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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: kiiranaux on August 03, 2021, 04:53:26 pm

Title: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: kiiranaux on August 03, 2021, 04:53:26 pm
   At the dawn of time, in the age of mythology, great primordial beasts roamed the countryside, battling each other for dominion. Locked in their vaults, angels and their descendents performed cruel hybridization experiments to create a perfect being capable of reconquering the heavens, ever watchful for the demons sealed away in their care. It was into this savage world that the great civilizations of Man, Elf, Dwarf, and Merrow found themselves thrust.
   As they engaged in friendly competition, sharing technologies and magics, each civilization became aware that there were other factions on the margins. From the nearby plains watched feisty goblins, hobgoblins marching in lock step, and sahuagin plaguing the shallow waters. In the local caves lurked skulking kobolds, carefree halflings, hissing lizards, and angry technologists protected by automatons. And worse still, in the deep oceans lurked another civilization - naga, who mercilessly extinguished incursions from goodmen and snatchers alike. Nonetheless, each of the three other factions, as they came to be known, continued to expand across the land.
   While the horn of progress sounded on, a few lucky individuals made breakthroughs in the magical arts. So-called 'sorcerers' were born with magical gifts - aether, fire, healing, or darkness - while 'wizards' studied into the depths of the night to master the same. Each aided their factions, but a few rogue individuals discovered the very secrets of magic itself, bequethed by the gods or forces far more fell, erecting dark towers and amassing sinister armies of bone, shadow, or silence.
   In these turbulent times, as each faction competed for ever-more power, for guns, magic, and steel, someone dug too deep. History does not record whether it was the dwarves or the goblins, but the passage they created unleashed hordes of orcs, themselves fleeing a far greater doom: demons, the discarded legions of the gods.
   During this age of calamity, the story's ending is left for you. Will the united do-gooders push back against the encroaching tide? Or will orcs join the other snatchers in time to seize the momentum? Perhaps chaos will reign, as the relentless Naga or isolated secretkeepers will exploit the shifting tides of power and capture the realm. Or perhaps fate will rest in the hands of a lowly tribe of kobolds, dark gnomes, or a hobbit...
   Someday, the conflict must come to an end. Only the most non-magical of creatures will survive: men, mundane as mud, but occasionally bearing the mark of another races' lineage. Men, wielding guns, magic, and steel as they set off into the wilds to finally put an end to the time of troubles. After all, so-called GOOD and EVIL are just two facets of the same twisted, mocking gods.

The choice is yours.

Welcome to the High Fantasy mod and modpack for Dwarf Fortress.

Promo Image:
Spoiler (click to show/hide)

Sample Region:
Spoiler (click to show/hide)

Highfantasy is a mod layered atop of vanilla Dwarf Fortress that expand the vertical and horizontal scope of the game.

We incorporated elements of Tolkien-esque – and more modern – high fantasy, while remaining true to the vision of vanilla Dwarf Fortress. It’s balanced and bug-free, with each feature is designed to play well with every other feature. This mod is not in development – it is complete, and there are no more features planned, just additional balancing based on played feedback. And, HighFantasy is completely standalone. You should install it on a fresh download of dwarf fortress with no Lazy Newb Pack or other installers. This also means the mod can be updated to new versions of D.F. almost instantly!

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Download 1.5.08 Today! (https://dffd.bay12games.com/file.php?id=15628)
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Installation instructions:
Spoiler (click to show/hide)

Mini-mods:
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Highfantasy focuses on 4 additions: Polishing, Balancing, Adding Horizontal and Vertical Progression Systems.
In total, the features are:
   1. "Raw changes you can't do without"
   2a 14 Classic high-fantasy civilizations with factions and distinct features
    2.b More interesting underground civs
    2.c Reorganization of the caverns; Dinos; Eldrazi horrors; More fantasy creatures everywhere
    2.d Make animal-people above-ground more interesting/rarer
    2.e A Divine civ to make divine language and materials see usage
   3a Flesh out existing civ gameplay
    3.b lineage system for playable tieflings, aasimar, etc without ip-specific names
    3.c Catapults, Gunpowder, Orc Sieges
    3.d Better adventure mode
    3.e Hazardous materials, disguised creatures, and diseased creatures
   4. A complete and consistent magic system to complement Necromancy

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Inspired by D.F., this mod feels a little more mysterious than others.

There are no I.P. based creature or ability names! You don’t “Cast the Fireball spell”, which is inherently DnD, you “stretch out your hand and project a ball of magical fire. You aren’t a “Tiefling”, you’re a “human with touches of fiendish ancestry.” There aren’t “Gold Dragons”, there are just Dragons, and you won’t know what they do until they’re eating your corpse. And so on. Dwarf Fortress eschews limiting I.P. based names in favor of procedural generation, so we eschew I.P based names until D.F. can out-do us. When D.F. adds procedural magic, we’ll take ours out. When D.F. adds procedural dragons, we’ll get rid of ours.

There’s one more thing. This mod promises to not invalidate the information you can get just by reading the wiki. There are almost no changes to existing creatures, items, or even systems that would make it so that reading a wiki article about that thing is not helpful to you. Short swords still have edged cuts, giant giraffes are still in the savage biomes, and candy still comes with the circus. (Two exceptions: animalmen have been moved to good biomes, and the third cavern layer has been squeezed up to layer two.)

more consistent general gameplay.
Spoiler (click to show/hide)

new civilizations.
Spoiler (click to show/hide)

better civilization-level gameplay.
Spoiler (click to show/hide)

better systems and vertical progression.
Spoiler (click to show/hide)

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A Balanced Magic System like No Other

Magic in Highfantasy takes inspiration mainly from the Dark Souls series and in part from popular fantasy ideas. Highfantasy divides magic into multiple “sources” and “schools.” When designing a new fantasy magic system, it’s important for there to be a reasoning or a mythos as to why the magic works the way it does, or how its schools have come to be. Here, the magic mythos is summarized in the following arcane diagram, which any good summoner would find located on their planar tomes:

(https://i.imgur.com/FfYz2A4.png)

The magic mythos of Highfantasy:
Spoiler (click to show/hide)

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Questions and Credits

Help! I can't - actually, how do any of these civilizations work!?
Check out (http://www.bay12forums.com/smf/index.php?topic=178840.msg8301543#msg8301543) the third post in this thread for a full how-to of each distinct civilization and tips on many areas of gameplay!

So what did you actually do? Why are you releasing this mod/pack?
Spoiler (click to show/hide)

Hey, did you consider adding classes like Paladin and Druid?
Spoiler (click to show/hide)

Are there graphics?
Spoiler (click to show/hide)

What mods are included? Are those mod authors being respected?
Spoiler (click to show/hide)

What is Highfantasy compatible with?
Spoiler (click to show/hide)

I'm a mod author too! Can I use your files?
Spoiler (click to show/hide)

---My Mod Promise----------------------------------------------------------------------------
   
Spoiler (click to show/hide)
Thank you for playing and enjoy the mod! And thanks to the all the first-year testers:
Spoiler (click to show/hide)

Highfantasy is also on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=2900159797) Discord (https://discord.com/channels/329272032778780672/1055920819827654726) Reddit (https://www.reddit.com/r/dwarffortress/comments/qbisbd/introducing_the_highfantasy_mod_civs_creatures/)

If you enjoy the content of Highfantasy, please consider supporting me on the dedicated Patreon page. The patreon will be used exclusively in relation to adding steam graphics. Link:
Spoiler (click to show/hide)



Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 03, 2021, 04:54:31 pm
README

This is the modlog for kiiranaux's dwarf fortress edits - Highfantasy Mod / Modpack.
This mod group is up to date as of: v0.47.05 (Feb 1 2021).

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Version History:
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Spoiler (click to show/hide)

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Release Features / Blueprint
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Polish and Bug "To-do List":
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Design Philosophy:
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Searching the raws:
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Spoiler (click to show/hide)

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Inspirations:
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Non-Raw Files added:
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Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 03, 2021, 04:54:55 pm
Playing the game and using new civilizations

Generating a world with all races: Using "number of civs: very high" should give all the civs as long as your world isn't "smallest".
   Every version of the mod also comes packed with one large generated world for that version, ready to go.
Selecting your starting civ: in fortress mode, the selected race is the one visible atop "Neighbors" list."
Embark: Every playable race is given a fleshed out default embark profile.
Forbidden tasks: If you can't build a necessary workshop, you must not have a unit with that labor turned on. EG elves, farming, "thresher"
Generic Reactions: No matter what version you are playing, you can always hotfix reactions using the "generic" reactions in the save file itself (not the main raws).

Civ Colors:
Spoiler (click to show/hide)

-------hUmans: (Incl. Tips from Brolol.404 and Jake)
Spoiler (click to show/hide)

-------elves: (Incl. Tips from ARP)
Spoiler (click to show/hide)

-------mer: The spotlight civilization and inspiration for this mod!
Spoiler (click to show/hide)

-------goblins:----(includes tips from Hordes)
Spoiler (click to show/hide)

-------hobGoblins:
Spoiler (click to show/hide)

-------sahuagin:
Spoiler (click to show/hide)

-------Orcs:
Spoiler (click to show/hide)

------kobolds:
Spoiler (click to show/hide)

------dark gnomes:
Spoiler (click to show/hide)

-------serpentfolk (naga):
Spoiler (click to show/hide)

-------half-Angels:
Angels are the "debug civ" that can do pretty much everything (although they still have unique position tokens and toy list).
Spoiler (click to show/hide)
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Playing adventure mode as a creature with a Lineage:

Lineage System overview:
Spoiler (click to show/hide)

Creatures that can have Lineages: Humans, Dwarves, Elves, Mer, Orcs, Goblins, and Halflings
Creatures that have non-lineage Special Castes: Hobgoblins, Sahuagins, Half-Angels and -Fiends, Great Dragons, River Drakes, Dragonfolk, Chimeras, Hybrids, Succubi, Lamias, Centaurs
Adventure mode Special Mentions: Lizardfolk are completely immune to most poisons and diseases. Naga are immune to psychic powers. Elves are immortal. Goblins don't eat or drink. Djinn follow the same advantages as elemental lineages (below).
Non-Civ playable adventurers: Animalmen; Harpies / Sirens; Ogres; Oni; Fauns / Satyrs; Nymphs/Dryad-likes; Jotun; Half-fiends; Shapeshifters; Wildmen; Stalkers; Dragonfolk; Psions; Naga; Aetherials; Redcaps; Gorgons; Blemmyes; Djinn; Dark Dwellers; Corroders

Starting as a Lineage caste in adventure mode:
Spoiler (click to show/hide)

Guide to lineage advantages:
Spoiler (click to show/hide)

Guide to elemental advantages:
Spoiler (click to show/hide)
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The Weapons of Highfantasy

Highfantasy balances all weapons so that nothing is "overpowered." Thanks to Sver's Combat Evolved, everything hits about the same, even new weapons like the Kusarigama and Ahtlatl and tools like the ladle. The exceptions occur with weapons that are created after a long or challenging tech tree, meaning the guns (see below) and the magestaff, which trains wizard skills.
Highfantasy reduces the damage done by unarmed strikes. Using the work of a couple mod authors, including Warlord's Vanilla Spice Revised, unarmed strikes are weaker, and most weak humanoid creatures won't use strong bites or scratches in combat either. However, overall body integrity is a bit stronger, with some organs healing faster and some joints toughened. The full joint rework from Sver is not included, due to invalidating too much of the vanilla wiki.
Highfantasy includes ranged weapon sets so your warriors will never club with their crossbows again. Unless you tell them to, of course. Otherwise, they'll go out armed with a "set of arms" such as a crossbow and mace, and attack with the mace when needed. Of course, you can always still craft ranged weapons by themselves if you see a need.

Guide to ranged weapon sets:
Spoiler (click to show/hide)

Guide to new armor sets:
Spoiler (click to show/hide)

Guide to new materials:
Spoiler (click to show/hide)

Guide to Gun Manufacturing:
Spoiler (click to show/hide)
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The Pursuit of Knowledge

Magic is an endgame system in Highfantasy. To start as a wizard, you need a grimoire (a spellbook), which you can make or buy, but crafting this grimoire requires a light yellow diamond - meaning you'll have to wait until you mine or trade one to get going with your scholarly studies. Even the grimoire only lets you study magic in general, to learn three weak spells. To proceed any farther, you'll need a focus.
Magic comes from many sources. Magic can be studied as a wizard in fort or adventure mode. It can be given or stolen as a secret from a secret-keeper. It can be unlocked through an encounter with a sorcerous being. A few magical creatures can even gift unique magic spells just for encountering them; these include Aetherials, Chaos Witches, and Cave Fish and Cave Swallow people.

Activating the Alchemy skill
Spoiler (click to show/hide)

Diamond in the rough
Spoiler (click to show/hide)

Finding your wizardly Focus
Spoiler (click to show/hide)

List of Spells
Spoiler (click to show/hide)

Secrets and their Tutelage
Spoiler (click to show/hide)
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Delving deep into the world below

Highfantasy is highly consistent with surface spawning. The foes that appear are evenly distributed across appropriate biomes.
Spoiler (click to show/hide)

Highfantasy reorganizes the caverns. One of only two big changes to vanilla wiki information, everything in cavern layer three has been "moved up" to layer two.
   Functionally, nothing is lost, since layer two was a "transition layer" with a combination of layer 1 and layer 3 creatures.
   This change can be easily reversed by using the optional version c_variation_highfantasy file, located in the optional files, without locking you out of the new creatures.
   (The other big vanilla wiki change is that animal men spawn in "good" biomes, not "savage." This is part of the mod story and also helps greatly with savage biome diversity.)
Cavern plant-life has not been changed. The following descriptions use the colors as currently previewed for the Premium release.

Layer One: The Moss-covered Cavern
Spoiler (click to show/hide)

Layer Two: The Twisting Passages
Spoiler (click to show/hide)

Layer Three: The Deep Darkness
Spoiler (click to show/hide)
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: PlumpHelmetMan on August 03, 2021, 06:40:57 pm
This certainly looks like an ambitious mod project with lots of intriguing features (had me at "siege engines", really). I'll definitely be trying it at some point, but probably not until I get bored of the vanilla worlds I'm currently playing in.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: Enemy post on August 03, 2021, 08:26:55 pm
Hey cool, I've been waiting for this to be released! Thanks for including my mods.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: PlumpHelmetMan on August 03, 2021, 11:26:33 pm
I'm pretty sure the answer to this question is "yes" because you seem pretty dedicated to keeping the vanilla experience intact and just expanding upon it but I'll ask anyway just in case: the vanilla "vault" angels are still a thing alongside this new angel civ, right?
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 04, 2021, 09:10:25 am
Quote
Thanks for including my mods.
It's a pleasure to spotlight your great work!

Quote
I'm pretty sure the answer to this question is "yes" because you seem pretty dedicated to keeping the vanilla experience intact and just expanding upon it but I'll ask anyway just in case: the vanilla "vault" angels are still a thing alongside this new angel civ, right?

Yes!
-Vault angels still exist in vaults, with slabs, as all three generated castes (soldier worker general). Think of these as the literal Angels.
-Occasionally a powerful angelic being gets outside the vaults, making an aboveground megabeast (Empyreon, children of gods)
-The angel civ are "half-angels." They are as if the vault angels went out and "met" the mortal races, and made a civ.
-The "angelic lineage" human, etc civ members are even more distant, but have useful powers.... like they had a half-angel ancestor.

Demons work similarly.
-Vanilla demons still exist in the underworld, with both generated unique, generated non-unique, and a few populations of HF demons.
-Occasionally a powerful demon gets outside the underworld, making an aboveground megabeast (lesser marilith or balor)
-Instead of a demon civ there is a wild population of "half-demons". They are as if a few demons while aboveground "met" the mortal races. They join civs like animalmen.
-The "demonic lineage" human, etc civ members are even more distant, but have useful powers.... like they had a halfdemon ancestor.

Two sides of the same coin, indeed!
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: Atkana on August 05, 2021, 01:51:49 am
So after playing around a little bit in adventure mode I've got a couple of questions:
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 05, 2021, 09:59:55 am
Hey Atkana! Forwarning that I'm not super experienced with adventure mode gaming, so this is very helpful to me.

Metallic Aetherium:
Spoiler (click to show/hide)

Killing zombies:
I'm a bit stumped on this one - let's gather some more data!
Spoiler (click to show/hide)

Next question, has anyone gone up against an undead force in fort mode and do you have similar trials? I'll be watching out for this myself!
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: Atkana on August 05, 2021, 12:18:42 pm
Killing zombies:
I'm a bit stumped on this one - let's gather some more data!
-What kind of being were you? Human? Harpy? etc
-What kind of zombies were you fighting - necromancer-summoned or shadowmancer-summoned thralls? Or some kind of unrelated creature like ghouls?
-Did you see anything different in the combat logs referring to special abilities, like, did they somehow have regeneration?
-Did you only fight with villager tool-weapons, or what other weapons did you try with?
-Any idea what materials their clothes were made out of? (IIRC, Highfantasy doesn't mess with vanilla clothing at all)
--On the subject of clothes, did they happen to be listed as "crude" (goblin, etc) or "rudimentary" (kobold)?
-We did reduce the damage from biting and scratching, and maybe the force multiplier for punches and kicks if a weaker race (human)

Next question, has anyone gone up against an undead force in fort mode and do you have similar trials? I'll be watching out for this myself!
As far as I am aware, they're normal zombies without any abilities, with the tower-dweller being called a necromancer, so it's possible that they're just vanilla zombies. I was a naga, who wasn't very well equipped for zombie fighting - just a spear, no big edged weapons or bludgeoning weapons - so that's why I was quite reliant on using their items to fight. In one of the screengrabs of the log, a slash from an iron noble sword, and a cut from an iron smallsword were both deflected by a dark gnome corpse's xsmall giant kakapo leather dressx.

After loading up my save and spawning in a jagged steel sword (a generated weapon?) I managed to behead a straggling zombie, and also managed to bash another's head in with their own Cryolite Sledgehammer after 3 heavy bashes. Though then going on to fight another with regular heavy punches and shield bashes yielded no results. It's entirely possible that some degree of luck is involved with this, as the usual raised zombies do get a really high toughness boost.



I realised as a better test, I should try things out in arena, which makes it easy to compare to vanilla. Using my newly-patented goblin-armed-with-an-iron-shortsword-standard (I know those weapons technically vary between the pack and vanilla, though) I tested how long it took for them to kill an unarmed goblin animated corpse. In the modpack it takes much longer than in vanilla (where fights usually only take a couple of seconds) for the goblin to kill the zombie (if they even manage that). Just to make sure it wasn't anything generally modpack related, I tested fights against 2 regular (non-animated) combatants, and their fights go as quickly as vanilla ones.

(All the extra magic effects made them hard to select, but I'm pretty sure I correctly managed to select a vanilla necromancer's "Animated corpse" in both instances)
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 06, 2021, 09:48:13 am
Quote
TL;DR - zombie toughness is currently higher is highfantasy, requiring greater time and some luck to kill them. Other combat is fine.

I'm not finding anything that explains this well. I know that Highfantasy nerfs unarmed strikes (especially scratch/bite), and that there are a few code interactions that might have made zombies stronger. Combined, I think you just have to go for those weapon strike critical hits. (Unless I think of something else).

However I'm relieved to hear it's not a general combat problem, that would have been a crisis! This is exactly why I avoided modders' changes to joints and to armor coverage - it's just a completely different combat at that point.

And yes, jagged steel sword would be a vanilla, generated weapon.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: PlumpHelmetMan on August 06, 2021, 03:31:21 pm
So really liking your mod so far, and what's more...think I have the honour of reporting the first bug.

I noticed while testing some things in arena mode that some of your creatures have the "nothing" placeholder name, which in my experience generally happens when a creature lacks individual caste names. You might want to go into the raws and double-check them all.

Otherwise, great stuff! Think I'll be playing this mod for a long time.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 06, 2021, 04:03:57 pm
Thanks Plump,
Quote
I noticed while testing some things in arena mode that some of your creatures have the "nothing" placeholder name

-snip- (incorrect analysis)
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: PlumpHelmetMan on August 06, 2021, 04:26:53 pm
I mean it shows up in legends mode as well, which is why I went into the arena to figure out which creatures it was affecting.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: kiiranaux on August 06, 2021, 05:11:58 pm
Ah, I see! Would you post a screenshot? The context of the screenshot could help a lot with identifying who's missing their name.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: PlumpHelmetMan on August 06, 2021, 06:08:53 pm
I can't right now unfortunately, but I'll do so at my earliest convenience (probably tomorrow at some point).
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: PlumpHelmetMan on August 06, 2021, 09:02:56 pm
I know just off-hand that the Calamity megabeasts are affected by the bug, but I'll report any others to you as well.
Title: Re: Highfantasy Mod/Pack 1.00: Civs, Creatures, Systems, Balance; No DFHack. [47.05]
Post by: Slots on August 07, 2021, 05:12:41 am
Here is a legends mode of a bunch of nothings.

(https://i.imgur.com/SlJUvyX.png)

Things to note however: I installed ontop of a LNP install with DFHack and the Meph+Vordak tileset enabled. Don't know if that would mess with anything related to to this.
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 07, 2021, 11:28:14 am
Version 1.0.1 is live!
This version addresses the name issues identified by Plumphelmetman and Slots. Thank you! Other polish is included.
This version does not introduce any changes that would substantially necessitate a new world if already invested.
Only ~10 raw files, plus the readme docs, were changed; sorting raws by date (Aug 6 + Aug 7) will show those and save a full install.

v1.0.1
Spoiler (click to show/hide)

Legends mode picture showing calamity megabeasts:
Spoiler (click to show/hide)
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on August 07, 2021, 10:26:49 pm
So funny watching orcs petting and talking affectionately to their siege engines. It's obviously a side effect of siege engines being coded as domesticated creatures for orc civs, but I still love how it comes across almost as an unintentional parody of stereotypical orc war culture. :P
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: Atkana on August 11, 2021, 11:06:01 am
Had another bit of a play with my naga adventurer (and checked out their raws) and came to notice a few things:
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 11, 2021, 11:55:42 am
Quote
orcs petting and talking affectionately to their seige engines

This will never get old!

