PLACE THIS MOD IN A FRESH INSTALLED GAME FOLDER if you have any troubles loading it or to make sure that everything works as intended.
CURRENT VERSION: Legends of Faerūn {{0.0.9a}}
Requires clean install
0.0.9a
-Fixed 2 stupid bugs (typos) in creature_aberrations and creature_faerun.
Mod description:
- added new races: orcs, illithids, drow, gibberlings and duergars
- new religion system: avatars of Forgotten Realms' gods
- avatars of greater gods
- new animals: ash rat, badger, bearhound, dire badger, dire bear, dire wolf, snake dog, couatl; oozes {ochre jelly, gelatinous cube, black pudding}
- new creatures: gorgotaur, hag, orog, ice spirit, forest spirit, rock spirit, yuan-ti, aboleth, beholder {common, mage, hive mother, elder orb}; beholder-kin {death kiss, eye of the deep, gouger}; marilith, myconid
- new weapons
- greater avatars are customized and have graphic tileset
- all entities edited to worship new avatars
code:(http://img232.imageshack.us/img232/4579/rac1uo4.gif) RACES (http://img232.imageshack.us/img232/1160/rac2bj2.gif)
Race: Drow
(http://img84.imageshack.us/img84/9780/drowno6.gif)
*Race by Keilden, tweaked for version/religion by Deon
-dark-skinned elven evil brethren
-custom weapons by Keilden and Deon, like whip sword, snake whip, drow hand crossbow and crescent blade.
-dwellers of underground fortresses
-have neat spider pet
-combat units graphics tileset
Race: Duergar
(http://img221.imageshack.us/img221/2371/duergaral7.gif)
*race by Deon
-evil analogue of dwarves
-worshippers of evil pantheon
-full graphics tileset
Race: Gibberling
(http://img84.imageshack.us/img84/3669/gibberyz0.gif)
*Race by Deon
-primitive nuisance race
-bloodthursty fearless nocturnal creatures
-graphic tile for default image
Race: illithid
(http://img225.imageshack.us/img225/273/illithidsw3.gif)
*race by Deon
-evil race
-levitates
-sieger, ambusher and babysnatcher
-mental brain-attack of telekinetic force
-basic graphics tileset
Race: Orc
(http://img88.imageshack.us/img88/9587/orcbg9.gif)
*race by Fleeb
-evil analogue of humans
-worshippers of strong and evil powers
-a few new weapons
-full graphics tileset
Changelog is in the 2nd post.
[ March 07, 2008: Message edited by: Deon ]
[ March 07, 2008: Message edited by: Deon ]
code:(http://img84.imageshack.us/img84/4353/av1bi9.gif) AVATARS (http://img84.imageshack.us/img84/9550/av2zq8.gif)
Greater:
Akadi: WIND - flying legless
Amaunator: SUN, LIGHT flying legless
Bane: CHAOS, DARKNESS, TORTURE quadrupod centaur-like with blades on arms
Cyric: LIES - olm-like
Grumbar: EARTH, MINERALS, MOUNTAINS earth elemental
Istishia: FISH, FISHING, LAKES, OCEANS, RIVERS, WATER - mermaid
Kelemvor: DEATH - skull-headed humanoid
Kosuth: FIRE - flying legless fire elemental
Lathander: DAWN, BIRTH, HEALING, REBIRTH, YOUTH, INSPIRATION, CREATION - humanoid
Myrkul: DEATH, MUCK - skull-headed humanoid
Mystra: SCHOLARSHIP - energy vortex
Oghma: SCHOLARSHIP, INSPIRATION, MUSIC, SONG, WISDOM - energy vortex
Shar: DARKNESS, NIGHT, TWILIGHT, CAVERNS, SILENCE - hooded humanoid
Silvanus: ANIMALS, NATURE, PLANTS, TREES - centaur with horns
Sune: BEAUTY, LOVE, LUST - humanoid
Talos: CHAOS,LIGHTNING, STORMS, THUNDER - flying legless
Tempus: COURAGE, STRENGTH, WAR - humanoid
Tyr: DISCIPLINE, JUSTICE, LAW, ORDER - humanoid
Intermediate:
not present yet
Lesser:
not present yet
code:
Changelog:0.0.9
-New creatures: aboleth, beholder {common, mage, hive mother, elder orb}; beholder-kin {death kiss, eye of the deep, gouger}; couatl, marilith, myconid, oozes {ochre jelly, gelatinous cube, black pudding}
-Yuan-ti warriors and priests are now different creatures (with tail stance/legs).0.0.8
-Intermediate and lesser powers are temporary removed.
-Avatar speed and no brain issues are fixed.
-New dwarven flamer weapon and magma bolts.
-New animals: ash rat, badger, bearhound, dire badger, dire bear, dire wolf, snake dog
-New creatures: gorgotaur, hag, orog, ice spirit, forest spirit, rock spirit, yuan-ti
-a few vermins and a vermineater.0.0.7.1
-Horned centaur avatar body is fixed
-Gibberling default graphic tile0.0.7
-Illithid attack weakened to appopriate range.
