Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Xangi on March 05, 2012, 08:41:38 pm

Title: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Xangi on March 05, 2012, 08:41:38 pm
There are still a few little tweaks and bugs being worked on, so treat this as more of a beta-type-thing

VERSION 1.4!
Version 1.4 is done at last.

(http://i.imgur.com/fdeYcr6.png)

This mod contains new vampires, werebeasts and necromancers for making your world more "fun"

Playable in both fortress and adventure mode, and tested for both as well!

DOWNLOAD LINK: http://dffd.wimbli.com/file.php?id=5735

----------------------------------DESCRIPTION

Fear The Night is a total revamp mod for most of the night creatures of dwarf fortress. It replaces the vanilla vampires and werebeasts with more powerful and interesting variants that have unique abilities. It also replaces vanilla necromancers with up to 4 types of sorcerer, each distinct from the others. Mummies have also been redone, the new disturbed dead are much less unfair (the vanilla ones cursed you forever with your skills having a 20% failure rate!) and much more interesting than a sack of bones and his zombie companions. Night Trolls (Night Creatures which live in caves and often abduct villagers) have also been customized, there are 9 new types, 2 of which drop rare materials which can be used to enhance weapons. Husk players can also be transformed into several new husk types, some of which are more useful than others. Adventurers now have a large number of reactions available to them for creation of useful items and decorations. All in all, this comes together to create a much different adventure mode experience than vanilla, and also can make fortress mode more fun as well.

----------------------------------FEATURES

New Vampires - Ways to become Vampire
Spoiler (click to show/hide)

New Werebeasts - Ways to become werebeast
Spoiler (click to show/hide)

New Necromancer types - How to become necromancer
Spoiler (click to show/hide)

New Disturbed Dead
Spoiler (click to show/hide)

New Night Trolls
Spoiler (click to show/hide)

New Megabeasts and Semimegabeasts
Spoiler (click to show/hide)

BUFFS
Spoiler (click to show/hide)

HOW TO BECOME <X>, THE GUIDE
Spoiler (click to show/hide)

----------------------------------INSTRUCTIONS

EASY INSTALL (Just install FTN)
Spoiler (click to show/hide)

MANUAL INSTALL (Do this if you're installing FTN with other mods)
Spoiler (click to show/hide)

----------------------------------OTHER INFO
KNOWN BUGS (There are only 2):
Spoiler (click to show/hide)

NOT BUGS:
Spoiler (click to show/hide)
Title: Re: <<Better Vampires 0.6>> *New Topic and Fixed Werebeasts, also more*
Post by: Pokon on March 05, 2012, 08:44:04 pm
Great! Downloading now.
Title: Re: <<Better Vampires 0.6>> *New Topic and Fixed Werebeasts, also more*
Post by: NTJedi on March 05, 2012, 09:52:55 pm
VERSION 0.6!
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.
Yes the vampire feature was disappointing and overall not much depth to them.  They're predictable within the vanilla version of the game.




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.
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!
A: Not really, if it bugs you that much, try limiting the population more.
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.

Q: Can I have more than 1 vampire curse at once? Can I be both a vampire and a werewolf?
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.
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. 

Q: Werescorpions. WERESCORPIONS? Where in the HELL did you get that idea?
A: It was suggested to me in the first topic, why, do they freak you out?
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.

=====

This is a very creative mod... if it wasn't so extremely different I would probably include it for my games.
Title: Re: <<Better Vampires 0.6>> *New Topic and Fixed Werebeasts, also more*
Post by: Xangi on March 05, 2012, 09:57:16 pm
VERSION 0.6!
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.
Yes the vampire feature was disappointing and overall not much depth to them.  They're predictable within the vanilla version of the game.




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!
A: Not really, if it bugs you that much, try limiting the population more.
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.

Q: Can I have more than 1 vampire curse at once? Can I be both a vampire and a werewolf?
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.
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. 

Q: Werescorpions. WERESCORPIONS? Where in the HELL did you get that idea?
A: It was suggested to me in the first topic, why, do they freak you out?
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.

=====

This is a very creative mod... if it wasn't so extremely different I would probably include it for my games.
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.

Also, thanks. Maybe try it out on its own and see how you like it?
Title: Re: <<Better Vampires 0.6>> *New Topic and Fixed Werebeasts, also more*
Post by: Xangi on March 07, 2012, 02:01:16 am
Bumping for input. New version is basically done, I made different versions of the werebeasts and 3 more (weaker) types of vampire to make it easier for weaker adventurers to get a break. So, would you guys rather me make more werebeasts and vampires, or work on the necromancers? I really am at a loss for necro ideas besides a gas attack, and different types of necro might be even harder to make, and not as satisfying as perhaps having a grandmaster vampire megabeast that goes around the world converting others. But if people want necromancers, I'll work on those.
Title: Re: <<Better Vampires 0.7>> *New Version Out! Werebeast subtypes and minor vampires*
Post by: Xangi on March 07, 2012, 01:43:06 pm
Bump for new version, have fun guys, those White Werewolves are hardcore.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 12:31:59 am
Bumping again for hotfix, I promise this time I tested it damn well, and you can now see what werebeasts your world has, just go into legends and see what the gods threw at the poor mortals. Also, GLOWING EYES!
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Courtesy Arloban on March 08, 2012, 01:58:45 am
If HUNTS_VERMIN becomes an addable tag then have you thought about making Renfeilds?
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Meph on March 08, 2012, 03:06:35 am
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.

They would be more fun if they really could put up a fight instead of just fleeing after 30 seconds ^^
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 02:09:31 pm
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?
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 02:15:45 pm
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.

They would be more fun if they really could put up a fight instead of just fleeing after 30 seconds ^^
Thanks for the complement, I appreciate it.

So what are the interaction time units measured in, adventure or fortress units? Does it switch maybe? Currently the wounded transformation lasts 600 units, and has a cooldown of 2000 units. I could lengthen the time they stay in beast form, Frankly it doesn't matter to me as long as the cooldown is longer.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Pokon on March 08, 2012, 03:53:12 pm
Wow, these are nice! Here is a little idea that I whipped up, considering it looks like flying creatures are still safe from the vampiric threat.

Carron Birds
|
L Crows (Weak to Bismuth, quite small but with improved dodging. Human form is weakish but still better than a normal human.)
|
L Vulture ( Allergic to Bismuth, in both forms, and is far bigger than the crow. Improved attacking, its human form is stronger to boot, but it is rather slow and it's actual bite is weaker than it's size suggest it would.)


Big Reptiles

|
L Moniter Lizerd ( Nice natural armor, rather fast for it's size. Weak to Iron (preferably gold, but that's not realy a weapon-grade metal)  but only in human form. Still not much bigger than a regular human, however.)
l
L Alligator/Crocadlile ( Godly bite, with a hide that is increadbly strong. Human form gets swiming and a better constitution, but suffers the same Iron weakness as its animal form. Said form is rather slow.)
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 04:11:10 pm
Flying creatures are far from safe from master vampires, though I see what you're saying. The problem is, if I increase the amount of werecurses, I also need to increase the number of vampire curses as well to keep the populations roughly equal. I'm actually thinking of making a vampire megabeast type thing to make up for their comparative weakness versus werebears.

Also, the other issue with more vamp types is that certain syndrome tags are a bit broken in adventurer mode. They come back after each rest\fast travel, which is annoying and unfair. It also limits what abilities I can give vampires.

Thanks for the compliments and ideas though, if I get a chance, I'll try to use them.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Pokon on March 08, 2012, 04:38:46 pm
Primal vampires: When regular master vamps arnt cutting it in world gen.  :D

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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 06:09:37 pm
Primal vampires: When regular master vamps arnt cutting it in world gen.  :D

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.
Exactlyy what I was thinking, though I was going to call them ancient vampires.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Pokon on March 08, 2012, 06:52:06 pm
Primal vampires: When regular master vamps arnt cutting it in world gen.  :D

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.
Exactlyy what I was thinking, though I was going to call them ancient vampires.

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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 08:24:19 pm
Primal vampires: When regular master vamps arnt cutting it in world gen.  :D

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.
Exactlyy what I was thinking, though I was going to call them ancient vampires.

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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Pokon on March 08, 2012, 10:59:42 pm
Primal vampires: When regular master vamps arnt cutting it in world gen.  :D

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.
Exactlyy what I was thinking, though I was going to call them ancient vampires.

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.


...... 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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 11:13:40 pm
Primal vampires: When regular master vamps arnt cutting it in world gen.  :D

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.
Exactlyy what I was thinking, though I was going to call them ancient vampires.

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.


...... 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.
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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Meph on March 08, 2012, 11:39:27 pm
Sorry for the late answer, but 33600 ticks/time units is one month in fortress mode.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 11:45:06 pm
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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Meph on March 08, 2012, 11:49:26 pm
It should be like this:
33600 ticks/time units is one month in fortress mode.
33600/72 ticks/time units is one month in adventure mode.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 08, 2012, 11:57:45 pm
It should be like this:
33600 ticks/time units is one month in fortress mode.
33600/72 ticks/time units is one month in adventure mode.
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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Leif on March 09, 2012, 01:24:02 am
Very nice. Got torn to pieces by a master. Good times.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 09, 2012, 01:28:28 am
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.

Or, alternatively, become a Werebear and just throw the troublesome bloodsucker into a wall and watch him explode. If you can keep him in one spot long enough XD
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Leif on March 09, 2012, 01:32:47 am
Peasantstorm fixes everything.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Courtesy Arloban on March 09, 2012, 01:55:11 am
Spoiler (click to show/hide)
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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 09, 2012, 01:55:46 am
Peasantstorm fixes everything.
Not my new megabeast, hehehehheheh, those peasants will learn to fly on the end of his fist.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 09, 2012, 01:56:53 am
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.
I mean I don't know what a Renfield is :P, but it sounds interesting enough.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Trapezohedron on March 09, 2012, 02:00:58 am
Question, in your mod, once you've been infected with 'lesser vampire cooties', are you still eligible to get infected with better vampire cooties?
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 09, 2012, 02:04:57 am
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.

Personally, I usually become a lesser vampire, they're strong, fast and have decent abilities. They can take on other lesser vampires and werebeasts 1 on 1 and stand a fair chance of winning, assuming they're equipped properly. And when it comes down to it, they can still take masters just fine, they just need some backup.

I'm going to bed now, so I'll have to answer any further questions after calculus tomorrow (~3 PST), good night.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 09, 2012, 09:47:18 pm
Bumping for new version, have fun with the ancient vampire. It has a base move speed of ~7200, and starts with natural skill in basically all unarmed combat.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Pokon on March 09, 2012, 10:01:13 pm
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.
I mean I don't know what a Renfield is :P, but it sounds interesting enough.

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.
Title: Re: <<Better Vampires 0.7.5>> *HOTFIX! Werebeast descrptions fixed + eyes glow!*
Post by: Xangi on March 09, 2012, 10:21:58 pm
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.
I mean I don't know what a Renfield is :P, but it sounds interesting enough.