Quote
Their fingers get attached to their tails.

The stuff of nightmares! Thanks Atkana. I've got this and the rest fixed for Naga (I'll release a version in the next few hours) - but the fingers thing is actually Warlord's bug originally, so I want to identify which other animalpeople are effected and send Warlord a pm with our changes. Cheers!
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: voliol on August 14, 2021, 01:10:12 pm
Ran the raws through DF Duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) and found two errors: seagull men are called "albatross men", and lorises are called "lemurs". There are also multiple creatures called "moles", "beak dogs" and "worgs", but I'm not sure whether this is an oversight or intentional, especially with the latter two.
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on August 16, 2021, 04:53:06 pm
Ran the raws through DF Duplisearch (http://www.bay12forums.com/smf/index.php?topic=175695.0) and found two errors: seagull men are called "albatross men", and lorises are called "lemurs". There are also multiple creatures called "moles", "beak dogs" and "worgs", but I'm not sure whether this is an oversight or intentional, especially with the latter two.

It seems the latter two at least are intentional, since I noticed in the arena that they have both diseased and non-diseased variants.
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 18, 2021, 05:29:59 pm
Hello all,

I hope everyone is making great stories with the mod! All issues identified by everyone have been fixed. I will put out a release tomorrow (Thursday) for this week. I missed last week's release due to the wildfires in South of France - I'm safe!

Quote
Beak Dogs and Worgs... have diseased variants

One rare but significant hazard in the mod, which I forgot to advertise, is the prevalence of multiple mineral-based sicknesses and creature-based diseases. They are important for a number of civs, including dwarfs (yay additional dwarf gameplay) and kobolds (who are at high risk for the above, which relates to cheesemaking.) The mineral-based sicknesses come from known toxic minerals in life; they were well-researched for the mod.
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on August 18, 2021, 07:50:23 pm
Something else I've noticed lately that I suspect is a bug...the majority of the populace of certain sites seem to have a tendency to be heavily frostbitten for no reason I can readily figure out.
Title: Re: Highfantasy Mod/Pack 1.0.1: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 19, 2021, 07:57:19 am
Version 1.0.2 is live!
This version addresses the tail fingers identified by Atkana, which has also been reported to the original mod author. Thank you! Other polish is included.
This version does not introduce any changes that would substantially necessitate a new world if already invested.
Only ~12 raw files, plus the readme doc, were changed from 1.0.1; sorting raws by date (Aug 14 + Aug 18) will show those and save a full install.

v1.0.2
Spoiler (click to show/hide)

Quote
The majority of the populace of certain sites seem to have a tendency to be heavily frostbitten.
Adding this one to the "unknown source" tracker. Offhand, my first questions are: are they wearing clothes? Is it a certain civ's sites or which ones? Possible vectors include clothing changes and, much less likely, body changes (what few there are). There aren't weather changes.

Also Voliol, great work on your creatures mod - I just found it for the first time and will be checking it out :)
Title: Re: Highfantasy Mod/Pack 1.0.2: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on August 19, 2021, 08:51:06 pm
It seems to primarily affect subterranean civs, as so far I've noticed it with halflings and orcs. And yes, they were all wearing clothes.
Title: Re: Highfantasy Mod/Pack 1.0.2: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: Splint on August 20, 2021, 08:24:57 pm
Glad to see this finally released. Here's hoping it gets some love given the amount of stuff that appears to have been popped in this.
Title: Re: Highfantasy Mod/Pack 1.0.2: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: Slots on August 20, 2021, 09:48:03 pm
Are the calamities meant to die of old age? I just noticed that the only one I had in my world did nothing for 21 years before it died of old age.

I also seem to have run into a nothing again.

Spoiler (click to show/hide)

Looking at the names in legends viewer tells me that they are philia.
Title: Re: Highfantasy Mod/Pack 1.0.2: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 22, 2021, 12:03:26 pm
Tagging Philia castename and Calamity maxages for the next version, they are not supposed to have one.

Plump: that's helpful. I strongly suspect this is related to the "crude" clothing introduced by Sver (not the same as the "rudimentary" clothing used by kobolds). Good guys, kobolds, hobgoblins don't use crude clothing, but I think everyone else does. And frostbite is related to clothing coverage amount - I bet the amount for crude clothing is too low. Will look into it.
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 27, 2021, 07:03:30 am
Version 1.0.3 is live!
This version cleans up demon megabeast spheres and spreading evil, and banditry for civilizations. It also ports a few bugfixes from the dwarven domestic animals mod and brings new features from Splint's Vanilla Expanded v9 (see Materials). Most importantly, it addresses code related to the "Tyrant" positions for multiple civs, which have been removed - explanation below.
This version does not introduce any changes that would substantially necessitate a new world if already invested.
However, many raw files and a couple speech files were changed from 1.0.2. Sorting raws by date (Aug 19 + 26-27) will show those and save a full install if desired.

v1.0.3
Spoiler (click to show/hide)

Ongoing efforts:
Spoiler (click to show/hide)

Player questions:
Has anyone hit cavern layer 3 yet? Currently, it's a bit lacking in HF, since the mod was balanced around a bunch of Uppercase Dinos living there, but then I disabled them by default. It's kindof barren right now with spiders, dryders, and the deadly visitor. I'm thinking of adding ZM5's Dementia creatures (from Lurks Below) as another optional module?
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: Splint on August 27, 2021, 11:06:52 am
I personally vouche for What Lurks Below in general.

Hopefully everything that's been frontported from V9 of SVE works properly, been a while since I messed with the glazes and its entirely possible I lost something during the mod reorganization.
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on August 27, 2021, 06:42:56 pm
I say go for it! In general, WLB has some fantastic creatures.
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on August 28, 2021, 08:41:47 am
Yep! I've been playing with it and the integration is really smooth. I'm looking forward to releasing it, but will take a bit longer to "swallow." I'm adding some crossplay with Spellcrafts and Highfantasy in general, as usual. Adding larger sets of content isn't something I'm planning to do often, but this one is a great fit.
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on September 02, 2021, 03:33:35 pm
Think I found another bug that I figured I should report. I enabled the cavern dinos just out of curiosity for my latest world, and it appears that they still show up as domesticated animals for aboveground civs like in the "vanilla" Primal mod. Kinda spoils the HFS mood I was hoping to create with them. :P
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on September 03, 2021, 04:17:57 pm
Plump,
Spoiler (click to show/hide)

Version 1.1.0 is live!
This version includes what is hopefully the final major addition to the mod in the form of key parts of ZM5's "What Lurks Below," adding fleshy, eldritch horrors to the third subterranean cavern layer. This fills the final to-do item of the mod as originally conceived by adding an eldrazi-inspired brood. As always with highfantasy, these creatures are integrated into the existing entities and this version has a clean errorlog. The version also includes the following:
-adds mundane animals from Voliol's Various Vivants
-cleans up the acquisition of foci for each of the 5 spellcrafting schools
-gives a major racial advantage to lizal and green dragonic things
-cleans up bugs related to the optional files, ensuring all optional files play well with the default files
As a major release, Highfantasy 1.1.0 includes changes such that starting a new save file is strongly recommended. The mod will continue to be updated with bugfixes as needed and, after the premium release, graphics.
Many raw files but no data files were changed from 1.0.3. A fresh installation into the raw folder is recommended.

v1.1.0
Spoiler (click to show/hide)
v1.1.01
Spoiler (click to show/hide)

Ongoing efforts:
Spoiler (click to show/hide)
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: PlumpHelmetMan on September 03, 2021, 04:31:20 pm
Yay more HFS!

Speaking of ZM5, would there be any complications to me adding ZM5's "Lands of Duality" mod on top of this or would that mess up the balance you've worked on so carefully?
Title: Re: Highfantasy Mod/Pack 1.0.3: Civs, Creatures, Systems, Balance. (Major) [47.05]
Post by: kiiranaux on September 03, 2021, 05:00:34 pm
Quote
Is ZM5's "Lands of Duality" compatible with this mod?
Yes! There will be errorlog errors but no significant bugs.

Quote
Can I add the rest of ZM5's "What Lurks Below" to this mod?
No, that will cause real and gamebreaking bugs including list-shift errors. You can copy unsued creatures over but don't drag and drop the files.

More thoughts:
Spoiler (click to show/hide)
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 07, 2021, 02:41:41 pm
I am really grateful for this modpack. May I ask if it is compatible with legends viewer?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 07, 2021, 09:42:30 pm
Thank you for the kind words Sanguis!

Quote
Is Highfantasy compatible with Legends Viewer?
Yes. To avoid DFHack installation bugs, I recommend using Legends Viewer "the old way", per its forum page:
Spoiler (click to show/hide)

--------------------------------------------------------------------

Updated the front page with compatibility information and some more general information.

Updated post #3 with a full breakdown of the Lineage system and how to play as your desired adventurer. This doesn't need a re-install, it applies to any version of the mod you're already playing; it's just the explanation.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: DwarfStar on September 12, 2021, 12:39:04 pm
I started a dark gnome fort a while back (v1.0.1) and I had a problem that I wasn't really anticipating. I understood that I would have very few weapons to choose from, but what I didn't realize is that being unable to produce axes meant, no access to wood. Is that intentional? I eventually got all the wood I needed after the first small invasion, that I was able to overwhelm with golems, brought an axe that I was able to use. I am fine with dark gnomes being meant to be a high difficulty, but it's hard to role-play this particular limitation. Do these gnomes, who are talented enough machinists to be able to build golems, really not have the technology to fell trees? Or did I just miss some reaction that would have let me build some kind of axe?

I'd suggest going one of two ways with it:

1. Give the dark gnomes some kind of poor-quality axe like stone or bone axes so they can chop wood.
2. Completely eliminate wood from the dark gnome reactions, even removing the carpenter, ashery, and wood burning workshops. They would need stone beds or something like that. This would raise the difficulty further since they would have no access to potash or charcoal.

I looked over the release notes for the versions since v1.0.1 and didn't see anything about this, but my apologies in advance if you've already addressed this.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 12, 2021, 04:56:09 pm
Hey DwarfStar, thanks for the great feedback!
Quote
Lacking axes, gnomes lack access to wood without invasions or trades.
It's intended behavior that gnomes not have the axe as a weapon, but not intended for them to lack wood. I appreciate you pointing out that this leads to un-fun gameplay and is not a flavor match either.

In the short term, this is a great time to talk about ModestMod's Custom Reactions - which you can use for any civilization regardless of what version you're playing on!
Spoiler (click to show/hide)

In the long term, for the next bugfix update, I have some other ideas. (Which might be a while, since there is nothing I need to work on that I know how to fix, and no other pressing needs or polish issues...and I want to let everyone play with their worlds and get more feedback on the balance in 1.1.01, and there's only one more polish/fluff thing I want to work on).
Spoiler (click to show/hide)

I will also do a pass over every civilization to make sure they all have the ability to at least craft an axe (except maybe elves). I was careful to make sure that everyone can craft either a pickaxe or a mattock, because not having the option at all is not fun, regardless of flavor, as you pointed out.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: DwarfStar on September 12, 2021, 05:31:39 pm
Well, honestly it wasn't all that un-fun, since the gnomes that didn't get beds from the deconstructed wagons didn't seem to mind too much. It was an interesting challenge not having wood, so I rushed magma and built copper pots, cages, and bins. It's more of a role-playing problem of trying to imagine the gnomes coming across an axe for the first time, saying "what is this wizardry?" In that scenario it's hard to reconcile them then having advanced carpentry skills.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 12, 2021, 05:58:45 pm
Quote
It's more of a role-playing problem of trying to imagine the gnomes coming across an axe for the first time, saying "what is this wizardry?"

You should sig this, I'm laughing myself to death!

Updated post #3 with some more information about the cavern creatures and reorganization. This doesn't need a re-install, it applies to the current version; it's just the explanation.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 13, 2021, 06:11:13 pm
Uh. I got a problem now. The captain asked me to kill an oni but they seem impossible to kill since they strike you in invisibility. is ther something i could do against it?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 13, 2021, 07:01:06 pm
Quote
Oni seem impossible to kill since they strike you in invisibility.

EDIT: See Atkana's response below. It is recommended to avoid the few creatures that hide in Highfantasy when playing adventure mode. For the next version, I'll up their challenge ratings to 11 so they are not assigned as quests, and increase their hide timer for DF mode.
(These creatures include: Oni, Stalkers, Skelk, Lesser Imps, faerie dragons, all 4 genie types, and all Shadow Lineage caste creatures. For the next version v1.1.1, due to this vanilla big, I will remove hiding from leser imps, faerie dragons, and genies.)
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Atkana on September 14, 2021, 01:18:29 am
Due to bugs in the base game, anything that hides in adventure mode becomes permanently invisible and essentially uninteractable. DFhack's reveal-hidden-units can be used as a workaround to undo their hiding so the game is playable.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 14, 2021, 07:21:07 pm
Hi again. How do one get a grimoire? crafting it requires a diamond but searching for gems only brings rock crystals. I also tryed shops but nothing was found.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 15, 2021, 11:00:00 am
Hey Sanguis,

That's actually intended behavior, it's supposed to be really tough to "suddenly" turn to magic studies. Although I'm open to suggestions for balance tweaks. You can:
-check human town Trinket Shops for diamonds
-maybe there's a human shop that sells tools and might have a grimoire?
-raid dwarf fortresses for diamonds and/or grimoires

Of course, if your objective is to play as a wizard, that's another story entirely - just start with a grimoire from Equipment -> Tools. My human adventurer from Save10 is carrying a Llama Wool Grimoire and a Sheep Wool Divine Focus, of all things...

Q: I'm going back and forth on giving the free "search for gems" reaction a chance to create a diamond, or adding a "search harder" option to get diamonds for those who are having the problem you are having.

Q: And for you Sanguis, in case you're really attached to your current adventurer, maybe you can try using the generic reactions... I'm not sure if they can adjust adventure mode on the fly, but it's worth a shot! (And I need to know that info anyway).
Spoiler (click to show/hide)
For fort mode, this can adjust reactions on the fly... I'm not sure if it works in adventure mode too.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 15, 2021, 01:52:52 pm
I've also been trying to learn magic over the course of many, many adventure mode sessions so this is extremely helpful to me as well. Thanks kiira!
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 15, 2021, 03:51:55 pm
;) my pleasure. By the way, almost all the information you could need about the magic system is on the frontpage now. There's like 99% parity between adventure and fort modes. The only differences are that
1. In fort mode, your diamond goes into the spell workshop, but in adv mode it goes into the grimoire itself to start.
2. Divine foci have different "backup" sources in fort and adv mode.

For anyone who's playing with the spellcrafts magic system prior to 1.0.3, the alternate-acquisition of foci has changed but the main mechanics of the magic system have not: Study magic, unlock a new focus somehow, study more magic with that focus.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 15, 2021, 04:47:00 pm
Thanks that worked! Another question is what are ''arms''? The game counts this things as weapons.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 15, 2021, 05:44:04 pm
"Arm" in general can be a synonym for "weapon", but what specific weapons are you referring to? Off the top of my head, could be referring to guns (aka "firearms").
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 15, 2021, 06:13:43 pm
I mean things named ''slinger arms'' ''thief arms'' watchman arms'' ''linebraker arms'' etc
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Splint on September 15, 2021, 06:52:06 pm
I mean things named ''slinger arms'' ''thief arms'' watchman arms'' ''linebraker arms'' etc

It's probably a workaround for using matched weapon sets (a slinger or crossbowman realistically wouldn't go into a fight with just a sling or crossbow for example,) to account for the jank around issuing multiple weapons to a single soldier.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 15, 2021, 07:12:49 pm
Yep. Thank Sver for this. They are ranged weapon sets.
One arms = 1 ranged weapon + 1 melee weapon, and people actually know how to use them.
They don't at all replace the melee weapons themselves, and i guess you can still make the standalone ranged weapons too if you like. Made the same way you'd expect, preferably from metal.

I need to add Sver's guide (ie, "a wanderer's arms is a crossbow plus an axe") to the front page info. I'll get to that soon.

Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 16, 2021, 08:18:19 pm
I just made a brimstone essence with my grimoire! What do I do with it next?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 16, 2021, 08:31:54 pm
Oh I figured it out. But the magma shot doesnt seem to do any damage at all. Does it depend on wizardry skill?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 16, 2021, 09:09:18 pm
Good job! You must be studying Pyromancy :) As you seem to have figured out, what you do is... eat it!

The brimstone essence is a VERY weak spell, that's why it's so much more common (21%) when studying pyromancy than the better pyromancy spells - Magma and Fireball (14%). However it should be doing SOME damage... what are you attacking? And I don't think it's based on wizard skill... it's just a material emission haha.

Also, I forgot to add to the OP, if you're doing an adventure mode character who will jump-start as a wizard, try to take some disease resistance! Studying magic is dangerous and mentally taking...
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 16, 2021, 10:54:40 pm
Oh I see. Thanks for the tip! My character at this point is an unkillable vampire killing 5 TRex not even getting hit once.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 17, 2021, 01:39:13 am
Aether residue only needed to make the planar tome?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 17, 2021, 08:51:39 am
Quote
My character at this point is an unkillable vampire killing 5 TRex not even getting hit once.
That's amazing, sounds like you're making some great stories haha

Aether residue is a "waste product" of many magic studying reactions, including the creation of a planar tome. The only use for it is to "reduce" it back into useful aether salts, in both fort and adv mode.

Edit: actually that's not true! In fort mode, there's the alchemy reaction "Contaminants of Stones" with two versions. One of the versions takes aether residue - and this version has a chance to produce a light yellow diamond (the kind needed for the spell workshop... comes a bit late in fort mode, but I'm going to copy this reaction over to adventure mode for the next version too :) )
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 17, 2021, 02:35:20 pm
Are the demons you summon always hostile even thou concidered tame?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 17, 2021, 04:20:48 pm
If so, I kind of actually like that idea personally. Summoning fiends from the netherworld to aid you in your battles should feel like a double-edged sword IMO.

Guess it depends on your playstyle, though.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 17, 2021, 05:44:00 pm
Oh. Ive been summoning demons for a while and got a magic aura in my inventory. What is it?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 17, 2021, 07:25:28 pm
Sanguis, I think you're trying to master all the different schools of magic haha... don't forget that there are also secrets to learn, and sorcery, in addition to the wizard school!

Demon summoning: you know the reaction is labeled with "EXTREMELY DANGEROUS", right?  :P  Yes, the reaction has [IE_MAKE_PET_IF_POSSIBLE], so if possible they WOULD be made pets, but most of the larger, dangerous demons CAN'T be made pets, only the little guys. So...yeah, it's extremely dangerous, and it's very tough even to grind out for a hexing focus.

Magic aura: that one's a little less clear. Is it a spell essence (fish)? If so it might be the aetherial spell "sense magic auras", and you just need to eat it. "Magic aura" is also the material name for silence burst and aether burst, although i wouldn't think there would be a material leftover from those, but maybe it's a leftover from casting one of those? Unsure, I'm grasping. Got any more info?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 17, 2021, 08:25:56 pm
I read about this item on spellcraft page. It is a sindrome bomb which explodes in your inventory. About hexing: do I need to actually summon the demons or only do the reaction to get it?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 17, 2021, 08:38:19 pm
Only do the reaction, I would suppose!
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 17, 2021, 09:01:06 pm
Finally! The legendary hexing focus! Where do I dump the two whole pages of demon summoning essence thou....
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 17, 2021, 09:16:13 pm
How many spells are there in one school? I already have 3 in pyromancy but new ones dont seem to appear
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 18, 2021, 11:44:50 am
Nice work on the hexing focus! Obviously you should go to a quaint field and use all those essences at once! ;)

Oh, I should add a spell list to the OP. As of v1.1.01:
Spoiler (click to show/hide)

These numbers seem wildly different, but I tried to make it so that it would take about the same amount of studies (~100) to get all essences in each school. And the numbers will be rebalanced a bit in the future. (As mentioned, I'm holding the next update until there's something major to fix).
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 18, 2021, 04:13:48 pm
Dementia indoctrination does not  appear  on the ability list. Does this list have a limit on how many abilities can you have? Or is it some other problem?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 18, 2021, 04:26:48 pm
Seems like it has a limit. Is there a way to fix it?
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 18, 2021, 04:52:49 pm
Now that's something I don't have any idea about. I hope this isn't a vanilla limit - I'm trying to think of any other mod authors who might have introduced so many abilities in the adventure screen...
If it's a vanilla limit that kind of sucks. But i guess then adventurers have to kind of choose how they specialize...
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 18, 2021, 04:55:38 pm
Or not. That gone completely strange. I ate an aether spell essence to check if the list has a limit. It did not appear. I reloaded the game walked a couple of locations and it appeared. But the dementia spell hasnt
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 18, 2021, 07:30:51 pm
I actually think this is an issue with the indoctrination spell itself - it has a few lines of code missing compared to other spell essences. I need to confer with erik to confirm whether it's a bug or intention, I don't quite have this one sorted out myself. But looking at the code, I bet if you get another new dementia spell, it will show up as normal!
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 18, 2021, 08:13:22 pm
By the way, where the chaos witch is found? They are people who read te pyromancy slab?
Ps: how can I disable mer before world generation? Their sites seem to be unreachable by other civs so in old worlds mer are billion and other are few.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 19, 2021, 09:53:48 am
I kind of thought that was why sahuagin were a thing, but maybe we need yet another warmongering ocean civ to further balance things out.

