Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: brolol.404 on May 28, 2019, 05:44:11 pm

Title: Dwarven Magic Mod
Post by: brolol.404 on May 28, 2019, 05:44:11 pm
I have been throwing around the idea of working on a dwarven magic mod on the side and wanted your guys thoughts on it. I was thinking of creating a bunch of spells and then creating a few new creatures as classes to take into adventure mode.

An example creature would be  "Dwarven Earth Mage" [COPY_TAGS_FROM:DWARF] with the CDI at the bottom. I could also add the ANIMAL tag to them so if you wanted them to show up in a civ you would just add the animal class.

I was thinking earthen magic to keep with a dwarven theme but could expand it. Thoughts?
Title: Re: Dwarven Magic Mod
Post by: DerMeister on May 28, 2019, 05:50:01 pm
http://www.bay12forums.com/smf/index.php?topic=173966.0

Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 28, 2019, 07:03:34 pm
http://www.bay12forums.com/smf/index.php?topic=173966.0

Quote
Dwarf Fortress - not DnD, not might and magic. It is very special setting. And need only special mages. Fierball-shooting and spiritshield-creating wizards from RPG is forbidden.

I like DF and RPGs like DnD so I am fine with having some high fantasy spells. I was thinking more dwarfy spells though like earth spike, seismic toss, ground quake/stomp, stone skin, boulder toss, etc. magma and metal too

Quote
Druid - magus, who make sapient creatures mindless and mutate them into trees. Needs trees sphere and dream of bringing lasting peace to the world.

This is cool idea but it seems more elfy than dwarfy to me. Maybe some kind of fungal or cave spore magic instead though the idea seems on the evil side.

Quote
Medium - magus, who can summon ghosts of historical figures. Needs sphere of knowledge and dream of seeing the great natural places of the world.

This is cool. Not sure how to do it though but I can look into it. This might create a tantrum spiral though as ghosts are everywhere and dwarves hate seeing them.

Quote
Summoner - summon bogeymans or bogeyman-like imps. Needs sphere of nightmares and dream of ruling the world.

Seems like a goblin or other evil entity class. Could summon earth elementals and other earthy creatures though.

Quote
Constructor - not reanimate parts like necromancer, but can grab corpses and parts for construct (using medical skills) from it procedure generated special zombies - Constructs. Needs sphere of blight and dream of creating a great work of art.

Also cool idea but doesnt feel dwarfy especially with their ethics. Could be something for the future.

Quote
Animator - can make elementman from material (make special statue and animate it) and animate furniture. Needs sphere of creation and dream of crafting a masterwork someday.

This is cool. Maybe a bronze colossuses or clockwork construct would be cool.

Quote
Alchemist - immortal with only metal tissues and quicksilver blood. Needs sphere of metals and dream of stay alive.

Also cool. Could do a lot with alchemy from potions to just "cast iron skin"

Quote
Incubus/Succubus - improved version of night trolls who not married but will breed with sapient creatures. Needs sphere of lust and dream of falling in love.

Doesnt really fit the mod idea.

Quote
Vendigo - night creature hunter, eat intelligent creatures and can control weather. Needs sphere of murder and dream of stay alive.

Also doesnt fit the mod idea. Weather magic could be cool though, earthquakes, volcanoes, etc
Title: Re: Dwarven Magic Mod
Post by: DerMeister on May 28, 2019, 11:55:42 pm
Not make RPG from DF. This is very very stupid idea. Only DF style mages.
Title: Re: Dwarven Magic Mod
Post by: voliol on May 29, 2019, 01:51:50 am
Not make RPG from DF. This is very very stupid idea. Only DF style mages.
Remember brolol is doing this for their own sake, and possibly others they think would be interested in a mod like this. They're free to do whatever they wish with the setting, and if you don't like the idea you simply don't have to play the mod. Calling others ideas stupid is not very nice.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 29, 2019, 06:34:19 am
Not make RPG from DF. This is very very stupid idea. Only DF style mages.
Remember brolol is doing this for their own sake, and possibly others they think would be interested in a mod like this. They're free to do whatever they wish with the setting, and if you don't like the idea you simply don't have to play the mod. Calling others ideas stupid is not very nice.

He said the same thing about my dog mod. Its alright though. We will just agree to disagree.
Title: Re: Dwarven Magic Mod
Post by: Superdorf on May 29, 2019, 06:35:03 am
I'm no modder and haven't done much in this direction, but I've been toying lately with the notions of dwarfish runesmithing-- the careful setting of powerful runes into weapons, armor, and other such items.

The reaction might go as follows:

Reagent: rough gem --> Grind rough gem into rune powder (skill: Alchemy) --> rune powder
OR
Reagent: small cut gem --> Grind cut gem into rune powder (skill: Alchemy) --> rune powder
OR
Reagent: large cut gem --> Grind large gem into greater rune powder (skill: Alchemy) --> rune powder
...
Reagent: rune powder, weapon/armor --> Scribe rune on item (skill: Alchemy) --> rune-inlaid item

Rune powder would be a decoration item, set into something in a manner similar to other decorations. Runes would yield effects varying in nature and in power, depending on what type, rarity, and size of gemstone you used.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 29, 2019, 09:14:57 am
I'm no modder and haven't done much in this direction, but I've been toying lately with the notions of dwarfish runesmithing-- the careful setting of powerful runes into weapons, armor, and other such items.

