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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: ZM5 on August 26, 2019, 08:44:43 am

Title: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on August 26, 2019, 08:44:43 am
This is just a pack with various, random creatures - essentially a "whatever goes" pack. I'll be updating it every once in a while with new stuff.

I also figured I might as well have a thread where I'll be taking requests and where I can have organized links to my other mods. I'll occasionally be posting weird fort/adventure mode events and the like here too, maybe a weird shitpost mod every once in a while.

There will be help files included for the various creatures. For now, the pack has several wild creatures, a set of new bogeymen (ones that should be easier to kill and less overpowered than vanilla ones, though are also a tad more varied in functions), and two adventure mode playable creatures. I've still got more written down on a list to do, so expect stuff like megabeasts, werebeasts and plants down the line too. Credit goes to Splint for suggesting many of the wild creatures in this pack currently.

I'm using the material/tissue and body detail plan files from Lands of Duality for this, so if you're using it you can just extract the body, interaction, inorganic material and creature files and it should work fine.

Download link here (http://dffd.bay12games.com/file.php?id=14518).
Hamon User addon (http://dffd.bay12games.com/file.php?id=14546).
Lufia Addon (http://dffd.bay12games.com/file.php?id=14554).
Sin Factions Addon (http://dffd.bay12games.com/file.php?id=14572).
Turok Addon (http://dffd.bay12games.com/file.php?id=14595).
For Honor factions addon (http://dffd.bay12games.com/file.php?id=15018).
Feral Goblin addon (http://dffd.bay12games.com/file.php?id=15019).
Majesty Creatures (http://dffd.bay12games.com/file.php?id=15116).
Kingdoms of Amalur creatures (https://dffd.bay12games.com/file.php?id=15279).
Final Fantasy Addon (https://dffd.bay12games.com/file.php?id=15306).
Crawl Addon (https://dffd.bay12games.com/file.php?id=15666).
Darksiders 1+2 Addon (https://dffd.bay12games.com/file.php?id=15667).

My other mods:
Main pack - Warcraft, Dragon's Dogma, etc. (http://www.bay12forums.com/smf/index.php?topic=158898.msg7057914#msg7057914).
What Lurks Below - cave revamp (http://www.bay12forums.com/smf/index.php?topic=167606.msg7575487)
Zombies Ate My Dwarves - Halloween/Horror pack, with Doom, Hexen and Splatterhouse creatures (http://www.bay12forums.com/smf/index.php?topic=168066.0)
Dwarfest Dungeon - Darkest Dungeon mod (http://www.bay12forums.com/smf/index.php?topic=168740.0)
Lands of Duality - Good/Evil Biome Revamp (http://www.bay12forums.com/smf/index.php?topic=170730.0)
Diablo Mod (http://www.bay12forums.com/smf/index.php?topic=172540.msg7882561#msg7882561)
Merged Megabeasts (http://www.bay12forums.com/smf/index.php?topic=167998.msg7602239#msg7602239)
Combo Weapons (http://www.bay12forums.com/smf/index.php?topic=161497.msg7262891#msg7262891) (have to update this one again at some point)
Goetic Demons pack (http://www.bay12forums.com/smf/index.php?topic=172298.msg7867053#msg7867053)
High Fantasy/Flavor Gear (http://www.bay12forums.com/smf/index.php?topic=179197.0)
LISA: The Dwarfful TC (http://www.bay12forums.com/smf/index.php?topic=179788.0)

Regarding requests:
-Try to limit yourself; I'll obviously not be doing something ridiculous like 50-caste creatures with individual features and materials for each of them.
-I'm only working with raws here, no DFhack, so there'll be a lot of limitations - I'll let you know what would need a workaround, what'd need to be cut or what would be sort of janky.
-I'll only really be working on the requests on the weekends, so expect releases sometime around that point.
-I do not think lewd stuff is allowed on the forums, so none of that (or at most, through PMs maybe).

That should be it for now, I hope you guys enjoy these weird (and occasionally horrifying) critters - there'll be more in the future.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Kingra on August 26, 2019, 02:26:39 pm
Man those boogiemen are wonderfully freaky. Can't wait to be completely eviscerated by them.

As for requests...
Y'know with how many creatures in your mod that are based on an element I'm kinda surprised at the lack of creatures actually MADE of said element.
Like c'mon where's the water Kraken (Which is a kraken made of water) or fire Dragon (which is a dragon made of fire).
That's my request anyway. Good mod.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on August 26, 2019, 02:54:43 pm
Thanks!

That'll be doable, I'll probably have to use the "energy" materials for it (so they don't go down from a baby's punch like the vanilla water/fire FBs/Titans do) but it should be simple enough.

Funnily, I actually have a creature named a "fire dragon" in an addon I'll release for this (still gotta write the help files for it) though its organic.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Enemy post on August 26, 2019, 04:28:36 pm
I've found that making inorganic creatures out of a few layers of the same substance does a lot for their durability.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: scourge728 on August 29, 2019, 11:31:11 pm
ptw
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: brolol.404 on August 30, 2019, 08:41:58 am
Are you interested in doing a lovecraft mod (maybe add the deities as unique megabeasts) assuming one doesnt already exist?
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on August 30, 2019, 09:12:58 am
I probably would be, but I think there already is one - IIRC squamous made it.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on August 31, 2019, 10:55:44 am
Small update, crossing some stuff off the list.
Suggestions from Splint:
-Great Deathweaver (https://cdn.discordapp.com/attachments/529469746052202506/617331683162587160/unknown.png) - gigantic spider, even larger than a Greater Bogstalker. Spits globs that can cause a speed reduction, pain and blisters.
-Swamp Hunter (https://cdn.discordapp.com/attachments/529469746052202506/617343623385579520/unknown.png) - undead humans, fused to waterlogged uniforms and broken gas masks - originating from another world, perhaps. Will arrive stealthed and will try to pull levers - they will attack anything they come across due to being berserk. Have three variants:
 -Swamp Hunter - basic version, unarmed, same size as normal human.
 -Swamp Raider - uncommon, has a bayonet-like blade, more deadly up-close.
 -Heavy Trench Raider (https://cdn.discordapp.com/attachments/529469746052202506/617343708848848897/unknown.png) - rare, has both a blade and a firearm. Fires pellets to cause blunt damage, also has more armor over its shoulders and upper body - larger than a normal human.

-Rusted Travellers (https://cdn.discordapp.com/attachments/529469746052202506/617352962368471041/unknown.png) - undead humans fused to what are essentially powersuits, perhaps originating from another world. Will attack living beings on sight, though will ignore other undead. Have two variants: Rusted Riflemen that fire hard-light bolts in three-round bursts, and Rusted Flamers that fire bolts of explosive flame (not the same as vanilla fireballs). Slower, less agile and tougher, more similarly to Sodden Knights.

Suggestions from Kingra:
-Flame Dragon (https://cdn.discordapp.com/attachments/529469746052202506/617306049644593152/unknown.png) - fire elemental force, appearing as a dragon composed of flames (same size as a full-grown dragon). Breathes short-ranged fire jets, can spit up to 2 bolts of explosive flame (same as Rusted Flamers). Explodes into a cloud of flames on death.

-Water Kraken (https://cdn.discordapp.com/attachments/529469746052202506/617306087942651904/unknown.png) - water elemental force, appearing as a colossal octopus composed of water (larger than a full-grown dragon). Sprays scalding water in both a directed and undirected fashion, attacks by lashing, stabbing and slashing with its tentacles. Is reduced to a puddle of water on death.

Personal ideas:
-Tree Leper (https://cdn.discordapp.com/attachments/529469746052202506/617373469767761955/unknown.png) - cursed undead with leprous, diseased flesh, and rotting bark growing on them. Will attack living creatures on sight, but will ignore undead. Can climb faster and will cause diseases with scratching and biting attacks.

-Blue/Red Devourers - cousins of Green Devourers, larger and faster. Blue ones live in arctic areas, red ones live in the deserts - spatter goo over wounds that cause different effects, depending on the type.

-Stitched Skitterer (https://cdn.discordapp.com/attachments/529469746052202506/617331765027274762/unknown.png) - undead constructs made from body parts stitched together, forming a spider-like shape. Behave more like wild animals, and can be tamed as a result. Can spatter rotting sludge with both scratching and biting attacks.

-Harvest Spirit (https://cdn.discordapp.com/attachments/529469746052202506/617373562294239245/unknown.png) - intelligent, pagan spirits of nature. Playable in adventure mode - can bestow blessings upon allies, or spray withering gas on their foes - they are also capable of slashing with summoned energy sickles.

I've also added or changed the innate combat skills some of the creatures had, i.e bull-dogs now have adequate skills instead of none, and Sodden Knights have novice skill in dodging but adequate in unarmed combat. Greater Bog Stalkers also won't be mounts anymore - that goes to Great Deathweavers instead.

I'll be a bit busy this week, but if I'm lucky I'll be able to cross more stuff off the list - so next update expect some werebeasts (or wereplants, rather) and perhaps another megabeast type.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 03, 2019, 09:26:14 am
Doing some adv mode stuff as an orc, came across a three-way fight (https://cdn.discordapp.com/attachments/529469746052202506/618447270915997696/unknown.png) between some gloams (https://diablo.fandom.com/wiki/Willowisp), a named jungle stalker (https://wow.gamepedia.com/Jungle_stalker) and a named lesser hydra. Wasn't too bad - one of the gloams killed the jungle stalker, actually. However, the lesser hydra's name made me do a double-take (https://cdn.discordapp.com/attachments/529469746052202506/618448291830562825/unknown.png) - possibly one of the dumbest names I've seen in-game. "Gemdusks" is pretty cool, though.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: LeoCean on September 04, 2019, 09:43:10 pm
But no one will ever be able to say he's not in tiptop shape will they~
Spoiler (click to show/hide)

Looks interesting. Can you make a white jade dragon?
Spoiler (click to show/hide)

I wonder if creatures can fire rocks out of their mouths so instead of fire

Spoiler (click to show/hide)
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 05, 2019, 02:17:07 am
Got a picture for reference? Also yeah, it would be possible to just have an inorganic "stone" projectile that they could spit out, I use it for the Earth Fiends already existing in this pack.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 07, 2019, 05:57:08 am
Alright well, small update - fewer creatures this time around, however I did finish up werebeasts like I said.

Suggested by Splint
-Glaive Pegasus - vaguely horse-like insectoids with four wings and six limbs, including a pair of bladed forelegs. Can be war/hunting trained and used as mounts.

Suggested by LeoCean:
-White Jade Dragon - megabeast, earth elemental, serpentine dragon made out of gemstone. Flies (cannot be disabled, as it lacks wings), spits out bolts of stone to cause blunt damage - yields a bunch of rough white jades when butchered.

