VERSION 0.6!Yes the vampire feature was disappointing and overall not much depth to them. They're predictable within the vanilla version of the game.
Did the vanilla vampires disappoint you? Did you wish they could rip your guts out and throw them at you so hard it caves your skull in? Did you want them to have special powers, like super speed and the ability to transform? WELL THEN, THIS MIGHT JUST BE FOR YOU! There are now 4 types of vampire, and as an added bonus, 3 types of werebeast, all of whom can transform at will! Please post feedback/questions/suggestions below, but read the FAQ first, it may answer your question before you even ask it.
Q: Why can the Lesser Vampires turn into wolves, cougars and rattlesnakes?They could transform into other creatures of the night... such as wolves and snakes. I'm not sure if cougars would count, but panthers would count. Vampires reference wolves as their children of the night.
A: Ye Olde legends and stuff said that vampires could take many forms, including wolves and snakes. Cougars I just threw in because they're big and mean.
Q: There are too many vampires in the world now, you ruined it!Vampires should be rare which then makes them more mysterious and challenging since little knowledge of them exists. In the current vanilla game they are way too common and if sooo many existed they would be controlling most of the realms created to the point where elves, dwarves and humans would be rare since most would have been turned into vampires by a master vampire for protection and power. The vampires would even be fighting each other for control over territory in the vanilla version of dwarf fortress.
A: Not really, if it bugs you that much, try limiting the population more.
Q: Can I have more than 1 vampire curse at once? Can I be both a vampire and a werewolf?I have never read or seen anything to show a vampire would become a werewolf if bitten by a werewolf. Vampires should be immune to werewolf bites because they are undead... the same as a zombie or wight.
A: Assuming I did this right, no. So be bloody well careful what you drink. If you want to be a master vampire, don't drink the blood of the first lesser vampire you find. If you get bit by a werewolf, say bye-bye to any potential vampiric powers you might have wanted. Not that being a werewolf is bad, far from it.
Q: Werescorpions. WERESCORPIONS? Where in the HELL did you get that idea?The term {were}{creature} is commonly based off of warm blooded animals. While words such as wereghost or weresnail or werezombie or werescorpion or werewhale or wereouterspacealien can be written it just doesn't feel acceptable.
A: It was suggested to me in the first topic, why, do they freak you out?
Are panthers in DF? I did want to use them, but I couldn't find them. The number of vampires is indeed a bit extreme, but it's really not under my control. They also do fight each other for power quite often in legends. Werescorpions were going to be a bit of a joke, but they turned out to be quite a formidable opponent, so I put them in.VERSION 0.6!Yes the vampire feature was disappointing and overall not much depth to them. They're predictable within the vanilla version of the game.
Did the vanilla vampires disappoint you? Did you wish they could rip your guts out and throw them at you so hard it caves your skull in? Did you want them to have special powers, like super speed and the ability to transform? WELL THEN, THIS MIGHT JUST BE FOR YOU! There are now 4 types of vampire, and as an added bonus, 3 types of werebeast, all of whom can transform at will! Please post feedback/questions/suggestions below, but read the FAQ first, it may answer your question before you even ask it.Q: Why can the Lesser Vampires turn into wolves, cougars and rattlesnakes?
A: Ye Olde legends and stuff said that vampires could take many forms, including wolves and snakes. Cougars I just threw in because they're big and mean. [/quotes]
They could transform into other creatures of the night... such as wolves and snakes. I'm not sure if cougars would count, but panthers would count. Vampires reference wolves as their children of the night.Q: There are too many vampires in the world now, you ruined it!Vampires should be rare which then makes them more mysterious and challenging since little knowledge of them exists. In the current vanilla game they are way too common and if sooo many existed they would be controlling most of the realms created to the point where elves, dwarves and humans would be rare since most would have been turned into vampires by a master vampire for protection and power. The vampires would even be fighting each other for control over territory in the vanilla version of dwarf fortress.
A: Not really, if it bugs you that much, try limiting the population more.Q: Can I have more than 1 vampire curse at once? Can I be both a vampire and a werewolf?I have never read or seen anything to show a vampire would become a werewolf if bitten by a werewolf. Vampires should be immune to werewolf bites because they are undead... the same as a zombie or wight.
A: Assuming I did this right, no. So be bloody well careful what you drink. If you want to be a master vampire, don't drink the blood of the first lesser vampire you find. If you get bit by a werewolf, say bye-bye to any potential vampiric powers you might have wanted. Not that being a werewolf is bad, far from it.Q: Werescorpions. WERESCORPIONS? Where in the HELL did you get that idea?The term {were}{creature} is commonly based off of warm blooded animals. While words such as wereghost or weresnail or werezombie or werescorpion or werewhale or wereouterspacealien can be written it just doesn't feel acceptable.
A: It was suggested to me in the first topic, why, do they freak you out?
=====
This is a very creative mod... if it wasn't so extremely different I would probably include it for my games.
If HUNTS_VERMIN becomes an addable tag then have you thought about making Renfeilds?Not sure what that is, but I might be able to manage something, can you provide more details?
Nice looking indeed. This simply improves vanilla DF. I wonder how often a master vampire would show up in a fortress though. And if you can manage to make werebeast transformations longer. The way it is they show up in fortress mode, and before they can do much, tranform back into human form and flee. This is because fortress mode time is 72 times faster then adventure mode.Thanks for the complement, I appreciate it.
They would be more fun if they really could put up a fight instead of just fleeing after 30 seconds ^^
Primal vampires: When regular master vamps arnt cutting it in world gen. :DExactlyy what I was thinking, though I was going to call them ancient vampires.
Could be like a warhammer Vargulfs: Large, primal vampires who have degenerated into a sort of blood-hunger. Large, increadably fast, and with a brutal set of claws and teeth. Is usualy transformed in the shape of a bat-humanoid thingi. Rages, regenerates like crazy, and it has bat wings. So it can fly. This is why you fear the night folks.
Primal vampires: When regular master vamps arnt cutting it in world gen. :DExactlyy what I was thinking, though I was going to call them ancient vampires.
Could be like a warhammer Vargulfs: Large, primal vampires who have degenerated into a sort of blood-hunger. Large, increadably fast, and with a brutal set of claws and teeth. Is usualy transformed in the shape of a bat-humanoid thingi. Rages, regenerates like crazy, and it has bat wings. So it can fly. This is why you fear the night folks.
Since they'd be megabeasts, they'd be created at worldgen. So they would be older than everything else.Primal vampires: When regular master vamps arnt cutting it in world gen. :DExactlyy what I was thinking, though I was going to call them ancient vampires.
Could be like a warhammer Vargulfs: Large, primal vampires who have degenerated into a sort of blood-hunger. Large, increadably fast, and with a brutal set of claws and teeth. Is usualy transformed in the shape of a bat-humanoid thingi. Rages, regenerates like crazy, and it has bat wings. So it can fly. This is why you fear the night folks.
That would kind of be impling that they have lived longer than the other vamps. "Primal" creates a mental image of a brutal, hunched figure, fast and horrible. It is too a vampire what a dragon is to a gecko. A relic that is best laid to rest vi a Iron Longsword to the head.
Since they'd be megabeasts, they'd be created at worldgen. So they would be older than everything else.Primal vampires: When regular master vamps arnt cutting it in world gen. :DExactlyy what I was thinking, though I was going to call them ancient vampires.
Could be like a warhammer Vargulfs: Large, primal vampires who have degenerated into a sort of blood-hunger. Large, increadably fast, and with a brutal set of claws and teeth. Is usualy transformed in the shape of a bat-humanoid thingi. Rages, regenerates like crazy, and it has bat wings. So it can fly. This is why you fear the night folks.
That would kind of be impling that they have lived longer than the other vamps. "Primal" creates a mental image of a brutal, hunched figure, fast and horrible. It is too a vampire what a dragon is to a gecko. A relic that is best laid to rest vi a Iron Longsword to the head.
Working on them right now, just need to get their exoskeletal layers working properly, tweak the tags a bit, and I'll have them running about and ending civilization in no time.Since they'd be megabeasts, they'd be created at worldgen. So they would be older than everything else.Primal vampires: When regular master vamps arnt cutting it in world gen. :DExactlyy what I was thinking, though I was going to call them ancient vampires.
Could be like a warhammer Vargulfs: Large, primal vampires who have degenerated into a sort of blood-hunger. Large, increadably fast, and with a brutal set of claws and teeth. Is usualy transformed in the shape of a bat-humanoid thingi. Rages, regenerates like crazy, and it has bat wings. So it can fly. This is why you fear the night folks.
That would kind of be impling that they have lived longer than the other vamps. "Primal" creates a mental image of a brutal, hunched figure, fast and horrible. It is too a vampire what a dragon is to a gecko. A relic that is best laid to rest vi a Iron Longsword to the head.
...... Okay, you win. After all, your the one making them. :P Good luck, cannot wait to see how long I can last with the Megabeast running around.
Sorry for the late answer, but 33600 ticks/time units is one month in fortress mode.Yeah, I just want to know if the interaction/syndrome ticks are in fort time or adventure time. I could make the wounded transformation last an ingame week or so, I just want to know what units I have to put it in.
It should be like this:Ok, it's probably in fort mode ticks then. Or maybe it switches, I don't know, I'll up it for the next release anyhow.
33600 ticks/time units is one month in fortress mode.
33600/72 ticks/time units is one month in adventure mode.
Very nice. Got torn to pieces by a master. Good times.Glad you liked it. May I suggest trying to become a lesser vampire? Don't let the name fool you, they're far from weak. It just might give you the edge you need to win a fight with a master, though you can't steal his power after, which kinda sucks. If I could make the curses curable, I would.
If only they could be added directly so that Rensfield could remain a dwarf, but the only way to do it now would be to change him into a creature that already has the tags.Spoiler (click to show/hide)
Also very cool megabeast, I'll have fun pitting him against Cell in the arena.
Peasantstorm fixes everything.Not my new megabeast, hehehehheheh, those peasants will learn to fly on the end of his fist.
I mean I don't know what a Renfield is :P, but it sounds interesting enough.Not sure what that is, but I might be able to manage something, can you provide more details?they can root around and stir up vermin using ROOT_AROUND
[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and GOBBLE_VERMIN_CLASS
[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste> can be ALL
[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_CLASS like the new EDIBLE_GROUND_BUG[/spoiler]
If only they could be added directly so that Rensfield could remain a dwarf, but the only way to do it now would be to change him into a creature that already has the tags.
Also very cool megabeast, I'll have fun pitting him against Cell in the arena.
Question, in your mod, once you've been infected with 'lesser vampire cooties', are you still eligible to get infected with better vampire cooties?No. If I could do that in a way that you had to get rid of one to get the other, I would, but you can't. Syndromes aren't curable, they either end or they don't. So you have t make a choice, do you want to have to go a ton of missions with no powers in order to get the huge amount of followers required to take on a master properly, or do you want to settle for less outright power, but be able to use it sooner.
I mean I don't know what a Renfield is :P, but it sounds interesting enough.Not sure what that is, but I might be able to manage something, can you provide more details?they can root around and stir up vermin using ROOT_AROUND
[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and GOBBLE_VERMIN_CLASS
[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste> can be ALL
[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_CLASS like the new EDIBLE_GROUND_BUG[/spoiler]
If only they could be added directly so that Rensfield could remain a dwarf, but the only way to do it now would be to change him into a creature that already has the tags.
Also very cool megabeast, I'll have fun pitting him against Cell in the arena.
Oh, I see. I'll try it and see if it works out.I mean I don't know what a Renfield is :P, but it sounds interesting enough.Not sure what that is, but I might be able to manage something, can you provide more details?they can root around and stir up vermin using ROOT_AROUND
[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and GOBBLE_VERMIN_CLASS
[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste> can be ALL
[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_CLASS like the new EDIBLE_GROUND_BUG[/spoiler]
If only they could be added directly so that Rensfield could remain a dwarf, but the only way to do it now would be to change him into a creature that already has the tags.
Also very cool megabeast, I'll have fun pitting him against Cell in the arena.
It's a bit like a genaric vampire servent, usualy crazy. Tends to hunt down people for there master to feed on. Usualy even crazier than there masters.
Gorgoni/Cuthonic: Raises zombies with stone-hard tissues, gives off a gas that turns living people into stone-hard "statues" with [immobile],[noeat], and [nodrink].Alright, cool I'll try those tomorrow or sunday, whenever I get the chance.
Smoke-Wright: Fast, super hot (hence, everything is on fire, yes, even itself), and corpses might not be any stronger but are usualy on fire. The undead raised also have the abilty to further raise the dead, to offset there time-limit of sorts for existing.
I have one word: Holy shit. Well, two words. Still in shock.Hey, nice. Yeah, their scream generally causes a shitload of chaos because of all the vomiting and dizziness. Also their agility is absurdly high, so you really need about 8 or so people all attacking at once to even hope to hit it in any damaging way. My question is, did it manage to use its speed ability? I have it unrestricted because if it's set to attack, they never use it, so they tend to just regularly spam it while standing around (not that it makes a difference or blows their cover).
I just watched a Master Vampire single handedly take out an entire fucking village, including myself. And I had quite a few kills under my belt. I couldn't touch the damn thing.
Then she decided she wanted to turn into a bat and rip my buddies to shreds with her teeth.
As I'm hoplessly poking away at it, trying to get its blood so I can drink it, she devours my buddy, turns around, and tears my throat out. I limp away about 5 feet out the door before I suffocate to death.
There was blood and vomit everywhere.
The first 5 minutes were so chaotic that everyone was puking, being ripped apart, limping away, trying to fight back, all while this Master Vampire takes on 10 people all at once. Doesn't even take a scratch.
There were body parts all over the place.. I even tried throwing vomit and fingers at it. No dice.
