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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: MrOrangeHorseman on November 30, 2019, 01:08:39 pm

Title: Orange's Magic
Post by: MrOrangeHorseman on November 30, 2019, 01:08:39 pm
This is a mod that adds new secrets into Dwarf Fortress. The mod currently doesn't have very many secrets, but I plan on adding many more.

Currently, the mod includes:


You can download the mod here: http://dffd.bay12games.com/file.php?id=14625 (http://dffd.bay12games.com/file.php?id=14625)

Enjoy!
Title: Re: Orange's Magic
Post by: Metaltooth on November 30, 2019, 01:13:05 pm
Does it operate in the same way that to gain said secrets you need those special tablets given by the gods?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on November 30, 2019, 01:14:47 pm
Does it operate in the same way that to gain said secrets you need those special tablets given by the gods?

Yes, it does.
Title: Re: Orange's Magic
Post by: Metaltooth on November 30, 2019, 01:18:29 pm
Excellent, ill download this imediately.

Been looking for a magic mod that only gives us magic and not a bunch of new races.

would it be possible to change the associated towers as well so it wont naturally attract a bunch of undead
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on November 30, 2019, 01:39:01 pm
Excellent, ill download this imediately.

Been looking for a magic mod that only gives us magic and not a bunch of new races.

would it be possible to change the associated towers as well so it wont naturally attract a bunch of undead

I think the towers are hard-coded, so unfortunately, probably not. Fortunately, each secret has a spell for raising the dead, so the towers should hopefully have their raised creatures in them instead of just standard zombies.
Title: Re: Orange's Magic
Post by: Metaltooth on November 30, 2019, 02:19:44 pm
I think the towers are hard-coded, so unfortunately, probably not. Fortunately, each secret has a spell for raising the dead, so the towers should hopefully have their raised creatures in them instead of just standard zombies.

What sorts of creatures did you have in mind?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on November 30, 2019, 02:23:17 pm
I think the towers are hard-coded, so unfortunately, probably not. Fortunately, each secret has a spell for raising the dead, so the towers should hopefully have their raised creatures in them instead of just standard zombies.

What sorts of creatures did you have in mind?

Fire men, gabbro men, blizzard men, and a creature I modded in called "wind men".
Title: Re: Orange's Magic
Post by: Metaltooth on November 30, 2019, 02:28:59 pm
Fire men, gabbro men, blizzard men, and a creature I modded in called "wind men".

So youre trying to go for a sorta... elemental creatures? What other magical elements you gonna introduce down the pipeline. I saw one that included some kind of mental domination
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on November 30, 2019, 03:03:20 pm
So youre trying to go for a sorta... elemental creatures? What other magical elements you gonna introduce down the pipeline. I saw one that included some kind of mental domination

I’m not sure what other types of secrets I’ll introduce quite yet, excluding the mentalist. Perhaps black magic and white magic? (Although I’m not sure how raising the dead is going to mesh with the concept of “white magic”.)
Title: Re: Orange's Magic
Post by: Metaltooth on November 30, 2019, 04:12:58 pm
I’m not sure what other types of secrets I’ll introduce quite yet, excluding the mentalist. Perhaps black magic and white magic? (Although I’m not sure how raising the dead is going to mesh with the concept of “white magic”.)

Idea, angellic type of undead. Like they look holy and alive. souls returned to their bodies or the "White magic" taking place of the lost soul
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on November 30, 2019, 04:18:09 pm
Idea, angellic type of undead. Like they look holy and alive. souls returned to their bodies or the "White magic" taking place of the lost soul
Good idea! This is going in the mod when I get around to making white magic.
Title: Re: Orange's Magic
Post by: Metaltooth on November 30, 2019, 04:23:08 pm
Good idea! This is going in the mod when I get around to making white magic.

Should be like a "seraph"

"Once dead beings brought back using White magic. Though their souls are long since departed, the white magics breathe fickle life into them once more."
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 01, 2019, 01:30:28 pm
White magic is in progress and will be released once I can get the healing spell to work. Mentalism is coming as well in the next update.
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 01, 2019, 05:44:03 pm
Version 0.1.3 is now out, featuring mentalism and white magic.
Title: Re: Orange's Magic
Post by: Metaltooth on December 01, 2019, 10:08:21 pm
Could it be possible to modify the various elementals/summons to have unique behavior and not just be redone undead?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 01, 2019, 10:09:57 pm
Could it be possible to modify the various elementals/summons to have unique behavior and not just be redone undead?
Unfortunately, I would imagine not, since there’s a list of tokens that can be added by a syndrome. A lot of the ones to change behavior aren’t on the list.
Title: Re: Orange's Magic
Post by: Metaltooth on December 01, 2019, 10:14:19 pm
Alright what about on the Light magic and the Mental one