-Drow race by Keilden with neat spider pets.
-Gibberlings - new very primitive and very aggressive nuisance race.
-New weapons by Deon, Fleeb and Keilden.
-Size of greater avatars increased to 30, of intermediate increased to 20, of lesser remained 16.
-Greater powers recieved personal features (PREFSTRING), also some of them gained eyes to see.0.0.6
-Illithid attack changed and tweaked.
-Flying avatars without "stance" were fixed.0.0.5
-Graphic tileset for greater avatars
-Greater avatars gained specific unique bodies and attacks.
-Unexisting orcs' weapons were removed from orcs entity file (now they use all human weapons and armor).0.0.4
-Adventure_tiers for new races were fixed
-New avatar creatures (greater/intermediate/lesser)
-All races including default were tweaked to worship new avatars.0.0.3
-Illithids gained "flier".
-New duergar race
-New orcs race0.0.2
-lllithids lost "flier" tag.
-Flavour updates to Illithid race0.0.1
-New Illithid race
Work plan
0)avatars of gods - beta (not full graphics/customization)
1)add map-dwelling races:
Legend: included ] flavour edited ] balanced
code:
drow +--
duergar +--
gibberling +--
gnome ---
halfling ---
illithid +--
lizardfolk ---
orc +--
sharkmen ---
2)Creatures
3)Items and artifacts
[ March 07, 2008: Message edited by: Deon ]
One) Although the Faerūn (that thing will forever onwards look like a bucket to me) universe hosted an incredible assortment of exceptional tales, the fundamental aspects of it are pretty bread-and-butter fantasy.
It was the stories that were played out within Faerūn that made it great, not the rather standard creatures that lived in it.
Two) Adding that many entities will kill your machine. I added one extra entity and worldgen times shot up like mad. Unless you intend to have one city with two inhabitants per race, I suggest cutting down the number. Having two fully-stocked races above the standard three can bump world save/load times to an hour.
[ February 20, 2008: Message edited by: Kagus ]
quote:
Originally posted by Kagus:
<STRONG>
Two) Adding that many entities will kill your machine. I added one extra entity and worldgen times shot up like mad. Unless you intend to have one city with two inhabitants per race, I suggest cutting down the number. Having two fully-stocked races above the standard three can bump world save/load times to an hour.
</STRONG>
I disagree, I added five new entities to a mod that have comparable populations to the existing entities and it only took me 20 minutes to gen a world on my PC. My PC isn't that great either - 1.5ghz, 500mb ram.
You're right about "bread and butter", but it's the thing I want to do - to make a butter to eat with the marvellous DF bread =). Also balanced number of good/eil civ will make the game more fun for me.
It might actually have made the game playable.
Anyway, I'll keep an eye on this if I remember to. :p
[ February 19, 2008: Message edited by: Ioric Kittencuddler ]
http://rapidshare.de/files/38624207/orcs.zip.html
[ February 19, 2008: Message edited by: Fleeb ]
Fleeb, thank you for orcs! I hope you guys can offer something, because it will make it faster and I will be sure to have not only mine ideas, which is important to keep the mod interesting for all, not for me only =);
I know a few of the critters in it though, so if you've got one you'd like to see, lemme know and I'll see if I can create a passable version of it.
Gibberlings could easily be simple pack animals. Information could be taken from wolves to figure out how to get them to ambush adventurers. Xvarts are a litte more civilized (daggers and clothes), but I don't know if they qualify for a whole entity unto themselves. Hmm...
About Gibblerilngs - I want to add them by myself too, as nocturnal creatures:
quote:
Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable.
[ February 20, 2008: Message edited by: Deon ]
quote:
I noticed you use custom weapons, like cutlass, hunting knife,longspear and trident do you have them play-tested?
Doh! I forgot all about that. Yeah, most of them have (like the orcs themselves) been borrowed from other mods. They work great. Once I get back to the pc I have the files on I'll post them.
::edit:: I may have messed up the text file for the graphics too, I'll double check.
::edit again::
Here's everything, should be 100% good to go, fixed graphics and added the items:
http://rapidshare.de/files/38626906/orcs.zip.html
::last edit:: A few notes about the orcs: some names can get really... interesting. May be offensive to some. But then, who wouldn't want to visit The Frothy Spew of Anuses, I hear it's lovely this time of year. Also, orcs are set to like human towns and dwarf caves, so there'll be invasions. I made it a little more likely that orc towns will appear in deserts and swamps and forests. I love these orcs, I haven't used dwarves since I put them together.
[ February 20, 2008: Message edited by: Fleeb ]
Your orcs are in.