Guess I shoulda devoured the blood of the normal vampire I had just killed..
Oh, and feel special. This is my first post. :3
I was just using a randomly generated world. I'll look at the pre-generated worlds in a few minutes. Loading up DF now. And yes, it just had Vampire as it's tag.They were probably dead :P. I'm glad you got to see the speed ability in action, now, if you can find a lesser vampire, they may just have a slightly less powerful version of that. Master Vampire speed is ~9100 with the ability, while Lesser Vampire speed is ~7300 IIRC. One of the really cool thing is, when it's used on you, it's not like you're moving fast, it looks like everyone else is just reeeaaaalllly slow. From your perspective, time is slowed by a factor of around 8 to 10, and all the fresh kills are just standing there waiting to have their skulls caved in.
Yeah he did use the speed ability. I saw it among the thousands of lines of people dying, vomiting, and everything in between. It was intense. And what's worse is when I ran outside, my pussy ass follows didn't follow me back in, so I was left fighting the thing alone. :/
Trying it out now, with some tinkering of my own.I have to go out for a while, but I'll be back later. Post results!
This is going to be insane. @_@
brb dying
WELL THEN! It seems a lot of people want necormancers, so here's my plan for them (after a grand total of 10 minutes of thinking):
-Lich, more focused on improving combat abilities/durability, can fly, zombies are weaker
-Evoker, Can turn creatures/corpses into crazed beasts, very little actual combat ability (Squishy)
-Dark Sorcerer, Can raise corpses into reasonably efficent zombies, has a necrotizing gas attack
This may change, as it is merely a starting point. Input is appreciated, as well as any ideas.
WELL THEN! It seems a lot of people want necormancers, so here's my plan for them (after a grand total of 10 minutes of thinking):
-Lich, more focused on improving combat abilities/durability, can fly, zombies are weaker
-Evoker, Can turn creatures/corpses into crazed beasts, very little actual combat ability (Squishy)
-Dark Sorcerer, Can raise corpses into reasonably efficent zombies, has a necrotizing gas attack
This may change, as it is merely a starting point. Input is appreciated, as well as any ideas.
Yes please!
but perhaps you could give lich some ice spells. like these (http://www.bay12forums.com/smf/index.php?topic=101264.0). Hell, it would be even cooler if you could make Lich have aura of frost, freezing everything around him, or something like that... I've always liked Warcraft / WoW type of liches :)
EDIT: btw, just wanted to tell that those master vampires are REALLY powerful, i tried to kill one with my newly started adventurer and the vampire slaughtered half the village in some giant bat form. including my legendary pikeman companion (atleast i think he was legendary since he was flashing). Eventually vampire got his ass kicked but i couldnt get myself transformed even though i drank all the blood i could find. Could it be because all the vampire blood i could find was "Giant bat blood"? Though it had vampire's name written all over it
EDIT2: It seems that your powerful vampires seem to cause people to abandon their shops and some cities are completely abandoned. One town had nothing but abandoned houses and for some reason, all the people were in keep and on the watchtowers... and man, that town had some serious vampire issue, their leader (master vampire) had killed over 2 thousand, and i was tasked to kill 2 lesser vampires in their catacombs, who both had killed over thousand
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Necrotizing Gas]
[CDI:USAGE_HINT:ATTACK]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:NECRO:TRAILING_VAPOR_FLOW]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:powerfully gesture:powerfully gestures:NA]
[CDI:WAIT_PERIOD:400]
You know, perhapes the title is not very accurate any more, with the werebears and the liches and such. :PI think that will be the next poll topic, what to name the mod now that it has so much more in it.
working on an installer that allows people to choose what parts of the mod they want:)
No two words are cooler than "Werescorpion".
This mod sounds promising and it doesn't infringe on the Dwarf-Fortress feeling. I may download once I'm done the creature I'm working on now.
Err, it looks like the poll is locked. Accident?
Also, I suggest "Fear the Night: Lichs, Werebears, and Master Vampires, and more!"
Infernimancers? Magma Waiths?
The names perfect the way it is, I say you keep it. However if you really want to emphasize your werebeasts, then "Better Were's and Vampires" is nice. I apologize for making a vague reference without a good description for Rensfeild.Don't worry about it, I'm going to do something like Renfield anyway, so I guess it worked out :)
I have a suggestion for another Necromancer type, with a different host of curses. Enter the Chaos Mage!
Curse of chaos: Casts a curse which throws a targeted (live) foe into a blind rage. The cursed creature does not distinguish allies or foe, and has an even chance of continuing to attack you or attacking it's squad mates. Good for sending a master against it's cohorts.
Raise dead: The zombies employed by the Chaos Mage are agile and very angry. Rather soft, though.
Perhapes a Wild Druid that makes Plant-Zombies? Hard to cut, viny, distinct lack of organs, but flamable?
Hey guys, do you know if there's any way to (not using interactions) remove blood from a creature. My lich is spraying " " out his limbs after being nearly incinerated by an infernomancer, and I wan to fix that.
EDIT:Alright, I'd say the Infernomancers are pretty good, on to werelizards! And perhaps Werebirds, but I don't want to make 2 creatures weak to the same thing, and I only have 1 common material left... hmm....
Ok, maybe for a different mod, it sounds awesome, but... holy crap. The werelizard is going to be like a bipedal dinosaur anyway, at least in appearance. Yeah, I tried removing the tags when he transforms, but it doesn't work, he still bleeds " ", but never runs out. Maybe I'll take a look at some creatures that don't have blood, and copy them.QuoteHey guys, do you know if there's any way to (not using interactions) remove blood from a creature. My lich is spraying " " out his limbs after being nearly incinerated by an infernomancer, and I wan to fix that.
Eventualy, your lich may run out. Wait for that. :P
Nah, in all honasty, you should be able to remove the tissue/liquid/ whatever the cool kids are calling it these days by removing a few tags off the base creature when it transforms.QuoteEDIT:Alright, I'd say the Infernomancers are pretty good, on to werelizards! And perhaps Werebirds, but I don't want to make 2 creatures weak to the same thing, and I only have 1 common material left... hmm....
Weredinos! All weak to the same thing, but have seperate niches. Weredinos are actualy megabeasts, and are split into the powerful WereTyranosaur and the utterly massive but increably slow Werebrachiosaur.There death-substance should cleave thru them like literal butter, to keep up with the theme, and may or may not actualy spread anything from there bites. (Tiny, weakling weregecko syndrome from even attempting to mess with the kings of werecreatures?) Keep the other two main groups seperate but with a increased intolerance to there anti-metal, with perhapes a nearly unchanged human form for the werebirds. Werelizerds are presumably slow-reacting, and there ability to avoid things might suffer as well.
Ok, maybe for a different mod, it sounds awesome, but... holy crap. The werelizard is going to be like a bipedal dinosaur anyway, at least in appearance. Yeah, I tried removing the tags when he transforms, but it doesn't work, he still bleeds " ", but never runs out. Maybe I'll take a look at some creatures that don't have blood, and copy them.QuoteHey guys, do you know if there's any way to (not using interactions) remove blood from a creature. My lich is spraying " " out his limbs after being nearly incinerated by an infernomancer, and I wan to fix that.
Eventualy, your lich may run out. Wait for that. :P
Nah, in all honasty, you should be able to remove the tissue/liquid/ whatever the cool kids are calling it these days by removing a few tags off the base creature when it transforms.QuoteEDIT:Alright, I'd say the Infernomancers are pretty good, on to werelizards! And perhaps Werebirds, but I don't want to make 2 creatures weak to the same thing, and I only have 1 common material left... hmm....
Weredinos! All weak to the same thing, but have seperate niches. Weredinos are actualy megabeasts, and are split into the powerful WereTyranosaur and the utterly massive but increably slow Werebrachiosaur.There death-substance should cleave thru them like literal butter, to keep up with the theme, and may or may not actualy spread anything from there bites. (Tiny, weakling weregecko syndrome from even attempting to mess with the kings of werecreatures?) Keep the other two main groups seperate but with a increased intolerance to there anti-metal, with perhapes a nearly unchanged human form for the werebirds. Werelizerds are presumably slow-reacting, and there ability to avoid things might suffer as well.
They just have no vascular tissues, what's why they don't bleed. I'll just find one for the lich, and it'll be done.Ok, maybe for a different mod, it sounds awesome, but... holy crap. The werelizard is going to be like a bipedal dinosaur anyway, at least in appearance. Yeah, I tried removing the tags when he transforms, but it doesn't work, he still bleeds " ", but never runs out. Maybe I'll take a look at some creatures that don't have blood, and copy them.QuoteHey guys, do you know if there's any way to (not using interactions) remove blood from a creature. My lich is spraying " " out his limbs after being nearly incinerated by an infernomancer, and I wan to fix that.
Eventualy, your lich may run out. Wait for that. :P
Nah, in all honasty, you should be able to remove the tissue/liquid/ whatever the cool kids are calling it these days by removing a few tags off the base creature when it transforms.QuoteEDIT:Alright, I'd say the Infernomancers are pretty good, on to werelizards! And perhaps Werebirds, but I don't want to make 2 creatures weak to the same thing, and I only have 1 common material left... hmm....
Weredinos! All weak to the same thing, but have seperate niches. Weredinos are actualy megabeasts, and are split into the powerful WereTyranosaur and the utterly massive but increably slow Werebrachiosaur.There death-substance should cleave thru them like literal butter, to keep up with the theme, and may or may not actualy spread anything from there bites. (Tiny, weakling weregecko syndrome from even attempting to mess with the kings of werecreatures?) Keep the other two main groups seperate but with a increased intolerance to there anti-metal, with perhapes a nearly unchanged human form for the werebirds. Werelizerds are presumably slow-reacting, and there ability to avoid things might suffer as well.
Look at things like the Iron Man. There might be something in there raws that has something special about no blood usage or something.
And yeah, perhapes the Weretrex is slightly overkill? Perhapes? :D
[ATTACK:TONGUE_LASH:CHILD_TISSUE_LAYER_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TONGUE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:lash:lashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:1000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK_VELOCITY_MODIFIER:10000]
(it's like that because I tried to use just the body token, but it wasn't having any of that)
[USE_MATERIAL_TEMPLATE:TONGUE:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:TONGUE:MUSCLE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:TONGUE:FRONT]
I think that the tongue is internal (is in: Inside the mouth) and can therefore not be used for attacks. A theory, nothing more.Yeah, that's what I thought, so I tried adding it outside as a separate part. Still no dice. I think I may have the attack syntax wrong or something, but I don't know where I screwed it up.
Code: [Select]
[USE_MATERIAL_TEMPLATE:TONGUE:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:TONGUE:MUSCLE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:TONGUE:FRONT]
Is added to put on the tissue layer. What am I doing wrong? The error log has nothing.
Wouldn't that require a new body shape definition or something? Also, this is how claws are defined, so I just copied that (my understanding of body detail and stuff is iffy at best).Code: [Select]
[USE_MATERIAL_TEMPLATE:TONGUE:MUSCLE_TEMPLATE]
[USE_TISSUE_TEMPLATE:TONGUE:MUSCLE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:TONGUE:FRONT]
Is added to put on the tissue layer. What am I doing wrong? The error log has nothing.
First off, you don't need to define tissues and materials that are identical to muscle except in name; there's no reason to have duplicates when you can just use the original.
Secondly, you're putting a layer of muscle on top of the head. You're better off just making it a separate body part, like ears or the nose.
A new body shape definition for what? I'm not sure what you mean. You could easily just do [TISSUE_LAYER:BY_CATEGORY:HEAD:MUSCLE:FRONT] and it would mean the same thing but with a different name.Alright, I've stolen (borrowed) a laptop for a little while, and I'll try that.
And yeah, nails/claws are defined similarly, but I'm pretty sure the new tissue still covers the body part. But don't quote me on that.
I got side tracked with my new game and was playing a Dwarf Fortress just to open up hell and let demons out into the world.
Question: do I have to create a new world for the changes with necromancers to take effect?
please, no were-neolithic-dinosaurs :S*Throws a flaming zombie heart* (those work like grenades btw, because the blood is fire.)
instead add: Werehydra, Weredragon and... and Wereroc!
btw, I liked that infernomancer. I could finally let my inner pyromaniac on loose and burn everything.
Again here (http://www.bay12forums.com/smf/index.php?topic=101264.0) are some cool fire-related spells.
Hey! A name suggestion for a mod: Twilight, new moon
*runs away before anyone throws anything*
Err, interesting find.Only in the arena. I know, I tested it and it was hilarious, but I assure you it works properly in the real game.
Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
I have a feeling that these werecreatures are a bit too overpowered.They aren't weak to the material unless transformed, so what you should do is immediately aggro them and get outside, them go for the dismemberment. They are horrifically strong, but they're slower than most adventurers, so you can use that to your advantage if you time it right. Also, followers help to distract them if you're the sneaky type, and they rarely ever get kills, so you don't have to worry about that.
I havent met many, perhaps 6, and 5 times out of 6 I've been sneaking in there lair thinking im so totally gonna surprise that bastard, and next moment, peasant comes out of nowhere and usually bashes my weapon arm, or knocks me unconscious before i get to do anything.
that 1 time of those 6, i found werescorpion, who was weak to bronze, but i had to bronze weapons with me (one might ask, why did i go there) so i picked a bronze boot from his lair and whacked at his head, jamming his skull though brain
I tried generating a world with 4000 thousand years of history over night, but it crashed.I prefer between 400-800 years on a medium or large world for this, it gives a good degree of variety for the creatures, and doesn't allow enough time for all cultures to get killed.
I'll load up my other one in a few and give it a whirl.
brb dying
Err, interesting find.Only in the arena. I know, I tested it and it was hilarious, but I assure you it works properly in the real game.
Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
Even regular zombies are hostile to their masters if they were during life in the arena, that's why I try to use as much practical bug testing as possible(with my friend), the only way to know if it really works is to try it in a "real" world.Err, interesting find.Only in the arena. I know, I tested it and it was hilarious, but I assure you it works properly in the real game.
Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
Doing a little check, it seems to have something to do with the fact your basicly replacing the corpse with a new creature and not simply making the old one come back. Hence, no change side-wise. Might try a few things and see if I can fix it.
I would suggest a counter to the Infernomancer: the Stigiamancer. As in, a horrably cold creature with a set of wide-range freezing attacks,(Frost Bite and blisters are worst than they sound. Freezing you to the point of Immobility is nasty, too.), which have zombies infused with ice and crap. As in, there flesh is frozen solid and presumably has no actual fat layer to burn off. Magma wont do for these guys. Name: Winterghasts?Perhaps, but seriously, how often do rival necromancer types fight in worldgen? The smoke from the infernomancers is an issue, if you'd like to see what I mean, add these to your raws, remove the other necro types, and gen until you get a tower.
interaction_inferno
[OBJECT:INTERACTION]
[INTERACTION:INFERNOMANCER]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of the eternal flame]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Infernomancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:infernomancer:infernomancers:infernomantic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NOBREATHE:EXTRAVISION:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_REMOVE_TAG:HAS_BLOOD]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate Flaming Zombie]
[CDI:INTERACTION:INFERNO_RAISE]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:burst into flame:bursts into flame]
[CDI:WAIT_PERIOD:500]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire Bolt]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:25]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:thrust your hand:thrusts its hand:NA]
[CDI:WAIT_PERIOD:1000]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Fire Barrage]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:5]
[CDI:VERB:rapidly gesture:rapidly gestures:NA]
[CDI:WAIT_PERIOD:4000]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Firestorm]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:VERB:powerfully gesture:powerfully gestures:NA]
[CDI:WAIT_PERIOD:5000]
[INTERACTION:INFERNO_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Flaming Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:80:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:FLAMING_ZOMBIE:DEFAULT]
[INTERACTION:NECRO_SLOW]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:Select targets]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_SPEED_CHANGE:SPEED_PERC:50:START:0:END:25]
[INTERACTION:NECRO_WEAK]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:Select targets]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_PHYS_ATT_CHANGE:STRENGTH:50:0:TOUGHNESS:50:0:START:0:END:20]
[CE_MENT_ATT_CHANGE:WILLPOWER:25:0:START:0:END:20]
creature_necro
[OBJECT:CREATURE]
//Lich creature
[CREATURE:LICH]
[NAME:lich:liches:lich]
[CASTE_NAME:lich:liches:lich]
[CREATURE_TILE:165][COLOR:5:0:1]
[INTELLIGENT]
[CANOPENDOORS]
[PREFSTRING:command of the dead]
[EVIL][SUPERNATURAL][LIKES_FIGHTING][FLIER]
[NOFEAR][NOPAIN][NO_EAT][NO_DRINK][NO_SLEEP][NOSTUN][NOEMOTION][NOBREATHE][NONAUSEA]
[NOT_LIVING][OPPOSED_TO_LIFE][EXTRAVISION][NO_THOUGHT_CENTER_FOR_MOVEMENT][NOTHOUGHT]
[NO_CONNECTIONS_FOR_MOVEMENT][PARALYZEIMMUNE][NO_DIZZINESS][NO_FEVERS][NO_PHYS_ATT_GAIN]
[NO_PHYS_ATT_RUST][NOEXERT]
[NO_UNIT_TYPE_COLOR][MEANDERER]
==
add cdi here
nevermind lol
==
[NATURAL_SKILL:BITE:10]
[NATURAL_SKILL:GRASP_STRIKE:13]
[NATURAL_SKILL:STANCE_STRIKE:13]
[NATURAL_SKILL:WRESTLING:13]
[BODY:HUMANOID:2EARS:NOSE:HEART:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:HUMANOID_JOINTS:MOUTH:TONGUE:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:FAT]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:FAT]
[TISSUE:HARD_BONE]
[TISSUE_NAME:bone:bones]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[TISSUE_MAT_STATE:SOLID]
[TISSUE_SHAPE:LAYER]
[CONNECTS]
[HEALING_RATE:4000]
[INSULATION]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:SKIN:MUSCLE:HARD_BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:POISON_IMMUNE]
[BODY_SIZE:0:0:65000]
[PHYS_ATT_RANGE:STRENGTH:4000:4200:4400:4500:4600:4800:5000]
[PHYS_ATT_RANGE:AGILITY:400:420:440:450:460:480:500]
[PHYS_ATT_RANGE:TOUGHNESS:4000:4200:4400:4500:4600:4800:5000]
[PHYS_ATT_RANGE:RECUPERATION:4000:4200:4400:4500:4600:4800:5000]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:300]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:600]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:300]
[ATTACK_PENETRATION_PERC:500]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:500]
[ATTACK_PENETRATION_PERC:500]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ALL_ACTIVE]
[CASTE:DEFAULT]
[NO_GENDER]
[DESCRIPTION:A powerful necromantic mage. It has the appearance of an embalmed body. It hovers over the ground. Its empty eye sockets stare into the darkness, and its mouth gapes open unnaturally. Beware its enourmous strength.]
[SPEED:1200]
-------------------------------------------------------
//Various Demon creature types
[CREATURE:DEMON_DOG]
[NAME:demon dog:demon dogs:demon dog]
[CASTE_NAME:demon dog:demon dogs:demon dog]
[CREATURE_TILE:'d'][COLOR:4:0:0]
[LARGE_PREDATOR][MEANDERER][NOPAIN][NOT_LIVING][NO_UNIT_TYPE_COLOR]
[LARGE_ROAMING][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_CONNECTIONS_FOR_MOVEMENT]
[GRASSTRAMPLE:0][SUPERNATURAL]
[BONECARN]
[PREFSTRING:horrifying appearance]
[NATURAL_SKILL:GRASP_STRIKE:9]
[NATURAL_SKILL:BITE:9]
[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[REMOVE_TISSUE:SKIN]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:MUSCLE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:600]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:600]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:DEFAULT]
[NO_GENDER]
[SPEED:750]
[DESCRIPTION:A demon created from a recently deceased corpse. It takes the form of a large skinless dog. Its teeth are razor sharp, and its claws are extremely large.]
[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
----------------------------------------------
[CREATURE:SLASHER]
[NAME:slasher:slashers:slasher]
[CASTE_NAME:slasher:slashers:slasher]
[CREATURE_TILE:'S'][COLOR:4:0:0]
[LARGE_PREDATOR][MEANDERER][NOPAIN][NOT_LIVING][NO_UNIT_TYPE_COLOR]
[LARGE_ROAMING][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_CONNECTIONS_FOR_MOVEMENT]
[BONECARN]
[PREFSTRING:enormous claws]
[NATURAL_SKILL:GRASP_STRIKE:9]
[NATURAL_SKILL:STANCE_STRIKE:7]
[BODY:HUMANOID:2EYES:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:2FINGERS:2TOES:HUMANOID_JOINTS:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[TISSUE:SHARPCLAW]
[TISSUE_NAME:claw:claws]
[TISSUE_MATERIAL:INORGANIC:STEEL]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:200]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:FINGER:SHARPCLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW_TEMPLATE:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW_TEMPLATE:200]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:POISON_IMMUNE]
[BODY_SIZE:0:0:100000]
[RELSIZE:BY_CATEGORY:SHARPCLAW:200]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:SHARPCLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:50]
[ATTACK_PENETRATION_PERC:600]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:4000]
[ATTACK:CLAW:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:SHARPCLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:25]
[ATTACK_PENETRATION_PERC:1000]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:4000]
[ATTACK:HEADBUTT:BODYPART:BY_TYPE:HEAD]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:headbutt:headbutts]
[ATTACK_CONTACT_PERC:300]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:2000]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:4000]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:DEFAULT]
[NO_GENDER]
[SPEED:820]
[DESCRIPTION:A demon created from a recently deceased corpse. It takes the form of a mouthless humanoid with large blades on the end of its fingers. It's featureless face only contains two buring red eyes. Its skin is dark crimson, and its claws are metallic gray.]
[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
----------------------------------------------
[CREATURE:BRAWLER]
[NAME:brawler:brawlers:brawler]
[CASTE_NAME:brawler:brawlers:brawler]
[CREATURE_TILE:'B'][COLOR:4:0:0]
[LARGE_PREDATOR][MEANDERER][NOPAIN][EXTRAVISION][NO_CONNECTIONS_FOR_MOVEMENT]
[LARGE_ROAMING][NO_THOUGHT_CENTER_FOR_MOVEMENT][NOT_LIVING][NO_UNIT_TYPE_COLOR]
[BONECARN]
[PREFSTRING:multiple arms]
[NATURAL_SKILL:GRASP_STRIKE:10]
[NATURAL_SKILL:STANCE_STRIKE:8]
[NATURAL_SKILL:BITE:7]
[BODY:HUMANOID_4ARMS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:2FINGERS:2TOES:HUMANOID_JOINTS:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[TISSUE:HARD_BONE]
[TISSUE_NAME:bone:bones]
[TISSUE_MATERIAL:INORGANIC:IRON]
[HEALING_RATE:2000]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:HARD_BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW_TEMPLATE:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW_TEMPLATE:200]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:POISON_IMMUNE]
[BODY_SIZE:0:0:200000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:3000]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:8000]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:300]
[ATTACK_PENETRATION_PERC:800]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK_VELOCITY_MODIFIER:4000]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:4000]
[ALL_ACTIVE]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:DEFAULT]
[NO_GENDER]
[SPEED:900]
[DESCRIPTION:A demon created from a recently deceased corpse. It takes the form of an eyeless humanoid with 4 extremely muscular arms. Its skin is dark crimson, and its teeth are a sickly yellow color.]
[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]
---------------------------------------------------------------------------------------------
[CREATURE:FLAMING_ZOMBIE]
[NAME:flaming zombie:flaming zombies:flaming zombie]
[CASTE_NAME:flaming zombie:flaming zombies:flaming zombie]
[CREATURE_TILE:165][COLOR:4:0:0]
[MEANDERER][NOPAIN][NOT_LIVING][FIREIMMUNE][NO_UNIT_TYPE_COLOR]
[NO_THOUGHT_CENTER_FOR_MOVEMENT][NOTHOUGHT][NO_CONNECTIONS_FOR_MOVEMENT]
[BONECARN][EXTRAVISION][NOBREATHE]
[SOUND:PEACEFUL_INTERMITTENT:200:3000:VOCALIZATION:scream:screams:a bloodcurdling scream]
[SOUND:PEACEFUL_INTERMITTENT:200:4000:VOCALIZATION:scream:screams:a chilling scream]
[SOUND:PEACEFUL_INTERMITTENT:200:3500:VOCALIZATION:scream:screams:a pained scream]
[PREFSTRING:flaming bodies]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:GENERIC_TEETH:HUMANOID_JOINTS:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:LEATHER]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_MATERIAL_TEMPLATE:FLAME:FLAME_TEMPLATE]
[USE_TISSUE_TEMPLATE:FLAME:FLAME_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:FLAME:FLAME:FLAME:BONE:BONE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW_TEMPLATE:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW_TEMPLATE:200]
[USE_MATERIAL_TEMPLATE:BLOOD:FLAME_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
[CREATURE_CLASS:POISON_IMMUNE]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratch]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:HEADBUTT:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ALL_ACTIVE]
[FIXED_TEMP:15000]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:DEFAULT]
[NO_GENDER]
[SPEED:1400]
[DESCRIPTION:An undead monster summoned by a infernomancer. It is on fire, and screams frequently.]
[SELECT_CASTE:ALL]
Better VampiresHAH, TvTropes! Oh no, I have to go to class in 20 minutes, and I just opened it.... GOD DAMNIT!
It does exactly what it says on the tin.
(http://img.photobucket.com/albums/v382/Psychocountessa/Gifs/MY%20LITTLE%20PONY%20YAY/Twilight-clap.gif)very goodThe skin of a werebeast is already pretty much impervious to anything but adamantine weapons. 10000 times more resistant than normal (though for 0.9 is was only 1000 for werebears, that's fixed for the upcoming release). The only problem with making something rare is that there's no way to actually adjust the individual curse rates, they're selected randomly. For example, the original reason lesser vampires were put in was to make master vampire (who were just vampires at the time) rarer because they were so powerful.
May I suggest Greater WereBeast? Larger than their counterparts but extremely rare, and have a metal chitin/skin
Hmm...Only one problem with that, they each need to be weak to a different material, and for adventure mode balance, you can really only use 4 (5 if you count wood). There are already 7 types in 0.9 (9 in 1.0). If you'd like to suggest subtypes for the existing werebeasts though, I can do that. I'd like to have 3 subtypes for each, but there are only like 8 or so living species of bear, and I'm not sure were to go for werescorpions besides venomous and non-venomous. The other type of werecreature (weak to iron) is werelizard/werechameleon. If you can think of a good, distinct third type of lizard to use, I'll gladly throw one together for you.
I would use this...
But it needs more were-creature variety...
I must have the option of being a were-lizard, carp, octopus, parrot, hippo, bull, cat, tiger, cougar, giraffe, snake and of course capybara!
-Summoner demons have been buffed, and if I can get it working in a fair way, they'll be able to summon their demons from "living" zombies instead of corpses.
Several megabeast ideas:
Semimegabeasts:
Vampire Princes/Princesses: Think a Master Vampire, but even more powerful (I cannot belive I typed that). Flying might be a nice touch, along with a varied choice of forms. (fleshy, strangling giant Octopi, bity Man-bat, and rending Wolf-man forms? Seem good to me.) Bite turns others into lesser vamps.