From myself:
-Greater Dragons - megabeast with multiple castes with differing abilities - all also have wings and horns:
  -Poison Dragon - nature elemental, has a bloated body, a frog-like tongue and a sack on its neck - spits poisonous
   globs.
  -Sand Dragon - earth elemental, has stone growths on its body. Breathes flesh-shredding sand.
  -Dark Dragon - dark elemental, lacks eyes, has tendrils of darkness protruding out of its body - smoke billows out of
   its eyes and mouth. Breathes debilitating dark smoke.
  -Sea Dragon - water elemental, amphibious, has fins. Breathes scalding water, can form a water tendril in its mouth
   for slashing/stabbing attacks.
  -Muck Dragon - nature elemental, covered in slime, swampy plants and fungus grow on its back. Releases spores,
   spews infectious sludge.
 -Necro Dragon - undead, has skulls absorbed in its chest, external ribs - elongated spine of a victim protrudes out of
  its mouth for channeling dark magic - its guts can lash out from its mouth in a tentacle-like fashion. Breathes a
  weakening mist, has some dark spells (disabled if the skull in its mouth is cut off).
 -Sun Dragon - male only, fire elemental. Glows from the inside, has craterous growths on its body - breathes
  blinding sun energy, spits explosive flames, releases toxic smoke, and can smite foes with sun rays.
 -Moon Dragon - female only, water elemental. Covered in ethereal crystals. Breathes a cold moon mist, spits out
  energy bolts, weakens foes with an increase in gravity and can self-buff with a lunar blessing.

-Wereplants - function similarly to werebeasts, transforming during a full moon and spreading infection via bites -
  instead of being animal hybrids, they turn into plant monsters. Are separate creatures for gameplay purposes, so
  different wereplants will attack each other, but wont attack ones of the same type. All are also weak to set metals.
  -Werefungus - eyeless humanoid mushroom monster. Releases undirected spores.
  -Weremold - a mass of living mold covering a skeletal torso - crawls on mold tendrils. Releases directed mold
   spores.
  -Weretree - tree monster with five branch-like arms and a tortured, deformed face on its trunk. Moves slowly,
   has a powerful but slow "smash" attack.
  -Werebloom - plant monster with a fanged mouth surrounded by many eyes. Moves slowly, though not as slow as
   the Weretree - lashes with barbed vines, releases clouds of pollen.
  -Wereflytrap - plant monster with multiple flytrap-like heads - only one is its actual head, however. Moves as slow
   as the Werebloom - bites with all heads at once, multiplying the risk of infection.

Next week I'll maybe have the addon I wanted to release out. I have some other addon ideas that'll include civs but those will have to wait a bit since I have to update my other mods as well.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: squamous on September 08, 2019, 04:50:17 am
these lads

http://goblinpunch.blogspot.com/2013/06/yoblins-funglybears-and-filth-libraries.html
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 08, 2019, 05:11:33 am
Well, those will definitely be a fun invader race to deal with. Where do you even find this stuff? Saw your posts on basketweaving boards and I'm always amazed at how you seem to come across the weirdest creature designs.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Meph on September 08, 2019, 05:37:34 am
I've been trying to create a ghost/sprit type creature, incorporal. Not having much success with attacks that should pass through. Feather shape doesn't seem to do the trick.

Since you've been churning out weird creatures in all kinds of mods, I thought I ask here: How would you make a ghost?
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 08, 2019, 06:42:06 am
For balancing's sake I use an "energy" material that is a stand-in for skin, muscle, as well as eyes and teeth (if the creature has those). Has higher values, density and maximum sharpness than skin or muscle, so the ghosts/elementals can still do decent enough damage with either blunt or edged unarmed attacks.

For the tissue itself I just use LAYER instead of FEATHERS, again for balancing - they can still be dismembered or cloven asunder with edged weapons, though since there's no pain receptors or vascularity, any attack that fails to dismember or insta-kill will just "tear the energy" and do nothing else. Combined with the material, as well as them only really having one "organ", it also makes piercing attacks mostly ineffective and blunt attacks almost completely worthless against them.

I also usually (with some exceptions) give them soul gems or energy/elemental cores in the torsos that stand-in for the brain - basically allowing instant kills outside of cleaving them asunder - its also about the only time where a piercing weapon wouldnt be entirely ineffective against them.

Think thats about it - I've done the Bone Carver and Flame Dragon from this pack in this way (though the Bone Carver also has a "cloth" layer on top of the energy one), so those could be examples.

EDIT: Oh yeah, also an itemcorpse thats a boulder made out of a "mist" or "energy" material that evaporates immediately, to simulate the ghost/elemental just dissipating.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Meph on September 08, 2019, 07:14:28 am
Those sound like good solutions. No idea why I got stuck on pass-through. The other thing I tried was dfhack to turn them into actual ghosts, but that didn't work well...

I'll have a look at your bone Carver and dragon :)
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 08, 2019, 07:49:27 am
Sure thing - I haven't annotated them so if there's further questions then let me know. I should probably do a tutorial series at some point for both basic raw mods and going more into in-depth stuff.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Meph on September 08, 2019, 08:24:14 am
If you really want to help future modders (especially after the steam release), send me a list of mod-related changes you'd like to see.

I know that I have often enough stumbled on a silly little obstacle, that Toady One could fix... and now that I'm the steam mod support person, I can hand over some suggestions.

Not saying that all or any of it would be changed, but at least Tarn will end up seeing them
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 08, 2019, 09:13:55 am
Sure thing - I'll think of some stuff that bugged me beforehand I'll send the list whenever I think it has the most important issues outlined - might wanna ask around other modders too.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: squamous on September 11, 2019, 06:20:37 am
Well, those will definitely be a fun invader race to deal with. Where do you even find this stuff? Saw your posts on basketweaving boards and I'm always amazed at how you seem to come across the weirdest creature designs.

If you plumb the depths of the internet for long enough you find all sorts of crazy things, I guess. I've got a knack for finding that really weird shit.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: brolol.404 on September 11, 2019, 06:54:42 am
I should probably do a tutorial series at some point for both basic raw mods and going more into in-depth stuff.

I would really appreciate a YouTube tutorial series.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Kingra on September 11, 2019, 08:09:54 am
If I ever get into modding I'd much rather prefer a written tutorial over a youtube one.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Meph on September 11, 2019, 08:15:45 am
If I ever get into modding I'd much rather prefer a written tutorial over a youtube one.
Yeah, especially if you want to learn by copy+pasting and altering existing content. ^^
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 11, 2019, 08:16:47 am
Yeah, I'd go with a written one, would be easier to manage for me personally than a video.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: brolol.404 on September 11, 2019, 09:32:48 am
Yeah, I'd go with a written one, would be easier to manage for me personally than a video.

Ah ok. If you are taking suggestions on content, building a custom creature's body/materials from scratch (not using premade body parts/connections/materials etc.) would be helpful.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 11, 2019, 02:19:18 pm
Yeah, I was thinking of showing that in a small series of custom creatures - making a body detail plan with the requisite materials/tissues and some custom body parts.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 13, 2019, 08:56:15 am
(https://cdn.discordapp.com/attachments/529469746052202506/622058103009181732/unknown.png)
(https://cdn.discordapp.com/attachments/529469746052202506/622058657877590025/unknown.png)
(https://cdn.discordapp.com/attachments/529469746052202506/622058392453644308/unknown.png)
Some stuff I've been working on as an addon for this pack and a sister mod to the seven deadly sins megabeasts I've done. Don't really know when I'll be done with it since I have 14 factions in total for this (each one multi-caste) alongside some non-civ creatures - should be interesting (and in the cases of the lust/gluttony factions, mighty unpleasant) to encounter these once it's done, though. I probably shouldn't be lumping so much stuff on myself since currently I've got ideas for, lets see:
-Lufia 2 monsters (already done, just need to write help files)
-Breath of Fire 2 monsters/races (got a writeup for it but havent started working on it yet)
-Turok creatures (only from the N64 games, haven't started on it either, although it has less stuff to do thankfully - will probably have to forego the futuristic weapons though)
-This 7 deadly sins addon that'll have 7 sin-afflicted human factions and 7 sin elemental factions (basically horrible aberrations that personify each sin), along with the pets for said factions
-Borderlands TC/creature pack (will probably have to forego most of the gun stuff, once again, though atleast there's a tad more melee weapons to work with - plants, metals and the like would be a bigger issue than the creatures themselves, since I dont think the games ever go much into detail on most of that).

Will be doing the requests tomorrow, along with some stuff from the list I have, so that's still planned.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 14, 2019, 08:28:07 am
Alright, update out - smaller one this time.

From Splint:
-Hammerpede - massive, metal-covered centipede - can bash with its head for severe blunt damage, spits bile from a distance.
-Geopede - massive centipede covered in moss and fungus-covered stone. Releases spores, can spit a more potent bile.

From squamous:
-Fungal Goblins - invader civ, lives in dark pits/fortresses in tropical biomes, not actually adv mode playable. Have several castes, including two mobile mushroom castes (one of which possesses some magic abilities), a larger but dumber "funglybear" caste and a shaman caste with some spells.

I'll try to do more for next update, hopefully I'll be able to get the Lufia addon out by then.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Asin on September 14, 2019, 09:28:03 pm
You accept requests for races?
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 15, 2019, 04:00:31 am
Yeah, though like I said in the opening post, within reason - I wouldn't really accept a request for something like a 10-caste race with very specific differences between them, different materials for each caste, etc - that'd be more or less like doing 10 separate creatures.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: squamous on September 15, 2019, 01:27:17 pm
Nice. If you're looking for a snappier name for the fungal goblins, the article originally called them Yoblins and then changed it to goblins for some reason, which I think was a mistake because the guy who made them also has normal goblins in his campaigns.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 15, 2019, 02:13:59 pm
I've seen that in the comments but I figured "fungal goblin" is a tad more descriptive on a first-glance basis.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: squamous on September 15, 2019, 02:44:23 pm
that's fair
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Lidku on September 15, 2019, 07:04:00 pm
Can you make a baseline set of various human factions mod that are playable in Fort and Adv? I don't like being Dwarves

EDIT: Also can some be modern based with guns and what not? I use your other mods, especially the DOOM based one and it feels weird to have these guys without guns about
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Lidku on September 15, 2019, 08:13:24 pm
Also a SS13 (https://spacestation13.com/about/) type of mod would be good aswell. It could allow futuristic factions, but also allow an explanation on how their all on one planet. Important resources like Plasma (https://tgstation13.org/wiki/Plasma), Bananium (https://tgstation13.org/wiki//index.php?title=Bananium&redirect=no), Bluespace (https://tgstation13.org/wiki/Research_items#Bluespace_Crystal), ensure all the galaxies Megacorporations are vying for control on the planet. Neat weapons like laser rifles and E-guns could be added aswell. Other factions (civs) that aren't Megacorporations can also make an appearance. The Spider Clan (https://tgstation13.org/wiki/Space_Ninja) can be a skulking civ, Wizard Federation (https://tgstation13.org/wiki/Space_Wizard_Federation) can be advanced siegers,  Syndicate (https://tgstation13.org/wiki/The_Syndicate) also can be a faction that act as the main 'antagonist' or you can be the Syndicate. NT (https://tgstation13.org/wiki/Nanotrasen) will be like the 'Dwarves', the base faction so the speak.