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.
Oh, I see. I'll try it and see if it works out.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 09, 2012, 11:18:04 pm
Derp, I meant to type werebeast in the poll, oh well, megabeasts are good too. So how 'bout more werebeasts too?

And yeah, I'll see about the necromancers.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 10, 2012, 02:38:12 am
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.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Pokon on March 10, 2012, 03:03:05 am
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].

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.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 10, 2012, 03:23:42 am
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].

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.
Alright, cool I'll try those tomorrow or sunday, whenever I get the chance.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Freke on March 10, 2012, 05:24:17 am
I have one word: Holy shit. Well, two words. Still in shock.
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
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 10, 2012, 02:57:25 pm
I have one word: Holy shit. Well, two words. Still in shock.
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
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).

Oh, and for future reference:
Minor vampire<werebeast transformed (assuming you have their weakness)<werebeast human form=lesser vampire<werebeast transformed (assuming you don't have their weakness)<Master vampire<Ancient vampire

In terms of difficulty in my opinion. Each werebeast is hard in its own way too, and the lesser vampire types are also a bit different.

Also, did you say "normal" vampire? I do hope you used the advanced worldgen template, or you'll be missing out.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Freke on March 10, 2012, 03:02:06 pm
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.

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. :/
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 10, 2012, 03:08:25 pm
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.

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. :/
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.

EDIT: The templates basically just remove all the vanilla vampires and werebeasts, so you only get the good ones (mine). And that normal vampire blood wouldn't have helped you, vanilla DF vamps are weaker than my minor vampires.
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Freke on March 10, 2012, 03:38:07 pm
Trying it out now, with some tinkering of my own.
This is going to be insane. @_@
brb dying
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 10, 2012, 03:57:50 pm
Trying it out now, with some tinkering of my own.
This is going to be insane. @_@
brb dying
I have to go out for a while, but I'll be back later. Post results!
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Doro on March 11, 2012, 09:26:40 am
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
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 11, 2012, 01:24:21 pm
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

Yeah, the drinking blood thing is odd, and it's happened to me a couple of times. I;m not sure what causes it, but the blood may have been contaminated with other blood. I have (once) managed to become a vampire by drinking a transformed cougar's blood, so I don't think the bat would have been any different. I'm still trying to figure out what causes it.

(Though the fact that you got it into bat form seems to suggest that you at least hurt it, so good job)

An yes, they do tend to eat entire cities. The best way to stop this, is to turn up population cap in the worldgen, or to just add more civs. I also found many abandoned cities in vanilla DF, so I think it may just be an issue with vampires in general.

I may add more powers to liches, but right now they're already seriously strong. Bones as hard as steel, and the only way to kill them is to decapitate. No blood at all, and they are super strong and tough. And they fly. I'm just working on fixing up the necrotizing gas attack for the regular necromancer, then a few balance tweaks and 0.9 is going to be out.

EDIT: On that note, could anyone tell me why this isn't a directed gas attack?
Code: [Select]
[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]
Title: Re: <<Better Vampires 0.8>> *Ancient Vampire Megabeast!*
Post by: Xangi on March 12, 2012, 12:40:29 am
Bump for new version, here's a quick summary:

"As of 0.9, there are now 3 types of necromancer, listed below (all can animate corpses, due to hardcoded mechanics):

Necromancer (Lern Secret from god, tablet)
|
L Dark Sorcerer (Buffed version of vanilla necromancer, can use curses to slow/weaken enemies)
|
L Summoner (Can turn corpses into 3 special "demon" types, has the least physical ability)
|
L Lich (Turns into an extremely durable and strong form which can fly, zombies are weaker/slower to compensate)

I wanted to do a necrotizing gas blast, but apparently dwarf fortress doesn't want to co-operate with me, so dark sorcerers get curses instead. It's just as potent, trust me, when you have 4 necromancers all cursing you from a tower (because apparently they can see outside it), those zombies will look a lot scarier. Also, if you find an empty tower, it seems to be because a god/demon created a tablet and put it there."

Again, have fun. Liches will probably be really fun in fortress mode, their bones are as hard as steel, and they have no blood.

All the types DO appear, though due to the uncommon occurrence of towers, you will likely only have one tpye per world, and it may take a few worlds to get what type you want.

There have also been a few balance tweaks, such as the 2 lesser vampire types without speed abilities have had passive speed buffs applied to them, and there have been numerous bugfixes and cooldown tweaks. Ancient Vampires also create master vampires when they bite now.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Meph on March 12, 2012, 12:48:05 am
Really like this, it simply improves all the nice curses from 34. Once it it done, which does not seem to be far away, I might like to add it into my modmix. Like so many others ;) and would hereby kindly as permission to do so.

PS: Renfield is a charakter from Bram Stokers Dracula, a crazed dude eating insects because he wants to consume life ^^
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xantalos on March 12, 2012, 03:02:27 am
This mod...sounds fantastic. I will wait until completion, then play the **** out of this. Thank you, kind sir, for unleashing these horrors upon the world.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 10:49:36 am
You know, perhapes the title is not very accurate any more, with the werebears and the liches and such.  :P
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 01:20:10 pm
Hey guys, thanks for all the compliments, and you definitely have permission to add this to masterwork Meph, once it's done of course. I'm currently planning a few more features, and working on an installer that allows people to choose what parts of the mod they want, basically because with all the stuff now in it (and all the stuff being added next version) people might not want everything, or may want more control over what is in their world.

Werebirds and Werelizards of various types are planned, as well as fire necromancers. Feral vampires as well, if I can manage them. I am taking suggestions, so if anyone has them, put them here. I'l be done class soon, so I'll read them then.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 01:28:46 pm
You know, perhapes the title is not very accurate any more, with the werebears and the liches and such.  :P
I think that will be the next poll topic, what to name the mod now that it has so much more in it.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 01:58:49 pm
Strange idea, may or may not work:A necromancer that is effctivly a very, very strong corpse, and the corpses they spawn have the ability to raise the dead, too. Those corpses, in turn, can spawn weaker undead, and those undead can make even weaker undead rise, ect until the weakist ones start raising undead that resemble 2010DF undead. Hence, a swarm with several "generations" of zombies running around in it.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Meph on March 12, 2012, 02:07:10 pm
Good idea, but needs a lot of corpses to work ;) I use the same idea (havent gotten it to actually work though) for diseases. First carrier gives strong syndrome and allows the interaction to give weaker syndromes and to so... till the diseases slowly fades away. testing proved unsucessful however. (just having 7 starting dudes to test on does not make it easier)

Quote
working on an installer that allows people to choose what parts of the mod they want
:)
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 06:32:53 pm
Err, it looks like the poll is locked. Accident?

Also, I suggest "Fear the Night: Lichs, Werebears, and Master Vampires, and more!"
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Captain Crazy on March 12, 2012, 06:46:10 pm
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 07:27:08 pm
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.

Also, the Vampire Megabeast causes the Master Strain of vampirism, so keep a good look out for bit dwarves. Or not, because it is epic. Night Squad, anyone?
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 07:30:39 pm
Err, it looks like the poll is locked. Accident?

Also, I suggest "Fear the Night: Lichs, Werebears, and Master Vampires, and more!"

Unlocked now, derp. I'm home and working on the flame necromancers (Pyromancers?). The flaming zombies are working pretty well, they tend to melt anyone who comes close. Next up after this is the other werecreatures.

EDIT: I have to vote to display the results for myself? XD
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 07:43:26 pm
Infernimancers? Magma Waiths?
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 07:48:45 pm
Infernimancers? Magma Waiths?

I do like Infernimancers, though maybe Infernomancers is better. Yeah, I think I'll use that. I'm also buffing the summoner demons a bit, they turned out weaker than I intended. Steel claws for the slashers and iron bones for the brawlers should fix that, and a speed boost for good measure.

EDIT: Flaming zombies now bleed gaseous fire. Fun!
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 07:58:47 pm
Inferni could relate to the raised dead, a special kind of zombie called Inferni. They burn with the fires of hell, and you will soon learn that not all evil comes from darkness. Some comes from blazing, bright fires.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Courtesy Arloban on March 12, 2012, 08:14:31 pm
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 08:32:25 pm
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   :)
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Captain Crazy on March 12, 2012, 08:38:34 pm
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 08:52:15 pm
Perhapes a Wild Druid that makes Plant-Zombies? Hard to cut, viny, distinct lack of organs, but flamable?
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 09:22:47 pm
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.

I'll just add that curse to the normal Dark Sorcerer.

Perhapes a Wild Druid that makes Plant-Zombies? Hard to cut, viny, distinct lack of organs, but flamable?

Maybe. Let's see if I have time after all this is done.

FUN FACT: Infernomancers can shoot up to 5 fireballs at a time at a distance of 15 tiles!

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....
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 09:45:33 pm
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 10:01:44 pm
Quote
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.

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.

Quote
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....

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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 10:04:47 pm
Quote
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.

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.

Quote
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....

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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 12, 2012, 10:11:44 pm
Quote
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.

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.

Quote
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....

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.

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
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 10:14:26 pm
Quote
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.

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.

Quote
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....

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.

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
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.

Yes, the WereTyranosaur is a bit much XD

EDIT: Werelizards are about 1/3 done, with the 2nd type (werechameleon), being worked on next. It has the ability to camouflage, even in human form, though it gains much less in terms of strength to make up for this.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 11:11:58 pm
Hey guys, I'm trying to make a tongue attack for the werechameleons, and for some reason it's not working.

Here is the attack:

Code: [Select]
[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)
and this

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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Meph on March 12, 2012, 11:37:55 pm
I think that the tongue is internal (is in: Inside the mouth) and can therefore not be used for attacks. A theory, nothing more.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 12, 2012, 11:41:42 pm
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: G-Flex on March 12, 2012, 11:59:17 pm
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 13, 2012, 12:09:19 am
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.
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).
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: G-Flex on March 13, 2012, 02:32:46 am
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.

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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Freke on March 13, 2012, 04:39:30 am
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?
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Doro on March 13, 2012, 06:36:30 am
please, no were-neolithic-dinosaurs :S
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*
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 13, 2012, 11:50:29 am
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.

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.
Alright, I've stolen (borrowed) a laptop for a little while, and I'll try 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?

For the changes to what you currently have, maybe. For the necromancers, yes (sorry). If you only want one specific type, just take out the interactions for the others, the mod is made so that it will still work even if they are removed.
please, no were-neolithic-dinosaurs :S
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*
*Throws a flaming zombie heart* (those work like grenades btw, because the blood is fire.)

Yeah, no dinosaurs, but I think the lizards are all I'll do for now, maybe the bird (if I make them) will be weak to wood or something. Not any rare material, for the sake of adventure mode balance.

FUN FACT #2: Flaming zombies often explode when killed, spewing body parts everywhere!
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Freke on March 13, 2012, 04:41:04 pm
I tried generating a world with 4000 thousand years of history over night, but it crashed.
I'll load up my other one in a few and give it a whirl.
brb dying
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 13, 2012, 05:16:39 pm
Err, interesting find.


Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Doro on March 13, 2012, 05:17:18 pm
I have a feeling that these werecreatures are a bit too overpowered.
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
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 13, 2012, 06:52:11 pm
Err, interesting find.


Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
Only in the arena. I know, I tested it and it was hilarious, but I assure you it works properly in the real game.

I have a feeling that these werecreatures are a bit too overpowered.
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
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 tried generating a world with 4000 thousand years of history over night, but it crashed.
I'll load up my other one in a few and give it a whirl.
brb dying
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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 13, 2012, 08:09:42 pm
Err, interesting find.


Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
Only in the arena. I know, I tested it and it was hilarious, but I assure you it works properly in the real game.



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.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 13, 2012, 08:11:11 pm
Err, interesting find.


Summoner demons raised from a opposing side are still hostile. Which is highly amusing.
Only in the arena. I know, I tested it and it was hilarious, but I assure you it works properly in the real game.



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.
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.

EDIT:Ok, so I'm probably not going to do feral vampires, because every version I tested essentially ended up being troglodytes with better stats. Though next up is a bit of polishing on the flavor text, and possibly worldgen tweaking to stop so many world from simply being annihilated by ultra-powerful vampires.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 13, 2012, 09:43:25 pm
WOOOOO, got the werechameleon tongues working! 8) Bumping for more creature ideas, while simultaneously trying to stop infernomancer towers from being filled to the brim with smoke.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Pokon on March 13, 2012, 09:50:42 pm
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?
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 13, 2012, 09:59:57 pm
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.

Code: [Select]
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]

Code: [Select]
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]
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 14, 2012, 06:29:35 pm
Ok, I fixed up the infernomancers. They now can transform (for 9001 seconds Urist) into a form which is basically a platinum shell filled with fire and organs, and the flaming zombies have been nerfed a bit because before they were way too powerful.

Question: I'm having "issues" (goddam stupid C++ not wanting to work) making the easy installer have options for installing different components, so would you prefer if I just left the current installation method how it is, and provided a list of each text file and what it does (so you ca remove which ones you don't want), or should I make an auto-extractor which just goes in the main Dwarf Fortress directory, and displays the text file later? If anyone has a good installer maker program, I'll try that, though I couldn't get Inno to do what I wanted, so anything but that.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Shadowscales on March 16, 2012, 02:16:08 am
Hmm...
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!
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Drago55577 on March 16, 2012, 06:17:29 am
(http://img.photobucket.com/albums/v382/Psychocountessa/Gifs/MY%20LITTLE%20PONY%20YAY/Twilight-clap.gif)very good



May I suggest Greater WereBeast? Larger than their counterparts but extremely rare, and have a metal chitin/skin
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Intrinsic on March 16, 2012, 07:00:26 am
Better Vampires

It does exactly what it says on the tin.
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 16, 2012, 12:38:08 pm
Better Vampires

It does exactly what it says on the tin.

HAH, TvTropes! Oh no, I have to go to class in 20 minutes, and I just opened it.... GOD DAMNIT!
(http://img.photobucket.com/albums/v382/Psychocountessa/Gifs/MY%20LITTLE%20PONY%20YAY/Twilight-clap.gif)very good



May I suggest Greater WereBeast? Larger than their counterparts but extremely rare, and have a metal chitin/skin
The 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.
Hmm...
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!
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.


So guys, it appears that it is the end of the week, which is when I said 1.0 would be coming out. "Fear the Night" is also the most popular name, so it'll be called that. It has a number of tweaks in it:
-Infernomancers (in their completed form) are also present, as well as...
-Werelizards and werechameleons who can use camouflage to turn invisible (even in human form! Don't worry, I made them a bit weaker because of it).
-Liches have been tweaked a bit, they have blood now, though I may turn it into powder before the release.
-Dark Sorcerers can now make enemies go insane and attack each other (that means YOU and your companions/your dwarf militia).
-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.
-Werebear copper weakness/material resistance has been increased by 10 times to be equal to the other werebeasts.
-Werebeast attack triggers have been increased to pop of 50 instead of 20
-There will be an optional auto extractor that puts everything in its place for those of us who are not good with modding(can't get the install working, but to make up for it I made...)
-A text file containing a description of every mod file and what it does/whether or not it can be removed and what effect that will have is now included. Customize the mod to have what features you want, or generate a world with exactly the beasts you want!

Probably more, I just need to actually put it in :P

Now, there are some things I didn't do, and this is why:

-Feral Vampires: Every time, these just ended up being troglodytes with better stats. There was no reason for them to exist.
-Cryomancers/Stigiamancers: Didn't work as well as it seemed they would, they ended up just being copies of infernomancers with different colored attacks.
-Druids: To be honest, dwarf fortress can't do what I'd want to do for these guys. If I could literally bring trees to life, I'd make them, but besides that, they were just summoners with hippie powers.
-Werebirds: Needed a 5th material to make werebeasts weak to, and wood sucks and is actually kinda hard to get as a human/dwarf. And why would I give the elves an advantage?
-Better lich powers: Seriously? Fight one of those guys and tell me they need better powers. They're already probably the best necro class.



So yeah, it'll be out soon, keep throwing ideas though, I'm not done adding stuff yet!
Title: Re: <<Better Vampires 0.9>> *Necromancer Types! Bugfixes! Almost Complete!*
Post by: Xangi on March 16, 2012, 05:43:48 pm
-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.

Well, it seems I can't get them to summon from living things without making EVERY living thing a target, including adventurers/dwarves. It is funny, but not very balanced, as it's basically an instakill that summons a badass creature where the victim died. I'll just buff the range and number of demons allowed to be summoned at once.
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 16, 2012, 11:40:18 pm
Bumpity Bump, 1.0 is done! Have fun you guys!
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 17, 2012, 02:48:47 pm
I really hate to bump my own topic again, but I guess I'm doing it. Also the last bump was at about 3am EST, so it's likely a lot of people missed it.

I've been thinking about what to do next, and I put up a new poll about it. I had a thought recently about making special reactions to provide adventuring gear that would help people take on Vamps and Werebeasts without getting squashed, but I'm not sure I can add them without modifying creature_standard and entity_default. I'd like to avoid doing that, because it causes incompatibilities with other mods. My friend also suggested that I make Hemomancers, or Blood Mages. I'm up for this, but CE_BLEEDING is one of those things that is bugged in adventure mode to come back after sleep/fast travel, so they'd not be able to use that. I could also make up some new beast types, like... say... well, I can't think of anything RIGHT now, but I'll think of something. The other thing I could do is make some more megabeasts or something, but I really don't think that fits the theme of the mod very much.

Anyhow, input is appreciated as always, and I hope you're having fun!

EDIT: D'oh, also I could make some cool preset worldgens like masterwork has, but I'd have to take the time to learn of course.

EDIT2: God damnit, I have to vote on my own topic again to see the results. It's going into "other"
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Pokon on March 17, 2012, 04:05:58 pm
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.

Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 17, 2012, 04:40:16 pm
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.

I like the fiends idea. I could make them mind-rape the knowledge into people, that would be interesting *evil face*. I would also like to do the Vampire Prince (Lord would be what I'd use) thing, but it would have to be something not made from a curse. Maybe like a Demi-Ancient Vampire, though I'd make it a megabeast too, just not as sting as the ancient vampire (actually just had a fort get destroyed by one, was hilarious) Another infection vector for werebeasts, however, is not really needed. Too many damned werebeasts already.
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Pokon on March 17, 2012, 05:14:31 pm
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.
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 17, 2012, 05:25:42 pm
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.

By the way, have you ever seen an ancient vampire pose as a god? I just saw one a little while ago, funny as hell. I called out a lesser vampire in his court, and the "god" tore him to bits.
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Pokon on March 17, 2012, 05:33:37 pm
Actualy, yes. He is a god of action, mind you. Not like those stupid elven gods, who dont actualy exist. :P
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Meph on March 18, 2012, 01:51:37 am
Hi,

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 ?
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 18, 2012, 02:20:53 am
Hi,

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 ?
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.

If you remove those and set the number higher, it doesn't disable custom vampires, but mixes vanilla ones in with them. Higher numbers mean the custom ones are rarer (same for werebeasts/necros)

There are 9 types of werebeast, 7 types of vampire and 4 secret types btw, in case that matters.

EDIT: Going to bed, if you have any other questions, I'll answer them when I get up. The mod seemed to work fine when just mashed into masterwork though, so it would also logically work just as well, if not better, when integrated with more finesse.
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Hylas on March 18, 2012, 02:09:04 pm
THANK YOU

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?
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 18, 2012, 02:26:59 pm
THANK YOU

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?
I'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.

Oh, and some advice. That ancient vampire should be able to move about 6 or 7 times faster than your base move speed, so let the demons go first. Then disable his arms and make him bite you, then you'll be just as powerful as your friends.

EDIT: Waaaaaaiit. THREE DEMONS? In the SAME HAMLET? Holy crap dude, you got lucky there.
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Meph on March 18, 2012, 02:49:55 pm
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 :)
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 18, 2012, 02:52:46 pm
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 :)

Should be fun, I'll try it out later. After I'm done with the Vampire Lord(s) (There need to be 3, one for each type of lesser vampire, will be interesting)
Title: Re: <<Fear The Night!>> v1.0 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 18, 2012, 05:37:33 pm
Just had a vampire lord Deity try to murder me. Not sure why he freaked out when I walked in, but this is good. They can talk and assume positions of power perfectly.

EDIT: well, it seems they're working properly now, they don't just murder everything (stupid OPPOSED_TO_LIFE). I might try the fiends next, though I foresee problems with the fiend of fire and the lich fiend, what with them having to be able to transform and all.

EDIT2: Got it, everything a fiend touches will have the secret raped forcibly into its mind. 40k style.

EDIT3: Fiends are now done, Damned Lich fiend took forever to balance. I ended up making it out of "VASCULARMETAL" to actually make it vulnerable to attacks. Fiends are also very small, though they are quite powerful. The inferno fiend especially so, it's 12000 units large, but it can knock a human flying about 5 tiles. You guys will have fun with these, all that's left is to test them in worldgen.

EDIT4: Herp a Derp, I made some grammar errors in v1.0, those'll be fixed up for 1.1
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 19, 2012, 07:40:31 pm
Bump for V1.1, 7 new creatures added, and a couple grammar errors fixed. Inferno fiends are very fun by the way, good luck with those.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 20, 2012, 07:29:55 pm
Ok, I found something that might fox the "drink blood to become vampire not working" bug, but you guys may not like it. Every time I re-install DF, it fixes that bug and the drinking blood starts working again. I'm still not sure of the exact cause, but this is a fix.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Pokon on March 20, 2012, 08:11:56 pm
Oh Gods, Fiends are just as I thought they would turn out to be. All fear the Lich Fiend!
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 20, 2012, 10:51:40 pm
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!
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: 1v0ry_k1ng on March 22, 2012, 09:18:31 am
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 22, 2012, 04:46:39 pm
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.

Also, regarding vulnerabilities, I made the beasts immune for a reason, and that readon is that in vanilla the resistances are a joke. In my mod, if you try to use iron against a werewolf, you're going to lose.

EDIT: Finally home, can finish post now.