Also I'm gonna make all powers similar to FR avatars as creatures, and then allow all races to worship ANY_APPROPRIATE_POWER, thus implementing the pantheon. It's sad we can't use the magic right now, because Mistra is poor magic, but the lord Bane is still ok =).
quote:
Also don't you think that if their base starting site is CITY, they won't migrate to other cities because they already have one
Oh, they migrate. I'm not sure about the cities, but I've seen them attacking a dwarf town.
quote:
Also I edited their adventure tier 1->23
What the heck does adventure tier do anyway? I read its description in file_changes.txt but I don't really understand it.
[ February 20, 2008: Message edited by: Fleeb ]
FEEDBACK =).
Now EVERY race worships own POWER which appears to be an avatar of one of the "real" forgotten realms' god (but still the avatar has weird/funny name, generated by game :)).
I'm finishing avatar pictures and play-testing them now.
But other news. I am digging up my old DnD books I bought cheap(I am not a player but I love reading) so I will start making small stuff like monsters and weapons. If anyone has a certain request just post it here.
[ February 21, 2008: Message edited by: Keilden ]
In next release I plan to add drow race.
Intermediate and lesser powers will be customized later, as long as I complete new races.
After I make all races I will rearrange avatars between them.
quote:
If anyone has a certain request just post it here.
Ooo, an Aboleth!
[ February 21, 2008: Message edited by: Deon ]
BLUDGEON also works, and will have a higher chance of flinging the enemy away.
But the brain attack seems nice, thanks for an idea =).
[ February 21, 2008: Message edited by: Deon ]
OUCH!
I thought creatures with "flier" are hovering, but they are not while on the surface! Thus all my avatars which were flying legless humanoid creatures are now just lying on the floor and crawling around. FIXED (ver. 0.0.6, along with new illithid main attack, lowered and changed from sprouting with tentacles to striking with a telekinetic strike).
[ February 21, 2008: Message edited by: Deon ]
You can make any forgotten realm critters, thus saving a lot of work. Because after I add all races and reassign Avatars, the next major update will include a lot of FR creatures.
Are you sure gibberlings deserve their own entity? I always thought of them as far too primitive for something of that sort. They were just small, ugly creatures that roam the wilderness in my experience.
In fact, the only nuisance race thing that seems appropriate would be... Kobolds.
Unless you want a troupe of gnolls wandering through your fort, that is.
quote:
Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable. Subterranean gibberlings may burrow into the ground, or may simply lie down in a curled, fetal posture at times of rest. They awake suddenly, as a group, and burst in unison out of the ground, howling and gibbering in a most frightful way.Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to the bone anyone or anything that should fall in their path.
Nice nocturnal raiders and thieves. Why not? Why do you think the kobolds deserve the nuisance race tag more?
Also, note the "bold" text. Now "This is an exceptional image of a gibberling. The gibberling is in fetal posotion" has its real meaning.
[ February 22, 2008: Message edited by: Deon ]
Also, any gibberling that shows up to steal something will be a "gibberling thief". I don't think they have the social order to understand professions, but so be it. Also, you can't make bone daggers, so I'm not sure what you're referring to.
Kobolds were pictured as thieves extensively, and they definitely had weapons, as well as clothing. There are other races that could fit the bill as well, though.
code:[CREATURE:BEAR_HOUND]
[NAME:bearhound:bearhounds:bearhound]
[TILE:'H'][COLOR:6:0:0]
[MODVALUE:6]
[LARGE_ROAMING][FREQUENCY:2]
[POPULATION_NUMBER:2:3]
[CLUSTER_NUMBER:1:1]
[LARGE_PREDATOR]
[NO_WINTER][MEANDERER]
[GENPOWER:3]
[PETVALUE:750]
[GRASSTRAMPLE:0][NATURAL][PET]
[PREFSTRING:strength]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[BODYGLOSS:PAW]
[SIZE:10]