The minor Megacorporations can be like the various human civs in a baseline unmodded game, randomly generated with corporate random cultures. They can be fully playable in Fort and Adv mode. For the evil level stuff, two cult faction-civs can be in place. One is the Blood Cult (https://tgstation13.org/wiki/Cult_magic) devoted to worshiping Nar'Sie. Mostly based on shredding flesh and dealing with blood. Another cult faction-civ could be the Clockwork cult (https://tgstation13.org/wiki/Clockwork_Cult) devoted to whorshiping Ratvar, the Clockwork Justicar. They mostly deal in complex machinery like Dwarves do in dedicated to him. Both of these civs can be Siegers and Kidnappers in the gameworld.

The other types like the Changeling (https://tgstation13.org/wiki/Changeling) and Shadowlings (https://nanotrasen.se/wiki/index.php/Shadowling) can function like curses I guess? Like Vampires are? I don't know how Changeling can be pulled off, since when it absorbs DNA it can change into the face of that being. I don't know how it can be pulled off though. Shadowlings maybe can act like Necromancers? The 'Chrysalis' can simply be a tome and reading it can 'hatch' whoever does into a Shadowling. Maybe it can be done in the next update with intelligent 'Undead', since Shadowlings merely enthrall to gain servants, not killing and resurrect them.

What do you think?
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 16, 2019, 03:48:12 am
I'll have a proper look through these later, skimming a bit through it rn - that said, the main problem is with stuff like the guns - ranged weapon modding is incredibly limited - quivers are hardcoded (so no change to "ammo pouch" with an increased capacity is possible), the firing speed is hardcoded, can't change how many projectiles are fired (so no shotgun-type pellet spreads), can't make them use something like a "cell pack" to fire "energy bolts" instead, etc. etc.

Same reason why I didn't add any Doom guns to the Former Humans (aside from it making a tad more sense for them to have human weapon sets - they'd be made from DF humans and the cannibals from the Horror pack, so ostensibly they were possessed knights, bandits or adventurers rather than marines) - just not possible with any degree of accuracy.

Regarding the stuff with the Changelings and Shadowlings, yeah the "shapeshift into specific target" thing isn't possible yet - tomes are also hardcoded so you wouldn't be able to have a "chrysalis" with the same functions, it'd just be slabs and tomes like in vanilla. Summoning intelligent minions will be possible (hopefully the update will come out sometime between now and december 31st), however I don't recall if anything was ever mentioned about a "charm" type spell that'd make the target be loyal to the caster, so the enthralling bit would be off.

Some of it could be alleviated with DFhack but I don't really know how to code for it, and I don't want to be reliant on it either (since the moment an update rolls out all the stuff goes out the window until DFhack gets updated).

I could try doing the alternate human factions, would just need to think up of some ideas - the SS13 stuff would be a tad much for this pack (especially since I honestly don't even know much about SS13), maybe for a separate one but there'd just be a lot of limitations.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Lidku on September 16, 2019, 06:54:07 am
Can quivers be renamed to "represent" other things? I think I remember for a fact some mods changed the name of pickaxes' to be drills. Also I hope in the future Toady would add some basic functionality for firearms.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 16, 2019, 07:30:00 am
Nah, quivers aren't in the raws, so they're not editable. Pickaxes are still in the raws so you can change them to be something else, or make new mining implements.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 22, 2019, 12:11:59 pm
Small update - got some more creatures done.

From Splint:
-Vine Zombie/Vine Spawn - creatures infested by hostile plant-life - Vine Zombies are humanoid, Vine Spawn are quadrupeds. Both can attack by lashing with vines.
-Mire Heart - large, ambulatory plant monsters - their vines can spatter a paralytic toxin over wounds, they can launch vine pods from a distance that can explode into pollen when reaching their maximum flight distance, and they can reanimate corpses as either Vine Zombies or Vine Spawn (depending if the corpse belonged to a sentient or a beast-like creature).

Suggested by Lidku:
-Flesh Cultists - an additional playable race - cult of humans - though macabre and eerie, they're in the same faction as dwarves, humans and elves (so they'll still get attacked by goblins and the like). Have three castes - Flesh Cultists, simply regular humans - Flesh Adherents - a warrior caste that can self-buff, turn their limbs into bladed tentacles and learn weapon/unarmed combat skills at twice the usual rates - and Flesh Oracles, spell-users who can turn their limbs into fanged tendrils, bite with a maw formed in the stomach, or attack with additional fanged tendrils from the stomach - they can also cast some buff spells, a debuff spell and spit caustic bile from a distance. They can also make flesh-steel bars from two bars of steel, a piece of meat and a piece of bone.

Should be it for now - I will make some additional fort mode races later at some point (once I get some ideas for them, anyway - don't want to just make "humans but with different weapon set+cultural values"), though before that I'll probably expand on the cultists first (more castes, maybe some unique pets, etc.). For now I'm gonna continue trying to finish up the help files for the Lufia addon and also finish the 7 deadly sins factions - currently I've last finished up the lust-afflicted faction (https://cdn.discordapp.com/attachments/529469746052202506/624631574029139969/unknown.png) - probably will be as unpleasant to encounter as the gluttonous faction. Still need to do the unique pets and weapons/armor for the sin-corrupted before I'll move on to the sin elementals.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on September 22, 2019, 04:56:57 pm
Hey ZM5! If you are doing caster/secrets I have an two ideas:

1. Hamon:
Hamon is a ancient martial art that relies on the user's breathe to produce a 'ripple' inside their body. It's extremely powerful against undead (Vampires, zombies, etc.) creatures, being able to obliterate them in a single punch if they are weak enough. But of course that isn't its only use as it has other abilities that affects objects, normal people, metals, and more.

For a more in-depth look on Hamon, here is a wiki page on it:
Spoiler (click to show/hide)

I have attempted to create a representation of Hamon before, it really didn't work out that well but I did have some ideas such as Ripple Hypnosis boosting an ally's strength, a basic ''''''''''''''Material Emission'''''''''''''' where the Hamon User would launch a series of rapid punches at the enemy (the punches would cause a deadly syndrome that would destroy undead in seconds due to rapid necrosis, or a different effect if it was a different type of barrage such as paralysis, swelling Fist of the North Star style, etc.), a Ripple Cutter that would let the Hamon User spit out sharp blades of spittle at the enemy, and lastly Hamon Breathing which would temporarily boost the User's strength and agility (very short duration but the User could use it again in a similarly short amount of time).

If you so wish I can link you a download to that version I made, it's really basic though (another reason it flopped) so be warned.

2. Spin:
Spin an alternate universe version of Hamon where instead of their power coming from breathing Spin uses the rotation and acceleration of objects to launch things such as balls, bullets, and even dirt.
Of course, as with Hamon, Spin can be used for a multitude of purposes besides attacking such as controlling the muscles of others, increasing the sturdiness of the body, the ability to partially control their projectiles, and more.

I have barely started Part 7 of JoJo so most of my info comes from the wiki page:
Spoiler (click to show/hide)

Also, I didn't say Stands because that would just be impossible in current Dwarf Fortress, well... maybe until the magic update is released at least (whenever that'll be).

Edit: Forgot to mention that Hamon Users and Spin Users are still mortal, but Hamon does extend the user's life expectancy by quite a few years. Another thing about Hamon is that if the user loses their ability to breathe they won't be able to use any of their abilities, so being able to breathe is a requirement.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Lidku on September 22, 2019, 05:20:05 pm
Is it possible to create secrets that allow you to summon [Stands] from Jojo?
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on September 22, 2019, 05:33:53 pm
Is it possible to create secrets that allow you to summon [Stands] from Jojo?
Technically, yes. Stands like「Limp Bizkit」could be since all it does is
Spoiler (click to show/hide)
or even「Justice」which does more or less the same thing but without the
Spoiler (click to show/hide)
Heck, maybe even pre-Za Warudo 「Star Platinum」could theoretically be implemented.

But stands like「Killer Queen」would be rather hard to implement due to the lack of
Spoiler (click to show/hide)
in DF. Dear god, I don’t even know how「King Crimson」or 「The World」would work.

But besides that, the main problem is: How would they be summoned?
The current only way to truly summon other creatures is with a corpse. Now if we were able to make it so we freely summon creatures that would be a different story.

Now maybe, just maybe with the power of DFHack we could make it work, but I don’t know how to work with DFHack so oof on that one.

Edit: Forgot that syndromes can also transform creatures, so there are some other stands that could work. Isn’t there also a tag that makes creatures transform into other ones on death? If so then「Notorious B.I.G」is possible, technically.

Another Edit: Sorry if I’m coming off as pretentious or moody, I really don’t mean to sound like that.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 23, 2019, 04:15:03 am
Some of the Hamon abilities would be doable I think - there would still be a lot of issues with different things - i.e anything that does edged damage, since there's no option for edged damage with projectile emissions, or Jonathan-style punch-rushes, since interaction knowledge cannot grant additional unarmed attacks.

Also, if it were to be interaction knowledge then even creatures that do not need to breathe would be able to learn it (though with IT_FORBIDDEN:NOBREATHE then they wouldnt actually get any of the abilities - they'd still be able to write books about it to pass the knowledge on to other creatures, though) - being winded also wouldn't affect the ability usage, since there's no checks for that. No life extension thing other than immortality is possible either - and no imbuing objects with certain properties.

Spin I'd have to read more about since I'm not on part 7 yet (only recently finished part 5 - I'd probably be going through it faster but mangas are rather difficult to find where I live and also expensive, so I'm kinda reliant on the anime). From a quick skim it seems to run into similar issues as with Hamon, though.

As for Stands, yeah, those are completely out on account of a lot of properties just not being doable at the moment - the least janky way to do them would be to have a "stand-user" creature, with the stand itself being additional body parts capable of the rush-attacks (since again, if it was interaction knowledge then no additional unarmed attacks are gained - could use SOLID_GLOB material emissions but then you end up with something like Star Platinum launching its fists 20 or more tiles away which shouldn't be happening, or the fist getting stuck in a wound), though of course this runs into several issues already - no "transfer damage to equivalent user limb" thing going on, non-stand users could attack the stand itself too, etc. The reanimation thing could in theory work but then since there's no way to limit how many creatures you can reanimate you could end up with 4 King Crimson's following you (plus short of getting some high combat skills they'd be incredibly easy to hit and put down - reanimated creatures have worse combat rolls by default and are also easier to hit)

Some of the simpler stand abilities like Justice or Limp Bizkit would be possible since it's just reanimation with a few additional caveats, yeah. Stuff like Killer Queen though (and Bites the Dust and Sheer Heart Attack especially) just isn't possible - even putting aside the "no explosion physics" thing, there's the other issues of "make creature into a bomb" (material properties can't be changed on the fly, short of a transformation but that comes with a body plan change) or "detonate remotely" also being outright impossible. Then of course there's all the other weirder stands like Osiris, Sethan, Strength, Talking Heads or Highway Star that just can't be replicated. Even the Time Stop can't really be replicated like this since even if you reduce the speed of every creature around to 1% they can still fight back and the damage they take is instantenous, rather than waiting until the end of the duration to induce all that damage at once.