Giving the summons the ability to talk and think? Or attribute special unique attacks for them that cause syndromes
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 01, 2019, 10:17:22 pm
Alright what about on the Light magic and the Mental one

Giving the summons the ability to talk and think?
CAN_TALK and CAN_LEARN aren’t on the list, so I’m afraid not.
Title: Re: Orange's Magic
Post by: Metaltooth on December 01, 2019, 10:22:15 pm
On the CE_ADD_TAG you can insert BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED etc. wouldnt it be possible to give that to one post transformation?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 01, 2019, 10:24:17 pm
On the CE_ADD_TAG you can insert BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED etc. wouldnt it be possible to give that to one post transformation?
I must have misread the list. I’ll add CAN_SPEAK and CAN_LEARN to the seraphs.
Title: Re: Orange's Magic
Post by: Metaltooth on December 01, 2019, 10:28:03 pm
Might be wise to experiment, see if you can make your summonables nice and varied
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 02, 2019, 12:26:45 pm
Black magic is in the works. I'll release it once I can get two of its interactions working.
Title: Re: Orange's Magic
Post by: Metaltooth on December 02, 2019, 12:30:10 pm
Whats the theme of black magic? What all will it do?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 02, 2019, 12:32:50 pm
Whats the theme of black magic? What all will it do?
The main theme of black magic is inflicting horrible diseases. It'll let you inflict necrosis, bleeding, oozing, and extreme pain.
Title: Re: Orange's Magic
Post by: Metaltooth on December 02, 2019, 01:23:54 pm
The main theme of black magic is inflicting horrible diseases. It'll let you inflict necrosis, bleeding, oozing, and extreme pain.

Would it be possible to give an ability with Black magic to spray a liquid or gas that causes a lot of horrible ailments or causes morale hurting effects like fear or tantrums? Like some sorta caustic sludge that can coat a target and induce syndromes. Concentrated darkness.

Summon up the tar dude from that one Star Trek episode

(https://vignette.wikia.nocookie.net/memoryalpha/images/5/58/Armus.jpg/revision/latest?cb=20190129192211&path-prefix=en)
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 02, 2019, 01:33:38 pm
Would it be possible to give an ability with Black magic to spray a liquid or gas that causes a lot of horrible ailments or causes morale hurting effects like fear or tantrums? Like some sorta caustic sludge that can coat a target and induce syndromes. Concentrated darkness
It certainly would be. I’ll make sure to add this in the update.
Title: Re: Orange's Magic
Post by: Metaltooth on December 02, 2019, 05:32:26 pm
What new syndromes and effects you gonna add next?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 02, 2019, 06:01:22 pm
What new syndromes and effects you gonna add next?
As in what new secrets?
Title: Re: Orange's Magic
Post by: Metaltooth on December 02, 2019, 06:08:44 pm
As in what new secrets?

Like... magical abilities/effects that can be used by those who learn the magic and the new summonables
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 02, 2019, 06:11:55 pm
Like... magical abilities/effects that can be used by those who learn the magic and the new summonables
Currently, I’m planning on adding a tsunami ability to hydromancers that sends water everywhere.
Title: Re: Orange's Magic
Post by: Metaltooth on December 02, 2019, 06:33:03 pm
Currently, I’m planning on adding a tsunami ability to hydromancers that sends water everywhere.

Sounds quite devastating. Calling in the tide.

I was checking the tokens and I think i found a way to make your summonables be not "undead"

token called CANNOT_UNDEAD allows for them to act NOT_LIVING except that creatures that are OPPOSED TO LIFE will attack them
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 02, 2019, 08:55:13 pm
Sounds quite devastating. Calling in the tide.

I was checking the tokens and I think i found a way to make your summonables be not "undead"

token called CANNOT_UNDEAD allows for them to act NOT_LIVING except that creatures that are OPPOSED TO LIFE will attack them
Oh, awesome! I’ll make sure to test this out and include it if it works.
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 03, 2019, 12:38:28 pm
Version 0.1.4 has been released, featuring black magic.
Title: Re: Orange's Magic
Post by: Metaltooth on December 03, 2019, 12:52:41 pm
Whats next?
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 03, 2019, 12:53:39 pm
Whats next?
As soon as I can get it working properly, I'll add the gas spell to black magic.
Title: Re: Orange's Magic
Post by: Metaltooth on December 03, 2019, 12:56:15 pm
It might be wise when you get the next black magic spell in to go back to your previous magical arts and try refining them. Like other elementals and seeing to getting the spells nice and varied 
Title: Re: Orange's Magic
Post by: MrOrangeHorseman on December 08, 2019, 11:33:23 am
Version 0.1.5 has been released, which fixes the existing black magic spells so that they will actually use them in combat.