[MAXAGE:20:30]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
[CHILD:1][CHILDNAME:bearhound cub:bearhound cubs]
[FAT:7]
[DIURNAL]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:200]
[SWIMS_INNATE][SWIM_SPEED:2500]
code:NAME [biome] alighnment sourceHakeasher [Alt. prime material plane] CN FR10
Stone Colossus [Any \ outdoors Nil] FR10
Desert Wraith [Subtropical \ desert] CE FR10
Draco-sphinx [Desert \ plain] LE FR10
Skriaxit [Subtropical \ desert] NE FR10
Lycanthrope, Werecrocodile [Desert \ swamp] NE FR10
Brown Dragon [Arid \ desert] N(E) FR10
Orpsu [Temperate \ any dry] NE FR13
Phaerimm [Subterranean (Anauroch)] NE FR13
Thaalud (Tomb Tapper) [Subterranean] LN FR13
Laerti [Temperate, dry] LE FR13
Dark Naga [Any except arctic] LE FR13
Kupuk [Arctic (Pelvuria)] N FR14
Inugaakalakurit (Arctic Dwarf) [Arctic (Pelvuria)] varies FR14
Fish, Bloatfish [Pelvuria] N FR14
Fish, Black Burner [Pelvuria] N FR14
Fish, Spiny Sleeper [Pelvuria] N FR14
Fish, Icetail [Pelvuria] N FR14
Fish, Crystal Nipper [Pelvuria] N FR14
Tirichik [Pelcuria] CE FR14
Myrlochar [Any] CE FOR2
Deep Bat, Azmyh [Temperate \ Any] CN FOR2
Deep Bat, Night Hunter [Temperate \ Any] NE FOR2
Deep Bat, Sinister [Any] LN FOR2
Deep bat, werebat [Any] Varies FOR2
Yochlol [Any] CE FOR2
Subterranean Spider, Hairy [Any non-arctic] NE FOR2
Subterranean Spider, Hunting [Any \ Subterranean] LN FOR2
Subterranean Spider, Sword [Any (prefers jungles]) CE FOR2
Subterranean Spider, Watch [Any Temperate] LN FOR2
Deep Rothe [Any \ Subterranean] N FOR2
Pedipalp, Schizomida (Large) [All except Arctic \ except Tundra] N FOR2
Pedipalp, Amblypygus (Huge) [All except Arctic \ excepy Tundra] N FOR2
Pedipalp, Uropygus (Giant) [All except Arctic \ except Tundra] N FOR2
Spitting Crawler [Any non arctic \ Subterranean] LN FOR2
Solifugid [Varies] N FOR2
Yellow Dragon [Desert] CE FOR1
Steel Dragon [Temp. \ various] LN(G) FOR1
Mercury Dragon [Temp. and subtropic \ Mountains] CG FOR1
Dracohydra [Temp. \ Mountains, barren] CE FOR1
Deathmirror Beetle [Any (usually subterranean)] N Polyhedron 93
Groundling [Any] LE Polyhedron 93
Shadevar [Any (western central faerun)] CE Polyhedron 93
Dark Trees [Jungle, Tropical] NE FR16
Laraken [Swamp] NE FR16
Spectral Harpist [Any] LN FOR4
Cath Shee [Forests] CN Elves Evermeet
Kholiathra [Forests (Elven lands)] NG Elves Evermeet
Lythari [Forests (Elven lands)] CG Elves Evermeet
Moon Horse [Plains, meadows (Evermeet)] CG Elves Evermeet
Reverend Ones [Olympus, prime material plane] CG \ NG Elves Evermeet
The White Stag [Forest (Evermeet)] CG Elves Evermeet
Banelar [Hot - Temperate \ Any] LE Dragon 197
Flameskull [Any] LE Dragon 197
Whipsting [All \ Rocky, subterranean] N Dragon 197
Brain Golem [Subterranean] LE Dragon 193
Hammer Golem [Subterranean (Dwarven Kingdoms)] N Dragon 193
Spiderstone Golem [Subterranean (Drow Kingdoms)] CE Dragon 193
Kamigoroshi (Lesser spirit) [Any inhabited lands (Kara-Tur)] NE Dragon 198
Alhoon (Illithilich) [Any] NE Menzoberranzan
Cloaker Lord [Any] CN Menzoberranzan
Foulwing [Any] NE Menzoberranzan
Subterranean Lizard (Pack Lizard) [Any] LN Menzoberranzan
Riding Lizard [Subterranean] LN Menzoberranzan
Wingless Wonder [Any] except arctic CN Menzoberranzan
Greater Baatezu, Amnizu [The Nine Hells] LE FRQ2
Greater Baatezu, Cornugon [The Nine Hells] LE FRQ2
Greater Baatezu, Pit Fiend [The Nine Hells] LE FRQ2
Lesser Baatezu, Barbazu [The Nine Hells] LE FRQ2
Tanar’ri, Rat Fiend [The Abyss, Material planes] CE MV-Departure
Lichling [Any] CE FA2
Malatran Korobokuru [Tropical \ Mountains] Any (CG) Polyhedron
Katanga, Caiman [Tropical \ River] N Polyhedron
Katanga, Monkey [Tropical \ Jungle] CG Polyhedron
Katanga, Pangolin [Jungle] N Polyhedron
Katanga, Snake [Jungle] N Polyhedron
Katanga, Tiger [Tropical \ Jungle] LG Polyhedron
Tam’hi [Tropical \ Jungle, river] Any Good Polyhedron
Shu [Tropical \ Jungle, savanna] N(G) Polyhedron
Saru [Tropical \ Jungle] LG Polyhedron
Dzalmaus Dragon [Steppe] CE
Manni [Temp. \ Forest, steppe] CE
Morin [Plains, Steppe] N
Sand Cat [Desert, Dry steppe] N
Talisman, Servant, Caravan [Any Land] N Dragon 242
Talisman, Servant, Gladiator [Any Land] NE Dragon 242
Talisman, Servant, Mystran [Any Land] LN Dragon 242