Unless there's a bug that means even other ocean civs are unable to reach each other, which I hadn't really considered.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 19, 2021, 12:23:45 pm
Also on the topic of bugs, I tried to start a gob fort but it seems that the default embark conditions for goblins are bugged since they don't have access to picks as a civ. I assume that's an oversight and not intended behaviour.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 19, 2021, 10:03:16 pm
Quote
Goblins are bugged, can't start with pick
Ah, the embark profile itself is bugged. It should give them "tunneler" instead of pick. I bet there are other civs with this issue; i'll review.
   Every civilization has a pick, but some of them have it listed as either "mattock" or "tunneler" instead. I may remove this, the mod has outgrown it; but anyway everyone can start with a pick. Let me know if tunneler isn't showing up for goblins, that would be a problem.

Quote
Where can I find chaos witches / pyromancy slab?
That's actually two different questions. Chaos witches are in the Magma Sea; they can swim in lava so they may come up to your fort from magma smelters or magma pools. The config file c_variation_highfantasy also give you the option to let them spawn on layer 3, which may or may not be the only way to see them in adventure mode (I'm not sure, can you visit the magma sea in adventure mode?)
    The pyromancy slab would be carried by pyromancers, who are secret-keepers that don't build towers (same with miracles secret, silencers, and druid/nature secret. Not all of these have slabs; some of the are just master and apprentice). Pyromancers are never towers, but whether they are slab or just master/apprentice is something I need to refresh myself on. I suspect just master/apprentice, so it may be quite hard to find one.
   One thing that IS bugged is chaos witches and other creatures dropping foci as a kill reward. It doesn't currently work right, but I think I've got it fixed for v1.1.1 eventually. (it was Extra Butcher Object, but you can't butcher sapients...now it's an "unusual corpse" in 1.1.1 instead).

Quote
Merfolk civs are too big
Interesting, I've never had that problem. For example Save10 has 9000 mer vs 40000 dwarves, elves, goblins. And as Plump suggested, the sahuagin and naga are supposed to help contain this. I'll make sure that both sahuagin and naga have "can expand over oceans" which should help more.
If you want to disable Mer, they are the first entity in the file entity_highfantasy_modded, which also contains sahuagin, halflings, and hobgoblins.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Sanguis on September 19, 2021, 10:29:04 pm
Thanks for the answer. I actually asked about mer becaue I have 9000 humans 5000 dwarves 5000 goblins 3000 orcs 30000 hangels aaaaand........ 96000 mer
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: Splint on September 20, 2021, 03:30:51 am
ocean-based civs in general tend to become very numerous very quickly, mainly due to a simple lack of competition. The healthiest civs in SVE (which this pack contains elements of,) are often the fish people, which I can only assume is because they don't really have to compete with the groundwalkers for settlement space or anything and they're largely ethically compatible with one another leading to infrequent wars at best among themselves.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 20, 2021, 09:22:23 am
Re: dementia indoctrination - I asked erik. I thin it's just a bug that you can't learn that one properly, and i know where the bug would be

Re: Merfolk:Agree with Splint, hence why there is additional competition. Edit: I did check the "ocean spreadiness" of naga and sahuagin, and it's identical to merfolk... I wonder if this was just a one-time boom or...

Sanguis, what strikes me about your numbers is that you have 30k hangels; I usually run worlds for about 75 years and usually there are less than 100 hangels left, which makes sense since they only create one single civ. How long are you generating your worlds for? Not that it's wrong, I just wonder if you're doing something I'm not. Also, you listed 6 civs, are you using the other 8? (Sahuagins, Hobgoblins, Naga, Elves, and the thief civs?)

Regarding secrets and slabs:
"Supernatural" = gift from the gods. "Teaching" = taught by master to disciples. "Recording" = Slabs. "Research" = does not currently work (due to being unfinished in Vanilla)
   silence: supernatural, teaching, recording, research
   nature: supernatural, teaching, recording
   fire: supernatural, teaching, recording
   shadow/birth: supernatural, teaching
   divine: supernatural, teaching
So shadow and divine secrets don't have slabs.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 20, 2021, 08:15:15 pm
So "shadow" and "birth" are two parts of the same secret? I was wondering why legends mode was always saying the shadowmancers in my worlds learned "the secret of unnatural birth".  :P
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: VABritto on September 21, 2021, 09:54:57 pm
I am loving this mod. Very good job mate!

Some comments I have so far:
1) The only incident I have had so far is that for some reason a 1 year old human girl died of thirst and hunger randomly. Don't know if it was her mother who just didn't feed her or what, but just thought you should know.
2) Some of the entity files need revision. The Augustus title of the hobgoblins wasn't working because it had a population requirement. Some others had that as well, I don't quite recall. There was also some problem with the tags, in which you used a tag from the goblin civilization as the person who was to appoint someone from another civilization (I think it was one of those aquatic ones, can't recall which exactly though - the one with the slavers)

I am currently playing as humans and am finding it very fun.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 21, 2021, 11:19:26 pm
Another bug I'd like to report, from some more testing I've done in the arena it seems that red dragons spontaneously melt as soon they're placed. No idea what could be causing this, since it happens before they even have the chance to breathe fire.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 22, 2021, 11:18:20 am
Welcome, VABritto, Thank you everyone!
Quote
Red dragons spontaneously melt
I think I've got this fixed; also applied the suspected fix to other red draconic things (adding "no heatdam point")

Quote
Some titles aren't working because they have population requirements
I'll learn how this works and fix it for the next version, which will be ready soon.

Quote
A problem with the tags in which you used a tag from the goblin civilization... to appoint
This one I can't find - I thought I fixed all these back in 1.0.3. Can you do us a huge favor and check again for where it is? I don't see the culprit.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 22, 2021, 04:03:04 pm
Thanks again for your help kiira. Really been enjoying this mod so far (I especially like the orcs, role-playing a sieger civilization is a lot of fun as it turns out, currently building my own personal version of Isengard in fort mode), looking forward to the next version! :)
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 22, 2021, 05:45:13 pm
Glad to hear it! That sounds VERY cool.
One of the best things about Highfantasy not using DFHack is that I'm excited to be able to push out a release very soon after Premium is released, and premium is gonna be HUGE for us because of the better ability to make aboveground structures.

I'm trying to trickle down the updates, I hate breaking peoples' (and my own) fortresses all the time. 1.1.0 was the last other mod imports I wanted to add and 1.1.1 should be pretty much the last content, there's a TON of changes but they're all very very small that build up to a nice core. From there it's just tiny bugfixes, which i can stock up until there's something that needs to be addressed badly. A loooot of people downloaded 1.1.0 so I'm conscious of that.

Plump I guess you can think of this Isengard as your learning experience and do it even faster this weekend! haha
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: PlumpHelmetMan on September 22, 2021, 06:35:16 pm
Lmao I guess I can, I've also started a dwarf fort in another more recent Highfantasy world of mine (which I've started recording the progress of in community games & stories *coughnotashamelessselfplugcough*). I might just hold onto a separate save of the current version for that one.
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: VABritto on September 22, 2021, 08:38:02 pm
Hey there Kiiranaux! I have downloaded a fresh install of Highfantasy to help on the bugfixes (on my own game I made my own little cosmetic differences just for rp purposes, like substituting instances of "royal" in Plains entity with "imperial" because the leader is an Emperor, that sort of thing).

So I'm writing as I see them ok? So sorry if it isn't that structured.

In ENTITY:PLAINS, [POSITION:hf_KING] has the tag [REQUIRES_POPULATION:140]. This will prevent the position from being generated. Removing it solves the problem.

In [ENTITY:RIVERS], all positions that are supposed to be appointed by [POSITION:VOICE] are actually with the tag [APPOINTED_BY:DRUID].

In [ENTITY:CUNNING], [POSITION:hf_KING] has the tag [REQUIRES_POPULATION:140]. [POSITION:MAYOR] doesn't have any tag for how it is selected so it will never generate. REQUIRES_POPULATION is not enough.

In [ENTITY:RELAXED], [POSITION:LEADER_HOBBIT] has the tag [EXPORTED_IN_LEGENDS]. This would make every mayor appear in the history file in the list of rulers. This should only be on those civ level leadership positions you'd consider the "rulers" of the country, because it is a list.

In [ENTITY:TOOTHY], [POSITION:LEADER_SAH] shouldn't have the tag [EXPORTED_IN_LEGENDS].

In [ENTITY:FALLEN], [POSITION:hf_KING] shouldn't have the tag [REQUIRES_POPULATION:140].

In [ENTITY:SLINKING], [POSITION:LEADER_NAGA] shouldn't [EXPORTED_IN_LEGENDS].

In [ENTITY:SNATCHING], position [POSITION:hordes_TRIBAL_CHIEFTAIN_GOBLIN] shouldn't have the tag [EXPORTED_IN_LEGENDS].

In [ENTITY:HISSING], it appears that the position [POSITION:LEADER_LIZ] is chosen by the Goblin position [APPOINTED_BY:hordes_START_POSITION]. I think you meant to have it be chosen by a Hissing start position, but you forgot to make it and used the goblin start position tag. Also it shouldn't have the tag [EXPORTED_IN_LEGENDS].

In [ENTITY:PLOTTING], [POSITION:LEADER_TECH] shouldn't have the tag [EXPORTED_IN_LEGENDS].

I hope this helps!

Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 22, 2021, 11:03:57 pm
Thank you so much, it was very generous of you to document these so thoroughly!
Also,this was the last info I needed to push out the just-finished update! So everyone can look for that Friday! (finishing up documentation)

EDIT: TONS of new documentation added to OP, post 2, and especially post 3.
Post 2 includes a changelog for the new update (v1.1.1 and v1.2.0)
Title: Re: Highfantasy Mod/Pack 1.1.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 24, 2021, 03:45:10 pm
Version 1.2.01, the Creature Class Update, is live!

(https://i.imgur.com/FfYz2A4.png)

This version finishes the final balance pass of the mod by reviewing and completely integrating magic spells, weaknesses, and resistances from all areas of Highfantasy. Lineage creatures are clearly associated and resistant to their own lineage; elemental creatures follow elemental themes; and magical creatures battle it out with competing powers. When you are ready to check out this version, a fresh install is recommended. Future versions will mainly address major bugs.

A great deal of information has been added to the OP post #3 explaining all elements of the mod; additionally, a "lore" dive into the mod's magic system and its internal consistency is present on OP post #1.

Versions 1.1.1 and 1.2.0/1 were combined into a single release. Where 1.1.1 covers the above, 1.2.0 introduces the following major features:
-adds Cryomancy as a "limited" fort/adv magic school.
-adds the Pristinely Ungifted humans, Failed Hybrids, more elementals, scarab beetles, and khezu
-restores Frost (Ice) Giants from Spellcrafts as a tribal/population creature, and two Fiends from Tb_dnd in their hell versions only.
-restores a number of creatures and plants from SPL vanilla expanded v9.1 and earlier
-continues and concludes balancing of magical focus acquisition, and incorporates the Magestaff into magical research
-works around vanilla bugs related to monsters "hide"ing
-finishes rewriting all major descriptions to match the vanilla format "A... creature... that...."

"Big Cats and Lap Dogs," a standalone and completely vanilla file that introduces two more common_domestic creatures, forest cats* and lap dogs, which perform the functions of dogs and cats, respectively, in case you really prefer one species or the other. They are 100% vanilla and in their own file, creature_highfantasy_domestic, so can be used with pretty much any other mod.
*They're based on servals, but are a little bigger. Although known from the savanna, servals do in fact inhabit oak forests.

Full feature list:
Spoiler (click to show/hide)
Title: Re: Highfantasy Mod/Pack 1.2.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: VABritto on September 24, 2021, 04:15:35 pm
Reporting bug: In [ENTITY:PLAINS], [POSITION:hf_LORD] should have the tags [APPOINTED_BY:hf_START] [SUCCESSION:BY_POSITION:hf_HEIR]
Title: Re: Highfantasy Mod/Pack 1.2.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: kiiranaux on September 24, 2021, 04:30:08 pm
Hotfix'd! Thanks for catching that early, before the weekend download rush! haha
Title: Re: Highfantasy Mod/Pack 1.2.01: Civs, Creatures, Systems, Balance (Major)[47.05]
Post by: VABritto on September 24, 2021, 04:34:42 pm
Hotfix'd! Thanks for catching that early, before the weekend download rush! haha

Glad to help! This will be fun! As always I did some personal modifications for RP purposes (I sent you a message with them in case you find them interesting), but will mostly be playing mod-vanilla, because your mod is pretty much how I always wanted to play DF lol
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 26, 2021, 06:43:45 pm
I am RPing that the Imperial Legate writes an annual report given to the Imperial Emissary when he visits. As such, I am writing a log of sort with things that were done. Here is what I have so far:

Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 26, 2021, 07:02:59 pm
Reported Bug: When I go to the military screen there is a "Lord" squad for some reason. When I click 'c' on top of it (the option does not appear, I just tried it), the game crashed. Not sure why. I tried it twice and it happened both times, so it is reproducible. How-To: Appoint a Lord > Go to Military Screen > Go to the squad named "Lord" > Press 'c'
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on September 26, 2021, 08:51:55 pm
Quote
I am writing a log of sorts with things that were done

This is so cool! I also love doing things like this. Excited to see more of your writing.
"Legate Tesgenatha was killed by an alligator in the end of the month of Slate. I, Ulek Lesec, take his charge as temporary Imperial Legate."  :'(

Quote
Lord squad bug
I'll start looking into this. It's interesting that the lord is given a squad; one is not created in the code. It's possible there is another tag that causes the position to automatically generate a squad. Anyway, in the meantime, advise not to use the lord squad, and it's not intended anyway!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on September 27, 2021, 07:30:26 am
Hello! Love the mod and playing as the Nagas :)
I have come across what I believe to be some bugs. Nagas are unable to make the Harpoon Guns, this due to the harpoon guns requiring STEEL stocks, while producing "STEEL STOCKS" it can only be made out of wood, checking for example the Details allows for setting the materials as wooden materials, this makes Nagas unable to assemble the harpoon guns since the stock that comes out is a "Cedar Stock" rather than a steel stock.

This can be due to in the raws? (I am not a raw wizard)
[REACTION:STEEL_STOCK]
   [NAME:make steel stock]
   [BUILDING:GUN_FORGE:CUSTOM_ALT_H]
   [BUILDING:GUN_MAGMA:CUSTOM_ALT_H]
   [REAGENT:log:1:WOOD:NONE:NONE:NONE]
   [PRODUCT:100:1:TOOL:ITEM_TOOL_STOCK_L:GET_MATERIAL_FROM_REAGENT:log:NONE]
   [SKILL:FORGE_WEAPON]
   [FUEL]
   [CATEGORY:STOCK]


It is set as LOG here whilst the reaction

[REACTION:MAKE_HARPOON_GUN]
   [NAME:make steel harpoon gun]
   [BUILDING:WORK_BENCH:CUSTOM_ALT_H]
   [REAGENT:lock:1:TOOL:ITEM_TOOL_SPRINGLOCK_L:METAL:STEEL]
   [REAGENT:stock:1:TOOL:ITEM_TOOL_STOCK_L:METAL:STEEL]
   [REAGENT:barrel:1:TOOL:ITEM_TOOL_BARREL_L:METAL:STEEL]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_AIRGUN:GET_MATERIAL_FROM_REAGENT:barrel:NONE]
   [SKILL:FORGE_WEAPON]
   [CATEGORY:SPRINGS]

I think this calls for a metal stock?

Nagas are also unable to produce the Harpoon ammo. As they do not appear to have the reaction to make it available to them in the entity files. I think they need the following reaction [PERMITTED_REACTION:HARPOON]

Also Nagas appear to be unable to produce many of the coral crafts and weapons available to the MER in the reaction_highfantasy file. Their only permitted reactions regarding coral stuff/relating to the aquitects workshop is

-SI-   [PERMITTED_REACTION:FLOTSAM]
-SI-   [PERMITTED_REACTION:JETSAM]
-SI-   [PERMITTED_REACTION:naga_CORAL_BLOCKS]

This may be what you intended, that the Mer have access to the coral crafts/furniture/weapons and not the Naga, but since the Naga has the Aquitects workshop aswell it could be an interesting idea to include even the Naga in accessing those reactions.

Made an account just to say thank you for this cool mod (first post) :P And maybe help out some with a bug report.

-Best Wishes: Chbost

Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on September 27, 2021, 08:22:52 am
Quote
Naga are unable to assemble STEEL stocks
You're completely correct, this is a bug. Luckily everyone can fix this without any damage to their worlds! Simply go into your raws in the SAVE file (must be the raws specific to your save!) and change the 2 lines
Spoiler (click to show/hide)

Quote
Naga are missing the reaction to make harpoon ammo
Right again! To fix this one, you'll need to edit one of the generic reactions in your SAVE folder raws under reaction_modest_generic:
Spoiler (click to show/hide)

Quote
Naga don't have access to coral craftsmaking
This one is intentional, to differentiate the civs, but just like other players, there's nothing stopping you from taking one of the other coral reactions you want to play with, and using it as GENERIC_1 or GENERIC_2. Please post here if you're having any trouble editing those reactions on the fly; there's no need for you to start a new world at this time :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on September 27, 2021, 10:49:31 am
Thank you for your quick reply!

The aformentioned fixes worked :)

Another problem i appear to be having is that the Forge Bayonet/Reforge Bayonet appears to be consuming the resources yet not producing the "blade" which leads me to think something might be wrong there? (Tried Steel bars + reforging copper weapons into bayonets, each time (tried 10 times in a row just be safe) reaction consumes charcoal + bar/weapon yet no output is being made) I belive i have looked at the raws and i cant find anything wrong with it under reaction_guns.


Another thing which might be a design choice or not just thought I would mention it. Played multiple Naga fortresses, the only producable "clothing" (Cloth/Silk/Yarn) is crude caps and loincloths, leading the nagas to have "Embarrasing thoughts about having the chest area uncovered" and eventually having multiple "felt humiliated dwelling upon having no shirt" which increases stress over long times. I have always put every civ member into the militia to forcewear leather crude lamellar armour to avoid this. Naga can produce tunics/all other cloting using FEATHER under clothiers shop but this is hard to come by, is this intentional?

Best Regards: Chbost
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 27, 2021, 10:57:34 am
This one is intentional, to differentiate the civs, but just like other players, there's nothing stopping you from taking one of the other coral reactions you want to play with, and using it as GENERIC_1 or GENERIC_2. Please post here if you're having any trouble editing those reactions on the fly; there's no need for you to start a new world at this time :)

This is one thing I love about DF. You can pretty much custom make your own experience the way you like it on the fly. It is the closest thing I've seen to this day to "playing make believe" in a video game.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on September 27, 2021, 12:09:26 pm
Quote
Forge Bayonet/Reforge Bayonet appears to be not producing the "blade"
I'm a bit stumped by this one! Are you sure the bayonets aren't being moved to a "tool" stockpile of some kind? They are tools like foci, stepladders, etc. We can do some more testing - I rebuilt Blackpowder from the ground up and I think you're the first to work on its systems.
Again, as a hotfix for your world,
Spoiler (click to show/hide)

Quote
Played multiple Naga fortresses, the only producable "clothing" (Cloth/Silk/Yarn) is crude caps and loincloths, leading the nagas to have "Embarrasing thoughts about having the chest area uncovered" and eventually having multiple "felt humiliated dwelling upon having no shirt" which increases stress over long times. I have always put every civ member into the militia to forcewear leather crude lamellar armour to avoid this.
Ahhhhh, I think I finally know where the frostbite bug other people talked about is coming from. It's intentional but not working as intended. In the next release I'll give all the crude armor civs some kind of simple shirts and pants too. For now I recommend beating up some local GOOD guys, eh? Also I love your workaround, that does the trick too.

Quote
I love about DF. You can pretty much custom make your own experience
I could not agree more! Now, oops, I should take that, my master beekeeper is complaining that the Minidwarves are on strike again. Fort life goes on!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 27, 2021, 02:14:01 pm
Is the effects of not wearing clothes hardcoded? If it isn't, maybe you can create your own just for them, something like [SAVAGE_CLOTHING] or something like that, with no necessity of covering the chest. But I'm just spitballing here, not sure if it is even possible lol

Also a question: How do you suggest one go about starting a mod, mate? You have inspired me to try my hand on it. I don't have time properly, because I have a baby to tend to besides the usual responsibilities of life, but I do feel like giving it a go one of these days.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Splint on September 27, 2021, 02:22:51 pm
Is the effects of not wearing clothes hardcoded? If it isn't, maybe you can create your own just for them, something like [SAVAGE_CLOTHING] or something like that, with no necessity of covering the chest. But I'm just spitballing here, not sure if it is even possible lol

Also a question: How do you suggest one go about starting a mod, mate? You have inspired me to try my hand on it. I don't have time properly, because I have a baby to tend to besides the usual responsibilities of life, but I do feel like giving it a go one of these days.

Far as I know it's hard-coded, though I think there's a specific personality trait that can mitigate it (I forget which one.)