Funnily King Crimson is probably the one whose ability can be replicated, somewhat - highly improving rolls+massive speed increase (something ridiculous like tenfold) for a very short period with a short cooldown - so from a player's perspective the creature will most likely dodge any possible attack and due to the speed increase it will look like it just teleported elsewhere - whereas as a player you're moving much faster than everything else to where other creatures appear really slow, and you're more than likely guaranteed to hit anything.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on September 23, 2019, 07:49:15 am
Some of the Hamon abilities would be doable I think - there would still be a lot of issues with different things - i.e anything that does edged damage, since there's no option for edged damage with projectile emissions, or Jonathan-style punch-rushes, since interaction knowledge cannot grant additional unarmed attacks.

Also, if it were to be interaction knowledge then even creatures that do not need to breathe would be able to learn it (though with IT_FORBIDDEN:NOBREATHE then they wouldnt actually get any of the abilities - they'd still be able to write books about it to pass the knowledge on to other creatures, though) - being winded also wouldn't affect the ability usage, since there's no checks for that. No life extension thing other than immortality is possible either - and no imbuing objects with certain properties.

Spin I'd have to read more about since I'm not on part 7 yet (only recently finished part 5 - I'd probably be going through it faster but mangas are rather difficult to find where I live and also expensive, so I'm kinda reliant on the anime). From a quick skim it seems to run into similar issues as with Hamon, though.

As for Stands, yeah, those are completely out on account of a lot of properties just not being doable at the moment - the least janky way to do them would be to have a "stand-user" creature, with the stand itself being additional body parts capable of the rush-attacks (since again, if it was interaction knowledge then no additional unarmed attacks are gained - could use SOLID_GLOB material emissions but then you end up with something like Star Platinum launching its fists 20 or more tiles away which shouldn't be happening, or the fist getting stuck in a wound), though of course this runs into several issues already - no "transfer damage to equivalent user limb" thing going on, non-stand users could attack the stand itself too, etc. The reanimation thing could in theory work but then since there's no way to limit how many creatures you can reanimate you could end up with 4 King Crimson's following you (plus short of getting some high combat skills they'd be incredibly easy to hit and put down - reanimated creatures have worse combat rolls by default and are also easier to hit)

Some of the simpler stand abilities like Justice or Limp Bizkit would be possible since it's just reanimation with a few additional caveats, yeah. Stuff like Killer Queen though (and Bites the Dust and Sheer Heart Attack especially) just isn't possible - even putting aside the "no explosion physics" thing, there's the other issues of "make creature into a bomb" (material properties can't be changed on the fly, short of a transformation but that comes with a body plan change) or "detonate remotely" also being outright impossible. Then of course there's all the other weirder stands like Osiris, Sethan, Strength, Talking Heads or Highway Star that just can't be replicated. Even the Time Stop can't really be replicated like this since even if you reduce the speed of every creature around to 1% they can still fight back and the damage they take is instantenous, rather than waiting until the end of the duration to induce all that damage at once.

Funnily King Crimson is probably the one whose ability can be replicated, somewhat - highly improving rolls+massive speed increase (something ridiculous like tenfold) for a very short period with a short cooldown - so from a player's perspective the creature will most likely dodge any possible attack and due to the speed increase it will look like it just teleported elsewhere - whereas as a player you're moving much faster than everything else to where other creatures appear really slow, and you're more than likely guaranteed to hit anything.
Yeah, I figured Hamon and Spin would impossible to implement 100% accurately, but Hamon has the ability to do Fist of the North Star-esc asspulls so I really don’t mind. Spin on the other hand I don’t know that much about either, since I just started Part 7 yesterday but it seems to be more combat oriented with some healing abilities on the side.

Justice, Limp Bizkit, and pretty much any other stand that can revive the dead would be quite easy to create like you said since it’s pretty much just a necromancer with extra abilities. Healing stands might be possible (an interaction that can either basically instantly heal (Crazy Diamond) or heal over a period of time (Gold Experience)), maybe gun stands could work, but you wouldn’t be able to control them so it would pretty much just be a free ranged attack.

Honestly I really didn’t think of King Crimson being possible at all so that actually surprised me. It would be awesome to actually see that in-game, two humans duking it out in a town as the crowd around them watches in awe when one gets sent flying into the nearby river.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 23, 2019, 09:29:55 am
I'll see what I can do with Hamon, hopefully it'll be something workable.

Healing is a bit janky currently due to the only proper healing possible being via transformations, which leaves the target without clothes (wouldn't that be an awkward side-effect of a Crazy Diamond/Gold Experience-esque stand - heals any wound but removes clothes) - and a recuperation increase is actually something more of an alternate defense buff - when I was doing the initial arena tests on the Slothful faction, I had all of their castes have increased recuperation - this made it downright impossible to sever their limbs (https://cdn.discordapp.com/attachments/529469746052202506/624301332789985281/unknown.png), even when I was playing as a giant-sized creature axe lord with an adamantine axe. Cleaving asunder the head or upper/lower body still worked, but there'd be no actual limb severing.

That said, going by one of the devlogs we'll probably have a proper healing interaction available once the villains update is out - so that should be good for this kind of stuff. Of course the wait is the only problem.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Seraphim on September 23, 2019, 10:42:31 am
Just a small thing, but would it ever be possible to have the Tarasque (the actual legendary creature not the D&D version) as part of the mythical creatures pack? It seems like it would fit seeing the selection of creatures already in it.

"The tarasque was a sort of dragon with a lion's head, six short legs like a bear's, an ox-like body covered with a turtle shell, and a scaly tail that ended in a scorpion's sting."
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 23, 2019, 11:27:47 am
Could do that, yeah - wouldn't be too difficult.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on September 23, 2019, 11:46:41 am
I'll see what I can do with Hamon, hopefully it'll be something workable.

Healing is a bit janky currently due to the only proper healing possible being via transformations, which leaves the target without clothes (wouldn't that be an awkward side-effect of a Crazy Diamond/Gold Experience-esque stand - heals any wound but removes clothes) - and a recuperation increase is actually something more of an alternate defense buff - when I was doing the initial arena tests on the Slothful faction, I had all of their castes have increased recuperation - this made it downright impossible to sever their limbs (https://cdn.discordapp.com/attachments/529469746052202506/624301332789985281/unknown.png), even when I was playing as a giant-sized creature axe lord with an adamantine axe. Cleaving asunder the head or upper/lower body still worked, but there'd be no actual limb severing.

That said, going by one of the devlogs we'll probably have a proper healing interaction available once the villains update is out - so that should be good for this kind of stuff. Of course the wait is the only problem.
Can’t wait to see what you do with it!

Honestly that would be pretty funny, get healed but lose your clothes. That would cause one heck of a tantrum spiral though. Hope the next update will give us a lot more choices for spellcasting!
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 29, 2019, 11:51:21 am
Alright well, just got done with the Hamon User stuff - link here (http://dffd.bay12games.com/file.php?id=14546) - I'll be keeping any sort of cross-over stuff as separate downloads.

Since it's just a single interaction user type (and I probably won't be adding more stuff onto it until the magic update's out), I won't be keeping a help file for it.

Hamon Users get doubled focus and willpower, plus a 125% increase to strength, toughness, agility, endurance, recuperation, disease resistance, kinesthetic sense and spatial sense. Since they're still mortal it may be difficult to find any books containing their secrets, so slabs would be more reliable for gaining it. They get several abilities (kind of a hodge-podge of what different Hamon users in part 1 and 2 could do, plus I decided to make the undead/vampire-destroying capability into several separate abilities):
-Clacker Volley - throws up to 3 clackers, potentially doing blunt damage.

-Focused Breathing - self-buff, increases focus and kinesthetic sense to 150%, and agility and endurance to 125%.

-Repel - self-buff that doubles toughness, plus any attacks against the user have their force reduced fifteen-fold.

-Ripple Burst - basic offensive ability - causes mild pain against normal creatures, however any creature marked as undead, eldritch or demonic (this'd only apply to the creatures from this or my other packs) will instead lose their fear/pain immunities, be afflicted with much more severe pain, bleeding and blisters, and their agility, strength, and toughness will be reduced to 75%.

-Destroy Vampire - only usable against bloodsucking creatures. Removes a vampire's special traits (i.e no fear, no exertion, no pain, immunity to suffocation), makes all attacks against them have their forced increased twenty-fold, cuts agility, recuperation, strength and toughness in half and causes severe pain, bleeding, blisters and necrosis. Effects cannot be resisted, unlike with Ripple Burst.

-Destroy Undead - only usable against creatures that are opposed to life - removes their special traits, cuts all of their physical stats in half, and causes severe pain, bleeding, blisters and necrosis. Effects cannot be resisted.

-Destroy Evil - only usable against creatures marked as undead, eldritch or demonic (so it's mostly for usage against creatures from this or my other packs) - causes severe pain, bleeding, blisters and necrosis, cuts agility, recuperation, strength and toughness in half, makes attacks against the target have their force increased tenfold, removes immunities to fear, nausea, pain, paralysis and exertion. Most of the effects (aside from the immunity removal) can be resisted, similarly to Ripple Burst.

That's it for now - been mostly doing help files for my horror pack this week so no new creatures added onto the creature pack itself yet.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on September 29, 2019, 10:04:51 pm
Alright well, just got done with the Hamon User stuff - link here (http://dffd.bay12games.com/file.php?id=14546) - I'll be keeping any sort of cross-over stuff as separate downloads.

Since it's just a single interaction user type (and I probably won't be adding more stuff onto it until the magic update's out), I won't be keeping a help file for it.

Hamon Users get doubled focus and willpower, plus a 125% increase to strength, toughness, agility, endurance, recuperation, disease resistance, kinesthetic sense and spatial sense. Since they're still mortal it may be difficult to find any books containing their secrets, so slabs would be more reliable for gaining it. They get several abilities (kind of a hodge-podge of what different Hamon users in part 1 and 2 could do, plus I decided to make the undead/vampire-destroying capability into several separate abilities):
-Clacker Volley - throws up to 3 clackers, potentially doing blunt damage.