Presumably, there still as fleshy as any other vampire, so no special skin for them.
"Natural" (Dire?) Werewolf/Werebear/Werescorp/Werebird/Werereptile: Less a humanoid super-animal so much as a giant version of the correct animal, it spreads lycanthropy of the correct kind with it's bite. However, dispite being big, fast, and with powerful healing, it has no other form it can turn into and as such is basicly a gigantic wolf with a special bite. Hence, not a megabeast.They breed, tho, unlike the rest on this list. This could be a handy catagory for all the ideas for "Superweres" floating around that would normaly not get picked up.
Megabeast
Fiend of Undeath/Hell/Immortality/Fire: These guys wander about world gen and teach (un)lucky mortals about the secrets of the dead/summoning/lichdom/infernomancy. Small, slow, and have the abilty of there listed magical power. May or may not work, have not fiddled with the tags yet.
Well, the way I see it, a vampire lord would still "rule" over all of vampirekind, but the Ancient Vampire is more focused on maiming cities and ripping nations apart than to care about it's lesser kin. Also, yeah, a vampire lord would be human in size and shape, while ancient vampires are basicly more like giant bat-human things, so still sticking with them being semimegabeasts. Two varities of ubervamps in the same catagory would be slightly odd.The Lords would be the semimegabeasts (I just realized that there is literally no difference between semimegabeasts and megabeasts in terms of behavior), and the Ancient Vampires are the megabeasts. Reasoning: In many societies elders are valued just as highly as, or more highly than, leaders. I'd just make them reeeeaaaalllly damned strong and powerful, ~human sized (75000 probably) and tag them with [POWER] and [INTELLIGENT]. That way they could join societies, and pose as gods.
Hi,Yeah, it just disables the vanilla vampires/werebeasts/necros. It shouldn't conflict with other vamps/werebeasts/necros (It worked alongside the Dryders or whatever the spider things from MW are just fine), but it may make them less common due to increasing the pool of secrets/curses that the game draws from.
downloaded and the raws lookreal good. I noticed the adv. worldgen settings, and obviously I cant copy them into mymod, since I have my own ones. I saw the:
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:0]
Does that mean that all the vanilla necromancers, werebreasts and necros are replaced, and only yours are created ? How many for each world, and do they conflict with other custom curses/secrets ?
THANK YOUI'm working on a Vampire Lord right now, that's like a semimegabeast version of the ancient vampire. Well, I will be, after I finish some C++ work, I'm way behind in that class. Bogeymen... maybe. Mummies, possibly. Bogeymen would be more likely, because you actually encounter them frequently. Though I also want to see if I can make some creatures that teach the secrets of death/immortality/summoning/fire to people.
This makes adventure mode 100x more fun. I'm about to take on an ancient vampire with my 3 demon buddies I found all chilling out in the same hamlet.
Any plans to do something with custom night trolls and/or bogeymen? A bit more variety in bokeymons, different abilities requiring different strategies from the player, could be an answer to the common 'bokeymons are OP/GAY' complaint. The new 'hide' interaction might be interesting.
Maybe More Mummies?
Thats good to hear. I will integrate it then, and leave the worldgen as it is. This way your creations will lurk around, but be quite a rare find, that keeps people on edge :)
Oh Gods, Fiends are just as I thought they would turn out to be. All fear the Lich Fiend!ALL FEAR THE INFERNO FIEND! CHARRED FLESH FOR THE FIRE GOD!
this mod would be more interesting if it was less polarized/better balanced. It isn't difficult to create ridiculous abilities and creatures with raws then shoehorn them into the game.. the mods that become mainstream are the ones that add opponents that are interesting to fight WITHOUT overthrowing the existing balance. As is, once the player gets hold of most the abilities on offer here the game becomes silly. If you were to release an alternative, more moderate version of this (less nightcreature spam in worldgen, night creatures that are resistant to non-silver weapons rather than immune, vampires etc that are dangerous with being ridiculous) then maybe you would receive more interest.Fair enough criticism, though I would like to point out that I did spend a large amount of time balancing this mod, and it is balanced, though perhaps not in the way you expected. Lesser and master vampires are not intended to be enemies that one fights alone. With 3 people, you can usually win against a lesser vampire, assuming you have decent skills. With 8 to ten, you have a chance against a master. Werebeasts can be weak to all 4 human weapons-grade materials, depending on their type. Also, acquiring all powers, or even most of them, is impossible. You can have one curse, and in the next version, one secret (though currently you can get them all). The actual chances of you becoming, say, a master vampire infernomancer, is very slim.
Seems that the next update on my mod will take quite a while. I made a list of all creatures missing sprites, quite a long one. You werebeasts and vampires are among them, so naturally I would like to create sprites for them as well. Although I have no idae how to draw a were-scorpion with just 16*16 tiles, I will try. I hope I can offer you a little addon in the end, with all the sprites you need for your mod. :)Hey, thanks. I might take a crack at making a few 16X16 sprites in the style of Masterwork. I'm no artist, but I've made a few games that used 8X8 and 16X16 sprites, so I might as well. The new bogeymen are coming along nicely, I plan to have about 20 types, all based on things I used to have nightmares about as a child.
So can you become one of those subsets of necromancer. Such as, you read a book and you get endowed with that secret power?Yes, though currently you can become all of them if you're lucky enough, but I'm limiting that in 1.2, because it gets a bit ridiculous when a Dark Sorcerer Infernomancer Summoner Werebear adventurer tries to have even the slightest semblance of a fair fight.
Mods looks awesome and if my question is correct, I'm downloading immediately.
What's the difference betewwn minor vampires and lesser vamps? Are minor vamps those vampire lords you were talking about?
Am I the only one who's not getting any special powers? After installing the mod the only difference from vanilla that I see is that there are minor vampires and just vampires but after I become one I don't get any powers. Haven't tried necromancers or werebeasts yet but can you tell why this is not working. I checked the raws and all the mod files are there.Check bugs section. First Post. It's a known bug, and it happens in vanilla too, it's just not as noticeable. Try redownloading DF and re-installing whatever mods you have active (for me this bug occurs when I change the raws a LOT when I'm testing things). It seems to only affect ingestion sources for interactions, so if you (for some reason) really don't want to redownload DF, you should still be able to become a werebeast or necromancer (or vampire if bitten by an ancient or a lord). Also, you shouldn't have any regular vampires if you're using one of the preset worldgen files, and regular vampires still have no extra powers. This is because they are generated when the world is made, with no way to adjust their stats and abilities, so if you're trying to become a regular vampire, you're still going to be weak.
Thanks, I somehow managed to miss the part about preset worldgen files when I was reading the installation guide.Am I the only one who's not getting any special powers? After installing the mod the only difference from vanilla that I see is that there are minor vampires and just vampires but after I become one I don't get any powers. Haven't tried necromancers or werebeasts yet but can you tell why this is not working. I checked the raws and all the mod files are there.Check bugs section. First Post. It's a known bug, and it happens in vanilla too, it's just not as noticeable. Try redownloading DF and re-installing whatever mods you have active (for me this bug occurs when I change the raws a LOT when I'm testing things). It seems to only affect ingestion sources for interactions, so if you (for some reason) really don't want to redownload DF, you should still be able to become a werebeast or necromancer (or vampire if bitten by an ancient or a lord). Also, you shouldn't have any regular vampires if you're using one of the preset worldgen files, and regular vampires still have no extra powers. This is because they are generated when the world is made, with no way to adjust their stats and abilities, so if you're trying to become a regular vampire, you're still going to be weak.
Instructions for use are in the readme, and the original post, and the wimbli description. Just use (under advanced worldgen) "FTN <world size>" and it'll remove all the vanilla werebeasts, vampires and necromancers for you.
Hey don't worry about it. If you still have troubles, send me your save file, I want to see more worlds with the bug that stops ingestion sources for syndromes, so I can better understand the cause.Thanks, I somehow managed to miss the part about preset worldgen files when I was reading the installation guide.Am I the only one who's not getting any special powers? After installing the mod the only difference from vanilla that I see is that there are minor vampires and just vampires but after I become one I don't get any powers. Haven't tried necromancers or werebeasts yet but can you tell why this is not working. I checked the raws and all the mod files are there.Check bugs section. First Post. It's a known bug, and it happens in vanilla too, it's just not as noticeable. Try redownloading DF and re-installing whatever mods you have active (for me this bug occurs when I change the raws a LOT when I'm testing things). It seems to only affect ingestion sources for interactions, so if you (for some reason) really don't want to redownload DF, you should still be able to become a werebeast or necromancer (or vampire if bitten by an ancient or a lord). Also, you shouldn't have any regular vampires if you're using one of the preset worldgen files, and regular vampires still have no extra powers. This is because they are generated when the world is made, with no way to adjust their stats and abilities, so if you're trying to become a regular vampire, you're still going to be weak.
Instructions for use are in the readme, and the original post, and the wimbli description. Just use (under advanced worldgen) "FTN <world size>" and it'll remove all the vanilla werebeasts, vampires and necromancers for you.
I deleted the save and reinstalled df already but I'll try to remember to give you the file if it happens again.Hey don't worry about it. If you still have troubles, send me your save file, I want to see more worlds with the bug that stops ingestion sources for syndromes, so I can better understand the cause.Thanks, I somehow managed to miss the part about preset worldgen files when I was reading the installation guide.Am I the only one who's not getting any special powers? After installing the mod the only difference from vanilla that I see is that there are minor vampires and just vampires but after I become one I don't get any powers. Haven't tried necromancers or werebeasts yet but can you tell why this is not working. I checked the raws and all the mod files are there.Check bugs section. First Post. It's a known bug, and it happens in vanilla too, it's just not as noticeable. Try redownloading DF and re-installing whatever mods you have active (for me this bug occurs when I change the raws a LOT when I'm testing things). It seems to only affect ingestion sources for interactions, so if you (for some reason) really don't want to redownload DF, you should still be able to become a werebeast or necromancer (or vampire if bitten by an ancient or a lord). Also, you shouldn't have any regular vampires if you're using one of the preset worldgen files, and regular vampires still have no extra powers. This is because they are generated when the world is made, with no way to adjust their stats and abilities, so if you're trying to become a regular vampire, you're still going to be weak.
Instructions for use are in the readme, and the original post, and the wimbli description. Just use (under advanced worldgen) "FTN <world size>" and it'll remove all the vanilla werebeasts, vampires and necromancers for you.
Just throw it into dropbox or something and post the link.
I just found out that in my current game I can't get infected with the vampire curse. That save is what you wanted right? Also do you want the whole df folder or only the save file.Ok, Just zip the save folder and put it on dropbox. I'll take a look.
I'll send the file to you tomorrow (or in the middle of the night by your time) because I have to get up early tomorrow and I need some rest.Alright, I look forward to it.
I discovered that for some reason the save I was supposed to send you is not bugged or the bug went away somehow but I am sure that i didn't turn into an vampire the first time I drank a vampires blood here's my legends pageInteresting, then it must be a problem with the hist fig status as I expected. Did you talk to, then end, a conversation with the second one before attacking him? Also, this is Ironhand correct? I just need to make sure, because if I try to run it in my (regular ascii) DF, and it's for ironhand, it might not work.The first vampire didn't turn me into one but the second one did. The save file is just before I killed the second vampire: http://www.filedropper.com/region2Spoiler (click to show/hide)
This is phoebus and this is how my game vent. I already had seen the lesser vampires and I really wanted to try a stronger one but I only kept finding minors and lessers. I killed the first lesser vampire Mistir and got his blood one me in case I am dying and need to heal. After traveling to find a major vamp i got ambushed and wounded so I drank the vampire blood I had on me but it didn't work then I made the forum post about finding the bug, made a backup of the save and continued playing. After finding the second vampire and killing him I descovered that I can turn into a vampire. Then I loaded the save again and tried to fast travel thinking that it caused the bug before but even after doing that drinking the blood still worked so I don't know why it didn't work with the first vampire but did with the second one. I did not cross any rivers and even if I had crossed any then the blood would have washed off.I live in America dude (Recently moved from Canada), this is like poetry compared to half the English I read. I think it must be something to do with the historical figure status of the character. Next time, try starting, then ending, a conversation with them so that they appear with their name in the "L"ook menu, then accuse them. Might help, but I'm still not entirely sure of the cause.
Edit: I can actually speak and understand english well but when I write something than it's really hard to understand even if I myself am reading it so if you have trouble understanding me just ask.
I actually do that to check if it's the right vampire I'm going to kill or notThis is phoebus and this is how my game vent. I already had seen the lesser vampires and I really wanted to try a stronger one but I only kept finding minors and lessers. I killed the first lesser vampire Mistir and got his blood one me in case I am dying and need to heal. After traveling to find a major vamp i got ambushed and wounded so I drank the vampire blood I had on me but it didn't work then I made the forum post about finding the bug, made a backup of the save and continued playing. After finding the second vampire and killing him I descovered that I can turn into a vampire. Then I loaded the save again and tried to fast travel thinking that it caused the bug before but even after doing that drinking the blood still worked so I don't know why it didn't work with the first vampire but did with the second one. I did not cross any rivers and even if I had crossed any then the blood would have washed off.I live in America dude (Recently moved from Canada), this is like poetry compared to half the English I read. I think it must be something to do with the historical figure status of the character. Next time, try starting, then ending, a conversation with them so that they appear with their name in the "L"ook menu, then accuse them. Might help, but I'm still not entirely sure of the cause.
Edit: I can actually speak and understand english well but when I write something than it's really hard to understand even if I myself am reading it so if you have trouble understanding me just ask.