I think old kobold mod stuff got around it with "shirts" that were just called necklaces or what have you, so if the Naga are meant to convey a tribalistic feel, can just make their clothing be appropriate items. That's how I implemented things like hammer, axe and anvil pendants, dogtags and various necklaces. Like "Braided leather neck-chords" or crude harnesses or whatever.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 27, 2021, 02:42:49 pm
Is the effects of not wearing clothes hardcoded? If it isn't, maybe you can create your own just for them, something like [SAVAGE_CLOTHING] or something like that, with no necessity of covering the chest. But I'm just spitballing here, not sure if it is even possible lol

Also a question: How do you suggest one go about starting a mod, mate? You have inspired me to try my hand on it. I don't have time properly, because I have a baby to tend to besides the usual responsibilities of life, but I do feel like giving it a go one of these days.

Far as I know it's hard-coded, though I think there's a specific personality trait that can mitigate it (I forget which one.)

I think old kobold mod stuff got around it with "shirts" that were just called necklaces or what have you, so if the Naga are meant to convey a tribalistic feel, can just make their clothing be appropriate items. That's how I implemented things like hammer, axe and anvil pendants, dogtags and various necklaces. Like "Braided leather neck-chords" or crude harnesses or whatever.

That's a great idea. That would basically solve the problem and keep the original desired aesthetics!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on September 28, 2021, 09:31:20 am
Hello again!

Quote
"Are you sure the bayonets aren't being moved to a "tool" stockpile of some kind?"

Positively, I have made over 100 bayonet reactions in my "larger" world and watching multiple of these reactions closely to see if something even spawns, also checking stockpiles/inventories of nagas/lists of items.

I have tested multiple smaller worlds (starting as Nagas with equipment to forge/reforge multiple bayonets) I am still unable to produce them. One peculiar thing might be worth mentioning in that I am using DF Hack, when setting up a production order of bayonets the workflow plugin is unable to detect "output" even when i specificly detail for example "brass bayonets" or "steel bayonets". What is also interesting is that bayonets can be made from almost any material including what I believe are "placeholder" effects from magic such as Energy, Twilight Flames, Ice. But it can also be made from Vampire Dust or Quicklime. I have no idea if this is due to DF Hack I do not belive it to be so, since all other features are working correctly and I appear to only have this problem using the Bayonet reactions.

Are you able to forge bayonets or have you tested it? If it is just on my end it is probably some df hack-sorcery going on.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 28, 2021, 09:56:30 am
From what I heard, the HF Mod is not compatible with DF-Hack.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 28, 2021, 10:56:49 pm
So this was basically my first year:

Spoiler (click to show/hide)

It seems Matug died because she couldn't hold anything yet insisted on drniking from a cup. Rather bizarre way to go.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on September 29, 2021, 12:52:31 pm
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"shirts" that were just called necklaces
I agree with VAB, this is a fantastic idea. I'll use it as part of the fix for next version. Some of the crude armor civs will get regular shirts and pants, etc though. As always, no new version until I've got a significant bugfix, so people can keep enjoying their worlds.

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Compatibility with DFHack
I really have no idea on this one, it's possible DFHack works fairly well with HF, and if it's helping someone play the game they the way they want to then I'm happy for them; it's just not supported. You'll thank me when HF is one of the first mods out post-Premium ;)

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Making bayonets, and is it a vanilla bug or a dfhack issue?
I have not made a bayonet in my forts yet, i'll get on that. I'm unsure if this is a dfhack issue, but let's assume it's not until I can confirm things are working on my side.
However one thing you said does catch my attention - "bayonets can be made of anything." That shouldn't be right, they are [NO_DEFAULT_JOB] so they can only be made from the exact reaction, and the exact reaction calls for BAR:NO_SUBTYPE:METAL:NONE (any metal). I need to take some time to make sure that reaction is working correctly in no-df-hack fort mode, and then I'll comment on this again.
In the meantime, please remember that you can edit the reaction output on the fly anytime to use without waiting for a new version and world:
Spoiler (click to show/hide)

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How do you suggest one go about starting a mod?
Mods come in different flavors. Adding a simple creature or plant, adding a new material/tool/weapon, adding a new reaction, and adding a simple civilization, or all of the above+more. Because Highfantasy uses the vanilla setting, it's a good place to deconstruct my work (and others' work) and see how it works:
Spoiler (click to show/hide)

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46th year of the reign of His Imperial Majesty, Emperor Inbew of the House of Huram
Loving your little group of settlers. Sounds like a fortress that viewers would love too, you're welcome to post some spoilered screenshots! Why couldn't Mrs. Matug hold anything - was her hand crushed or something? I wonder if one could have force-fed her if she was hospitalized or such. Tragic!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 29, 2021, 02:02:22 pm
Loving your little group of settlers. Sounds like a fortress that viewers would love too, you're welcome to post some spoilered screenshots! Why couldn't Mrs. Matug hold anything - was her hand crushed or something? I wonder if one could have force-fed her if she was hospitalized or such. Tragic!

Thanks mate! I'll post some screenshots when I get some down time. So far it's very crude and simple. A meadhall connected with a kitchen + still+ food storage room, connected with a makeshift hospital. With a small shrine sharing a wall with the meadhall. All this on top of a hill that had its ramps removed except for in two strategic positions, where gates were placed on the top and the base of the hill. With a well made with a reservoir underneath channeling water from the river and controlling the flux with bridges working as floodgates. I am also digging a "drainpipe" tunnel that would lead out of the hill and controlled with bridges as floodgates, to remove all the water from the well if I ever want to change the layout of the system safely or if I ever want to, for some reason, inundate the valley below. Random workshops are scattered throughout the place, as well as a well and levers. That's basically it so far lol But I plan on making a castle on this hill. Down south from it is a pretty steep cliff going down to a large valley (but still with ramps going down the cliff side). I plan on the actual settlement being there, on the valley below. This part of the settlement would be the castle. Where everyone would run to when problems arise. But they would actually live in the valley, each having their own house and with buildings for each workshop etc. I could then convert the drainpipe tunnel into an aqueduct ending in another underground tunnel feeding another well lol Then I can just feed them as needed so everyone would have water and not need to go up the hill and to the river. On the north a small river is present and it goes all the way south-east. And it falls on a magnificent waterfall because of how much lower the land is on the other side. It is actually a pretty incredible landscape and a perfect place for a human settlement lol I'm liking it a lot.

Matug was unfortunately attacked by alligators on the month of Slate. And very brutally so. She only survived because they ran straight to our lions and an epic fight between them ensued and the alligators ran. We didn't have equipment to treat her at first and when we could take care of her the damage was irreversable. She lived though for almost a year, but she couldn't walk (I think she was crawling the whole time, don't know why she didn't grab crutches) and she couldn't hold anything. I felt pitty on her and let her stay without working no problem. Would keep her safe and well indefinitely but she kinda kept insisting on drinking with a cup, but couldn't actually grab anything so she kept trying until she died. She died on top of the craftsdwarf's shop, on a pile of cups. Sad stuff. It is all written in the Report, it is just a pretty long report xD
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on September 29, 2021, 03:21:45 pm
I see, I had already read the first half of the report so I skipped to the second half, and forgot that she had been mauled. Et quelle mort ironic! - what an ironic death!

The blueprint of the fort in relation to geography sounds outstanding, make me want to make something similar!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Splint on September 29, 2021, 03:56:12 pm
Quote
"shirts" that were just called necklaces
I agree with VAB, this is a fantastic idea. I'll use it as part of the fix for next version. Some of the crude armor civs will get regular shirts and pants, etc though. As always, no new version until I've got a significant bugfix, so people can keep enjoying their worlds.
To be specific with how I did those necklaces, I made them very tiny on the layer stuff (so they would be wearable with the rest of an outfit, assuming one isn't gaming the system with their uniforms,) and had them set as an over layer item, similar to cloaks and such, with very small coverage. Sometimes as a result, metallic pendants would still actually save people from injury, since they were considered civilian wear.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 29, 2021, 04:13:48 pm
I see, I had already read the first half of the report so I skipped to the second half, and forgot that she had been mauled. Et quelle mort ironic! - what an ironic death!

The blueprint of the fort in relation to geography sounds outstanding, make me want to make something similar!

I'm glad you liked it! Later I will post images to show exactly how it is and what I plan to do with it.

Also, notice that in the Report it is said that the Necromancer Uwsho was born "before the Triarchy". It is because in the lore of this world (that I am making up as I go along) I have made that humanity was under one Emperor before world gen (the world existed and history existed), but the Empire fell into a series of civil wars one after the other until we got something like a Diocletian moment in which the three most powerful warring generals simply agreed to each be made Emperor of one third of the Empire. Each third is its own realm with its own command and such, and they are not loyal to the other two Emperors, but they still feel a sense of themselves being part of "one united Human Empire", just under three Emperors each with his own "jurisdiction". Two of the jurisdictions stabilised under dynasties. The one we follow is under the jurisdiciton of Emperor Inbew, who has reigned for whopping 46 years (he is old). He is the son of Emperor Huram. Huram assumed power after the first Triarch of his jurisdiction (Emperor Ihdetre) died without heirs after reigning for 36 years. His family is a family of warriors and explorers and they were descended from Lords and Ladies. So nobility through and through. The second jurisdiction that stabilised itself is the one under Emperor Acsutdusha. He is the son of Emperor Hashestrok. Hashestrok was actually one of the three original Triarch Emperors, so Emperor Acsutdusha kinda represents the original imperial line of the Triarchy. From his history I see that he was a criminal so I imagined him being an unsavery character. The other third of the Triarchy never stabilised at all. It has been ruled by three successive Emperors, none related to one another. So I imagine this group is more of the "wild frontier" part of the Empire, with their Emperors never managing to keep a solid grip on power. Now the Empire has three Triarchs: Emperor Inbew (ruled so far 46 years, he is 86 years old!), Emperor Acsutdusha (ruled so far a whopping 58 years, he is 106 years old!) and Emperor Tedra (ruled so far 14 years, he is 57 years old).
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on September 29, 2021, 04:58:00 pm
Neat, so that's basically how you're dealing with humans having three separate civilizations, right?
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on September 29, 2021, 05:03:39 pm
Neat, so that's basically how you're dealing with humans having three separate civilizations, right?

Exactly! I am role playing that they are considered one Empire divided into three. Kinda like how the Roman Empire was in the Tetrarchy or in the Middle Ages with the Holy Roman Empire (Western) and the Eastern Roman Empire (also called "Byzantine"). Because I like to study Medieval Political Theory, whenever I hear the word "Emperor", the idea of "universal" always comes to mind. As in, for Medieval People there was always only one Empire. I wanted to reflect a similar concept in this game, being that I am playing as a human.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on September 30, 2021, 10:10:43 am
Hello again!

I have recently tried my hand at the spellcrafts part of the mod, as the nagas tend to swim in goldbars after a few years I decided to try to sacrifice a goldbar in the "Holy Altar Building". Got some new cool powers I assume (from the combat logs some gesturing appears and such). I have noticed one funky behaviour though. Sometimes the reaction spawns 150 items from the "spawn list" such as i got 150 obsidian boulders at one time from 1 reaction later onwards 150 marble boulders. I later got 150 silver whips running the goldbar reaction. This does not seem right or maybe it is? Just checking.

Tried the reaction 3 times in a row just to see what would happen and I got lucky i guess and now have 450 silver whips, so I guess my trapcorridor is all set xD.

Anyway the necklaces idea sounds really good or some tribalwear, the merchants I recieve tend to sense that my civmembers are not very well dressed and such bring massive amounts of leatherbins (filling up their entire wagonspaces with it) even though i already have 30+ leatherbins + loincloths/boots/caps/leatherarmour covering all bodyparts. I think this is due to the lack of "tunics"/non-armour bodywear and a lack of socks/shoes.


Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on September 30, 2021, 07:08:26 pm
Hey kiira, just became your first Patreon backer.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: FiveBalesOfHay on September 30, 2021, 07:17:35 pm
Is this mod supposed to use a tileset? Because the tiles are all weird.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on September 30, 2021, 07:28:51 pm
Not as far as I know, I noticed some of the tiles were different as well but I think that's just by design.

Come to think of it, why did you change so many of the tiles kiira? I'm quite curious now that it's been brought up.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 01, 2021, 04:26:59 pm
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Just became the first patreon backer

Thank you so much! I noticed, and it's really appreciated. As I said I'm just gonna save that for coffees for when it's time to do the premium / graphics update :)

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Sometimes the reaction spawns 150 items from the "spawn list"
Looking into this, that's curious. Will report back if I find an obvious solution.

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Changed tile sets / using a tile set
HF is not supposed to use a tile set, per say. This change comes from Modest or Revised or Vanilla Spice, one of the three foundational vanilla expanding mods that were the first three I installed into HF. It causes a bunch of issues with lazy newb pack, too... it's on my list to go through and undo, however, I'm not going to worry about it until premium is here and it's time to add new sprite hooks for every creature/plant/etc. Not going to be a fun time.
Folks who are describing issues, that's when using other tile sets or something, right? I don't think these are present when just using a fresh bay12 install, but I'm all ears if that's incorrect...
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 01, 2021, 04:38:25 pm
I mean I've never used a tileset but some of the tiles are still off for me, not that it's a huge deal (just a few little things like ground vegetation being represented by the "." vermin tile or soil tiles being represented by "Ä"). Overall it's just something I got used to, I won't lose sleep if you want to prioritize the more pressing bugs like the ongoing frostbite problem.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 01, 2021, 06:41:08 pm
So the ground vegetation is a config setting found in DINIT or INIT. You can change it any time! I use it to reduce visual clutter.
The soil changes are what i'm referencing, that one of the baseline mods changes for some reason, which I need to double check why.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 01, 2021, 06:56:40 pm
Also another potential bug (sorry don't mean to overwhelm you with bug reports haha): are night troll lairs supposed to be devoid of the vanilla details like cauldrons, meat cleavers, piles of prepared humanoid flesh, etc? I always found those little details to be quite immersive and creepy in the best kind of way in vanilla DF, yet the one I visited in adventure mode recently was completely bare like an animal's den. Granted, I suspect that particular lair was abandoned since the night troll never showed up either, I'd just like to know whether I can expect the same to be the case for any other night troll lairs I might encounter.

I've noticed a similar case for the CAVE_SIMPLE civs, which no longer appear to be littered with all the traps and elaborate passages and such that kobolds like to use in vanilla. Is this, as I've pondered, a deliberate quality-of-life alteration now that those civs are actually playable?
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 01, 2021, 08:45:41 pm
Possible bug report: The merchants got to the trade depot. But after that left randomly without any explanation. I don't know if it was because I have lions guarding the entrance and they got scared. But I just found it strange lol
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Splint on October 01, 2021, 09:40:56 pm
Possible bug report: The merchants got to the trade depot. But after that left randomly without any explanation. I don't know if it was because I have lions guarding the entrance and they got scared. But I just found it strange lol

Check for wagon wood, something probably spooked one of the merchants or attacked a draft animal, causing the wagon to scuttle. Alternatively, they may have been carrying something that boiled at a high enough temperature to damage and scuttle the wagon, so check for any out-of-place residue. My money is only keas or other thieving animals or the boiling-stuff theory.

So the ground vegetation is a config setting found in DINIT or INIT. You can change it any time! I use it to reduce visual clutter.
The soil changes are what i'm referencing, that one of the baseline mods changes for some reason, which I need to double check why.

Also man, I wish I had this level of engagement with my stuff, seems you've done well kiiranaux  :P And if it has anything to do with any minerals from my mod, let me know so I can fix it. I tend to just ignore non-serious errors like that and nobody has said anything in SVE's thread about it.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 01, 2021, 11:02:12 pm
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Also another potential bug
No worries, I love this stuff, always happy to keep polishing the play experience!

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night troll lairs
Vanilla night troll lairs should absolutely still have the creepy details, I bet the one you found was abandoned. Now, there are new non-generated night trolls in highfantasy - lamia and succubi, plus maybe some from spellcrafts? - and they have some but not all the characteristics of generated night trolls. Actually you might have found a LAIR that didn't belong to a NIGHT TROLL but just to a LAIR-making creature. For example, a harpy or a rodent man.

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cave simple civs
With current vanilla limitations you can't be a CAVE_SIMPLE civs AND let them be playable (which sucks!), so kobolds and gnomes are now FORT_SIMPLE civs. Halflings and lizard men are still CAVE_SIMPLE, so they still have the cool traps and passages, as far as I've seen! Every kobold camp mod i've ever seen starts by making them not CAVE_SIMPLE, because you have to  :(

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merchants
Could be vanilla, we'll keep an ear out for the different possible explanations. If anything is spontaneously combusting, definitely call that out for a fix.

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Level of engagement
Splint I'm so greatful for your work! I would have never had the time to put all these little things together, but for the past two years, I've been keeping track of things I liked, and with everyone's work I have more time to smooth and balance everything.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 01, 2021, 11:06:25 pm
Mine was definitely procgen, the lord I took the quest from identified it as a "night creature", but you're right it was probably abandoned and that lord was just a bit behind the times.

The strangest thing in regards to the cave civs is that in the original version of the mod the first adventurer I played was a halfling and they started out in a cave that looked the way it should, so I suspect it's a bug specific to newer versions of the mod.

Worth noting though that I've only played two or three halflings/lizal starting from their native civ in the current version, so I'll keep playing to see whether or not it was just a quirk specific to a particular worldgen or something.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 01, 2021, 11:15:34 pm
Ah, see, not a bug, rather, I didn't make it extremely clear that halflings and lizardmen are actually /not/ fortress playable. So if you started as a halfling/lizal, you should see the "cave that looks the way it should"- in this version or any previous. If you started as a kobold/gnome, the cave will look empty, in this version or any previous!

But are you saying in the current version you start as a halfling or lizal and the cave is still boring? That would be a problem!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 01, 2021, 11:45:26 pm
Yeah the latter is what I'm saying, though this wasn't the case in the first version of Highfantasy when I played it.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 01, 2021, 11:53:03 pm
Ok feel free to disregard all complaints related to cave civs, it appears it was just a crappy worldgen because in my latest world halfling/lizal settlements are generating as they should. Sorry for the mistaken bug report.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on October 02, 2021, 07:01:16 am
Hello again!

I decided to do some experiments with things I thought might be weird or potential bugs before reporting them, I tested them with my world with DF-Hack and also in a fresh new install of DF with only HF (no tilesets no dfhack no nothing).

In the new install bayonets are still not working for me and it also available to be crafted with pretty much anything from Abominable fog to Yellow diamond (just thought I would double check, still not a major issue I can still use your fix thanks btw :) )
I have noticed a new bug with the spellcrafts, so when I craft Spellcharges in the wizards studio, I believe they do spawn but they evaporate almost immediatly, clouding the room in a burst of aetherium which incidently starts decaying all flamable items, for example the table (if it is made out of wood) thus dismantling the workshop due to its components being "burned up" (wooden table can be seen deteriorating until it dissasembles the workshop) and also the grimoire if it is close by, my grimoire was also made out of aether salts, I dont know if this is supposed to be if it is taking the correct resource and assigning its name.

Crafting other items (so far as I have checked do work) for example the wizards staff (the one which the spellshards are ammunition for) crafts without incident. Again I am 100% sure that the items are not being moved anywhere and that it is not a compatability issue due to me testing this with base DF 47.05.

Also tested the Holy Altar again this time using a flesh sacrifice, it spawns the correct items I think: using 5 slave meat gave me 3 marble.
The goldbar sacrifice still gives 150 items.


This was all tested in fortress mode with the Naga Civ in a fresh install.

Hope this will help alittle with narrowing down some bugs. :)

On Another non-bug note maybe more a balancing factor?, the Nagas are insanely strong in combat, I have had non-trained nagas using copper crude armour take out alot of invaders, from orcs to humans to sahuagians, I had 1 naga whom killed 20+ sahuagins all by himself, he charged the sauhgins knocked them down, bit them making them paralyzed and stunned, (naga venom) he then shaked them around (sauhigins are bigger? so he should not have been able to do that?). Their swipe attack also almost always (tail swipe) knocks away hostiles very far, making it a very strong attack. Naga tridents also only cost 1 bar to make, and they are very lethal, making them out of steel they are able to punch through pretty much everything.

Also Nagas tend to still use their tail to grasp weapons? So sometimes they use their arms, but if they have been wounded they resort to using their tail to wield one hand items (it does not say strapped to tail), also multigrasp items appear to be used with their tail, for example I had a swordsnaga using a two-handed sword equipped at the tailslot. (I am using the latest HF version, Ive read somewhere about a fingers on tail bug before, they appear to be still able to hold items with their tail (maybe it is meant to be, I personally think its kinda cool)).

I know they are a "superbad" and maybe they are supposed to be very strong since you write that they are very good at fighting and such, just thought I would mention it if it is something you would want to know. Maybe they are just realy strong, but the trident price might need to be upped abit since cranking out steel tridents for all civ members is very viable due to multiple aquitects workshops, and could probably be made to be in line with the costs of other weapons such as a large dagger taking 6 bars to make.

Thanks again for such a cool mod :)!

EDIT: I tried spellshards with a table made of stone in the wizards workstation, the table does not melt now and the workshop stays intact yet burst of aetherium still happens and no spellshard item is available (still goes poof).
On one fun note due to the lack of clothes I have begun raiding and waging alot of war on the civilized population and receiving many human invaders "Begun the sock-wars has"
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 02, 2021, 12:24:19 pm
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Cave civ issues resolved
Thank you Plump, very glad to hear this!

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Spellcharges evaporate almost immediately, clouding the room in a burst of aetherium which incidently starts decaying all flamable
OH MY GOSH haha, okay, this is a major one! It must be because of the material they are made of which must sublimate at room temperature. I'll adjust to a more STABLE version of aetherium. Please make the following reaction code changes on the fly:
Spoiler (click to show/hide)

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150 items at the altar
This is clearly not a fluke but it's got me stumped. Will do additional testing and report back.