The reaction might go as follows:

Reagent: rough gem --> Grind rough gem into rune powder (skill: Alchemy) --> rune powder
OR
Reagent: small cut gem --> Grind cut gem into rune powder (skill: Alchemy) --> rune powder
OR
Reagent: large cut gem --> Grind large gem into greater rune powder (skill: Alchemy) --> rune powder
...
Reagent: rune powder, weapon/armor --> Scribe rune on item (skill: Alchemy) --> rune-inlaid item

Rune powder would be a decoration item, set into something in a manner similar to other decorations. Runes would yield effects varying in nature and in power, depending on what type, rarity, and size of gemstone you used.

This is a really cool idea. I'm not sure how or if it would work, but I can look through the raws to see if I can have set items change the properties of the original item or add interactions to the creature equipped.

I was thinking this though:

Reagent: stone --> scribe runestone (skill: Engraving) --> [stone name] [rune name] runestone (example: granite ustos runestone)
OR
Reagent: rough gem --> scribe rune (skill: Engraving) --> [gem name] [rune name] rune (example: onyx tosid rune)
OR
etc.
...
Reagent: runestone/rune + weapon/armor --> set runestone/rune (skill: Gem Setter) --> [item name] ([rune name]) (example: steel war hammer (granite ustos runestone))

RUNES
Anger: ustos rune
Armor: tosid rune
etc.

Thoughts?
Title: Re: Dwarven Magic Mod
Post by: Roses on May 29, 2019, 09:34:44 am
This is a really cool idea. I'm not sure how or if it would work, but I can look through the raws to see if I can have set items change the properties of the original item or add interactions to the creature equipped.

I was thinking this though:

Reagent: stone --> scribe runestone (skill: Engraving) --> [stone name] [rune name] runestone (example: granite ustos runestone)
OR
Reagent: rough gem --> scribe rune (skill: Engraving) --> [gem name] [rune name] rune (example: onyx tosid rune)
OR
etc.
...
Reagent: runestone/rune + weapon/armor --> set runestone/rune (skill: Gem Setter) --> [item name] ([rune name]) (example: steel war hammer (granite ustos runestone))

RUNES
Anger: ustos rune
Armor: tosid rune
etc.

Thoughts?

Not without DFHack. The best you can do with just raws is use a rune + weapon/armor to create an entirely different weapon/armor with different stats
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 29, 2019, 04:23:39 pm
that may be a better option anyway.

maybe to simplify the process it could just be:

Reagent: weapon/armor -> scribe [rune name] rune onto weapon/armor (Engraving) -> [rune name] weapon/armor

Example: steel war hammer -> scribe ustos rune onto weapon -> ustos steel war hammer

Weapons could cause symptoms on contact and Armor could just be stronger stats unless contact interactions work on it
Title: Re: Dwarven Magic Mod
Post by: Meph on May 29, 2019, 05:42:07 pm
I've done about 120 spells for my warlock mod, but the dwarven behaviour (AI wise) has changed a lot since then. I'm all for this, but mostly because I wanted to make a new one myself anyway. :D
Title: Re: Dwarven Magic Mod
Post by: Roses on May 29, 2019, 06:15:28 pm
that may be a better option anyway.

maybe to simplify the process it could just be:

Reagent: weapon/armor -> scribe [rune name] rune onto weapon/armor (Engraving) -> [rune name] weapon/armor

Example: steel war hammer -> scribe ustos rune onto weapon -> ustos steel war hammer

Weapons could cause symptoms on contact and Armor could just be stronger stats unless contact interactions work on it

I don't think contact interactions would work with weapons or armor. Although I may be wrong about that
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 29, 2019, 06:37:43 pm
I've done about 120 spells for my warlock mod, but the dwarven behaviour (AI wise) has changed a lot since then. I'm all for this, but mostly because I wanted to make a new one myself anyway. :D

It would be awesome if you want to contribute spells to it :) do you have a list of the spells that your warlock mod already has?

I was originally thinking that this mod would start with dwarfy magic, but it could be expanded to include other types of magic as well.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 29, 2019, 06:38:51 pm
that may be a better option anyway.

maybe to simplify the process it could just be:

Reagent: weapon/armor -> scribe [rune name] rune onto weapon/armor (Engraving) -> [rune name] weapon/armor

Example: steel war hammer -> scribe ustos rune onto weapon -> ustos steel war hammer

Weapons could cause symptoms on contact and Armor could just be stronger stats unless contact interactions work on it

I don't think contact interactions would work with weapons or armor. Although I may be wrong about that

Do you think just a syndrome would work like a poison?
Title: Re: Dwarven Magic Mod
Post by: Roses on May 29, 2019, 09:14:33 pm
It may have changed since I last investigated, but contact syndromes from materials that were made into weapons and armor weren't applied to either the wearer or their target. But it's been a version or two since I actually tested that so it may no longer be true. Poison that is added as a splatter can inflict syndromes, but for that you either need dfhack or to carefully coat weapons through micromanagement of dumping (or evil weather)
Title: Re: Dwarven Magic Mod
Post by: Meph on May 30, 2019, 05:34:51 am
The only way to apply a syndrome in a metal is to have the metal melt at skin temperature AND causing a stuck-in hit. For example a syndrome-bearing arrow that gets stuck in a wound, then melts.