The night creature spam in worldgen is a vanilla issue, which you will encounter on most worlds with werebeasts. It's due in part to them being pretty hard to kill, and the fact that every single one can produce more of itself. Therefore the population exponentially increases. Minor vampires were created to thin out the already existing and very powerful vampire types, to provide easier opponents for starting characters. Also, existing balance? XD yeah okay. Immortal titans made of iron with no blood or thought organs is balanced. I made sure that every single on of my creatures was beatable, and I will continue to do so, because I really hate it when I have to cause a cave-in to kill something.

And honestly, more interest? Man, I made this for fun, and to fix something I thought was wrong with the game. You're free to change the mod to be more like what you want if you please, I can't stop you. I often edit people's mods if I find a part I don't like, though releasing them would be plagiarism.

Thanks for the criticism though, I'll take it into account in future releases.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Meph on March 22, 2012, 10:19:57 pm
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. :)
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 22, 2012, 10:54:36 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on March 24, 2012, 02:51:40 am
What's the difference betewwn minor vampires and lesser vamps? Are minor vamps those vampire lords you were talking about?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Poot on March 24, 2012, 04:23:46 am
So can you become one of those subsets of necromancer. Such as, you read a book and you get endowed with that secret power?

Mods looks awesome and if my question is correct, I'm downloading immediately.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 24, 2012, 01:51:09 pm
So can you become one of those subsets of necromancer. Such as, you read a book and you get endowed with that secret power?

Mods looks awesome and if my question is correct, I'm downloading immediately.
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 24, 2012, 01:54:12 pm
What's the difference betewwn minor vampires and lesser vamps? Are minor vamps those vampire lords you were talking about?

No, no, Minor vampires are essentially a (very) slightly buffed version of the Vanilla DF vampires, but they have a few less tags (I do believe they still have to sleep, and they don't have immunity to nausea and stuff) and 1 of 3 basic abilities. Lesser Vampires are significantly more powerful, and have more abilities, 3 each in fact. Vampire Lords are SemiMegabeasts that roam around and try to accumulate power, and whose bites turn sentients into one of 3 types of lesser vampire.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 24, 2012, 01:57:25 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 24, 2012, 02:13:46 pm
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.

By the way, if you export the detailed world files, you can get the seeds the worldgen used to make whatever world you have, and use them again to produce that same (or at least very similar) world in the re-downloaded DF.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 24, 2012, 02:19:34 pm
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.
Thanks, I somehow managed to miss the part about preset worldgen files when I was reading the installation guide.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 24, 2012, 02:23:24 pm
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.
Thanks, I somehow managed to miss the part about preset worldgen files when I was reading the installation guide.
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.

Just throw it into dropbox or something and post the link.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 24, 2012, 02:27:45 pm
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.
Thanks, I somehow managed to miss the part about preset worldgen files when I was reading the installation guide.
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.

Just throw it into dropbox or something and post the link.
I deleted the save and reinstalled df already but I'll try to remember to give you the file if it happens again.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 24, 2012, 03:31:20 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 24, 2012, 03:58:48 pm
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.

EDIT: mediafire will work too, and it's a bit easier

EDIT2: My god, what the hell, mediafire is completely different now. Umm, maybe just e-mail it to id-d996m@hotmail.com

EDIT3: After much googling (5 seconds) filedropper should work fine.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 24, 2012, 04:25:00 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 24, 2012, 04:31:47 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 25, 2012, 05:45:11 am
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 page
Spoiler (click to show/hide)
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/region2
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 25, 2012, 11:54:56 am
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 page
Spoiler (click to show/hide)
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/region2
Interesting, 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.

EDIT: Oh, it's been 6 hours... well, I guess I'll just try it in ironhand then...
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 25, 2012, 12:13:38 pm
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.

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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 25, 2012, 12:52:10 pm
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.

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 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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Keff on March 25, 2012, 12:56:28 pm
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.

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 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.
I actually do that to check if it's the right vampire I'm going to kill or not
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on March 25, 2012, 01:00:02 pm
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.

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 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.
I actually do that to check if it's the right vampire I'm going to kill or not
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 01, 2012, 08:57:40 am
This is amazing. It's so great to disappear for a while due to RL issues and then come back and see SUCH GREAT mods. You rock.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 01, 2012, 03:47:52 pm
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.

Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on April 03, 2012, 01:10:01 am
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.

HOLY CRAP, DEON! Dude, Genesis is awesome, I can't wait to see what you're making next. I'll try out those suggestions when I get time, but midterms are coming up and I need to prepare (Calculus and Physics, it's going to kill me, I swear.)
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 03, 2012, 02:18:07 am
Hehe, I know, I have exams soon too, so studying takes time from modding.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Meph on April 03, 2012, 02:30:05 am
(http://i.imgur.com/Jrjrk.png)

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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 03, 2012, 03:29:15 am
The second werewolf is mine, not Phoebus :). It's a beastman icon from Genesis.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Meph on April 03, 2012, 08:42:13 am
Good to know ;) Sorry for the mixup, I always played Genesis before I started modding, so your sprites look like the vanilla/normal df sprites to me.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 03, 2012, 09:40:03 am
Also you may want to know (for proper credits) that most sprites in Phoebus' graphics pack (including races) are Sphr's.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on April 03, 2012, 07:18:25 pm
(http://i.imgur.com/Jrjrk.png)

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.
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...
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on April 09, 2012, 03:31:08 am
Sorry to report this, but it seems to be impossible to look at a transformed vamp's animal form without the game crashing. I'm playing on the updated Genesis mod, if that changes something.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 09, 2012, 03:42:59 am
It's easy to fix, just move all the description from the main creature into caste definitions.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on April 09, 2012, 03:47:19 am
Ah, thanks.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Jeoshua on April 19, 2012, 04:39:27 pm
So, in worldgen, if I turn Vampire and Werewolf counts to None, does it make sure only your vamps and weres will be present?  Or will it turn them off?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Deon on April 19, 2012, 04:41:11 pm
It removes the random vampires and makes these present.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Jeoshua on April 19, 2012, 04:54:00 pm
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.

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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Asra on April 24, 2012, 03:37:57 am
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Hylas on April 24, 2012, 10:27:57 am
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:
Spoiler (click to show/hide)

I'd like them to give you a syndrome that causes fever and dizzyness. Call it... http://www.youtube.com/watch?v=iPueR6rkkX4
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: GhostRiiide on April 25, 2012, 12:37:36 pm
Is there someway I can combine this with Masterwork mod?

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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: seristal on April 26, 2012, 10:44:21 am
I just killed a ancient vampire and drinked itss blood but I didn't become a vampire so I'm guessing it's the bug "Sometimes drinking blood doesn't turn you into a vampire properly, this is a vanilla DF problem, not a FTN problem. Regen a world if this happens and it really affects you. You can make an exact copy of the world using its detailed export data world_gen_param file. Also, re-installing DF seems to fix this problem." Is the only way to fix that is to make a new world or could I quit the game without saving and try again?

Edit: And how exactly do I make a copy of a would using its detailed export data world_gen_param file?  :-\

Edit: I would really appreciate some help.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Asra on May 21, 2012, 02:44:55 pm
So is this mod pretty much still compatible with the new version still?
Title: Re: <<Fear The Night!>> v1.1 *Better Vampires, Werebeasts and Necromancers!*
Post by: jesusmod on June 16, 2012, 01:09:53 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on June 16, 2012, 06:37:36 pm
Hello everyone, I'm kind of back. There was some real world stuff going on that made me pretty busy for the last month and a half or so (2 months?). I'm still short on free time, but I'm going to try to bugfix as much of this mod as possible, and fix any compatibility issues with 34.11

Thanks for downloading, anyone who did while I was gone, I appreciate it.

Now for a few responses

Is there someway I can combine this with Masterwork mod?

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.
Didn't Meph add it to masterwork? It should work to some extent, you may want to check for conflicts.

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.

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.
With a long enough history, most of the megabeasts will die out. Problem is, vamps like to eat entire towns (unless that was fixed).


Again, sorry for the period of silence, but it really wasn't avoidable.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Zyxterman on June 18, 2012, 06:40:55 am
(http://s9.postimage.org/7b6rj97b3/avampire.jpg)

This is normal for ancient vampires in legends? Or it just a random kill?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Hylas on June 18, 2012, 12:38:28 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Pokon on June 18, 2012, 02:46:06 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on June 18, 2012, 03:08:45 pm
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.

Yeah, I think this is because Vamps and weres tend to become adventurers more due to massively boosted stats.

Also:

BUG REPORTING TIME!
If you've found any bugs, whether small or not, listed by me or not, post them. I'm not sure how much DF has changed in the last few versions, so this'll speed up the bugchecking a lot.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Isher on June 18, 2012, 04:47:47 pm
I voted other, get rid of bogeymen altogether :P

I know I can just gen a world without them so whatever.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on June 20, 2012, 05:04:44 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on June 20, 2012, 05:16:24 pm
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.

The tower thing is a vanilla bug, though the ribs might not be. It was usually assorted organs and body parts. You could throw them like hand grenades actually, since the blood was fire they exploded.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on June 20, 2012, 05:38:06 pm
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*
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on June 20, 2012, 05:47:35 pm
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*

Yeah, funny enough, that was unintended, I just kept the exploding organs in because it was cool.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Freke on June 29, 2012, 08:20:46 pm
So I fell off the map with school, graduation and such.
but I'm finally back.

Is this compatible with 34.11?

/bump?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on July 02, 2012, 03:06:05 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 03, 2012, 11:41:00 pm
So I fell off the map with school, graduation and such.
but I'm finally back.

Is this compatible with 34.11?

/bump?
Should be
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!
Would you like to limit the amount of "secrets" you can have at once?

Anyhow, I have family down from Canada, so I'm gonna be tied up for the next little while. I've fixed a few movement bugs, and added some more fluff, still working on the blood-drinking thing, just to make sure it's not ANYTHING that I've done.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 06, 2012, 12:15:40 am
As a total newbie I have to say:

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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 06, 2012, 05:28:57 pm
As a total newbie I have to say:

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.
Ohhh boy, let me quickly get Dwarf chocolate and find out.

...

Ok, If I were you, I'd just copy and paste them together, then remove any duplicate entries. That would be the simplest way. You could also rename the FTN one to secret_inferno.txt, then go in to interaction_inferno.txt and change:
Code: [Select]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_fire.txt]
to

Code: [Select]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_inferno.txt]
Though that is a bit more complex. I'll rename it for the new release to avoid this conflict in the future.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 06, 2012, 07:34:18 pm
Thank you.

The second method seems to be more understandable for me.  :P
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 06, 2012, 08:43:07 pm
Thank you.

The second method seems to be more understandable for me.  :P

Whatever works, thanks for bringing this up, FTN was made with compatibility in mind, I'd like it to be able to work with any and all other mods a user has installed.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Freke on July 08, 2012, 03:33:43 am
Anyhow, I have family down from Canada,

What part? :O
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 08, 2012, 02:11:54 pm
Anyhow, I have family down from Canada,

What part? :O

North Bay, Ontario

It's about 4 hours from where I used to live in Kanata, on the outskirts of Ottawa.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 09, 2012, 06:45:52 am
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...
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 09, 2012, 07:07:51 am
Now something horrible happened to the mad elf who had to just toss her long-term dream since she was a child far far away...