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Naga balance issues
This is all really great feedback. For the next version, I will: decrease the power of the tail swipe; increase the "recharge" time on the venom usage, and/or make it not paralyze (poison is enough for this civ); increase the material use and decrease the power of the trident.
Grasping with the tails is intended, and was preserved intentionally when getting rid of the spooky tail fingers bug.

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General bug and balance notes
With the frostbite bug most likely squashed (in the coming version), the remaining major bug is the overcharged difficulty of killing necromancer-summoned zombies. I still think it's due to the combat rework, but with so many systems interacting to create this "feature" I don't have a clear fix yet. But just letting everyone know that's still on the list. Bug progress can be tracked at any time by looking at "Polish and Bug "To-do List"" on the OP post #2.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on October 03, 2021, 08:24:51 am
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decrease the power of the tail swipe
I think it is a very cool attack but targets it strike often "explode into gore", so this change is realy necessary :)


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; increase the "recharge" time on the venom usage,and/or make it not paralyze (poison is enough for this civ);
The effects of naga poison appears to be substantial if multiple nagas are able to inject it into one target or if one naga makes multiple bite attacks, but if it is a single naga only 1 bite wont do to much (the combat is often over before the full effects of poison become apparent), so increasing the recharge time could be realy good when it comes to mass melees to avoid them biting all adjacent hostiles. I personally think the poison is realy cool and also the paralyze function.


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increase the material use and decrease the power of the trident.
Sounds good :D

Another thing I noticed is that the Harpoons are realy strong aswell. This below is an example of the combat log (not a freak incident but this happends often if they hit a target)

03/10/2021 02:41:40.968: The flying {¡brass harpoon¡} strikes the human swordsman in the lower body, bruising the muscle and bruising the right kidney through the ({bronze chain leggings})!
03/10/2021 02:41:40.991: The human swordsman is propelled away by the force of the blow!
03/10/2021 02:41:41.175: The human swordsman's lower body skids along the ground, but it is deflected by the human swordsman's ({goat leather cloak})!
03/10/2021 02:41:41.365: The human swordsman slams into an obstacle!


As the log shows being hit by a harpoon as a "normal sized" creature propelles the creature away. The airgun is realy strong in this sense. In my mind the airgun is perhaps smaller than how it is represented in the game, is it like a small sized ballista? It also appears to be difficult using them in squads due to the combined weight, as if I have Nagas with 1 airgun + 60 harpoons (normal ammunitionsize) they move very slow. 1 stack with 60 brass harpoons (normal produced amount) weigh 282 whilst a steel spring gun weighs 3.

Armour weighs are estimates, checked multiple crafted ones some are 1-3 weight units lower/higher these are the average numbers I had in my batch production:
One copper lamellar armour weighs 13 whilst a copper crude cuirass weighs 13, a copper crude full helmet 14


EDIT: Forgot to check other ammunition weights, could not make them out of brass but copper arrows have 2 weight,  copper bolts have 2 weight and copper javelins have 66 (all 60 stacked) and copper harpoons has 294. EDIT:

Even with only leather armour or no armour at all for my harpoon gunners they move slower than my heavy armored "Tyrants"

If it is intended to keep the harpoons "heavy"? 290/60=4.8 (since the harpoon is heavier than the armature that launches it) maybe it is possible to reduce the ammunitionsize? Since producing 60 harpoons only takes 1 bar possibly increasing the bar cost or reducing the ammunition size (possibly to 20 harpoons? (97weight)), since units equipped with 1 stack of harpoons moves as if they had full body heavy armour and sometimes end up being dehydrated as they are unable to move fast enough from and to my food/drink piles) (I have started placing multiple small prepared food/drink stockpiles to alleviate this xD)

Again sorry if i bombard this thread with my suggestions, I am just trying to report as much as possible before the next big update.

Thanks for the quick fix regarding spellshards! Cant wait to try them out :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 03, 2021, 12:40:11 pm
Quote
Harpoon gun and harpoon weight calculations
Thank you much Chbost, it looks like harpoon ammo is definitely overweighted, which would also explain why they are "blasting off" any regular-sized creatures they hit! Will tune that down. And yes I definitely want to get all this in before updating again, even though the next update has some cool things :)

By the way, the next update to high fantasy, following the "creature class update", is the "Disguise Update", make of that what you will...
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 03, 2021, 06:13:02 pm
I have a few guesses and all of them are extremely interesting. I'll keep my eyes on this thread for the new update.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on October 04, 2021, 10:22:32 am
Quote
"creature class update", "Disguise Update"
Sounds very interesting indeed :)!


My shot in the dark :P
Spoiler (click to show/hide)


EDIT: I have been trying out as much of the spellcrafts as I can and I have noticed some funky behaviour, the following is a combat log during an ambush

04/10/2021 06:02:44.780: The spearnaga casts a spell!
04/10/2021 06:02:44.781: The spearnaga doesnt seem to need to breathe!
04/10/2021 06:02:44.782: The spearnaga casts a spell!
04/10/2021 06:02:44.783: The spearnaga can move with impunity!
04/10/2021 06:02:45.036: The spearnaga gestures!
04/10/2021 06:02:45.038: The recruit is no longer hungry!
04/10/2021 06:02:45.039: The spearnaga is no longer hungry!
04/10/2021 06:02:45.164: Etexostra Tezspumulsmke, Spearnaga: Hasss the tide turned?  I laugh in the face of death!
04/10/2021 06:02:46.498: The spearnaga casts a spell!
04/10/2021 06:02:46.499: The spirit wisp is revived in spirit!
04/10/2021 06:02:46.561: The spirit wisp is completely paralyzed!
04/10/2021 06:02:47.200: The spearnaga stabs the spirit wisp in the core with his ¡steel trident¡ and the injured part is cloven asunder!
04/10/2021 06:02:47.202: The spirit wisp is propelled away by the force of the blow!
04/10/2021 06:02:47.454: The spirit wisp's orb skids along the ground!
04/10/2021 06:02:47.580: The spearnaga stands up.
04/10/2021 06:02:47.770: The spirit wisp slams into an obstacle!

So the Spearnaga (whom I used alot in the temple/altar I assume he knows some of the Medipeshos (or however it is *spelled* (the pun was real)) he has a bunch of powers he can also reanimate these spirit orbs, sometimes they are friendly and just float around, but in this instance it became hostile. checking the dead/missing logs

See picture:

(https://imgur.com/5RqrUdE.png)

(First time uploading a picture here might not work :S.

It appears that he reanimated first one of the wardogs named Buquoh which turned hostile then he reanimated a human "Orshalash Azsaboronli" Axeman which also turned hostile and was quickly dispatched. I guess it works kinda like intelligent undead? That if they reanimate hostile creatures they remain hostile? Is this intended or are they supposed to switch allegiance?

Another thing is that the humans do not send sieges but send abnormaly large ambushes like 150+ invaders ambushing the fort. Are humans a ambush civ? Or should they be more like the Orcs (they have never ambushed me only outright sieges)?

Anyway will continue to explore as much as I can with the spellstuffs :D I soon have enough magestaffs and spellshards to replace all harpooners so kinda excited to see what effects one will get with 20+nagas with magestaffs xD

Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 05, 2021, 01:36:54 pm
Quote
It appears that he reanimated first one of the wardogs named Buquoh which turned hostile then he reanimated a human "Orshalash Azsaboronli" Axeman which also turned hostile and was quickly dispatched. I guess it works kinda like intelligent undead? That if they reanimate hostile creatures they remain hostile? Is this intended or are they supposed to switch allegiance?

Another thing is that the humans do not send sieges but send abnormaly large ambushes like 150+ invaders ambushing the fort. Are humans a ambush civ? Or should they be more like the Orcs (they have never ambushed me only outright sieges)?

Anyway will continue to explore as much as I can with the spellstuffs :D I soon have enough magestaffs and spellshards to replace all harpooners so kinda excited to see what effects one will get with 20+nagas with magestaffs xD

Good feedback - I'm going to look into each of the parts of this.
(By the way, where are you seeing the word "Medisophos? I thought I had changed them all to divine relatively recently? :) )
There is a Divine spell that re-animates but I havn't looked at it in depth. Unclear if it is supposed to make friendly or not; will report back! Just like when someone talked about the demon summon earlier, these reanimates are supposed to have "MAKE PET IF ABLE." I'll verify.

Quote
My shot in the dark
Incorrect! :p Although you are correct in that the base elements of the new threat are already present in HF in current limited cases...
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: DwarfStar on October 05, 2021, 03:56:20 pm
Another thing is that the humans do not send sieges but send abnormaly large ambushes like 150+ invaders ambushing the fort. Are humans a ambush civ? Or should they be more like the Orcs (they have never ambushed me only outright sieges)?

I think these come from Sver's Combat Reworked. He calls them "tactical" civs and is an optional install with that mod. I'm not sure what combination of entity tokens creates the effect.

It's definitely an interesting challenge. I reworked my retracting bridge trap design to allow it to catch invisible enemies. Instead of hooking the whole bridge to a lever or levers, I only retract a part of the bridge at a time, controlled by a minecart hitting pressure plates. It's set up so that no matter what part of its "cycle" it's on, there is still a path across the bridge, so invisible enemies march right across and get dropped into whatever waits for them below.

While the challenge is interesting, it seems like it might be too hard for beginning players. If you're not planning to create optional difficulty levels, it might be better to remove.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Chbost on October 05, 2021, 05:25:15 pm
Quote
Medisophos

"interaction_spellcrafts_sch_a" they are labelled MEDISEPHOS

Below are examples of what some of the raw interactions names are
[INTERACTION:SPELL_MEDISEPHOS_RECUPERATION_SHORT]
[INTERACTION:SPELL_MEDISEPHOS_RECUPERATION_LONG]

I believed it was a medisephos spell but now after looking closely it was probably that the Spearnaga probably had received this powergroup:
[INORGANIC:SPELL_DIVINE_MAGIC_POWERS_PROTECTIVE]



I also did some reactions in the wizard studio, and it was from here I thought it was the medisephos school.

in reaction_spellcrafts_fort

[REACTION:SPELL_LEARN_MAGIC_MEDISEPHOS_FORT]
   [NAME:Study Simple Miracles]
   [BUILDING:SPELL_MAGIC_STUDY:e]
   [REAGENT:Grimoire:1:TOOL:ITEM_TOOL_BOOK_MAGIC:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:Divine Focus:1:TOOL:ITEM_TOOL_AMULET_MEDISEPHOS:NONE:NONE][PRESERVE_REAGENT]
   [REAGENT:Aether Salt:1:STONE:NONE:INORGANIC:AETHER_SALT]
   [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_RESIDUE]
   [PRODUCT:10:1:STONE:NONE:INORGANIC:AETHER_SALT]
-SI-   [PRODUCT:3:1:FISH:NONE:SPELL_ESSENCE_KINEROCH:KINEROCH_LIGHTNINGBOLT]
-SI-   [PRODUCT:3:1:FISH:NONE:SPELL_ESSENCE_KINEROCH:KINEROCH_LIGHTNING_PROTECTION]
-SI-   [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_RECUPERATION]
-SI-   [PRODUCT:7:1:FISH:NONE:SPELL_ESSENCE_GENERIC:GENERIC_FITNESS]
   [PRODUCT:5:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_RECUPERATE]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_REFORM]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_SHIELD]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_EMPOWERMENT]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_RELIEF]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_EXTENSION]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_CLOTTING]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_EVILPROTECT]
   [PRODUCT:3:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_HOLYSPIKE]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_SUBDUE]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_ZOMBIE]
   [PRODUCT:4:1:FISH:NONE:SPELL_ESSENCE_MEDISEPHOS:MEDISEPHOS_COMMUNE]
   [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_SICKNESS]
   [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_MANIA]
   [PRODUCT:1:1:BOULDER:NONE:INORGANIC:SPELL_LEARNTHREAT_LUCK_CURSE]
   [SKILL:ALCHEMY]
   [CATEGORY:EB_SPELLCRAFTSFORT_LEARN_MEDISEPHOS_FORT]
   [CATEGORY_NAME:Spellcrafts - Divine School]
   [CATEGORY_DESCRIPTION:Learn essentials of divine magic.]

Since the goldbar reaction gave me 150 divine focuses I decided to test this out and it was from these spells I believed he did his thing

Also when i started looking for divine/medisephos i found this in item_spellcrafts_tools

[ITEM_TOOL:ITEM_TOOL_AMULET_MEDISEPHOS]
[NAME:focus:foci]-SI-(amulet of medisephos:amulets of medisephos)

I actually have no idea where he got the resurrect wisp thing from.

I decided to make a backup and view the legends file to find out if it could be seen what he had for stuff.


(https://imgur.com/COHZYjD.png)


As show above he has the protection only, but that would not make him able to summon wisps? And I am 100% that this is the same naga that is doing this wisp magic. Could it be that legends views Divine protection as a secret? Whilst the other is not being listed? If it becomes necessary I could just go into adventuremode on this find the naga and forcecontrol him to view exactly what he can do, but this is  something of a last resort on my end.

I also found a few other nagas with the protection and one incidently with the medisephos one

(https://imgur.com/SAmzvqy.png)

So this picture above shows that the medisopos interaction/stuff is still available using the wizards studio reaction.

Anyway always fun to see the reactions working out and these nagas with the divine protection became some real beasts in combat :D
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 05, 2021, 06:34:09 pm
Quote
"Medisophos"
My question was if these titles were visible ingame, and all the things you referenced are meta / in-code, so we're good!

Quote
Tactical Civs
The tactical civs are not included in HF (much of Sver's CR is removed), however, I think I ended up re-creating the effect unintentionally in 1.0.X. I'll relook at this and tone it down.

Quote
DIVINE_PROTECTION
Okay so this was great feedback; what it made me realize is that there are still divine spells that can be learned by praying at the holy altar, which is not intended behavior. I'll rip 'em out for the next version, and split them between the Divine wizard school and the Divine secret (chanelers? already forgot what I called it). Thank you!

Will respond to more later!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 05, 2021, 08:01:10 pm
Another year passed! I had to retroactively change the year because I got the regnal year wrong by a year lol

Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: DwarfStar on October 06, 2021, 12:14:59 am
Could it be that legends views Divine protection as a secret?

If it's a secret, and you have DFHack, you should be able to find out by typing "show-unit-syndromes selected" in the DFHack prompt with the unit selected.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 06, 2021, 05:29:25 pm
I have bought a grimoire that came from merchants. What do I do with it? (Fortress mode here)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 06, 2021, 07:10:46 pm
Quote
Got a grimoire

Good work! Build a wizard's study, create some aether salt (there are many ways to do so), then start doing the reaction "study magic in general" until you get an aether focus. Then "study aether magic" until you earn some kickass spells, which your wizard will likely consume and learn!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 06, 2021, 08:33:56 pm
Nice! So I can basically train wizards? Can I define specific dwarves for these tasks? Where are they in the job preference list? I want to allocate only my Necromancers to study magic.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 07, 2021, 02:07:43 pm
Question about the planned tileset for Premium: are you planning on something that will integrate smoothly with the new (well, not so new by this point but you know what I mean) vanilla tileset? Or will it be a different tileset entirely?

Also, is it important to the functionality of the mod that I keep the entire expanded word list intact? I'm really starting to notice just how much more impenetrable names like "Oru Father-in-lawtriumphed" make legends mode, which could be difficult enough to parse in vanilla.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 08, 2021, 11:25:39 am
-Hoping to drop an experimental release of 1.2.1 today, folks, so check here tonight!-
This release has been delayed because I've been using a new tool from voliol to do some minor but comprehensive rebalancing of creatures in biomes.

Quote
Nice! So I can basically train wizards? Can I define specific dwarves for these tasks? Where are they in the job preference list? I want to allocate only my Necromancers to study magic.
Great question, answer is yes. You do it using stockpiles, military, and burrows.
Spoiler (click to show/hide)

Quote
Premium tileset
Absolutely the former - ie, matching the vanilla tileset. Luckily, a lot of highfantasy sprites can be done via palette swap of vanilla, especially thanks to the disguise sytem, and I intend to abuse that heavily.
It will go something like this:
Spoiler (click to show/hide)

Quote
Expanded words
The expanded words list is tough to remove once it has been put in, and I'm not sure why - probably because some vanilla files were overridden. You are more than welcome to try, though, just make sure there aren't legends mode anomolies after you do it. Also, you may have to re-define the "obscene words" wordlist since that is "called" by every entiry. It's potentially a lot of work, a little harder than just dropping back in the vanilla files.
Hypothetically this will become an almost non-issue with the premium release's ability to click through legends mode better.
By the way, my other to-do for the premium release, besides the obvious graphics, is to further expand the word list (and possibly remove from the -edit- other mod's -/edit- word list that you're referencing). I want to get new Highfantasy creatures (Siren, etc) and concepts (Pyromancy, Focus, Gun, etc) into it, which is not that hard but something I'm not dedicating time to presently.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: Splint on October 08, 2021, 11:46:48 am
Uhhh, Vanilla Expanded doesn't touch the language files. You sure it's not some other mod you meant to reference there?

Also good luck far as anything regarding graphics goes. I was gonna do some for ZM's critters but there's just so damn many.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 08, 2021, 11:51:07 am


-Hoping to drop an experimental release of 1.2.1 today, folks, so check here tonight!-
This release has been delayed because I've been using a new tool from voliol to do some minor but comprehensive rebalancing of creatures in biomes.

Quote
word list
derp, excuse me Splint, I meant to say that I know the expanded word list is from one of the first three mods integrated into HF, which I always get three three of them mixed up - Modest Mod, DF Revised, and Vanilla Spice Revised - because they all make tiny, overlapping edits to the raws.
Vanilla Expanded is of course something completely different which adds cool content, including more than what HF uses, and folks should be checking it out ;)

Quote
The Necromantic Order of Dideobsa
Their founder is a woman named Cust Zabanened
the god of Death Quest Domeguxuluceslo
the slate slab of Ngibedlemsostiggul
the Caliph of the half-angels, Lord Aku Bakoum
the elusive Chieftain Igonadapin
WOW! This is honestly one of the most interesting DF blood fued stories I've read yet. I was not expecting this twist! DF provides such fascinating interconnectivity of its world. The little details, such as the Feywreathed citizens being grateful to them! Man, those half-angels really have a vendetta against Cust. I'll be curious to see if Cust and/or Ngibedlemsostiggul end up playing further roles in your story. Also, man, Lord Aku is a vicious fellow.

I actually have a request for you VABritto (and anyone else who is telling such great stories).
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 08, 2021, 01:13:31 pm
I want to get new Highfantasy creatures (Siren, etc) and concepts (Pyromancy, Focus, Gun, etc) into it, which is not that hard but something I'm not dedicating time to presently.

I am pretty busy most of the day, but if you want I can make up some words and send it to you in excel (or whatever format is better for you) that isn't in the files.

I'm also having a bit of trouble with legends because of how gigantic and strange (even by DF standards) some names get. The only up side is that most people in the world have unique first names after 125 years lol

Besides this, I have one feedback regarding the tileset: Although the '.' marks instead of the usual grass markers did "clean" the screen a lot, it also caused a bit of depth confusion because things that are a level under it are also marked with '.' So I have to keep going one level up and see what is in blue to properly distinguish depth. I personally think the trade-off isn't much worth it, but maybe that's just me.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 08, 2021, 01:27:29 pm
Quote
The Necromantic Order of Dideobsa
Their founder is a woman named Cust Zabanened
the god of Death Quest Domeguxuluceslo
the slate slab of Ngibedlemsostiggul
the Caliph of the half-angels, Lord Aku Bakoum
the elusive Chieftain Igonadapin

WOW! This is honestly one of the most interesting DF blood fued stories I've read yet. I was not expecting this twist! DF provides such fascinating interconnectivity of its world. The little details, such as the Feywreathed citizens being grateful to them! Man, those half-angels really have a vendetta against Cust. I'll be curious to see if Cust and/or Ngibedlemsostiggul end up playing further roles in your story. Also, man, Lord Aku is a vicious fellow.

Yeah, I found it pretty epic! Ngibedlemsostiggul was stolen from the half-angels afterwards and taken by a dark-gnome. To this day, the only Necromancer who learned the secrets of life and death through it was Cust, so it is pretty much her Order's slab. Neither the Angel nor the Dark-Gnome seemed to want to actually read from it. The feud between the half-angels and the necromancers is pretty brutal. They faught pretty valiantly for many years and actually conquered TWO settlements from the half-angels (which I found insanely cool), but alas, the tide turned eventually and after that, as you can see, there was a sacking of their tower almost yearly at times. And a lot of them always were taken into slavery or prison after that. Before Chieftain Igonadapin, every time the tower was sacked they captured their chieftain. They usually escaped later on, but by then they were no longer the civ leader. Only Chieftain Igonadapin managed to escape capture, seemingly without any reason to it. I like to imagine that he is simply elusive and smart enough to hide when needed. Cust became a crime boss in a random city, so I imagine her plotting to return to power and remove her apprentice from the chieftaincy. I might go to war with the half-angels to help them out one day, but we still need to prepare a proper military.


I actually have a request for you VABritto (and anyone else who is telling such great stories).
Spoiler (click to show/hide)

you have my permission to show my story to whoever you like, mate, no problem lol If it helps, you can post it on reddit ^^ I don't actually use reddit so I don't mind if you do it. I am finding Faywreath to be a pretty interesting settlement. It is so far the most different one I made so far. Also am happy that only two people died so far (and both because of problems from the first year). Not having dwarves with strange moods is actually one of the best part of the experience so far lol My people die because they were actually attacked or suffered something in which that makes sense (within DF limits of course lol). Not because I don't have shells in my fortress!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: FiveBalesOfHay on October 08, 2021, 02:55:32 pm
This mod is very fun. I’ve been playing hobgoblins; my fortress is on the surface, protected by a river surrounding it on three sides. I recently had to deal with a were-elk problem, though, as it turns out werebeasts can walk across the floor of the river since they don’t need to breathe.