-Focused Breathing - self-buff, increases focus and kinesthetic sense to 150%, and agility and endurance to 125%.

-Repel - self-buff that doubles toughness, plus any attacks against the user have their force reduced fifteen-fold.

-Ripple Burst - basic offensive ability - causes mild pain against normal creatures, however any creature marked as undead, eldritch or demonic (this'd only apply to the creatures from this or my other packs) will instead lose their fear/pain immunities, be afflicted with much more severe pain, bleeding and blisters, and their agility, strength, and toughness will be reduced to 75%.

-Destroy Vampire - only usable against bloodsucking creatures. Removes a vampire's special traits (i.e no fear, no exertion, no pain, immunity to suffocation), makes all attacks against them have their forced increased twenty-fold, cuts agility, recuperation, strength and toughness in half and causes severe pain, bleeding, blisters and necrosis. Effects cannot be resisted, unlike with Ripple Burst.

-Destroy Undead - only usable against creatures that are opposed to life - removes their special traits, cuts all of their physical stats in half, and causes severe pain, bleeding, blisters and necrosis. Effects cannot be resisted.

-Destroy Evil - only usable against creatures marked as undead, eldritch or demonic (so it's mostly for usage against creatures from this or my other packs) - causes severe pain, bleeding, blisters and necrosis, cuts agility, recuperation, strength and toughness in half, makes attacks against the target have their force increased tenfold, removes immunities to fear, nausea, pain, paralysis and exertion. Most of the effects (aside from the immunity removal) can be resisted, similarly to Ripple Burst.

That's it for now - been mostly doing help files for my horror pack this week so no new creatures added onto the creature pack itself yet.
Awesome! Can't wait to become to destroy some bloodsuckers while posing like there's no tomorrow!  :D
All my thanks to you ZM5!
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 30, 2019, 04:11:02 am
No prob.

Will probably be a while before I have a sizable update for this - still trying to finish up the horror pack help files. After that though I'll try to do the Lufia creature ones so I can finally release that addon.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 02, 2019, 10:04:08 am
Released a small fix - apparently I must have thrown in some outdated files by accident since some of the body plans and interactions were missing.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 05, 2019, 09:21:12 am
Small update - added two megabeasts, requested by Splint.

-Grave Titan - undead theropod-like beast with a skull head, a pair of bone blades at its front limbs and a spiked tail. Opposed to life, tough to debilitate - lacks any abilities beyond hitting like a truck.

-Towering Scrap - spurred by this image (https://cdn.discordapp.com/attachments/520908476235513861/546736478475124756/8MibAhs.png) and my comment of "that's a megabeast". Large construct made of metal barrels, buckets, pipes and other bits of junk material - also has a shield-like plate in place of one hand, and an axe attached to its right hand. Sprays caustic toxin sprays
from a sprayer on its right shoulder, emits a debilitating, grating noise. Can be butchered to yield some steel bars, a steel great axe, two steel barrels and three steel buckets.

That's it for now - I should be able to release the Lufia addon sometime soon, only have one (and thankfully much shorter) help file left to write for it.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 06, 2019, 05:18:02 am
Well, scratch what I said yesterday - released the Lufia Addon (http://dffd.bay12games.com/file.php?id=14554) - got all the help files for it done.

It adds the enemy creatures as well as capsule monsters from the SNES RPG, Lufia 2 - there's way too many to list, but its mostly wild creatures that are added (many of which are playable in an animal person-esque fashion). There's also a few megabeasts and civilized races. Haven't added the Sinistrals or the humans that follow them like Camu or Idura though, admittedly - not really sure how to handle them, but if I think of something I'll update this pack. Also had to rename quite a bit of creatures to prevent confusion with ones from my other packs (mostly by adding prefixes, sometimes I've used the German translation's names for them as well, or just what I deemed suitable).

Most of the creatures will be in normal and savage biomes - there's also the Ghost Ships in evil oceans, and the capsule monsters are in good biomes.

Hope you guys enjoy it - I'll finish up the Sin Factions addon next, then after that I'll do the Turok stuff.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 13, 2019, 04:01:18 am
No updates for this weekend, feeling a bit sick - Sin Factions addon is nearly done though so in the next few days I should have it out.

I'm also thinking on what I should work on next - while I did say I'd work on the Turok addon, I was kinda also thinking of separating up the files in my main pack to make it a bit more modular. What do you guys think?
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on October 13, 2019, 11:12:18 am
No updates for this weekend, feeling a bit sick - Sin Factions addon is nearly done though so in the next few days I should have it out.

I'm also thinking on what I should work on next - while I did say I'd work on the Turok addon, I was kinda also thinking of separating up the files in my main pack to make it a bit more modular. What do you guys think?
I haven’t played any of WoW myself (Just Warcraft 2&3, never cared for MMOs), but putting each expansion into their own packs is an idea. Hope you feel better man!

Also, hell yeah Turok. I AM TUROK!
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 14, 2019, 03:34:20 am
Nah, what I was thinking of was splitting up the body, inorganic and interaction files - so as to have one shared file and several files which only have the stuff thats used only by one part of that mod (i.e one file for Dragon's Dogma body files, one of the Warcraft-only interactions, etc.) - I did put BFA and MOP stuff in its own files but in retrospect it was kinda pointless so I think I'm gonna just merge those with other files.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 20, 2019, 01:54:29 pm
(https://cdn.discordapp.com/attachments/529469746052202506/635550911762268226/unknown.png)
"Do you believe in...SIN? Can you even comprehend such a thing?"

Finished up the Sin Factions addon (http://dffd.bay12games.com/file.php?id=14572) - also updated the files in the main assorted pack itself, which are required for this addon to work. I've included some crafting files as well for all the weapons and armor.

Anyway, the pack contains a total of 14 factions, based on the seven deadly sins - 7 of them are mortals afflicted with a sin (mostly humans, but there are some dwarves and elves in some of the factions as well) - the other 7 are aberrations, physical elements of sin. There are also some wild creatures that will pop up, either sin-afflicted animals or more bestial sin elementals - both are used as innate pets by some of the factions.

This was initially an idea for some DND sidequest areas for a setting that me and a few friends were working on - decided to reverse it into DF - its also mostly a sister addon to my seven deadly sins megabeasts pack (http://dffd.bay12games.com/file.php?id=13212).

The factions are as follows (fuller descriptions of the different castes are in the help files):
-Wrathful - humans, dwarves and elves afflicted with Wrath. Incredibly violent and singleminded in their violence, though they seem to derive no joy from it. Aside from normal citizens-turned-violent thugs, their knights, clerics, priests and nuns have also been afflicted - some of the clergy have been ritualistically burning themselves, meanwhile the nuns, now known as Doomsirens, now use their voices as weapons.
-Envious - humans and dwarves afflicted with Envy. Spiteful, vengeful and cruel, they attack others for perceived (often imaginary) slights - they never let go of their greivances, and derive great joy from causing anguish to their victims.
-Gluttonous - humans afflicted with Gluttony. Seemingly incapable of stopping themselves from eating, some of them are horribly corpulent and unable to lose any mass, others are emaciated and unable to gain weight. A misanthropic cult has sprang up in their towns, sustaining itself on waste and filth - even though, as a result, the bodies and minds of its members are highly afflicted, they seem unable to die from the diseases they host.
-Prideful - humans afflicted with Pride. Arrogant and overly confident in any endeavour - many of them will suck up to those they deem to be of a higher standing, while secretly despising those same individuals. It appears that cults have formed in their towns, operating in secret - they worship the influence responsible for their state.
-Avaricious - humans stricken with Greed. Obsessed with acquiring wealth, even their noble knights are now mere pragmatic killers. Many of them give up their dignity just to live lives of luxury, comfort and wealth.
-Slothful - humans stricken with Sloth. They perform their labors with no passion or care, seemingly only out of a habit. They are some of the most physically afflicted by their sin - they bleed less, and some parts of their population, known as the Unliving, are essentially too slothful to die, capable of surviving decapitation or bisection.
Given their affliction, it is unknown how they are able to mobilize effectively enough in order to attack - perhaps the influence responsible for their state is guiding them?
-Lustful - humans and elves stricken with Lust. Their minds are preoccupied with mindless, hedonistic acts. They are known to lecherously stroke their victims even during combat, and raid and enslave settlements, looking for the most exotic slaves. They are highly susceptible to diseases, and even drinking their blood may cause illness.
-Wrath Elementals - physical elements of Wrath, also known as the Frenzied. Brutal, tribal humanoids with metallic horns and metal plates melted into their flesh, they attack for the sheer joy of fighting.
-Envy Elementals - physical elements of Envy. Cruel and vengeful beings that derive a twisted pleasure from causing pain to their victims.
-Gluttony Elementals - physical elements of Gluttony. Highly immoderate, cruel and constantly hungry, they eat anything with no regard for taste or texture.
-Pride Elementals - physical elements of Pride. Arrogant and overconfident, their societies and behavior appear to be a twisted mockery of knights and ladies of the court.
-Greed Elementals - physical elements of Greed. Avaricious beyond compare, they covet any objects, regardless of their actual wealth.
-Sloth Elementals - physical elements of Sloth. Sluggish beings, some of which reanimate the bodies of the dead in order to peform tasks for them, even if they themselves are still powerful physically.
-Lust Elementals - physical elements of Lust. Grotesque beings that seek only physical pleasures - as with their mortal counterparts, they enslave other beings, subjecting them to a horrifying fate.

Hope you guys enjoy it, I'll have an update for my main pack out soonish - got the file organizing done.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on October 20, 2019, 10:47:26 pm
Awesome! Can’t wait to try them out! :D
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on November 01, 2019, 10:59:33 am
Put up a small update - put the tissue/material templates for carapaces in the shared assorted material file when originally they were in the Lufia addon only (so the material/tissue_template_lufia files are gone now), added some new materials, tissues, inorganics and interactions in the shared files. Also, changed some of the Sin Faction entity files - most of the sin elementals now no longer have coins (except greed and pride ones).

More importantly, I've released the Turok Addon (http://dffd.bay12games.com/file.php?id=14595). Requires the files from this newest Assorted Creatures version, obviously.

Has a total of 13 invader races:
-Ancient Warriors - aggressive, tribal humans. Have shamans that can throw energy bolts and fireballs. Can siege earlier than most other races (at 50 pop rather than 80) - however they lack any sort of protective gear.

-Ancient Demons - tribal, demonic humanoids. Have shamans that can throw magic bolts and fireballs - stronger overall than the Ancient Warriors.

-Blind Ones - subterranean, cyclopean humanoids fond of warm flesh and blood - they live in fortresses and hillocks. Have melee-oriented Sentinels and ranged-oriented Guardians.