Code: [Select]
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.

After the horrible letting off on gluttony, she came back to her sanity, "Wolf leather seems not bad at all, yeah, that's it.Now, I should break the cycle, and switch to something with new flavours. :P"

And one last thing she did before moving on:

Make a wig using Satari Ecidin Aslicadehapro Eni's hair...(with chocolate mod)
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 09, 2012, 02:39:54 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 11, 2012, 09:48:12 pm
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.

Bumping to say, I think I've reduced the occurrence of this bug, I added a few more syndrome tags to the vamp syndrome to make sure it's transmissible via ingestion/injection, and I made duplicate creatures for the vamp animal forms which have syndrome blood in them, so hopefully this will happen much less now. Oh, and also, putting the blood in a container can sometimes neutralize it from what I've seen, though it's hard to test when the arena won't let me give waterskins/buckets.

On a more fun note, the new physics for flying objects seems to have made it easier to launch things, and my werescorpion adventurer regularly knocked human opponents 2 tiles back while in human form. Vampires can also do this to a somewhat lesser extent, especially against smaller creatures. Haven't tried it in were-form yet, but I expect that a werebear should be able to knock a swordsman a good 6 tiles now, which should make fights more fun. Next up, tweaking minor vampires a bit, I feel like they do nothing, so I'm going to mess around with them.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 12, 2012, 04:20:00 am
Happy to hear that. ;)
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Zale on July 12, 2012, 04:52:12 am
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?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 12, 2012, 05:13:23 am
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?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 12, 2012, 01:20:36 pm
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?

Those values are relative to the species average, and also don't take into account the 4000% strength buff you have. You're weak-ish for a werewolf, but you'll still destroy most enemies no problem. Try transforming again, they may change.

I'll try to fix this (if I can) so you won't get stats like that in the next patch, but I think it's a game engine thing. Don't worry though, those are basically saying the equivalent of "Well, for an elephant, you're a bit small".
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 12, 2012, 01:22:40 pm
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?

It happens, they can't use many of their abilities during worldgen, which is why you'll find vampires missing limbs and such. I tried to make them as string as possible, but even Inferno Fiends (which are the kings of my arena-mode FFA matches between my creatures) regularly get killed off by random elf adventurers.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on July 15, 2012, 09:17:03 pm
How long does the lich transformation go on for? I've been waiting 5 days with one adventurer so I can go turn in a quest and nothing's happening.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 15, 2012, 09:24:46 pm
I think the lich transformation is for eternity. :P

I wonder how a werewolf lich goes.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on July 15, 2012, 09:36:11 pm
I think the lich transformation is for eternity. :P

I wonder how a werewolf lich goes.
NUUUUUUURRRRR

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?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 17, 2012, 02:55:18 pm
I think the lich transformation is for eternity. :P

I wonder how a werewolf lich goes.
NUUUUUUURRRRR

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?

Sorry for the late reply, the steam sale has been eating most of my time (and money).

Yes, the lich transformation is permanent, this is one of the reasons I was considering limiting the amount of secrets you can have at once. Also, was a werebeast/lich, you'll still get the enormous strength bonus in lich form, but you won't be able to transform. This is due to coding in DF, not my mod (you can't have more than one transformation active at once).
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on July 17, 2012, 05:20:13 pm
Is there any way to make it reversible, like adding an end time to the transform interaction?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on July 17, 2012, 07:01:09 pm
Is there any way to make it reversible, like adding an end time to the transform interaction?

Oh sure, I could do that, but the thing is, being a lich is SUPPOSED to be a permanent transformation. If you want to add an end to it, go into interaction_lich and change
Code: [Select]
[SYNDROME]
[CE_REMOVE_TAG:HAS_BLOOD]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:LICH:DEFAULT]
to
Code: [Select]
[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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xantalos on July 17, 2012, 11:24:45 pm
Ah, makes sense. Thanks for the help!
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 31, 2012, 04:25:26 am
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)
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on July 31, 2012, 04:34:17 am
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?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on August 10, 2012, 12:04:34 pm
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?

Sorry for the delay, my god have the last two weeks been retarded. I'm fairly sure every single educational institution in the San Jose area is run by idiots.

ANYWAYS, I've fixed the vampires blood thing a bit, the animal form blood DID work before (at least as much as any other vampire blood), but now it'll work all the time. I wanted to fix up the minor vampires a bit and make them better, but for the life of me I can't think of what so do. If anyone has any ideas, I'd gladly take them into consideration.

Also yeah, all vampires now get a small speed buff, to counter the whole "1280 speed" thing. I don't think she can get husked, but you might as well try it.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on August 12, 2012, 07:03:17 pm
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?
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on August 14, 2012, 03:22:01 pm
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?

As soon as I can manage, I assure you. Just finished dealing with an ant infestation in my house as well, it's just one damned delay after another.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: detroy on August 15, 2012, 09:50:48 pm
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.
Title: Re: <<Fear The Night!>> v1.1 *Better Vamipres, Werebeasts and Necromancers!*
Post by: Xangi on August 16, 2012, 01:46:48 pm
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.

Indeed, the more I look at it, the more the balance seems to be a lot like the balance in the World of Darkness games (Vampire the Masquerade, Werewolf the Apocalypse). Vamires can utterly destroy humans, and so can werebeasts, but werebeasts are so much stringer than vampires that it takes wither an exceptionally skilled vampire or a colossal screwup for the werebeast for the fight to end up favoring the vampire. Or the right material that the beat is weak to, I always laugh when I see a big bad werebear get both his arms chopped off by a +<<copper short sword>>+.

So, quick question to anyone in the thread, I saw a demon yesterday while testing that seemed to be able to dash around while generating mist, is this a new feature or something? He'd stand completely still for a few turns, then eject mist and rapidly dash towards me.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 23, 2012, 06:51:10 pm
ALRIGHT, FINALLY DONE WITH THE BUGFIXING AND THE TWEAKING AND THE OTHER STUFF, 1.2 AHOY

New poll very soon as well, remember to vote and suggest stuff guys. Thanks for being so patient with me, the last few months have been pretty insane, but I finally got some free time and got it done.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Arkenor on August 23, 2012, 10:51:08 pm
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?
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 23, 2012, 10:56:34 pm
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?

Everything can appear in fortress mode, and it's all been tested to some extent in fortress mode as well. Just bear in mind that vampires now CAN and WILL utterly devastate a tiny squad (<4 dwarves), and werebeasts are nearly invulnerable to the materials they're not weak against. You really have to change your normal playstyle to deal with them. Just a few tips, make traps out of many different materials and do the same with weapons, also make sure (if you find a vampire) that you have a dedicated vampire-killing squad, not just a single hammerer or something.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Arkenor on August 24, 2012, 12:38:07 am
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!).



Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 24, 2012, 12:52:45 am
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!).

You have to be reasonably close to a tower for them to invade you, not that you'd want that. If you absolutely must be invaded, make sure it's not a lich or infernomancer for the first time because those two are the hardest in my opinion, at least in Fortress mode.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xantalos on August 24, 2012, 03:43:40 am
Liches are a bitch to fight, but infernomancers...in both fortress and adventurer mode, those are some of the scariest things I've seen.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 24, 2012, 05:10:46 am
Finally. :D

Downloading.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 24, 2012, 12:10:50 pm
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. :D

Downloading.
So, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Pokon on August 24, 2012, 04:03:57 pm
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. :D

Downloading.
So, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...

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". 

Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 24, 2012, 04:07:41 pm
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. :D

Downloading.
So, do you guys have any ideas for what kinds of creatures should live in tombs besides mummies? I'm actually kinda lost here...

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".

GREAT IDEAS, except for the flesh-rotting gasses, certain syndromes are borked in adventure (last I checked) and keep coming back whenever you fast travel, and necrosis is one of them.

Actually, I just had another good idea, perhaps drinking the blood of these guys could give temporary buffs to players at the cost of other stats, for example drinking mummy blood would reduce agility but massively buff strength for a little while. That could be an interesting mechanic.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Pokon on August 24, 2012, 04:15:49 pm
Actualy, Revenents could just spew crazy-cold gasses. Same result, realy.

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.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 24, 2012, 04:24:53 pm
Actualy, Revenents could just spew crazy-cold gasses. Same result, realy.

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.
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.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Deon on August 24, 2012, 05:47:54 pm
In addition to mummies, tombs could have wights, hard-to-kill undead with near-legendary wresting abilities and paralyzing stare.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 24, 2012, 06:18:54 pm
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.

EDIT/UPDATE: Welp, having the blood of a frozen zombie on you seems to be pretty fatal, which is actually kinda funny, especially when Urist McKickass freezes to death after shattering a zombie to bits because it's blood is several thousand degrees below absolute zero.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 12:15:13 am
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...
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 12:25:30 am
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...

Huh, well then I have exactly zero idea why that happened. I'm going to assume this was on a new world and everything. Do you know if any other transformation-related crash bugs have been found besides the "Description must be in the caste" one?

EDIT: I just tried it and I'm not crashing, did you make sure you genned a new world?
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 12:32:56 am
Yes, totally new install with chocolate mod and DF 34.06, it did not happen in v1.1.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xantalos on August 25, 2012, 12:35:21 am
Perhaps you could include witches? I dunno how you could do that, but just for the idea. They could maybe attract animals, and stuff.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 12:38:58 am
Yes, totally new install with chocolate mod and DF 34.06, it did not happen in v1.1.

Huh... can you try it out with other vampire forms, and in the arena? I'm not getting the same bug, though I am on DF 34.11, perhaps try that?

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.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 12:42:51 am
"Description must be in the caste"

I check the creature_vampireform.txt, no [caste_name:

But the werecreature.txt has that tag, may be that's the reason?
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 12:45:17 am
"Description must be in the caste"

I check the creature_vampireform.txt, no [castename:

But the werecreature.txt has that tag, may be that's the reason?
No, the important (bugfixing) part is this:
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
>> [DESCRIPTION:A giant flying mammal found underground.]
[CASTE:MALE]
[MALE]
>> [DESCRIPTION:A giant flying mammal found underground.]
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 12:48:54 am
I'll try FTN with pure 34.06 and 34.11, then report back.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 12:50:24 am
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

EDIT: Alright, I installed Chocolate over my current test install of FTN 1.2 and there haven't been any crashes, even when looking at 2 transformed forms (Cougar and rat). Still looking for a master vampire.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 01:16:42 am
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"...
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 01:20:01 am
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"...

Huh, I wonder why that is... I'll take a look, thanks for doing that. Probably something with the colors or something. 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.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 01:27:45 am
I don't think that alternated body_default.txt file has anything related with color...

Maybe it's because it altered too many body parts...

I had manually added brain stem mod to FTN+default_chocolate mod, then tested it, still nothing bad happend. I'll stick with this setting for now. ;D
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: detroy on August 25, 2012, 01:35:25 am
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!! :D

I remember that one of my dwarf adventurers fighting a red-werewolf face to face, I broke all his hand/forearm/arm/thigh/shin/foot, except one, his left shin...then he grabbeb my foot with his left shin, then threw me into the graphite wall...you know, never think you defeat your opponent before you do decapitation/bisection...  :P
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 01:41:27 am
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...
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).