Lacerial, Finhead [Jungle] Any (LG) Polyhedron 129
Lacerial, Bladeback [Jungle] Any Polyhedron 129
Lacerial, Flyer [Jungle \ Mountain] Any (CG) Polyhedron 129
Lacerial, Hornhead [Jungle] Any Polyhedron 129
Oscray [Any] N Polyhedron 129
Katanga, Impala [Tropical \ Plains] NG Polyhedron 129
Katanga, Hedgehog [Tropical \ Jungle] N Polyhedron 129
Tomb Guardian [Any] N Pages from the Mages
Scalamagdrion [Subarctic Caverns] N Pages from the Mages
Disenchanter [Any] N Pages from the Mages
Netherese Zombie [Any] NE How the Mighty…
NightRider [Any] LE Waterdeep
Denizen [Hades] LE Waterdeep
Quelzarn [Tropical \ Temperate Fresh \ Salt water] N Tantras
DarkenBeast [Any] NE Secret of Spiderhaunt
Arch-Shadow [Any] Any Evil Secret of Spiderhaunt
Firestar [Temperate Forest \ Hills] N Sword of the Dales
Nightshade [Any Forest \ Caves] NE Doom of Daggerdale
Gaumahavi - Purple Dragon (unique) [Subarctic Desert \ High Mountains] N FRA2-3
Sandiraksiva - Black Courser (unique) [High Mountains \ Meadows] N FRA2-3
Ice Spire Ogres ["The Ices Spires" \ Arctic] CE Giantcraft
Krotter ["The Ices Spires" \ Arctic] N Giantcraft
Shadow Hounds ["The Ices Spires" \ Abyss] CE Giantcraft
Dracimera [Any Temperate \ Tropical] Varies Cult of the Dragon
Dracohydra [Temperate \ Mountains] CE Cult of the Dragon
Dracolich [Special] Any Evil Cult of the Dragon
Dragon, Ghost [Subterranean \ Cave] N Cult of the Dragon
Dragon, Lesser Undead [Any Land] N Cult of the Dragon
Dragon-Kin [Any Land] CE Cult of the Dragon
Mantidrake [Any] Varies Cult of the Dragon
Ur-Histachii (undead) [Tropical \ Jungle or Subterranean] CE Cult of the Dragon
Wyvern Drake [Temperate Mountains & Forest] Varies Cult of the Dragon
BaneDead [Any] LE Ruins of Zhentil Keep
BaneLich [Any] LE Ruins of Zhentil Keep
Burnbones [Any Land] NE Ruins of Zhentil Keep
Elemental, Nature [Forest] N Ruins of Zhentil Keep
Gargoyle, Guardgoyle [Any Land] N Ruins of Zhentil Keep
Golem, Magic [Any] N Ruins of Zhentil Keep
Golem, Vault Guardian [Any] N Ruins of Zhentil Keep
Hybsil [Any Temperate Forest \ Plains \ Hills] LG Ruins of Zhentil Keep
Magedoon [Any] LE Ruins of Zhentil Keep
Mist, Scarlet Dancer [Swamp \ Sewer] N Ruins of Zhentil Keep
Ondonti [Any Land] LG Ruins of Zhentil Keep
Rat, Zhentish Sewer [Subterranean] NE Ruins of Zhentil Keep
Render (unique) [Any] CE Ruins of Zhentil Keep
Sacaanti [Any] [Any Evil Ruins of Zhentil Keep
Snake, Messenger [Any] N Ruins of Zhentil Keep
Zhentarim Spirit [Any] Any Evil Ruins of Zhentil Keep
Cat, Great, Snow Tiger [Subarctic to Temperate] N Spellbound
Chosen Ones [Any] CE Spellbound
Dread Warrior [Any] NE Spellbound
Eltab (unique) [The Abyss] CE Spellbound
Golem, Gemstone, Ruby [Any] N Spellbound
Golem, Gemstone, Emerald [Any] N Spellbound
Golem, Gemstone, Diamond [Any] N Spellbound
Hag, Bheur [Cold Regions ("Rashemen")] LE Spellbound
Neo-orog [Any] LE Spellbound
Spirit, Forest [Forests ("Rashemen")] CG Spellbound
Spirit, Ice [Mountains \ Icy regions ("Rashemen")] CN Spellbound
Spirit, Rock [Mountains \ Rocky land ("Rashemen")] CN Spellbound
Sprite, Seelie [Forest \ Sylvan] CN Spellbound
Sprite, Unseelie [Forest \ Sylvan] CE Spellbound
Unicorn, Black [Forests \ Plains ("Thay")] CE Spellbound
Uthraki [Forests ("Rashemen")] CE Spellbound
Graz'zt (unique) [The Abyss (Azzagrat)] CE For Duty and Deity
Lillend [Planes] CG / CN For Duty and Deity
Viper Tree [Planes] C / N E For Duty and Deity
Crustaid [Waters around Evermeet] N Polyhedron 132
Reviler [Abandoned buildings \ ruins] Any Evil Dungeon 71
Suzara the Scold [Cormyr and surrounding lands] NE Dragon Annual #4
Boldovar the Mad [Cormyr and surrounding lands] CE Dragon Annual #4
Merendil the Bloody [Cormyr and surrounding lands] LE Dragon Annual #4
Menineth the Grasping [Cormyr and surrounding lands] NE Dragon Annual #4
Luthax the Fiery [Cormyr and surrounding lands] LE Dragon Annual #4
Xanthon the Baneful [Cormyr and surrounding lands] NE Dragon Annual #4
Pteraman [Any Jungle] NE Jungles of Chult
Dowayu [Any] LE FRA3
Ambuchar [Devayam / Tan Chin] Any LE FRA3
You can make any of them and I will implement them for sure, just compare their strength with dwarven to avoid big unbalance.
