike most about DF.
Devlog [quote]Toady One That world had a fourth generation weregoat, so it seems the contagion is working. I tried to get myself transformed into a weregoat a few minutes ago, but there are still some kinks to work out with the in-game transformation. For instance, I misplaced a few lines of code and all of the castle guards ended up switching genders and getting entirely new appearances ten times per step. The fixes shouldn't take too long though. Then it'll be dwarf mode attacks and material weaknesses, and that should be enough for these guys.[/quote]
[QUOTE=ghiacciato;30117031]I really like my current fortress, it's not that big or cleverly designed or anything (although there are 72 dwarfs for some reason), but I just really like the region, and how I breached 2 levels of an aquifer to get down there...luckily, I don't even think I'm at war with the goblins, military stuff is easily what I dislike most about DF.[/QUOTE] I think the goblin civ on my world is completely gone, but once i get an axedwarf squad up and a speardwarf squad I'm going to start some war with the elves. [editline]29th May 2011[/editline] Also, what would be a better spear, a artifact iron spear or a steel spear.
[QUOTE=Mr. N;30117926]I think the goblin civ on my world is completely gone, but once i get an axedwarf squad up and a speardwarf squad I'm going to start some war with the elves. [editline]29th May 2011[/editline] Also, what would be a better spear, a artifact iron spear or a steel spear.[/QUOTE] I think steel cutting/stabbing weapons are really terribad. So go with the artifact.
Artifact iron spear is more useful because of the skill bonuses that artifacts give, and the fact that goblins never wear better than copper so steel spear is just overkill (although cool)
[QUOTE=mars7a;30126071][B]I think steel cutting/stabbing weapons are really terribad.[/B] So go with the artifact.[/QUOTE] You thought wrong, steel is inherently stronger than iron for pretty much everything.
[QUOTE=Parakon;30126276]You thought wrong, steel is inherently stronger than iron for pretty much everything.[/QUOTE] Yepp. But in this case an iron artifact spear is much more reasonable than a plain steel spear. Unless he has a mod which gives goblin better armor.
[QUOTE=Mr. N;30117926]I think the goblin civ on my world is completely gone, but once i get an axedwarf squad up and a speardwarf squad I'm going to start some war with the elves. [editline]29th May 2011[/editline] Also, what would be a better spear, a artifact iron spear or a steel spear.[/QUOTE] Artifacts are always better.
Is there a good 3D mapping application available? One which achieves underground-rendering, somehow? [editline]30th May 2011[/editline] [QUOTE=Mr. N;30117926]I think the goblin civ on my world is completely gone, but once i get an axedwarf squad up and a speardwarf squad I'm going to start some war with the elves.[/QUOTE] I wish I'd have a world without a goblin civilization. On a related note, what does a red "---------" behind a civilization in the embark menu mean?
What is Toady going to do with Werewolves now.
[QUOTE=Orkel;30126244]Artifact iron spear is more useful because of the skill bonuses that artifacts give, and the fact that goblins never wear better than copper so steel spear is just overkill (although cool)[/QUOTE] My spearsquad is going to be more of a monster killer squad, because I heard they pierce organs quite well. I am just worrying my dorf's will be stabbing them in the toes instead of their torsos.
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