Also, my hobgoblins can’t seem to make staffs. I think this is because they can’t carve jewels? I’m not sure if this is a bug or intended. The new tileset is also irksome. I embarked in a desert, and the bright yellow ì is rather painful to stare at for too long.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 08, 2021, 03:06:45 pm
Quote
FeyWreathed
Amazing, thank you! Give it some time haha.

Quote
My hobgoblins can't make staffs
Whoops, you're right, it's because the civ lacks encrustgem and cutgem. I'll fix that for the next release for all civs. In the meantime, you should be able to turn on those labors for an individual hobgoblin via the labors command. (link) (https://dwarffortresswiki.org/index.php/DF2014:Labor#Assigning_labors) I've used this before to let elves chop down an annoying tree....
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 08, 2021, 03:25:02 pm
Hey Kiiranaux, I noticed something that might be a bug, but a pretty minor one (also, forgive my memory. It happened a while ago so I don't really know for sure how accurate this is lol) : It seems that I can only make wooden slabs (or write on it, I don't remember) when masonry is enabled, even though it is made of wood. Again, sorry for the vagueness.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 08, 2021, 04:05:27 pm
Quote
changing the dots for grass '.'
Remember, this one is a config setting in d_init, [VARIED_GROUND_TILES, so you can change it back to YES at any time. It's not a real "feature" of HF, just a suggestion!

Quote
Making wooden slabs requires masonry
Interesting, I just checked the reaction from brolol's Human Fortress, which i think is where you'd be seeing it, and as far as I can tell it's working correctly. Can you give any more info on this? Spoilered here is the reaction as written, which correctly asks for carpentry:
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 08, 2021, 04:11:02 pm
It was when the settlement was in the first year, so I don't recall exactly. It might be that it can't be made or that it can't be engraved, without masonry. When I start a new fortress I'll try it again (because now I have so many people in mine that I can't really do it practically) and then I'll inform you where the problem actually lies. But that might take a while because I don't plan on changing fortress at least until I get the village in the valley and all the buildings I want to have there lol
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 08, 2021, 04:46:15 pm
Sure thing, and I've been pleased that there's been no gigantic bug or missed feature forcing you to skip out on this world. You should definitely play it until it has exceeded its fun!
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: PlumpHelmetMan on October 08, 2021, 11:47:15 pm
Have you confirmed that the "popular animal person" tag is working? Just that several of the worlds I've spawned haven't had hyena men, tiger men, elephant men, etc. available to play in adventure mode despite most of the worlds being large and climatically-diverse enough to support all of them.
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 09, 2021, 12:02:46 am
Quote
Popular animal men
Oh, interesting! I actually know why that is now - it's because despite them being so common, they inherit the tag [LARGE_PREDATOR] meaning only one of them can spawn in a given GOOD biome, and there are few GOOD biomes per world.
This feedback is great evidence that it needs to be removed from both the popular squad and animalmen in general. For now, add this fix to CV:Popular before you generate your next world:
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: VABritto on October 09, 2021, 09:38:59 pm
And another year passed just like the last. I have noticed I have been writing the name Feywreath wrong for a long while. It isn`t Faywreath but Feywreath. So I changed it here lol

Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.2.02: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 12, 2021, 04:42:05 pm
Quote
if you want I can make up some words and send it to you in excel (or whatever format is better for you) that isn't in the files.
This could be very helpful! First, wait for me to generate a list of new words to be added to the language files, starting with the english language and symbol files. Then I/we can think about translating it. This will be the next big step (and not one that requires a HF update).

Quote
From the blueprint he showed me, the tower will have at its lowest area a library that will be open to the public and managed by the wizards. Right over that, they'll have their laboratory where they will be free to study magic as they see fit, as long as they do not put the Feywreathians in danger. Over that floor will be their individual rooms and on the top floor the Chief Wizard's quarters.
Continuing to love this story! I'm sure those magical reactions will be TOTALLY SAFE.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Civs, Creatures, Systems, Balance (Major!!)
Post by: kiiranaux on October 12, 2021, 04:47:03 pm
Version 1.3.00r, the Spawning Update and the Disguise Update, is live!

Anyone who loves their current 1.2.02 worlds is good to keep playing those. Almost all bugs addressed in 1.3.00 can be fixed via reaction changes already posted in this thread. Message me if you have concerns and happy playing!

This update balances the spawning of magical creatures throughout the mod, devoting significant thought to the question of "what makes a mundane biome?"
Quote
Where savage biomes are the realm of magically-empowered creatures, and good and evil biomes host their own distinct features, mundane biomes are places that look relatively close to the locales of our own world. However, each mundane biome hosts one variant of elemental creature (such as a Water Elemental), and one intelligent humanoid creature (such as a Centaur). Additionally, mundane biomes rarely (very rarely) spawn mundane creatures that are not dinosaurs but have, in our world, already gone extinct. Each of these challenges maintains the general feeling of the vanilla biome split while hinting at the many wild things to come if one ever ventures into the savage biomes. Savage and mundane biomes are different, but both are "fun!"

The update also adds a disguise system to many tricksome creatures in highfantasy.
Quote
Disguises build on the "information problem" already in place for diseased worgs and beak dogs and multi-caste creatures like dragons or lineages. A few brand new creatures are added, such as Mimics and Oozes, while other creatures have been better disguised.
Basically, if your units list shows something walking around that shouldn't be, check that description asap.
This is realistic - if you see a "boulder" or "tree" walking around, you're going to investigate posthaste!

In addition to the above major features, v1.3.00r introduces the following additions:
Quote
   -feral goblins to evil biomes as an analog to the wild goblins in savage biomes and failed hybrids in good biomes.
   -wild dragonfolk, psionic humans, and naga. They are adventure playable.
   -cave potatoes from Splint plant_cavern_shrubs_ex. Like other dwarf crops, made them poisonous to humans, forcing humes to at least farm aboveground.
   -grawl (heavily edited) and spice shrooms (mostly unchanged) from Erik Blank's subterranean extras.
   -a reaction that summons the cheese creatures (spellcrafts, getting into the really wierd stuff) to magic using civs and adventurers, effectively re-adding these creatures.
   -Animalmen are no longer Large Predators, meaning they don't spawn compete and "popular" animalmen actually spawn.
   -removed non-megabeast spawn conditions for a great many semi and megabeasts
   -studying dementia magic now has a 1% chance to outright kill the scholar (fort mode only)
   -bug fixes including the frostbite bug

"Slimes of Armok: God of Splorch" is another minimod which adds slimes and slime farming to Dwarf Fortress, based on (but not limited to a direct reproduction of) Stardew Valley and other video game sources, which fill unique design spaces (renewable resources, but not for iron). They are mostly vanilla and in their own files, creature_highfantasy_slime + material_template_slime + inorganic_highfantasy_slime + reaction_highfantasy_slime & item_tool_highfantasy (which is required by the base mod).
Spoiler (click to show/hide)

Full feature list:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 20, 2021, 09:55:15 am
Future Development Roadmap for Highfantasy

As of 1.3.00, Highfantasy has hit a stable and permanent release. Future "major" releases are not planned at this time until Premium. 1.2.02 was stable enough that, to repeat, Anyone who loves their current 1.2.02 worlds is good to keep playing those. Almost all bugs addressed in 1.3.00 can be fixed via reaction changes already posted in this thread. Message me if you have concerns and happy playing!

Highfantasy is now feature-complete.
(There's one more system that may be implemented at the time of premium, but development time will not go towards it currently).
This means that anyone who starts or continues a 1.2.02 or 1.3.00 world at this time is good to keep playing all the way up until the Premium release next year.

In the leadup to the premium release, Highfantasy development will focus on the following two areas:
-improving the language files
-preparing graphical hooks

Improving the language files (Process 1)
Spoiler (click to show/hide)

Preparing the graphical hooks (Process 2)
Spoiler (click to show/hide)

These processes will be done slowly over the coming months; small bugfixes may be released during this time as needed. Let's all enjoy the road to Premium!
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: PlumpHelmetMan on October 20, 2021, 04:12:14 pm
Thanks for the heads-up, I can finally post community stories feeling secure that I won't abruptly have to abandon them. :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 21, 2021, 03:40:57 pm
You and me both! I'm enjoying my own current little fortress alongside a savage river at a swamp and shrubland biome intersection, befriending the local centaurs, brewing vodka, and raising my servals/forest cats. The giant ticks have not yet noticed us, but the time for glory will someday come :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: PlumpHelmetMan on October 22, 2021, 07:33:35 am
Also what's the major system planned for Premium? It's ok if you want to keep it a surprise.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Enemy post on October 22, 2021, 09:34:26 am
Where should I go if I’m looking for dinosaurs?
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 22, 2021, 10:20:59 am
Quote
Where should I go if I’m looking for dinosaurs?

Savage biomes. Wetlands, Savannas, Tropical Shrubland, Forests, there's a few in grasslands and deserts, one or two in temperate shrublands. EG Tyrannosaurs are in SAVAGE Any_forest, any_grassland, any_wetland, which is a lot of biomes, although they are large_predators so they do compete with other savage things.

If you're looking for the full suite of uppercase dinos, those have to be installed with 1 extra step from the optional files (see post 1), and then they are located in cavern layer 3 (although that location can also be disabled or moved around using the dinosaur CV).

(Adding to my list of premium changes that, I should make sure every savage biome can spawn at least one "marquis dinosaur," like I did with mundane biomes and the rare "ancient mammals", probably one predator + one prey.)

Quote
Also what's the major system planned for Premium?
Spoiler, but for long enough out that we'll all have forgotten it,
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: PlumpHelmetMan on October 22, 2021, 10:44:33 am
Sounds cool, procgen myth & magic will also be huge for the Highfantasy magic system I imagine (as if I didn't already have enough reasons to look forward to it :P).
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 22, 2021, 11:09:01 am
Myth&Magic will be very cool for Highfantasy; I'm excited to rebuild/redesign around it.

But Premium is gonna be sooo important, because Premium makes it so easy to build aboveground, which really helps playing most of HF's civilizations. Building aboveground is obviously totally possible in the current release of DF but it takes some getting used to!
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Enemy post on October 22, 2021, 11:15:18 am
Thanks for the answer!
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: VABritto on October 22, 2021, 11:16:47 am
Myth&Magic will be very cool for Highfantasy; I'm excited to rebuild/redesign around it.

But Premium is gonna be sooo important, because Premium makes it so easy to build aboveground, which really helps playing most of HF's civilizations. Building aboveground is obviously totally possible in the current release of DF but it takes some getting used to!

How will premium do so? I didn't see that update
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 22, 2021, 01:10:33 pm
Just the ability to mouse click and drag to place things like walls in a hollow or filled square. I might be misremembering, but I thought I saw Zach do this in some gameplay vids a while back. We certainly have seen him do it with digging, so it stands to reason the same click and drag would apply to walls and floors.

Currently, to build an outdoor house in this or any mod that uses aboveground building (or building aboveground as dwarves in vanilla), you have to 1. build each wall, which is 5 actions because the last wall needs a space for a door. 2. build a ramp to the side of the wall. 3. build floors above each of the 5 wall segments. 4. build floors in the airspace above the interior. Only then can you place furniture inside the house. It's tedious, and realistic, but would be a lot faster with click and drag.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 26, 2021, 12:42:50 pm
Note regarding slime:

So, fun fact, slimes in this mod use a form of inheritance code that I havn't actually seen in dwarf fortress before - a combination of the caste and color inheritance systems used by other creatures. I originally wrote this code so that "black panther" leopards and other big cats would actually display the name black panther if they were of the correct coloration.

Anyway, as of some additional testing today, I'm pleased to say that the nested color inheritance works correctly! Let's say you have a green slime, whose specific green color is dark olive, and that slime mates, having one or more offspring. If the offspring fall into the green color family, they are more likely, but not guaranteed, to be dark olive than another green color. In other words, working as intended! Hopefully one of more of us finds this system interesting. You're free to go out there and "collect them all"!
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Sanguis on October 28, 2021, 02:30:54 am
Hi! What is magestaff used for? The item you can craft in spellcrafs.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on October 30, 2021, 03:40:08 pm
Hey there Sanguis,

The magestaff is super useful! It's a weapon but the weapon skill is "alchemy" (wizard skill). In other words, you can use it to "turn on" the wizard skill even if you don't have any dwarves with that labor enabled. And, it can train alchemy for better wizards.

To use it you'll have to craft some spellcharges, which use gems as an ingredient!
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on November 14, 2021, 08:24:42 pm
Hello all,

I've added a link on the homepage to a development version of Highfantasy. The dev version will always contain the newest balance tweaks and adjustments, while saving me from posting new updates except when there are major bugs to address or content additions that warrant a new release. So anytime you're ready to start a new save file, it's worth checking out.

There continue to be no major bugs or features to fix and 1.3.00r is a great time - I'm enjoying my own little aboveground fortress for the past couple weeks. Cheers!
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Paranatural on November 17, 2021, 04:23:26 pm
Hello all,

I've added a link on the homepage to a development version of Highfantasy. The dev version will always contain the newest balance tweaks and adjustments, while saving me from posting new updates except when there are major bugs to address or content additions that warrant a new release. So anytime you're ready to start a new save file, it's worth checking out.

There continue to be no major bugs or features to fix and 1.3.00r is a great time - I'm enjoying my own little aboveground fortress for the past couple weeks. Cheers!

Heya man, I like the Mod but I've had two sieges show up now with no attackers ever showing up. I can send you the save if you want.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on November 28, 2021, 05:23:20 pm
Hey Paranatural, sorry for the late reply and happy holiday if you just celebrated!
More so than the save, help me by providing the following information:
-What version of HF are you playing on? (the version of the zip file you downloaded)
-What civilization are you playing as? (Dwarves, etc)
-What civilization/s were the seigers? (Goblins, etc)
-How did you know it was a seige? Only by the "siege!" announcement? You said no attackers showed up, but did anything else show up - other NPCs, etc?

Let me know and hopefully I can get it fixed up :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Ramiel. on November 30, 2021, 05:18:00 pm
Looking forward to trying this out, seems to have a lot of content from mods I usually smash together for personal use.

Regarding the tile display changes - I've seen these changes before, but I don't remember where.  I think it was in one of Splint's old works, but I'm not sure, and even if so I don't think it originated there.  Either way, while a lot of people don't seem to mind too much I personally find it literally unplayable (not an exaggeration, I've tried and I just can't stand it for more than a few minutes).  So I took a few minutes and reverted all the tile changes for soil/rock/etc.  Uploaded to dffd in case anyone else wants it as well.
https://dffd.bay12games.com/file.php?id=15759

Files edited are inorganic_stone_layer, inorganic_stone_mineral, inorganic_stone_soil, inorganic_stone_gem, inorganic_other
Note that the only mod changes in inorganic_stone_soil and inorganic_other were the tile display changes.  I included the files, but they're just copies from the base game.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on December 02, 2021, 10:42:59 am
Thanks Ramiel. Did you preserve the other changes in those files? Off the top of my head, I think there are mineral value changes and things that work with the poison-ore-disaster system used in those files.
If so, I'll add these to the "optional files" within HF to make sure others can always use them.

Cheers
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Ramiel. on December 02, 2021, 02:56:27 pm
Absolutely.  As I said, the two I mentioned were identical to the vanilla files aside from the tile changes.  The other three had lots of little changes - nosiest were actually all the material changes in the gem file, I assume to allow stone/gem weapons.  Anyways, I mostly just copied the tile numbers from vanilla files over to the modded ones, so nothing should be altered modwise.  Notepad++'s Compare plugin is such a godsend.

And I'm enjoying the mod so far.  First fort was an absolute failure; overcame several challenges with river drakes at spawn torching everything and part of the map turning out to be reanimating.  But at some point my Shoveldon who'd been protecting us decided to just stop fighting and watch from the sideline as foul blendec corpses tore everyone apart.  Had no problems trampling newly-risen citizen corpses, but left the blendecs alone.  Tried to reclaim, but the Shoveldon had himself risen from the grave, so that quickly proved to be a terrible idea.  Ah well, on to the next outpost!
Part of me kinda wants to gen a new world, but the dwarves in this one have tamed Giant Bison, and that's just too cool to give up.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on December 07, 2021, 11:41:01 am
Great work on the changes. I'll get that into the next dev version as noted (Edit: it's done). I know a lot of folks wanted this, haha.

That fort sounds like a beautiful disaster. And wow, you actually got foul blendecs! That means all these spawning distribution changes are finally paying off. Meanwhile, the fort I've been running since November 1 is at a standstill with a bunch of regular, vanilla intelligent undead lietenants. I've been save scumming like a dirty cheater trying to see if it's recoverable, but I'm pretty sure they've got me good and beat! But my beautiful fort layout D:
Your dwarves taming giant bison is indeed pretty heckin cool. It sounds like that shoveldon decided it was not being paid enough. "I've had it with these heckin drakes in this heckin floodplain!"
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on December 21, 2021, 06:33:00 pm
Update: there's been another "light" (yet hundreds of hours of work?) "non-essential" release over on the development version downloads, bringing us up to development version v1.3.14d.

The features here continue to be high-labor, low-player-impact, but I want to knock them out before premium and before another main 1.4.00 release. There are only two such features left!: DIFFICULTY (which impacts adventure mode) and NATURAL+ (which impacts age names). Truly low reward, yet they have to be done. Then finally I can move onto indexing language files.

Current Development version: v1.3.14d    includes the following existing development branch features:
Spoiler (click to show/hide)
and adds the following additional new development version features:
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Chbost on December 26, 2021, 12:29:13 pm
Hello again!

Long time since i wrote anything here, have been playing as the Naga civilization again. I have noticed two oddities.

First the value of the components to build Airguns seem off in some instances, for example a steel stock´s value is 30 whilst one steel matchlock was about 4500 (both normal quality). The problem begins when you have a good metalsmith or whoever it is that forges them, in that if you produce good quality or masterwork  items the value increase becomes very high, and since the reaction produces about 3 matchlocks of steel it leads to very large sieges with only having produces and later assembled 3-5 airguns.

(masterworks value is 12x leading the value for one matchlock to be 54 000)

The airguns themselves when assembled are of "normal value".

Another is with the attach bayonett to airgun/spring-gun. It takes the bar and the gun as it should and then when the reaction fires, the ingredients vanish. I have tried this multiple times and with different bars. Unclear to why the reaction would cause a problem?


A fun note though is that in my first migrant wave i got a Naga Necromancer capable of raising intelligent undead, so I have constructed a grand resurrection chamber. where all dead civmembers are laid to rest then locking them in with the necromancer and a captured gnome leading to the resurrection of the civ members as "Pale Slayers" with the ability to cause nausea and vomit, actually managed to kill a megabeast that came using only the intelligent undead, since it made the flying megabeast so nauseus and sick (when all 15 gestures) that it dropped to the ground which allowed them to bash it when it could not parry the attacks.


So now the undying Naga empire rises again from "Sunkenwell The Ivory Vault" :D
 
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on December 27, 2021, 01:20:34 pm
Hey Chbost,

1. Thanks for the comments about the value of components, this was described well. I'll try to tweak the values a little bit, and probably by reducing the output quantity of matchlocks - best we can do, and encouraging you to use each one. However generating large sieges based off forging guns is not entirely unreasonable!

2. Those bladed weapons stump the heck out of me. And it sounds like you're using the new reaction that takes bars rather than the older "bayonets." In which case maybe it is a problem with the output. I will investigate again, but I've had little luck with this so far, I'm afraid. N.B. Have you tried taking the output of the bladed reactions and giving it to yourself for free using a no-reagent reaction? I should test that myself, but in the meantime, I'm curious if that would give you a bladed gun or also vanish. And you deserve it anyway!

I love your story of the naga necromancer. It's particularly apt since I've long been inspired by the idea in the Guild Wars franchise that naga (Krait) are so fiercely xenophobic that they would rather work with their own undead than with other races. Very cool!

I wonder, given your production, if you will become the first player to experience the "final boss" of Highfantasy...
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Chbost on December 29, 2021, 09:04:42 pm
Quote
bladed weapons


I have been testing alot of things in the raws to try and see what happends, force material steel = no gun, remove bar = no gun, the name is correct as an item and I do not see any problem. Yet one thing i noticed is that all other "active" reactions appears to have 3 more lines below them such as


Spoiler (click to show/hide)


These three last pieces are only on those weapons i believe are available ingame for certain races but not all, but are not on the airgun bayonet reaction along with many other reactions I do not believe are being used. Might have nothing to do with why it does not work or not, I have not taken my masters in "raw wizardry" yet xD


Spoiler (click to show/hide)


What is even more peculiar is that when you are in a workshop you can view the "products" of the reaction. There is no product viewable ingame if I try to run the reaction.
Spoiler (click to show/hide)



I have no idea what is causing this, it is not at all game breaking my harpooners are still going very strong even without bayonets.

I have also read up about the Krait and it has inspired me to make a large obelisk like tower in the middle of my above ground fort, I have also started raiding the Orcs in order to capture their siege engines (raiding for pets :D) which I can then war train and use myself which is really fun (I have 37 war trained plague onagers all standing by in my "pasture" of pillboxes made out of fortifications and traps).