THanks =).
code:[CREATURE:ASHRAT]
[NAME:ash rat:ash rats:ash rat]
[TILE:'r'][COLOR:0:0:4]
[MODVALUE:3]
[LARGE_ROAMING][FREQUENCY:25]
[GENPOWER:2][NATURAL][PET_EXOTIC]
[PETVALUE:250]
[FIREIMMUNE]
[PREFSTRING:heat]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[SIZE:3]
[MAXAGE:2:3]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:HEAT][ATTACKFLAG_CANLATCH]
[CHILD:1][CHILDNAME:ash rat pup:ash rat pups]
[FAT:2]
[ALL_ACTIVE]
[POPULATION_NUMBER:10:20]
[BIOME:SUBTERRANEAN_CHASM]
[FIXED_TEMP:25000]
[STANDARD_FLESH]
[HEATDAM_POINT:13000]
[IGNITE_POINT:13500]
[LEATHER_HEATDAM_POINT:13000]
[LEATHER_IGNITE_POINT:13500]
[BONE_HEATDAM_POINT:14000]
[SWIMS_INNATE][SWIM_SPEED:2500]
quote:
[COLOR:0:0:4]
code:[CREATURE:ASHRAT]
[NAME:ash rat:ash rats:ash rat]
[TILE:'r'][COLOR:4:0:0]
[MODVALUE:3]
[LARGE_ROAMING][FREQUENCY:25]
[GENPOWER:2][NATURAL][PET_EXOTIC]
[PETVALUE:250]
[FIREIMMUNE]
[PREFSTRING:heat]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
[SIZE:3]
[MAXAGE:2:3]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:HEAT][ATTACKFLAG_CANLATCH]
[CHILD:1][CHILDNAME:ash rat pup:ash rat pups]
[FAT:2]
[ALL_ACTIVE]
[POPULATION_NUMBER:10:20]
[BIOME:SUBTERRANEAN_CHASM]
[FIXED_TEMP:25000]
[STANDARD_FLESH]
[SWIMS_INNATE][SWIM_SPEED:2500]
code:
[CREATURE:GORGOTAUR]
[NAME:gorgotaur:gorgotaurs:gorgotaur]
[TILE:'G'][COLOR:6:0:0]
[SEMIMEGABEAST]
[GENPOWER:6]
[BUTCHERABLE_NONSTANDARD]
[FANCIFUL]
[DAMBLOCK:2]
[BUILDINGDESTROYER:2]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[PREFSTRING:horns]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:2HEAD_HORN:5FINGERS:5TOES:MOUTH]
[SIZE:11]
[ATTACK:MAIN:BYTYPE:GRASP :punch :punches:1:3:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:LHORN:gore:gores:1:7:GORE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:RHORN:gore:gores:1:7:GORE][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[FAT:9]
[EQUIPS]
[ALL_ACTIVE]
[BIOME:ANY_LAND]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:50]
[SWIMS_INNATE][SWIM_SPEED:2500]
[ February 24, 2008: Message edited by: Keilden ]
Also a praralyzing look which is just 1 of the several MAIN attacks isn't too overpowerful, because it has just 50% chance to trigger the poison on hit and much less chance to be triggered since there're more attacks of the MAIN type.
[ February 25, 2008: Message edited by: Deon ]
I think I'll stick to the current races now, as it seems I don't need to make more to avoid huge lags on worldgen.
Though with new option to play smaller mods the mod becomes much more fast to play. THanks yo Toady.
quote:
-New dwarven flamer weapon and magma bolts.
Shweet...
quote:
Originally posted by Deon:
<STRONG>The last word in the "table" (err badly organized) is the setting/rulebook it's from. I'll stick to Faerūn wiki for now add will add other creatures later =). This list was just an example I've found in my own writings.</STRONG>
I meant what DnD versions..like 3.0 3.5 etc..
[ February 26, 2008: Message edited by: Keilden ]
quote:
Originally posted by Deon:
<STRONG>I believe they are from 2.5 and 3.</STRONG>
Ok thats why I can't find some of them.
For now i have couatl, marilith, myconid, Yuan-ti warrior and priest, ash rat, badger, bearhound, dire badger, dire bear, dire wolf, snake dog, gorgotaur, hag, orog, ice spirit, forest spirit, rock spirit, different beholder types, aboleth, umber hulk, yochlol and tyrantfog zombie. Aballin (living ooze) and some planars are planned.