Overall magic spells are restricted to interactions; magic items require dfhack. Even teaching dwarves magic, aside from worldgen slabs, is difficult without dfhack.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 30, 2019, 01:45:47 pm
Well then the runes were a good idea, but because of their limitations I dont think they will make it into this mod.

right now I am thinking the following each as a standalone pack:

Dwarf Geomancer (manipulation of stone/earth/magma/metal):
offensive: earthquake, earth spike, etc.
defensive: stone skin, iron skin, etc.

Dwarf Golemancer (creation with stone/earth)
creating creature: clay golem, stone golem, mud golem, bronze construct, sand golem, etc.

Dwarf Summoner (summoning of stone/earth creatures)
summoning: onyx dragon, sapphire wyrm, etc.

Dwarf Clockwork Mage (creating clock work creatures)
creating: clockwork dragon, clockwork dwarf, etc.

Dwarf Alchemist (creating potions and transmutation)
transmutation: wood -> stone, stone -> metal, etc
potions: fungal form potion, etc.

Thoughts?
Title: Re: Dwarven Magic Mod
Post by: DerMeister on May 30, 2019, 02:42:52 pm
Well then the runes were a good idea, but because of their limitations I dont think they will make it into this mod.

right now I am thinking the following each as a standalone pack:

Dwarf Geomancer (manipulation of stone/earth/magma/metal):
offensive: earthquake, earth spike, etc.
defensive: stone skin, iron skin, etc.

Dwarf Golemancer (creation with stone/earth)
creating creature: clay golem, stone golem, mud golem, bronze construct, sand golem, etc.

Dwarf Summoner (summoning of stone/earth creatures)
summoning: onyx dragon, sapphire wyrm, etc.

Dwarf Clockwork Mage (creating clock work creatures)
creating: clockwork dragon, clockwork dwarf, etc.

Dwarf Alchemist (creating potions and transmutation)
transmutation: wood -> stone, stone -> metal, etc
potions: fungal form potion, etc.

Thoughts?
Oh, no! Stupid RPG! Make DF style mages and no one more.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 30, 2019, 03:53:14 pm
to be honest I find making spell interactions fun and would just be doing this on the side as a fun activity. The more ridiculous and extravagant and intense the spell, normally the more fun it is to make. So, I dont have much interest in creating a low fantasy magic mod.
Title: Re: Dwarven Magic Mod
Post by: Superdorf on May 31, 2019, 10:36:42 am
Oh, no! Stupid RPG! Make DF style mages and no one more.

Why condemn somebody else's mod? You can just... not download it. Are we not allowed to have "RPG magic", because you don't like "RPG magic"?
Anyway, there's far more setting-breaking mods out there than this one. I've seen at least two total-conversion My Little Pony mods over on the Mod Releases board.

Thoughts?

You've got a nice arrangement there. A combination of workshop reactions and divine secret interactions oughta take you far in implementing them.
Only thing is, the Clockwork Mage seems a little out of place with the others? And I feel like there'd be some unecessary overlap between it and Golemancy.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on May 31, 2019, 11:10:37 am
Yeah I see that. Do you think the summoner should be removed as well since the golemancer could take that role?
Title: Re: Dwarven Magic Mod
Post by: Meph on May 31, 2019, 11:30:50 am
If you need some extra inspiration, have a look at http://www.bay12forums.com/smf/index.php?topic=134395.msg4903697#msg4903697

You can find the files for it in the legacy Masterwork Mod for 34.11
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on June 03, 2019, 10:22:56 am
If you need some extra inspiration, have a look at http://www.bay12forums.com/smf/index.php?topic=134395.msg4903697#msg4903697

You can find the files for it in the legacy Masterwork Mod for 34.11

Awesome thanks. I will take a look through it.
Title: Re: Dwarven Magic Mod
Post by: brolol.404 on June 24, 2019, 10:14:09 am
I have been working on this idea for awhile now, but in a slightly different direction.

I decided that the dwarfiest magic should of course come from alcohol. So, this mod will now add magic (as temporary can do interactions) through new types of whiskey.

Bearded Morels (a mushroom identical to plump helmets) can be "brewed" at a still into dwarven whiskey.

Or, it can be distilled at a whiskey still (new workshop) with a combination of "other stuff" to make special whiskeys that grant magical abilities.

So, my questions to you guys are:

Should this new workshop use brewing or alchemy?

Should this "other stuff" be from the vanilla game (e.g. a dragon's tooth and bearded morel can be distilled into dragonfire whiskey that grants the ability to cast dragonfire) or should this "other stuff" be new plants and creatures. If it uses existing creature parts I will have to mod vanilla raws.