Quote
"final boss"

I have now ramped up my production of trade trinkets and crafts from the less usable bars I get from "salvage jetsam", so with any luck I will have my legions of pale slayers ready to defeat this unknown horror :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on December 30, 2021, 02:32:47 pm
Chbost, Thanks for your input! It's definitely a problem with the output, them. I'll continue to investigate, although this is -not- fixed in the below.
Also quite like what you're doing with your naga base. What could be cooler than capturing seige weapons and turning them back against the world? Regarding the "final boss", here's the attack trigger: 1 million exported wealth OR 10 million created wealth (no population trigger) and I can confirm they are actively spawning ~1 in pretty much every world I've generated since 1.3.00, although you may have to cut through "lesser" bosses to get to it.

Here's another development version, taking us closer to 1.4.00. DIFFICULTY was knocked out, so happy adventuring! NATURAL+ remains, along with some odds and ends.
This time I have a request. 1.3.15d introduces FEATURE_BEASTs, which work like forgotten beasts. I'm pretty sure they are coded correctly, but I havn't had the time to ensure they are spawning. If anyone has time to generate some worlds, pierce the caverns, produce some output, and get some megabeast attacks, let me know if any of the newly FEATUREd beasts appear instead of Forgotten Beasts alone. To aid in getting there quickly, I've left in the debug reaction "print money" at the mason (skill:smelting); this can be removed at any time in any save file.

Current Development version: v1.3.15d    includes the following existing development branch features:
Spoiler (click to show/hide)
and adds the following additional new development version features:
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: Chbost on January 06, 2022, 04:56:26 pm
Quote
wealth requirement

Soon I should be able to get the final boss :D

Possible Bug Report:
Spoiler (click to show/hide)



Some reflections in general playing the naga´s include:

Raiding is a must since they are carniverous and does not have any "food" pets, they also do not have any seeds (starting pick), so foraging for "drink" fruit/plants is important, since the seaweed is not enough to make drink to prevent "unhappy thoughts". The raiding for pets is also very important since it allows the player to actually "breed" various pets, I for example have alot of these flying bug-things that the Orc´s have, and I am currently breeding them in order to have a steady supply of food, since only fishing and hunting can be very difficult once the site population reaches 150+.

Very strong fighters and large squads make raiding quite viable, also quite easy to make them realy good as fighters due to their high observation skill :
Quote taken from DFWiki regarding observation.
Quote
In combat, the observer skill is used to note and anticipate the attacks of enemies. Skilled observers are less likely to be surprised by an opponent's charge, for instance, and less likely to receive a penalty for being attacked from the side. Higher skill levels give the observer more information, such as which arm the opponent is using for its next attack.


This combined with the tail (Can use tail for both attacking "Swipe" and grasping) makes them very lethal since the enemy does not get a hit on them, since they know where to effectively parry or dodge even against multiple opponents, fun note is that I had a Naga that had lost both his arms, and he was still one of my best fighters, using his sword grasped by the tail, I think his kill count went up to about 20-30 although most of these were gnomes and goblins.
One difficulty arising from the tail, is the unability to jump/effectively climb, I have had many nagas stuck on the ground aggroed on a climber that was 2-3 z-levels above them with no ability whatsoever to reach them.

Also they do not have cave adaption (Please do not change this) which is great since it allows for building combined above/below ground bases whilst also offering the ability of rapid attacks with underground nagas to the siegers above without the nausea and profuse vomiting.

Some difficulties with the Naga´s is the lack of friends, every race is hostile and you really need a friendly caravan (your yearly civ caravan), had a siege once that lasted about 1/1,5 years I believe, leading my entire fort to starve (lost about 20% of my civ members (large fort) to famine) since the caravan is so important. This also means that everyone will raid and attack you. Which is fun but can quickly lead into "FUN" when they start piling up the sieges and ambushes, for example had both Hobgoblins/Orcs/Elves all coming and fighting in a massive battle outside my fort.

All in all a very fun race to play around with very suitable for an "offensive" non turtling playstyle, since sieges must be dealt with in order to gain the caravan and be able to hunt, unless one breaches the caverns and can live of the "meat" wandering around there ;)

Anyway keep up the good work! :D

Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on January 22, 2022, 07:09:07 pm
Thanks all for the input. I have possibly identified a fix to the bayonetted weapon system.

This should be the last development version on 1.3.X. I'm all set for 1.4.00 with the exception of figuring out whether and how well the new FEATURE_BEASTs are working as forgotten beast supplements. That's the Balor/Marilith, Spider Queen, Gaoler Demon, and 3 dementia bosses. I'm continuing to make dummy forts to test this - any help and continued feedback is appreciated!

Here's another development version, taking us closer to 1.4.00. NATURAL+ is done, so that's it, all that's left on my log is moving into the language files (identifying words for new things like Balor and Mythril) and then into spriting for premium.

Current Development version: v1.3.16d    includes the following existing development branch features:
Spoiler (click to show/hide)
and adds the following additional new development version features, which are now mostly deep under the hood:
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: CrashyMcGee on January 23, 2022, 01:07:10 am
Red scaled dragonborn seem to immediately combust and melt.
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: kiiranaux on January 24, 2022, 01:55:13 pm
Thanks, fixed for 1.4.00. Just add the following under [SELECT_CASTE:ALL]
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.3.00: Spawns and Disguises (Major!!)
Post by: TheLastVegan on January 24, 2022, 03:54:52 pm
Wonderful!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: All Under the Sun (Major!!)
Post by: kiiranaux on January 24, 2022, 10:59:05 pm
Version 1.4.00r, Under the Spawning Sun, is live!

Anyone who loves their current 1.2.02-1.3.00 worlds is good to keep playing those. Almost all bugs addressed in 1.3.00 and 1.4.00 can be fixed via reaction changes already posted in this thread. Message me if you have concerns and happy playing!

This update balances spawning and other systems even further throughout the mod, devoting significant time to far flung play systems to encourage maximum cohesion. The OP post 3 has been updated with a wealth of new how-to information.

The current development version has been replaced with a file containing "updated reactions" which provide bugfixes for save files from 1.3.00. These reaction files can be dropped into your save folder at any time without generating a new world.

The full feature list is too long to post, but is included in the full Highfantasy Readme. It covers the prior 17 development versions.
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on January 25, 2022, 10:38:29 am
Apologies to anyone who attempted to download last night; I had not clicked *submit* on the file. The version 1.4.00 is now live for real!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Enemy post on January 25, 2022, 12:56:02 pm
I'm curious about the dinosaur food chains. What does that mean, and should I steal it for Primal?
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on January 25, 2022, 04:11:58 pm
Hey Enemy post! We all sure do love your work. I suspect you'll have already reverse engineered this by the time you get to my comment, but just in case, here you go!
Spoiler (click to show/hide)

Feel free to incorporate this work in Primal either by taking the code directly or by building out the system - in your case, a single note in a relevant text file is more than enough credit to Highfantasy. Of course, I only had to set this up for ~30 dinybois; yours would be a little more comprehensive!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: SQman on January 25, 2022, 04:41:28 pm
That is interesting. I had no idea this token actually influenced population spawning. I've dismissed it as something just for pandas. It will be useful for my mods too. Thank you for bringing that up!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on January 25, 2022, 04:48:17 pm
Thanks for the vote of confidence SQ - enjoy! I'm curious to see what everyone does with it.
Also, I spent dozens of hours testing the tag FEATURE_BEAST for this release. All my findings are out on the Wiki now. Definitely encourage folks check that out.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Splint on January 25, 2022, 04:53:43 pm
Hey Enemy post! We all sure do love your work. I suspect you'll have already reverse engineered this by the time you get to my comment, but just in case, here you go!
Spoiler (click to show/hide)

Feel free to incorporate this work in Primal either by taking the code directly or by building out the system - in your case, a single note in a relevant text file is more than enough credit to Highfantasy. Of course, I only had to set this up for ~30 dinybois; yours would be a little more comprehensive!

Now this is some interesting stuff right here.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Sytel on February 01, 2022, 02:58:49 am
My dark gnomes are getting upset that they don't have shoes...
I don't think I can make shoes for them. I don't think they can wear them, either. But they really wish they could.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on February 02, 2022, 06:17:36 pm
Hey Sytel,

They can wear shoes and there is one reaction to conjure boots made out of aether, available at the conjuring circle, but it's decidly midgame. I've added normal shoe crafting for them for a future version.
In the meantime, if you aren't playing around with magic yet, you can use this reaction to make some boots without starting a new save file.
Just go into Data -> Save -> [your save file] -> objects -> reaction_modest_generic and replace these lines:
Spoiler (click to show/hide)
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: FantasticDorf on February 02, 2022, 06:29:27 pm
PTW very glad the subterreanean beasts got in. Dinosaur tidbit is also very interesting.

Only thing i will say is that pumping up the frequency does affect the mathmatics behind the chance that they'll be used in wg, T-rexes with a 100 frequency attributed to making the realistic foodlink network will quite likely be chosen for their size (food) and multiple traits if the civ's allowed to utilize them hence why horses have the same rates as every other animal (default 50 and common_domestic to get carried around) but appear nearly 4 times as regularly for filling nearly every animal job role outside of war.

[ANIMAL] entity tokens are overrides though, so shouldn't affect the core in-game experience if carefully managed with additional steps like making their meat unpalatable.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on February 02, 2022, 10:22:01 pm
Well that finally explains to me why Troodontids were so unbelievable common before the spawning changes began in 1.3.00... (easily domesticated, forest spawning with elves, food, not threatening, big...)
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Urist the CaveBear on February 03, 2022, 08:49:27 am
I just want to say this is my favorite DF mod and I'm so tremendously pleased by the Highfantasy project's existing length, depth, and breadth of quality; as well as your terrific continued work. You're great, and so's your mod, thanks a heap.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on February 03, 2022, 09:00:36 pm
Urist!! Thank you so much! This means so much. I know I say I'm just doing this because it's the way I want to play DF myself, but man comments like this - what a joy :)
Thanks to all the partnering mod authors (many good conversations!) and patient bug testers for helping us get this far!
I'm just buried in a hole doing language file stuff for the next month or so, so... always forward progress :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Enemy post on February 13, 2022, 11:43:46 am
Oops, sorry I forgot to thank you for the information regarding food chains. That’s extremely interesting, I could finally have time-biomes without the animals being in the wrong environments. I’ll probably do that if I have free time at some point. Thanks!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: redivider on February 20, 2022, 07:07:56 pm
Holy shite, this is amazing! YAAAAAAAAAAAAAAAAS
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on March 08, 2022, 05:33:20 pm
Thank you redivider, also nice Palindrome name :)
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Kyuuketsuki_23 on March 21, 2022, 08:32:05 am
Just downloaded this mod. Amazing, so far!

However, I've got a question. When I play as a Shapeshifter in Adventure mode, how do I, well, shapeshift?
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on March 22, 2022, 10:02:31 pm
Hi Kyuukeysuki, welcome to Highfantasy!
I'm amused to say that it never occurred to me to actually add a shapeshifting interaction. This is mostly because I can't overcome the social networks present in adventure mode... which is most of the purpose of shapeshifting in fantasy media.

However. It should be fairly straightforward (a bit of work, but not overly complicated) to add in some temporary shapeshifting interactions to that creature for 1.5. Off the top of my head, I think shapeshifters should be able to shift into any of the 14 playable races (for a short time but with no recharge timer), and probably the other intelligent humanoids (like dragonfolk) too, althogh that's a bit more work. What else feels like it's really missing? Definitely looking at input here, although this is a ways off

Otherwise 1.5 work continues and it's almost exclusive language file stuff at the moment.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: trees on June 06, 2022, 10:27:50 pm
Just wanted to chime in to say this mod looks great! I'm coming back to the game after a long while and this has all of the things I was looking to kludge together into my personal mod already done, haha -- Sver combat, fresh coat of paint with the new beasts and civs that's stylish but meshes with the original feel, clean errorlog... I just rolled up a half-human adventurer in a town overtaken by serpentfolk and I'm stoked to see what's out there. Thanks a bunch!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: holam on June 14, 2022, 01:42:30 pm
Is it normal for undeath to be basicaly invincible ? No atack that I use on them, with my cimitar, is eable to separate or destroy there heads and so I am uneable to kill any of them 
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on June 14, 2022, 05:33:04 pm
Thanks Trees, I'm so happy you're enjoying!
I've been on a long, boring hiatus while doing some new language files (so you can name your fortress the Enmity of Spell Charges, haha), but Highfantasy is always on the mind. I'm also constantly reviewing notes from DF to think how I'll hand the port to Premium. it'll be a great time. Post your thoughts on the mod!

Holam - this is the one outstanding bug that I can't seem to resolve. Others have reported on it. Not sure what change to what caused that... I'll give it full testing priority once we're done with language updates! Or maybe it will randomly make sense to me one day like the former frostbite bug did.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: holam on June 17, 2022, 03:55:29 pm
I think that I have found the reason why it happens, It is related to the weapon expertise and the body part one decides to chop, the higher your ability with the weapon the easier it is, and the more sturdy the part is the harder it is to cut, and it is impossible to cut a body part in one swing without enough experience with one weapon, making undead basically impossible to kill, in my limited experience
the easier way that I have found is to go for the neck with a cutting attack   
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on June 21, 2022, 02:54:01 pm
Holam - thanks, that's really good info. I wonder if some changes in HF are making all body part connections more sturdy, and perhaps vanilla undeath ALSO make parts more sturdy, making this apparent.

Vanilla necromancy is hard-coded, so I can't edit that, but I might be able to make necks easier to chop off across the board, giving a reasonable and realistic way to handle these undead.

How is "going for the neck with a cutting attack" working out for you?

-------------------------------------------

Unrelated: Squirttle123 let me know via an email that the frontpage instructions were misleading on how to get that first faint yellow diamond, required for crafting a spellbook in both adventure and fort modes. I was pointing players to the wrong reaction; the correct reaction is "Create Spell Charges," which has a 1% chance of producing the desired gem. The frontpage has been updated to address this. Thanks!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: holam on June 23, 2022, 01:53:41 pm
As of now "cutting necks" has only been possible with a scimitar, also, as I have been trying different methods for killing it would appear that advancing in a combat skill has no visible effect whatsoever, which could be related to the problem, also half angels can shoot an unlimited amount of projectiles with there innate habilities, making very easy to get a legendary throwing ability. 

Edit : grammar     
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on July 17, 2022, 09:31:05 am
Thanks Holam. No progress yet on my side (Highfantasy time is being consumed with other 1.5 updates). If only scimitars work, it must have something to do with the combat equation and shear values or something like that. Sounds like I'll need to learn that in order to fix this... which is a bit of an undertaking. It'll stay at the top of the list though.

Preview: Highfantasy 1.5, which is primarily focused on increasing the language files to allow words related to HF content like "wyvern," has been expanded in scope to include the following two major feature sets:
-interactible Yokai system. Yokai are mutually exclusive with other monsters, and can only interact with the world indirectly
-eldritch eruptions. After penetrating the caverns, some common animals and creatures will begin to... morph.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: FoggyHunter on July 18, 2022, 10:58:23 pm
Hi, I've only recently downloaded this mod and so far so good, but there are a bug I wanted to report and a question I'd like some advice on.

First of all, it seems that when I try to add conditions to a work order through a workshop (so not the usual job screen management), Dwarf Fortress just hard crashes.  Here's the exact steps that lead to the crash:
  1. Go into Set Building Tasks/Preferences mode
  2. Hover over Craftdwarf's Workshop and go into its Workshop Profile
  3. Go to Work Orders and que a new order for 25 wood bolts
  4. Go to the Conditions screen of the work order and add an item condition
  5. Change Item type of Condition to Bolts
  6. Enter Change Material menu
  7. Attempt to type Wood to filter options, and it is at this point that the game either crashes or freezes.

The funny thing is, I got it to consistently happen three times after the first time it happened, but when I did it at the same time as me typing this, I needed to attempt to scroll down the list for the crash to happen, instead of just typing in the filter.  Very weird.

But that can be easily avoided by just not making item conditions through the workshop itself (I think). 

What I can't seem to avoid is my dwarves getting their lungs rotted from just smelting iron. I assume this is due to the mod as it added hazardous materials, but I've lost 5 dwarves to smelting fumes alone in under half a year.  How do I avoid this without completely killing my metal industry?
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: FantasticDorf on July 19, 2022, 08:28:56 am
Hi, I've only recently downloaded this mod and so far so good, but there are a bug I wanted to report and a question I'd like some advice on.

The funny thing is, I got it to consistently happen three times after the first time it happened, but when I did it at the same time as me typing this, I needed to attempt to scroll down the list for the crash to happen, instead of just typing in the filter.  Very weird.

But that can be easily avoided by just not making item conditions through the workshop itself (I think). 

What I can't seem to avoid is my dwarves getting their lungs rotted from just smelting iron. I assume this is due to the mod as it added hazardous materials, but I've lost 5 dwarves to smelting fumes alone in under half a year.  How do I avoid this without completely killing my metal industry?

The work-manager is outside the scope of the modder (any modder, its a hardcoed system) to control, but perhaps something the mod has done has created a illegible field (though the mantis reports dispute that)

I found this  (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9905) &   this (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11515)  relevant report on mantis from two years ago, putting in the words 'Woo' causes a crash.


About the lung rotting, i dont have much to say as a outside observer other than the severity x unit size might be too strong, since syndromes become more intense the smaller the affected creature is.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on July 24, 2022, 08:57:54 pm
Re work manager: see everything @FantasticDorf said. I believe I also encountered this on my last playthrough, and yes, you just need to avoid searching Woo in that way. It's a vanilla bug.

@FoggyHunter re black lung: 5 dwarves in under half a year is too many; I'll need to tune down the chance. I'll take a look at the syndrome intensity. I think 1 a year is the sweet spot.

That being said, I'd also like to add some counterplay for this issue. Some species should be more or less susceptible to this; dwarves should be less at risk and human more at risk. I'll make Earth genasi (lineage system dwarves) completely immune to mining syndromes in the next update, giving you a reason to be very happy when you get one. But it's not in the current version. Thanks for pointing this out.

One question - what's the primary ore of iron that you're smelting? Magnetite? Goethite? Let me know!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Smerg_the_Dargon on September 16, 2022, 12:54:51 am
I just want to say this mod is absolutely wonderful! I love playing as things other than dwarves, and you added a wonderful amount of unique content for every new race.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Bjorn on September 26, 2022, 08:44:36 pm
Hey there mate! (VABritto here, I had forgotten the password for my old account, Bjorn, and ended up using the VABritto account instead, but I'm the same person) I'm glad to see this mod is still running along nicely. I've been in a long hiatus from gaming in general ever since my son was born, but I intend to return to dwarf fortress soon-ish. I'm going to mod a human civ for personal fun (going to try my hand on hybrid governments), but I'm going to do it with your mod as a base because it's my favourite mod and I like playing with its features even though I want to put in more stuff lol
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Bjorn on October 04, 2022, 07:42:39 pm
Has anyone else been having trouble with pathing? I'm using a modified version of this mod but sometimes I have to save and reload again or else my humans don't notice they can enter certain rooms and such.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on October 10, 2022, 10:05:13 am
Hey VAB! Glad to have you back. We're definitely still kicking over here.
I've never noticed pathing issues while testing / playing various civs. Post some examples so we have some documentation and I'll keep an eye out for it.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Vanzetti on December 09, 2022, 03:43:09 pm
Hi kiiranaux,

Just wanted to say that your mod is awesome and I'm looking forward to a version for the Steam DF.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on December 11, 2022, 03:34:35 pm
Thank you Vanzetti!

Highfantasy is coming to steam! I'd like to update everyone based on the information I sent to patreon subscribers and conversations with other mod authors. Here's where we're at.

1. For the past week I've been working with people across the forums to help everyone understand how to update our mods. That has been successful.
2. I've spent time the last week updating the code for Highfantasy for the new raw format. It is STABLE AND WORKING on my pc. There's also some new content, including:
-Dark elves, dark dwarves, dark merfolk
-a plague of Eldritch Sickness
-shapeshifting
-yokai invasion and defense system.
-2500 new words added to the dictionary and appropriately coded.
3. Next step is to finalize the new code, and upload to steam without graphics. You'll be able to start save file with a lot of placeholder graphics, soon.
4. I'll start rolling out graphics for all parts of the modpack in collaboration with other mod authors. We're already talking about this, and some of the authors have moved very quickly.

See you all soon!
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Vanzetti on December 13, 2022, 03:48:04 am
-Dark elves, dark dwarves, dark merfolk

Are you planning to give them the "dark x" name?

I was just thinking that, keeping with the approach of your mod, it would be more interesting to have civilizations with the same name, but a different set of morals? This was a player could suddenly get a goblin caravan, and discover that these goblins are more enlightened than the regular ones. Or get a "vile force of darkness" composed of dwarfs.
Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: kiiranaux on December 15, 2022, 03:36:04 pm
Vanzetti - I've been going back and forth on that. I agree with those thoughts, which is why they definitely won't be called things like "drow", "snirfneblin", etc. I do think they aren't "disguised" creatures, because they look considerably different than their equivalents. I was very close to using "deep" ie "deep dwarves", but I stuck with "dark" since vanilla already has mountain gnomes x dark gnomes. Re "vile force of dwarf darkness," I'd like them to join up with goblins and the like, and am playing with the numbers to that end still.

As for goblins, those are all over HF. There's the goblin civ, rival goblins captured by the goblin civ, goblin slaves (caste) in the hobgoblin civ, feral goblins that are pretty evil, wild goblins that are just another intelligent humanoid like vanilla animal-people, and failed hybrids which are basically aquatic goblins - all of them have a completely different place/purpose in HF, and that's just the ones with goblin in the name, 6 of them. It's almost unnecessary to make a second true goblin civ.