Any additions are welcome =).
code:[CREATURE:OOZE]
[NAME :ooze :oozes :oozing]
[TILE:234][COLOR:2:0:1]
[REMAINS:some goo:goo][REMAINS_UNDETERMINED][REMAINS_COLOR:2:0:0]
[BLOODTYPE:SLIME]
[POPULATION_NUMBER:15:30]
[GENPOWER:2]
[SPEED:1500]
[CLUSTER_NUMBER:3:21]
[EXTRACT :ooze blight:2:0:1]
[EXTRACT_VALUE:100]
[EXTRACT_PARALYZE]
[HAS_RACEGLOSS]
[NOT_BUTCHERABLE]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]
[NOSTUCKINS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]
[BUILDINGDESTROYER:1]
[CHILD:1]
[DAMBLOCK:5]
[NOFEAR]
[SIZE:5]
[NO_EAT][NO_SLEEP][NO_DRINK]
[ATTACK:MAIN:BYTYPE:UPPERBODY:engulf:engulfs:1:6:BURN][SPECIALATTACK_INJECT_EXTRACT:25:50]
[BODY:BASIC_1PARTBODY:HEART][BODYGLOSS:CORE_HEART]
[PREFSTRING:sliminess]
[ALL_ACTIVE]
[BIOME:SUBTERRANEAN_CHASM]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:100]
[MATERIAL:SLIME:USE_RACEGLOSS]
[SWIMS_INNATE][SWIM_SPEED:1500][BODYGLOSS:HEART_CORE:heart:core]
Mod it as you will.
Also, they didn't seem to need a stance bodypart when I was testing them. BASIC_1PARTBODY worked just fine.
The only real problem is that they leave a corpse behind, instead of a glob of slime which I'd been trying to work with.
EDIT: And the paralyze thing was just to add some flavor. I couldn't think of anything better to do.
[ March 01, 2008: Message edited by: Kagus ]
I was knocked over a few times, and could stand up each time. I didn't seem to have any problem with falling over.
I've just finished the beholder and beholder-kin tree.
I was trying to find the book "I, Tyrant" and finally succeeded.
All there efforts were to find out the beholder anatomy - I didn't know any of their organs before. Now I'm a beholder-expert who knows their lifecycle, species, anatomy and preferences =).
BTW my internet should be back when I get home from work today. So maybe I should make the most evil MEGABEAST ever. By using the rules from Crossbreeding - Flesh and Blood (if we can use template creatures) I could make a Dragon Carp. That would be a carp with wings and firebreath.
I've updated the mod with new creatures. The only problem is that it looks like 38c caves are less dwelled => I meet new cave creatures not too often. But it looks ok for 127x127 map.
Also I decreased the number of pop/civs for each entity to let them all spawn on map.
I'm gonna publish the 1st beta release soon, with all missing graphics and creature/entity balancing.
For now avatars seem to be unkillable (as they should be I guess). I managed to kill 1 by throwing rocks at it during 30 min or so realtime, being a legendary ambusher/thrower... They may need some fix to be the objects of quests, for now they are just GODS =).
The Faerūn should have Ancients which are lizardfolk-based and live in another plane/ancient ruins, I've read about them in book and saw in NWN game.
If you could make them, you're welcome! Just adjust religion spheres to have some evil avatars please =).
Also the army arc is coming, which will bring a lot of rebuilding for the mod I guess, but it'll bring the ruins along with other cool features back too.
[ March 07, 2008: Message edited by: Deon ]
What you can do, is make a custom race to inhabit the ruins. Make them immortal (undead if you like), and have no children. Set their basic name to whatever race you want the ruins to be from, and then add in
[SPECNAME:MALE:(name of male creature):(plural):(possessive)]
[SPECNAME:FEMALE:(name of female creature):(plural):(possessive)]
This will cause the ruins to be named after the basic name, but all the creatures that inhabit that place will have different names. For example:
Basic name: Bill:Bills:Billy
Specname male: Ted:Teds:Teddy
Specname female: Orangutan:Orangutans:Orangutan
You will get a Billy ruin that is inhabited by Teds and Orangutans.
I recommend you prevent them from breeding, as 1) you'll end up with child aspects of the race, which may not be all that suitable and 2) ruins have a funky placement system. They tend to bundle up.
EDIT: !@$^$#?* smileys!
[ March 07, 2008: Message edited by: Kagus ]
quote:
Well the lizard folks are still alive in the world
[ March 07, 2008: Message edited by: Deon ]
It is not clear exactly how dragons came to inhabit Abeir-Toril, so I don't count them as one of the cerator races. They could come from any other one of the realms.
quote:
Originally posted by Deon:
<STRONG>
I told about Sarrukh, creators of yuan-ti, naga, lizardfolk, and scalykind. There were 4 more creator races, you can make some of those 4, but now I can't find a rulebook with them.[ March 07, 2008: Message edited by: Deon ]</STRONG>
Yeah those are alive...not many tho. You meet them in NWN.
quote:
Hmmm how about making their max age 10. And change the baby age to 10. That way th parents will die out and leave the baby“s left that hopefully dies.