-Lost Raiders - based on the soldiers of the Campaigner from the first Turok game. Aside from human soldiers, there are also Cyborg Raiders who do not look outwardly human anymore; Longhunters - rare, elite male soldiers that prefer ranged weapons; and Campaigners as a leader caste - highly strong and athletic, they possess a metallic endoskeleton instead of bones - similarly, their eyes are red, glowing optics and their joints, ribs and skulls are also metal. They seem to be reliant on local low-level technology for weaponry, though, aside from the Tek Bows and Tek Crossbows they use.


-Deadkin - undead from another world - consist of regular Deadkin, skinless, mutated corpses; Hellsoldiers, a stronger and larger version of Deadkin that possess horns; Lords of the Dead, large overlords that are even larger and stronger and can hurl fireballs; and Sisters of Despair, hovering undead witches that are only a torso with the spinal cord dangling out. They have mostly complete sets of armor, aside from shields - they also only have throwing weapons as a ranged option. However, all of their castes have projectiles in some form - Deadkin, Hellsoldiers and Lords of the Dead can throw their own caustic blood, and Sisters of Despair have several magical projectiles and can also use a Scream ability.

-Dinosoids - humanoid descendants of dinosaurs. Consist of Raptoids, agile fighters that easily learn dodging, and Endtrails, who wear metallic, high-tech bladed gauntlets on their left arms - aside from slashing and stabbing attacks they can also use the gauntlets to fire laser bolts and activate and invisibility cloak.

-Fireborn - fiery cousins of the Dinosoids. Consist of normal Fireborn, which are fiery Endtrails that can hurl globs of liquid fire - and Fireborn Legionnaires, larger Fireborn with bone blades on the left arm and a pair of tusks - they can shoot out fireballs from their shoulder openings.

-Flesh Eaters - cyclopean cousins of the Blind Ones. Far more intelligent and technologically advanced - they consist of normal Flesh Eaters; Oblivion Death Guards, a far stronger and more resilient variant adept at both melee and ranged combat; Lords of the Flesh, an even stronger variant that can hurl magical projectiles; Flesh Priests, a less resilient but more magically-inclined variant that hovers above the ground; and Flesh Mothers, massive, long-lived, grotesque abominations that walk on several legs and have tentacles instead of fingers.

-Lost Mutants - mutated humans, covered in open, festering sores. Aside from normal Lost Mutants, which are disease resistant, fearless humans, there are also Infested Mutants - two-headed abominations with acid sprayers capable of shooting out acidic globs.

-Alien Mantids - insectoid aliens from another world. Consist of Mantid Drones, agile, aggressive fighters; Mantid Workers, smaller, four-legged mantid that learn most menial labors at twice the usual rate; Mantid Soldiers, large, carapace-covered four-armed fighters that are both strong and tough; and Mantid Queens, large, four-legged mantid with claw-like appendages - they are the leaders of the hives.

-Oblivion Warriors - tribal humans possessed by the influence of Oblivion. Consist of Oblivion Warriors, who are mostly normal humans - and Oblivion Priests, who are undead, and have exposed skulls and lower spines - they can hurl magic bolts and fireballs. Both feel no fear or pain.

-Bio Troopers - bio-mechanical beings, as well as their alien creators. Consist of Bio Troopers, who can shoot pellets with the guns on their arms; Bio Elites, heavy-duty versions of Bio Troopers who can fire laser bolts from the guns on their arms and in their shoulder compartments, as well as activate an invisibility cloak; and Primagens, their large, alien leaders who can direct waves of sonic energy. As all of their castes essentially possess innate ranged weapons, they lack actual ranged weapon options - however they possess almost full armor sets.

-Purr-Linn - ape-like humanoids with a deep hatred of humanity. Highly powerful physically, even when unarmed. Consist of normal Purr-linn, and Purr-linn Juggernauts, who are larger, more agile and learn some melee weapon skills faster.


That should be it for now, I'll take a bit of a break from modding for the time being since I'm feeling a tad burnt out. I may have a belated halloween thing ready in the near future for the halloween pack, but for now the only things I'll upload would be bugfixes and the like. Hope you guys enjoy this!
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Enemy post on November 01, 2019, 05:50:09 pm
Always happy to see more dinosaurs in the game!
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on November 01, 2019, 06:34:57 pm
Bunch of the ones that the Lost Raiders have as pets also are mechanized. With stuff like laser guns. Or dual rocket launchers. Or you have firebreathing laser bolt-shooting t-rexes (https://youtu.be/fhDZTraXGeU?t=409).
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on November 04, 2019, 09:01:25 am
Posted a small bugfix update to the Lufia and Turok addons, as well as the main pack itself - some of the body detail plans were missing or mislabeled - that's fixed now, so if you're using the Turok addon make sure to redownload the main pack too.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on November 30, 2019, 01:45:40 pm
Posted a small change to the sin factions addon - changed the Unliving caste of the Slothful a bit, so now their limbs are just tough to sever rather than them being able to survive decapitation/bisection - the latter prevents them from wearing helmets or pants, which is a tad annoying - hopefully Toady adds a token for surviving either of those cases at some point.
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Klip on December 05, 2019, 01:21:47 am
Do you think you could make it so snakemen can actually use their tails for wrestling? and bonus points for real chest crushing constriction action
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on December 05, 2019, 03:40:05 am
Modding in wrestling attacks isnt a thing so no proper constriction would be possible. Making them usable for wrestling would be simple enough - you'd have to go into body_default.txt in raw/objects, add [LIMB] to the TAIL and TAIL_STANCE body parts - would have to gen a world then (though I think it would work if you went into data/save/regionX and edit the raw/objects folder of the save file)
Title: Re: [44.12] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Klip on December 05, 2019, 10:07:25 pm
fair enough well off to the modding questions I go
Title: Re: [47.02] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on February 08, 2020, 05:02:58 pm
Updated main part of the assorted creatures for 47.02 compatibility - far as changes go, Nightmare Sprouts now summon Nightmare Cradles rather than turning corpses into them, creatures with slashing/stabbing attacks had their values readjusted.

Also added an Undead Moonshiner creature - basically a drunk zombie carrying a barrel on its back and holding a bottle - both contain ale that has seen much better days - they can either drink from the bottle as a self buff (with a low chance of causing nausea) or spill some of its contents onto a nearby creature for a blistering (or rarely necrotizing) and painful effect - drinking the ale can induce severe nausea and dizziness, and occasionally outright unconsciousness.

Addons also updated:
-Frost/Magic/Laser bolt attacks are now edged. Energy/lightning bolt attacks still do blunt damage.
-Dark Necromancers/Wizards/Summoners, Dark Nosferatus, Ghost Ships (Lufia 2 addon), Flesh Mothers, Mantid Queens (Turok addon), Vain Retainers, Mutilated Birthers, Languid Aberrations (Sin factions) now have summons rather than reanimation
-Silver Dragons (Lufia addon) have edged diamond shards added to their Diamond Dust attack.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on April 18, 2020, 03:14:36 am
Updated the main assorted pack and the addons - main change is removing the no_eat/no_drink tokens to prevent worldgen crashes. Wrote more precise descriptions of what some of the healing spells do in the help files as well.
Added quite a bit of additional creatures in the meantime, most notably a series of dark pits rulers. Some of the megabeasts (as well as a few of the dark pits rulers) also now have weather abilities for the intimidation factor.


For the creatures, personal ideas:
-Fog Terror - bogeyman type that doesn't appear in the wild. Large eyeless humanoid with a fanged mouth and a blade in place of one arm. Shrouds surrounding area in a fog, limiting visibility - otherwise is a physical attacker. Will change it later to give it a hide
ability, once there's a detection system for invisible creatures in place.

-Chaos Lich - dark pits ruler, a powerful undead sorcerer. Massive skeletal torso that hovers on a whirlwind of fire and frost. Has six horns, and a pair of orbs floating around it - one holding the element of fire, the other the element of frost. One arm is frozen over, the other is charred and perpetually burning. Uses frost and fire spells, reanimates dead bodies as Frostfire Skeletons. Can attack by explosively blasting creatures with its flame orb (edged attack with a high velocity), or stab with an icicle progenerated from its frost orb (piercing attack).

-Withered God - dark pits ruler - a fallen deity, simultaneously dead yet still alive. Appears as a bloated carcass with a skull head that drips black slime from its eye sockets and mouth - has six arms, and its legs have mostly withered away, forcing it to crawl on the ground. Has various dark magic - moves more slowly.

-Idol of Deformity - dark pits ruler - massive demonic entity, appears as a deformed, hunchbacked humanoid with many growths on its back, and many superficial arms protruding from parts of its body - a pair of additional torsos grows from it - each head has five eyes unevenly placed on what constitutes the "face". Uses magic to distend and deform the bodies of its victims, can also summon a pair of deformed minions.

-Afflicted King - dark pits ruler - fallen, diseased, dying god, long forgotten by mortals. Appears as a gargantuan, bearded human-like creature - pus-covered tumors grow on parts of its body, and a large porous sack grows from its throat. It appears to be delirious, and drools a greenish slime from its mouth. Moves slowly, but quickly releases clouds of gas and vomits up rotting sludge - also has a disease spell. All of its interactions reduce disease resistance and recuperation.

-Night God - dark pits ruler - grotesque deity from a world of nightmares. Has six legs and four arms, a humpbacked body, an eyeless head with a circular fanged mouth with tendrils sprouting out of it, many growths on its back, and many gashes over its body. Uses dark magic, hurling tortured souls to cause wounds, causing nightmarish maws to devour its victims or inducing horrible nightmares - can also summon random Bogeymen, as well as Nightmares.

-Swarm God - dark pits ruler - colossal insectoid demon with two arms and four legs, a scorpion-like tail, and a face that resembles a human, albeit with eight spider-like eyes and a pair of mandibles. Very theatrical, controls swarms of locusts and other insects, controlling them like an opera conductor. Can summon blighted locust demons, otherwise uses clouds of insects to cause wounds and summon smaller swarms to irritate and distract its victims.

-Grand Plaguebringer - dark pits ruler - diseased entity from another world. Is hunchbacked with rotting lumps on its back, wears a metal bird mask - pus oozes from the cracks in the mask - its teeth are blackened and its mouth appears to be always contorted into a demented grin. Carries chemical canisters on its back - one arm ends in a device with three syringes, other has a hose attached to it for spraying a mixed slurry of the chemicals. Injects various debilitating fluids with its syringes.

-Skinless Conglomerate - dark pits ruler - a trio of fallen deities, flayed and forcefully merged together. Has multi-jointed, long arms, a head that has three mouths and seven eyes as a result of the melding process - lacks legs, moving instead on the writhing mass of flesh that comprises its lower body. Births skinless aberrations, can also spray acid and poison gas using tendrils made from mashed-together organs.

Suggestions:
-Pustoad - gross, humanoid toad-like monster. Semi-sentient, has a "beard" made of hardened, cracked flesh. Hurls chunks of its own flesh to cause infections.