Hmm, weird. I really don't know what to say then, I'll check the adventure mode boards, maybe someone has a fix for this. I remember seeing about 20 different "I can't become a vampire, help!!" topics with people who logically should have been able to become vampires.I actually do that to check if it's the right vampire I'm going to kill or notThis is phoebus and this is how my game vent. I already had seen the lesser vampires and I really wanted to try a stronger one but I only kept finding minors and lessers. I killed the first lesser vampire Mistir and got his blood one me in case I am dying and need to heal. After traveling to find a major vamp i got ambushed and wounded so I drank the vampire blood I had on me but it didn't work then I made the forum post about finding the bug, made a backup of the save and continued playing. After finding the second vampire and killing him I descovered that I can turn into a vampire. Then I loaded the save again and tried to fast travel thinking that it caused the bug before but even after doing that drinking the blood still worked so I don't know why it didn't work with the first vampire but did with the second one. I did not cross any rivers and even if I had crossed any then the blood would have washed off.I live in America dude (Recently moved from Canada), this is like poetry compared to half the English I read. I think it must be something to do with the historical figure status of the character. Next time, try starting, then ending, a conversation with them so that they appear with their name in the "L"ook menu, then accuse them. Might help, but I'm still not entirely sure of the cause.
Edit: I can actually speak and understand english well but when I write something than it's really hard to understand even if I myself am reading it so if you have trouble understanding me just ask.
There's a few suggestions for the vampires. I would make raws for them, but I am still busy with work this weekend.
Shadow vampire
Description: Shadow vampires are fragile and ancient vampires. They are hollow and their withering contorted bodies are shrouded only by layers and layers of torn black cloth. The shadow vampires strike from the shadows, unheard and unseen, making their ambushes extremely lethal.
Traits: spread "black shadow" gas around them which makes other creatures numb; do not have the common vampiric damage resistance; can become invisible; high natural sneaking skill; high natural dodging skill.
Vampire bat
Description: Vampire bats have teeth with razor-sharp incisors which penetrate their prey. Rather than suck blood, however, they allow the blood to flow and they lap it up with their tongue. They also have an anticoagulant substance in their saliva that helps keep the blood of their victims flowing during feeding. They rest during the day, hidden from the sun. During the nights they roam the dark sky, looking for victims.
Traits: a man-sized legless winged creature, paralyzing saliva which makes creatures bleed (localizing bleeding), flyers, a tail with a sharp stabbing end.
Feral vampire
Description: Feral vampires are an ancient race of vampires: half man, half bat. Like their distant kin, vampire bats, they also have an anticoagulant substance in their saliva that helps keep the blood of their victims flowing during feeding.
Traits: between lesser and master vampire, paralyzing saliva which makes creatures bleed (localizing bleeding), high strength and agility.
(http://i.imgur.com/Jrjrk.png)Those look pretty good, nice job! I pictured the platinum more greyish white though, but whatever, that looks good too. The brawler looks like something I've seen before in a game or movie, but I can't quite put my finger on it. Damn, this is going to drive me nuts...
Here are the sprites :)
Flaming Zombie, Lesser Vampire, the bronze skull and the flying platin sphere with red eye, the bronze devil thingy and the infernomancer, slasher and brawler (brawler a bit different from your description) necrofiend, lesser vampire (ups, copied), ancient vampire, and two werewolves (phoebus copies)
Hope you can use any of those, I will definetly do the rest as well, but cant really tell when I will find for DF again.
Not sure if this is possible, but is it possible to make a type of infectious boogeyman? Like turning other people into boogeymen? Though I imagine turning into one would probably do something to the game, if it were even possible, with how they teleport and poof at dawn.As far as I know, yes. Just create a creature that has an interaction/syndrome attack and then slap NIGHT_CREATURE_BOGEYMAN on it. From the wiki:
Is there someway I can combine this with Masterwork mod?Didn't Meph add it to masterwork? It should work to some extent, you may want to check for conflicts.
EDIT: Nevermind, I'm looking at the files myself and I think I can make it work.
EDIT: Never nevermind, I only succeeded in causing my game to crash. I'll just have to make my own nightcreatures mod for Masterwork.
So is this mod pretty much still compatible with the new version still?To my knowledge, yeah.
so I became an infernomancer and started killing people and raising them as flaming zombies, right? big problem. they were hostile to me, and I don't know why. maybe it's something that has to do with the whole corpse replacement thing? because no matter what, the zombies won't stop attacking me, even though I'm trying to get them to attack other things. this is in adventure mode, btw, and not arena.I'll take a look at this when I get the time, maybe something with allegiances? Did those change at all during the last few versions?
Right now I'm trying to generate a world, using these vamps and weres, to generate a more "contemporary" world. What I'd like is that in the beginning of the world, there should be dragons, rocs, abominations of every sort. But that eventually they die out. So far so good.With a long enough history, most of the megabeasts will die out. Problem is, vamps like to eat entire towns (unless that was fixed).
Next, the vamps and weres should take center stage. They should always have been there obviously, but become more numerous as time goes on. Not excessively so tho. In order to do this, I've made sure there are more dragons than anything else, but that they do not readilly reproduce. The vamps and weres, however, should pass their syndrome on.
Is this even a feasable goal? If so, does anyone have any recommendations on how to achieve this?
===
Also, as far as the poll goes, I would say replace the boogeymen with something that isn't guaranteed, ie, [UBIQUITOUS]. It would be nice if the boogeymen were more or less prevalent in certain areas, like SAVAGE, EVIL, Wetlands, Deserts, etc. Harsh areas should make one afraid to go out at night, alone. BENIGN areas shouldn't have such a restriction, by and large.
Yay! Welcome back.
Zyxterman: Most megabeasts will eventually die from some random peasant (who will later get eaten by a giant dingo) getting lucky, but ancient vamps and dragons seem to survive better than most.
Yay! Welcome back.
Zyxterman: Most megabeasts will eventually die from some random peasant (who will later get eaten by a giant dingo) getting lucky, but ancient vamps and dragons seem to survive better than most.
Yeah, that. Actualy, vampire do a pretty good job at surviving world gen. It's actualy funny about how many vampire vs. werebeast fights happen in world gen because of this mod.
When fighting my way up an infernomancer tower, I could not get past the first floor as I couldn't go up the stairs. Is that vanilla or the mod? Also, falming zombies seem to be composed entirely of ribs. I've killed six and already tallied ~50 ribs from the remains.
I should know it! :P My primary weapons are flaming zombie teeth, lungs, feet, heads...etc. At least I'm training my thrower skill. *BOOM headshot*
So I fell off the map with school, graduation and such.Should be
but I'm finally back.
Is this compatible with 34.11?
/bump?
One more thing: I'm not complaining, but you can become multiple types of necromancers at once. I'm currently an infernomancer/dark sorceror/lich, looking to become a summoner and master vampire.IDEA FOR NEW POLL!
As a total newbie I have to say:Ohhh boy, let me quickly get Dwarf chocolate and find out.
This mod is great for adventurer mode. :D
However, with unsatiable desires for "more stuff", I 've tried to combine FTN with the Dwarf Chocolate Mod created by SethCreiyd, so that all my dreams(for now) as a dwarf adventurer can come true.
There is only one file conflict between your mod and his, the secret_fire.txt, I manually copied the content of FTN's secret_fire.txt into Chocolate's secret_fire.txt...then gen a new world, nothing problem for now...
Is it okay to do so to play both mods together? There are identical strings in those two secret_fire.txt files.
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_inferno.txt]
Thank you.
The second method seems to be more understandable for me. :P
Anyhow, I have family down from Canada,
Anyhow, I have family down from Canada,
What part? :O
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
You slash The Giant Bat Animal Dissector master vampire in the right thigh with your *steel long sword*, tearing apart the muscle!
An artery has been opened by the attack and a sensory nerve has been severed!
The Giant Bat Animal Dissector master vampire falls over.
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
The Stray Dog regains consciousness.
You pick up the Satari Openviper the Evaporated Sky of Containers's human blood and put it in your rope reed fiber backpack.
You drink the Satari Openviper the Evaporated Sky of Containers's human blood.
The Human Animal Trainer misses The Giant Bat Animal Dissector master vampire!
The Human Animal Trainer gives in to pain.
You empty the +willow bucket+.
You drop Satari Ecidin Aslicadehapro Eni's corpse.
You butcher Satari Ecidin Aslicadehapro Eni's corpse.
You pick up the human meat [6] and put it in your rope reed fiber backpack.
You eat the human meat [6].
You pick up the prepared human heart and put it in your rope reed fiber backpack.
You eat the prepared human heart.
You are too full.
Killed a Canine Vampire, filled my bucket with its "wolf blood", ate up, nothing happened...
Then...Code: [Select]The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
You slash The Giant Bat Animal Dissector master vampire in the right thigh with your *steel long sword*, tearing apart the muscle!
An artery has been opened by the attack and a sensory nerve has been severed!
The Giant Bat Animal Dissector master vampire falls over.
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
The Stray Dog regains consciousness.
You pick up the Satari Openviper the Evaporated Sky of Containers's human blood and put it in your rope reed fiber backpack.
You drink the Satari Openviper the Evaporated Sky of Containers's human blood.
The Human Animal Trainer misses The Giant Bat Animal Dissector master vampire!
The Human Animal Trainer gives in to pain.
Still no luck...no aquired abilities, no speed up, no attribute gain, nothing happened...
Now I can be sure that the "CANT TURN INTO A VAMP BUG" shows up...
Guess I have to give up my master-vamp dream...at least for this time... :-[
Now the new megaproject goal will be a "werewolf lich husk" with many many nasty spells from both FTN and chocolate...
Of course, after I sliced Mr. Satari Openviper's head off...
Killed a Canine Vampire, filled my bucket with its "wolf blood", ate up, nothing happened...
Then...Code: [Select]The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
You slash The Giant Bat Animal Dissector master vampire in the right thigh with your *steel long sword*, tearing apart the muscle!
An artery has been opened by the attack and a sensory nerve has been severed!
The Giant Bat Animal Dissector master vampire falls over.
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
The Giant Bat Animal Dissector master vampire strangles The Stray Turtle Dove's throat, tearing apart the skin!
A major artery has been opened by the attack!
The Stray Dog regains consciousness.
You pick up the Satari Openviper the Evaporated Sky of Containers's human blood and put it in your rope reed fiber backpack.
You drink the Satari Openviper the Evaporated Sky of Containers's human blood.
The Human Animal Trainer misses The Giant Bat Animal Dissector master vampire!
The Human Animal Trainer gives in to pain.
Still no luck...no aquired abilities, no speed up, no attribute gain, nothing happened...
Now I can be sure that the "CANT TURN INTO A VAMP BUG" shows up...
Guess I have to give up my master-vamp dream...at least for this time... :-[
Now the new megaproject goal will be a "werewolf lich husk" with many many nasty spells from both FTN and chocolate...
Of course, after I sliced Mr. Satari Openviper's head off...
Yeah, I'm still not sure WHY that happens. it's something with the body_mat syndrome tag (or whatever) not working properly. I'm still working on it.
superhuman strength,
high agility,
high toughness,
high endurance,
average recuperation,
average disease resistance,
and 1700 speed,
below average strength,
below average agility,
superior toughness,
above average endurance,
low average recuperation,
below average disease resistance,
Yeah, Ancient Vampire usually died in history...
But sometimes they live.
Got a question myself too, my human adventurer(demigod) has:Code: [Select]superhuman strength,
high agility,
high toughness,
high endurance,
average recuperation,
average disease resistance,
and 1700 speed,
she lost her left arm in a nasty fight with elven bandits...So I confronted a werewolf, got bitten once, successfully turned into a white werewolf... there's one well-known disadvantage: her speed capped at 1290 while in human form. If I transformed into a white werewolf, the speed will be 1953, quite good compared with anything but a master-vamp.
That's not a big deal.
However, I found that her physical attributes changed while in werewolf form:Code: [Select]below average strength,
below average agility,
superior toughness,
above average endurance,
low average recuperation,
below average disease resistance,
Too much buffs leads to wimpy?
Hey, has anyone else gotten anything like this:
(http://i760.photobucket.com/albums/xx249/Zale13/Wtf.jpg)
An Ancient Vampire. Do they normally keep doing that?
I think the lich transformation is for eternity. :PNUUUUUUURRRRR
I wonder how a werewolf lich goes.
I think the lich transformation is for eternity. :PNUUUUUUURRRRR
I wonder how a werewolf lich goes.
EDIT: Also, when you become a lich, you can't become an infernomancer. Don't know if vice-versa. But seriously, is there any way to reverse this?
Is there any way to make it reversible, like adding an end time to the transform interaction?
[SYNDROME]
[CE_REMOVE_TAG:HAS_BLOOD]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:LICH:DEFAULT]
to[SYNDROME]
[CE_REMOVE_TAG:HAS_BLOOD]
[CE_BODY_TRANSFORMATION:START:0:END:X]
[CE:CREATURE:LICH:DEFAULT]
Where X is how long you want the transformation to last. I think in the next release I will add a few limits just to stop people from accidentally getting powers that will disable their other ones.
Well, the vampire blood is really weired...
First I've killed a master-vamp again (with the help of 14 companions and more than 10 farmers)...Spoiler (click to show/hide)
Nothing happened...again. I thought that BUG happens to me for another time...
Then I killed a lesser dwarf vampire...Spoiler (click to show/hide)
One thing I feel happy is that the speed is really GOOD!!
Her speed is 1818 as an elf vampire while in elven form. Better than any vampire adventurer before. 8)
Although she is not as strong as were-wolf/bear, I consider it as a half way millstone to lichdom. :P
Since a feline vampire is not a living creature as a werewolf, she can't be husked, right?
Good you are back, since I can't vote twice in one thread, so here's the new question:
WHEN IS THE NEW UPDATE COMING OUT DAMNIT?
Just kidding.
Don't get yourself overworked.