Never think you've won a fight until you actually win...
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Felicido on August 25, 2012, 03:27:02 pm
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.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 03:30:54 pm
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.

Well, that certainly gave me a good laugh, I'll have that fixed next release.

EDIT/UPDATE: Tomb Lords are pretty much done. I wanted them to just raise like normal mummies, but APPARENTLY CE_BODY_MAT_INTERACTION is being stupid again and won't let me add an interaction to their blood, so I'm just going to transform them a bit, it'll be cool don't worry. I'm gonna do wights next then bugfix a few things and recheck for spelling errors then 1.3 will come out for you guys. If you unzip it over your old world most of the bugfixes should work, but it IS possible that doing so could corrupt your world, so be warned.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Mr Space Cat on August 25, 2012, 07:07:27 pm
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.  ::)

EDIT the 3rd:  Now I'm trying to kill off the Vamp lord with xenos. The lord actually bit a xenomorph and sucked its acidic blood.  The xenomorph then used its new found vapiric powers.

Code: [Select]
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!
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 07:29:32 pm
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.  ::)

Preferences, not description right? Then it is likely that it's simply due to them not being meant to have preferences. I'm not even sure how I could fix that, but it shouldn't be an issue in actual gameplay. Assuming the acid is a syndrome that doesn't just affect GENERAL_POISON, it should also affect Lords and Ancients.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Mr Space Cat on August 25, 2012, 07:32:27 pm
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!!
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 07:38:05 pm
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?
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Mr Space Cat on August 25, 2012, 08:24:36 pm
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.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 08:32:24 pm
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.

Well, I guess I'll make eyes a requirement for that ability then, I can't imagine why I didn't do it already. Thanks, also did you try making an infernomancer fight them with some corpses? That could be an interesting fight, unless the xenomorphs are fireproof.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: BFEL on August 25, 2012, 09:32:06 pm
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
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 09:47:41 pm
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

Change that to gold plated mummy with shaolin monk level skill at hand to hand and followers that are nearly as powerful and you've pretty much described Tomb Lords. Have Fun... (once it's out)
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Meph on August 25, 2012, 09:52:56 pm
liches and ghosts could life in tombs...
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 25, 2012, 10:14:28 pm
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.

I am thinking, however, of adding some hefty debuffs on vampires if they don't drink blood, if I can make it work properly. Simply because I feel they're a bit too powerful and their "weaknesses" aren't really weaknesses at all, just imperfections.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Mr Space Cat on August 26, 2012, 02:43:16 pm
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?
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 26, 2012, 02:50:52 pm
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?

Sounds very odd, whenever I test them they reanimate stuff just fine. Were the Xenomorphs tagged with NOT_LIVING? It could also be becasue they're immune to poisons, generally poison immune creatures can't be zombified.

Also, do you have any ideas for a buff that Wight blood could give? Wights are extremely powerful mummy-type creatures who can't raise the dead, but their attacks (every one) suck blood and they have insane wrestling skills. I've been trying to come up with something, but I'm at a loss.
Title: Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
Post by: Xangi on August 26, 2012, 03:43:00 pm
Holy. Shit.

They fixed some of the syndrome effects so they don't come back when you fast travel. Welp, I know what's happening for 1.4, vamps are getting an agility/strength nerf and their abilities will be more... fun... like I originally intended them to be.

Basically, I originally wanted several abilities to be different, the Lesser vampire stare and scream abilities originally caused pain and unconsciousness respectively. The master vampire scream caused ears to bleed and extreme pain. If I can get them to work, this should be interesting.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on August 26, 2012, 11:41:53 pm
Bumping for 1.3, if you find ANY bugs, make sure you report them.

EDIT: I voted in the "do not vote", NO ONE ELSE VOTE THERE PLEASE, I WILL MAKE BOGEYMEN, I JUST WANNA GET WHAT I HAVE WORKING WELL FIRST. I'll probably make bogeymen blood give a buff too, maybe different ones for each type. That could be cool.

EDIT 2: Seriously, I said don't vote there.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on August 28, 2012, 01:46:59 am
So I've completed the very, VERY preliminary versions of the werebeast blood buffs. I'm not going to release a new version just yet (still more to do with vamps and stuff), but if you want to try them out, just replace everything in creature_werecreature.txt with the code here: http://pastebin.com/HFzUJPV9. Also note that at the moment werebeasts can buff themselves with their own blood, that will be taken out.

Also the poll's gonna get changed, please vote again, and make sure you read it carefully.

EDIT:Poll changed

EDIT 11/10/12, pastebin paste updated, I fixed a lot of things with the syndromes.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: detroy on August 28, 2012, 05:12:57 am
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. :-*

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
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: detroy on August 28, 2012, 05:35:26 am
I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on August 28, 2012, 11:48:38 am
Wow, that poll is close.

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
The first one sets the attribute to 5000, the second one increases it by 5000%.
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. :-*

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
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Teach on August 28, 2012, 12:41:34 pm
You already have a bunch of monsters, perhaps you should expand upon their counterparts (the hunters). 

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
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Meph on August 28, 2012, 12:43:00 pm
Wow, that poll is close.

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
The first one sets the attribute to 5000, the second one increases it by 5000%.

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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on August 28, 2012, 02:59:11 pm
You already have a bunch of monsters, perhaps you should expand upon their counterparts (the hunters). 

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
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.
Wow, that poll is close.

I got a minor question after downloading and surfing the raw.

What is the difference between:

CE_PHYS_ATT_CHANGE:STRENGTH:0:5000

and

CE_PHYS_ATT_CHANGE:STRENGTH:5000:0
The first one sets the attribute to 5000, the second one increases it by 5000%.

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.
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: detroy on August 29, 2012, 04:34:34 am
Old genesis 34.11c gave me a very long errorlog, and random crashes when my adventurer approaching some locations...

I give it up and install FTN v1.3 into DF v34.11(linux version). It works good, I also add some weapons/armors/reactions from chocolate and meph's MasterWork mod.  :D

Only some simple items and crafting, and no magic, because I know very little about DF modding.

About the CE_PHYS_ATT_CHANGE thing, I think Xangi is right. After searching the forum, I got this one last night.

http://www.bay12forums.com/smf/index.php?topic=102658.msg3034491
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: BFEL on August 29, 2012, 08:33:01 am
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
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: detroy on August 29, 2012, 09:11:39 am
Rushed into a tower with 8 companions, chopping down tons of human/dwarf/goblin zombies, and find a book named "My thoughts on Lich".

It's time for an unkillable bad ass human adventurer unleashed.  :D

I don't want to transform right away, I 'll take that book with me, in case things go wrong or the time come.

Still got some question though:

My wanna-be-lich is wearing *steel* pieces, is there anything can actually kill her except those with adamantine stuff?

I don't think a master vampire with iron great axe can do that...

One more thing when exploring the tower, those zombies never attacked my red-werewolf companion, and he never attacked those walking dead. Is it intended?

Spoiler (click to show/hide)
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: BFEL on August 29, 2012, 09:34:23 am
Night creatures tend to not attack/be attacked by the undead, thats why in vanilla so many people become vamps before raiding necro towers
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: detroy on August 29, 2012, 10:19:15 am
Well, after some mindless raiding, got my lich's right leg torn off by a werescorpion...there were 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 has some critical inconvenience compared with master vampire. Master vampire is still the top 1 choice.  :-\

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

edited for error typing and tense...my English is not well...
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on August 29, 2012, 01:56:24 pm
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

My trick is that the interaction forces a transformation syndrome onto the target creature. You can take a look at how I do it in the lich/infernomancer interaction files, but essentially you're going to have to make a creature that has the qualities you want, then make the animation use [IT_REQUIRES:FIT_FOR_RESURRECTION] and a transformation, that way only torsos/not limbs will be raised, and they'll transform into the target creature when raised.

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.  :-\

You won't think that if you get your skull caved in, liches have [NOTHOUGHT], so they're damned near unkillable. However, I do agree that getting de-limbed is rather inconvenient, so I'll look into finding ways of fixing this, maybe making a special body and removing the stance tags from the legs. Also you can still fly, so don't get too upset.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Mr Space Cat on August 29, 2012, 07:40:17 pm
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?

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
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on August 29, 2012, 07:43:23 pm
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?

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
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Mr Space Cat on August 29, 2012, 08:01:42 pm
That's a shame. Guess liches can just throw their lost left foot at baddies, "shattering the skull and tearing the brain!" instead.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: detroy on August 30, 2012, 05:16:56 am
That's a shame. Guess liches can just throw their lost left foot at baddies, "shattering the skull and tearing the brain!" instead.

Did that, and my right leg smashed a human pikeman's false rib.  But that stitching idea is as good as horror movies. ;D

My idea is that lich can use some magic tricks or potions to heal, I prefer potions.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Pokon on September 01, 2012, 09:22:03 pm
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on September 02, 2012, 02:40:05 pm
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.

I might do that, not sure. ATM my new semester just started and I'm already swamped with work, so the next update might take some time.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: davros on September 26, 2012, 12:21:35 pm
Thanks for this mod. Downloading now.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Gaybarowner on October 21, 2012, 02:11:10 pm
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?
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Gaybarowner on October 21, 2012, 03:34:28 pm
While I am at it How can you become a Vampire lord? I have his corpse on me I drank the blood no Advil
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Eric Blank on October 21, 2012, 04:06:16 pm
"-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."

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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Gaybarowner on October 21, 2012, 04:23:18 pm
"-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."

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.
Ah I see well thanks for the advice friend!
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: davros on October 21, 2012, 05:40:37 pm
"-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."

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.
Ah I see well thanks for the advice friend!
The vampire thing is a vanilla df problem. No way too stop it.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Callumagus on October 28, 2012, 01:58:59 pm
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 06, 2012, 08:52:04 pm
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.

Well, I just glanced at this today in my hour of free time and thought I'd give a quick answer. I fixed the "touched" thing right now, but the fiends getting killed is not something easy to fix. Frankly the actions taken during worldgen are not really governed by creature structure more than just extremely basic guidelines, perhaps next version we'll get more control. Also, making more towers is a pain, but you could make the secret able to be passed as a curse, then remove all vampires. That will make it astoundingly common.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Godlysockpuppet on November 08, 2012, 04:52:10 pm
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 08, 2012, 07:07:06 pm
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Deon on November 09, 2012, 01:34:38 am
Add attack velocity multiplier token to attacks.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 09, 2012, 03:13:59 am
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.

Also i just realized that my vampire-syndrome fix may be half broken, gotta test. If it is I may have to remove it.

EDIT: Yup, you can totally stack vampirisms now if you get them from the animal form blood. I'll try to fix it/remove it but for now I'll have to ask anyone who wants to play fair to just not drink more than one vampire's blood.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Deon on November 09, 2012, 08:25:35 am
What is MAX_EDGE value for the blade material? Increase that, and with high velocity multiplier it will work.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 09, 2012, 03:19:03 pm
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.