'Product Identity' creatures:
beholder
gauth
carrion crawler
displacer beast
kuo-toa
githyanki
githzerai
slaad
umber hulk
yuan-ti
illithids/mind flayers
all of the named gods in the pantheon but not necessarily their features/portfolios
The NAME "Baatezu" and the NAME "Tanar'ri" but NOT the subclasses of creatures they represent (Devils and Demons, respectively) are Product Identity
Not covered by OGL license:
anything from WotC books which does NOT have a yellow/orange background on the text, and anything from WotC or TSR books which is NOT also listed in the SRD. Also ANYTHING from most 3rd party books.
Also, afaik ALL of the monsters in the later WotC books such as the ash rat are at least NOT released under the OGL (with a few exceptions highlighted in yellow/orange in those books).
Hence, what you guys are doing is very much susceptible to a nasty cease-and-desist letter from WotC lawyers.
If you want a good list of stuff you're ALMOST free to do whatever you want with, look for the DnD 3.5 SRD document. Also search for other OGL content online, a great place to look is http://www.d20srd.org/
The D20 Modern MSRD is fine too, but has less useful stuff for a fantasy game like DF: http://www.wizards.com/default.asp?x=d20/article/msrd
But remember, using any OGL content requires some slightly irritating stuff like displaying the OGL (and d20, which is irrelevant here) licenses before the game can start (though adding this in an installer probably covers that base).
See: http://www.wizards.com/default.asp?x=d20/oglfaq/20040123f
Also: You can avoid product identity by using other creature variants from alternate sources (you're susceptible to THEIR licenses though) such as floating eyes (and floating-eye-kin), psionic tentacle beasts, half-nagas/half-snake-people, fish-men, etc.
Just letting you know.
P.S. It MIGHT be a good idea to remove all 'violating' content from this thread entirely, to prevent any sort of legal action against the forum itself. I'm personally not going to report this stuff to anyone, but you never know when someone else might.
Of course, I could be wrong about that, but I'm still fairly sure that WotC frowns upon unlicensed use of their property.
LN
[ March 10, 2008: Message edited by: Lord Nightmare ]
SRD and MSRD stuff is fine, as long as you include the OGL.
Non-OGL stuff from books and anything from books which is "Product Identity" is against the license and is asking for C&D if they ever discover this thread.
LN
[ March 10, 2008: Message edited by: Torak ]
In this case it's ok anyway. I saw a lot of guys writing *** in their Warhammer world conversions in other games modding and it was fine. Just something like "this and that and everything goes to ... it's their trademark and I won't have any profit from it..." Even in WH universe, where everything is commercial, from table miniatures to computer games.
But don't speak about dnd and faerun please =). Because dnd modding in games like NWN is ENCOURAGED, and I doubt you should pay anything when you start a DnD table game in one of DnD universes, right? It was designed for the masses.
Also there's a lot of fan fiction literature in DnD worlds. Free.
And also it's a non-profit (TOTALLY!) mod for a freeware game. So there's no problems at all.
Also if a demon in a black clothes ever comes to me, we'll have a nice dnd table game together.
Ah, I see, you're LN. I'm CG, that's the reason I'm feeling so safe about it =).
Also Toady knows about this thread, and if he asks me to deal with this stuf I'll figure all this out or delete the mod (more probably), so it's not a problem. But I don't see any real conflict here.
P.S. I've never heard about any problem in CIV4 modding forums, where they make SMAC, Warhammer and even LOTR conversions. There're even guys from legal corresponding companies which make suggestions and comments without any offence.
[ March 10, 2008: Message edited by: Deon ]
WotC HAS been pretty good about this stuff though (unlike TSR was back in the early/mid '90s)
LN
LN, are you really LN in all of your games? I've always preferred chaotic good or chaotic neutral. Well, neutral good sometimes, but it's rare =).
[ March 11, 2008: Message edited by: Deon ]
Lord Nightmare
I still played like I was neutral good or something, though. I couldn't resist helping everyone.
I play chaotic rogues quite often, but I wasn't evil for a while (last time I was evil I had to be a central-eyeless beholder-mage which harrasses the adventuring party. Our master had forced me to read the "I, Tyrant" book before he allowed me to take that role).
[ March 12, 2008: Message edited by: Deon ]
As for the mod, though--I'm having some issues. On a clean install, the game will still sometimes crash when I start (but not load) a game. And weirder still, I enable graphics, and it turns all my animals into blank squares, acting like I have the images for them even though I don't.
Also I'm waiting for the next release - it seems to be unique and will change a lot.
quote:
Originally posted by Toady One:
<STRONG>gimli, what was that? That conversation had resolved itself. Your post is out of line.</STRONG>
Hm...yeah I guess I only read a few posts in the topic.