The master vampire is so strong and fast and dodgy for a mortal adventurer, even with 10+ companions, the odds to win is still VERY low... to win I mean to get his blood.
But my werebear dwarf grabed a master vamp, broke both his arms, cut off his left forearm, stabbed his guts out, then bisected him, in a 1 on 1 fight with 4 farmers for battle field decoration. :o
Now I get a new opinion of what POWER truely means. :P
Just grab that dodgy bad ass, then his your new hello-kitty for chewing.
This sounds very interesting, but I'm a bit confused. Is this mod mostly for adventure mode, or will fortress mode benefit from it a lot too?
Hmm. I've not encountered vanilla werewolves or vampires yet, so maybe I should pass on those for now. Getting my troops to equip what I tell them to is already a struggle, so the beasties would probably have reached the throne room by the time my troops had dug out the wererabbit slaying nickle-plated swords.
How about the necromancers? Do they require you to be within range of a tower, like vanilla ones do, or can they turn up anywhere? I'm guessing they're not like a regular civilisation (though a necromantic civ might be quite neat!).
Liches are a bitch to fight, but infernomancers...in both fortress and adventurer mode, those are some of the scariest things I've seen.
Finally. :DSo, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...
Downloading.
Liches are a bitch to fight, but infernomancers...in both fortress and adventurer mode, those are some of the scariest things I've seen.Finally. :DSo, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...
Downloading.
Liches are a bitch to fight, but infernomancers...in both fortress and adventurer mode, those are some of the scariest things I've seen.Finally. :DSo, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...
Downloading.
Your back? Vunderful!
Some ideas:
Death Night: Your basic former warlord who just cannot go back to sleep. Very powerful in physical combat, but no real special tricks. Probably would use the same iron-hard bones Lich's have. Raise basic zombies.
Revenents: Frosted fiends, these creatures are crazy-cold and can cause frost bite with a touch. Can also throw out flesh-rotting gasses, but they are very brittle. Raised creatures are, as a contrast, hardier than usual (thanks to how frozen they are).
Tomb Prince: Former lords and ladies in life, they raise a extra-special form of undead which are slightly more powerful (faster and more resistant to damage) called "Unliving Servents".
Actualy, Revenents could just spew crazy-cold gasses. Same result, realy.I was thinking of making Revenants a little different from what you're thinking, and with a slightly different name perhaps. Mummies would have dust, but depending on how a corpse was preserved, it might have different fluids in it. Mummies would only be one type of "embalmed corpse" enemy.
Hmm.... would all the Mummies not have a dust instead of blood, considering how dry they are? Ooh, thats a good idea: the syndrome's come from wounding the suckers and the player getting a facefull of corpse-dust.
In addition to mummies, tombs could have wights, hard-to-kill undead with near-legendary wresting abilities and paralyzing stare.WIGHTS, thank you, I was trying to think of that creature for literally 3 days now. I've started on the Ice mummies (Draugr) and the Ice Zombies to go along with them. I just have to make a bunch of new materials first for all the attacks and creature tissues.
Sorry pal, might find a new bugger, or may be just me.
When pressing "d" in a giant bat(master vamp)'s description windows, DF crashed, that happened twice...
Yes, totally new install with chocolate mod and DF 34.06, it did not happen in v1.1.
Perhaps you could include witches? I dunno how you could do that, but just for the idea. They could maybe attract animals, and stuff.I might try custom troll brides and stuff, but that's for later, right now I've gotta get the mummies done. Draugr are pretty much done now, and Tomb Lords too, I'm also going to do Wights (who can't raise zombies but are damned hard to kill and have Bronze-Colossus levels of wrestling skill), and maybe 1 more type. They're also going to each give a fluid that gives temporary buffs when ingested, as well as temporary debuffs.
"Description must be in the caste"No, the important (bugfixing) part is this:
I check the creature_vampireform.txt, no [castename:
But the werecreature.txt has that tag, may be that's the reason?
[CASTE:FEMALE]
[FEMALE]
>> [DESCRIPTION:A giant flying mammal found underground.]
[CASTE:MALE]
[MALE]
>> [DESCRIPTION:A giant flying mammal found underground.]
I'll try FTN with pure 34.06 and 34.11, then report back.I'm also attempting to install Chocolate into 34.11 and I'll tell you how that goes, because I have a hunch that it's that the bug exists in 34.06 and not 34.11
Well, I never expected that it's so easy and quick to figure it out which caused that. :D
Here is the arena test result:
Pure 34.06 + FTN, nothing bad.
Pure 34.11 + FTN, nothing bad.
Default chocolate mod without extra contents + FTN, nothing bad happend neither.
Chocolate with its alternate body file + FTN, it crashes without any hesitance...
Here is the Testing method:
A Vampire ancient/lord bites at least five elves (their meat is better for tasting:P), then I took control one of them, transformed into snake/cougar/wolf/giant bat, then "z"+"d"...
Also, I just "disarmed" a werebear with a copper scimitar, and now he's trying to kick me to death. Just thought I'd announce that, because I find it really, really funny.
Too true, I recently tried to see if I could kill a werescorpion with a bronze coin. I became a red werewolf and found a werescorpion, forced him to transform, threw the coin, realized that it was too small to hurt him, and decided to try to kill him anyways. Then I realized I had no bronze on me. Cue getting utterly wrecked, transforming, then getting beaten to a pulp slowly with all my tendons cut. I'd like to add this is after killing, and I'm completely serious here, 2 minotaurs, 5 lesser vampires, 3 werewolves (red), 2 werebears (polar), 2 MASTER VAMPIRES and 5 summoners (1 tower).Also, I just "disarmed" a werebear with a copper scimitar, and now he's trying to kick me to death. Just thought I'd announce that, because I find it really, really funny.
Playing with your life is !!FUN!!
I remember that one of my dwarf adventurers fight a red-werewolf face to face, I broke all his hand/forearm/arm/thigh/shin/foot, except one, his left shin...then he grab my foot with his left shin, then throw me into the graphite wall...you know, never think you defeat your opponent before you do decapitation/decapitation...
Awesome mod. 8) I managed to find and recruit a vampire lord that was being kept as a prisoner. That thing absolutely decimates everything in it's a path (or at least everything so far, including a few dozen bandits and a werewolf). I've also encountered some rather interesting stuff/bugs: my vamp is now titled "Vampire lord lesser vampire", apparently because it sucked the blood of a lesser vampire during combat (a vamp that he sired, btw). I'm not sure if this has any effect on his combat capabilities or anything, but it's a bit confusing. Also, he doesn't seem to attack those vampires that I have to accuse.
Vampire Lord 1 bites Xenomorph 1 in the left lower arm, fracturing the bone!
Acid blood is sucked out of the wound!
Vampire lord 1 latches on firmly!
Xenomorph 1 stares!
Xenomorph 2 turns a bit green!
While we're reporting FtN crashes here...
I was in Arena mode testing out the Xenomorph mod, seeing how it would run, how Xenos fared against other monsters, etc. I spawned a Vampire Lord (or ancient vamp, I don't recall perfectly), with steel plate and axe against a bunch of xenos. Vamp had no skill in axes, but limbs were flying and acid was splattering non the less.
long story short, I was trying to check if the blood was affecting the Vamp Lord and accidentally hit "preferences" instead. DF crashed. It was probably due to the mob not being meant to be viewed via Fortress style like you would with dwarves, to see labors and everything.
EDIT: Huh, tried recreating it in Arena mode. I can view ancient and lord preferences just "fine" as in it is just a blank black screen. No crash. May have been the xenos messing stuff up codewise.
EDIT2: For kicks, I let the naked Vamp Lord and Ancient Vamp fight it out along with 10 praetorian xenos (strongest xeno tier). The 10 xenos started tearing each other apart while the vamps started clawing each other.
Believe it or not, the vampire lord came out on top, but only because the ancient vampire tried strangling a fellow vampire to death. ::)
Yeah, I tried retesting it. No crashes this time, so it's not a recurring issue. I wouldn't worry about it. I edited my past post with further results as they happened. :P For !!SCIENCE!!So now I'm curious, did the Xeno blood affect the vamps?
I didn't notice. To make sure I took control of an ancient vamp and drank some of the blood of the ground. No problems. I think the blood works with syndromes to cause rotting and such. If the vampires are immune to the syndromes, then they're good.
The horde of 10 or so praetorian xenomorph lesser vampires were more interesting. Inferno fiends, lich fiends, etc all died from the swarming xenomorphs constantly glaring at them (with no eyes. :D). I had to gen a lich with grandmaster fighting and spear skills and adamantine everything to take them down.
So, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...
So, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...
Well there was this time in Arena Test that I genned a Bronze Colossus Mummy...that dual wielded greataxes.....yeah it was scary
liches and ghosts could life in tombs...I was thinking of doing ghosts, but I realized that making a gaseous material that was also durable enough to not be destroyed immediately upon being hit was a bit overly hard, and the effect that creating such a creature would have would be minimal.
Thanks, also did you try making an infernomancer fight them with some corpses? That could be an interesting fight, unless the xenomorphs are fireproof.
Thanks, also did you try making an infernomancer fight them with some corpses? That could be an interesting fight, unless the xenomorphs are fireproof.
tried an infernomancer before the lich, actually. Apparently necromancers don't have the power to raise dead or something in Arena. The infernomancer, once spawned, just ran into the cloud of xenomorphs and literally exploded seconds later. no !!reanimations!! of the dozens of corpses available, no fireballs, he just ran right up to them. I tried assuming control of the lich, and I had no "reanimate corpses" acquired power, so that was odd. Possibly something to do with world gen introducing the powers?
I got a minor question after downloading and surfing the raw.The first one sets the attribute to 5000, the second one increases it by 5000%.
What is the difference between:
CE_PHYS_ATT_CHANGE:STRENGTH:0:5000
and
CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
This time, I'll try combine v1.3 with old genesis. With bogeyman of course, those bad guys even once killed my red werewolf in an ambush... I didn't even get a chance to stand up. :-*Actually, they already do get serious increases to strength, agility and toughness in human form just from the curse, that's how they can punch an armored warrior to death. For example, a Red Werewolf gets 4000% STR, 300% AGI and 200% Toughness in human form. The material force multipliers seem to have a quirk though, I've found that they don't work as well against unarmed/nonweapon attacks (apparently, still testing), though you don't get the resistance in human form (as a Red Werewolf you do get a bit of weakness though), so that may be why the bogeymen got you so good.
According to that, I strongly suggest that werecreatures also get agility&toughness buffs while in human form...with some conditions of course, such as drinking a vial of blood potion or stuff like that. :D
And those potions are brewed with your victims' organs. :P
Wow, that poll is close.I got a minor question after downloading and surfing the raw.The first one sets the attribute to 5000, the second one increases it by 5000%.
What is the difference between:
CE_PHYS_ATT_CHANGE:STRENGTH:0:5000
and
CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
You already have a bunch of monsters, perhaps you should expand upon their counterparts (the hunters).The problem with this is, it reduces compatibility by a LOT, this is why I'm adding beneficial syndromes to creature blood. Trust me with this, when I'm done, the human option will be a lot more viable.
you could have for instance
A holy man with ritualized magic, an alchemist with potions and tonics, a shaman that communicates with spirits, a monk who can punch out minotaurs, or a resourceful inquisitor.
I think that the witch-hunter types should have less raw power than the night creatures (and definitely a lot less than the secrets), but should have more utility. An upgrade to one of these classes should still retain the David and Goliath feeling that fighting night creatures evokes whilee expanding your options in a fight beyond
1. Sneaking and throwing
2. Companions
3. Straight fighting
4. Becoming a werebeast yourself
It seems to be this way. If you look at the vampire interaction template, it seems to indicate that vampires get 200% physical stats, and during my arena testing of the syndromes in the new werebeast blood, every time someone got the strength buff they were capable of dealing similar amounts of damage with punches and kicks. I obviously haven't looked at the exact numbers, but the way it's layed out (and the wiki) seem to indicate that it works this way. Also I've been going under that assumption so far and it's produced fairly predictable results, so I guess it must be at least partially right.Wow, that poll is close.I got a minor question after downloading and surfing the raw.The first one sets the attribute to 5000, the second one increases it by 5000%.