EDIT: Fixed it, apparently it's very damned hard to make "claws" dismember or something, so I just ripped the hands off of the slashers and actually replaced them with real blades. I kept the old body shape too for a funny little thing I'm working on with the husks.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 16, 2012, 04:00:02 pm
Small update on what's working and what isn't. As you may have seen in my multiple forum topics, Bogeymen were being worked on but now I've repurposed them. The reason behind this is that without allowing at least 1 generated bogeyman to exist, the custom ones wouldn't spawn. So, all bogeyman-type creatures have been converted into Night Troll type creatures, and there are more creatures being made for this type. Each Night Troll type creature will give some benefit on death, the current ones have ichor which has medicinal properties and can be used for treating various injuries.

I made a few "husk" creatures, but I'm honestly not sure what to make at this point. Also the fact that each one requires a new material to be made for it slows things down a bit unless I just want to copy-paste materials which seems a bit... wrong. They husks will be included in 1.4 but unless I get more ideas I'll also allow the default ones to remain as well simply for variety.

Vampires have been altered slightly, agility buff has been reduced and the animal-form blood fix has been removed due to being bugged. This means that once again it will be somewhat annoying to become a vampire. I'll release an optional module to put the animal-form blood fix back in, but be aware that it can allow you to stack vampirism types, which is absurdly overpowered.

Werebeasts now have blood which gives various abilities as well, and Necromancers have been rebalanced. Summoner Demons are now more useful and infernomancers are less delicate.

More stuff is being worked on, hopefully I'll get the new version out soon. Though I do want to know this: How would you feel about special (rare) creatures dropping unique weapons on death?
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: bdsorensen on November 16, 2012, 04:50:00 pm
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?
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 16, 2012, 05:31:35 pm
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?

Specifically I was going to make some "Shade" creatures out of a material with special properties and have them drop a weapon or piece of armor on death. Possibly other types of creatures too, depending on how many I could come up with.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Keff on November 17, 2012, 01:57:12 pm
I don't think this is supposed to happen
Spoiler (click to show/hide)
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on November 17, 2012, 02:45:46 pm
I don't think this is supposed to happen
Spoiler (click to show/hide)
You're not alive, therefore he's not hostile. I'll probably add [CRAZED] to them though, just because.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Deinos on December 10, 2012, 01:31:53 am
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?

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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Bloax on December 25, 2012, 04:02:39 pm
Infernomancers are practically just slightly bigger humans made of platinum.
In fact, you should probably change their description to something like
Code: [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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Meph on December 25, 2012, 04:17:45 pm
I have a question of myself: I noticed many megabeast tags in the raws... I assume these show up in fortress mode as well ?

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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on January 20, 2013, 06:11:59 pm
Whelp, back from Canada and after a huge goddam snafu with my current university, I finally have the opportunity to post again.
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?

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 shouldn't have nausea no, good catch.
-My lich zombies don't seem to attack their controller, perhaps this is a loyalty issue? I'll look into it.
-Ancient Vampires are supposed to be megabeast only, and I'm not really gonna change that. Trust me, playing as one is not as fun as it sounds.
-Making them a civ may be a bit tough, but in my mod they will usually attack each other, since they have [CRAZED]
Infernomancers are practically just slightly bigger humans made of platinum.
In fact, you should probably change their description to something like
Code: [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.
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).
I have a question of myself: I noticed many megabeast tags in the raws... I assume these show up in fortress mode as well ?

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.
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.

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

Now, to address a more pressing matter, the release. Since DF is due for an update "soon", I'm holding back until the new version is out for hope of new features to incorporate, mainly jumping and more tag support/transformation options. If nothing much changes in that regard, the new version will be out very soon after the new DF version. If the new update isn't out by mid-February I'll probably just release 1.4 anyway because I hate sitting on updates that haven't been released.

If you have any suggestions/questions, feel free to add me on steam (xangi_d996m) or drop me an e-mail at Onlysemicoherent@gmail.com, since I realize that I'm notoriously slow at responding in this thread for one reason or another, though feel free to post here as well if you want to.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Trapezohedron on April 09, 2013, 06:26:30 am
Time to test how well this meshes with Genesis Reborn. >:D
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on April 09, 2013, 01:07:18 pm
Damn, you ruined my plans for an awesome thread resurrection from page 10 or whatever. Anyway it should work fine.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Trapezohedron on April 09, 2013, 01:56:04 pm
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.

Nice mod.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on April 09, 2013, 02:02:04 pm
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.

Nice mod.
What did I require bismuth bronze for? I'm fairly sure I only used the 4 basic materials (iron, silver, copper and bronze).
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Trapezohedron on April 09, 2013, 02:06:28 pm
Ancient Vampire Exoskeleton.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on April 09, 2013, 02:09:56 pm
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.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Trapezohedron on April 09, 2013, 02:11:40 pm
Last I checked, the fiends were all using Copper, bronze, usual stuff.
Title: Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
Post by: Xangi on April 09, 2013, 02:28:24 pm
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:

- Externalize creature mats
- Trim/split reactions
- Retweak Vampires (again)
- Make sure the regen cocoon works properly
- Fix <a certain monster>'s reproduction
- Do some final polish/make sure all icons are colored properly
- Redo the readme and OP
- Make sure the bottle items are needed

That's not actually too much, should be done soon.
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Xangi on April 09, 2013, 07:23:45 pm
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.
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Xantalos on April 09, 2013, 09:10:33 pm
ALL RIGHT
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Trapezohedron on April 09, 2013, 09:49:08 pm
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
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Xangi on April 09, 2013, 09:56:35 pm
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
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.
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Trapezohedron on April 09, 2013, 09:58:58 pm
Next thing, you should do adventurer classes.

Vampire Hunters, maybe?
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Xantalos on April 09, 2013, 09:59:16 pm
...THIS IS TRULY A TERRIBLE THING INDEED THAT I WILL NOT EXPLOIT EVER
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Xangi on April 09, 2013, 10:19:58 pm
...THIS IS TRULY A TERRIBLE THING INDEED THAT I WILL NOT EXPLOIT EVER
Meh, I'm actually rethinking the buffs right now. Might just swap them around a bit and make room for some other ones.

EDIT: Seemingly false alarm, though the extra mass you gain from the potion does cause you to slow down a bit I think, maybe.
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Trapezohedron on April 09, 2013, 11:27:50 pm
Is there be regen potions?
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!*
Post by: Xangi on April 09, 2013, 11:30:17 pm
Is there be regen potions?
Indeed there are, they both do the same thing, but require a different material.

EDIT:Figured out the issue, the CE_SPEED_CHANGE doesn't seem to disengage or something, gonna work on it. For now though, you WILL take a permanent speed hit if you use a buff that impacts speed. Be warned.

EDIT2: OR NOT, it is just a side effect of the physical attribute change coming off. Weird.

EDIT3: Well... shit, the Werechameleon buff has no end on it for the "Vanish" skill. Whoops. Gotta fix that up. God damnit how did I miss so much?
Title: Re: <<Fear The Night!>> v1.4 *Resurrected from the Dead!* NEW POLL
Post by: Xangi on April 10, 2013, 03:48:03 pm
Bump for poll, I'm working on those werebeast buffs a bit, in hindsight they're a tad ridiculous. I encourage anyone who cares to vote on what they want, I'll be doing some testing today to see what's viable and what isn't.

EDIT: It appears that any physical attribute change can trigger this speed loss, though only down to around 1450, which is probably the normal human peak speed. Because of this, I'm going to avoid adjusting physical attributes as much as possible.

EDIT2: In fact, it's any adjustment of ANY attribute, not just physical. That sucks a bit.

EDIT3: Update on that werebeast nonsense, I've retweaked both the buffs and the creatures themselves a bit. Biting should be more common, and you can now gain (but not lose) attributes as a werebeast. White Werewolves also have had a slight buff added to them when they transform to compensate for the fact that they get no normal agility or toughness buff. Red Werewolves also had their strength buff decreased a bit since it was somewhat absurd that they were stronger than polar werebears.

EDIT4: Welp, 3 votes, 33% in every sensible category. I guess that means I decide.
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Xangi on April 11, 2013, 01:18:00 am
Boomp, updated. Check the BUFFS section for the main changes.
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Trapezohedron on April 11, 2013, 02:00:33 am
Does Regenerative Cocoon starve you to death when used?
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Xangi on April 11, 2013, 02:06:14 am
Does Regenerative Cocoon starve you to death when used?
Nope. The form you transform into has NO_EAT and NO_DRINK
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Trapezohedron on April 11, 2013, 02:08:55 am
Figures.

Anyway, I can't seem to find the cocoon form in the raws. Where'd you keep it?
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Xangi on April 11, 2013, 02:09:41 am
Figures.

Anyway, I can't seem to find the cocoon form in the raws. Where'd you keep it?
Heheheh, my little secret.

Spoiler (click to show/hide)
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Trapezohedron on April 11, 2013, 02:17:54 am
Wait...

Spoiler (click to show/hide)
Title: Re: <<Fear The Night!>> v1.4.1 *Updated again! Bugfixes!*
Post by: Xangi on April 11, 2013, 02:21:53 am
Wait...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on April 14, 2013, 10:40:28 pm
So I'm thinking of altering vampires a bit, and I'd like to know what people think. I'm not even sure if this whole thing is viable, but if it is I might make them more dependent on drinking blood to compensate for the fact that they're obscenely powerful. If I do this, I might also adjust the effects of how the werebeast curse is gained as well, maybe adding on a temporary debuff syndrome to stop people from just immediately transforming when they get it.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xantalos on April 14, 2013, 10:43:06 pm
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)?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Trapezohedron on April 14, 2013, 10:47:19 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on April 14, 2013, 11:34:44 pm
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).

It occurs to me that voting was still locked. Oops.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on April 30, 2013, 03:35:38 pm
Wonderful mod, I'm still attempting to not die horribly.

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?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Trapezohedron on April 30, 2013, 08:16:00 pm
Xangi's Evil weather transforms creatures into aberrations. There are no huskifying clouds, unfortunately.

And yes, you can just disable weather in advanced worldgen to get only Xangi's weather.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Vorsh99 on April 30, 2013, 08:36:15 pm
How does this work in Fortress mode? what are the differences?

how can my dwarves or playable civs be affected at all?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Trapezohedron on April 30, 2013, 08:48:16 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Vorsh99 on April 30, 2013, 09:03:35 pm
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.

Pretty cool. So if one of these things wonders into my fort everyone could die?

And if I play as other civs they react the same to all of them?

Humans and elves can be infected too right?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Trapezohedron on April 30, 2013, 09:12:17 pm
Yush.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on April 30, 2013, 10:49:53 pm
Wonderful mod, I'm still attempting to not die horribly.

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?
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.

New guy answered the other question. I'd have got it first but I was sitting in an anthropology class being bored.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Eric Blank on May 01, 2013, 09:59:25 am
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).

It appeared from my work with interactions that multiple speed change effects can take place simultaneously, or at least won't immediately do anything too silly.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on May 01, 2013, 03:31:21 pm
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.