I am noodling on whether there's a place for non-evil orcs, though - but for now they can migrate to your fortress as a dissenter the same way a goblin might in vanilla. Tbd!

Title: Re: [47.05] Highfantasy Mod/Pack 1.4.00: Under the Spawning Sun (Major!!)
Post by: Pillbo on December 15, 2022, 11:18:31 pm
I just wanted to say I'm looking forward to playing this mod on v50. This sounds exactly like what I want out of a mod and I hope there is a tileset for it soon.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 23, 2022, 02:09:54 pm
Version 1.5.00, The True Names of Things, is live!

Highfantasy is being released simultaneously on Classic and Premium.
The installation is completely standard in both modes, and is also detailed in the info.txt. In both modes, worldgen currently requires removing Vanilla Creatures, Vanilla Materials, Vanilla Bodies until more modding hooks are added.
Loading Highfantasy takes a long time. It will finish and the game will play normally.

Highfantasy Graphics are Coming.
There will be updates to highfantasy almost daily to provide graphics. Graphics should be addable without harming existing worlds. We think. We'll find out in a day or two as the first are added.

Get in touch!
If you're a spriter, and you're interested in working on graphics specific to this mod (such as Naga), please get in touch! I'd love to showcase your talent, and it will be better than the palette swaps I'll be cobbling together.

This update adds yokai, eldritch sickness, shapeshifting, dark creatures, alt civs, a massive dictionary expansion, tutorialization, and accessibility throughout the mod. The OP post 3 will be updated soon to reflect changes. The full feature list is way too long to post, but is included in the full Highfantasy Readme in the v_readme file highfantasy.zip

v1.5.00r; "The True Names of Things", new systems
Spoiler (click to show/hide)

v1.5.00r; "The True Names of Things", changes
Spoiler (click to show/hide)
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: Urist the CaveBear on December 23, 2022, 05:11:34 pm
I'm so excited.  What a tremendous thing to wake up to.  This remains my favorite Dwarf Fortress mod, and I've been checking it's status daily since .50 came out.  I can't wait for the weekend, to really dig into it.  Thanks again for your outstanding work, Kiiranaux. 
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 23, 2022, 05:24:52 pm
My pleasure Urist! As always, I've tried my best to give back to all the other mod authors by posting my learnings (and there are many) on the wiki for others to benefit from them. I think that particularly showed in the week post-launch where I was focused on identifying raw changes over in the other thread. That's why others are ahead in terms of graphics. But that will change, soon!

On a personal note, this was an incredibly huge endeavor. I've known for the past year that it would be, but wow - yesterday was the 17th straight 16-hour day spent working on this. I'm so proud the dictionary has Highfantasy entries, and I'm so pleased with what we've done with the yokai system. It's totally ready for revamped adventure mode, too!

Cheers all and may Dwarf live another 20 years!
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: Vanzetti on December 24, 2022, 06:56:38 am
hi kiiranaux,

Congrats on the new version!

Question: this might be beyond the scope of your work, but have you considered making the mod more modular? Just as an example, things like the yokai might be thematically off for some people. Could be nice if it was possible to turn them on/off.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: jolibee on December 24, 2022, 09:25:57 am
Thank you and good work!
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 24, 2022, 10:54:56 am
This post will serve as a reference for the modularity of Highfantasy. It is now linked from the front page.

First, a disclaimer: remember that many of the more "magical" features of highfantasy are restricted to savage biomes. You can have a pretty vanilla experience by playing as dwarves in a non-savage biome - all the progression systems will be there, but you won't be seeing wacky things, for the most part. Just a local elemental, a local extinct mammal, a local intelligent humanoid, and possibly drakes and skales.

--

Modularity is provided via the c_variation files.
 
-To completely remove yokai, mononoke, goriki, onnen from your world,
Spoiler (click to show/hide)

-To completely remove eldritch creatures, and restore vanilla cavern layer 2 (there's nothing unique there),
Spoiler (click to show/hide)

-To completely remove dinosaurs
Spoiler (click to show/hide)

"My favorite creature is missing!" No it's not, they're all in there. Just search for it, add this at the start of its file, and call it what you want.
Spoiler (click to show/hide)

Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: Vanzetti on December 24, 2022, 03:55:14 pm
Vanzetti: I agree! Modularity is provided via the c_variation files.
 
To completely remove yokai, goriki, onnen from your world, go to c_variation_poke, and remove every instance of large_roaming, megabeast, or semimegabeast. Ripping out the mononoke is a bit harder but I think you can do it by removing "pet" and adding "underground_depth:4:4" in the same file in the variation for civ users.

As in, remove the token "large_roaming", or the entire creature that has the token?
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 24, 2022, 04:35:40 pm
In the variation file only, no need to touch the creature.

Spoiler (click to show/hide)
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: Urist the CaveBear on December 24, 2022, 06:11:23 pm
So I haven't started a fortress yet, but I've been generating worlds and poking around the Embark interface.  I can confirm some reports I've seen that "Digging Implements" seem to have been replaced by various types of weapons for various civs - I'm guessing this is some sort of issue akin to raw-dupes, but I'm not an experts.   Perhaps weirder is this "Dwarven" civilization I found, the Bisexual Bastards, which is typed as Dwarven in the civilization list, and has 7 dwarves available for its embark, but it's whole domestic Animal list is distinctly Goblin.  I have no access to dwarven domestic creatures, and in fact can embark with a wide range of hunting and war-trained cavern creatures - mononoke of various stripes, Beak Dogs, slimespawn, something called a "Sustainer" (which sounds deeply Sinister), and most interestingly, "Rival Goblins".  Out of curiosity, I tried embarking as the other Dwarven civilization in this world, the Gopher Fence, and they also demonstrate the Digging Implement bug, but have a standard Dwarven domestication list.  Just some notes. 
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 24, 2022, 07:14:27 pm
What you discovered was an alt-civ of "dwarven scratchlings", a 16% chance to replace a goblin civ. It's a new thing. Most likely there's a true dwarven civ around your world somewhere. Annoyingly, the creature descriptions are hidden in Unit -> Health -> Description, which is unfortunate since hf encourages the player to constantly examine descriptions to learn things such as, for example, my expedition leader had celestial lineage.

Re the digging implement bug: I just encountered that myself and it's a real problem. I don't fully understand the bug, which is vanilla caused, but there's a really obvious solution that I'm working to code now. I'll almost certainly release that, with the first graphical update, tonight EST.
Also, I need to check this, but I'd be willing to bet that using an embark profile (place the file in prefs) gets around this. hf's dwarf embark profile includes a copper pick. I'll report back once I tested this.

You should keep that world. A civ of dwarves named the Bisexual Bastards who reject dwarven standards? Are you kidding me? That's legendary. I'll confirm later that these changes (include the digging implement fix) don't require a new world.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 24, 2022, 07:50:40 pm
The new version can be downloaded which provides a workaround for this new vanilla digging implement bug. You don't need to generate a new save. Wagon wood, from deconstructing your wagon, can be used to craft a pickaxe (3 times) at the CARPENTER's workshop.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: kiiranaux on December 25, 2022, 12:29:48 am
Version 1.5.01 is live. Very few changes. Best of all, this gave me the opportunity to confirm how the save-refresh feature works. It's laid out in the file, but here's a summary:

UPDATING YOUR SAVE (ALL VERSIONS): Happens automatically. When you go to load your save, a newer compatible version will be detected. Select "update" when prompted.

And here's the very brief changelog. You don't need to generate a new world.
Spoiler (click to show/hide)

Graphics are going well. We'll release some crucial ones tomorrow.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: Urist the CaveBear on December 25, 2022, 07:23:04 am
"You should keep that world. A civ of dwarves named the Bisexual Bastards who reject dwarven standards? Are you kidding me? That's legendary."

Are you kidding me?  There's no way I'm not playing them.  Working on the Embark right now. 

Very cool you were able to get the save-refresh for updates working so easily - brave new world for Dwarf Fortress modding. 
Some additional notes on the weirdness that is the Bisexual Bastards' embark screen, there appears to be no access whatsoever to drinks for the Dwarf Scratchlings.  Food is there, but no drinks of any kind.  Also, there are two separate "Beak Dogs".  Both have male and female varieties, as well as hunting and war-trained variants of both, it's like the entries are doubled up.  (After digging around in the Creatures portion of the Symbol designer during Embark, I'm wondering if these aren't Beak Dogs and "Diseased" Beak Dogs)  Finally, we can embark with "Rival Goblins" as pets - I know these are like slaves for the Naga and are an intended part of Goblin civilization, are they an intended part of the Scratchling's identity as well?

Also Also - I notice they seem to be using a different Dwarven Langauge than the one I'm used to (not just that there are more words, I know that HF adds new languages and expands existing ones), do Scratchlings speak a different language than "proper" dwarfs, or does HF randomize the vanilla dwarf tongue?

Ooooh, apparently these guys are tribal and pre-metallurgical?  I'm not... sort of makes this bronze-ore embark... err, difficult. 
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: kiiranaux on December 25, 2022, 10:30:05 am
Urist - everything you mentioned is an intended feature ;) Check the readmes, civilization gameplay, for goblins. Because the "alt civs" don't actually increase the total civ count past 14, they just mean that once in a while one of your 14 isn't quite... right.

My first time embarking with that civ a year ago, I failed to find a water source and all my captured rivals died. Which hampered the work efforts rather considerably.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: Urist the CaveBear on December 25, 2022, 06:17:02 pm
That's all very cool - I was starting to get the impression they were goblins wearing Dwarfs as a shirt or something. 
I saw Bright Orcs during another world-gen. 

It would be nice if there was some menu nesting in some of the places where the MOD has added very large numbers of crafting options.  For instance, the Smithy, putting all of the two-handed weapons under an umbrella, all of the throwing weapons under another.  Maybe even doing it by Axe/Sword/Polearm etc. given the new plethora available. 

Update: Three Horns the Hobgoblin Outpost wiped out by Agitated Giant Badgers. 
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: kiiranaux on December 26, 2022, 10:07:53 am
Hah!

I wish I could. I worked really hard to get what menus I could cleaned up, and though I'm sure I've missed a few, it just so happens that you don't actually create the reactions for weapons - they are hard-coded. So the game just understands "oh this is a weapon, it should be craftable from iron (occasionally also obsidian) at XYZ workshops." Same with armor, clothing, etc.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: Urist the CaveBear on December 26, 2022, 10:23:21 am
Totally understandable, and ultimately not that big a deal as long as you interact with your smithy through the Manger's Work Orders.

In other news, I've been try to use the Goblin Corpse Still to make Blood so my Hobgoblins can alloy Orichalcum; but they just keep processing mussel shells and bones into "Liquid", which I now have several barrels of.  I did manage to make a barrel of Fermented Meat, so that Reaction seems to be working the way I'd expect.

Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: Vanzetti on December 26, 2022, 02:55:11 pm
Just to report. I tried to embark with Orcs, found out I can get Dark Elfs as pets for 1 point each, and they are being added to the citizens tab. So, that's interesting. Not sure if intended?  ;)
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: kiiranaux on December 26, 2022, 04:16:59 pm
Working as intended except for the point value, which I'll fix today.
Recommend reading that creature's description when you're in game.
Generally recommend reading everything's description in highfantasy. (Health -> Description. It used to be much more in your face in old DF.)
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: Urist the CaveBear on December 26, 2022, 07:47:53 pm
The division of Creature Descriptions into 3 or 4 separate tabs is one of my least favorite interface tweaks they've made. 

I'm setting up a Dwarven embark right now - and it looks like some of the graphics for the expanded Dwarven domestics have got mixed around.  Particularly, the Aquifer Turtles appear to be some kind of vampire bat creatures, and the sloth-bats appear to be poultry. 
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: kiiranaux on December 26, 2022, 09:40:34 pm
That's fixed for tomorrow - good catch. I reviewed the rest of them and they should be correct now too.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: Vanzetti on December 27, 2022, 03:24:46 am
Ripping out the mononoke is a bit harder but I think you can do it by removing "pet" and adding "underground_depth:4:4" in the same file in the variation for civ users.

Can you give an example, please?
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.00: The True Names of Things
Post by: kiiranaux on December 27, 2022, 09:43:23 am
RE removing mononoke specifically, Can you give an example, please?
Sure. After updating you save later today with the new version,
Spoiler (click to show/hide)
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: Vanzetti on December 27, 2022, 10:53:17 am
Hi. I tried this now, but there are still mononoke in the animal list on embark screen (they cost 3000 points).
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.01: The True Names of Things
Post by: kiiranaux on December 27, 2022, 02:07:30 pm
That's correct. The particular fix I just listed won't work until the version to be released later today, which will also fully fix pickaxe wierdness.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: kiiranaux on December 27, 2022, 11:08:52 pm
Version 1.5.05 is live on DFFD and Steam!
This version fixes a number of major bugs caused by sneaky code changes. A new world is not required. The bugs include:
-serpentfolk not wearing pants (they now wear tunics and robes to cover their zero-legged selves)
-wagons showing up empty for multiple civs (their pack_animals now have CAPACITY even without a wagon, since wagons come later now)
-inability to select pickaxes during embark screens, and scrambled weapons during the embark screen (for existing worlds, you'll still need to search for and add a pickaxe or tunneler during embark, but you can properly do that now)
-issues with plant gathering

I've shared the learning from these wierd new vanilla edge cases on the modding sections of these forums.

@Vanzetti, the solution mentioned earlier should now work to remove mononoke (removing "PET")
http://www.bay12forums.com/smf/index.php?topic=178840.msg8438809#msg8438809
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: Vanzetti on December 29, 2022, 12:24:47 pm
Thanks!
Another question: will it ruin anything if I remove the extended language words? Or just some of them?
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: kiiranaux on December 29, 2022, 05:40:39 pm
Vanzetti: It wont hurt anything, but make sure you remove them thoroughly. find the WORD token in language_words, and remove its entire entry, then remove that word token from each of the four languages (human dwarf elf goblin) and search for it in the language_symbols files and remove it anywhere there.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: Dragonslayerelf on December 30, 2022, 02:08:21 am
Can you link a version compatible with 47.05? I don't really like 50 and the changes that go with it so I'd appreciate it if the older version was still kept up for we who stick with the old version.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: kiiranaux on December 30, 2022, 02:57:30 pm
Sure Dragonslayer, I'll put a link to a "last 47.05 compatible version" later. There was one that I never released which is slightly more up to date that what was on DFFD recently. Later today.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: Pillbo on December 31, 2022, 05:47:26 pm
Hello, I just started my first HF fort on the steam release. My dwarf options seem to be part of the goblin civ, so I need a Tribeboss to create a squad, but I don't seem able to appoint a Tribeboss. How does this position work? Is it like a mayor that I need to wait for the dwarves to choose? Any workaround to get a squad going? My plan was to make a war fort.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.05: The True Names of Things
Post by: kiiranaux on December 31, 2022, 09:19:57 pm
Philbo - sorry about that, I know what's causing it and can fix it for tomorrow's update. When you download .09 from steam tomorrow, you'll be able to continue playing on your existing world and appoint the boss.

Version 1.5.08 is live on DFFD and Steam!
This version fixes infinite worldgen rejectionss. A new world is not required.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: Pillbo on January 01, 2023, 05:57:30 pm
thanks I'll keep an eye out for the .09 release. That fort crumbled already because there was no water and I couldn't start with booze or plants. By the time I realized the issue everyone was too far gone. I'll probably try a reclaim in the next couple days though.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: PlumpHelmetMan on January 04, 2023, 07:34:11 pm
Hi kiira,

Long time no see. Was ecstatic to see this mod has been adapted and uploaded to the Steam workshop, but quick concern: I forgot to save the original vanilla graphics file (as you recommended in the installation instructions) before overriding it with the "graphics_creatures_layered" file. Is the original file just lost forever now, or can I still retrieve it?

I realize this isn't totally relevant to the mod or necessarily within your area of knowledge, but wasn't quite sure where else to ask.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: Stimraug on January 10, 2023, 07:17:07 am
How do the tags ATTACK_FLAG_BAD_MULTIATTACK and ATTACK_FLAG_INDEPENDENT_MULTIATTACK interact, especially in fortress mode combat? I've seen them used for the weapons. If an attack is flagged as multiattack, how many times can it hit compared to one without a tag? A comprehensive answer about these tags would make me happy, thank you :)
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: TheKerberos on January 16, 2023, 04:22:19 am
Hello I'm literally new on DF, how can I play as Cambion/Succubus race? Is it "entity_highfantasy_type4_cambion" ? And do I need to edit anything or the civ are they the Half-fiend civ?
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: Olek on January 16, 2023, 05:53:16 am
Hi kiira,

Long time no see. Was ecstatic to see this mod has been adapted and uploaded to the Steam workshop, but quick concern: I forgot to save the original vanilla graphics file (as you recommended in the installation instructions) before overriding it with the "graphics_creatures_layered" file. Is the original file just lost forever now, or can I still retrieve it?

I realize this isn't totally relevant to the mod or necessarily within your area of knowledge, but wasn't quite sure where else to ask.

You should be able to verify the game in Steam to get original file back.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: PlumpHelmetMan on January 16, 2023, 12:00:05 pm
Hi kiira,

Long time no see. Was ecstatic to see this mod has been adapted and uploaded to the Steam workshop, but quick concern: I forgot to save the original vanilla graphics file (as you recommended in the installation instructions) before overriding it with the "graphics_creatures_layered" file. Is the original file just lost forever now, or can I still retrieve it?

I realize this isn't totally relevant to the mod or necessarily within your area of knowledge, but wasn't quite sure where else to ask.
You should be able to verify the game in Steam to get original file back.

Thanks. How do I do that? Not great with Steam functionality beyond just installing and running the games.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: kiiranaux on January 16, 2023, 04:50:42 pm
How do the tags ATTACK_FLAG_BAD_MULTIATTACK and ATTACK_FLAG_INDEPENDENT_MULTIATTACK interact, especially in fortress mode combat? I've seen them used for the weapons. If an attack is flagged as multiattack, how many times can it hit compared to one without a tag? A comprehensive answer about these tags would make me happy, thank you :)

ATTACK_FLAG_BAD_MULTIATTACK       Multiple strikes with this attack cannot be performed effectively.
ATTACK_FLAG_INDEPENDENT_MULTIATTACK       Multiple strikes with this attack can be performed with no penalty.
Don't know how many times it can hit, but this is actually a vanilla question so maybe the wiki can help

Hello I'm literally new on DF, how can I play as Cambion/Succubus race? Is it "entity_highfantasy_type4_cambion" ? And do I need to edit anything or the civ are they the Half-fiend civ?

Yep that's right, just add that file. No changes needed.

Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: Olek on January 20, 2023, 09:01:27 am
Hi kiira,

Long time no see. Was ecstatic to see this mod has been adapted and uploaded to the Steam workshop, but quick concern: I forgot to save the original vanilla graphics file (as you recommended in the installation instructions) before overriding it with the "graphics_creatures_layered" file. Is the original file just lost forever now, or can I still retrieve it?

I realize this isn't totally relevant to the mod or necessarily within your area of knowledge, but wasn't quite sure where else to ask.
You should be able to verify the game in Steam to get original file back.

Thanks. How do I do that? Not great with Steam functionality beyond just installing and running the games.

Left click on Dwarf Fortress in your steam library, then right click on it, on the menu that appears left click on properties, left click on local files, left click on verify integrity of game files.
Wait till it scans the game files, if it finds any files that have been altered it will redownload them.
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: PlumpHelmetMan on January 27, 2023, 06:24:03 am
Hi kiira,

Long time no see. Was ecstatic to see this mod has been adapted and uploaded to the Steam workshop, but quick concern: I forgot to save the original vanilla graphics file (as you recommended in the installation instructions) before overriding it with the "graphics_creatures_layered" file. Is the original file just lost forever now, or can I still retrieve it?

I realize this isn't totally relevant to the mod or necessarily within your area of knowledge, but wasn't quite sure where else to ask.
You should be able to verify the game in Steam to get original file back.

Thanks. How do I do that? Not great with Steam functionality beyond just installing and running the games.

Left click on Dwarf Fortress in your steam library, then right click on it, on the menu that appears left click on properties, left click on local files, left click on verify integrity of game files.
Wait till it scans the game files, if it finds any files that have been altered it will redownload them.

It worked, thanks so much!
Title: Re: [50.01][Class+Prem] Highfantasy Mod System 1.5.08: The True Names of Things
Post by: Viax on July 21, 2023, 06:20:46 am
Whats does PREFSTRING:terrifying features] mean? rival goblins. Also, what is the right way to use them? herbs, hauling and fishing? ot they can do other interesting things? Poor i just got two.
1. New citizens come quite late,
2. Can i change POP_Ratio for some castes from 1 to 3 or 5? Dwarfs. Just didn't see other ones.
3. Does creating mod with Entity:Mountain, creature ETC and Caste:all with change to skill rust will override all castes attributes ? it looks like this
Spoiler (click to show/hide)

So far it works, but i have only regular caste dwarfs (month played, so it's 30 days after embarking), don't want to make the game easier! I am just beginner, playing on hard diff, and i like hard playing, overall i always change something in mod files, just for myself.
Tried adding one weapon during game, with reaction to it. Is it possibile? Just wanted to make OP bow just for my race, and reactions for 100 arrows/bolts. game see these reactions, but no matter what, i am unable to make them. BUT IT WAS GOING GAME, should i make a new word?

Overall, this is probably the most complicated mod created and is worth the effort.  Outstanding work. I hope it will be updated with game updates too.

Third question - if i make it compatible with Dark ages, it it possible to make official crossmod edition?

Edit2: Caravan didn't bring any items :(( how to fix that?