What is the difference between:
CE_PHYS_ATT_CHANGE:STRENGTH:0:5000
and
CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
Are you sure about this? The first one seems to set the strength to a random number between 0 and 5000, and the secons seems to set it to 5000/max. At least this is my understanding of this. I could be wrong.
interaction_secret
[OBJECT:INTERACTION]
[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secret art of trolling the interwebs]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Necromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:threadromancer:threadromancers:necrothreadic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:LIKES_FIGHTING:NO_EAT:NO_DRINK:NO_BREATHE:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:THREAD RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[INTERACTION:THREAD RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1500:TOUGHNESS:500:1500:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:MISCHIEVOUS:START:0]
[TISSUE_TEMPLATE:TROLLIUM_TEMPLATE]
[TISSUE_NAME:trollium:NP]
[TISSUE_MATERIAL:MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[THICKENS_ON_CREATIVITY]
[THICKENS_ON_WILLPOWER]
[MUSCULAR]
[STRUCTURAL]
[FUNCTIONAL]
[HEALING_RATE:50]
[VASCULAR:4]
[CONNECTIVE_TISSUE_ANCHOR]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]
[MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:trollium]
[STATE_ADJ:ALL_SOLID:trololol]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:trollium]
[STATE_ADJ:LIQUID:trololololol]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:900]
[LIQUID_DENSITY:800]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:560000]
[IMPACT_STRAIN_AT_YIELD:39]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:560000]
[COMPRESSIVE_STRAIN_AT_YIELD:180]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:160000]
[TENSILE_STRAIN_AT_YIELD:10]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:160000]
[TORSION_STRAIN_AT_YIELD:26]
[SHEAR_YIELD:20000] no data
[SHEAR_FRACTURE:160000]
[SHEAR_STRAIN_AT_YIELD:26]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:160000]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:FAT]
[MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]
[STOCKPILE_GLOB]
[ROTS]
[GENERATES_MIASMA]
[BUTCHER_SPECIAL:GLOB:NONE]
Hi again Xangi, um I know this is a BIT off topic but could you help me figure out how to change the material type of the tissues of necromancers and zombies in this:Code: [Select]interaction_secret
[OBJECT:INTERACTION]
[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secret art of trolling the interwebs]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Necromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:threadromancer:threadromancers:necrothreadic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:LIKES_FIGHTING:NO_EAT:NO_DRINK:NO_BREATHE:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:THREAD RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[INTERACTION:THREAD RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1500:TOUGHNESS:500:1500:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:MISCHIEVOUS:START:0]
Into THIS:Code: [Select][TISSUE_TEMPLATE:TROLLIUM_TEMPLATE]
[TISSUE_NAME:trollium:NP]
[TISSUE_MATERIAL:MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[THICKENS_ON_CREATIVITY]
[THICKENS_ON_WILLPOWER]
[MUSCULAR]
[STRUCTURAL]
[FUNCTIONAL]
[HEALING_RATE:50]
[VASCULAR:4]
[CONNECTIVE_TISSUE_ANCHOR]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]
[MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:trollium]
[STATE_ADJ:ALL_SOLID:trololol]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:trollium]
[STATE_ADJ:LIQUID:trololololol]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:900]
[LIQUID_DENSITY:800]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:560000]
[IMPACT_STRAIN_AT_YIELD:39]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:560000]
[COMPRESSIVE_STRAIN_AT_YIELD:180]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:160000]
[TENSILE_STRAIN_AT_YIELD:10]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:160000]
[TORSION_STRAIN_AT_YIELD:26]
[SHEAR_YIELD:20000] no data
[SHEAR_FRACTURE:160000]
[SHEAR_STRAIN_AT_YIELD:26]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:160000]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:FAT]
[MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]
[STOCKPILE_GLOB]
[ROTS]
[GENERATES_MIASMA]
[BUTCHER_SPECIAL:GLOB:NONE]
Because I know you made the bones of one of your necromancers into steel or something but I don't know how to do that, help please? No one else seems to know/care enough about it, so thats why I put this here, sorry bout that.
Also if you want to know WHY I want this, read this thread:
http://www.bay12forums.com/smf/index.php?topic=19244.0
Well, after some mindless raiding, got my lich's right leg torned off by a werescorpion...there are two werescorpions in that lair.
According to that, lich might not be as good as a choice like vamp/werewolf, because there is no way to fixed your limb through necromancy...
I mean, lich won't die and can always fight back with full power, no matter how hard she got beaten up. That is ultimately durable, but she got some critical inconvenience compared with master vampire. Master vampire is still the top 1 choice. :-\
I dunno if this would be possible codewise (I've yet to get into the modding), but it's an idea. The game already lets you reanimate random arms and heads; why not make some special reanimation or reaction that makes lich limbs reanimate automatically when lopped off? Or make them huskify or become thralls?I wish, but you can't stitch people back together. You also can't reanimate your lich parts due to you not technically being alive.
Heck, maybe you could just make a power that reconnects lich limbs to their owners. Lose an arm? Reconnect that arm using your undead lich magic and stich yourself back together in seconds.
It's just an idea, but it'd make liches much more harder to kill if they could just stitch pieces of themselves back together like some Frankenstein monster thing...or you could just mod a stitched together corpse monster instead. :P
That's a shame. Guess liches can just throw their lost left foot at baddies, "shattering the skull and tearing the brain!" instead.
Well, I have decided to make my stand and post in the other catagory. What I am suggesting? Jinfolk! Each are semimegabeasts, each with potent magic's that make fighting them harder then usual.
Dinjin: Can fly (duh). Has the ability to transform into a very fast ball of gas, and can also throw around balls of wind that have the force of a hammerstrike. Can move rather fast and has a nice dodge skill.
Efferit: Can move through magma, fire, ect. Has the ability to transform into a ball of fire, and is a pain to fight in physical combat. Has the highest unarmed combat ratings among the four. Can throw fireballs, and it's flaming skin makes it unfeasable to fight unarmed.
Dou: Stupidly tough. Skin has several types of rock embeded in it (al la magma men) and is the hardest to kill with physical wepons amongst the group. Has no ranged attacks, but hits the hardest out of the four with unarmed combat.
Marid: The largest of the four. Can breath water and can freeze things with a touch. Can spew a burst of freezing gas as well, and can use it's physical size to it's advantage, along with the ability to use weapons well.
Now, the main "gimmick" they would have is that they have the ability to take over civ's, and have the ability to pass on the "wish" secret. The wish secret is basicly a in-all immortality one, with a infinite lifespan, inproved traits, ect. This might be different then the other groups in this mod, but verity is always good.
Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?
"-Slashers "slash" attack seems underpowered. No idea why, it has 1000 percent penetration and 100 contact. Still extremely effective in combat though, they just can't dismember people."Ah I see well thanks for the advice friend!
This can probably be improved by setting contact area to a lower number. Lower numbers mean the same force over a smaller area, resulting in much more damage being done to that area. If you set it to 1, for example, you'd be delivering 100x more force to the area now affected by it than that area would experience if it were spread out. This can make a punch shatter bones regularly, even from a fairly average-strength no-skill loser.Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?
No, setting the night creature/secret counts in advanced worldgen to any number greater than 0 will cause the game to generate those vanilla interactions, which will dilute this mod's additions, meaning you'd see less of this mod's content and some of the vanilla-generated interactions. Setting the secret count to 1 will permit vanilla necromancer towers, though.
Since I don't actually use this mod, I have no idea how a vampire lord works, sorry.
The vampire thing is a vanilla df problem. No way too stop it."-Slashers "slash" attack seems underpowered. No idea why, it has 1000 percent penetration and 100 contact. Still extremely effective in combat though, they just can't dismember people."Ah I see well thanks for the advice friend!
This can probably be improved by setting contact area to a lower number. Lower numbers mean the same force over a smaller area, resulting in much more damage being done to that area. If you set it to 1, for example, you'd be delivering 100x more force to the area now affected by it than that area would experience if it were spread out. This can make a punch shatter bones regularly, even from a fairly average-strength no-skill loser.Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?
No, setting the night creature/secret counts in advanced worldgen to any number greater than 0 will cause the game to generate those vanilla interactions, which will dilute this mod's additions, meaning you'd see less of this mod's content and some of the vanilla-generated interactions. Setting the secret count to 1 will permit vanilla necromancer towers, though.
Since I don't actually use this mod, I have no idea how a vampire lord works, sorry.
I have a question about secrets.
I'm using your mod along with my own mod which mostly consists of some extra secret interactions I wrote that create other types of mages using interactions from The Spellbook (thread). I've noticed a couple things.
Firstly, a heads up: the formatting in the histfiles for people getting touched by fiends is a bit off, so it will say "The inferno fiend X touchedthe elf..." with no space between "touched" and "the".
Secondly, I know it's been said before, but all of my fiends die out in worldgen. I wouldn't mind this, but they all seem to get killed without actually passing on their secrets. I'm trying to create an environment where there are about 5 secrets and all of them are fairly prevalent, so I've generated a lot of worlds while researching this... I've noticed that in every encounter with fiends, one of the following seems to happen:
1) Fiend is killed outright
2) Fiend kills the enemy outright
3) Fiend manages to pass on a secret to its enemy, but then proceeds to kill it.
It seems to be incredibly rare that a fiend fights someone, passes on a secret to them, and that person survives to carry that secret on. In fact, of the 4 worlds I've recently generated, it's happened a total of once.
Is there any way of ensuring that the fiends create a reasonable amount of mages? If 10 lich fiends are dying for every 1 lich that is actually created, I don't think they're doing their job. It'd be great if I could figure out some way of getting the fiends to transfer their secrets, then leave, or to get them to survive longer. Maybe if I made them not immune to fear, then gave them an ability with a USAGE_HINT of FLEEING that makes them invulnerable so that they can escape from combat (and so they never actually die)? Thoughts on whether that would work?
Also, you obviously have some experience with creating secrets and getting them to show up in world gen. Do you have any advice on how I can increase the number of necromancer, infernomancers, and other mages in my world? Currently I'm simply using slabs and your fiends (though the fiends don't do much), but I'm considering other methods such as a vampire-style "curse" from the gods or maybe rare plants that, when eaten, transfer the secret. Any thoughts or advice?
Thanks in advance.
Just noticed you have a problem with slashers being unable to dismember :) I had the same problem and found a workaround :P relsizing muscle to a particularly large number allows such attacks to dismember :) however other attacks the creature may have become OP and most attacks (including the slash attack) become quite likely to send their target flying :P anyhow, just something for you to think about.I have something I'm going to try first, but if that doesn't work I'll relsize the muscles, seems like it could be interesting.
Add attack velocity multiplier token to attacks.It's already at 4000 for stab and 6000 for slash IIRC, it's just not cutting. Oh well. At least I succeeded in completely removing their hands and replacing them with single blades.
What is MAX_EDGE value for the blade material? Increase that, and with high velocity multiplier it will work.I'm using steel for the exact reason that it's supposed to be sharp. It still cuts into people, just never dismembers limbs.
Alright; in my current world, I created a Dwarf adventurer and started looking around for things to do. Right off the bat, after doing my first quest, I got another to kill a Master Vampire. "Well, shit," I thought, and decided to go take a look at them. They're hiding out in a hamlet as a peasant, and, when asking him about profession and such, he mentioned he'd like to 'see the world', and I invited him to join my adventurers. So... Now I'm pitting him against other vampires and werewolves to see if I can kill or at least hurt him enough to draw his blood. In the meantime....
"The Peasant punches The Peasant in the head with his right hand, bruising the muscle and tearing apart the upper spine's nervous tissue!"
Werewolves are chumps compared to this guy.
Edit: What sorts of unique weapons?
I don't think this is supposed to happenYou're not alive, therefore he's not hostile. I'll probably add [CRAZED] to them though, just because.Spoiler (click to show/hide)
"A figure towering high among humans, it is a human-like figure covered in a thick layer of platinum. With an otherwise smooth, featureless face its eye sockets are filled with blazing red flames."
"Beware of its deadly infernal power, lest you enjoy dying in a fiery misery."
So I have played this mod a bit... an infernomancer got hit in his platinum, fire-filled tummy, and he spent half the battle... puking. Is this intentional?-Infernomancers shouldn't have nausea no, good catch.
Also, when I ran into a lich's army... the zombies all attacked HIM. They also attacked me, but the lich didn't quite seem to be able to figure out that reanimating the zombies that kept attacking him was a good idea.
I think it'd be really cool if drinking an ancient vampire's blood also made you an ancient vampire, or some other way of becoming one. This has a number of drawbacks; opposed to life, can't use armor and arms anymore, etc... but you can become a minor vampire, thus gypping yourself, so why not an ancient vampire? It'd be similar to becoming a husk. Just a thought. There is of course the issue of the implied age of ancientness, though.
I really like your take on werewolves; it makes silver an exciting and distinct metal. Right now, I'm trying to mod in a werewolf civilization; will red, white, and "normal" (could use a different name) werewolves fight each other? In case that they will, I'm going to have the members of the werewolf "races" all be of the same type. I really enjoy the idea of vampire vs werewolf battles; fighting my new werewolf civilization as a vampire, or fighting ancient and master vampires as a werewolf adventurer.
Infernomancers are practically just slightly bigger humans made of platinum.Much of what you dislike about infernomancers was done to balance them a bit, but in 1.4 their claws are significantly more effective weapons. If I recall correctly they should heal, perhaps you had a scar (dark brown color IIRC).
In fact, you should probably change their description to something likeCode: [Select]"A figure towering high among humans, it is a human-like figure covered in a thick layer of platinum. With an otherwise smooth, featureless face its eye sockets are filled with blazing red flames."
"Beware of its deadly infernal power, lest you enjoy dying in a fiery misery."
Now, I also have some BadStuff about Infernomancers. Because as it is, they melt absolutely everything with the exception being adamantine, which you can't get in Adventure mode. :v
So I'm thinking that it'd probably be worth reducing their temperature from 13000 Dorf (1666.67 C) to around 10900 (500 C) or a bit more.
Just so that you can still use your weapons. (Your armor doesn't fit after the transformation.)
Though I like the Masterwork version of them, where they're completely normal until they transform. (Good idea) Though the lack of weapons is still quite crippling.
I also recall being kicked in the foot by a horse, and it simply wouldn't heal - even though it's obviously a blunt damage and thus didn't sever unrecoverable motor nerves. (argh)
So there's that. Great mod, by the way. It was fun getting repeatedly beaten to shit by an elf werewolf that kept snapping my joints.
I have a question of myself: I noticed many megabeast tags in the raws... I assume these show up in fortress mode as well ?If I could limit the liches to simply hovering, I'd be much happier. If you want to throw in some rewards for killing megabeasts be my guest, I'm also adding in some stuff that can be gained from killing certain beasts, namely useful fluids and a few neat items.
I ask because I do have a system for megabeast corpses and trophies, and would write fitting rewards and reactions for the vampires/beasts of yours as well.
Another thing is the flier tag on liches... it makes them really, really anoying sometimes ^^ I personally took it out in my mod, just because. Your decision of course.
Edit: Answered it myself, yes, they do appear.
With a little tweaking, yes. There's unfortunately no bismuth bronze in Genesis Reborn, so yeah. But damn it if this mod isn't fun. Werecreatures are so OP now.What did I require bismuth bronze for? I'm fairly sure I only used the 4 basic materials (iron, silver, copper and bronze).