Cool. So I haven't really thought of how this would work in fortress mode, and I'm curious about a few things as to how they behave in fortress mode.

For vampire abilities... is this a combat thing or are vampires going to run around using nauseating screaming even with allies there and turning into animals 24/7 (ie really, REAL abilities spam)? Also, are vampires resistant to the nauseating scream of other vampires? If not, that's gonna make groups of vamps pretty damn funny.

For liches, they have Opposed to Life, yeah? So a dorf will attack the moment he is turned, right?

The last time I played, Infernomancers can be popped in the tummy to make them start getting sick, which struck me as weird. Are they more resistant to that now? I seem to recall mummies having weaknesses along this line too.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Trapezohedron on May 01, 2013, 10:30:46 pm
It's mostly a combat thing, except for the speed boost interaction. If they find hostiles, they'd go nauseating screaming the heck out of them. And if they are outnumbered and fleeing, they'd then go vanishing from the battlefield.

They will use polymorph if they are fleeing.

I'm not sure if liches have opposed to life.

Last time I played, Infernomancers were as soft as a glass bottle, but they're still very formidable, if only because of their flaming abilities.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on May 02, 2013, 03:00:21 pm
This is very exciting stuff, thank you.

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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on May 02, 2013, 03:07:41 pm
This is very exciting stuff, thank you.

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.
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.

Anyways, to answer your question, if they die I do think they get entombed if they were a ruler, but it's very rare that that actually happens.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on May 09, 2013, 05:29:06 pm
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.

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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on May 10, 2013, 02:38:21 am
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...

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?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on May 12, 2013, 01:07:48 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on May 12, 2013, 02:20:01 pm
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.

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.
That's a lot, but basically this should answer your question. The syndrome class seems to determine behavior, as well as the BLOODSUCKER tag.

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...

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?
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.

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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Zavvnao on May 16, 2013, 01:49:41 pm
is there a changelog somewhere?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Deinos on May 16, 2013, 11:34:02 pm
They can still kill each other even with the 1/1000th material force thing? Dang.

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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Repseki on May 20, 2013, 07:36:54 am
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?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on May 20, 2013, 04:46:51 pm
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.

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.
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Sarzael on June 07, 2013, 03:19:30 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on June 07, 2013, 05:20:07 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Oyahbah on June 08, 2013, 07:56:12 pm
Is this mod compatible with Masterwork MOD? this post makes me think it is:
http://www.bay12forums.com/smf/index.php?topic=126968.0

but i could be wrong... if its not, can u pls make a compat patch? :D
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xantalos on June 08, 2013, 07:56:48 pm
I think Mep added it to the mix, yeah.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Oyahbah on June 08, 2013, 07:58:55 pm
I think Mep added it to the mix, yeah.

ah so its already included in Masterwork??

NIIIIICEEEEEEEEEEEE
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Sarzael on June 09, 2013, 02:59:45 pm
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?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on June 09, 2013, 03:14:48 pm
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?
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Oyahbah on June 09, 2013, 10:22:56 pm
how do i add graphics to your mod so i dont gets teh ASCII art vampz???

also how do i get teh vamps to turn my dwarfz in fortress mode? an necromancy to work in fortress mod?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on June 10, 2013, 02:17:14 am
how do i add graphics to your mod so i dont gets teh ASCII art vampz???

also how do i get teh vamps to turn my dwarfz in fortress mode? an necromancy to work in fortress mod?
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: tyrannus007 on June 30, 2013, 01:55:13 pm
I like that werewolves change form when attacked. Does that apply to vanilla werecreatures, or just the ones you added?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Sarzael on July 10, 2013, 02:17:21 pm
How lethal is Venomous Werescorpion poison?
Basically, what syndromes it causes on short term, long term, and chronic.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Godlysockpuppet on July 11, 2013, 02:27:34 am
How lethal is Venomous Werescorpion poison?
Basically, what syndromes it causes on short term, long term, and chronic.
Rots the brain. Very deadly. Its giant desert scorpion if I remember correctly
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Sarzael on July 11, 2013, 05:44:15 am
How lethal is Venomous Werescorpion poison?
Basically, what syndromes it causes on short term, long term, and chronic.
Rots the brain. Very deadly. Its giant desert scorpion if I remember correctly

I dont think so, from what i be seen from my recently obtained werescorpion adventurer, it causes pain, paralysis, nausea, sluggines (Or something similar, dont know the word) and some other effects, but no rot. Doesnt seem to affect the brain, but if you attack the lungs, they will be paralyzed and the creature may suffocate.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: blazing glory on August 11, 2013, 12:42:14 am
what are the mentioned side effects of regenerative cocoon?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Winner5740 on September 30, 2013, 07:53:28 am
Found a bug, and an easy fix to it. When you try to create bone helm/mask/greaves, they end up making a random torso item. This is because the item class is set to ARMOR, rather than to HELM or PANTS.

To fix for anyone who this is bothering, open up
reaction_ftn_extra.txt
and replace this code

Spoiler (click to show/hide)

with this code

Spoiler (click to show/hide)

Hope this helps anybody!
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: JodGap on October 01, 2013, 10:31:03 am
Yesterday while streaming, a 200+ (later 300+) undead horde ganked me.

My last survivor, a vampire, ignored to attack the undeads.
He also had problems while trying to dig to hell, he just ignored my digging orders or was moved by the other undeads...

http://www.twitch.tv/nesis_/b/466289121
Check it at mark 1:43:00

He tried to remove a wall, and is pushed. Then tries to dig and is pushed....


Is this normal behaviour?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: blazing glory on October 04, 2013, 05:57:35 pm
who knows? my above question didint get answered i doubt yours will either
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Urist McRandomplayer on October 10, 2013, 08:24:09 am
Just downloaded this mod; it's quite awesome. I'm removing some of the features, as, even though they are cool, my computer is slow as-is and I wouldn't be using them much. It's a sacrifice to prevent FPS death. Odd as it sounds, I think my favourite part is the new set of reactions to make trophies; I have wnated to make something like that for a while, and lo and behold, I was browsing through the mod and there it was, a neat little extra that brightened up the game. Nothing like turning your dead foes into swag.

One feature I would love to see in the next version (related to the pole, but not on the list) would be the ability for a lower-tier vampire to become higher-tier by consuming the blood of a higher-tier vampire, and/or likewise for an Elder Vampire to gain the powers of another type of Elder Vampire from the same process.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Spiderking50 on October 17, 2013, 05:56:27 pm
Quick question about the draugr and wight disturbances. Does the game place them in lairs and when a dwarf, or what have you, enters the lair then the undead wakes up? Or does it curse the intruder or what?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: luvmonke on October 25, 2013, 01:44:43 am
Anyone know how fix were-creatures in the tileset?   With every graphics pack I use the werewolves created in world gen look like beast but when the player character or companions transform they look like dead bodies.

(http://imageshack.us/a/img22/9015/2eho.png)
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Zavvnao on January 23, 2014, 12:50:47 pm
please answer? I looked at the raws, and vampires have no attribute gain, but they also lack the no rust tag.

Does that mean that they are always loosing attributes then that they will never recover?
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: splinterz on February 01, 2014, 03:58:36 pm
just a note for you that you've got some attribute changes that are modifying values by 1000% or more. i'm not sure if that's intended or if such massive values even work (ie. i had a lesser vampire with ~15000 in most physical attributes  :-\)
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Archereon on June 12, 2014, 10:08:05 pm
Sorry to necro, but a quick quest I don't see mentioned anywhere in the OP...

Is it normal for a werecreatures gender to change depending on what kind of transformation it was-female for lunar, male for voluntary? If so, I'm assuming Toady kept werebeasts neuter because of the potential issues that would arise.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: GM-X on June 20, 2014, 04:48:15 pm
I'm bumping this because it may not be clear that the Dark Towers mod I'm making includes "Fear of the Night" as a cornerstone. It's updated with tiles and other fixes right now, but yet to be released. Once the mod (including Fear of the Night) supports the new features of DF2014, next will be a testing phase. 

[Dark Towers/Dark Ages]
: http://www.bay12forums.com/smf/index.php?topic=132486.0 (http://www.bay12forums.com/smf/index.php?topic=132486.0)
(http://3.bp.blogspot.com/-3-PSfJaFOF0/Ukpd0IxBz7I/AAAAAAAAAlE/oGVa0VLP5bE/s640/Dwarf-Fortress-Blog-Monster-Werebeast-Tiles.jpg)
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xangi on July 05, 2014, 01:51:16 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Xantalos on July 05, 2014, 04:40:38 pm
Yeah, removing the phys_attribute rust leads to incredibly muscular behemoth vampires punching legs off.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: GM-X on July 09, 2014, 04:03:45 pm
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.

Any 0.40+ mod you produce I'm interested in. FTN is literally scary. I'm going to update it best I possibly can, if you are not, and hope you will sharpen it up.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: Bloax on July 09, 2014, 04:38:28 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 *Another New Poll!*
Post by: GM-X on September 09, 2014, 09:06:59 pm
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.

I finally named it! My mod is officially released as of today. It updates most of the the Fear of the Night content to 40_11 so jump on in ye brave of heart:

http://dfdarkage.com/index.html  (http://dfdarkage.com)
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Illogical_Blox on September 11, 2014, 02:55:04 pm
Wait, this is for 34.11? On the mods/utilities thread, it says its for 40.11?
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Bloax on September 11, 2014, 03:38:13 pm
I see you're recommending an SSD
Quote
SSD recommended for extensive world generation and surveying.
And I raise you a RAM drive (http://www.ltr-data.se/opencode.html/#ImDisk).
(https://dl.dropboxusercontent.com/u/63152810/imdisk.gif)
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)
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Rammok on September 11, 2014, 04:10:06 pm
Wait, this is for 34.11? On the mods/utilities thread, it says its for 40.11?

Yeah no, Fear of the Night stuff is updated to 40_12 within Dark Ages.

I see you're recommending an SSD
Quote
SSD 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)

Thank you. A RAM drive sounds very nice. I've actually been testing on a Virtual Machine, which I can't bring myself to recommend, but it does run DF extremely fast. Your option is better.
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Illogical_Blox on September 11, 2014, 05:38:00 pm
Oooh... dear. I've been running it on 40.11...  ::)
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Rammok on September 11, 2014, 05:50:22 pm
Oooh... dear. I've been running it on 40.11...  ::)

Just updated to R1_40_12 at 3:30am last night.  ;)
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Ferndog on October 28, 2014, 01:40:49 am
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?
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Bloax on October 28, 2014, 03:12:22 am
Well everything works just fine in the unedited mod, so the book probably tried to turn you into an undefined infernomancer and thus instead made you a toad.
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Ferndog on October 28, 2014, 03:48:09 pm
Yeah I didn't realise that I had to delete the interaction .txt to get rid of infernomancers. (been playing dwarf fortress for ages, only started modding last week)

Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Xantalos on October 28, 2014, 08:45:58 pm
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.
Title: Re: <<Fear The Night!>> v1.4.1 [For 34.11]
Post by: Asin on June 04, 2017, 09:07:08 pm
My apologies for necroing this post, but could someone update this to 43.05?