-Blistered Husk - undead humaonid suffering from an unknown contagion. Covered in tumorous lumps filled with a reddish-orange fluid. Its biting and scratching attacks spatter a similar slime over the wounds it inflicts, causing pain and blistering - some affected creatures may turn into more Blistered Husks when affected.

-Herald of Plague - humanoid entities - they carry torn, ragged cloaks around the neck and upper body, wear a metal mask with strange smoke billowing from the cracks in it. Has a chemical tank attached to its upper body, linking to a tube fused to one arm that sprays a similar smoke, and a syringe-bearing device. Related to the Plaguebringers and other entities that take on the guises of medical practicioners. Stabbing attacks can inject different debilitating fluids - can shoot these fluids from a distance as well.

-Lord of the Blight - dark pits ruler - grotesque undead entity, appearing as a withered farmer that hovers above the ground, lacking legs. Covered in many rotting plant growths, fungus and vines - its right arm is elongated and ends in a metal blade, resembling a crop scythe. Uses nature magic to infest its victims with fungus and summons rotting flower monsters - also spits out clouds of insects to cause wounds.

-Unknowable Entity - dark pits ruler - a cruel entity from another world. Mortal minds can only perceive it as a nearly-shapeless black mass made out of some kind of mist or energy. Speaks as though it has thousands of voices within it at once. It attacks with its appendages in a variety of ways - causes a primal terror in most beings, causing severe negative moodlets and possibly causing bleeding from the eyes and mouth. Can expel minions called Shadow Rakes - these appear as unnaturally narrow humanoids made by a similar form of mist or energy, and they too can cause a primal fear, though at a much lesser severity.

That should be it for now, I have two addons to release for this, but it'll be a while since I still have to write the help files for them.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Kingra on April 18, 2020, 04:25:54 am
I commented on the other thread so I might as well comment here aswell.
The main mod and the Lufia addon didn't seem to be affected by the crashes. Sin and Turok were.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on April 18, 2020, 08:27:51 am
I commented on the other thread so I might as well comment here aswell.
The main mod and the Lufia addon didn't seem to be affected by the crashes. Sin and Turok were.
Alright, good to know - still for the time being I'll still keep the no_eat/no_drink tokens removed from wild playable creatures and semi-sentients incase it would cause issues some of the time.

I've released the two addons I mentioned beforehand - For Honor factions (http://dffd.bay12games.com/file.php?id=15018) and Feral Goblins and a Rock Eater megabeast (http://dffd.bay12games.com/file.php?id=15019).

Former has the four factions from FH, the Knights, Warborn (or Vikings), Chosen (or Samurai) and Wu Lin - they're all hostile invaders with multiple castes for each of the hero classes in that game (and also "basic" versions for regular ability-less workers and soldiers) - though I did include optional friendly versions in a folder you can find with the download. Too much to mention for this post, so I recommend looking through their help files - some of the new weapons and clothing/armor pieces in the weapons/armor help file will be used by them, i.e Warborn have kilts and Chosen have the Japanese armor/clothing bits like the Kabuto or Oni Masks.

(https://puu.sh/FyGUh/e2f96c93b6.png)
Hitokiri adventurer going Frank West-style on a man-fly with a mini chainsaw from my horror pack.

The latter adds invaders in the form of Feral Goblins, basically Goblin Slayer's version of goblins, only they have females (who are still less common than males, mind) - the current variants go from the regular versions that are smaller than even dwarves, to massive Champions and intelligent Lords and Shamans. There's also a Rock Eater megabeast that can pop up - mostly a big, tough melee fighter. I'll most likely update the addon more later. The goblins themselves live in hillocks and fortresses (presumably the forts would be abandoned ruins story-wise) - they should probably be using the dark pits/fortress sites, but given how terrible and laggy those are to navigate, I'm using the second closest most fitting thing.

That should be it for now - for the time being I gotta update my main pack's help files, which'll probably take a while since I have a pretty big update done. I'll still be taking requests but it might take me longer to do them due to this.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on June 10, 2020, 09:02:17 am
Small fix to the Sin Factions - their entities shouldn't be calling for Aventails anymore.
Should have another update out in the coming days, both an addon plus some stuff added to the main part of this pack.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on June 19, 2020, 12:49:06 pm
Released another addon - Majesty creatures (https://dffd.bay12games.com/file.php?id=15116) this time. As usual, requires the latest version of the pack - make sure to redownload it, I've changed some stuff for consistency with other mods (i.e aventails replaced with chain-masked helms instead).
I know there already was a Majesty mod, but as this was a commision I figured I might as well upload it.
This has creatures from the first Majesty game as well as Heroes of Ardania. There's 11 civs in total - two friendly ones, Ardanian Gnomes and Ardanian Dwarves - 8 hostiles (Flesh Hunters, Vampires, Warlocks, Dark Goblins, Blackhoof Minotaurs, Man-vargs, Ratmen and Ardanian Elves - some had to be renamed to prevent confusion with other creatures) and a single playable one - Ardanians. There are also two megabeasts - Twisted Abominations and Towering Golems.

Ardanians have various castes representing the different heroes from Majesty, each with their own skill gain rates - Warriors, Priestesses, Wizards, Warriors of Discord, etc. They also have two workshops unique to them - the Magic Bazaar, where, for the ingredients (as well as a fee of gold coins that varies on the potion) you can either brew several different potion types which give different boons when ingested, or enchanting iron and steel into stronger metals - the potion ingredients are different aboveground plants - should they not be accessible at all you can procure ingredients for a hefty fee (the reaction gives enough for all potion types to be brewed thrice).
The other workshop is the Bounty Hunter's Stall, where in exchange for varying amounts of monster trophies gained from butchering different Majesty creatures you can gain additional gold coins and occasionally other rewards. The only creatures that drop trophies are most of the wild creatures and both megabeasts - sentients and semi-sentients cannot be butchered anyway so they leave no trophies, and creatures that dont leave bodies behind (i.e Desert/Fire Reavers, Desert Golems or most of the undead) also do not have trophies.

That should be it for now - I should be doing Darksiders 1+2 and Crawl creatures as the next addons for this at some point, and Shadowlands stuff for the Warcraft mod. Hope you guys enjoy this.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Splint on June 19, 2020, 06:06:00 pm
Considering this and the other mod have wildly different implementations and the other mod hasn't been updated in months, I'd say this is fair to post far as mods go.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 19, 2020, 01:18:23 pm
Relatively minor update time.

As a universal change, I moved over the Torturer's Poker weapon from the Kingdoms of Humanity addon for my main pack, as well as the Energy Staff and Greatclub weapons from the Sin Factions addon to the main weapon set - so now more races will be using those weapons. The addons to this pack have been updated for this accordingly, though the Warcraft pack and other mods in the main pack will have to wait until I get the help files updated.
Some new flavor clothing types have been added, as well as a few additional weapons - the Talwar, the Greatsword, the Greatbow and the Hand-cannon.

For the general assorted pack, I've only added a single additional race - the Scions of the Saw, a result of an in-joke between me and some friends. They are deranged humans with an obsession for rotary blades and murder - as such, all of their weapons have edged capabilities and can easily sever unprotected limbs - aside from having several unique weapons of their own, they also utilize the saw weapons that were normally exclusive to the Gnomish subraces from the Warcraft pack. They themselves use relatively little protective gear, however.

For the Lufia addon, I've added the Sinistrals as a Dark Pits ruler type. They have four different castes - Sinistral of Destruction, Sinistral of Chaos, Sinistral of Death and Sinistral of Terror (Death is female, the rest are male) - they share most general features, but have some differing skills (i.e Destruction has grandmaster sword, armor and shield skills, whereas Death has grandmaster spear, shield and sword skills) and different abilities. They all count as the same creature type, so unlike most other demon rulers they could possibly breed, even if its unlikely.

For the For Honor addon, I've added the Warmonger as a caste to the Knights - has a sword bias similarly to the Warden, and uses the Corruption ability to rot enemies. Also highly ambitious and with higher skill gains for intrigue and many social skills, so they might end up as villains or leaders more often. Knights also have more taunts, taken from these unused lines (https://www.youtube.com/watch?v=bsCjjDnohHA&ab_channel=TheMajorN).

For the Feral Goblin addon, I've added the Feral Goblin Paladin caste - intelligent variant with innate sword skill, and the ability to induce a frenzy in the other Feral Goblins. I've slightly altered their entity file as well, so they might be able to survive worldgen better.

The other addons have very minor fixes and changes, the most being the additional weapon additions.

I have two addons already more-or-less done, they just need the help files written, and one of them also needs a few creatures I've yet to add. Will release whenever the help files are done.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on October 30, 2020, 02:11:51 pm
Small update to the Assorted Pack - added a few interactions that'll be used in some of the addons and creatures in the main body of this pack - also a head item that'll be used in one of the addons (and also by a civ I have planned for this pack)

I've also released the Kingdoms of Amalur addon (https://dffd.bay12games.com/file.php?id=15279), first of the two addons I have ready (second one still needs help files written but is done otherwise) - has 3 friendly civs (Kollossae, Winter Fae and Summer Fae), and 6 hostile ones (Murghans, Bolgan, Jottun, Savage Ettins, Cave Kobolds and a faction of Winter Fae) - there's also multiple wild creatures, mostly for savage biomes.
The Niskaru Balor also appears as a Dark Pits ruler, and Cave Murghans appear as underground tribals, albeit a tad tougher due to them having metal weapons.

That's it for now, I'll release the other addon as soon as I get the help files done. Hope you guys enjoy it.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Kyuuketsuki_23 on November 06, 2020, 04:59:07 pm
Greetings. I've read that there's the concept of Hamon from JJBA in this mod, and I've decided to come up with a suggestion: why not add Vampires from JoJo as a playable race and give them the unique abilities they have in JoJo?
For more info, visit this: https://jojo.fandom.com/wiki/Vampire
'Cause if there's the Ripple, then there should be insanely-pressurized fluid jets fired from a vampire's eyes and the kick-ass vaporising freeze.
Also flesh buds...
Well, see for yourself :D
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on November 15, 2020, 12:49:01 pm
Greetings. I've read that there's the concept of Hamon from JJBA in this mod, and I've decided to come up with a suggestion: why not add Vampires from JoJo as a playable race and give them the unique abilities they have in JoJo?
For more info, visit this: https://jojo.fandom.com/wiki/Vampire
'Cause if there's the Ripple, then there should be insanely-pressurized fluid jets fired from a vampire's eyes and the kick-ass vaporising freeze.
Also flesh buds...
Well, see for yourself :D
Main question is doability, some would be easily doable I'd think, others like the flesh buds not so much. I'll look into it.