Nice mod.
Ancient Vampire Exoskeleton.Ah yes, and those fiends as well. I've been meaning to externalize their mats for a while now, I guess I'll get to that.
Last I checked, the fiends were all using Copper, bronze, usual stuff.Whatever then, just gotta make sure. My list of things to do is now:
It's done!
Oh god finally I can call 1.4 done.
Changelog is fairly huge and honestly I didn't really keep track, but there's a lot of new stuff now. I'd like to thank pretty much anyone who responded to one of my insane questions or made a reaction ever, since I learned how to make reactions by picking apart other mods. This will probably be the last FTN until the next DF version is released, or at least until I get into a strange mood again or something.
Here's what I remember of the changelog:
- Tweaked world_gen again, worlds now default to 150 years and disable random trolls by default
- Added night trolls (Orbs, shade, mineral beast)
- Added blood buffs
- Added/Fixed once and for all vampirism transfer
- Added a huge amount of reactions
- Added bottles for storage of the new extracts
- Reduced vampire agility a bit
- Removed [INTELLIGENT] from a ton of stuff
- Renamed lesser vampires to elder vampires
- Externalized some materials
- Added some custom husk types (may work more on it later, it still feels unfinished)
- Added a ton of new BPs
- Fixed slashers so their claws cut properly now
- Made some new tissue templates
- Draugr can now shoot clouds of freezing gas
- Wight bones have been made less extremely durable
- Infernomancers had some work done too I believe
- Fixed more glitches than I can count
- Slacked off for months
There's probably more than that, but either way, tons of new stuff, old stuff was fixed up quite a bit. Have fun guys.
Don't be too upset. Also, I'm encountering a strange bug with Grizzly werebear blood. The strength buff just won't go away. In the arena it worked fine, but now it's staying on for some reason.It's done!
Oh god finally I can call 1.4 done.
Changelog is fairly huge and honestly I didn't really keep track, but there's a lot of new stuff now. I'd like to thank pretty much anyone who responded to one of my insane questions or made a reaction ever, since I learned how to make reactions by picking apart other mods. This will probably be the last FTN until the next DF version is released, or at least until I get into a strange mood again or something.
Here's what I remember of the changelog:
- Tweaked world_gen again, worlds now default to 150 years and disable random trolls by default
- Added night trolls (Orbs, shade, mineral beast)
- Added blood buffs
- Added/Fixed once and for all vampirism transfer
- Added a huge amount of reactions
- Added bottles for storage of the new extracts
- Reduced vampire agility a bit
- Removed [INTELLIGENT] from a ton of stuff
- Renamed lesser vampires to elder vampires
- Externalized some materials
- Added some custom husk types (may work more on it later, it still feels unfinished)
- Added a ton of new BPs
- Fixed slashers so their claws cut properly now
- Made some new tissue templates
- Draugr can now shoot clouds of freezing gas
- Wight bones have been made less extremely durable
- Infernomancers had some work done too I believe
- Fixed more glitches than I can count
- Slacked off for months
There's probably more than that, but either way, tons of new stuff, old stuff was fixed up quite a bit. Have fun guys.
Goddamnit, after all the hard work trying to make your mod compatible with Genesis :P
...THIS IS TRULY A TERRIBLE THING INDEED THAT I WILL NOT EXPLOIT EVERMeh, I'm actually rethinking the buffs right now. Might just swap them around a bit and make room for some other ones.
Is there be regen potions?Indeed there are, they both do the same thing, but require a different material.
Does Regenerative Cocoon starve you to death when used?Nope. The form you transform into has NO_EAT and NO_DRINK
Figures.Heheheh, my little secret.
Anyway, I can't seem to find the cocoon form in the raws. Where'd you keep it?
Wait...Spoiler (click to show/hide)
IIRC, Dracula aged if he didn't drink enough blood. So maybe after a long enough time without blood, especially if you've been a vampire for a while, you start getting really really old (and thus feeble)?The issue is, I'm not sure if the abilities would only become active during the time when you turn blood red after you feed (You probably know what I mean if you've played a vampire for long enough) which is highly intermittent.
If you're going to make them blood dependent (if its possible, even), then make them suffer a 30% penalty to speed if they don't drink blood. Said speed penalty is offset anyway due to the speed modifiers in their creature definitions.Depending on whether or not it is possible to have multiple CE_SPEED_CHANGE effects active at once, I may be able to do this (and probably will).
The differences are these:
There are new (semi)megabeasts that can impart their vampirism/secrets to your dwarves.
There are evil rain and clouds that transform dwarves into monsters.
New werebeasts need certain metals to kill them instead of silver doing the most damage. Silver for wolves, Iron for lizards, etc.
Vampires are no longer pathetically weak. Instead, they have abilities (that they will spam with no abandon in fortress mode)
There are many different types of zombies. Infernomancers from towers will call Flaming Zombies to turn your grasslands to ash. !!FUN!!
Infernomancers will nullify your water traps by virtue of making water disappear around it.
Liches are nigh-invulnerable.
So yes, it does affect your dwarves quite a bit.
Wonderful mod, I'm still attempting to not die horribly.Yeah, I originally planned to do husks, but to be frank I couldn't come up with much that was good, so I just left in what I had and mixed it with regular husks. Next version we may have more interaction options, so I'll do more husks then.
Question: Can I simply disable Evil Weather so as to only have your kinds of evil weather, and will they work fine?
Does your evil weather actually turn creatures into husks still, or does it only create the specific monsters?
Depending on whether or not it is possible to have multiple CE_SPEED_CHANGE effects active at once, I may be able to do this (and probably will).
Vampires are no longer pathetically weak. Instead, they have abilities (that they will spam with no abandon in fortress mode)
There are many different types of zombies. Infernomancers from towers will call Flaming Zombies to turn your grasslands to ash. !!FUN!!
Infernomancers will nullify your water traps by virtue of making water disappear around it.
Liches are nigh-invulnerable.
This is very exciting stuff, thank you.The whole "gold mummy" thing is really just a transformation. If you can add tissue layers in the next version through interactions I'll flesh it out more.
If I recall correctly, minor vampires appeared to, though being otherwise superior to vanilla DF-pires, still have to sleep. I have to wonder if that means minor vampires will be used as lunch by the other kinds or even each other.
Is there a way to make the demonic lords of goblins or humans get entombed on death? I love the idea of a massive jackal demon getting entombed in gold and being even nastier than they were in life.
I've been thinking about how I could adjust things so that all these night creatures are more relevant to the typical game and show up in larger quantities... I've got a hankering for a more night creature-centric game.That's a lot, but basically this should answer your question. The syndrome class seems to determine behavior, as well as the BLOODSUCKER tag.
So far I've been thinking, making werewolves each a type of animal (in evil terrain), as well as each a type of civilization, so you're more likely to run into them. This would be just the werewolf _creature_, so they don't really transform, but they'd still be impervious to non-silver and infect people, so they'd be really quite scary.
To make vampires more noticeable is trickier. What tag is it, exactly, that makes werewolves run around biting and infecting people in worldgen? Vampires don't seem to bite-to-infect people in worldgen, just the megabeast/semimegabeast ones. In addition, I'm wondering if giving vampires Raise Dead in worldgen would cause them to make towers and lead attacks just like necromancers -- I'd take it out post worldgen, of course, so that if a vampire invades with an army of zombies, they wouldn't raise them afterwards. A vampire invasion's main peril is, of course, the vampires themselves.
What might be particularly interesting about facing these guys isn't just that they could kill people, but that you would have to wonder what to do with infected dwarfs.
Also, I must be hallucinating, because I could have sworn there was some rule about a master vampire's bite turning someone into a lesser, and a lesser vampire's bite turning someone into a minor, the bite turning you into the vampire of one step weaker, but I must have been thinking of vamp lords/ancient vampires...Lords and Ancients, yes. To ass a special attack interaction through syndrome is currently impossible, maybe next version. I hope that someday we can transform individual limbs and add any tag we want.
Is there a way to make it so that a vampire's regular bite attack sucks blood and transforms people, like a vampire lord's?
How about giving werewolves counts-as-silver material (and the others, their own vulnerable material) for their claws and teeth? That way, if they bite someone, and their victim is foolish enough to transform immediately, they'll be almost instantly killed.No, and here's why: They're already powerful enough, and you'll often die if you transform anyway. Their strength is enough that they can actually fight each other quite well and definitely kill each other, there's no need to speed up the process. It would also mean that their attacks would be near worthless against other werebeasts (the current organic materials seem to not be affected by the resistances), which is also a negative.
Is there anyway to determine the location of the elder vampires for adv mode, or is it more get lucky enough to stumble upon one and actually survive?You can check Legends, but it's mostly luck. There should be at least 1 per major city still alive though.
is there a changelog somewhere?I really wish I'd made a formal one, but no. I'll start one once the new DF version is out.
They can still kill each other even with the 1/1000th material force thing? Dang.Just use Shift+A if possible and don't bite. The attacker should still have the advantage in that situation though, assuming you play it smart.
The reason I think the "attacks that are strong against own kind" thing would be useful isn't because they need to be more powerful but that their natural attacks should be useful compared to their manufactured attack, and that suddenly your victim could get a hundred times as large and twenty fives as strong because you attacked using your natural weapons instead of your masterwork weapon.
Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.The masterwork version is outdated, but vampiric speed should still work. Everything should go a lot slower from your point of view.
I think Mep added it to the mix, yeah.
Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.The masterwork version is outdated, but vampiric speed should still work. Everything should go a lot slower from your point of view.
Well, assuming Meph hasn't touched it, Masterwork version is v1.2, which means no custom mummies, no custom night trolls, none of the v1.4 vampire fixes and a bunch of other stuff missing that's not as major (unfinished husks etc). You can TRY to manually update, but whenever I tried it it would just crash. Masterwork can be a bit of a mess sometimes, so I'm guessing that it's just that one of my creatures or something is conflicting.Add to bugs (Atleast in masterwork) That vampiric speed doesnt seem to do anything (In adventurer mode atleast) when used by the player. It seems to work when in fortress/is an npc though.The masterwork version is outdated, but vampiric speed should still work. Everything should go a lot slower from your point of view.
Whats new since Masterwork ver? And its possible to manually update?
how do i add graphics to your mod so i dont gets teh ASCII art vampz???All features should already work in Fort mode, if you're having trouble getting them to do what you want, there are some general guides around. Adding graphics is somewhat simple. You just need a "graphics" folder in the raw folder with some definitions in it. I'd recommend looking at a tileset like Ironhand to see exactly how it's done.
also how do i get teh vamps to turn my dwarfz in fortress mode? an necromancy to work in fortress mod?
How lethal is Venomous Werescorpion poison?Rots the brain. Very deadly. Its giant desert scorpion if I remember correctly
Basically, what syndromes it causes on short term, long term, and chronic.
How lethal is Venomous Werescorpion poison?Rots the brain. Very deadly. Its giant desert scorpion if I remember correctly
Basically, what syndromes it causes on short term, long term, and chronic.
Oh wow, and here I thought this topic died a horrible tragic death.
Here are the answers to some qustions
- Thanks for the bugfix
- Yes those stats are intentional, reasons explained more below
- Yes that male/female thing is intentional, I was going to make the genders much more dimorphic but never got around to it
- Yes some Vampires get skill/att rust, this is a balancing factor in worldgen
- Complex tilesets aren't officially supported, you'd have to take that up with the tileset creator
- It's strange that the undead attacked the vampire, but you can always alt+move to force attack
- Regen cocoon will nearly starve you and you're asleep for a week
- Vanilla werecreatures are removed by FTN
- Finally: Of course you have permission to do whatever you want with this mod, I don't really believe in restricting access (since in the end I can't really anyway). I do ask that if you use it put my name in the credits somewhere or whatever if you're a decent person.
Also nice tiles.
Anyway the reason I haven't been posting is simple: An update was coming. A year ago...
I'm going to be making a sort of pseudo-sequel to this mod with similar design in mind but many improvements.
Mainly, since syndrome times will accurately be tracked through fast travel I can do a LOT more with cooldowns and other stuff, and the move/attack split means I won't have to give vampires like 15000% agility to make them godlike at parrying and dodging. I'm also going to make it purely an adventure mod, since the dual focus did negatively impact some adventure elements (mainly creatures had to be much harder because they needed to be able to handle squads).
Expect more monsters. Expect better balance. Expect more non-monster options. Expect lots of deaths, because I'm not going to make them go easy on adventurers either. I don't like instakill moves, but if everything works the way I plan there may be a lot of stuff that looks like that if you're unprepared.
GM-X: Since you're puzzled over what name to pick for your mod, you should consider being so classy as to rip off Fear of the Dark.
Remind me to check it out once you get it ported over to DF2014.
And Xangi you should check your messages more often.
SSD recommended for extensive world generation and surveying.And I raise you a RAM drive (http://www.ltr-data.se/opencode.html/#ImDisk).
Wait, this is for 34.11? On the mods/utilities thread, it says its for 40.11?
I see you're recommending an SSDQuoteSSD recommended for extensive world generation and surveying.And I raise you a RAM drive (http://www.ltr-data.se/opencode.html/#ImDisk).
Easy to set up and certainly very fast without requiring additional hardware, although they do require you to drop off your files onto a physical drive before restarting/shutting down if you want to keep them.
Now let's go see what this mod is about.
(by the way what is that background image a screenshot of, those clouds are some sick shit)
Oooh... dear. I've been running it on 40.11... ::)
Interestingly, after messing about with the raws (deleting infernomancers), I genned a new world, adventured to a tower to find zombies gouging out the eyes of a toad. After managing to get past the notably small population of said zombies, I read a book entitled "The Toad" and found myself being turned into a toad and getting my throat ripped apart. Bug or Easter egg?Toady blessed thee with toadfish form.