I released another addon for this pack - Final Fantasy creatures (https://dffd.bay12games.com/file.php?id=15306) - select creatures mostly from various entries, rather than the bestiaries of specific games in the series. There's a couple of megabeasts as well - Deathgaze from FF6, Catastroph from FF5, Iron Titan (Iron Giant enemy, using the FF2 Dawn of Souls sprite), Flowsand Lord from Tactics A2, Warmech from FF1 and Omega Weapon from FF5. Warmech and Omega Weapon require more population to show up, considering they're a bit higher-up in the boss hierarchy and possess powerful projectile attacks. In terms of the more archetypical/iconic enemies from FF, I think most are already done - there's Bombs, Malboros, several varieties of Flans, Antlions, Ahrimans, Tonberries, etc. I'll add Cactuar for the next update of this pack.

I've also added the races from Tactics Advance/Tactics A2 as civs - so Humes, Moogles, Viera, Nu Mou, Bangaa, Gria and Seeq. They have most of the classes as alternate castes (including "unique" classes like Hurdy's Bard class from A2, here called the "Minstrel" to differentiate from profession bards, or Babus' Runeseeker class) - only classes I included were ones I could replicate in some manner - the ones I couldn't - Hume/Viera Archers, Moogle Flintlocks, Viera Snipers and Bangaa Cannoneers, were omitted - ones that heavily used melee weapons for their attacks, like the Spellblade or Parivir, use untargetable "summoned sword" limbs with different effects induced depending on the type - these still use their respective weapon skill, they just count as unarmed attacks for all intents and purposes.

The default civs are friendly and are the usual portrayals of friendly members of said races. I have included an optional file with hostile versions of them with different ethics, some additional weapons, different naming (so you can tell them apart to some extent - generally the hostile versions have more violent/dark names compared to the friendly ones) and innate pets - their castes are the same, however. All of them are thieves and snatchers:
-Hostile Humes - bandit-y at best, evil empire at worst - unlike the other hostile versions, they do not have innate pets (for now).

-Hostile Bangaa/Gria/Seeq - much more barbarous than their friendly equivalents - the Bangaa and Seeq factions in particular will eat dead enemies after wars. Hostile Bangaa use Antlions, Toughskins and Dual Heads as pets, the Gria use Ahrimans, Headless and Toughskins, and Seeq use all types of Flans, Malboros and Deadly Nightshades.

-Hostile Nu Mou - death cult Nu Mou faction - they use the various undead from this pack as innate pets - Corrosive Droolers, Acid Worms, Swollen Bulbs, Skeletal Conglomerates, Crullers, Psycho Heads, Deathscythes, Floating Skulls and Deadheads.

-Hostile Moogle - dictatorial Moogle cartels who punish even the slightest infractions with death sentences. They use gas masks, unlike normal Moogles, and have Chocobos and Little Chariots as innate pets (though they share Chocobos with normal Moogles) - they will eventually have more innate pets.

-Hostile Viera - ruthless nature protectors, mixed with some occult practices - they use evil wood, plants and animals, unlike normal Viera who use good biome wood, plants and animals. They use Ahrimans, Coeurls and Lamashtus as pets.

That's it for now - I am planning for a second pass of this at some point later, mostly with some of the weirder FF6 creatures like the Brainpan (https://finalfantasy.fandom.com/wiki/Brainpan_(Final_Fantasy_VI)), as well as some of the mechanical creatures from the same game (including the different Magitek Armor types - those will be added to the hostile Hume and hostile Moogle factions - perhaps to non-hostile Moogles as well).
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: CrashyMcGee on January 08, 2021, 08:52:49 pm
What are the summoned swords made up of?
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on January 09, 2021, 03:21:18 pm
Custom energy material - sharp enough to do proper damage.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: -Blank- on February 25, 2021, 12:15:25 am
Hello, I made some sprites for Vieras and moogles that,while mostly for personal use, might be of interest to someone.
https://imgur.com/a/QyZZSAE
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on February 25, 2021, 05:04:37 pm
Holy shit, awesome work. Gonna have to learn how to add tile support for these (provided, of course, its fine with you).
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: -Blank- on February 26, 2021, 12:49:42 am
I completely forgot to upload the txt files for them, my bad.

Too many Viera sprites
https://pastebin.com/WMivV2n5

Gemset Moogle
https://pastebin.com/iwezLH2W

Gemset Viera
https://pastebin.com/SPCmQesr

and feel free to use them in whatever capacity. Enjoy!
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on May 13, 2021, 05:31:03 pm
Dang, FF actually works really well in DF. Whenever you do plan on continuing with the pack would you be able to do the Burmecians and Cleyran?
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on May 14, 2021, 11:09:26 pm
I'll see about it, I'm not particularly familiar with IX's setting admittedly - next update for the pack will be a minor one, though I do already have a bigger one planned.
Title: Re: [47.04] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: BluealienDio on May 15, 2021, 01:22:45 pm
I'll see about it, I'm not particularly familiar with IX's setting admittedly - next update for the pack will be a minor one, though I do already have a bigger one planned.

Thank for you considering them, and I'll keep my eye out for the upcoming updates!  :D
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on August 22, 2021, 12:56:10 pm
Some small updates - made the weapon set compatible with my main pack, and added some new creatures to the main body of the pack - notably a new civ, the Rotscales - rotting, undead yet intelligent fishmen. Also some potential experiment types, though I admittedly have yet to see them show up in towers yet (still not quite sure how you're supposed to get that to work) - they may nonetheless appear in the wild in evil biomes, though.

For the For Honor pack, I've added the Gryphon to the Knights and the Kyoshin to the Chosen - Gryphon being a pike user, similarly to the Lawbringer, though more agile and possessing a healing ability, and the Kyoshin being an evasive sword user with the ability to impale an enemy on magical spikes, inducing heavy pain and heavily reducing speed and agility for a short period.

For the Final Fantasy pack, I added the three types of Magitek armors from FF6 - the standard Magitek Armor (https://finalfantasy.fandom.com/wiki/Magitek_Armor_(enemy)), the Proto Armor (https://finalfantasy.fandom.com/wiki/Proto_Armor_(Final_Fantasy_VI)), a range-focused version, and the Sky Armor (https://finalfantasy.fandom.com/wiki/Sky_Armor_(Final_Fantasy_VI)), an aerial version. They're only available to hostile Humes, as well as both factions of Moogles.
In the Additional Stuff folder, I've also included the Moogle and Viera sprites, as well as instructions on how to install them - credit to -Blank- for providing them. Hopefully the instructions work - I'm not quite sure if anything else is required aside from the sprites and the graphics text file - let me know if it works.

I've got two new addons packed up more or less, just need to write down the help files for them, so expect those in the coming week or so.
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on September 19, 2021, 09:42:51 am
Ok, it took longer than I expected, but I released two additional addons - a Crawl pack (https://dffd.bay12games.com/file.php?id=15666) and a Darksiders pack (https://dffd.bay12games.com/file.php?id=15667).

The Crawl pack adds creatures from, well, Crawl - the regular monsters (https://crawl.fandom.com/wiki/Monsters) - some are wild creatures (mostly found in the caverns, but many are also in savage and evil biomes), others are part of a large invader faction, called the Shadowkin for lack of a better name. There are also three megabeasts, based on the three bosses (https://crawl.fandom.com/wiki/Bosses), and many potential rulers of dark pits civilizations, based on the deities (https://crawl.fandom.com/wiki/Deities) in the game (the looks of most of them are guesswork, as only a few have whole-body artwork).

The Darksiders pack has creatures from Darksiders 1 and 2 (I do not have the third game, nor does it appear the DS wiki has much in terms of the names of the creatures and the like) - again, a lot of them are wild, mostly appearing in savage or evil biomes, however there are also several megabeasts and one dark pits ruler. There are also 7 races in total - Makers, Light Angels, Tainted Angels, Abyssal Remnants, Crypt Walkers, Undead Hosts and Dark Demons - there are 8 civs in total, however, as the Undead Hosts have are split into one faction thats friendly and one thats hostile.

I have ideas for some more miscellaneous stuff next, whenever that comes up, and some other cross-over stuff from other sources. Might be a while before I  get to that, though.
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: EvilMurlock on January 10, 2022, 08:33:57 am
Greetings, I am not sure on a few things so I would appreciate some help.

1) I am only trying to install the Hamon mod, how do I do it? Do I simply copy the files into the DF files with the same names? Is that all that is required?

2) Do dwarfs learn Hamon the same way they become necromancers -> by reading books and slabs? What causes Hamon slabs to appear (what needs to happen in world gen)?

This is the first mod I am installing, so I am unsure of how things work, thank you for any answers
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on January 10, 2022, 11:01:44 am
1. The Hamon addon is fully stand-alone - don't need the main assorted pack for it to work. You just put the inorganic_asrt_hamon_zm5 and interaction_asrt_hamon_zm5 files alongside the text folder into raw/objects (or just copy over the raw folder in the download and paste it into your main DF directory).

2. Same case as vanilla necromancers - deities (sun deities in Hamon's case, as opposed to death in the case of necros) will grant slabs to individuals seeking immortality - reading the slab grants powers. Only difference is hamon users will not build towers, making the slabs potentially more difficult to find.
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: EvilMurlock on January 10, 2022, 05:21:24 pm
Cool, thanks for the answer. I would have one more question, do my dwarfs have to be unarmed for them to use hamon? Or will they use it even with a weapon and a shield equiped?
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on January 10, 2022, 06:18:16 pm
Nah, they can use it while wielding anything - no real way to restrict interactions to only be usable while unarmed or wielding a specific weapon (short of DFhack, maybe, but I don't use it).
Title: Whoops
Post by: axemangeorge on January 13, 2022, 03:05:02 pm
Accidentally started a fort as the *other* playable race... The proud outpost Padtrumpet numbers among its citizens banshees, ghouls, a wraith and a maw thrall child which might be tamed wildlife? Dwarf Therapist isn't sure. I'm a little concerned about properly outfitting my morphologically diverse populace.

ALSO it's SUPER FUN to see so many ores and have absolutely no idea what they're good for... there's a real sense of discovery and wonder here. WELL DONE!
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on January 14, 2022, 03:09:07 am
Yeah, the Maw Thralls from the Warcraft pack are more akin to trolls - so they're kinda in a weird inbetween spot between being a pet and a citizen.
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: Sanguis on January 18, 2022, 02:49:55 pm
Hi! I was playing a lot with this mod and noticed a strange thing. Most creatures that are obviously undead behave like peaceful animals. Is it intended or something just broke?
 
Title: Re: [47.05] ZM5's Assorted Creatures Pack (also fort/adv posts and requests)
Post by: ZM5 on January 19, 2022, 03:02:06 am
They should probably be a tad more aggressive but I generally don't add OPPOSED_TO_LIFE to most custom undead creatures, so as to allow them to be tamed by the player (and so they don't cause huge fights in adventure mode if you go to the site of a race that has them as pets).